Auroras guide for All the Mods 10 0.64 to 1.8

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Auroras guide for All the Mods 10

Written for All the Mods 10 1.8 · also fits 0.64 to 1.7 · updated Oct 11, 2026

Last verified for All the Mods 10 v1.8 on Oct 15, 2026 · text last changed Oct 11, 2026

A newer release (8.3) is out Guide for the current version

Sections
5

3 sections are written for this pack; 2 are shared from another pack's guide.

Every recipe and number here was checked against All the Mods 10 1.8's own files.

What is Auroras?

3 parts

Same as in the All the Mods 10 8.1 guide

Auroras is a visual mod, and it does exactly what the name says: it adds auroras that light up the night sky. This pack includes version 1.6.2.[1][2]

It works on its own, with no shaders mod needed, so you get the effect out of the box. The auroras show up as moving light in the shape of curtains, rays, spirals or flickers. Colors range from green and yellow to red, blue and violet.[1]

Who it's for

It's for anyone who wants a prettier, more atmospheric night sky while they build and explore. It adds no gameplay on its own. It's all about the view, so it's a great excuse to stop and look up between machine builds.[1]

Where you'll see them

By the mod's defaults in the Overworld, the equator sits at Z 10,000, and it's 20,000 blocks from there to either pole. The poles cycle every 40,000 blocks. So auroras can appear around Z -10,000 and Z 30,000, plus or minus a random offset, and again at every pole cycle before or after those. By default there are no biome requirements, though you can add some yourself.[1]

Tip: Many aspects of the auroras can be tweaked in the configs, including wave frequency, amplitude and colors. If you want a different look or different locations, that's where to start.[1]

Progression

The mod has no recipes or items to unlock in the sources I have, so there's nothing to progress through. You can enjoy it from the start.[1]

Unverified The sources don't show whether this pack changes any of the Auroras defaults above, such as the equator position or the pole spacing. Treat those numbers as the mod's defaults. The sources also show no quests for this mod and no place for it on the ATM Star path.

How do you get started with Auroras?

1 part

Same as in the All the Mods 10 8.1 guide

Good news: there's nothing to craft here. Auroras is a visual mod that adds auroras to the night sky. As far as the sources show, it has no items or recipes to make first, and no quests in this pack involve it. So the first steps are about where to go, not what to build.[1]

The mod works on its own, with no shaders mod needed. You don't have to install or set up anything extra to see the effect.[1]

Step by step

  1. Pick a night in the Overworld. The auroras light up the night sky, so that's when you'll see them.[1]
  2. Check your Z coordinate. By default the equator is at Z 10,000, and it's 20,000 blocks from there to either pole. The auroras appear in the polar regions.[1]
  3. Head toward a pole. By default the auroras can appear around Z -10,000 and Z 30,000, give or take a random offset. Poles cycle every 40,000 blocks, so the same pattern repeats further out in either direction.[1]
  4. Look up and enjoy. Auroras can look like curtains, rays, spirals or flickers, in colors from green and yellow to red, blue and violet.[1]
Tip: By default there are no biome requirements, so you don't have to hunt for a specific biome. Only your Z position matters.[1]
Watch out: Those distances are the mod's defaults. The sources don't show whether this pack changed them, so if you can't find auroras where you expect them, the pack's config may differ.[1]

The mod lets you tweak things like wave frequency, amplitude, colors and the pole and equator settings, and you can add biome requirements yourself.[1]

Unverified The sources don't confirm which config file or option names hold these settings in this pack, or whether the pack changes any of the default values.

How does Auroras work?

3 parts

This one is a short section, and that's because Auroras is a purely visual mod. As far as the sources explain, it has no machines, multiblocks, power, fluids or item automation to set up. What it does have is a set of rules for where and how the auroras show up in the sky.[1]

How auroras work

The mod works on its own, with no shaders mod or anything similar, so it works out of the box in Vanilla. The auroras show up as moving patterns of light such as curtains, rays, spirals or flickers. Their colors range from green and yellow to red, blue and violet.[1]

Where you'll see them

Auroras are tied to your Z coordinate, like latitude on a map. By default in the overworld, the equator sits at Z 10,000, and it's 20,000 blocks from there to either pole. The poles repeat every 40,000 blocks.[1]

For example, auroras can appear around Z -10,000 and Z 30,000, plus or minus a random offset, and again at every pole cycle before or after those. If you want to see them, head far along the Z axis and watch the night sky.[1]

By default there are no biome requirements, so the biome you're standing in doesn't matter. The mod page says you can add biome requirements yourself through the configs.[1]

Tweaking them

The mod page says many aspects of the auroras can be changed in the configs, including wave frequency, amplitude and colors. The pack has no config files for this mod, and I can't confirm that it changes any of the values above. Treat the coordinates as the mod's defaults rather than confirmed pack values.[1]

Unverified Whether this pack changes any of the mod's default aurora settings (equator position, pole distance, biome requirements, colors) could not be confirmed from the available sources.

Which Auroras config options matter?

1 part

The mod lets you tweak a lot of how the auroras look, including wave frequency, amplitude, colors and more. Here's the catch for this pack: I don't have its Auroras config files, so I can't tell you which values the pack changed from the mod's defaults.[1]

Mod defaults for where auroras appear

These are the mod's own defaults for the overworld. Don't assume the pack uses them as-is.[1]

  • The equator sits at Z:10,000.[1]
  • It's 20,000 blocks from the equator to either pole.[1]
  • Poles cycle every 40,000 blocks, so auroras can appear around Z:-10,000 and Z:30,000, plus or minus a random offset, and again at every pole cycle before or after that.[1]
  • There are no biome requirements by default, but you can add them yourself in the config.[1]

Unverified Whether this pack changes any of these defaults (equator position, pole distance, biome requirements) or the visual settings like wave frequency, amplitude and colors is unverified, because the pack's config files for this mod weren't available. Check the config file in your own instance before relying on these numbers.

What changed in Auroras between versions?

2 parts

All the Mods 10 1.8 ships Auroras 1.5.3. The mod was already in the pack by All the Mods 10 0.64 or earlier. Here are the notable changes from the mod's own changelogs, newest first.[3]

Auroras 1.5.3

  • Auroras now rotate slowly when crossing a polar boundary or point. The rotation is configurable.[4]
  • There is a new config for the distance between bands.[4]
  • There is a new aurora polar offset config. The "magnetic" poles can shift from day to day, so auroras can appear further south or north than normal.[4]
  • Aurora calculations were improved. A bug was also fixed where the code calculated the remainder (%) instead of actually using modulo.[4]
  • Compatibility with Simple Clouds was improved, and Aether II compatibility was added.[4]
Watch out: The 1.5.3 changelog recommends resetting or deleting the Auroras configs. If you carry old config files over from an earlier version, keep that in mind.[4]

Earlier releases

  • 1.5.2: a micro patch that fixed some compatibility issues.[5]
  • 1.5.1: the config handler was optimized, and each dimension can now have multiple differently configured auroras.[6]
  • 1.4.1: you can now fly above auroras and view them from above.[7]
  • 1.3: the mod was ported to 1.21.[8]

Unverified No pack changelog entries for Auroras were available, so any change to this mod made specifically by the pack, such as altered config values, is unverified here.

Sources

  1. Auroras project page (modrinth) · official mod data
  2. All the Mods 10 8.1 mod list · pack file
  3. All the Mods 10 1.8 mod list · pack file
  4. Auroras 1.5.3 changelog · changelog
  5. Auroras 1.5.2 changelog · changelog
  6. Auroras 1.5.1 changelog · changelog
  7. Auroras 1.4.1 changelog · changelog
  8. Auroras 1.3 changelog · changelog
Where this guide comes from

Written from what All the Mods 10 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.

Guide last verified Oct 15, 2026.

Guides for other versions: 1.9 to 8.3

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