Minecraft Data Packs / Adventure

Rainbeau's Water World - "New Dimension" Version

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Rainbeau_Flambe avatar Rainbeau_Flambe
Level 36 : Artisan Dwarf
26
(A Data Pack for Minecraft 1.16.2, 1.16.3 & 1.16.4.)


Highlights:

- Deeper oceans, as sea level is now y=128
- 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, the water world realm is a separate dimension, accessible from the overworld via custom portal. If you prefer to have the water world realm simply replace the overworld, please use the base version of the data pack.

In this version, you can access the water world realm via a portal constructed with polished diorite blocks and activated by pouring a bucket of water into it. Portals connect at consistent elevations above or below sea level, so for example, a portal constructed at y=65 in the overworld will pair with a portal at y=130 in the water world.

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.

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.

This data pack should be compatible with any data pack or mod that adds custom dimensions or otherwise alters world generation, at least unless that other data pack or mod expects you to construct portals with the same materials. Yes, that expressly means that you can use this version of "Water World" in concert with either version of my "Sky Islands" data pack.

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

5 Update Logs

Update #5 : 02/16/2021 9:49:01 pmFeb 16th

Fixed turtle spawning so turtles will actually spawn (in temperate and warm oceans)
Allowed for multiple portal sizes
Removed non-aquatic dungeons, for inclusion in a separate data pack
Updated the included resource pack to improve portal look and accommodate new sizes
Updated files as necessary for compatibility with my new "village" data packs
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1
02/16/2021 9:50 pmhistory
Level 36 : Artisan Dwarf
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
12/20/2020 7:07 pm
Level 36 : Artisan Dwarf
Rainbeau_Flambe
Rainbeau_Flambe avatar
UPDATE: Portals now treat sea level as if it was a constant between the worlds. So, for example, a portal constructed at y=65 in the overworld (which is two blocks above sea level) will pair with a portal at y=130 in the water world (also two blocks above sea level). So no more will you have to deal with a convenient sea-level portal in one world connecting to a portal in the other located far underground or hovering high in the air.

Yes, I'm afraid this will break any existing portal pairings.
1
12/17/2020 1:40 pm
Level 36 : Artisan Dwarf
Rainbeau_Flambe
Rainbeau_Flambe avatar
Custom portals now operate a bit more like vanilla nether portals. You can construct them with just 10 blocks, instead of 14, and autogenerated return portals only have "platforms" if they generate in midair.
1
12/16/2020 12:08 am
Level 4 : Apprentice Architect
WTFidge
WTFidge avatar
Does this have its own dimension? Or does it replace the nether/end?
1
12/16/2020 12:38 am
Level 36 : Artisan Dwarf
Rainbeau_Flambe
Rainbeau_Flambe avatar
The base version of "Water World" replaces the overworld. This version, as is stated in the description, instead creates the ocean/island realm as a new dimension accessible via custom portal.
1
12/17/2020 9:35 pm
Level 1 : New Miner
Roxanne59
Roxanne59 avatar
i cant get portal to work.
1
12/17/2020 10:29 pm
Level 36 : Artisan Dwarf
Rainbeau_Flambe
Rainbeau_Flambe avatar
As it says in the description, just build a portal as you would a nether portal, except out of polished diorite blocks instead of obsidian, and then activate it by dumping a water bucket within it. Not sure what else to tell you, at least not without more specifics about what you're trying to do. The portals definitely do work.
1
12/18/2020 1:38 am
Level 1 : New Miner
Roxanne59
Roxanne59 avatar
i fixed it thanks. the resource pack was not open so I fixed it.
1
12/18/2020 1:57 am
Level 36 : Artisan Dwarf
Rainbeau_Flambe
Rainbeau_Flambe avatar
The resource pack is optional. Whether or not it's in use has no bearing on whether the portals will work. So you must have changed something else. I'm curious as to what your problem actually was, so I can perhaps help others who encounter the same issue.
1
12/17/2020 10:39 pmhistory
Level 1 : New Miner
Roxanne59
Roxanne59 avatar
i made the polished dioriite portal . put water in and it made sound a it put an invisible frame and I put A prismarine Shard and thats it.
1
12/17/2020 10:56 pm
Level 36 : Artisan Dwarf
Rainbeau_Flambe
Rainbeau_Flambe avatar
OK, I'm really confused. You say it's not working... then describe it working perfectly. Have you not tried walking through it? If you're not using the custom resource pack, a prismarine shard "hovering" inside the portal is exactly what you *should* see when the portal's active.
12/17/2020 10:52 pm
This reply was removed by the poster or a moderator.
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