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One Dimension

A vertical overhaul mod that merges all three vanilla dimensions into a single continuous world. Instead of separate Nether, Overworld, and End dimensions, the world is stacked by height inside one seamless dimension

Modrinth game-mechanics worldgen

Описание

[ ![Buy me a coffee](https://img.buymeacoffee.com/button-api/?text=Buy%20me%20a%20coffee%20%E2%9D%A4%EF%B8%8F&emoji=%F0%9F%8D%95&slug=2Lynk&button_colour=FFDD00&font_colour=000000&font_family=Lato&outline_colour=000000) ](https://www.buymeacoffee.com/2Lynk) # OneDimension **The Nether, the Overworld and the End — stacked into a single dimension.** OneDimension adds **one new world type**. Select **"One Dimension"** when creating a world and you get all three vanilla realms fused into one literal dimension, stacked by height. No portals to separate dimensions — dig down far enough and you punch through into the Nether; build up high enough and you reach the End. It's all one continuous world. ## How it's stacked From bottom to top, in a single 1536-block-tall dimension: | Band | Where | What | |---|---|---| | **The End** | near the world ceiling | Floating islands, the dragon fight, End cities | | **The Void Gate** | high above the surface | A dark, damaging stretch you must cross to reach the End (lifted once the dragon falls) | | **Overworld** | normal Y (−64…319) | Your familiar world — unchanged coordinates | | **Obsidian floor** | beneath the surface | The one mineable barrier; the Nether ceiling sits flush right under it | | **Nether** | far below | Native Nether terrain, biomes, fortresses, fast-flowing lava — on a solid bedrock world floor | The Overworld keeps its exact vanilla coordinates, so everything you know still works at the heights you expect. ## What you get - **A real stacked world** — genuine Nether, Overworld and End terrain, each generated by vanilla worldgen, in one dimension. - **Per-band biomes, mobs, features and structures** — End cities and Nether fortresses generate in their bands and `/locate` finds them. Nether basalt/fire/ fungus and End chorus all grow where they should. - **The full dragon fight** — the bedrock fountain and all ten spikes build high in the End band, the dragon spawns, fights and dies as normal, and the **end credits roll** when you enter the exit portal. - **In-world portals** — End and Nether portals warp you *within* the stacked dimension (up to the End platform, down to the Nether) instead of to a separate one. - **The Void Gate** — an escalating-damage band (with a hard death zone) between the surface and the End, so reaching the top is a real journey — **lifted for good once you defeat the dragon**, opening a walk-up route to the End. - **Real Nether lava** — flows fast and far in the Nether band, just like a normal Nether; Overworld lava stays slow. - **Vanilla-accurate dimension quirks** — beds explode in the Nether and End bands (but work in the Overworld), and the Overworld band has a normal day/night cycle and working clocks. - **A dig path to the Nether** — break through the mineable obsidian floor to descend. - **Correct atmospherics per band** — Overworld lighting, sky, fog and rain; the End has its proper dark sky and fog with a full view distance; an ominous near-black fog in the Void Gate between; no clouds up top; a brighter Nether. The dragon only shows once you're up in the void zone or the End. ## Admin controls OPs can tune the Void Gate's hazards on the fly: - **`/onedimension menu`** — a chest-menu panel (works on a vanilla client) with toggles for the void damage and the instant-death band. - **`/onedimension voidgate damage|deathband `** — toggle each hazard independently from the command line. Both are also editable in the config file. ## Known issues - **It's a tall dimension, so it's heavier than a normal world.** Allocating more RAM (4 GB+) is recommended, especially at high render distances. ## Starting a server Make sure to set the level-type to `onedimension:one_dimension` and delete the existing world, start the server and it should generate a one dimension world.