Rainbeau's Water World

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                    avatar Rainbeau_Flambe
                    Level 30 : Artisan Loremaster
                    17
                    (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:

                    This is the base version of the data pack, in which the water world realm simply replaces the overworld. If you prefer the water world realm to be a separate dimension, please use the "new dimension" version of the data pack.

                    ==========

                    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) and, just for fun, a few larger-than-average "conventional" dungeons that you might encounter while mining under an island.

                    "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. 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. 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.

                    -- Rainbeau Flambe (Darryl Burgdorf)
                    CompatibilityMinecraft 1.16
                    Tags

                    5 Update Logs

                    Update #5 : 12/31/2020 10:59:17 amDec 31st, 2020

                    Adjusted flower generation as per recent "Sky Islands" update
                    LOAD MORE LOGS

                    1
                    01/11/2021 7:13 pm
                    Level 1 : New Miner
                    Ekensuel
                    are there any conflicts with turtle spawning with this datapack. ive been looking for ages
                    1
                    01/11/2021 11:06 pm
                    Level 30 : Artisan Loremaster
                    Rainbeau_Flambe
                    There shouldn't be, as turtles are on the list of creatures that can spawn in most all of the warmer biomes, but now that you mention it, I'm not sure I've ever actually seen a turtle, so there may be something hard-coded about their spawning that I'll need to work around. (I've had to work around hard-coded restrictions on a few other creature spawns, already.) I'll make a note to look into it more closely.
                    1
                    01/02/2021 5:49 pm
                    Level 1 : New Miner
                    sundrawnshadow
                    hey Just wanted to let you and everyone know that The Beyond (space datapack) causes the generation to somewhat conflict it did not crash me but it did make a frames go to nothing Also could Barely load (this could be my PC is to low spec for both but but it might be a problem just wanted to warn the author and all you lot I can't load any new chunks after the Beyond properly loaded(note this is not a complaint it's just to tell the author if he wants to look in to it!)
                    1
                    01/02/2021 9:36 pm
                    Level 30 : Artisan Loremaster
                    Rainbeau_Flambe
                    I can't find any data pack here or on the CurseForge site called "The Beyond." Could you provide a link to it?
                    1
                    12/15/2020 12:25 am
                    Level 30 : Artisan Loremaster
                    Rainbeau_Flambe
                    For those who might be interested, I just uploaded an alternate version of this data pack, where the realm of deep oceans and islands, instead of replacing the overworld, is a separate dimension accessible via custom portal.

                    It should be fully compatible with other data packs which add custom dimensions. Yes, that means it's now possible to have access to both a "Water Worlds" dimension and a "Sky Islands" dimension in the same game. :)
                    1
                    12/13/2020 2:00 am
                    Level 30 : Artisan Loremaster
                    Rainbeau_Flambe
                    Big update, mostly focused on structures. No longer are pirate ships the only ships on the ocean, as you can now also find merchant ships, fishing boats, and even floating wreckage. You'll also sometimes find lighthouses along beaches, and aquatic dungeons on the ocean floor.
                    1
                    11/27/2020 2:53 amhistory
                    Level 1 : New Miner
                    Manou_54
                    You sir, have my respect.



                    The amount of work and passion put into this datapack is phenomenal. Not only you have created a world thats primarily made up of oceans and islands, but you made a world that FEELS like it is made up up big vast oceans. I have played modded Minecraft for years and this datapack surpasses some of the most advanced world generation mods I have seen back in the day, getting pretty close to 1.14 Realistic World Generation.



                    It is so nice to see someone be able to utilize Mojangs world customization settings to customize sea levels and make trully deep oceans that mesmerise you when you look at them.



                    So I have played this datapack on Hardcore for 3 days and here are the interesting twists I have encountered that differentiates the gameplay loop from normal minecraft:

                    1- Strip Mining is weaker due to most of the world being composed of water rather than stone. Need to find suitable places to mine (More exploration)

                    2- If you want a specific type of plant or tree, you really need to work for it. Each island being a custom biome makes encountering a new one fresh and exciting

                    3- Fishing is very important. Since there is less land mass you don't get as many animals to hunt. So a fishing rod is a must get early on

                    4- Potions of water breathing are very useful for diving to deeper ocean to fight the higher level drowned

                    5- Tridents are way more prominent due to the abundance of water, playing around with this weapon more is fun

                    6- Drowned feel way more interactive with how they try to drown you, they are the trademark enemy of this datapack and I am glad they got more attention.

                    7- Pirates are a fun fight and challenge. But I feel they are a bit too rare. Only saw them twice.



                    8- MAPS, maps are very important to later on return to an island you have found or to navigate the world. Very easy to get lost! And I like that, really adds to the feel of adventure and exploration

                    While at it I also tried out datapacks that alter some world generation along with it. Cavebiomes and Underground Overhaul datapacks work with it, but wasn't able to get Villager Ships datapack to work with it.



                    So yeah, thats it, I really appreciate what you have made and gave you a diamond my dude. Thanks for sharing this datapack.
                    2
                    11/27/2020 9:06 amhistory
                    Level 30 : Artisan Loremaster
                    Rainbeau_Flambe
                    Thank you! It's nice to know my efforts are appreciated. :)

                    (If you want a good scare, take a look inside the pack and see how many biome definition files it took to get the world generating the way it does. And there's a "technical note" text file in the pack's top-level directory explaining my worldgen logic and why so many files were needed.)

                    As to pirates, they now don't start spawning as "wanderers" until the fifth day of the game. Also, they spawn only on and near the beaches, not in the central areas, of mountainy islands, and you'll never encounter them underground. (Pirates aren't exactly known for their spelunking expeditions!) Would any of those factors have a bearing on the rarity you noticed?

                    As to villager ships, I don't know how that data pack works, but it's entirely possible that the change in sea level or some other change I made here is what breaks it. BUT... I'm working right now on an update that changes the way I put ships on the ocean myself. Instead of defining them as igloos, I'm defining them as bastion remnants, which allows for variation. So in the next update, you'll actually find peaceful merchant (villager) ships as well as pirate ships.

                    Thanks again for the kind words, and absolutely, if you have suggestions, let me know!
                    2
                    11/25/2020 2:45 pm
                    Level 30 : Artisan Loremaster
                    Rainbeau_Flambe
                    OK, I'll admit it. I'm never going to be completely satisfied, and so of course, I'm always contemplating changes.

                    That said....

                    One thing that's always bugged me in Minecraft is the erratic biome placement. Head in a straight line in any direction, and you'll cross frozen wastelands, and deserts, and everything in between, with no rhyme or reason to the sequencing, and far too close together.

                    I don't want to remove biomes from the data pack, as they all have interesting things to offer, but at the same time, it seems ridiculous that you can be sailing across what seems to be a tropical sea, and suddenly come across snow-covered islands and icebergs.

                    So, what if I was to create multiple dimensions, perhaps one featuring only tropical seas and islands, one that's a more temperate sea, and another consisting only of frozen and boreal islands and seas? And introduce, say, prismarine portals that can be used to travel between them?

                    That would allow you to explore a more consistent ocean, but still let you explore any sort of ocean.

                    Good idea? Bad idea?
                    1
                    11/27/2020 3:05 am
                    Level 1 : New Miner
                    Manou_54
                    I think that would make exploring for certain resources easier, since you would be more likely to find what you are looking for. But I think there should be a way to access the dimensions that makes sense.



                    As in, it should feel like we have traveled to the warmer oceans of the world from the lukewarm oceans. Or from the lukewarm oceans we have reached the cold glaciers.



                    So to sum it up, I am more interested on how we are supposed to access the dimensions.
                    2
                    11/27/2020 8:52 am
                    Level 30 : Artisan Loremaster
                    Rainbeau_Flambe
                    It would be relatively trivial to allow travel only between the tropical and temperate or between the temperate and cold zones, without allowing travel directly between tropical and cold zones. But beyond that, any travel mechanism is probably going to boil down to some version of "make a portal and go through it," which clearly doesn't accomplish your desire (which I frankly share).

                    I'd love to be able to simply make it based on traveling north/south, but if I could do that, I probably wouldn't need separate dimensions in the first place to differentiate climates. :D (And realistically, the *distance* you'd have to travel would probably be excessive.)

                    So I'm still thinking about it, and I'm certainly open to ideas.
                    2
                    11/25/2020 2:39 am
                    Level 1 : New Miner
                    McLaffy
                    is this a new dimension or a world
                    1
                    11/25/2020 8:40 am
                    Level 30 : Artisan Loremaster
                    Rainbeau_Flambe
                    "Water World" changes how the overworld generates. It doesn't add any new dimensions, nor does it alter the nether or the end.
                    1
                    11/24/2020 11:36 pm
                    Level 30 : Artisan Loremaster
                    Rainbeau_Flambe
                    As noted in the update log, I've updated the pack. :)

                    - Wandering pirates will no longer spawn until five in-game days have passed (as do patrols)
                    - Added pirate ships on the ocean, with pirate crews and a wide variety of possible loot
                    - Added drowned to most shipwrecks
                    1
                    11/23/2020 2:45 pm
                    Level 33 : Artisan Crafter
                    _NatyAsReversalCreatorDC_
                    Damnnn that's actually very creative ! Somehow this really fits the Minecraft theme and I love the additionas and improvements you've added. Also the new generation looks epic ;D
                    2
                    11/23/2020 2:53 pm
                    Level 30 : Artisan Loremaster
                    Rainbeau_Flambe
                    Thanks!

                    I'm really happy with the way the world looks. I spent a lot of time tweaking world generation.

                    Of course, now that I've actually tried to *play* the data pack instead of just *test* it, I have already spotted one thing I'll probably change soon. I think I'll set pirates *not* to generate randomly until a few in-game days have passed, just as patrols don't generate immediately. It doesn't seem exactly fair to make players deal with illagers chasing them around before they even have a chance to start equipping themselves. :D
                    1
                    11/24/2020 12:07 pm
                    Level 33 : Artisan Crafter
                    _NatyAsReversalCreatorDC_
                    Grear idea too Mate !! :D
                    1
                    11/23/2020 11:56 am
                    Level 8 : Apprentice Cake
                    Chris_Pie
                    Also does this works on multiplayer servers?
                    2
                    11/23/2020 12:43 pmhistory
                    Level 30 : Artisan Loremaster
                    Rainbeau_Flambe
                    I'm afraid I only play single player, so I'm not really familiar with multiplayer servers. Conceptually, you should be able to use a pack like this one on a server, so long as you install it before you actually create the world (just as you do for a single-player game). However, I've heard that some of the multiplayer systems don't work well with data pack world gen, so you may have to experiment a bit.
                    1
                    11/24/2020 3:10 am
                    Level 8 : Apprentice Cake
                    Chris_Pie
                    I tried it, it works fine so far on multiplayer
                    1
                    11/23/2020 11:53 am
                    Level 8 : Apprentice Cake
                    Chris_Pie
                    Hello, can you send me a tutorial or tell me how to create datapacks like: juclear winter, The world is mostly water or snowsomething like that? if you understand what i just said.
                    2
                    11/25/2020 12:17 pm
                    Level 30 : Artisan Loremaster
                    Rainbeau_Flambe
                    If you're not looking to create/alter biomes, but just want a world which only includes the "frozen" biomes from the vanilla game, you could do it just by creating a custom overworld.json dimension file that only includes those biomes.
                    1
                    11/22/2020 8:27 pm
                    Level 36 : Artisan Spelunker
                    noatryy
                    Perhaps show some screenshots or make a video showing more?
                    1
                    11/22/2020 9:23 pm
                    Level 30 : Artisan Loremaster
                    Rainbeau_Flambe
                    The world looks pretty much as you'd expect a Minecraft world full of islands to look, but OK, I added some screenshots. :)
                    1
                    11/22/2020 8:10 pm
                    Level 30 : Artisan Loremaster
                    Rainbeau_Flambe
                    Technically, this is an update, even though the prior version was never available here. :)

                    - Once again completely rewrote the pack, with custom biomes based on those in "Sky Islands"
                    - Raised the sea level again, this time from 96 to 128
                    - Added dormant volcanos and crater lakes
                    - Added "Water World" advancements tab, including updated "Adventuring Time" advancement
                    - Added a lot of variety to drowned's loot tables and improved their tactics
                    - Converted illagers to pirates
                    - Added player spawn randomization
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