Make a world and nothing is what it looks like.
Make a world and nothing is what it looks like.
Stone might be pink wool. Dirt might be a bookshelf. The whole world generates out of the wrong materials, and you have to survive it.
The end portal is left alone, so the End is still reachable.
For Minecraft 26.2 (Fabric).
randomblocks-1.0.0.jar and Fabric API in your
mods folder:
%appdata%\.minecraft\mods~/Library/Application Support/minecraft/mods~/.minecraft/modsOnly the machine generating the world needs the mod. On a server, that is the server. Players can connect with a completely vanilla client and see the scrambled world normally.
Every kind of block is swapped for a different kind, and the swap is the same everywhere. If stone came out as pink wool, then all stone in that world is pink wool, in every chunk, forever. The world reads as a strange but coherent place rather than as static.
The swap is decided by your world seed. The same seed always scrambles the same way, and land you generate a month from now still matches the land around your spawn.
Only generation is affected. A block you place is the block you placed. Mining gives you the drop of whatever is actually there — break the pink wool that used to be stone and you get pink wool, not cobblestone.
Anything that is a plain, breakable, full cube: wool, concrete, terracotta, planks, glass, ores, glowstone, TNT, sponge, and a few hundred others.
Nothing that would float, need something to stand on, or refuse to break. No barriers, no command blocks, no bedrock, and nothing slower to mine than obsidian — a world you cannot dig through is not a challenge, it is a screensaver.
Yes, and that is deliberate. Full randomisation quietly bricks a run: if nothing in your world happens to generate as iron ore or as a log, there is no pickaxe and no crafting table, and the End is unreachable no matter how intact the portal is.
So three things are handled more carefully.
Ores swap only with other ores. Coal, iron, copper, gold, redstone, lapis, emerald, diamond, nether gold, nether quartz, gilded blackstone and ancient debris are shuffled among themselves. All of them still generate, none of them are where you expect. Your first iron vein might be diamonds, and it might be the last coal you see for a while.
Logs swap only with other logs. Every wood type still grows somewhere, so there is always a crafting table.
Andesite becomes cobblestone and diorite becomes gravel. Both generate in fat blobs all over the overworld and are needed for nothing, so they are cheap to spend on a guaranteed stone pickaxe and a guaranteed piece of flint.
Everything else is fair game.
If you want it genuinely brutal, turn keepProgressionFair off in the settings. Ores and logs go
into the general pool with everything else, and the world may well be unbeatable. That is the point
of the setting.
Operators can ask:
/randomblocks lookup minecraft:diamond_ore
> Diamond Ore generates as Lapis Lazuli Ore.
> Deepslate Emerald Ore generates as Diamond Ore.
It answers both directions at once: what that block turned into, and what turned into it. The second line is usually the one you want — that is where to go digging.
/randomblocks on its own shows the seed and how many blocks were replaced. Anyone can run it.
A file appears at config/randomblocks.json the first time you run the mod.
The shuffle is decided when a world first loads, so changes only affect land generated afterwards. Edit it halfway through a world and you get a visible seam where the old chunks meet the new ones.
The end portal blocks are protected no matter what any of these say.
Version 1.0.0. Built for Minecraft 26.2 with Fabric Loader 0.19.5 and Fabric API 0.159.0+26.2.
| The end portal | Portal frames, the portal itself and end gateways are never touched. The stronghold around them is scrambled, but the portal room still works and you can still finish the game. |
| Air | Otherwise the world would be one solid cube. |
| Water and lava | Oceans stay oceans and lava lakes stay lava lakes, so the world still looks like a world and obsidian is still obtainable. |
| Bedrock | The floor of the world stays a floor. |
| Chests, spawners and anything else with a block entity | Loot chests keep their loot and spawners keep spawning. Village chests, mineshaft chests, desert temples and nether fortresses all still hand out what they should. |
| Setting | Default | What it does |
|---|
enabled | true | Turn the randomiser off without removing the mod. Land you already generated stays as it is |
seedOffset | 0 | Change this for a completely different scramble on the same world seed |
keepProgressionFair | true | The ore, log and cobblestone guarantees above. Turn off for a run that may not be winnable |
preserveFluids | true | Water and lava keep their own blocks. Turning this off means no oceans, no lava and no obsidian |
preserveBedrock | true | Bedrock stays bedrock |
preserveBlockEntities | true | Chests, spawners, end portal frames and everything else with a block entity are left alone. Turning this off strands you in a world with no loot and no blazes |
alsoPreserve | [] | Extra blocks to leave untouched, e.g. ["minecraft:obsidian"] |
The world generates upside down.
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