Features:
- Generates a standard SkyBlock island at world spawn on first load
- Starter island holds 54 dirt, 26 grass blocks, one bedrock, an oak tree and a chest with ice and a bucket of lava
- Floating sand island with 27 sand, a cactus and a supply chest
- Sand island chest includes 10 obsidian plus renewable starters such as mycelium, glow lichen and cocoa beans
- Nether island with 40 netherrack, crimson and warped nylium, soul sand, nether wart and 14 obsidian for a portal
- Infinite void generation with a normal biome map
- Structure bounding boxes generate at the same coordinates as a normal world with the same seed
- Ancient cities keep sculk shriekers that can still spawn wardens
- Pillager outposts, witch huts, ocean monuments and nether fortresses stay usable as farm sites
- Strongholds place their end portal in the matching location
- End dimension keeps the obsidian pillars, exit portal and return gateways
- Fabric, Forge, NeoForge and Quilt support for Minecraft 1.21.1
Standard SkyBlock rebuilds the classic void survival challenge inside a modern Minecraft world. On the first load it places a starter island at world spawn along with a matching nether island, then generates endless void in every direction while keeping the biome map a normal world of that seed would have produced.
The starting supplies are carefully measured. The main island carries 54 dirt, 26 grass blocks, a bedrock marker at spawn, an oak tree and a chest holding an ice block and a bucket of lava. A floating sand island nearby adds 27 sand, a cactus and a second chest stocked with 10 obsidian along with hard-to-reach renewables such as mycelium, glow lichen, cocoa beans, sweet and glow berries, sugar cane, cobweb and several flowers, which trims the grind classic SkyBlock demands for them. The nether island supplies netherrack, crimson and warped nylium, soul sand, nether wart and enough obsidian to light a portal.
Structures are where this world generation really differs from a plain void. Their bounding boxes still appear at the coordinates a normal world with the same seed would use, minus the blocks, so ancient cities keep sculk shriekers that can spawn wardens, pillager outposts still spawn pillagers, and witch huts, ocean monuments and nether fortresses remain viable farm sites. Strongholds put the end portal in the right place, mansions and end cities still bring their allays and shulkers, and in the End the obsidian pillars, exit portal and return gateways behave as usual.
Compatibility is broad. Datapacks that only add structures work without extra setup, and worldgen packs built purely on density functions and noise slot in the same way, while packs that add or change biomes need a dedicated compatibility patch. Companion packs are available separately for rearranged advancements and for making otherwise unobtainable items and mobs reachable.