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Isekai API
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Create custom worldgen, biomes, and dimensions with datapack JSON or Java, from floating islands to mountains.
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Must be installed on both the client and the server.
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Description
Create a custom world shape without building an entire world-generation system from scratch.
Isekai API is for datapack authors, mod developers, and pack makers. Combine terrain shapes, biome rules, and placement tools to build floating islands, shells, mountain ranges, layered worlds, or other layouts.
Shape the world
- Combine terrain primitives and choose where biomes appear.
- Set surface materials, sky, fog, and water colors.
- Place features and set-pieces such as pools, trees, and structures.
- Adapt supported ores, mobs, and structures to new heights or to an island's own surface.
These tools can be used for a new dimension or an overworld replacement. The library supplies the building blocks, rather than a finished themed world.
Try an example
Start with the floating-island datapack, then adjust its terrain rules. The Datapack Reference and example collection cover the available JSON options.
Java integrations use the public Isekai API. See the dependency and compatibility guide, and match examples to your installed release.
Test world-generation changes in a new world first. Unrelated to the Isekai Adventure modpack.

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Questions, ideas, bugs: open an issue.
MIT License. Free to use in modpacks.
Source: https://github.com/KURONAMI333/isekai-api
Bugs and questions: comment on the CurseForge page or DM @kuronami333 on X.
Isekai API is a toolbox for the shape and rules of a Minecraft world — not a world, but the machine that makes worlds. Like div/span for web pages, it's a small set of neutral, composable primitives you combine to build any world you can imagine, straight from datapack JSON. It ships no biomes, structures, or themes of its own.
A floating-island world in two files
Reference the shipped isekai_api:hooked_overworld preset from your dimension, then override one small
terrain-shape hook file. No Java, and no copy of vanilla's 2500-line noise_settings — change the hook
and the whole world changes shape. Runnable example: examples/1_shape/floating_island/.
What you can control
Every axis of world generation, as composable primitives:
- Terrain shape — 17 math/geometry density primitives + 5 worldshape composers (
squeeze,y_envelope,blended_noise,band_density,sloped_density). Floating islands, hanging or inverted continents, hollow shells, capped mountains, mirrored/tiled space — any 3D form on any Y band. - Biome placement — the
isekai_api:rulebiome source places biomes by pure spatial rules: vertical layers, concentric rings, regions, andand/or/notcombos (y_below 20 -> deep_dark). No climate-noise tuning. - Surface & fill — re-skin any biome's top block or stone fill from JSON.
isekai_api:vanilla_overworld_surfacehands you the whole vanilla overworld surface rule as one line, so overworld replacements skip the 30 KB copy. - New dimensions — combine the above with vanilla dimension JSON to ship a whole new dimension. Zero Java, zero vanilla edits.
- Atmosphere — per-world sky, fog, and water colors.
- Set-pieces, features & trees — build neutral content from composable parts: drop a hand-authored NBT set-piece only on flat, dry ground (
grounded_template), grow connected block clusters and fluid pools, and assemble decay-safe trees from any trunk + foliage placer. No themes baked in — you supply the blocks. - Placement control — decide exactly where features/structures go: relative to surface or fluid, by block context, Y range, slope, proximity to a block or biome, and logical combos.
- Re-place existing content — take any vanilla or modded ore, structure, mob, or feature and redistribute it into your world's new shape. A rare ore vanilla buries deep can be remapped to the underside of your floating islands. Strategies: linear, inverted, fixed-range, count-scaling, band-split, pipelines — plus exclude/add.
- Terrain-relative re-placement —
isekai_api:column_localresolves an ore's depth against each column's own surface and underside instead of one absolute Y band. Floating islands, orbiting planets and sky continents get the same internal ore layout whatever altitude they sit at. - Boot-time validation — broken or mistyped registry references are caught at server start, before they silently no-op.
- Java API —
Isekai.query()reads vanilla/modded worldgen rules;Isekai.remap()declares worldshapes in code.
Built to be built on
Isekai isn't tied to any one world or author. However you want to use it, you're welcome — datapack worldshapes, full Java mods, modpack glue, quick experiments, total conversions. MIT licensed: free to use, fork, and bundle in modpacks.
- Datapack authors: the Datapack Reference lists every key with its JSON shape; copy a runnable skeleton from
examples/— shape, placement, and adaptation each have their own folder. - Java modders: add
isekai_apias acompileOnlyGradle dependency (Cursemaven, or the repo's own maven branch — see COMPATIBILITY) and use theIsekaifacade. Everything outside theapipackage is internal, so the public surface stays small and stable. Sources and javadoc jars ship with every release. - Extend the library itself: the five dispatch interfaces — spatial predicates, remap strategies, biome zones, surface anchors, transition rules — are registry-backed extension points. Register your own variant from your own mod id and use it in JSON alongside the built-ins. No fork, no PR.
- Questions, ideas, bugs: open an issue. Built a world with Isekai? Share it — I'd love to see what people make.
MIT · Source & docs. Unrelated to the "Isekai Adventure" modpack.

Paid commissions for videos, streams and servers. Send me your idea: [email protected]

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