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OTG: Dregora Remastered

Procedurally generated terrain containing more then 600 biomes & 20.000 custom objects.

File Details

Dregora V1.66.2 [Bleeding Edge]

  • R
  • Sep 22, 2020
  • 26.08 MB
  • 80.7K
  • 1.12.2
  • Forge

File Name

Dregora-1.12.2-v1.66.2.jar

Supported Versions

  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:dregora-292238:3062353")
Curse Maven does not yet support mods that have disabled 3rd party sharing

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This is a big one. Lots of smaller and bigger changes. Such as Mineshafts being added, A spooky halloween church being added some halloween biomes too ( So you can have a fun october! ) The update was released a bit earlier because enough people asked me to do a early release. So here it is!

Special thanks to Autom8te for doing a ton of work on lore books ( They aren't technically in yet as that will come with the next update but he's done a wonderful and amazing job!!!! ) If you have any questions regarding this nonsense down here feel free to ask on the discord and for future updates make sure to check out http://public.dregora.com

DONE:
Removed glass lakes in rainforest under floating islands, they just werent realistic enough and not even functional.
Fixed a offset issue for the big trees in RainForest, now they spawn again!
Dungeons elevation was offset, lowered dungeon 03 by a couple blocks.
Fixed wool still in Dragon skeleton
Fix spawn & Remove the remnants of spawn pillars that Eindbaaz ( and all others on Internet hate )
Redid random biomes startgroup. Is now caveworld
Fixed spawn, any errors are now due to OTG issues.
Fixed windmills spawning too often in farmlands
Fixed Village spawn a bit ( Not entirely )
Removed barrier blocks from all dungeons
Fix 562728182 in #support at discord - this issue caused a crash with a NBT data
Performance Boost Tree()
Remove ALL gc- chasms in preperation for better caverns
Tweaked mushroom hard clay in rainforest biomes ( Tuned down a bit for better balance )
Cleaned/removed some bo3's for better performance & smaller Dregora filesize.
Make a global sapling queue
Experiment with DynamicTrees growing forests if it results in a wall of wood
Add in regular trees 1/ 25 for dynamic trees
Remove a ton of BEACH replacetobiomenames and do something else like.... River?
Fixed most if not all floating tree instances in at least rainforest ( please report if you see one floating!!!! )
Dregora_PlainsOakGrove should get horses
Reed should not spawn in Logs ( Fix for Jungle Tree Issues )
No passive mobs in random biomes (WILL BE ADDED IN OTG V9 R10)
Remove all Forest-donut03 stuff
Add a new biome to quarry biomes, spooky quarry
Re-Export an improved version of the Quarry
Add Church CustomStructure To Spooky Biomes
Added Pumpkin ScareCrows & FarmPlot ScareCrow Bo3's to spooky biomes
Added new biomes: SpookyLake, SpookyLakeBorder, SpookyLakeEdge SpookyQuarryPlains
Added 3 different spider dens to spooky biomes
Remove the Tree(tree) stuff because it does not affect dynamictrees at all.
The Beast in the Obsidian Dungeon Fix
ReCheck chests for Dungeons ( Shouldnt be too rare )
Added swamps to Rainforest
Fixed Dungeon03 Spawns, Changed Dungeon2 naming for Beast of Jungle to Guardian of Shadows
Mineshaft Area Quarry Burning Lava, Make Cool ice Cavern & Add multiple more
Handpaint caverns with cavemap technique
Fix up all biomeheights in Rainforest, making the whole continent seem much better!
Fixed JungleRuin02 spawning in
Fixed JungleRuin trap
fix mineshaft crash
Fixed a trillion instances of floating trees!
Fixed snowfall in highlands beaches
Added biome Stone Forest
Added biome Oak Forest
Improved the Dregora Mountains ( No Artifacts in lower slope anymore )

SEMI DONE:
Improved the Dregora Mountains ( No Artifacts in lower slope anymore )
Write & Add a custom mob encounter list ( Req: OTG Passenger Entity )