Minecraft Data Packs / World Generation

Rainbeau's Undersea Villages

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Rainbeau_Flambe avatar Rainbeau_Flambe
Level 40 : Master Wizard
40
(A Data Pack for Minecraft 1.16.2 - 1.16.5.)


Highlights:

- Glass-domed villages on the floor of deep oceans


This data pack adds villages to ocean floors. Specifically, you can now find villages on the floors of deep ocean biomes, their residents contendedly living their lives within glass-domed enclosures that protect them from the crushing weight of the sea.

The domed villages, as you'd probably expect, have a bit more of a "high-tech" look than do regular villages. At the same time, though, I had to design the domes' interiors without stairs, slabs, or fences, as such items become "waterlogged" if auto-generated in water, so some of the interiors aren't as "polished" as I'd like. For that same reason, you'll find barrels in the domes containing the sorts of things you'd normally find in village chests, but you won't see any actual chests.

Villagers in underseas villages can appear with any of the various villager skins, including the unused jungle and swamp villager skins. (Undersea research stations have international crews, I guess?)

I should also mention that while I took great pains to try to ensure that the villages' terrain would always seem natural, or at least deliberate, it's simply not possible to allow for everything that might happen in world generation. In particular, if a village generates too close to shore -- as can happen pretty easily, given how small vanilla oceans tend to be -- you might find that part of the village is in a "hollowed out" area beneath the land. Sadly, there's nothing I can do to prevent that sort of thing.

You can use "Undersea Villages" in the vanilla game, or with my "Sky Islands" or "Water World" data packs.

NOTE: If you're using this data pack in conjunction with a version of "Sky Islands" or "Water World" which replaces the overworld, this pack *must* load first, which counterintuitively means it needs to be *below* the other data pack in your list!

"Undersea Villages" is compatible with other of my own data packs that alter vanilla biomes, as they're all designed to work together. However, it's probably not compatible with other mods or data packs that alter vanilla biomes, especially if they add new structures.

For those who care about such things, the undersea villages are designated as bastion remnants. That's probably a good thing to know if you're trying to use the "/locate" command to find one.

-- Rainbeau Flambe (Darryl Burgdorf)
CompatibilityMinecraft 1.16
Tags

1 Update Logs

Update #1 : 03/14/2021 4:55:24 pmMar 14th

Occupants of undersea villages can now appear in any of the villager skins

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1
03/28/2021 6:37 am
Level 29 : Expert Procrastinator
Aush
Aush avatar
why do they appear in any of villager skins? Texture packs that add a variant to the ocean, like More Villagers, put the variant on the plains skins, which is the skin by default. So only these are the ocean variant, while those of the desert, swamp, etc. are not: c
2
03/28/2021 10:05 am
Level 40 : Master Wizard
Rainbeau_Flambe
Rainbeau_Flambe avatar
I'm afraid I'm not quite following you. If you change the plains villager skins to have an ocean theme, you're just going to end up with plains villages filled with villagers who look like they belong in the ocean...?

Anyway, I wanted the underseas villages to have a unique aesthetic, and not just look like they were filled with plains village exiles. Lacking any way to create brand-new villagers (and not wanting to try to create new graphics), I opted for the "international" theme.
1
03/28/2021 11:49 am
Level 29 : Expert Procrastinator
Aush
Aush avatar
The answer is yes, they would

But not with optifine, optifine allows to place plains textures restricted to a certain biome, in the case of those from the ocean

Look this resource pack Extra Villagers or mine Human Villagers. Without optifine it is not possible, I believe, except for mods.

It works like this:

Look, in floating villages everyone has an ocean skin


Not in the sub-aquatic villages, however, since they are spawn with other skin, only those who are randomly spawn with plain skin that stay with ocean skin.




This could be even better! We could put a "beach skin" for those who spawn above sea level (floating villages) and an "atlantic skin" (underwater villages)!
2
03/28/2021 12:19 pm
Level 40 : Master Wizard
Rainbeau_Flambe
Rainbeau_Flambe avatar
That's actually pretty cool, and given that you created one of the resource packs, I can see why you're particularly interested in compatibility. ;)

Personally, I like the "international" look, though, and in any event, I don't want to require users to have installed Optifine just to avoid having nothing but boring plains villagers, not least because I don't use Optifine, myself.

I'll need to see if I can figure out an "easy" way to allow villager appearance to be configured. It would be *so* nice if data packs could have *actual* configuration options!

In the meantime, as a "quick fix" for your own purposes, the solution is pretty simple. The template pool that generates villagers in underseas villages is located at data/seavil/worldgen/template_pool/villagers.json, so if you edit that file to remove the non-plains villagers, the underseas habitats will have the "look" you want.
1
03/28/2021 12:30 pm
Level 29 : Expert Procrastinator
Aush
Aush avatar
Yeah, I fully understand and agree with you. Thanks for the tip, it's very good

Anyway congratulations on your work, I really appreciate it. See you my friend
1
03/19/2021 9:06 am
Level 1 : New Miner
minecraftpro69
minecraftpro69 avatar
Dude this really cool, thanks for making it!
1
03/15/2021 1:08 pm
Level 7 : Apprentice Explorer
minecraftedleen
minecraftedleen avatar
how do you make structures in your datapack naturally generate? I have been searching for a good tutorial and haven't found any
1
03/15/2021 1:57 pm
Level 40 : Master Wizard
Rainbeau_Flambe
Rainbeau_Flambe avatar
The short answer is, you define the structures as "configured structure features," and then include them in the "starts" lists of the biome definition files for the biomes in which you want the structures to appear.

Obviously, since I have no idea what you do or don't already know, I'm not sure if that answer will be enough to help you. If it's not, let me know, and I can try to fill in the gaps. :)
1
03/15/2021 5:44 pm
Level 7 : Apprentice Explorer
minecraftedleen
minecraftedleen avatar
well I do know how to use structure and jigsaw blocks, thanks a lot lol. How do you change the rarity of the structures?
1
03/15/2021 5:57 pm
Level 40 : Master Wizard
Rainbeau_Flambe
Rainbeau_Flambe avatar
The rarity of each type of structure is defined in data/minecraft/worldgen/noise_settings/overworld.json (or, of course, in the corresponding file for a different dimension).
1
03/14/2021 4:56 pmhistory
Level 40 : Master Wizard
Rainbeau_Flambe
Rainbeau_Flambe avatar
Minor visual update.

Villagers in underseas villages no longer all look like plains villagers. Undersea research stations have international crews, I guess, and so the villagers now draw from all of the existing villager skins, including the unused jungle and swamp villager skins.
1
03/06/2021 5:29 pm
Level 1 : New Explorer
Danoncho
Danoncho avatar
That's just AWESOME datapack!! I found Abyssal villages recently cause wanted to create water world with comfort places with villagers, and I was pretty disappointed because of its simplicity and, well... Emptiness inside bases...

But THAT IS what I really need! Awesome work! Love your terrain generation too!
1
03/06/2021 5:57 pm
Level 1 : New Explorer
Danoncho
Danoncho avatar
But will you do do random organisation of those rooms? It's really cool "underwater town" but I think it might be too unbalanced, when you have "everything"... At least for standard non-flooded world generation...
1
03/06/2021 7:57 pm
Level 40 : Master Wizard
Rainbeau_Flambe
Rainbeau_Flambe avatar
I'm afraid I'm not quite sure what you might consider to be unbalanced.

There's nothing in the undersea villages that you can't find in regular vanilla villages, except of course for the building materials, and while dark prismarine and sea lanterns are nice, they don't really offer any advantage beyond the aesthetic, so I doubt that having access to a lot of them is a balance issue.

If you're talking about crafting stations, well, none of them are really hard to make, anyway. So once you find *any* village, even a small one, you can easily make whatever stations are missing, and get whatever villager professions you want for trading. So, again, I don't really see that finding an undersea village would offer any "practical" advantage over finding a conventional one.

But I certainly don't claim to be able to think of everything, so if there's something I'm missing, by all means, please point it out, and I'll see what I can do to adjust things as necessary. :)
1
03/07/2021 6:26 am
Level 1 : New Explorer
Danoncho
Danoncho avatar
Well, you might be right... Considering that they pretty rare, adventures are a good price for their rarity!
1
03/02/2021 2:15 pm
Level 37 : Artisan Architect
SirMephistoPheles666
SirMephistoPheles666 avatar
Glorious work. I cannot imagine how long could it have taken to make all these structures in nbt. Thank you for this. Well done!
3
03/03/2021 2:05 pm
Level 40 : Master Wizard
Rainbeau_Flambe
Rainbeau_Flambe avatar
I can say, it would have taken me a lot less time if I didn't have a really bad habit of scrapping designs and starting over from scratch. :D
1
03/04/2021 5:00 am
Level 37 : Artisan Architect
SirMephistoPheles666
SirMephistoPheles666 avatar
I can only imagine. But it was worth it in m opinion. Looks gorgeous.
1
02/28/2021 10:04 amhistory
Level 17 : Journeyman Explorer
LegoBlxze54
LegoBlxze54 avatar
Bruh, this is a simple copy of Abyssal Villages by Baroque Obama...
5
02/28/2021 12:13 pmhistory
Level 40 : Master Wizard
Rainbeau_Flambe
Rainbeau_Flambe avatar
A few more differences -- just because you got me thinking about them. :)

It looks from his screenshots like Baroque's domes are at least in part two glass blocks thick. Mine are only a single block thick. No particular benefit that I can see one way or the other; it's just an aesthetic difference. And while I haven't actually checked, I doubt the domes are even the same sizes in the two packs.

My domes have predominantly glass floors, where Baroque's are prismarine. I used glass in an effort to minimize the possibility of slimes spawning within domes and corridors.

Baroque used iron doors with pressure plates. Unfortunately, villagers can't path through those, and so are effectively "trapped" in whichever dome they spawn in. Where I use doors -- and many of the domes in my pack don't in fact have doors at all -- I use doors that villagers can actually open.

Because of the "haphazard" manner in which Baroque's domes generate, which mimics the way vanilla villages generate, many of the domes in his villages have doors that open directly to the ocean. My structured design allowed me to avoid that issue. The only way in and out of my undersea villages is via deliberately-designed tunnels and entry "pools" that mimic the systems used in real-world underwater habitats.

None of this is meant to suggest that my pack is in any objective way "better" than his. I'm just pointing out that they're different.

Again, I was inspired to create this pack because of Baroque's work, but this pack is in no way a copy of his work. The two are completely different realizations of the same idea.
3
02/28/2021 10:29 am
Level 40 : Master Wizard
Rainbeau_Flambe
Rainbeau_Flambe avatar
I was certainly inspired by that data pack, and in fact, Baroque and I have been in private communication for months, and have taken ideas and inspiration from each other on a great many topics and projects.

However, if you actually look at the villages in the data packs, you'll see the the execution is very different. The domes in my villages follow a structured pattern, whereas in "Abyssal Villages," they connect more haphazardly. My pack constructs a consistent terrain beneath and around the domes, where Baroque's pack simply puts the domes on whatever terrain already exists. In "Abyssal Villages," the domes enclose vanilla-style buildings, where in "Underseas Villages," the domes *are* the buildings, with an aesthetic which, I believe, better fits the theme. There are of course other differences, as well, but I trust you get the idea.

Look at the villages constructed by "Abyssal Villages," then look at the villages constructed by "Underseas Villages." You may like his better; you may like mine better. But other than the fact that they both feature large glass domes, you'll find that they have very little in common.
1
02/27/2021 3:00 pm
Level 1 : New Miner
Spellbreaker13
Spellbreaker13 avatar
How to locate them
They look AWESOME!!!
2
02/27/2021 3:10 pm
Level 40 : Master Wizard
Rainbeau_Flambe
Rainbeau_Flambe avatar
As long as you're able to use commands, either because you're in creative mode or because you have cheats enabled, "/locate bastion_remnant" will let you know where the nearest bastion remnant structure feature is located.

Since bastion remnants only generate in vanilla in the nether, if you're using this data pack in a vanilla world, that feature will be an undersea village. If you're using this data pack in conjunction with "Sky Islands" or "Water World," though, you might have to check several bastion remnant locations before you find one that's an undersea village, since those packs have bastion remnant structure features, themselves.
1
02/27/2021 3:50 pm
Level 1 : New Miner
Spellbreaker13
Spellbreaker13 avatar
THX
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