
SkyGridx
Experience the Latest Blocks, Customize Your SkyGrid, and Enjoy Real-Time, Efficient Generation.
SkyGridx 1.21.10
release25 ноября 2025 г.What's new
Updated Chest system
- Paper 1.21.10 changed how chunks load and broke our old way of tagging chests. Chest data now lives in a small local database so keys stay reliable even if Paper changes more. Old worlds still work like before.
- This makes the jar a bit larger and adds a small database file for the plugin, but it should feel the same on normal size servers.
- I have not stress tested this on huge servers with massive worlds, so if that is your setup you may want to keep an eye on database size and performance.
New content
- New 1.21.10 blocks and mobs are added into the grid and spawners, so the world matches the new version.
Bug Fix for /tpr and safety
- Fixed a bug where using /tpr in the End could drop you in the wrong dimension. Also added new unsafe blocks like leaf litter and dry grass so random teleports avoid new possible bad locations.
Note: This is a significant update with lots of changes. Tested on Paper 1.21.10 so far. Please report any issues you encounter here.
If you are interested you can check out the more detailed updated release notes here
SkyGridx 1.21.7
release14 июля 2025 г.Sorry it's taken so long to get the update out on the plugin pages. I've been busy, and even though the update has been done for a while, I just haven't had time to post it.
In this version, a lot has been overhauled to simplify the installation process where possible for all versions except Folia, due to some limitations with their API.
Major Changes
The datapack is no longer required for (Spigot, Bukkit, Paper, Pufferfish, Purpur, Leaf), since a custom generator has been built using the API to strip world chunk data of everything except biomes. This was done to support multi-world setups beyond the default 3 worlds.
⚠️⚠️⚠️ The plugin now creates 3 completely custom worlds and leaves the default ones untouched. So if you're switching from an old version and using (Spigot, Bukkit, Paper, Pufferfish, Purpur, Leaf), you'll need to do a few extra things. Like copying over your saved region data to the new worlds, and so on. ⚠️⚠️⚠️
If you're making a brand new server, you can just proceed as normal. Download the plugin and launch the server—no more extra steps like creating a datapack folder. Use the built-in /tpr command to teleport to the SkyGrid worlds. Portals, beds, and similar stuff are now isolated from the standard worlds. For example, going through a portal in the SkyGrid Overworld takes you to a SkyGrid Nether or End, depending on the type.
New Features
Custom Ender Eye Portal Tracking
Stand-alone end portals have been added to the SkyGrid Overworld. The plugin has custom logic to let Ender Eyes track these portals.
- Eyes follow a smooth arc to the nearest registered portal
- They hover with particles for 5 seconds so players can catch them
- Then they get refunded to the player
- If no portal exists, the eye pops with a small explosion and gets refunded
- Portal data is stored in a fast binary file (
portals.dat) - Only works with
END_PORTALblocks in the grid - Replaces the missing stronghold structure
Auto Mini-Chunk Regen
You can now mark any chunk to auto-regen on a timer. Great for farms, mob grinders, or any spot you want to reset without doing anything. Use easy in-game commands:
/miniregen add to start a regen job
/miniregen remove to stop it
You can tab-complete the interval, alias, distribution, or group name.
New 1.21.5–1.21.7 Content
All the new blocks and mobs have been added to the grid. Things like:
- Firefly Bush
- Leaf Litter
- Wildflowers
- Bush
- Short Dry Grass
- Cactus Flowers
- Happy Ghast Spawners
- ... and more
/miniregen Command
/miniregen add [seconds] [alias] [distribution] [group]
/miniregen remove [alias]
/miniregen remove group [groupName]
Examples
# Regen this chunk every 5 minutes
/miniregen add 300 farmZone spring_to_life
# Stop that job
/miniregen remove farmZone
# Remove all jobs in the "farm" group
/miniregen remove group farm
Sample Materials List
Here's a sample mini_regen_materials.<code>yml </code> setup:
distributions:
spring_to_life:
FIRELY_BUSH: 1.0
LEAF_LITTER: 0.5
WILDFLOWERS: 0.7
SHORT_DRY_GRASS: 0.4
TALL_DRY_GRASS: 0.4
CACTUS_FLOWER: 0.2
LODESTONE: 0.8
Chest System Updates
The chest system now supports more loot customization:
- Mix Minecraft loot tables and your own custom ones
- Set custom item spawn chances
- See the SkyGridX Chest Settings Guide for full details
New tipped arrow logic adds random potion effects to arrows in chests for more variety.
End Fight Changes
The dragon fight is easier now:
- The End portal was moved to the same Y level as the obsidian platform
- A big dome around the fight area has been cleared of blocks
- Easier to shoot crystals and hit the dragon
- End pillars regenerate but no longer have cages
Bug Fixes
- Fixed enchanted books not combining properly
- Fixed enchantment text only showing in English (now uses server language)
- Lots of smaller bug fixes not listed
There’s been a ton of changes. If you need help with anything or run into issues, let me know on the plugin Discord Or submit issues on GitHub.
Folia version for 1.21.7 will come when they updated their api to 1.21.7
SkyGrid-Folia-Beta-1.21.4
release9 марта 2025 г.Has all same features as latest SkyGridx, but is optimized for folia specifically.
What is included in the latest update:
Plugin Update: Enhanced Chest System and Loot Distribution!
What's New?
-
Updated Loot Tables:
I've refreshed the loot tables to use the newest vanilla loot tables wherever possible. For example, in the jungle you'll now find loot from the updated jungle temple. Custom loot tables have also been improved – there are more items, more food options, more wood, and all the armor trims are now available across every dimension. Additionally, custom chests now include a wider selection of tools with more enchantment variety, and I've even swapped out wooden tools for gold ones for better balance. -
Increased Distribution:
The probability of finding chests and spawners has been boosted by 2-3 times in all dimensions. This means chests are now easier to locate, and with the updated loot tables, the rewards will be even more enticing. -
Dynamic Loot & Performance Boost:
Chests now populate their loot when they are opened instead of at the moment they're generated. This change not only improves performance by eliminating the need to calculate loot for every chest during chunk generation but also means that if loot tables are updated later, players will receive the new, updated loot instead of outdated items.
Enhanced Chest Modes
- Two Ways to Populate Chests:
- Custom Loot Tables:
Define exactly which items appear in your chests using either a compact or an expanded format. You can customize item display names (with color codes), set how enchantment levels are shown (either as numbers with a prefix or as Roman numerals), and even use filler items to adjust the rarity of valuable items.
- Custom Loot Tables:
#############################
# [Legacy (Compact) Format] #
#############################
ChestSettings:
ChestOld:
Items: [MATERIAL_ENUM:weight:maxAmount]
Biomes: [BIOME_ENUM]
##########################################
# [Expanded Format / Enchanment Support] #
##########################################
ChestSettings: # ChestSettings (Parent Key) Under this key, create one or more named chest configurations (e.g., "Chest1").
ChestNew: # Chest key can be anything, really. If you use special characters, make sure to put them inside parentheses like this: "N@me". It is used as a unique identifier for each chest (there should not be two that are the same).
Items:
- MATERIAL_ENUM: # Use the exact item names from https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html
- Weight: <numeric value> # The chance (in percent) for the material to be placed in the chest.
- MaxAmount: <numeric value> # The max amount of that material that will be allowed chest wide.
- CustomName: <custom display name> # Supports use of Minecraft color codes like "§0" for Black and so on.
- LevelType: <Standard or Roman> # Item-wide setting for enchantment display
- Enchantments:
- ENCHANTMENT_ENUM: # Use exact enchantment names from https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/enchantments/Enchantment.html
- Weight: <numeric chance in percent>
- MinLevel: <minimum level>
- MaxLevel: <maximum level>
- LoreColor: <color> # (Optional) Valid colors: BLACK, DARK_BLUE, DARK_GREEN,DARK_AQUA, DARK_RED, DARK_PURPLE, GOLD, GRAY,DARK_GRAY, BLUE, GREEN, AQUA, RED, LIGHT_PURPLE,YELLOW, WHITE.
Biomes:
- BIOME_ENUM # Use the exact biome names from https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/block/Biome.html

- Minecraft-based Loot Tables:
Use vanilla Minecraft’s loot generation with our updated loot table selections. Simply list the loot table names with their weights, and the plugin will automatically handle loot generation.
#########################
# [New Vanilla Support] #
#########################
ChestSettings: # ChestSettings (Parent Key)
ChestMulti: # Chest key can be anything, really. If you use special characters, make sure to put them inside parentheses like this: "N@me". It is used as a unique identifier for each chest (there should not be two that are the same).
LootTables: # LootTables (Parent Key)
- SIMPLE_DUNGEON: # Each loot table entry is defined as a map where the key is a loot table enum (from Bukkit’s LootTables, such as SIMPLE_DUNGEON, ABANDONED_MINESHAFT, etc.) Bukkit LootTables: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/loot/LootTables.html
- Weight: 80.6 # The chance (in percent) for the material to be placed in the chest.
- VILLAGE_ARMORER:
- Weight: 19.4
Biomes: # Biomes (Parent Key)
- DESERT # Use the exact biome names from https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/block/Biome.html

SkyGridx 1.21.4
release9 марта 2025 г.Plugin Update: Enhanced Chest System and Loot Distribution!
What's New?
-
Updated Loot Tables:
I've refreshed the loot tables to use the newest vanilla loot tables wherever possible. For example, in the jungle you'll now find loot from the updated jungle temple. Custom loot tables have also been improved – there are more items, more food options, more wood, and all the armor trims are now available across every dimension. Additionally, custom chests now include a wider selection of tools with more enchantment variety, and I've even swapped out wooden tools for gold ones for better balance. -
Increased Distribution:
The probability of finding chests and spawners has been boosted by 2-3 times in all dimensions. This means chests are now easier to locate, and with the updated loot tables, the rewards will be even more enticing. -
Dynamic Loot & Performance Boost:
Chests now populate their loot when they are opened instead of at the moment they're generated. This change not only improves performance by eliminating the need to calculate loot for every chest during chunk generation but also means that if loot tables are updated later, players will receive the new, updated loot instead of outdated items.
Enhanced Chest Modes
- Two Ways to Populate Chests:
- Custom Loot Tables:
Define exactly which items appear in your chests using either a compact or an expanded format. You can customize item display names (with color codes), set how enchantment levels are shown (either as numbers with a prefix or as Roman numerals), and even use filler items to adjust the rarity of valuable items.
- Custom Loot Tables:
#############################
# [Legacy (Compact) Format] #
#############################
ChestSettings:
ChestOld:
Items: [MATERIAL_ENUM:weight:maxAmount]
Biomes: [BIOME_ENUM]
##########################################
# [Expanded Format / Enchanment Support] #
##########################################
ChestSettings: # ChestSettings (Parent Key) Under this key, create one or more named chest configurations (e.g., "Chest1").
ChestNew: # Chest key can be anything, really. If you use special characters, make sure to put them inside parentheses like this: "N@me". It is used as a unique identifier for each chest (there should not be two that are the same).
Items:
- MATERIAL_ENUM: # Use the exact item names from https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html
- Weight: <numeric value> # The chance (in percent) for the material to be placed in the chest.
- MaxAmount: <numeric value> # The max amount of that material that will be allowed chest wide.
- CustomName: <custom display name> # Supports use of Minecraft color codes like "§0" for Black and so on.
- LevelType: <Standard or Roman> # Item-wide setting for enchantment display
- Enchantments:
- ENCHANTMENT_ENUM: # Use exact enchantment names from https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/enchantments/Enchantment.html
- Weight: <numeric chance in percent>
- MinLevel: <minimum level>
- MaxLevel: <maximum level>
- LoreColor: <color> # (Optional) Valid colors: BLACK, DARK_BLUE, DARK_GREEN,DARK_AQUA, DARK_RED, DARK_PURPLE, GOLD, GRAY,DARK_GRAY, BLUE, GREEN, AQUA, RED, LIGHT_PURPLE,YELLOW, WHITE.
Biomes:
- BIOME_ENUM # Use the exact biome names from https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/block/Biome.html

- Minecraft-based Loot Tables:
Use vanilla Minecraft’s loot generation with our updated loot table selections. Simply list the loot table names with their weights, and the plugin will automatically handle loot generation.
#########################
# [New Vanilla Support] #
#########################
ChestSettings: # ChestSettings (Parent Key)
ChestMulti: # Chest key can be anything, really. If you use special characters, make sure to put them inside parentheses like this: "N@me". It is used as a unique identifier for each chest (there should not be two that are the same).
LootTables: # LootTables (Parent Key)
- SIMPLE_DUNGEON: # Each loot table entry is defined as a map where the key is a loot table enum (from Bukkit’s LootTables, such as SIMPLE_DUNGEON, ABANDONED_MINESHAFT, etc.) Bukkit LootTables: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/loot/LootTables.html
- Weight: 80.6 # The chance (in percent) for the material to be placed in the chest.
- VILLAGE_ARMORER:
- Weight: 19.4
Biomes: # Biomes (Parent Key)
- DESERT # Use the exact biome names from https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/block/Biome.html

SkyGrid-Folia-Beta-1.21.4
release17 февраля 2025 г.Has all same features as latest SkyGridx, but is optimized for folia specifically.
What is included in the latest update:
Update Overview
This update makes chest loot in the plugin much more customizable and easier to manage. I’ve added new options that let you change how items look and how their enchantments are shown. I’ve also reworked some of the world file settings to improve overall control. Here’s what’s new:
Custom Item Names and Enchantment Options
-
Custom Item Names: You can now give items their own names using Minecraft color codes. For example, you can name an item "§6HolyDirt" to have it appear in gold. This makes your chests look more personalized and fun!
-
New Enchantment Display Options: Instead of setting the display style for each enchantment one by one, you now choose one style for the whole item. With the new LevelType setting, you have two options:
- Standard: Shows numbers like "lvl_1", "lvl_2", etc.

- Roman: Shows numbers as Roman numerals like "I", "II", and so on. (Note: Roman numerals work up to 3999.)

If you don’t choose a style, it will automatically use the Roman style.
-
LoreColor for Enchantments: Each enchantment can now have its own custom color in the item’s description. This lets you match your server’s theme or simply make items more eye-catching. You can use common color names like RED, BLUE, GREEN, and many more.
-
Better Distribution Control:
With these changes, you now have even more control over how items are distributed in chests. The updated settings allow you to manage both how many items appear in each slot and how they are spread out across the chest. So, a lower MaxItemsPerSlot means more distributed items in the chest, while higher migth result in less distrbution if not set up properly.
World File Configuration Rework
- World Files in YAML:
I have updated the format for the world configuration files. Material text files have been converted to YAML, and the way biomes are set up has changed. If you use custom world settings, you will need to update them according to the new format.
Here are the updated settings files so that you can see the changes:
ChestSettings.yml
# ------------------------------------------------------------------------------
# Chest Settings
#
# This file configures how chests are populated in specific biomes using a
# weight-based system for random item selection. Each chest configuration
# also respects a global "MaxItemsPerSlot" to control the number of items that
# can appear in any single slot.
#
# New Settings:
# - CustomName:
# Allows you to set a custom display name for an item using Minecraft color codes. For example, "§6HolyDirt" will display the name in gold.
#
# - LevelType (Item-wide):
# * Standard: Displays levels as numbers with a "lvl_" prefix (e.g., "Mending lvl_1", "Fortune lvl_2").
# * Roman: Displays levels as Roman numerals (e.g., "Mending I", "Fortune II"). Note: I have added roman numeral conversion that supports values up to 3999.
# * Default: If omitted or unrecognized, defaults to Roman.
#
# - Enchantments:
# Each enchantment entry now supports:
# * Weight: The chance (in percent) for the enchantment to be applied.
# * MinLevel / MaxLevel: The range for the enchantment level.
# * LoreColor: The color used to display the enchantment in the item's lore. Valid colors include: BLACK, DARK_BLUE, DARK_GREEN, DARK_AQUA, DARK_RED, DARK_PURPLE, GOLD, GRAY, DARK_GRAY, BLUE, GREEN, AQUA, RED, LIGHT_PURPLE, YELLOW, WHITE.
#
# Advanced Weighting: Filler Items & Rare Items
# - You can add "filler" items (for example, AIR) with a high weight to reduce the overall odds of rare items appearing. For example, setting AIR to a weight of 90 while giving DIAMOND a weight of 0.3 will make diamonds extremely rare.
#
# ------------------------------------------------------------------------------
#
# 1) MaxItemsPerSlot (Global)
# - Sets a hard limit on how many items of a single type can be placed in one
# slot, regardless of the item’s maxAmount. Default: 2
#
# 2) ChestSettings (Parent Key)
# - Under this key, create one or more named chest configurations (e.g., "Chest1").
#
#
# [Legacy (Compact) Format]
#
# ChestSettings:
# ChestOld:
# Items: [ITEM_NAME:weight:maxAmount]
# Biomes: [BIOME_NAME]
#
# [New Expanded Format]
#
# ChestSettings:
# ChestNew:
# Items:
# -ITEM_NAME: # Use the exact item names from https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html
# - Weight: <numeric value>
# - MaxAmount: <numeric value>
# - CustomName: <custom display name> # Supports use of Minecraft color codes like "§0" for Black and so on.
# - LevelType: <Standard or Roman> # Item-wide setting for enchantment display
# - Enchantments:
# - ENCHANTMENT_NAME: # Use exact enchantment names from https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/enchantments/Enchantment.html
# - Weight: <numeric chance in percent>
# - MinLevel: <minimum level>
# - MaxLevel: <maximum level>
# - LoreColor: <color> # (Optional) Valid colors: BLACK, DARK_BLUE, DARK_GREEN,DARK_AQUA, DARK_RED, DARK_PURPLE, GOLD, GRAY,DARK_GRAY, BLUE, GREEN, AQUA, RED, LIGHT_PURPLE,YELLOW, WHITE.
# Biomes:
# - BIOME_NAME # Use the exact biome names from https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/block/Biome.html
#
#
# 3) How the Code Chooses Items (Weight-Based):
# - The plugin sums all item 'weight' values in a chest config, then picks an item for each empty slot in proportion to those weights.
# Example: With four items each having weight 5, the total weight is 20, and each item has a 25% chance per slot.
#
# 4) Reducing Item Chance (Filler Items):
# - To lower the odds of high-value items appearing, you can add filler items (e.g., AIR) with a high weight to dilute the selection.
# For instance, AIR with weight 90 dilutes the chance of DIAMOND (e.g., weight 0.3) being chosen.
#
# 5) maxAmount vs. MaxItemsPerSlot:
# - maxAmount: The total maximum number of a given item allowed in the entire chest.
# - MaxItemsPerSlot: The maximum number of that item that can be placed in any one slot.
#
# 6) YAML Tips:
# - Use standard YAML naming rules for chest configurations (alphanumeric, underscores,
# or quoted strings for spaces/special characters).
# - Both "compact" and "expanded" list styles are supported.
#
# ------------------------------------------------------------------------------
#
MaxItemsPerSlot: 2
ChestSettings:
Chest1:
Items:
- MYCELIUM:30:5
- RED_MUSHROOM:20:5
- BROWN_MUSHROOM:20:5
- RED_MUSHROOM_BLOCK:10:5
- BROWN_MUSHROOM_BLOCK:10:5
- MUSHROOM_STEM:10:5
Biomes:
- MUSHROOM_FIELDS
# Explanation of the example above (Legacy Format):
# - 'Chest1' is the identifier for this chest configuration.
# - Items are listed using the "MATERIAL:weight:maxAmount" format.
# * MYCELIUM:30:5 => weight = 30, maxAmount = 5
# * RED_MUSHROOM:20:5 => weight = 20, maxAmount = 5
# etc.
#
# The total weight is 30 + 20 + 20 + 10 + 10 + 10 = 100.
# Therefore, MYCELIUM has a 30% chance per slot, RED_MUSHROOM 20%, etc.
#
# Once an item reaches its maxAmount (here, 5), it will no longer be selected.
#
# MaxItemsPerSlot (global, default 2) limits how many of an item can appear in any one slot.
#
# 'Biomes: [MUSHROOM_FIELDS]' indicates that this configuration applies to chests
# generated in the MUSHROOM_FIELDS biome.
#
# ------------------------------------------------------------------------------
#
# New Expanded Format Example:
#
# The example below shows the new options in use.
#
#
# ChestSettings:
# ChestNew:
# Items:
# - MYCELIUM:
# - Weight: 30
# - MaxAmount: 5
# - CustomName: §6HolyDirt
# - LevelType: Standard # Options: Standard (shows levels as "lvl_1") or Roman (shows as "I"); defaults to Roman.
# - Enchantments:
# - FORTUNE:
# - Weight: 100
# - MinLevel: 1
# - MaxLevel: 400
# - LoreColor: RED
# - LOOTING:
# - Weight: 30
# - MinLevel: 1
# - MaxLevel: 300
# - LoreColor: BLUE
# - AIR:
# - Weight: 90
# - MaxAmount: 999 # Filler item to reduce the odds of rare items appearing.
# Biomes:
# - MUSHROOM_FIELDS
#
#
# In this expanded example:
# - 'MYCELIUM' uses a custom name (displayed in gold) and an item-wide LevelType of Standard. All enchantments on this item will display levels as "lvl_x".
# - The FORTUNE enchantment is set to use a LoreColor of RED, while LOOTING uses BLUE.
# - 'AIR' is added as a filler item with a high weight (90) to reduce the chance that rare items (like DIAMOND, if present with a low weight) are chosen.
#
# ------------------------------------------------------------------------------
#
# You can define multiple chest configurations for different biome groups.
#
# Overworld Biomes:
#
Chest2:
Items:
- WOODEN_AXE:
- Weight: 20
- MaxAmount: 1
- Enchantments:
- VANISHING_CURSE:
- Weight: 50
- MinLevel: 1
- MaxLevel: 1
- EFFICIENCY:
- Weight: 70
- MinLevel: 1
- MaxLevel: 4
- UNBREAKING:
- Weight: 30
- MinLevel: 1
- MaxLevel: 3
- WOODEN_PICKAXE:
- Weight: 20
- MaxAmount: 1
- Enchantments:
- VANISHING_CURSE:
- Weight: 50
- MinLevel: 1
- MaxLevel: 1
- EFFICIENCY:
- Weight: 40
- MinLevel: 1
- MaxLevel: 4
- FORTUNE:
- Weight: 30
- MinLevel: 1
- MaxLevel: 3
- UNBREAKING:
- Weight: 30
- MinLevel: 1
- MaxLevel: 3
- CROSSBOW:
- Weight: 20
- MaxAmount: 1
- Enchantments:
- VANISHING_CURSE:
- Weight: 50
- MinLevel: 1
- MaxLevel: 1
- MULTISHOT:
- Weight: 30
- MinLevel: 1
- MaxLevel: 1
- PIERCING:
- Weight: 30
- MinLevel: 1
- MaxLevel: 4
- QUICK_CHARGE:
- Weight: 30
- MinLevel: 1
- MaxLevel: 3
- UNBREAKING:
- Weight: 30
- MinLevel: 1
- MaxLevel: 3
- NAME_TAG:20:1
- GOLDEN_APPLE:20:1
- ENCHANTED_GOLDEN_APPLE:20:1
- APPLE:40:2, OAK_LOG:40:2
- DARK_OAK_LOG:40:2
- RAIL:40:2
- DIAMOND:40:2
- STRING:90:5
- ARROW:90:5
- STICK:90:5
- WHEAT:90:5
- IRON_INGOT:90:5
- TORCH:90:5
- ARMADILLO_SCUTE:10:2
- MACE:2:1
- OMINOUS_BOTTLE:10:2
- OMINOUS_TRIAL_KEY:2:1
- TRIAL_KEY:2:1
- BREEZE_ROD:10:2
- RESIN_CLUMP:10:2
Biomes: [BADLANDS, BAMBOO_JUNGLE, BIRCH_FOREST, CHERRY_GROVE, DARK_FOREST, DESERT, DRIPSTONE_CAVES, ERODED_BADLANDS, FLOWER_FOREST, FOREST, GROVE, JAGGED_PEAKS, JUNGLE, LUSH_CAVES, MANGROVE_SWAMP, MEADOW, OLD_GROWTH_BIRCH_FOREST, OLD_GROWTH_PINE_TAIGA, OLD_GROWTH_SPRUCE_TAIGA, PLAINS, SAVANNA, SAVANNA_PLATEAU, SPARSE_JUNGLE, STONY_PEAKS, STONY_SHORE, SUNFLOWER_PLAINS, SWAMP, TAIGA, WINDSWEPT_FOREST, WINDSWEPT_GRAVELLY_HILLS, WINDSWEPT_HILLS, WINDSWEPT_SAVANNA, WOODED_BADLANDS, OCEAN, WARM_OCEAN, LUKEWARM_OCEAN, FROZEN_OCEAN, DEEP_FROZEN_OCEAN, DEEP_LUKEWARM_OCEAN, DEEP_OCEAN, DEEP_COLD_OCEAN, COLD_OCEAN, FROZEN_RIVER, RIVER, BEACH, SNOWY_BEACH, SNOWY_PLAINS, SNOWY_SLOPES, SNOWY_TAIGA, FROZEN_PEAKS, ICE_SPIKES, DEEP_DARK, PALE_GARDEN]
#
#Nether Biomes:
#
Chest3:
Items: [GOLDEN_APPLE:20:1, ENCHANTED_GOLDEN_APPLE:20:1, GOLD_BLOCK:20:1, GOLDEN_AXE:20:1, IRON_BLOCK:20:1, SNOUT_ARMOR_TRIM_SMITHING_TEMPLATE:20:1, NETHERITE_UPGRADE_SMITHING_TEMPLATE:20:1, IRON_SWORD:20:1, GOLDEN_HELMET:20:1, MUSIC_DISC_PIGSTEP:20:1, DIAMOND:40:2, ANCIENT_DEBRIS:40:2, BONE_BLOCK:40:2, GOLDEN_CARROT:40:2, OBSIDIAN:40:2, CRYING_OBSIDIAN:40:2, IRON_INGOT:90:5, GILDED_BLACKSTONE:90:5, CHAIN:90:5, GOLD_INGOT:90:5, MAGMA_CREAM:90:5, GOLD_NUGGET:90:5, SPECTRAL_ARROW:90:5, STRING:90:5, IRON_NUGGET:90:5, ARROW:90:5, COOKED_PORKCHOP:90:5]
Biomes: [BASALT_DELTAS, NETHER_WASTES, CRIMSON_FOREST, SOUL_SAND_VALLEY, WARPED_FOREST]
#
# End Biomes Example:
#
Chest4:
Items: [ELYTRA:20:1, DRAGON_HEAD:20:1, DRAGON_EGG:20:1, END_CRYSTAL:20:1, ENDER_CHEST:20:1, SHULKER_SHELL:40:2, DIAMOND:40:2, END_ROD:90:5, PURPUR_BLOCK:90:5, MAGENTA_STAINED_GLASS:90:5, GOLD_INGOT:90:5, IRON_INGOT:90:5, OBSIDIAN:90:5]
Biomes: [THE_END, END_BARRENS, END_HIGHLANDS, END_MIDLANDS, SMALL_END_ISLANDS]
#
# Note: To add additional chest configurations (e.g., Chest5, Chest6, etc.),
# simply create a new key under ChestSettings with its own Items and Biomes.
#
world.yml
# SkyGrid World Block Selection Guide:
# This YAML configuration file defines the block distributions for different biomes
# in your SkyGrid world. The configuration is split into two main sections:
#
# 1. biomes: Maps each biome to a specific distribution.
# 2. distributions: Defines the block materials and their respective percentages.
#
# Important Notes:
# - Each biome must be assigned a distribution.
# - Percentages represent the relative chance of each block appearing.
# - The total percentage for each distribution does not need to sum to 100%.
# The system will handle scaling as necessary.
# - Ensure that all block names correspond to valid Bukkit `Material` enums.
# Reference: [Bukkit Material Documentation](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html)
#
# Example Usage:
# - To assign the same distribution to multiple biomes, map each biome to the desired distribution.
# - You can define multiple distributions and assign them to different biomes as needed.
#
# Supported Biomes:
# - Refer to [Bukkit Biome Documentation](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/block/Biome.html) for a list of supported biomes.
biomes:
MUSHROOM_FIELDS:
distribution: custom_mushroom_fields
distributions:
custom_mushroom_fields:
# Each block and its chance of appearing.
# Format: BlockID:Percentage
# Example: "STONE:50" means a 50% chance of Stone appearing.
# The total percentage does not need to sum to 100%; the system will scale as needed.
DIRT: 25
RED_MUSHROOM: 20
BROWN_MUSHROOM: 20
RED_MUSHROOM_BLOCK: 10
BROWN_MUSHROOM_BLOCK: 10
MUSHROOM_STEM:
MYCELIUM: 50
STONE: 25
CHEST: 1
SPAWNER: 1
# You can define additional distributions here and assign them to different biomes.
# For example:
# alternate_distribution:
# STONE: 40
# DIRT: 40
# SAND: 20
# To assign this distribution to a biome, add it under the 'biomes' section:
# biomes:
# SOME_OTHER_BIOME:
# distribution: alternate_distribution
# Optional default distribution for biomes not explicitly defined in the 'biomes' section.
# This ensures that a fallback distribution is available.
default_distribution:
ACACIA_LEAVES: 3
ACACIA_LOG: 1
ALLIUM: 2
AMETHYST_BLOCK: 1
AMETHYST_CLUSTER: 1
ANDESITE: 20
AZALEA: 1
AZALEA_LEAVES: 3
AZURE_BLUET: 2
BAMBOO: 2
BEE_NEST: 0.01
BEETROOTS: 1
BELL: 0.001
BIRCH_LEAVES: 3
BIRCH_LOG: 1
BLUE_ORCHID: 1
BONE_BLOCK: 1
BOOKSHELF: 1
BRAIN_CORAL_BLOCK: 0.5
BROWN_MUSHROOM: 2
BUBBLE_CORAL_BLOCK: 0.5
BUDDING_AMETHYST: 0.5
CACTUS: 2
CALCITE: 2
CARROTS: 1
CAVE_VINES: 0.5
CHERRY_LEAVES: 3
CHEST: 1
CHISELED_COPPER: 0.1
CHISELED_STONE_BRICKS: 0.5
CLAY: 20
COAL_ORE: 1.0
COARSE_DIRT: 5
COBBLESTONE: 12
COBWEB: 0.5
COPPER_BULB: 0.1
COPPER_GRATE: 0.1
COPPER_ORE: 0.5
CORNFLOWER: 0.5
CRAFTER: 0.05
CREAKING_HEART: 0.001
CRYING_OBSIDIAN: 0.5
CUT_COPPER: 0.1
DANDELION: 0.5
DARK_OAK_LEAVES: 3
DARK_OAK_LOG: 1
DARK_PRISMARINE: 2
DEAD_BUSH: 0.5
DEEPSLATE: 70
DEEPSLATE_COAL_ORE: 1.0
DEEPSLATE_COPPER_ORE: 0.5
DEEPSLATE_DIAMOND_ORE: 0.1
DEEPSLATE_GOLD_ORE: 0.25
DEEPSLATE_IRON_ORE: 1.0
DEEPSLATE_LAPIS_ORE: 0.25
DEEPSLATE_REDSTONE_ORE: 0.4
DIAMOND_ORE: 0.1
DIORITE: 20
DIRT: 70
DRIPSTONE_BLOCK: 3
FERN: 1
FIRE_CORAL_BLOCK: 0.5
FLOWERING_AZALEA: 0.5
FLOWERING_AZALEA_LEAVES: 3
GLASS: 1
GLOW_LICHEN: 0.5
GOLD_BLOCK: 0.1
GOLD_ORE: 0.25
GRANITE: 20
SHORT_GRASS: 1
GRASS_BLOCK: 70
GRAVEL: 10
HANGING_ROOTS: 0.5
HEAVY_CORE: 0.05
HORN_CORAL_BLOCK: 0.5
ICE: 1
INFESTED_DEEPSLATE: 3
IRON_ORE: 1.0
JUNGLE_LEAVES: 3
JUNGLE_LOG: 1
KELP_PLANT: 1
LAPIS_ORE: 0.25
LARGE_FERN: 0.5
LAVA: 10
LILAC: 0.5
LILY_OF_THE_VALLEY: 0.5
LILY_PAD: 0.5
MANGROVE_LEAVES: 3
MANGROVE_LOG: 1
MANGROVE_ROOTS: 1
MANGROVE_WOOD: 1
MELON: 5
MOSS_BLOCK: 1
MOSSY_COBBLESTONE: 5
MOSSY_STONE_BRICKS: 2
MUD: 8
MUDDY_MANGROVE_ROOTS: 4
MYCELIUM: 10
OAK_LEAVES: 3
OAK_LOG: 1
OBSIDIAN: 5
OPEN_EYEBLOSSOM: 0.05
ORANGE_TULIP: 0.5
OXEYE_DAISY: 0.5
PACKED_ICE: 2
PALE_HANGING_MOSS: 0.5
PALE_MOSS_BLOCK: 0.5
PALE_MOSS_CARPET: 0.5
PALE_OAK_LEAVES: 3
PALE_OAK_LOG: 1
PEONY: 0.5
PINK_PETALS: 0.5
PINK_TULIP: 0.5
PISTON: 0.1
PODZOL: 5
POINTED_DRIPSTONE: 1
POPPY: 0.5
POTATOES: 0.5
PRISMARINE: 1
PUMPKIN: 5
RAW_COPPER_BLOCK: 1.2
RAW_IRON_BLOCK: 1.2
RED_MUSHROOM: 2
RED_SAND: 5
RED_SANDSTONE: 3
RED_TULIP: 0.5
REDSTONE_ORE: 0.4
RESIN_BLOCK: 0.05
ROOTED_DIRT: 4
ROSE_BUSH: 0.5
SAND: 30
SANDSTONE: 10
SCULK: 0.3
SCULK_CATALYST: 0.05
SCULK_SENSOR: 0.05
SCULK_SHRIEKER: 0.02
SCULK_VEIN: 0.3
SEA_LANTERN: 1
SEA_PICKLE: 1
SEAGRASS: 0.5
SMALL_DRIPLEAF: 0.5
SMOOTH_BASALT: 2
SNOW_BLOCK: 10
SPAWNER: 0.001
SPONGE: 0.05
SPORE_BLOSSOM: 0.5
SPRUCE_LEAVES: 3
SPRUCE_LOG: 1
STICKY_PISTON: 0.08
STONE: 140
STONE_BRICKS: 2
SUGAR_CANE: 5
SUNFLOWER: 0.5
SUSPICIOUS_GRAVEL: 5
SWEET_BERRY_BUSH: 0.5
TALL_GRASS: 0.5
TARGET: 0.05
TNT: 0.05
TRIAL_SPAWNER: 0.001
TUBE_CORAL_BLOCK: 0.5
TUFF: 20
VAULT: 0.01
WATER: 10
WHEAT: 1
WHITE_CONCRETE_POWDER: 0.5
WHITE_TULIP: 0.5
WHITE_WOOL: 0.5
WITHER_ROSE: 0.05
Совместимость
Minecraft: Java Edition
Создатели

Go0fy_Go0ber
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