Butterbloom Hollows reshapes parts of the Overworld into lush purple‑grassed meadows and buttery caves with darker blue–purple water and fog, adds Butterbloom and Purple trees with saplings plus a full Butterbloom wood set (including a proper Butterbloom boat) whose planks work in all vanilla wood recipes, and fills Hollows biomes with harvestable Butterstone and Purple Stone, grape vines and grape blocks (craft 2 grape seeds from 1 grape; grape blocks drop themselves and unpack into 9 grapes). The mod adds margarine chunk/block compression recipes to craft margarine items and armor, lets you convert an elytra into Margarine Wings with enchants preserved, and provides a toggleable Slippery bounce flight mode (crouch+glide) that redirects and launches you off walls with an extra outward push and cooldown — the bounce speed and behavior remain the same, but camera turns are now smooth and free of teleporty stutter; the yellow vine flowered and unflowered textures have also been corrected. It also supplies Butterbloom and Purple Stone Bricks with matching stairs, slabs, and walls, restores vanilla ore spawning and lively creature populations, and preserves the bright yellow Buttered Up screen while submerged for cohesive exploration and building. p.s. there were a few bugs and textures that i meant to fix or redo but i got locked out of my subscription before i thought i was supposed to so i guess not. margarine wings are pretty cool but have this harsh bug of the special effect only working when you aren't moving you mouse AT ALL. so keep that in mind lol

Adds a new Overworld Farmlands biome with lush grass and foliage, large hydrated chunk-local crop fields that grow wheat, carrots, potatoes, and beetroots roughly three times faster, cozy three-floor villager-style houses stocked with chests, crafting stations, loot, and peaceful animals and villagers offering extra cheap or free food trades. Villager population is strictly tied to usable unclaimed beds in the biome so villagers spawn naturally only near available beds (and will not appear bedless in open areas); spawning has been made more reliable and frequent with larger search areas, higher per-scan spawn caps, shorter per-bed cooldowns, exact bed-home assignment, normalized bed-head handling, and a bounded fallback bed-block scan so freshly generated or deed-placed homes register correctly. Farmlands houses now contain ten usable beds spread across all three floors, and players can instantly place a decorated Farmlands house with a House Deed or locate/teleport to the nearest Farmlands using a right-clickable Farmlands Teleporter, making the biome ideal for fast food production and farming-based progression.
Angel Islands adds a radiant, blue-tinted holy biome to the Overworld where you can explore Holy Grasslands, harvest sacred Holy Oak trees, mine embedded Holy Ore and find naturally generated Angel Villager houses stocked with beds and chests of themed loot like Holy Emeralds and ore pockets. Mine Holy Ore and smelt it in a furnace to produce Holly Ingots, which are used as key crafting ingredients for holy planks, tools, and full gear sets as you progress from Holy Stone to Holy Ore equipment and unlock advanced recipes and trades. Along the way you can tame or ride a Pegasus, battle custom hostile mobs including emerald-green Emerald Slimes and a King Skeleton boss, and trade with Angel Villagers or use randomized in-world workstations; start by finding an Angel Islands area or using the mod’s starter kit to jump-start exploration.

Eternal Falls transforms the Overworld into a misty waterfall realm of taller cliffed mountains, long streams of Eternal Water, deep river-carved valleys and expanded caves filled with underground falls, hanging plants, mossy ruins and new building materials like Eternal Stone, Eternal Moss, Glow Lotus, Cascade Vines, dense Waterfall Grass and the Bed of Leaves so you can craft serene temples, bases, or hideouts; all tree types now grow in the biome. The update adds several rare, peaceful, glow-accented creatures — Glowing Spirit Koi, Luminous Spirit Jellyfish, Ethereal Mist Heron, Gentle Spirit Deer, Bioluminescent Moss Rabbit and Peaceful Guardian Turtle — and places special features such as sacred statues, Glow Lotus and Mist Lily patches, Cascade Vines and Eternal Stone accents very rarely to preserve the tranquil atmosphere; creative spawn eggs and a teleportation testing tool can help you find or place them. All standard ores can now be found beneath the Eternal Falls surface in rare underground pockets, letting you discover coal, copper, iron, gold, redstone, lapis, diamond and emerald (with deepslate variants deeper down) plus very rare nether-ore/ancient debris accents mixed with companion blocks like amethyst, calcite, dripstone, obsidian and Eternal Moss, making cave exploration and mining a core part of progression.
Adds the Banana Blossom biome to the Overworld: a lush grove of banana trees with root beer–scented logs and leafy canopies where bananas grow on the leaves. Banana leaves have a 30% chance to drop edible bananas that restore hunger and grant one random status effect (examples include Speed, Haste, Jump Boost, Regeneration, Absorption, Resistance, Strength, Luck, or Night Vision) and are always edible even if you already have an effect; root beer–scented logs can be crafted into Root Beer Planks (1 log → 4 planks) which work in all standard plank recipes and can be used to craft functional Root Beer Doors and Root Beer Trapdoors that behave like normal wooden doors/trapdoors. The biome is home to the Banana Nana zombie-family mob that drops bananas when defeated and now uses a custom sound (ambient, hurt, and death) taken from the mod’s advanced options instead of the vanilla zombie sounds.

Coalspike Barrens is a harsh new Overworld biome of stark stone where jagged cobblestone and stone spikes — up to 30 blocks high — rise from the ground; giant towers are a bit rarer while shorter multi-block spikes are noticeably more common, and spike columns are always supported down to nearby solid ground so they stay connected across slopes and pits (single-block pillars are absent). The surface and near-subsurface are solid stone with abundant coal (including larger and deepslate veins) and dramatic pits, plus vanilla-rate copper veins underground; when ore generates there is a rare 0.8% chance for a coal ore or a copper ore placement to instead be a Block of Coal or a Raw Copper Block respectively. There is no vegetation or passive wildlife, so come prepared with food, wood, and careful footing — this biome is excellent for coal harvesting but hazardous to traverse, simply find it in the Overworld to begin exploring.
This mod corrupts the Overworld with a family of sinister Nether biomes—Corrupted Crimson Forest, Corrupted Warped Forest, Soul Sand Valley, Basalt Deltas and Corrupted Nether Wastes—each with their own ambience, fog, music, vegetation (crimson/warped roots and fungi), and block palettes of netherrack, basalt/blackstone, soul sand/soil and magma, plus lava-to-obsidian conversion and cave carvers. These biomes generate as large climate regions rather than checkerboard patches, spawn dangerous Nether mobs (piglins, hoglins, ghasts, blazes, wither skeletons, etc.), contain Nether fortresses and bastion remnants, and keep classic Nether rules like exploding beds while allowing charged respawn anchors to set your spawn. They’re a high-risk, high-reward target for explorers and miners—all vanilla ores plus ancient debris (restricted to Y levels 0–18) generate there—so you’ll be fighting, looting structures, harvesting corrupted vegetation, and mining precious resources with regular survival controls and no special setup.

Boo Veil transforms the Overworld into an ethereal sanctuary of floating isles, glowing forests and ocean-like lagoons full of dense underwater gardens and new resources like Lumina Crystal, Voidstone, Floating Moss and Stardust for crafting lanterns, tools, armor and Stardust-powered recipes. Lumina Mermaids and Lumina Witches are a core part of exploration—mermaids naturally populate lagoons, buff nearby players, trade items and drop a placeable Mermaid Box when defeated (they can also be summoned with spawn eggs), but natural mermaid density is now regulated so encounters feel meaningful rather than overwhelming while box-released mermaids stay persistent. Veil ocean lagoons now sometimes form small emergent water islets topped with Veil Grass, Veil Soil and glowing Boo Veil flowers, creating compact new areas to explore and harvest as you trade with mermaids and witches and craft sanctuary gear to deepen your influence.

Adds a new Moon Pastures Overworld biome with a barren lunar-rock surface, cheese-flecked terrain, and shallow craters whose basins are filled with Moon Cheese. You can mine new blocks and items—Lunar Rock, Moon Cheese Block, and Lunar Cheese Shards—which appear in loot and the creative inventory, and use them to interact with the new Space Cow mob (they spawn naturally in the biome, have a spawn egg in creative, and support breeding with the new cheese items). Start by exploring until you find the Moon Pastures, then mine resources, collect cheese shards, and breed or herd Space Cows for decorative, survival, or building uses.

Acidfire Wastes adds a hazardous wasteland biome filled with flowing green acid that behaves like lava—spreading, pooling, making lava noises, and dealing lava-like damage and fire to players and normal mobs while custom mobs such as Burn Bats and Acid Creepers remain immune. The wastes hide massive, high-density pockets and enlarged veins of emerald, gold, diamond and redstone (diamonds persist when exposed), creating a high-risk, high-reward exploration and mining loop; acid appears naturally during worldgen, can be created by creeper explosions, and is collectible and placeable only via acid buckets rather than as a normal block item. Expect aerial combat with Burn Bats, volatile Acid Creeper encounters, and a progression of gearing up with protective equipment and buckets to harvest, redirect, or avoid pools while pursuing big ore hauls for trading and advanced crafting.

Alpine Lakes overhauls the high-elevation biome into a dramatic mountain playground of turquoise cirque lakes, snow-capped granite peaks, serrated ridges, steep rocky shores and scree slopes, with larger, more natural bowl-shaped basins and raised enclosing ridgelines that create realistic shorelines and dramatic vistas. Lakes are no longer simple circles: basins use rotated elliptical shapes, asymmetric shoreline modulation, inlets and bays, variable rocky shore benches and deeper, more varied lake bottoms while keeping the signature turquoise water, and new players are spawned safely at a nearby alpine lake or shoreline (with a fallback to shallow alpine water) accompanied by subtle particles and the chat message You awaken by the alpine lake.... Exploration and traversal remain central—craft skis and snowboards for downhill boosts, or a paddleboard that spawns a rideable water vehicle you control with WASD (can remount and grants Dolphin's Grace while riding)—while enjoying dense conifer and aspen stands, wildflower meadows, Stellar Jays, coyotes and brown bears, biome-specific pine and granite resources, recipes and loot, and a fast-changing alpine weather system that keeps travel dynamic.
Sculk Frontier adds an entire new dark biomedimension full of eerie sculk terrain you can reach with a crafted Gateway Shard or instantly via the /sculkfrontier travel command (and return with /sculkfrontier return); arriving lands you on a safe arrival platform so you can explore immediately. The dimension features custom sculk trees (logs, leaves, and saplings), scattered sculk villages with huts, plazas, shriekers, soul lanterns and tree shrines, and generated sculk ore veins and setpieces to discover. Progression revolves around harvesting sculk ore and processing it into sculk ingots, using those ingots to craft a full set of sculk tools and weapons, gathering sculk wood and saplings to replant trees, and using village resources and shrieker mechanics to unlock deeper exploration and survival strategies.