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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)
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)
Compatibility | Minecraft 1.16 |
to | Minecraft 1.19 |
Tags |
12 Update Logs
Update #12 : by Rainbeau_Flambe 09/25/2022 10:59:46 amSep 25th, 2022
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
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
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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.
Edit: by tags I mean like adding the "#minecraft:is_beach" "#minecraft:is_forest" ect tag to your biomes
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.
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
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!