One Dimension

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One Dimension

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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

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Minecraft
26.2

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Project Details

Type
Mod
License
Creative Commons Attribution Non Commercial 4.0 International
Latest Version
OneDimension 1.4.0 — Neoforge 26.2
Authors
CurseForge
Modrinth

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Description

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.

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 <true|false> — 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.

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