If you are interested you can check out the more detailed updated release notes here
Note: Tested on Paper 1.21.11+. Please report any issues you encounter here or if you are interested you can check out the more detailed updated release notes here
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
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.
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.
Stand-alone end portals have been added to the SkyGrid Overworld. The plugin has custom logic to let Ender Eyes track these portals.
portals.dat)END_PORTAL blocks in the gridYou 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.
All the new blocks and mobs have been added to the grid. Things like:
/miniregen add [seconds] [alias] [distribution] [group]
/miniregen remove [alias]
/miniregen remove group [groupName]
# 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
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
The chest system now supports more loot customization:
New tipped arrow logic adds random potion effects to arrows in chests for more variety.
The dragon fight is easier now:
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
Has all same features as latest SkyGridx, but is optimized for folia specifically.
What is included in the latest update:
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.
#############################
# [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
!Custom 1 !Custom 2
#########################
# [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
!Vanilla 1 !Vanilla 2

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