Welcome to OneBlock: your endless regenerating island in the void.
Each block break has a chance to cause something special — whether it’s a new block, a monster attack, or a friendly visit.
This guide explains exactly what can happen, when, and how the difficulty setting influences your odds.
- You begin on a small circular island, roughly 5 blocks in radius and 2 blocks thick:
Bottom layer at Y=62, top at Y=63, and your OneBlock sits at Y=64. - The island’s materials match its dimension:
- Overworld: Grass and dirt layers.
- Nether: Netherrack.
- The End: End Stone.
- You always spawn safely above your OneBlock.
- Everything beyond is void — this is your whole world.
Each time you break the OneBlock, the game rolls several independent chances to determine what happens.
| Event | Description | Base Chance | Easy | Normal | Hard | Peaceful |
|---|---|---|---|---|---|---|
| 🧱 Block Regeneration | A new random block appears from the progression pool. | Always | — | — | — | ✅ Always |
| 💀 Monster Attack | Spawns an instant wave of enemies around your OneBlock. | 1 in 100 | 1 in 200 (half as likely) | 1 in 100 | 1 in 33 (≈3× more likely) | ❌ Disabled |
| 🐑 Friendly Visit | Spawns peaceful or neutral mobs — animals, villagers, traders. | 1 in 100 | 1 in 50 (twice as likely) | 1 in 100 | 1 in 300 (three times less likely) | ✅ Allowed |
| 🪙 Random Item Drop | Drops a random safe item above your OneBlock. | 1 in 100 | 1 in 50 (twice as likely) | 1 in 100 | 1 in 300 (three times less likely) | ✅ Allowed |
These chances are rolled independently every time you break the OneBlock.
Multiple outcomes can occur on the same break — though that’s rare!
When a hostile event succeeds, enemies spawn instantly around your island.
The number and type of enemies scale with your total OneBlock breaks and difficulty.
| Stage | Typical Enemies | Notes |
|---|---|---|
| Early (0–499) | Zombies, Spiders | Small waves, basic mobs |
| Mid (500–1499) | Skeletons, Creepers, Husks | Varied midgame fights |
| Late (1500–2999) | Strays, Endermen | Stronger enemies, elites |
| Extreme (3000+) | Larger mixed waves | Frequent elites on Hard |
| Difficulty | Behavior |
|---|---|
| Easy | Smaller, less frequent waves. |
| Normal | Balanced size and rate. |
| Hard | Larger, tougher, and significantly more frequent waves. |
| Peaceful | Hostile waves are disabled entirely. |
- Mobs spawn within a 4-block radius around your OneBlock.
- Only valid air positions are used (no suffocation).
- Works in all dimensions (Overworld, Nether, End).
- In multiplayer, wave messages are broadcast to all players.
Sometimes instead of chaos, the OneBlock sends help — or company.
The friendly pool includes:
- Farm animals: Chicken, Sheep, Cow, Pig, Rabbit, Goat, Horse, Donkey, Mule, Mooshroom
- Neutrals: Wolf, Llama, Bee, Fox, Camel, Panda, Polar Bear
- Ambients: Parrot, Cat, Turtle, Armadillo, Sniffer, Allay
- Villager: Rarely spawns after mid-game
- Wandering Trader: Occasionally appears with two leashed llamas
If you have a 5×5 pool of water around your OneBlock, friendly events switch to aquatic spawns:
- Cod, Salmon, Tropical Fish, Pufferfish
- Axolotl
- Squid, Glow Squid
- Frog
- Dolphin (rare bonus)
The water must fully fill the 5×5 area — both layers need to be water blocks for the pool to count.
The OneBlock evolves as you play.
Your total break count determines which blocks can appear, moving from soft materials to rare and hard ones.
| Total Breaks | Example Materials |
|---|---|
| 0–500 | Dirt, Logs, Stone, Terracotta |
| 500–1000 | Adds ores and deepslate |
| 1000–2000 | Adds Basalt, Blackstone |
| 2000–5000 | Expands to Nether & End materials |
| 5000–8000 | Introduces rare blocks |
| 8000–10000+ | Includes all blocks up to Obsidian hardness |
Unsafe or unstable blocks never appear:
- Bedrock, Barrier, Light, Debug Stick
- Portals, TNT, Ice, Command or Structure blocks
- Blocks with entities (chests, beacons, spawners)
- Falling blocks (sand, gravel, concrete powder)
- Non-full shapes (stairs, slabs, fences, torches, etc.)
The OneBlock generator now uses a weighted bag early on to bias which blocks appear, but that weighting fades out as you progress toward 10,000 total breaks.
Early on, the game favors useful blocks (like wood, wool, planks, and ores) while still including structural blocks (stone, dirt, sand, etc.) and a few rare ones (diamonds, emeralds, debris).
-
Base weight distribution (NORMAL difficulty):
- 🪵 Useful: 60%
- 🧱 Structural: 35%
- 💎 Rare: 5%
-
As you break more blocks, the weighting fades:
- Let progress = totalBreaks / 10,000
- Let pWeighted = 1 − progress
- With probability pWeighted, a block is chosen from the weighted bag
- With probability (1 − pWeighted), a block is chosen uniformly from all allowed blocks
At 0 breaks, your drops are 100% weighted (favoring useful materials).
At 10,000 breaks, the weighting hits 0%, making your OneBlock fully random within the safe pool.
| Total Breaks | Weighted Portion | Useful | Structural | Rare | Uniform Portion |
|---|---|---|---|---|---|
| 0 | 100% | 60% | 35% | 5% | 0% |
| 2,500 | 75% | 45% | 26.25% | 3.75% | 25% |
| 5,000 | 50% | 30% | 17.5% | 2.5% | 50% |
| 7,500 | 25% | 15% | 8.75% | 1.25% | 75% |
| 10,000+ | 0% | 0% | 0% | 0% | 100% Random |
🧠 In plain terms: early game gives you plenty of useful stuff — wood, ores, wool.
Mid game blends structure and randomness.
End game? Anything can appear — total chaos and creativity.
Each difficulty level slightly changes the ratios within the weighted bag:
| Difficulty | Useful Bias | Structural Bias | Rare Bias | Result |
|---|---|---|---|---|
| Peaceful | +30% | −10% | −20% | Easier access to building blocks |
| Easy | +20% | ±0% | −10% | Gentle progression |
| Normal | Baseline | Baseline | Baseline | Standard balance |
| Hard | −20% | +10% | +10% | More stone/rare blocks early |
These adjustments only apply while pWeighted > 0 — after 10k breaks, all blocks are equally likely regardless of difficulty.
This new scaling system smooths out progression and ensures the OneBlock never feels stale:
- Early game: consistent access to core materials
- Mid game: growing diversity and unpredictability
- Late game: completely freeform, with every block equally possible
By 10,000 breaks, you’ve effectively reached complete block freedom — the OneBlock becomes a true mirror of Minecraft’s full creativity.
Item events spawn safe, valid items directly above your OneBlock.
Allowed:
Tools, food, and most non-hazardous items.
Blocked:
- Command / Structure / Jigsaw blocks
- Explosives, boss spawn eggs
- Non-full blocks (stairs, slabs, torches, panes, beds, etc.)
Friendly and item events happen twice as often on Easy,
at the base rate on Normal,
and are three times less likely on Hard.After 10k breaks End Portal Frames will be added to the rare item drop pool.
- End Portal Frames are never generated.
- Portals (End, Nether, Gateway) never appear as block results.
- Boss spawn eggs and unsafe items are permanently filtered out.
- “Cheaty” items must be added manually via datapacks or commands.
- If you die without a bed or anchor, you respawn safely above your OneBlock.
- World state (break count, waves, events) saves automatically between sessions.
- The mod guarantees regeneration even after crashes or forced shutdowns.
| Event | Base | Easy | Normal | Hard | Peaceful |
|---|---|---|---|---|---|
| 💀 Hostile Wave | 1 in 100 | 1 in 200 (half as likely) | 1 in 100 | 1 in 33 (3× more likely) | ❌ |
| 🐑 Friendly Visit | 1 in 100 | 1 in 50 (2× more likely) | 1 in 100 | 1 in 300 (3× less likely) | ✅ |
| 🪙 Item Drop | 1 in 100 | 1 in 50 (2× more likely) | 1 in 100 | 1 in 300 (3× less likely) | ✅ |
| 🧱 Block Regeneration | Always | Always | Always | Always | Always |
Difficulty summary:
- 🟢 Easy – safer, more friendlies and loot.
- ⚪ Normal – balanced and consistent.
- 🔴 Hard – more danger, more frequent monster waves.
- ⚫ Peaceful – only friendly or item events occur.
“It all begins on one small island — what you build from there is entirely up to you.”