Description
[

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# 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.