Au Naturel

Nature-based survival gameplay with a focus on opinionated game design and balance

File Details

aunaturel-4.0_2025_08_25c.zip

  • A
  • Aug 25, 2025
  • 140.40 MB
  • 58
  • 1.20.1
  • Forge

File Name

aunaturel-4.0_2025_08_25c.zip

Supported Versions

  • 1.20.1

-Alpha release candidate c version for Au Naturel 4.0

Au Naturel 4.0

- Probably innumerable undocumented changes, bug fixes, and new bugs!
- Upgraded forge version
- Upgraded many mod versions
- General bug fix and slight rebalance on creature spawns
- New world gen with tectonic 3.0.12 and natural temperature mod.  World by default is now separated into climate bands, with tropics at the equator, flanked by deserts, moving into more temperate zones, and finally tundra and arctic regions.  
Equator should be at 0,0, but you now spawn in a wide random range each time if you don't have a spawn point locked via a bed, so don't think you're near there by default.  Distance between equator and the poles is ~ 6000 blocks.  It should be all ice forever
past the poles if you go any further, so that's a 12,000 block north-south region of varied biomes.  Still extends out forever east-west.
- Subsequently, should be a lot more varied biomes and guaruntees of varied biomes in every seed, plus lets you use your knowledge to know where to go to look for such.
- Good ending mod removed, sorry, was just too buggy and hard to control.  Easier to take out now that we have so many good biomes and content.
- Removed village nullifier
- Replaced sparse structures reforged with structure essentials
- Added and reskinned hang gliding mod, can only build basic leather hang glider, can't boost with rockets
- Cook your food mod broke and removed: reimplemented via own kubejs scripts
- added near universal egg cooking recipes
- reskinned mystery egg from exotic birds
- extended thematic gui changes to include sophisticated backpacks interfaces
- no xp orbs mod authored and added to explicitly remove xp and tidy up some minor implmentation bugs
- Nature's spirit biomes added and integrated
- Returned villages to the world: villages are filled with hostile mobs however
- Returned structures to the world: structures are more sparse than in vanilla minecraft and picked to be thematically appropriate, but can get unique loot and items from exploring and raiding them, likely needs to be balanced more
- Subsequently added many structure generating mods
- Supernatural and other mobs are now allowed to be spawned in structures and via spawners: don't think you're getting those goodies for free
- As per above, renabled ancient cities and warden spawns.  Ancient cities should also contain a few horror spawns
- Spawners have a limit on how many mobs they produce before they run out thanks to addition of aging spawners mod
- Tan's huge trees alpha added: I couldn't resist.  Mildly edited Tan's original pack.
- Dynamic trees return, along with a multitude of compatability and biome packs
- Addition of minecolonies for late game village building/administration!  Relatively expensive recipe needed for supply ship/supply camp to get started.
- Frivolous musical instruments with better instruments and genshin instruments!
- Added handful of rare mobs from unusual prehistory, see if you bump into them in the world
- Replaced that old hostile wolf model with the dread hound from born from chaos, don't worry, the rest of the mod basically isn't in here.
- Swapped out chunky for chunk pregenerator
- fixed some blockrunner bug
- added horseman mod
- added neolithic mod
- added coal additions
- added jumpanimation for the diving and cannonball animations, probably a bit buggy now with all the animation work but let me know how everything is going and if you've got improvements :P
- added better bridging: place multiple blocks at a time
- added totemic: have a little bit of old-minecraft natural magic by crafting and carving totems from the original wood types :) Let me know how it balances, can't do all the totemic rituals.
- added path to dirt mod
- added better archaeology
- added armor of the ages
- Added Via Romana: enables fast travel between two points connected by roads and signposts.  Let me know how it goes gamebalance/play wise.
- Added dawn of time
- Added torchmaster: can now craft master torch thingy to stop monsters spawning in a wide area.  Strongly suggest you do this before starting your minecolony.
- Added recipes to craft natures spirit chalk blocks into chalk to write on things with
- Added siren's aquariums: now you can make your very own aquarium