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Woodlands : Extra

Vanilla biomes overhaul + 42 new biomes, that will make the world look much more realistic and captivating

 

----------------------DISCONTINUED-----------------------

If you like Woodlands, but are tired of non-decaying leaves and maybe want something "more extra", or maybe something a tiny bit more "minecrafty" - keep track of the development process of upcoming mod! ------>  DREAMWOODS

 

 

PLEASE, FOR 1.20.1 USE 1.3.4 VERSION OF "OH THE TREES YOU GROW" coremod!!! THE NEWER ONES BREAK WOODLANDS TREES!!!

Woodlands:Extra changes most of the existing biomes and adds 42 new biomes, using only vanilla blocks. Most changes in vanilla biomes are new decorations like bigger and more realistic trees, boulders, flowers and ground cover. Biome distribution is restructured to achive a more natural look with all the new biomes. Major climate zones (snowy and hot ones) are still pretty close to vanilla distribution, so it should not be a big deal to find all of them.

 

This project includes Woodlands : The Core (Vanilla), so don't install both!

 

FAQ! (Please read to prevent repeated questions!)

 

  • As a datapack in core, this will most likely ruin the world if you delete it or change something inside it's .jar. Be very cautious and create backups of your important worlds! 
  • This mod relates on a coremod, so it would not be updated/downgraded until the coremod does this.
  • This mod is datapack-based. No configs are possible ever. No custom saplings or so.
  • Trees have persistent leaves and this can be easily fixed by using Tree-Chop like mods. Further info is in the description.
  • The mod should be 99% compatible with other biome mods on Terrablender, any biome-size issues with them are caused by Terrablender's way of doing things.
  • 1.21.1 version for some reason has different biome spawning algorithm, even though I haven't changed it. There is a problem with Frozen Peaks spawning too rarely. 1.20.1 runs without that issue.
  • Because it is data-based, it is most likely incompatible with other datapacks/data-based mods.
  • Most likely there would be no biome distribuion changes ever due to the loss of the important files, any possible updates would be related to bug-fixes. Because of that most likely the mod would not be updated to newer Minecraft versions.

 

 

Dependencies: 

  • Oh The Trees You'll Grow by Corgi_Taco (1.3.4 version, newer are bugged with Woodlands!)
  • Optional: any "Treecapitator"-like mod to chop down trees with non-decying leaves.

 

 New biomes: 

Aelven woods

Autumnal Grove

Black Mountains, Black Shore

Bluebells Grove

Bog

Calcite Mountains, Calcite Shore, Calcite Plateau

Crimson Wood

Elder Forest

Fairy Forest (aka Thaumcraft's Magic Forest)

Fir Woods

Flowering Fields

Forested Hills

Golden Aspen Forest

Gravel Beach

Green Fields

Green Swamp

Grim Forest

Hot Grove

Ice Wasteland

Lush Badlands

Mixed Forest

Moor

Mossy Swampland

Oak Lowlands

Old Swamp

Overgrown Hills

Pine Cliffs

Poplar Fields

Prairie

Redwood Forest

Sandstone Mountains and slopes

Snowy Coniferous Forest

Snowy Forest

Snowy Hills

Thicket

Tundra

 * Screenshots are made with Sildur's Vibrant Shaders v1.51 Extreme-VL and Sildur's Enhanced Default v1.16 Fancy shaders

 

 Vanilla biomes: 

 Forest

Flower Forest

Sunflower Plains

Cherry Grove

Dark Forest

Mushroom Fields

Jungle

Sparse Jungle

Mangrove Swamp

Savanna, Windswept Savanna

Snowy Plains

Snowy slopes, Grove, Frozen Peaks

Birch Forest

Old Growth Birch Forest

Swamp

Taiga

Snowy Taiga

Old Growth Spruce Taiga

Old Growth Pine Taiga

Wooded Badlands

Meadow

 

 

 

 

"Undecaying leaves on trees" problem hacks:

 

That's not a real issue, that's the nature of handmade complex trees, used in a mod.

This could be very annoying though, so here are the solutions:

P.S. Basically, you'll only need to adapt a few values in the config file, to allow destroying Persistent (non-decaying, player-placed etc) leaves and any other non-obvious blocks the tree may consist of. Currently all trees use just wood/logs and leaves, that are covered by tags "#minecraft:logs" and "#minecraft:leaves". But this may change in future updates. Just read the configs carefully and you'll find what and where to put in there=)

 

1) TreeChop mod

Config example for 1.20.1:

treechop-common.toml

 

[mod] #Set to false to disable TreeChop without having to uninstall the mod enabled = true #Let TreeChop print to the log printDebugInfo = true [permissions] [permissions.choppingEnabled] canBeFalse = true canBeTrue = true [permissions.fellingEnabled] canBeFalse = true canBeTrue = true [permissions.sneakBehavior] canBeInvertChopping = true canBeInvertFelling = true canBeNone = true [permissions.treeMustHaveLeaves] canBeFalse = true canBeTrue = true [permissions.chopInCreativeMode] canBeFalse = true canBeTrue = true [general] #If false, log items will be destroyed when chopping dropLootForChoppedBlocks = true #If true, chopped logs will drop a log item immediately instead of waiting for the tree to be felled, restoring legacy behavior. Does nothing if dropLootForChoppedBlocks is false dropLootOnFirstChop = false [treeDetection] #Maximum number of log blocks that can be detected to belong to one tree #Range: 1 ~ 8096 maxTreeBlocks = 1024 #Maximum number of leaves blocks that can destroyed when a tree is felled #Range: 1 ~ 8096 maxLeavesBlocks = 1024 #Destroy leaves when a tree is felled breakLeaves = true #Non-decayable leaves are ignored when detecting leaves ignorePersistentLeaves = false #Maximum distance from log blocks to destroy leaves blocks when felling #Range: 0 ~ 16 maxBreakLeavesDistance = 13 [treeDetection.logs] #Blocks that should be considered choppable #For block lists, specify using registry names (mod:block), tags (#mod:tag), namespaces (@mod), and Java-style regular expressions #Regular expressions must match the whole resource name, including the colon. Some simple examples are: # - To match any block ending in _log: ".*_log", where .* is a wildcard # - You can also specify a mod: "treemod:.*_log" # - To also match stripped versions: ".*_log(_stripped)?", where ? means that the text in the parenthesis is optional #For more help, see https://github.com/hammertater/treechop/wiki/Configuration blocks = ["#treechop:choppables", "#minecraft:logs"] #Blocks that should never be chopped, even if included in the list above #Specify using registry names (mod:block), tags (#mod:tag), and namespaces (@mod) exceptions = ["minecraft:bamboo", "#dynamictrees:branches", "dynamictrees:trunk_shell"] [treeDetection.leaves] #Blocks that should be considered leaves #Specify using registry names (mod:block), tags (#mod:tag), and namespaces (@mod) blocks = ["#treechop:leaves_like", "#minecraft:leaves", "pamhc2trees:pam[a-z]+"] #Blocks that should never be considered leaves, even if included in the list above #Specify using registry names (mod:block), tags (#mod:tag), and namespaces (@mod) exceptions = [] [chopCounting] #Method to use for computing the number of chops needed to fell a tree #Allowed Values: LINEAR, LOGARITHMIC algorithm = "LOGARITHMIC" #How to round the number of chops needed to fell a tree; this is more meaningful for smaller trees #Allowed Values: DOWN, NEAREST, UP rounding = "NEAREST" #Felling a tree can require more chops than the number of blocks in the tree canRequireMoreChopsThanBlocks = false #See https://github.com/hammertater/treechop/#logarithmic [chopCounting.logarithmic] #Determines the number of chops required to fell a tree; higher values require more chops for bigger trees #Range: 0.0 ~ 10000.0 a = 10.0 #See https://github.com/hammertater/treechop/#linear [chopCounting.linear] #The number of chops per block required to fell a tree; if chopsPerBlock = 0.5, it will take 50 chops to fell a 100 block tree #Range: 0.0 ~ 7.0 chopsPerBlock = 1.0 #The base number of chops required to fell a tree regardless of its size #Range: -10000.0 ~ 10000.0 baseNumChops = 0.0 [compatibility] #https://www.curseforge.com/minecraft/mc-mods/carry-on #https://modrinth.com/mod/carry-on #Small fixes. carryOn = true #https://www.curseforge.com/minecraft/mc-mods/project-mmo #https://modrinth.com/mod/project-mmo #Award woodcutting XP for chopping. projectMMO = true #https://www.curseforge.com/minecraft/mc-mods/the-one-probe #https://modrinth.com/mod/the-one-probe #Shows the number of chops required to fell a tree and what loot will drop. theOneProbe = true #https://github.com/TerraformersMC #Fixes starting chop radius for small logs from Terraformers mods (Terrestria, etc.) terraformers = true #https://github.com/AtomicStryker/atomicstrykers-minecraft-mods #Fixes bad behavior multiMine = true #https://www.curseforge.com/minecraft/mc-mods/apotheosis #Adds compatibility with the "chainsaw" enchantment. apotheosis = true [compatibility.general] #Only chop when using the correct tool for drops, if any (does nothing in vanilla, but some mods add tool requirements to logs choppingRequiresCorrectToolForDrops = true #Only chop when using a tool that increases block breaking speed (such as axes for logs) choppingRequiresFastBreakingTool = false #Prevent chopping when right-clicking blocks preventChoppingOnRightClick = false #Prevent infinite loops when chopping; fixes crashes when using modded items that break multiple blocks preventChopRecursion = true [compatibility.general.blacklist] #Whether the listed items should be blacklisted or whitelisted #Allowed Values: BLACKLIST, WHITELIST blacklistOrWhitelist = "BLACKLIST" #List of item registry names (mod:item), tags (#mod:tag), and namespaces (@mod) for items that should not chop when used to break a log #- Items in this list that have special support for TreeChop will not be blacklisted; see https://github.com/hammertater/treechop/blob/main/docs/compatibility.md#blacklist items = ["botania:terra_axe", "@lumberjack", "mekanism:atomic_disassembler", "practicaltools:diamond_greataxe", "practicaltools:golden_greataxe", "practicaltools:iron_greataxe", "practicaltools:netherite_greataxe", "twilightforest:giant_pickaxe"] #The chop settings used by non-player entities, such as robots and machine blocks [compatibility.general.fakePlayerChopSettings] #Use with caution! May cause conflicts with some mods, e.g. https://github.com/hammertater/treechop/issues/71 choppingEnabled = false #Felling only matters if chopping is enabled; probably best to leave this on fellingEnabled = true treesMustHaveLeaves = true #A set of alternate tree detection strategies for oddly shaped trees #For block lists, specify using registry names (mod:block), tags (#mod:tag), namespaces (@mod), and Java-style regular expressions #Regular expressions must match the whole resource name, including the colon. Some simple examples are: # - To match any block ending in _log: ".*_log", where .* is a wildcard # - You can also specify a mod: "treemod:.*_log" # - To also match stripped versions: ".*_log(_stripped)?", where ? means that the text in the parenthesis is optional #For more help, see https://github.com/hammertater/treechop/wiki/Configuration [compatibility.trees] [compatibility.trees.hugeMushrooms] logs = ["#forge:mushroom_stems"] leaves = ["#forge:mushroom_caps"] [compatibility.trees.hugeFungi] logs = ["#minecraft:crimson_stems", "#minecraft:warped_stems"] leaves = ["#minecraft:wart_blocks", "minecraft:shroomlight"] [compatibility.trees.problematicLeavesTrees] logs = ["tropicraft:.*_log(_.*)?", "mysticbiomes:.*_log", "betternether:.*_bark", "betternether:.*_log", "alexscaves:.*_log", "alexscaves:pewen_wood"] leaves = ["tropicraft:.*_leaves(_.*)?", "betternether:.*_leaves", "regions_unexplored:brimwood_leaves", "alexscaves:.*_branch", "alexscaves:pewen_pines"] [compatibility.silentgear] #https://www.curseforge.com/minecraft/mc-mods/tinkers-construct #https://modrinth.com/mod/tinkers-construct #Makes saws do more chops. enabled = true #Number of chops a saw should perform on a single block break #Range: 1 ~ 10000 sawChops = 5 [compatibility.tinkersConstruct] #https://www.curseforge.com/minecraft/mc-mods/tinkers-construct #https://modrinth.com/mod/tinkers-construct #Makes AOE tools do more chops. enabled = true #Number of chops that tree breaking tools (like broad axes) should perform on a single block break #Range: 1 ~ 10000 treeBreakingTools = 5 #Number of chops that wood breaking tools (like hand axes) should perform on a single block break #Range: 1 ~ 10000 woodBreakingTools = 1 #The chop count multiplier for each level of the expanded upgrade #Range: 1.0 ~ 10000.0 expandedMultiplier = 2.0 [compatibility.API] #Log information about TreeChop API usage. May be useful for debugging mod compatibility issues. verbose = false

 

 

 

 

 

2)TreeHarvester mod

Config example for 1.20.1:

treeharvester.json5

 

{ // If enabled, tree harvesting only works when a player is holding an axe in the main hand. "mustHoldAxeForTreeHarvest": true, // If enabled, tree harvesting works when not holding the sneak button. If disabled it's reversed, and only works when sneaking. "treeHarvestWithoutSneak": false, // Whether the mod should attempt to find the actual bottom log of the tree and start there. This means you can break a tree in the middle and it will still completely be felled. "automaticallyFindBottomBlock": true, // If enabled, the leaves around a broken tree will quickly disappear. Only works with 'instantBreakLeavesAround' disabled. "enableFastLeafDecay": true, // If enabled, the warped stem/crimson trees in the nether will also be chopped down quickly. "enableNetherTrees": true, // If enabled, giant/huge mushrooms will also be chopped down quickly. "enableHugeMushrooms": true, // If enabled, trees with leaves placed by players won't be destroyed. "ignorePlayerMadeTrees": false, // If enabled, automatically replaces the sapling from the drops when a tree is harvested. "replaceSaplingOnTreeHarvest": false, // If enabled, automatically replaces the sapling from the drops when a huge mushroom is harvested and 'enableHugeMushrooms' is enabled. "replaceMushroomOnMushroomHarvest": true, // If enabled, for every log harvested, the axe held loses durability. "loseDurabilityPerHarvestedLog": true, // Here you can set how much durability chopping down a tree should take from the axe. For example if set to 0.1, this means that every 10 logs take 1 durability. // min: 0.001, max: 1.0 "loseDurabilityModifier": 1.0, // If enabled, players' exhaustion level increases 0.005 per harvested log (Minecraft's default per broken block) * increaseExhaustionModifier. "increaseExhaustionPerHarvestedLog": true, // This determines how much exhaustion should be added to the player per harvested log. By default 0.005 * 1.0. // min: 0.001, max: 1.0 "increaseExhaustionModifier": 1.0, // If enabled, harvesting time will increase per existing log in the tree. The amount is determined by 'increasedHarvestingTimePerLogModifier'. "increaseHarvestingTimePerLog": true, // How much longer it takes to harvest a tree with 'increaseHarvestingTimePerLog' enabled. The actual speed is: newSpeed = originalSpeed / (1 + (logCount * increasedHarvestingTimePerLogModifier)). // min: 0.01, max: 10.0 "increasedHarvestingTimePerLogModifier": 0.2, // How many leaves should be broken per tick after a tree has been harvested. Increasing this will speed up the fast leaf decay, but costs more processing power per tick. // min: 1, max: 16 "amountOfLeavesBrokenPerTick": 5 }

 

 

 

 

 

3)Panda's Falling Trees mod

Config example for 1.20.1:

fallingtrees_common.json

 

{ "disableCrouchMining": false, "disableExtraToolDamage": false, "disableExtraFoodExhaustion": false, "treeLifetimeLength": 4.0, "dynamicMiningSpeed": { "disable": false, "speedMultiplication": 0.5, "maxSpeedMultiplication": 16.0 }, "trees": { "standardTree": { "algorithm": { "maxLeavesRadius": 10, "maxLogAmount": 500, "shouldFallOnMaxLogAmount": false, "shouldIgnorePersistentLeaves": false }, "logFilter": { "whitelistedTags": [ "minecraft:logs" ], "whitelist": [], "blacklist": [] }, "leavesFilter": { "whitelistedTags": [ "minecraft:leaves" ], "whitelist": [], "blacklist": [] }, "extraBlockFilter": { "whitelistedTags": [], "whitelist": [ "minecraft:vine", "minecraft:bee_nest", "minecraft:cocoa" ], "blacklist": [] }, "enabled": true, "onlyFallWithRequiredTool": false, "allowedToolFilter": { "whitelistedTags": [ "minecraft:axes" ], "whitelist": [], "blacklist": [] } }, "verticalTree": { "filter": { "whitelistedTags": [], "whitelist": [ "minecraft:cactus", "minecraft:bamboo" ], "blacklist": [] }, "enabled": true, "onlyFallWithRequiredTool": false, "allowedToolFilter": { "whitelistedTags": [], "whitelist": [], "blacklist": [] } }, "chorusTree": { "enabled": true, "onlyFallWithRequiredTool": false, "allowedToolFilter": { "whitelistedTags": [], "whitelist": [], "blacklist": [] } }, "mushroomTree": { "stemFilter": { "whitelistedTags": [], "whitelist": [ "minecraft:mushroom_stem" ], "blacklist": [] }, "capFilter": { "whitelistedTags": [], "whitelist": [ "minecraft:red_mushroom_block", "minecraft:brown_mushroom_block" ], "blacklist": [] }, "enabled": true, "onlyFallWithRequiredTool": false, "allowedToolFilter": { "whitelistedTags": [], "whitelist": [], "blacklist": [] } } } }

 

 

 

 

Note, that in most ocasions leaves may not be chopped 100%, especially in the dense forests. The "cleanest" solution for now I think is TreeHarvester mod, because it makes leaves decaying after chopping the trunk. Panda's Falling Tree is the pretiest solution, as well as also pretty clean one=)

 

 

 

 

Important update! v.1.3.3 fixes the world presets so Super Flat is now flat etc. More info in the file changelog

 

Now compatible with Fabric! 

  • Fabric Api is required for the Fabric version of the mod

 

Compatible with NeoForge! (>= v.1.21.1-1.3.1)

 

Translations added since v.1.3.2!

  • English
  • Chinese ( thanks to Aleeyoo! )
  • Russian

* If you want to help with further translations, PM me or start an issue on Issue Github Tracker!

 

Compatible (currently tested):

 

  • Biomes O'Plenty
  • Regions Unexplored
  • Serene Seasons.

     

    All biomes have Serene Seasons tags made accordingly to their appearence. If the biome is already colored brightly or it's an icy biome- it is blacklisted/ added to "slight seasonal color change" list in order to remain close to how it's supposed to be when created. Every other biome changes colors as usual.

    If you don't like it this way-you can change biome tags inside the mod's .jar. Open the .jar with 7zip or another tool and go to "data/sereneseasons/tags/worldgen/biome/...". Here there are 3 files (open with Notepad):

    blacklisted_biomes: no seasonal changes at all. Default: Ice Wasteland, Snowy Hills, Aelven Woods and Mossy Swampland

    lesser_color_changed_biomes: lesser changes, but  they still change colors and can have snowfall in winter. Default: Autumnal Grove, Crimson Wood, Elder Forest, Fairy Forest, Fir Woods, Golden Aspen Forest, Grim Forest, Old Swamp, Prairie, Redwood forest, Snowy Forest, Snowy Coniferous Forest and Tundra.

    tropical_biomes: all hot biomes

     

     

  • Oh The Biomes We've Gone (use v1.1 or later!)
  • Quark
  • Mystic's Biomes
  • Autumnity
  • Nyctophobia
  • River Redux
  • Swampier Swamps
  • Alex Caves
  • Yung's Caves
  • Blooming Nature
  • Geophyllic Reforged
  • Nature Arise
  • Tectonic
  • Nature's Spirit (Fabric)

  

Partially compatible:

  • William Wyther's Overhauled Overworld (works, but biomes may look unpredictable)
  • Dynamic Trees (only vanilla trees will change)

 

Incompatible

  • Litosphere 
  • William Wyther's Expanded Ecosphere
  • Exospherical Expansion (does not work properly, but does not crash)
  • Terralith (does not wrok but does not crash)

 

 

 

 

 

Minecraft Versions
1.21.1 1.20.1
Supported Loaders
fabric neoforge forge