A completely seamless terrain built to feel small scale, as a sandbox game should be.
A zone system, which is used to organize the dozens of handcrafted custom biomes.
A set of over two-hundred tree models, all growable throughout their respective zones.
A system of interlocking dungeon pieces forming some of the best dungeons ever seen.
A multiverse featuring some more extreme terrains, which could not fit in the overworld.
Important, please read installation instructions before installing
Far From Home 6 Overworld Screenshots
Far From Home Multiverse Screenshots
The first dimension, The Abstract, is reachable through a simple cobblestone portal. Includes an abstract version of every over-world biome. This dimension has lots of land bridges, naturally forming caverns, floating islands, etc.. You cannot re-spawn here.
The second dimension, The Frost, is a barren arctic, reachable through a chiseled stone brick portal. This dimension has the same movement factor of the nether, but currently no other special mechanics. You cannot re-spawn here.
The third dimension, The Great Below, is our take on a mining dimension, reachable through a netherrack portal. Here you will find a mix of giant caves and caverns, an increased ore frequency, and mobs practically everywhere. You cannot re-spawn here.
The fourth dimension, The Umbran Deadlands, is accessed through an andesite portal. This is a work in progress and currently only serves as a home for the umbran trees. You cannot re-spawn here.
Far From Home Dungeons Screenshots
------> https://www.patreon.com/FarFromHomeMC <------
Simply drag and drop all required mods and FFH into your mods folder
To get screenshots like mine use seus renewed with Atmospheric Density set to 0.5, Tonemapping Curve set to 6.0, Saturation set to 1.5, and Image sharpness set to 1.0
To Use On a Server
Set level-name to "Far From Home 6"
Set level-type to "OTG"
Note the line for setting dimension id in the World Settings menu for each non-home dimension, after selecting the Far From Home 6 preset in world creation. If you experience a crash due to dimension id allocation, simply change these numbers to something that would be unused, like 105 and 106.
If you need to hardcode the dimension id changes into world creation from the start, I recommend following the example in "FTB University". They use a "ModpackDefault.yaml" file which is inside a OpenTerrainGenerator folder inside the config folder.
AsianHalfSquat top ten countdown - https://www.youtube.com/watch?v=33PpduLhSTA&t=1s
- Zedd - tree builder, dungeon architect, asset builder
- Mchetvorkata - tree builder, logo designer, all around very helpful
Known/Recommended Compatible Mods
Botania (Initially the flowers will spawn at an absurd frequency. In order to fix this set "I:worldgen.flower.density=1", "I:worldgen.flower.patchChance=3000", "I:worldgen.flower.patchSize=2", "I:worldgen.flower.quantity=1", and "I:worldgen.mushroom.quantity=1" inside the config. Editing the config text file did not work for me personally, however it worked perfectly when I used the in-game config menu inside the in-game mods menu)
Recurrent Complex (you might have to disable the trees by setting "S:baseWeight_tree=0.0" inside the recurrent complex config)
Just a Few Fish
Thank you and I hope you enjoy!