Description

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, and has a much higher cave density than the overworld, essentially making it a mining dimension. 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
https://minecraft.curseforge.com/projects/open-terrain-generator
https://minecraft.curseforge.com/projects/biomes-o-plenty
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"
For Modpacks
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.
Video Showcases/Tutorials
AsianHalfSquat top ten countdown - https://www.youtube.com/watch?v=33PpduLhSTA&t=1s
Contributors
- Zedd - tree builder, dungeon architect, asset builder
- Mchetvorkata - tree builder, logo designer, all around very helpful
Springstof - https://www.planetminecraft.com/project/template-custom-trees-download/
^The original tree provider
Known/Recommended Compatible Mods
Worley's Caves
Mo Creatures
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)
Rougelike Dungeons
Quark
Recurrent Complex (you might have to disable the trees by setting "S:baseWeight_tree=0.0" inside the recurrent complex config)
The Betweenlands
Ferdinand's Flowers
Astral Sorcery
Exotic Birds
Just a Few Fish
Thaumcraft
Thermal Expansion
Underground Biomes
Tinkers Construct
Thank you and I hope you enjoy!


