Deep World
The overworld, but much deeper and much taller. Deep World stretches the world from Y -512 to Y 1024 and adds four new biomes built for that height, without replacing any existing biome.
New biomes
| Biome | What it is |
|---|---|
| Abyssal Ocean | Vast stretches of deep sea about 270 blocks deep, with a gravel and clay floor. |
| Hadal Trench | Huge trenches inside the Abyssal Ocean, about 480 blocks deep, floored with tuff and deepslate. |
| Colossal Peaks | Mountain ranges with summits around Y 700, ridges and valleys included, snow-capped above Y 420. |
| Colossal Massif | Just as high as the Peaks, but a broad, high plateau with long, gentle slopes. |
The new biomes are large (they vary over thousands of blocks) and fairly rare, so they're worth seeking out. Vanilla oceans keep their normal depth. Only the new biomes go deeper.
Underground
- Caves all the way down: extra caves and large caverns fill the new depth.
- Lava only in the deepest layer: lava appears only in the lower half of the deepslate (below Y -380), and never inside the new biomes.
- Deep caves stay dry: they don't flood with water.
- More ores: extra ores are spread through the deeper world.
- Deeper ancient cities: they now generate at Y -330, deep in the deepslate.
Exploration
- Rarer structures are more common in the new biomes:
- Oceans: shipwrecks, ocean ruins and ruined portals.
- Peaks and Massif: woodland mansions, trial chambers, pillager outposts and ruined portals.
- Structures fit the terrain: surface structures on steep ground get a platform underneath and a sloped cut-out above, instead of floating off cliffs or sitting in sheer-walled holes.
- Fast
/locate biome: finding the new biomes takes a second or two, and the search reaches up to 16,000 blocks.
Compatibility
- NeoForge 1.21.1
- World types: Default, Large Biomes and Amplified.
- Works with: TerraBlender, Biolith, Biomes O' Plenty, Oh The Biomes We've Gone and other biome mods.
- C2ME: supported, with its speed-ups left on.
- C2ME OpenCL Acceleration Module: it generates terrain on the GPU, which would skip Deep World's biomes and cave rules, so Deep World turns it off for its own overworld. Other dimensions keep the GPU speed-up.
- YUNG's Better Caves: its liquid layer is kept at the bottom of the world, as in vanilla, instead of filling hundreds of blocks of the new depth.
- New worlds only. Existing worlds will have broken terrain where old and new chunks meet.
Performance
The world is about four times as tall as vanilla, so each chunk takes more work to generate and save. Deep World adds its own optimizations, such as the fast biome search, but expect chunk generation and saving to be slower than in a vanilla-height world.
- Distant Horizons: in a world this tall, its background generation adds a lot of load. Consider limiting it.
Credits
- Extra ore generation: based on SWL Mod by SK (MIT licence).

