Canterlands

A modpack for the official Canterlands Minecraft server! Focusing on the livestock and Equestrian community - start your journey here!

File Details

Canterlands

  • R
  • Mar 15, 2026
  • 29.13 MB
  • 196
  • 1.20.1
  • Forge

File Name

Canterlands fancy.zip

Supported Versions

  • 1.20.1

**Configurations**

**SWEM**

- Removed poop tick 
- Decreased search radius for food/water (previously at "15" = 30b search radius, turned to "8" which should be just over 15b)

**In Control**

Massively configured to reduce spawn rates w/ help of PhantomsKeep (handy dandy friend), altered slightly to include range but still much better than before.

> - Genetic Animals capped at 10 nearby, with the exception of village spawns
> - DragNs Capped at 5 nearby, with the exception of village spawns for o-cats and o-dogs
> - Alex's Mobs capped at 5 nearby
> - Hostile mobs capped at 5 nearby
> - Bats, crimson mosquitos and flies no longer spawn, existing ones are still there. We had over 300 bats rendered in. 

**Spawners**

Spawners are counted separately from natural spawn count and have been configured while still allowing players to use them.

A maximum of 15 mobs nearby will come from a spawner at once. It basically just means you can't have 60 zombies all piled up, kill them as you go and it should make zero difference.

This should prevent large pools of animals spawning in your areas, for example loads of Alex's Lobsters.

**This should be mobs NEARBY, however please let me know if absolutely nothing is spawning**

**Servercore**

Basically kept at default settings, however ideal for larger forge servers. Does not impact any gameplay - please report any issues if noticed.

**Performant**

Paid performance mod, kept at default settings, ideal for larger forge servers. Does not impact any gameplay - please report any issues if noticed.

__**How YOU can help server TPS when online**__

The server TPS is struggling because of the sheer volume of entities we have out, that's really what it boils down to... 

We'll have this issue no matter how small the animal cap just because of the amount of players we have. 

YOU can help the server by following our animal welfare rules and mob caps, along with only breeding within reason over our caps as permitted. I've unfortunately been to some areas out of welfare and when standing in a condensed barn or area with animals I have rendered **up to 400 entities** from that area alone, making one area responsible for approximately 20% of player loaded entities despite 30+ players online. 

We do not enforce welfare to be mean, or unfair. It is for the health and longevity of the server - please spread your things out where possible. We provide players a very healthy amount of claim chunks in order to claim their things, along with the option to store animals in mob capturing tools.

Every entity out has an impact on the server, especially modded ones like Genetic Animals. Every mob essentially is loaded in, the server's CPU has to process that mob, along with pathfinding, AI, etc. If you have 100 (cows, rabbits, sheep, etc) all condensed into a very small area, the server ticks them all at once in that area. That is basically a rundown on why we're noticing the TPS drops, spreading your animals out and ensuring you're maintaining the welfare we have put in place (for this reason) helps significantly. Every area not doing this is contributing towards any issues unfortunately, even if it's just for a moment.

**Genetics Update**

In case you didn’t see the previous message, we need to delay the update. While loading the 25,000 coats included in the community pack, we ran into a major memory issue. Unfortunately, there isn’t a practical way to fix this within the current system, which means we now have to rebuild the entire mod.

The good news is that this change will actually be much better for the long term health of the server and will allow for far more unique coat combinations. Instead of preloading thousands of textures, we are rebuilding the mod to generate dynamic textures on demand.

This system will work similarly to Genetic Animals, where the server creates the horse’s texture during breeding by applying the necessary overlays and patterns automatically. Our dev is on the grind to get this fixed asap! We do apologize for the delay - the news was tragic to hear 😭, however this new system is muchhhhh better!

**Do we have an ETA?**
We do not have a guaranteed release date yet. However, we are hoping the delay will be no longer than two weeks.

**Will community pack horses remain, and will they have genetics?**
Yes. Community pack horses will remain in the game and will receive full genetic functionality.
However, there is one important change: you will no longer be able to obtain community coats through breeding.
Example: New coat texture × Community coat = new coat texture (community coat can't be chosen)

**How will players obtain community coats going forward?**
Community coats will still be available through the Guilded Mare, events, the store, and other special distributions.

*As of ~20 minutes ago the system is done and ready for initial testing. We will be testing throughout the week and will confirm a final ETA soon*