Void Worldgen
This worldgen data pack infinitely generates a void world with properties akin to the original SkyBlock. This means all structures (that matter) will generate with their bounding boxes at the same location as if the world with the same seed was generated with normal terrain. End portals and sculk sensors generate in the world to enter the end and obtain sculk.
Structures
All structure bounding boxes will generate (i.e. no blocks will generate) at the same coordinates along with some entities as they would in a normal world with the same seed. Below is a list of notable structures:
- Ancient Cities will generate the same bounding boxes (mobs will not spawn in the bounding box) and sculk shriekers that can spawn wardens (location of shriekers won't match with a normal world)
- Ocean Monuments will generate the same bounding box (guardians farms can be built as normal); elder guardians will generate, but immediately fall into the void
- Pillager Outposts will generate the same bounding box (pillagers will spawn in the bounding box) with any allays that normally generate
- Strongholds will generate the same bounding box with the end portal in the same location (though the eyes won't always match with a normal world with the same seed)
- Witch Huts will generate the same bounding box (witch farms can be built as normal)
- Mansions will generate any allays that would generate in a normal world
- Nether Fortresses will generate the same bounding box (spawner-less fortress farms can be built as normal)
- End Cities will generate any shulkers and ships that would generate in a normal world
- Trial Chambers will generate the same bounding box (mobs will not spawn in the bounding box)
The End Dimension
In the end dimension, the obsidian pillars and the exit end portal generate as normal. When a player goes through an end gateway, a small end island will still generate, but the rest of the outer end islands will not.
Other SkyBlock Packs
My SkyBlock Collection has additional options for void worldgen. Most notably there are other presets that have the stronghold generate with the pit of lava beneath the end portal, or the entire portal room. There is also a preset that removes all blocks and entities, leaving only a biome map with structure bounding boxes. Additionally there are a few data packs to generate a default skyblock island upon creating the world.
Compatibility
This datapack is automatically compatible with any datapacks that only add structures to the world, such as Dungeons and Taverns, Structory, and Explorify. Any datapacks that modify worldgen using only density functions and noise are automatically compatible, such as Tectonic and Continents. Datapacks that modify worldgen in other ways or modify or add biomes are incompatible without an extra compatibility patch. The following compatibility patches are available:
- Terralith - SkyBlock Terralith Compat
- Nullscape - SkyBlock Nullscape Compat
- Amplified Nether - SkyBlock Amplified Nether Compat
Rent a Server from Bisect
All Versions
+ Add Version- Fixed nether biomes not matching a normal world with the same seed.
- Slightly modified sculk shrieker generation
- fixes a bug where all blocks would be deleted instead of keeping a select few plus some structures from other packs in 1.21-1.21.1
- Update carvers in biome files
- All structure bounding boxes are kept, including custom structures
- Ocean ruins have a weird bug that cause some of the hitbox to generate at the bottom of the world
- All blocks in structures (generated in any step in or before
underground_decoration) are removed - All entities in structures (generated in any step in or before
underground_decoration) are kept, meaning flying mobs will likely survive - In vanilla structures, non-flying mobs are not generated in most structures (exceptions being the ones that don't use structure files, e.g. ocean monument and ocean ruins)
- Structures can be added into the world by putting them in one of the steps in or after
fluid_springs
- The entire stronghold bounding box with the end portal in the same location as a normal world (for some reason the number of eyes are not consistent with a normal world)
## The End
- Exit end portals now generate at the correct height, matching the exact location it would generate in a normal world
- There is some sort of bug involving some of the obsidian pillars and end crystals to not fully generate, but respawning the dragon will properly generate the pillarsMap
## Terrain/Biome Datapacks
Datapacks that modify terrain using only density functions (e.g. tectonic, continents) are automatically compatible.
Datapacks that modify terrain via noise settings (e.g. terralith, lithosphere), modify biomes (e.g. nullscape, geophilic), or add custom biomes (e.g. incendium, terralith, nullscape) are not automatically compatible.
To add compatibility, an additional datapack can be created to patch/merge the changes between the two datapacks. There is a script in the source code to pull a datapack and create a compatibility pack. Compatibility packs have been added for Terralith, Nullscape, and Amplified Nether.
- trial chambers removed from the world (bounding boxes are kept)
- no actual changes made, just the pack format
- no actual changes made, just pack format
- Updated biome files to 1.19.4 format
- Generate the end ship for end cities
Bug Fixes
- Prevent crashes related to nether fortress generation
- Generate bastion remnant bounding box
- Make nether fortress generation more consistent with normal worlds with the same seed
