

Alpha Gaia
Alpha Gaia
This content represents a data pack that adds world generation in the style of Minecraft Alpha 1.1.2. I want to immediately note that like any data pack, it is not an absolutely exact reproduction of the original game - some features require modifications at the mod level (read more about differences below). This solution allows you to experience the atmosphere of the Alpha era using vanilla game capabilities.
Please note that map seeds from Alpha versions do not work here. For exact seed replication, specialized modifications are recommended.
The modification is packaged as compiled data packages and language modules for easy installation.
Key features of Alpha:
Mobs
- Only creatures that existed in the Alpha version spawn naturally:
- Drowned can only appear through zombie transformation (not naturally)
- Zombie villagers are absent as they have unique identifiers
- Baby zombies can generate since they use the same ID as regular zombies
Structures
- Only monster rooms are generated from structures
Landscape features
- Vegetation corresponds to the Alpha period
- Ore deposits generate as in the original version
Differences from the original:
World height
- Instead of the previous 128 blocks, standard 256 block height is used (the old version limitation was more technical than a fundamental feature)
- In development: additional module for old height
The Nether
- The Nether from Alpha 1.2.0 is added, although it was absent in Alpha 1.1.2
Caves
- May contain water due to data pack limitations
- Less water on the surface means less water underground
- Can generate inside water bodies
Biome colors
- Not fully matching original shades (grass, water, foliage). I maximally approximated the palette, but exact match is impossible
Stone basins
- Look smooth, unlike square and glitchy forms from Alpha
Elements close to Alpha:
- Ore deposits (including clay and dirt deposits)
- Cave generation process
- Vegetation diversity (flowers, trees, pumpkins, sugarcane, cacti)
- Water bodies (lakes, ponds, oceans)
- Sandy and gravel beach zones
- Terrain formation
If you have deep knowledge of the original Alpha code and possess exact data about spawn rates of certain elements, or can suggest implementation improvements - I'll be glad to hear your ideas!
I fundamentally maintain the concept of a data pack specifically, since there are many mods offering similar functionality.