Minecraft Data Packs / World Generation

Rainbeau's Water World (Overworld Replacement Version)

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Rainbeau_Flambe avatar Rainbeau_Flambe
Level 50 : Grandmaster Terraformer
87
Rainbeau's Water World (Overworld Replacement Version)

A World of Deep Oceans and a Multitude of Small Islands

(A Data Pack for Minecraft 1.19, 1.19.1 & 1.19.2)


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

Well, now you can!

This data pack completely redoes terrain generation, such that the world is primarily ocean. As you explore, you'll find archipelagos of small islands of various types, and also larger islands with rugged hills or even mountains at their centers. Occasionally, you'll even find a dormant volcano, complete with nether-like terrain inside its crater. But you won't find any continents. And no matter where you go, you'll never be far from water.

Though sea level isn't actually changed, oceans are now larger and deeper, and thus more difficult to explore. In addition to the regular and deep oceans you're used to, you'll also find vast ocean trenches. These trenches 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. And while the floors of these trenches -- the only places where you can find ocean monuments, by the way -- are technically only about 50 blocks below sea level, they're criss-crossed by deep ravines and chasms that can lower the "effective" seabed significantly.

Oh, and do be careful when exploring, or even just swimming or sailing across, ocean trenches. In addition to the drowned that can be found in any ocean, guardians can be found in deep ocean trenches even when not in the vicinity of a monument.

Special note: When you create a new world, the game will make a valiant effort to spawn you on dry land. But due to the nature of the world, that won't always be possible. You might find yourself plopped directly into the ocean. And even if you do spawn on dry land, it might be on a tiny little island with no trees, and nothing but water as far as your eyes can see. So you might want to start your game with a bonus chest, just in case you need the supplies.

I'd also suggest using this data pack together with my "Ships On Seas (SOS)," "Ocean Villages," and "Undersea Villages" data packs, just because they all fit the ocean theme of "Water World."

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 won't be compatible with anything else that alters the Overworld or its biomes, since it completely replaces the vanilla Overworld. My own data packs are, of course, exceptions to that rule, as I've specifically made this pack compatible with them.

ACCESSING THE "WATER WORLD" REALM: Simply load and enable this data pack as you're creating a new world, and you'll find yourself spawning into the "Water World" realm. Don't try adding "Water World" to a game world that already exists, though, as you'll get rather bizarre results if in fact your game even loads at all.

CREDITS (Concepts): The idea for the prismarine forest 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 forest biome draws from that pack's frozen and crystallized forest biomes.

CREDITS (World Generation): I'd never have been able to create this data pack without the "Snowcapped" dimension layout editor designed by Jacobsjo and StardustGear

-- Rainbeau Flambe (Darryl Burgdorf)
CompatibilityMinecraft 1.16
toMinecraft 1.19
Tags

12 Update Logs

Update #12 : by Rainbeau_Flambe 09/25/2022 10:59:46 amSep 25th

Minor adjustments over the past few days:

Fixed some minor issues with badlands generation
Improved ice generation on frozen oceans
The pack's custom monuments will now show up properly on ocean explorer maps
LOAD MORE LOGS

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1
09/20/2022 7:24 pm
Level 50 : Grandmaster Terraformer
Rainbeau_Flambe
Rainbeau_Flambe avatar
You should no longer come across huge stretches of shallow ocean that the game tells you are forests or plains. The boundaries between land and ocean biomes still won't perfectly match the visual shorelines of islands, of course, but they should now be much closer than they were before. This change won't necessarily have much of an impact if you don't have cheats enabled, but if you're using commands to try to locate biomes, you'll now be much more likely to actually find those biomes instead of submerged sandbars.
1
09/18/2022 10:41 pm
Level 50 : Grandmaster Terraformer
Rainbeau_Flambe
Rainbeau_Flambe avatar
OK, *technically*, islands are a bit smaller now. What that means in a practical sense is that archipelagos are now much more likely to actually look like archipelagos, instead of like single large snaky islands, and large mountainy islands, while maybe not looking much smaller, will at least be rarer.

Also, this version of "Water World," which replaces the Overworld, also now utilizes the vanilla biome tags for structure placement. So at least some custom structures from other data packs and mods will show up in "Water Worlds" biomes. Be aware, though, that not all biomes are included in those tags, so custom structures that show up, for example, in plains or swamps biomes, will still only show up in the vanilla versions of those biomes.
1
09/17/2022 12:26 pmhistory
Level 1 : New Explorer
Katt_Attack
Katt_Attack avatar
This pack is perfect for what we are wanting to do for our server! But, I was wondering if there was a way to tag your custom biomes with vanilla biome tags as well? I'm testing the pack with our mods, and I seem to be having to go into the mods configs and jar files and manually add "waterworld:island/" ect to each entry so that the things spawn in them (croptopia, better animals plus ect) Or even a mod that could maybe help me add biome tags to them myself? Thank you!



Edit: by tags I mean like adding the "#minecraft:is_beach" "#minecraft:is_forest" ect tag to your biomes
1
09/17/2022 3:39 pm
Level 50 : Grandmaster Terraformer
Rainbeau_Flambe
Rainbeau_Flambe avatar
Unfortunately - and, I'll admit, a bit ironically - this is a case where my desire to ensure one form of compatibility (that of "Water World" and "Sky Islands" with each other and with other data packs that add new dimensions) made another form of compatibility (that of "Water World" and "Sky Islands" with data packs that add custom structures) more awkward.

Adding the unique "Water World" biomes to the vanilla biome tag definitions would definitely be the easiest way to get other packs' and mods' structures to generate in those biomes, at least so long as they call those tags in determining where to place their structures. But if both "Water World" and "Sky Islands" added their biomes to those tags by default, then as soon as someone tried to use the two in conjunction with each other, one pack's version of the tags would simply replace the other's, so that structures would generate in one pack's biomes but not in the other's.

So instead of messing with the tags at all, I just created alternate sets of the vanilla structures, which generate in (and only in) each pack's unique biomes.

As to creatures, since mob spawns are actually listed within each biome's definition file, I don't know that there'd be any way to add creatures from other mods or data packs to the "Water World" biomes except by manually editing those biomes' files.
1
09/17/2022 5:38 pm
Level 1 : New Explorer
Katt_Attack
Katt_Attack avatar
I find most datapacks and mods at least use the biome tags for definitions, and even just adding those tags to the "Replace World" versions of your datapacks, I think would make them all compatible, since if you choose the "replace" option for 1 you wouldn't want to use the replace option for the other one as well.



Though, that would probably make you have to upkeep 2 versions of the datapacks for compatibilities sake, which I'm not sure how much needs changing for adding the tags, so I'm not sure how much more work that would be.

I'll keep editing what mods and datapacks I can figure out myself for now though, thank you for your time :D
1
09/17/2022 6:50 pmhistory
Level 50 : Grandmaster Terraformer
Rainbeau_Flambe
Rainbeau_Flambe avatar
Actually, that's not a half-bad compromise. There are already separate versions of "Water World" and "Sky Islands" to be used depending on whether or not you want to replace the Overworld, so having to maintain two versions isn't a "new" issue. And if the "new dimension" version of each works as it does now, but the "Overworld replacement" version instead updates the vanilla biome list tags, that'll allow vanilla structures to show up in either version, while allowing custom structures from other data packs or mods to generate at least when the Overworld has actually been replaced. I should be able to get those out later tonight.

EDIT: Now that I'm looking at the tags, there are some things that are broken in my custom versions of the vanilla structures that I hadn't even realized were broken, because I hadn't known some of what the tags were used for. So, thanks for prompting me to take a look!
1
09/17/2022 7:29 pm
Level 1 : New Explorer
Katt_Attack
Katt_Attack avatar
Ooo awesome! I look forward to the update then! Thank you for taking the time to look into it for me :D
1
09/18/2022 10:43 pm
Level 50 : Grandmaster Terraformer
Rainbeau_Flambe
Rainbeau_Flambe avatar
OK, I've done what I can. But as I noted in my comment above, not all biomes are even listed in the vanilla biome tags, and so custom structures that show up in plains biomes, for example, will still (until you edit them) only show up in whichever specific vanilla biomes ("minecraft:plains," "minecraft:sunflower_plains," "minecraft:meadow," etc.) they've been assigned to.
1
09/10/2022 8:30 pm
Level 1 : New Network
LithiumIodide
LithiumIodide avatar
Have to say this and your other maritime themed datapacks are fantastic and exactly what I was looking for to add a new twist to the main game for a community server I sometimes run. However I was wondering if there would be any chance for 1.18.2 backwards compatibility since I'd try to combine this with whatever custom ship mods are around, along with 1.18.2 being the new 1.12 and most modders are focusing on this version now. I don't know how easy this would be since while I don't think anything you use is 1.19 exclusive and the terrain generator is mostly the same, my attempts to bring it down a version didn't validate and I'm not experienced enough with datapacks to do anything aside from changing one tag.
2
09/10/2022 9:16 pm
Level 50 : Grandmaster Terraformer
Rainbeau_Flambe
Rainbeau_Flambe avatar
I'm afraid I just skipped right over 1.17 and 1.18. What got me back into "Minecraft" was the changes 1.19 brought to custom structure generation, which finally allowed me to do many of the things I'd wanted to do in 1.16 but not been able to, especially as regards my "Flying Villages" data pack.

That said, the truth is that I really don't know what the specific changes were from 1.16 to 1.17, from 1.17 to 1.18, and from 1.18 to 1.19. So I honestly have no idea how difficult a backport might be. But it's definitely something I can at least look into.
1
09/10/2022 11:08 pm
Level 1 : New Network
LithiumIodide
LithiumIodide avatar
I see. Well to be fair most of the big changes came with 1.18, 1.19 didn't really add too much aside from the deep dark and one or two new structures and items associated with them. I don't think anything related to custom structures or datapacks in general was changed with 1.19 so it should be fine I'd assume. Still if you look into it that'd be appreciated greatly.
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