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Farlands Restored Remastered
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Farlands Restored Remastered

Minecraft Java mod. Downloads from the MC Java Mods app on Android.

by rrogalski · on CurseForge

⬇ Download on CurseForge
Farlands Restored Remastered — screenshot 1Farlands Restored Remastered — screenshot 2Farlands Restored Remastered — screenshot 3Farlands Restored Remastered — screenshot 4Farlands Restored Remastered — screenshot 5Farlands Restored Remastered — screenshot 6Farlands Restored Remastered — screenshot 7Farlands Restored Remastered — screenshot 8

My fork of "FarLandsRestored" originally by Valiec2019. Check out their original version here: https://www.curseforge.com/minecraft/mc-mods/farlandsrestored

My changes:

Tested working generators: (everything vanilla has farlands, some things added by mods/bukkit-plugins will have them)

Tested not working generators and other incompatibilities

Description:

Restores the farlands by removing the exact lines of code mojang added to stop them spawning, that were added all the way back after minecraft's beta 1.7.3 release. This means these farlands are identical to the original, with all of their quirks and intricacies. This uses mixins, so it should work regardless of what other mods play with worldgen, unless they provide their own terrain noise generator.

They will spawn past 12,550,820 by default. They can be configured to 'spawn' earlier, by overflowing the noise octaves sooner, but this will only spawn the terrain gen sooner, not some of the other 'effects' caused by the farlands. You still need to go out to 12,550,820 for those.

Check out the images section to see the mod for yourself.

Dependencies:

The only dependency of the mod is a mixins provider. The one you should probably use is unimixins. https://www.curseforge.com/minecraft/mc-mods/unimixins

Config file: (farlands.cfg)

general { # Approximate Far Lands start distance. Might not change the start distance for some generators added by mods. (set to -1 for default distance) [range: -1 ~ 12550820, default: -1] I:FarLandsStart=-1

# Approximate Far Lands start distance in the end. (set to -1 for default distance) [range: -1 ~ 12550820, default: -1] I:FarLandsStartEnd=-1

# Approximate Far Lands start distance in the nether. If you want the farlands in the nether to line up with farlands in the overworld, set this to an eighth of the value. (set to -1 for default distance) [range: -1 ~ 12550820, default: -1] I:FarLandsStartNether=-1

# Directions that farlands will generate. Examples: "NEWS" for all directions. "NW" to spawn them north and to the west. "E" to spawn them to the east. [default: NEWS] S:generateInDirection=NEWS

}

Modpacks:

Yes, this code is MIT licensed, you don't need my permission.

Will you port to x.y?

Maybe if I'm nagged enough. It should be trivial enough to tweak the code a bit to work on any version, it's mostly just finding working forgegradles/mixins for all the versions.

Thanks:

btw CF has a limit on pictures, I have more on modrinth

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

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