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WaterWorld (1995)

The ice caps melted, the world went under, and dry land is a rumor — survive on the open sea, scavenging wrecks above the drowned cities below.

Waterworld

The ice caps melted, the world went under, and dry land is a rumor.

Years have passed since the water came. The cities are still down there — streets, houses, wells — sitting quiet on the seafloor under a hundred feet of ocean. The people who lived through it took to boats, and most of them didn't make it far. Their wrecks are scattered across the drowned world, and everything they were carrying is still inside.

This is a complete worldgen overhaul that floods the entire Overworld. Not an ocean-only biome filter — every biome is still there, still distinct, just underwater.


What it does

The whole world is submerged. Forests, deserts, badlands, taiga, plains — all of them, drowned. Terrain has been reshaped so old highlands become shallows and old ocean basins become trenches, giving you a readable depth gradient instead of a flat seabed. The occasional peak still breaks the surface. 

Villages generate on the seafloor. Not floating on the waves like most flooded-world packs — properly anchored to the ocean floor, streets and all, with soft furnishings rotted away and structure left standing.

Caves stay dry. The world above is water, but underground is air. Caves are where the ore is, where the land mobs still spawn, and where you'll shelter early on — until you outgrow them.

Every terrain block is its dead default. Grass is gone; the meadows are dirt now. Deserts are still sand, badlands still terracotta, oceans still gravel. The world looks like what it was, minus everything living.

Shipwrecks are your lifeline. They're your first wood, your first tools, and occasionally something better — the gear that kept a sailor alive longer than the rest.


The run

You start adrift with nothing.

Find a wreck. Break the hull for planks, get a crafting table, get a boat. Find where a cave breaches the seafloor and follow it down into the dry dark — that's your first real base, and it's the only place you'll find iron.

Then build a conduit and leave the caves for good.

Past that, it's a habitat: sealed rooms with air in them, for crops and animals and the villagers you cure. Everything you need to live is somewhere in the water. None of it is convenient.


Notes

Villagers drown, same as you. There are zombie villagers down there in the ruins, and they don't mind the water at all — but the moment you cure one, it needs air. A trading hall in this world is something you maintain, not something you find.

Turtles need beaches to breed, and there aren't any. Every turtle helmet you own came off a wreck, and there won't be more. Unless you build a beach.

Farmland needs air above it. Wheat isn't going to grow on the seafloor.


Compatibility

  • Minecraft Java Edition — see version tags for supported releases
  • Vanilla only. No mods, no custom recipes, no new items or mechanics. Everything here is worldgen and loot.
  • Server-side. Players connect with an unmodified client. No resource pack, no install on their end.
  • Works with Geyser for Bedrock crossplay.

Installation

Drop the pack into your world's datapacks folder before generating the world.

This is a worldgen pack. It only affects chunks created after it's installed — adding it to an existing world will produce hard seams at the border between old and new terrain. Start fresh.


Known limitations

  • A handful of rare structures — woodland mansions, swamp huts, desert pyramids, jungle temples, igloos — still generate at the old surface height. These can't be anchored to the seafloor through a datapack. They're rare enough to read as debris on the water rather than a bug.
  • Stairs, fences, and other structural blocks placed by the world generator keep small air pockets around them. This is a vanilla placement behavior and it's permanent. Doorways in drowned villages hold air the same way — treat them as breathing stops.

Inspired by a certain 1995 film about a flooded planet and a man who was very good at sailing.

The WaterWorld (1995) Team

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