The world generates upside down.
Gravity pulls you at the sky.
The world is exactly the world you know. You are the thing that is wrong with it. Your screen is upside down, and if you stop holding on you fall — up, past the treeline, past the clouds, until the sky kills you.
For Minecraft 26.2 (Fabric).
upsidedowned-1.0.0.jar and Fabric API in your
mods folder:
%appdata%\.minecraft\mods~/Library/Application Support/minecraft/mods~/.minecraft/modsEveryone should install it, including the server. The physics work without it on the client — gravity is sent as an ordinary attribute, so a vanilla player will still fall upwards — but the picture is drawn by your own machine. Without the mod on your client your screen stays the right way up while you sail into the sky, which is disorientating in entirely the wrong way.
Works on an existing world. The terrain is never touched.
Gravity is reversed. You accelerate towards the sky at exactly the rate you used to fall at. There is no floor any more; there is a ceiling, and it is the only thing between you and the void above.
Your screen turns over. The whole view rolls a half turn, so the world is upside down in front of you.
You are not upside down. The world is. Your model is drawn the right way up, and every control does what it looks like it should do -- walk left and you go left on screen, drag the mouse right and the crosshair goes right. You are playing ordinary Minecraft; it is the world that has turned over.
Making that true takes three corrections, because a half-turn of the view mirrors the screen both ways and moves where your head is:
Ceilings are floors. You walk along the underside of things, with normal friction and normal step-up. Jumping pushes you away from the ceiling — down, into the open air — which is now the most dangerous button on your keyboard.
Falling still hurts, upwards. Fall damage is measured on the way up instead of the way down. A long drop into the sky will hurt when a canopy finally catches you, exactly as much as the same drop to the ground would have.
There is no bedrock up there and nothing to land on. Get more than 24 blocks above the top of the world and it starts doing to you what the void does from the other end: four damage a second, until you are gone. Your items go with you.
That is the whole tension of the mod. Everything you do happens under something.
Under a tree.
When you join, the mod looks for a canopy with open air underneath it and puts you in that gap. A tree is the first ceiling most of the overworld has to offer, and its underside is exactly the pocket that catches you when you start rising.
If there is genuinely no tree within range — a desert, an ocean, a spawn that has been stripped bare — it plants one and puts you under that. You are never dropped into open sky.
The same check runs when you respawn without a bed, and /upsidedowned shelter runs it whenever you
want it.
Turning it off puts gravity back the right way round and un-flips every screen, live.
A file appears at config/upsidedowned.json the first time you run the mod.
gravityStrength: 0.4 is the friendly version of this mod. You drift up slowly enough to grab
at things, and the whole game stops being a reflex test.
/upsidedowned off, gravity reverses and they come straight back down.| Command | Who can use it |
|---|
/upsidedowned | Anyone. Says which way gravity points and how high the sky kills |
/upsidedowned shelter | Operators. Puts you back under a tree |
/upsidedowned on and /upsidedowned off | Operators. Toggles it, immediately, for everyone online |
/upsidedowned reload | Operators. Re-reads the config file |
| Setting | Default | What it does |
|---|
enabled | true | Turn it all off. Players go back to falling downwards |
gravityStrength | 1.0 | How hard the sky pulls, as a multiple of normal gravity. 0.4 is a slow drift upwards and much more forgiving |
skyDeathHeight | 24 | How far above the top of the world you get before the sky starts killing you |
skyDamage | 4.0 | Damage per second once you are that high. Matches the void |
treeSpawnOnJoin | true | Put arriving players under a tree |
treeSpawnOnRespawn | true | Do the same on respawn without a bed |
spawnSearchRadius | 96 | How far to look for one |
plantTreeIfNoneFound | true | Grow a tree rather than lose the player to the sky |
Walls are a suggestion.
Make a world and nothing is what it looks like.
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