Lavaflow
This datapack is still in beta. Future (and frequent) changes that cause chunk borders in existing worlds are likely. Use at your own risk
Lavaflow completely overhauls the nether. Instead of the random noise of the vanilla nether, Lavaflow features specifically crafted terrain, like you are used to from the overworld - but way more 3d. Biomes are placed not at random but in places matching the terrain.
You can view a map of the biome distribution, terrain, and structure locations on map.jacobsjo.eu.

Find the high elevation lava rivers among crimson and warped forests. Among them some warped forests have grown older and taller then ever before.
Follow the rivers them down the lavafalls into canyons and valleys. Among the soul sand valleys, a new forest is thriving (?): The Ghost Forest.
Follow the rivers further to their mouth into lava oceans: Vast areas of lava overlooked by narrow layer above, on which the nether forests have ventured onto. Massive pillars support the ceiling. Legend has it that they were once of high demand with miners.
Where there isn't a valley or ocean, you smaller caves take their place. These seem to have formed more recently and might expose what is otherwise well hidden.
The vanilla structures tie the terrain together. While almost unmodified in structure, their placement is chosen to enhance the terrain. This includes different placement for each Bastion Remnant type.
Beta:
This datapack is still in beta. Especially, I welcome feedback on ore rates and structure frequency. I might also add more biomes and structures before the full release.
Additional notes:
The base block is changed from Netherrack to Smooth Basalt. This allows for more interesting columns and walls, but this has a few gameplay effects:
- Floors and ceilings are usually covered with a thick layer of Netherrack. Netherrack blobs also exist underground
- Gold Ore can be found in both Netherrack and Smooth Basalt, turning into Deepslate Gold Ore in the latter.
- Quartz Ore can only be found in Netherrack, making
- Mining for Ancient Debris is much slower since Smooth Basalt is much harder than Netherrack. To compensate, Ancient Debris is more common and has a more interesting distribution.
All Versions
+ Add Version| Name | Game version | Platforms | Published | Downloads | Actions |
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v0.6.0
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14h ago | 1 | |||
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v0.6.0
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v0.5.4
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v0.5.4
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v0.5.3
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14h ago | 1 | |||
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v0.5.3
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14h ago | 1 | |||
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v0.5.2
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14h ago | 1 | |||
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v0.5.2
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14h ago | 1 | |||
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A
v0.5.1
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14h ago | 1 | |||
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v0.5.1
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14h ago | 1 | |||
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v0.5.0
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14h ago | 1 | |||
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v0.5.0
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14h ago | 1 | |||
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v0.4.0
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14h ago | 1 | |||
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v0.4.0
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14h ago | 1 | |||
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v0.3.2
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14h ago | 1 | |||
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v0.3.2
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14h ago | 1 | |||
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A
v0.3.1
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14h ago | 1 | |||
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v0.3.1
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14h ago | 1 | |||
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v0.3.0
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14h ago | 1 | |||
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v0.3.0
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v0.2.0
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v0.2.0
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14h ago | 1 | |||
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| 14h ago | 1 |
- Update to 1.21.11 (and removed support for all older versions)
- Adjusted fog using the new Environment attribute system:
- Default is less dense than vanilla nether
- Lava rivers and oceans have especially far view distance
- Soul sand valley, ghost forest, and basalt delta has fog equal to vanilla density
- Very dense fog in caves
- Fog density slightly fluctuates over time in all biomes
- Made clouds red and fluctuate in height
- Small adjustments to ore density
- Fixed treasure bastion support pillars
- Removed DnT compat datapack as it was outdated. An updated compat datapack will be added back in the future.
- Update to 1.21.11 (and removed support for all older versions)
- Adjusted fog using the new Environment attribute system:
- Default is less dense than vanilla nether
- Lava rivers and oceans have especially far view distance
- Soul sand valley, ghost forest, and basalt delta has fog equal to vanilla density
- Very dense fog in caves
- Fog density slightly fluctuates over time in all biomes
- Made clouds red and fluctuate in height
- Small adjustments to ore density
- Fixed treasure bastion support pillars
- Removed DnT compat datapack as it was outdated. An updated compat datapack will be added back in the future.
- add support for 1.21.8, 1.21.9, and 1.21.10
- removed support for 1.21.5
- add about dialog to datapack version
- add support for 1.21.8, 1.21.9, and 1.21.10
- removed support for 1.21.5
- add about dialog to datapack version
- update to 1.21.7 (also works in 1.21.5 and 1.21.6)
- update to 1.21.7 (also works in 1.21.5 and 1.21.6)
- make dried ghast generate next to fossils in soul sand valley and ghost forest (in 1.21.6 only)
- fix supported versions of mod versions
- make dried ghast generate next to fossils in soul sand valley and ghost forest (in 1.21.6 only)
- fix supported versions of mod versions
- also works in Minecraft 1.21.5
Add "ash" clouds (normal clouds in the nether at y=102
- clouds don't exist when using Minecraft 1.21.5
Moved the dnt compat datapack to a overlay. To activate open the pack.mcmeta file in the zip/jar and edit line 27 from
"formats": 0, to "formats": [0, 1000],.- also works in Minecraft 1.21.5
Add "ash" clouds (normal clouds in the nether at y=102
- clouds don't exist when using Minecraft 1.21.5
Moved the dnt compat datapack to a overlay. To activate open the pack.mcmeta file in the zip/jar and edit line 27 from
"formats": 0, to "formats": [0, 1000],.- update to 1.21.5
- added new dry vegetation features to nether wastes
- add fallen crimson trees to crimson forest and old growth crimson forest
- change ghost forest particles from gray dust to firefly
- fix pillars cutting of caves
- add rare soul lanterns to ghost trees
- Full Changelog**: https://github.com/jacobsjo/lavaflow/compare/v0.4.0...v0.5.0
- update to 1.21.5
- added new dry vegetation features to nether wastes
- add fallen crimson trees to crimson forest and old growth crimson forest
- change ghost forest particles from gray dust to firefly
- fix pillars cutting of caves
- add rare soul lanterns to ghost trees
- Full Changelog**: https://github.com/jacobsjo/lavaflow/compare/v0.4.0...v0.5.0
- Added strider staples:
- A small structure that houses striders, some with saddles
- 5 variants exits
- Generates only on gravel beaches
- Aims to make obtaining a staider easier, for traversing the lava oceans.
- Redone biome layout:
- Warped and crimson forests can now generate next to each other
- Biomes now more often differ on different sides of rivers
- Redone nether wastes
- Reduced amounts of boulders
- Replaced orange terracotta with red sand (and red sandstone if the sand would float otherwise)
- Added dead bushes
- Red terracotta and red sand can now burn infinitely in the nether.
- Tweeks to ancient debris distribution:
- Non-exposed ancient debris is now generated in pockets with tuff
- This makes it easier to find without increasing the total amount of ancient debris in a chunk
- Smaller blobs generate everywhere, with additional larger ones in a triangle distribution between y=8 and y=24
- Additional blobs exist in ocean pillars and exposed debris can be found in caves (unchanged)
- I welcome feedback on ancient debris distribution
- increased ambient light, so it is now the same as the vanilla nether again
- bridge bastions can now only generate in oceans (and no longer in valleys)
- fixed a performance issue introduced in 0.3.1
- Full Changelog**: https://github.com/jacobsjo/lavaflow/compare/v0.3.2...v0.4.0
- Added strider staples:
- A small structure that houses striders, some with saddles
- 5 variants exits
- Generates only on gravel beaches
- Aims to make obtaining a staider easier, for traversing the lava oceans.
- Redone biome layout:
- Warped and crimson forests can now generate next to each other
- Biomes now more often differ on different sides of rivers
- Redone nether wastes
- Reduced amounts of boulders
- Replaced orange terracotta with red sand (and red sandstone if the sand would float otherwise)
- Added dead bushes
- Red terracotta and red sand can now burn infinitely in the nether.
- Tweeks to ancient debris distribution:
- Non-exposed ancient debris is now generated in pockets with tuff
- This makes it easier to find without increasing the total amount of ancient debris in a chunk
- Smaller blobs generate everywhere, with additional larger ones in a triangle distribution between y=8 and y=24
- Additional blobs exist in ocean pillars and exposed debris can be found in caves (unchanged)
- I welcome feedback on ancient debris distribution
- increased ambient light, so it is now the same as the vanilla nether again
- bridge bastions can now only generate in oceans (and no longer in valleys)
- fixed a performance issue introduced in 0.3.1
- Full Changelog**: https://github.com/jacobsjo/lavaflow/compare/v0.3.2...v0.4.0
- Full Changelog**: https://github.com/jacobsjo/lavaflow/compare/v0.3.1...v0.3.2
- Full Changelog**: https://github.com/jacobsjo/lavaflow/compare/v0.3.1...v0.3.2
- Full Changelog**: https://github.com/jacobsjo/lavaflow/compare/v0.3.0...v0.3.1
- Full Changelog**: https://github.com/jacobsjo/lavaflow/compare/v0.3.0...v0.3.1
- Some fungi grow with roots
- Features lava pools on floor
Fixed surface height for visualizations
- Full Changelog**: https://github.com/jacobsjo/lavaflow/compare/v0.2.0...v0.3.0
- Some fungi grow with roots
- Features lava pools on floor
Fixed surface height for visualizations
- Full Changelog**: https://github.com/jacobsjo/lavaflow/compare/v0.2.0...v0.3.0
- making striders immune to fall damage (they tend to like jumping off lavafalls...)
- more varied pillar, cave, layer hole sizes
- fix scaffolding not replacing fortresses
- fix blobs replacing unwanted features
- Full Changelog**: https://github.com/jacobsjo/lavaflow/compare/v0.1.0...v0.2.0
- making striders immune to fall damage (they tend to like jumping off lavafalls...)
- more varied pillar, cave, layer hole sizes
- fix scaffolding not replacing fortresses
- fix blobs replacing unwanted features
- Full Changelog**: https://github.com/jacobsjo/lavaflow/compare/v0.1.0...v0.2.0
- expect chunk border causing updates in the future**
On fabric depends on fabric API
- expect chunk border causing updates in the future**