Loving this mod, can't wait for you to further refine it! I only wish that water/lava islands and massive sky islands were a lot more rarer and spaced out, as I've seen few small sky islands. Mineshafts still seem wacky but other than those personal issues... Great progress! I absolutely love it
@@lava942 I've made some experimental versions on my github that may interest you, but they def aren't that good in terms of structures. I may or may not look more into it.
Ah okay, if you like version 1.2, I'll add an additional update to it so it can have the oceans :). I'm uploading a video on that later today (the video is on what inspired me to look into modding), but basically the mods are going to be world gen mods, which give me more freedom than datapacks. One of my issues with the datapacks is that I cannot control structure heights, so if a village generates in the void, it will be cut off and pretty much be useless. With a mod, I could make them spawn floating and with various heights, which would be amazing. EDIT: Just added it to the github :)
Some people have had issues with servers, but the way I would think it would work is by putting it in the datapack folder of the world file the server uses.
ooh this is quite good small islands in between to get the feel but has big chunks for gameplay! also an idea i had you could maybe change flat biomes into forest biomes so you dont get softlocked when you start a world (if your unlucky)
also if you move to a mod an idea could be creating a set spawn structure with a small shack or something with an empty end portal and give the player things like a chest with a sapling and lava or something to fix the possible softlock problem
Oh are you talking about the skyblock thing? Not sure why you commented here, but yeah the small shack idea is great for a skyblock style worldgen. If you are talking about this one, strongholds still generate (and will for skyblock style too because strongholds are built different in minecraft's code and don't get cut off). And also, the islands seem big enough to not have an issue with softlocks, but I also haven't played this yet.
Awesome stuff there! Could you make the cave biomes and ores that could only appear below the surface level, be seen in any height? so it can make exploration on the sky level more interesting. I had played a lot 1.8 ver. with a worldtype called "caves of chaos" that seemed like floating islands, though I would always make the ores and stuff appear in all height levels. hope you can make mods about this soon! this is by far really fantastic.
At ~ 5:55 in the video there is a surface layer lush caves biome. The dripstone caves can also generate on the surface, if this is what you were meaning. It's just not shown in this video. The only change I would really have to make here is with the deep dark as it can only generate low, but I wonder how much sense that would make because the ancient cities will still always be at the same low y-level and I don't think raising the y-level of them would be that good of an idea, but idk maybe it's fine to have the deep dark on the surface (if this is what you were intending) As for the ores, they can also appear on the surface, but it depends on what you mean by "surface" and what you mean by "ores" because they will not generate on surface grass of course, and although coal, iron, and emeralds generate at higher y-levels, the other ores do not. I could change it, so they do generate higher, so like diamonds between y=-48 and y=90 if you want. I just looked up a video on the caves of chaos and it's funny how I know exactly how it was made because it's basically how you make floating islands except you don't limit the y-value with a density gradient and you cut off the bedrock floor. If you would like to continue discussing this with me, you can contact me on discord (Quidvio#4760) and I could make and publish a 1.19 version for you and others to use. We can discuss what changes to make/how to polish it.
Can I use this to make an SMP? I have had this idea in my head for ages to make a server based on floating islands but I can't code. I would make sure people know you made the datapack. Either way I seriously love you for making this, this is so amazing!
I've found a fix for villages specifically, but it only works with certain other structures as well (not temples as an example). I can make that a fix version if you want me to, but I plan on overhauling the entire datapack in the coming weeks so I'm not very motivated to do that when I'm making a newer one.
Updated to V1.5 now, def my favorite version so far.
Loving this mod, can't wait for you to further refine it! I only wish that water/lava islands and massive sky islands were a lot more rarer and spaced out, as I've seen few small sky islands. Mineshafts still seem wacky but other than those personal issues... Great progress! I absolutely love it
@@lava942 I've made some experimental versions on my github that may interest you, but they def aren't that good in terms of structures. I may or may not look more into it.
another banger, although i personally prefer v2 with more land :> what mods r u thinkin of makin btw?
Ah okay, if you like version 1.2, I'll add an additional update to it so it can have the oceans :).
I'm uploading a video on that later today (the video is on what inspired me to look into modding), but basically the mods are going to be world gen mods, which give me more freedom than datapacks. One of my issues with the datapacks is that I cannot control structure heights, so if a village generates in the void, it will be cut off and pretty much be useless. With a mod, I could make them spawn floating and with various heights, which would be amazing.
EDIT: Just added it to the github :)
@@Klinbee oooooh! i love world gen mods :> i look forward to what ya put together
@@Klinbee You're the best, was just coming here to say i want a hybrid of 1.2 and 1.3
@@PlenumGaming Ah how exactly do you think I should do that?
@@Klinbee you already did! With v 1.2.2! :)
Absolutely breathtaking. :>
This is absolutely wonderful! How can I add it to a world on a server as opposed to a locally saved world on the client?
Some people have had issues with servers, but the way I would think it would work is by putting it in the datapack folder of the world file the server uses.
also it really brings back the alpha world gen feel not sure why but its certainly welcome
I know right, it's great
ooh this is quite good small islands in between to get the feel but has big chunks for gameplay!
also an idea i had you could maybe change flat biomes into forest biomes so you dont get softlocked when you start a world (if your unlucky)
also if you move to a mod an idea could be creating a set spawn structure with a small shack or something with an empty end portal and give the player things like a chest with a sapling and lava or something to fix the possible softlock problem
Oh are you talking about the skyblock thing? Not sure why you commented here, but yeah the small shack idea is great for a skyblock style worldgen.
If you are talking about this one, strongholds still generate (and will for skyblock style too because strongholds are built different in minecraft's code and don't get cut off). And also, the islands seem big enough to not have an issue with softlocks, but I also haven't played this yet.
It is honestly a shame that they were removed.
Awesome stuff there!
Could you make the cave biomes and ores that could only appear below the surface level, be seen in any height?
so it can make exploration on the sky level more interesting. I had played a lot 1.8 ver. with a worldtype called "caves of chaos" that seemed like floating islands, though I would always make the ores and stuff appear in all height levels.
hope you can make mods about this soon! this is by far really fantastic.
At ~ 5:55 in the video there is a surface layer lush caves biome. The dripstone caves can also generate on the surface, if this is what you were meaning. It's just not shown in this video.
The only change I would really have to make here is with the deep dark as it can only generate low, but I wonder how much sense that would make because the ancient cities will still always be at the same low y-level and I don't think raising the y-level of them would be that good of an idea, but idk maybe it's fine to have the deep dark on the surface (if this is what you were intending)
As for the ores, they can also appear on the surface, but it depends on what you mean by "surface" and what you mean by "ores" because they will not generate on surface grass of course, and although coal, iron, and emeralds generate at higher y-levels, the other ores do not. I could change it, so they do generate higher, so like diamonds between y=-48 and y=90 if you want.
I just looked up a video on the caves of chaos and it's funny how I know exactly how it was made because it's basically how you make floating islands except you don't limit the y-value with a density gradient and you cut off the bedrock floor. If you would like to continue discussing this with me, you can contact me on discord (Quidvio#4760) and I could make and publish a 1.19 version for you and others to use. We can discuss what changes to make/how to polish it.
Can I use this to make an SMP? I have had this idea in my head for ages to make a server based on floating islands but I can't code. I would make sure people know you made the datapack. Either way I seriously love you for making this, this is so amazing!
If you can get it to work on a server sure. Some people have said they have issues doing that and I don't know what is stopping it...
@@Klinbee thank you so much!
dude, i was playing on v1.2.2, and ive changed mc version to 1.19.4, and its not compatible, what should i do?
github.com/Quidvio/Floating-Islands-1.19/releases/tag/v1.2.2.4 ;D
Can this be made to work on a server?
WOW
Would you ever backport this to 1.18.2?
I tried making one, but the aquifers didn't work. It is on my github though.
Is a 1.20 update to this planned?
yep!
anyone knows a way to stop villages from spawning in the air?
I've found a fix for villages specifically, but it only works with certain other structures as well (not temples as an example). I can make that a fix version if you want me to, but I plan on overhauling the entire datapack in the coming weeks so I'm not very motivated to do that when I'm making a newer one.