I messed with Minecraft world generation for a little bit

It’s been a hot minute.

I was planning to write a post about assembling some Warhammer 40K miniatures around this time, though having the actual miniatures delivered to my doorstep is taking longer than I expected (as in, I ordered them last month and they’ve just been shipped today. I’ll chalk it up to the holidays being crappy.)

It’s a shame, I was prepared to gush about my custom Order of Battle Sisters and how I’ve written a bit of headcanon lore for them (I have a habit of doing this) and I’d have a photo album to show you guys and it’d just be a fun time.

Oh well. The package is due for next week. In the meantime, let’s talk about Minecraft.

In Minecraft, there used to be a neat option during world creation that would let you mess with the game’s world generation in order to generate unique features, biomes, and what-not. It was surprisingly deep, and you could generate some pretty unique stuff if you took the time to go through all the options the game gave you.

I’m serious: there was a ridiculous amount of power hidden here, and it was awesome.

Unfortunately, with the release of version 1.13, the game’s world generation was entirely revamped, and the feature was axed in favor of the “Buffet” world type (which is just a shitty excuse of a replacement and hardly worth talking about). I’ve been lamenting it ever since.

Little did I know, the feature actually came back, though in a completely different form:

I almost didn’t notice it. Just a tiny button, tucked away inconspicuously with the rest of the world generation settings. When you click it, it’ll accept a JSON file that presumably contained your customized world generation settings.

Needless to say, I had a field day with it. One of these days I might write a tutorial, but this is just filler content while I wait for my Battle Sisters. Screenshot time:

I learned pretty quickly that you could have the game’s overworld generate biomes that would typically only be found in the Nether. Mob generation is tracked per-biome, so you’d have Ghasts floating around and stuff. Pretty neat.

What you’re looking at is a Nether Fortress sitting underwater. The sea level in the Nether is actually much lower than the sea level in the overworld, so by default you’ll have these guys just buried into the ground or in the ocean or something like that.

Air blocks generate alongside fortresses, so you could descend into them and walk around if they happen to generate like this. Neat.

You can work around this by setting the overworld’s sea level to be the same as the Nether, though that’ll mess with the generation of other structures, such as monuments. It’s really just a matter of keeping what structures you like and turfing the ones you don’t.

Also I installed a shader pack at some point, because why not.

Modifying the sea levels also comes with the added perk of shipwrecks poking out of the water, which makes a pretty cool ship graveyard effect in this weather.

Anywho, that’s what I did last week. I do want to continue playing with this; I have a mind to make a world that’s entirely ocean and build something akin to Outer Heaven, but I was always held back by the awful Buffet settings. With this, that world might actually be a reality. Maybe it’ll even warrant a blog post.

Until then, I’ll be waiting for my Battle Sisters. Thanks for reading.

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