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Always Plains Spawn
A Minecraft mod (Fabric / Forge / NeoForge) that relocates the world spawn into a Plains biome suited for industrial play — flat land, optional nearby water and forest.
Maintained by MisoPy.
Design assumptions
APS is built around vanilla overworld terrain generation.
Default config values assume vanilla biome layout and height shapes, and are tuned for industrial / factory-style starts:
- Flat plains (surface height and local flatness filters)
- Water (river / ocean / beach) within a short travel distance
- Forest nearby for early wood
With those defaults, a new world should feel like a practical industrial spawn rather than a biome-gacha roll.
Terrain-generation mods
Mods that heavily change terrain or biomes (custom worldgen, large biome overhauls, exotic heightmaps, etc.) often clash with these assumptions. Spawn search may become slow, fail, or pick awkward sites.
config/alwaysplainsspawn-common.toml can soften some mismatches (relax flatness, drop water/forest requirements, raise max_surface_y, widen search). That only helps when the world still has recognizable plains-like areas. Forced use alongside deep worldgen overhauls is not recommended.
How it works
After the overworld is created/loaded (once per world), the mod searches for minecraft:plains using biome noise only (no chunk generation during search), then sets the world spawn.
Focus points:
- Noise-only search — avoids generating chunks while hunting for plains (fast world create / first join)
- Interior plains samples — reduces landing on thin plains strips or forest edges
- Industrial site filters — estimated surface Y, sparse flatness ring (rejects steep river cuts), optional nearby water & forest
- Spawn chunks left to vanilla — only the spawn coordinate is set; no custom forceload (compatible with removers such as Ksyxis)
Performance-minded details (quality kept close to the strict checks):
- Flatness uses a sparse sample (cardinals / diagonals at radius & half-radius), not a dense height grid
- Biome tags use sea-level noise Y instead of calling
getBaseHeighton every query - Water + forest share one nearby spiral (one noise sample per column)
- Winning candidate is not fully re-validated when placing the final Y
Bed / respawn-anchor spawns are unchanged. Without those, players use the plains world spawn.
A per-world marker (alwaysplainsspawn_relocated) prevents re-running after success.
Config
Path: config/alwaysplainsspawn-common.toml (created on first launch)
| Key | Meaning |
|---|---|
search_radius |
Max search radius in blocks (default 4092) |
search_step |
Noise sampling interval (default 64; larger = faster) |
algorithm |
locate or spiral (both noise-only) |
interior_checks |
Neighbor plains samples to avoid biome edges |
max_surface_y |
Require estimated surface Y ≤ this (default 65) |
require_water_nearby |
Require river/ocean/beach nearby (default true) |
require_forest_nearby |
Require forest nearby (default true) |
nearby_check_radius |
Radius for water/forest checks (default 96) |
flatness_radius |
Area around spawn for flatness check (default 24) |
flatness_max_delta |
Max surface-Y spread in that area (default 2) |
fallback_to_vanilla |
Keep vanilla spawn if no match |
Biome is fixed to Plains; site filters above are configurable. Defaults target vanilla terrain + industrial convenience.
Compatibility
- Intended for vanilla-like overworld generation (see above)
- Server-side logic (client optional for singleplayer)
- Mixins on vanilla server load / respawn paths
- Nearby patch versions share one jar (
publish.additionalVersions)
Requirements
- Minecraft 1.16.5 ~ 26.1.2 (Fabric / Forge / NeoForge — see matrix)
- Architectury API (all loaders)
- Fabric API on Fabric only
Version matrix (compile targets)
| Loader | Primary versions |
|---|---|
| Fabric | 1.16.5 … 26.1.2 |
| Forge | 1.17.1 … 1.20.1 |
| NeoForge | 1.20.4 … 26.1.2 |
Notes:
- Forge 1.16.5 is not supported by the current LegacyForge toolchain
- NeoForge covers 1.20.2+ (via 1.20.4+ targets + additional versions)
License
MIT

