0.7.4 · Minecraft 26.2 · Fabric Loader 0.19.5+ · Fabric API 0.160.0+26.2 · Java 25
SP SkyWorlds adds an illustrated world-style chooser as the first step of Create World. Choose a card. SkyBlock and Ocean World open a settings page before the normal world name, difficulty and other Minecraft options. The World style button reopens the chooser before creation. Text is available in English and Bulgarian, following the game language.
View the detailed English screenshot gallery — world selection, Ocean fishing, SkyBlock settings and One Block events.
New in 0.7.4 — Recovery only when the rod is missing
/rod now refuses recovery if you already carry an Ocean Explorer Rod, including any inventory/hotbar slot or offhand. It shows an explanatory message, cancels pending confirmation and leaves the rod's progress, enchantments and other components intact. Repeating the command cannot replace the carried rod.
If you obtain a rod between the warning and confirmation, the second command refuses issuance. A missing rod can still be recovered after the nearby search and two-command confirmation; the recovered rod preserves your recorded progression and has no enchantments. Chest detection, coordinates and temporary gold outlines remain available when you do not carry the rod.
New in 0.7.3 — Rod location outlines
When /rod finds a nearby special rod, its container is marked with a gold outline visible through walls for 30 seconds. Only the requesting player sees it. The existing coordinate messages remain available. Repeating /rod refreshes the locations and timer; a search with no nearby rods clears the marks.
New in 0.7.2 — Find and replace your rod
/rod searches a 32-block spherical radius around you for special rods in loaded containers, chest boats/minecarts and dropped item entities in your current dimension. It reports the container/item type and X/Y/Z coordinates, then blocks replacement until those rods are collected. Up to eight nearby locations are listed, with a count for any remaining locations. It does not load unexplored chunks or remove rods from nearby containers. A nearby Ender Chest is checked against your personal Ender Chest inventory. Rods inside nested shulker items are not scanned.
If none is found, the command warns that the replacement has no enchantments and asks you to type /rod again within 30 seconds. The second command checks nearby rods again. Changes to your carried special rods or dimension require a new warning. In 0.7.2–0.7.3, confirmation replaced carried special rods with one unenchanted rod. 0.7.4 supersedes that behavior: a carried special rod blocks recovery entirely. A missing rod is recovered at your highest recorded progress. Ordinary fishing rods are kept. A missing-rod recovery needs a free inventory slot.
Luck of the Sea now improves the custom catch table: each level, capped at III, adds 15% to the relative weights of unlocked treasure, eggs, spawners and End frames, and 7.5% to ore weights. Fish and supply weights stay unchanged; all weights are normalized back to 100%. These are relative weight bonuses, not percentage-point increases. Unlock levels stay the same. Lure keeps its vanilla faster bite waiting and does not change category weights.
/ow displays the selected rod's Luck/Lure levels and the resulting individual item chances when browsing any rod level. Its existing tables below describe the unenchanted baseline. Reopen the guide after changing rods or enchantments.
New in 0.7.1 — Ocean recovery and exploration
/rodrestores the Ocean Explorer Rod at your highest recorded catch count in this world. It works in Survival without cheats, only in Ocean World saves. In 0.7.1 a carried special rod was updated instead of adding another; 0.7.2 uses the confirmed replacement described above; a full inventory must have a free slot before a replacement can be issued.- Progress is backed up per player on every successful special-rod catch, on joining with an existing rod, and while carrying one. The backup survives death, reconnects and world reloads. Stored or dropped rods are not removed by recovery. For an older save, carry your existing rod after updating so its progress can be registered; progress from a rod already lost before this update cannot be reconstructed.
- Newly generated Ocean helper islands and ruins sit at the waterline: their top floor blocks are at Y=63, with the walkable surface at Y=64. Both Flat and Natural oceans use this height. SkyBlock heights are unchanged.
- Natural Ocean now generates biome-appropriate vanilla structures, including ocean monuments, shipwrecks and underwater ruins. Strongholds are excluded, so no stronghold End portal generates. The normal Minecraft Generate Structures setting still applies. The small-helper switch remains independent; Flat Ocean retains helpers only.
Terrain and structure changes apply to new chunks in both new and existing saves. Already generated islands, ruins and player builds are preserved. /ow → How it works explains rod recovery in English and Bulgarian.
New in 0.7.0 — Ocean fishing
Every player receives one Ocean Explorer Rod on first joining an Ocean World with this update, including existing saves. The rod is delivered to the inventory (or dropped nearby if full); the boat keeps its original three supplies. This grant is per player per world and is not repeated on reconnect or death.
The rod has permanent durability and progresses from level 1 to 100. Each successful fishing catch gives one progression point. Moving from level L costs 10 + 2 × (L − 1) catches, for 10,692 successful catches to reach level 100. Progress is stored on the rod itself, independent of player experience and world progression, and survives storage, transfer and reload. Unbreakable does not prevent losing the item to death, fire or the void.
/ow opens an illustrated fishing guide without requiring cheats. Browse every level's items and exact individual catch probabilities, all 100 progression thresholds, current rod progress and the full rules. The guide uses your held special rod, or the highest-level special rod in your inventory. Reopen it to refresh. Outside Ocean World it shows a preview.
| Rod level | Fish | Supplies | Ores | Treasure | Eggs | Spawners | End frames |
|---|---|---|---|---|---|---|---|
| 1–9 | 80% | 20% | — | — | — | — | — |
| 10–24 | 65% | 25% | 10% | — | — | — | — |
| 25–39 | 55% | 25% | 20% | — | — | — | — |
| 40–50 | 45% | 20% | 30% | 5% | — | — | — |
| 51–64 | 40% | 15% | 30% | 10% | 5% | — | — |
| 65–79 | 35% | 15% | 30% | 10% | 9% | 1% | — |
| 80–89 | 30% | 10% | 30% | 15% | 13% | 2% | — |
| 90–99 | 25% | 10% | 30% | 17% | 15% | 3% | — |
| 100 | 25% | 10% | 29% | 17% | 15% | 3% | 1% |
One item is drawn uniformly from the selected category, always quantity one. Animal eggs start at 51; villager eggs, spawners and diamond ore at 65; monster eggs and emerald ore at 80; ancient debris, netherite scrap and more animals at 90. End portal frames unlock only at 100, with a 1% chance per catch. /ow lists every item, including all fish, supplies, ores, treasures and egg types.
Only successful catches with the special rod in an Ocean World save outside Creative/Spectator advance it. Empty reels and hooked entities do not. The current catch uses the rod's level before the point is awarded. Ordinary rods and other world types retain vanilla fishing loot. Lure keeps its normal waiting-time effect; In 0.7.0–0.7.1 Luck of the Sea did not alter the special table; 0.7.2 adds the bonuses described above. Vanilla fishing experience remains separate. Fishing still needs water and a successful bite; the custom rare table does not add an open-water requirement.
Spawner catches are normal placeable spawners; use a spawn egg on one to choose its creature. Vanilla spawning rules apply. End portals require 12 correctly oriented frames and Eyes of Ender. Spawners and frames are not normally recoverable by breaking them in Survival.
This release adds fishing and /ow; broader Ocean World settings remain separate future work. One Block and SkyBlock gameplay are unchanged.
New in 0.6.0 — SkyBlock
/sb opens the illustrated SkyBlock guide. /sbsettings opens the per-world editor, requiring Creative AND cheats/operator permission in a SkyBlock world. Use Save to world to apply the draft. No phases are used. The settings and guide are available in English and Bulgarian; reopen the guide to refresh its snapshot.
- Biome islands: enable/disable, spacing (64–4,096 blocks, multiples of 16), generation chance, radius (3–6 blocks) and seven weighted biome choices. Trees and ground match the actual biome. Weight 0 excludes a biome.
- Structures: independent enable switch, spacing, chance and weights for ruins, roofed workshops and campfire shelters. Existing ruin workstation variants remain available. Default spacing stays 768 for islands and 1,024 for structures. Existing Create World switches are inherited.
- Chests: Normal, Common, Rare, Unique, Epic and Legendary, with percentages totaling 100%, separate item pools, relative item weights, quantities and stack counts. Structure loot and AirDrop loot are independent. Existing generated chests never refill.
- Events: AirDrop, Mini Boss Battle, Boss Battle and Island Battle. Each has its own enable switch, attempt interval, chance, warning, player-distance range, platform rules and unlock conditions. They all start disabled. Events can require active world days, distance from spawn and previous player victories.
- Void rescue: optional return to a previously observed safe position, with a per-player limit and cooldown. A zero limit means unlimited rescues. It defaults to off and does not rebuild a destroyed island.
Event flow
An eligible Survival player receives an announcement with a fixed location and countdown (default ten minutes). /sb → Active event shows the coordinates, remaining time, required platform dimensions and whether the site is ready. Coordinates do not follow the player after announcement. Distances are measured horizontally from that player at selection; the floor is placed near their current height, clamped to Y=40–200. Only one event runs per world, and other players can help.
Choose Automatic platform or Player-built platform. Automatic floors require empty space and do not overwrite builds. Manual floors require a solid square of full blocks with clear space above. Set an odd width from 7–31 and clear height from 3–10. A missing/blocked platform can cancel the event or retry up to five times, every 60 seconds.
AirDrop descends as a light-particle trail and creates its configured loot chest on landing. Mini Boss and Boss use selectable, strengthened vanilla mobs, not new custom models or attack AI. Select weighted opponents and equipment, leader health (20–1,024), total group size (1–32), battle time limit and victory bonus. Companions have 20 health. Island Battle defaults to ten opponents. Normal creature drops remain separate from the final bonus. Only player-credited kills count; the bonus goes to the announced owner once after every opponent is defeated.
Active events keep a snapshot of their settings and survive save/load. Owner logout pauses the active countdown; the cleanup countdown can continue if other players remain online. Owner death, Creative/Spectator, dimension change, timeout, Peaceful, or an uncredited/removed enemy cancels a battle without a bonus. Remaining event opponents are removed on cancellation.
Platform cleanup
Player-built platforms are always kept. Automatic platforms can stay or have their temporary floor removed after a configurable collection period (default 120 seconds), with warnings at 30 and 10 seconds. Floor blocks edited by players and supports beneath builds/reward chests are retained. Players standing there are moved to a remembered safe position; if none exists, the floor is kept. Collect the chest during the collection period if you want the floor fully removed. Cleanup does not delete player inventory or chest contents.
Scope and compatibility
Island and structure changes affect newly generated chunks only. Existing terrain, biome data, builds and loot are preserved. Previously generated areas can therefore have different spacing from newly explored areas. Active days mean 20 minutes with players online in the Overworld; sleeping and time commands do not advance this counter. Unlock requirements apply together. Saving settings resets future attempt timers, while an announced event keeps its original settings.
One Block retains its menus and gameplay. Its settings storage now also supports large configurations beyond the old single-string limit, while accepting existing saves. Ocean World receives no new commands or settings in this release.
New in 0.5.0
World-card descriptions now float beside the mouse while hovering the illustration.
/ob opens the illustrated progress guide with phases, block icons, rewards and event details. Events and rewards can be browsed separately for each phase. Reopen the guide to refresh its snapshot; menus do not pause gameplay.
/obsettings → Events → choose a phase edits that phase's complete event profile. Access requires a One Block world, Creative mode and cheats/operator permission. The server checks these again when saving. Changes remain a draft until Save to world on the home page.
- Event chances: passive animals, angry animals, hostile mobs, chests, bonus items and battle challenges. These are percentages per eligible Survival core break after the cooldown; their sum must be at most 100%. At most one random event is selected. The last block of a phase uses that phase's event rules.
- Chest tiers: Normal, Common, Rare, Unique, Epic and Legendary. Set the overall chest-event chance, then the six conditional tier percentages, totaling exactly 100%. Each tier has its own item pool, minimum/maximum stack draws, quantity ranges and relative item weights. For example, 10% chest chance with 20% Rare gives 2% Rare per eligible break. Draws may repeat an item. The chest replaces the core; collect and break it to continue. Contents persist without refilling.
- Mob pools: choose relative weights independently for each phase; the editor shows the resulting percentages. Weight 0 disables a creature. Phase 1 can use only cows and pigs, and phase 2 can enable zombies. Passive choices are cow, pig, sheep, chicken and rabbit; angry choices are wolf, polar bear and bee; hostile choices are zombie, skeleton, spider, creeper, husk and stray.
- Equipment: each mob has six slots, with an item picker, equip percentage and drop percentage. Empty slots preserve vanilla equipment; selecting an item with 0% equip chance clears that slot. Armor pickers filter compatible slots. A creature's vanilla AI determines whether it uses a held weapon.
- Battle challenge: set the event chance, 1–32 opponents, a 30–3,600-second time limit, weighted opponents, equipment and the final bonus. Defaults are 10 opponents and 600 seconds, with the battle chance disabled. All opponents spawn together on your existing platform. Defeat every opponent for the separate bonus in addition to normal mob drops; cooperative player kills count. Only one battle runs at a time.
- Phase rewards: set the milestone interval and item cycle separately for each phase. Random bonus items use that phase's cycle; chest loot and battle bonuses are separate lists.
Ordinary mob events need a solid, clear platform 2–4 blocks from the core and stop at eight nearby mobs. Battles search 2–10 blocks from the core and require enough space for the entire group. Neither creates terrain. Angry and hostile events are skipped in Peaceful. Creative breaks do not advance progress or trigger events.
Battles persist across save/load. The timer pauses while the owner is offline. Death, switching to Creative/Spectator, leaving the dimension or moving more than 64 blocks from the core, Peaceful mode, timeout, or an opponent dying without player credit cancels the battle without its bonus. Removed/exploded opponents also cancel it. Remaining opponents are removed on cancellation. Jumping progression through the editor cancels an active battle.
Existing worlds retain progress and their previous event settings. A phase inherits those settings until its own profile is edited; new worlds still default to zero random-event chances. The first chest tier defaults to 100%, with the original reward items as loot. This preserves existing gameplay and lets administrators customize each tier.
Phases still supports up to 12 phases, custom names/lengths, a searchable block picker, and ordered or random blocks. The last phase is endless. Current phase jumps the shared counter after confirmation without awarding skipped rewards. Save edits before jumping. Invalid, stale or replayed saves are rejected.
New in 0.3.0
Ocean World now starts the first player aboard an oak chest boat instead of a raft. Its chest contains exactly one grass block, one dirt block and one oak sapling. This applies to both Flat and Natural oceans. The boat and its inventory persist normally; reopening or dying does not create another boat or refill supplies. Other players join the same world; the starter is shared, not issued per player. Existing ocean saves keep their original starter. With no bed, later respawns use the original spawn area; keep your boat or build a safe base.
In 0.3.0, /ob displayed the guide in chat; 0.4.0 replaces it with the visual window described above. The original guide showed the world's shared counter, current phase, current/next regenerated block, breaks until the next phase and next bonus, all five ordered block cycles, and every 25-break supply reward. Phase ranges count blocks already broken: 0–99, 100–199, 200–299, 300–399 and 400+. The final phase repeats forever; the eight-item bonus cycle repeats every 200 breaks. Normal Minecraft tools and enchantments determine actual drops. The guide is available in every world, with live progress only in One Block; text follows English/Bulgarian game language. Use the new window in 0.4.0 to browse these details.
New in 0.2.2
Biome islands now use a 768-block grid (previously 256), and helper ruins use a separate 1,024-block grid. This gives about one ninth as many islands and one sixteenth as many ruins per area. Ruins are offset from island sites so the two do not overlap.
Each ruin has one of seven workstations: crafting table, furnace, blast furnace, smoker, stonecutter, loom or smithing table. Its chest contains 3–5 supply stacks, combining workshop-themed materials with varied food, seeds, saplings, fuel and other basic resources. The workstation and loot are deterministic for the world seed and site, but vary between ruins. Loot is generated once and never refills on reopening.
For existing worlds with helpers enabled, the new spacing and variants apply to newly generated chunks. Already generated islands, workstations and chest contents remain as they are. A new world is only needed if you want the sparser layout everywhere from the start.
New in 0.2.1
Added the approved floating-island, waterfall and glowing-portal mod icon. Gameplay and world settings are unchanged from 0.2.0.
New in 0.2.0
Create World → SkyBlock / Ocean World → Settings → Continue
- Extra biome islands: small islands on a 768-block grid, excluding the starting island's cell. Seven variants use real forest, birch forest, taiga, savanna, jungle, cherry grove and snowy-taiga biomes. Each has matching logs/leaves and grass, podzol, coarse dirt or snow as appropriate. Islands are about 11 blocks across; tree/biome variants cycle by position.
- Small helper structures: separate 7×7 ruined platforms on a 1,024-block grid, with one of seven workstations, light and a chest with varied supplies. This switch works independently of islands. Their sites are offset from the island grid. This option adds small helpers, not villages, monuments or spawners.
- Ocean floor: Flat / Natural: Flat preserves the original layers. Natural uses Minecraft's noise-based terrain, cave/aquifer and ore generation, constrained to ocean depths. It has an uneven sand/gravel seabed, caves, ores, kelp/seagrass and ocean-biome vegetation. Before 0.7.1, large vanilla Overworld structures were suppressed. In 0.7.1, Natural Ocean permits biome-appropriate vanilla structures except strongholds; the helper switch controls only the small ruins. The Nether and End remain vanilla.
Both helper switches default to Off and the ocean floor defaults to Flat. Hover the buttons for details. Continue applies the choices; Back/Escape discards unconfirmed changes. Reopen World style, select the same mode, and its applied settings are retained. Names, seed and difficulty still use the normal Minecraft controls.
Settings are saved inside each new world's generator and apply to newly explored chunks. Existing 0.1.0 worlds keep their original generation; this update does not convert an existing world, add islands to old saves, or refill looted helper chests. Create a new world to use the new options. The helpers use a fixed coordinate layout; workshop types, supplies and natural ocean terrain vary with the world seed.
Worlds
- SkyBlock: a small grass-and-dirt island at Y=64, an oak tree and a starter chest above the void.
- Ocean World: an oak chest boat with one grass block, one dirt block and one oak sapling on an endless ocean. The seabed consists of sand, dirt, stone and bedrock. With Flat selected, the seabed stays layered and has no natural ores or vegetation. Select Natural for the varied seabed, caves, ores and marine vegetation; enable helpers separately.
- One Block (default settings): one regenerating block at (0, 64, 0), above the void. Every 100 survival-mode breaks unlock the next resource phase: Beginnings, Underground, Explorer, Nether, Endless. After 400 breaks the final pool repeats indefinitely. Creative breaking restores the block without increasing the counter. Ordinary blocks do not affect progress. Every 25 survival breaks give a rotating supply item (sapling, seeds, ice, lava bucket, string, melon seeds, sugar cane, carrot). Progress is shared by the world and saved with it.
- Normal World: the vanilla normal preset.
The Nether and End retain vanilla generation in all modes. The challenge presets do not add an alternative End portal or a quest system. One Block events and custom progression can be enabled through /obsettings; default gameplay remains the original resource sequence.
In-game screenshots
All screenshots use the English game interface.