Minecraft Data Packs / World Generation

Rainbeau's Multidimensional Water World

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Rainbeau_Flambe avatar Rainbeau_Flambe
Level 41 : Master Wizard
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(A Data Pack for Minecraft 1.16.2 - 1.16.5.)


Highlights:

- Deeper oceans, as sea level is now y=128
- Separate dimensions for each ocean type (temperature), accessed with custom portals
- Lots of islands of many varieties (even including dormant volcanos), but no continents
- Pirate ships, merchant ships, lighthouses, and aquatic dungeons
- Better tactics and loot for drowned
- A new tab of ocean-themed advancements


NOTE:

In this version of the data pack, each type of ocean -- frozen, cold, cool temperate, warm temperate, and hot -- is a separate dimension, with travel between them accomplished via custom portals. The vanilla Minecraft overworld does not exist.

If you prefer to have all of the pack's ocean types in a single dimension, but still want to replace the overworld, please use the base version of "Water World." If, on the other hand, you prefer to have the water world realm as a single dimension separate from the overworld, use the "new dimension" version of the pack.

In this version, you will spawn on an island in a randomly-determined ocean type. You can travel from one ocean type to another through a portal constructed with terracotta blocks and activated by pouring a bucket of water into it. A portal constructed of red terracotta will take you to the next warmer ocean (as from a cool temperate to a warm temperate ocean), while a portal constructed of blue terracotta will take you to the next cooler ocean (as from a cold to a frozen ocean).

You can build a portal in any of three different sizes, depending upon your style preference. You can use 10 blocks to create a 1x2 portal (the size of a normal doorway), 10-14 blocks to create a 2x3 portal (the size of a vanilla nether portal), or 12-16 blocks to create a 3x3 portal. Note that in the frame for a doorway-sized portal, corner blocks are required, but in the larger frames, corner blocks are optional. Automatically-generated return portals will always be 2x3, but can of course be rebuilt to match your preference.

Travel through the portals is intended to represent the long sea voyages that would actually be necessary to travel from tropical to temperate to frozen seas, and so there is a chance that you'll suffer at least some ill effects (nausea, hunger, poison or even direct damage) each time you use one.

The frozen ocean dimension replaces the vanilla overworld, so it is only beneath frozen oceans that you can find strongholds, and it is only in the frozen ocean dimension that you can build nether portals or portals to access custom dimensions from other mods or data packs.

Also included in this data pack is an optional "Rainbeau's Portals Resource Pack," which can be used to make the data pack's portals look a bit nicer.


Admit it. You've always wanted to play "Minecraft" on a world that's mostly water.

Well, now you can!

This data pack raises the sea level from level 63 to level 128. Of course, if that was all it did, the world would be a pretty boring place, as the only land you'd ever see would be the tip of the occasional mountain. So it also completely redoes terrain generation, adding lots of islands. As you explore, you'll find archipelagos of small islands of various types, and also larger islands with hills or even mountains at their centers. Occasionally, you'll even find a dormant volcano (complete with nether-like terrain inside its crater) or a crater lake. But you won't find any continents. And no matter where you go, you'll never be far from water.

Oceans, obviously, are now much deeper, and thus more difficult to explore. In vanilla worlds, regular oceans are perhaps 20 blocks deep, while the floors of "deep" oceans are about 30 blocks below sea level. On a "Water Worlds" map, though, while the shallow oceans surrounding islands are seldom more than 10 blocks deep, regular oceans are about 40 deep. And the floors of deep oceans -- the only places where you can find ocean monuments -- are about 90 blocks below sea level. And deep oceans no longer exist just as "pools" scattered here and there, by the way. Rather, deep oceans wind around and between islands everywhere, such that it will be rare for you to find two distinct islands that aren't separated by a deep ocean trench.

Oh, and do be careful when exploring, or even just swimming or sailing across, deep oceans. In addition to the drowned that can be found in any ocean, guardians can be found in deep oceans even when not in the vicinity of a monument. As well, you'll sometimes find pirate ships upon the open sea. (To be fair, you can also find merchant ships, but unlike the pirates, the merchants won't attack you.)

Pirates? Yes! Illagers are now pirates, and (generally) carry pirate banners instead of ominous banners. As the game progresses, you'll often meet them wandering randomly, as well as in patrols or raids. Pirates, of course, are looters, and so illagers will now happily grab any items lying on the ground near them, gaining a brief regeneration buff in the process. This means that if an illager kills you, the items you drop will be lost. Additionally, vindicators are fire bugs, and will set fire to any doors or fence gates they get close to.

The data pack also improves drowned. First, their loot tables have been substantially improved. Drowned that you fight near the ocean's surface probably won't drop anything of real value, but at least there'll be more variety than you're used to seeing. But drowned that you kill deeper underwater might drop valuable treasure items. And their tactics are also improved. Drowned who hit you will try to drag you deeper under water, and may even inflict you with blindness.

Oh, and as a side note, drowned only spawn with tridents if they're deeper in the ocean, so you shouldn't find yourself dodging thrown tridents while working on the beach. However, to help make up for this lack, drowned now sometimes spawn with armor, swords or axes.

The data pack adds aquatic "dungeons" on the ocean floor, complete with spawners generating drowned or even guardians. It also adds lighthouses (after all, with so many ships on the ocean, it just made sense).

"Water World" also adds a new tab of advancements specifically themed to ocean exploration.

The maximum elevation at which iron ore can be found has been increased to match the new sea level. Similarly, andesite, diorite, granite and coal can be found at pretty much any elevation, now, so higher mountains won't be made entirely of generic stone. Other ores and gems are still found only where you're used to seeing them, though, which means you'll just have to dig further in order to find them.

Special note: Due to an as-yet-unfixed bug in 1.16 data packs' world generation, custom dimensions always generate with the same seed, meaning that every map will have biomes laid out in the same arrangement, and no matter how many times you start a new game, you'll always spawn in roughly the same spot with roughly the same geography around you. In order to compensate for this and provide the expected "you don't know where you'll start" experience, I've added to "Water Worlds" a function which immediately resets your spawn location when you begin a game, to a random location within 10,000 blocks of 0,0. (And in this version of the data pack, the actual dimension in which you spawn is also randomly determined.) But doing so bypasses the normal limitations on where you can spawn, meaning that you could find yourself arriving in a new world in quite literally any biome, and might even occasionally just fall right into the ocean. So be prepared for anything.

To use "Water Worlds," simply load and enable the data pack as you're creating a new world. Don't try adding it to a game world that already exists, though, as you'll get rather bizarre results. And make sure when you create a world that you leave the "World Type" set to Default, as otherwise, you'll override the data pack.

This data pack should be compatible with any data pack or mod that adds custom dimensions or alters world generation of the nether or the end. (Yes, that means you can use it together with my "Creeper World" data pack and/or with the "new dimension" version of my "Sky Islands.") However, it will almost certainly not be compatible with other data packs or mods that alter world generation of the overworld, or that edit biome generation or add new biomes. Additionally, since it utilizes customized biomes rather than vanilla biomes, it will simply ignore packs or mods that alter vanilla biomes.

CREDITS (Concepts): The idea for the prismarine mesa biome and the "petrified" coral trees therein came from the prismarine cliffs and petrified forest biomes in MC_DA's "Many More Biomes" data pack, and my crystal archipelago biome draws from that pack's frozen and crystallized forest biomes. The improved tactics for drowned are borrowed from "Better Drowneds" by Manuelst. The idea of making pirates out of illagers came from the "Ocean Dimension" data pack created by DJChimodragon.

CREDITS (Advancements): Some of the advancements added by this data pack are based upon advancements from "Expanded Advancement and Recipe Pack" by PancakeIdentity and/or "BlazeandCave's Advancements Pack" by Calvinator1. Two of them, "Castaway" and "Sleep with the Fishes," duplicate Bedrock Edition achievements, and are adapted from "More Advancements: Achievements from the Bedrock Edition in Java Edition" by Dragonmaster.

CREDITS (Structures): Many of the ships in "Water World" are based on vanilla shipwreck designs, with modifications suggested by the ships in WilliamWythers' "The Treasure Islands" data pack and Ercerus' "Ships Out on the Oceans." Other ships are based upon the vanilla End ship design, and still others upon ship designs uploaded by RavenBlueFeather and xTACx to minecraft-schematics.com. The "floating wrecks" you can sometimes find are borrowed almost without alteration from "Ships Out on the Ocean." Aquatic dungeons are minor modifications of dungeons from Enders Host's "Fossils to Dungeon" data pack. Finally, the lighthouses in this pack are based on a lighthouse created by Konstantinopol and uploaded to minecraft-schematics.com.

CREDITS (Portals): Like many other data packs that add new dimensions, this one utilizes Timber Forge's portal code.

-- Rainbeau Flambe (Darryl Burgdorf)
CompatibilityMinecraft 1.16
Tags

2 Update Logs

Update #2 : 03/27/2021 9:05:01 pmMar 27th

Redid turtle spawning to put them back on land and eliminate overpopulation issues
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1
03/25/2021 1:47 pm
Level 1 : New Miner
Lavatrex7
Lavatrex7 avatar
this seems super cool
1
03/25/2021 3:34 pm
Level 41 : Master Wizard
Rainbeau_Flambe
Rainbeau_Flambe avatar
It's nice to know that someone thinks so. :D

Looking at the download numbers for the different versions of "Water World," it seems that most people just want a single ocean realm, whether as a replacement for the overworld or as a new dimension. This "different dimensions for different oceans" version hasn't seemed very popular.

Not that I'm complaining. I tossed it out here figuring from the start that it probably wasn't going to get much interest. :)
1
03/23/2021 12:37 pm
Level 41 : Master Wizard
Rainbeau_Flambe
Rainbeau_Flambe avatar
Sleeping in a bed will now reset time to morning, no matter which dimension you're in. (Previously, that only happened in the "overworld," which is to say, for purposes of this data pack, in frozen seas.) However, if you're on a multiplayer server, if *anyone* sleeps, time will reset. This is of course different from vanilla behavior, which requires all players to sleep.
1
02/16/2021 9:54 pm
Level 41 : Master Wizard
Rainbeau_Flambe
Rainbeau_Flambe avatar
Updated to allow for multiple portal sizes, and to fix turtle spawning. The optional resource pack was also updated to improve the portals' look and to accommodate the new size options.
1
01/07/2021 10:21 pm
Level 41 : Master Wizard
Rainbeau_Flambe
Rainbeau_Flambe avatar
I honestly don't know who might be interested in this version, but, well, I thought it was a cool idea, so here it is. :)
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