Oh The Biomes We've Gone guide for All the Mods 10 0.49 to 0.53

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What is Oh The Biomes We've Gone?

1 part

Oh The Biomes We've Gone is a worldgen mod, the sequel to the original Oh The Biomes You'll Go. It adds over 50 new biomes that range from the magical to the realistic, along with new mobs, structures and hundreds of new blocks to build with.[1]

In practice, that means the overworld you spawn into is a lot bigger and stranger than vanilla. If you like exploring, or you just want more wood types, stone types and decorative blocks for your base, this is the mod doing most of that heavy lifting in the pack.[1]

The pack ships version 2.0.2-Beta of the mod, and it has been part of the pack since at least version 0.48, so worlds carried forward from those builds already have its biomes generated.[2]

Where it fits in progression

This one isn't a progression mod. It has no quests in the pack and it isn't on the ATM Star path, so you can engage with it as much or as little as you like. Treat it as the backdrop for everything else you do: the biomes you fly over, the trees you chop and the structures you stumble into while hunting for resources for other mods.[1][2]

Tip: Because the mod registers under the biomeswevegone namespace, you can type that into JEI or REI to see the full list of its blocks and items in one place.[1]

How do you get started with Oh The Biomes We've Gone?

6 parts

Oh The Biomes We've Gone is a worldgen mod first and a crafting mod second: it adds over 50 biomes plus new mobs, structures and hundreds of blocks. That means your "getting started" isn't a machine or a progression gate, it's whatever wood, stone and food you find in the biome you spawned in.[1]

The good news is that the mod's trees slot straight into vanilla habits. Every wood type follows the same chain you already know, so you can settle down in a new biome and build a full base without hauling oak across the world.[3]

Step one: planks from whatever tree you found

Chop the first new tree you see and turn the logs into planks. Aspen, Baobab and Blue Enchanted all work the same way, and the planks recipe accepts any log from that wood's tag, so stripped logs and wood blocks count too.[3]

Crafting Shapeless

  • any aspen log

Recipe id: biomeswevegone:aspen_planks

Baobab and Blue Enchanted logs have identical planks recipes.

If you want the all-bark look for building, the wood block recipe takes the plain logs.[3]

3× Aspen WoodMod recipe

Crafting Shaped

4 × Aspen Log

Recipe id: biomeswevegone:aspen_wood

Step two: a crafting table on the spot

Each wood type has its own crafting table, so you don't need to go home to get a proper grid. Make one right where you're chopping and keep exploring.[3]

Crafting Shaped

4 × Aspen Planks

Recipe id: biomeswevegone:aspen_crafting_table

Step three: the usual base kit

From there the full vanilla-style set is available in every mod wood: slabs, stairs, doors, trapdoors, fences, fence gates, buttons, pressure plates, signs and bookshelves. Hanging signs are the one exception, since they're made from the stripped log rather than planks.[3]

3× Aspen DoorMod recipe

Crafting Shaped

6 × Aspen Planks

Recipe id: biomeswevegone:aspen_door

3× Aspen FenceMod recipe

Crafting Shaped

Crafting Shaped
Aspen PlanksStickAspen Planks
Aspen PlanksStickAspen Planks

Recipe id: biomeswevegone:aspen_fence

Step four: a boat for exploring

With 50+ biomes to find, a boat is genuinely one of the best early crafts here. Every mod wood makes a boat, and adding a chest gives you the chest boat version for hauling saplings and samples home.[1][3]

Aspen BoatMod recipe

Crafting Shaped

5 × Aspen Planks

Recipe id: biomeswevegone:aspen_boat

Crafting Shapeless

Recipe id: biomeswevegone:aspen_chest_boat

Early food and drink

Two easy foods are worth knowing about from day one. Aloe Vera turns into Aloe Vera Juice with a glass bottle, and cooked oddion bulbs feed into two better meals: Allium Oddion Soup and Blooming Oddion.[3]

Crafting Shapeless

Recipe id: biomeswevegone:aloe_vera_juice

Crafting Shaped

Crafting Shaped
Milk BucketCooked Oddion Bulb
BowlEmpty slot

Recipe id: biomeswevegone:allium_oddion_soup

Blooming OddionMod recipe

Crafting Shaped

Crafting Shaped
WheatEggWheat
Empty slotCooked Oddion BulbEmpty slot

Recipe id: biomeswevegone:blooming_oddion

Tip: If you like chasing goals, the mod's advancements make a decent early checklist: obtain White Puffball Caps, grab a Green Apple from the Skyris Highlands, cook a Cattail on a campfire, and craft both of the mod's pies.[4]

Coloured sand for building

Black Sand and Blue Sand generate in the world, but you can also craft them from vanilla sand and dye, then work them up into sandstone, slabs, stairs and walls exactly like vanilla sandstone. Handy once you start decorating.[3]

8× Black SandMod recipe

Crafting Shaped

Crafting Shaped
SandSandSand
SandBlack DyeSand
SandSandSand

Recipe id: biomeswevegone:black_sand

Black SandstoneMod recipe

Crafting Shaped

4 × Black Sand

Recipe id: biomeswevegone:black_sandstone

Unverified Where each wood type and food item actually generates, and which biomes are the best early targets, isn't covered by the sources used for this section.

How does Oh The Biomes We've Gone work?

4 parts

Here's the short version up front: this is a worldgen and content mod, not a tech mod. It's the sequel to Oh The Biomes You'll Go, and what it brings to the pack is over 50 biomes ranging from magical to realistic, plus new mobs, structures and hundreds of blocks. There is no machine tier, no power network and no multiblock to build: the "systems" you interact with are exploration, gathering and plain crafting.[1]

Unverified No config files for this mod ship in the pack and no in-jar guidebook is available, so biome weights, spawn rates and any toggles for generation can't be confirmed here.

Crafting: vanilla rules, new wood

Every recipe this mod contributes that we can see in the pack is a standard shaped or shapeless crafting recipe, so it works in any crafting grid and needs no special station or energy. That also means the mod's wood types slot straight into the usual workflow: chop, convert logs to planks, then build out the full block set from there.[3]

Plank recipes accept any log from that tree's log tag, so stripped variants and wood blocks feed the same recipe as the raw log. Aspen is a good example.[3]

Crafting Shapeless

  • any aspen log

Recipe id: biomeswevegone:aspen_planks

3× Aspen WoodMod recipe

Crafting Shaped

4 × Aspen Log

Recipe id: biomeswevegone:aspen_wood

From planks you get the complete vanilla-style family: slabs, stairs, fences, gates, doors, trapdoors, buttons, pressure plates, signs, bookshelves, boats and chest boats, and even a crafting table in each wood.[3]

Crafting Shaped

4 × Aspen Planks

Recipe id: biomeswevegone:aspen_crafting_table

Aspen BookshelfMod recipe

Crafting Shaped

Crafting Shaped
Aspen PlanksAspen PlanksAspen Planks
BookBookBook
Aspen PlanksAspen PlanksAspen Planks

Recipe id: biomeswevegone:aspen_bookshelf

Baobab follows exactly the same pattern, and so do the mod's other wood types, learn one set and you know them all.[3]

Crafting Shapeless

  • any baobab log

Recipe id: biomeswevegone:baobab_planks

Baobab BoatMod recipe

Crafting Shaped

5 × Baobab Planks

Recipe id: biomeswevegone:baobab_boat

Tip: Hanging signs are the one exception worth remembering: they're made from the stripped log rather than planks, so keep a few stripped logs aside when you're processing a haul.[3]

Crafting Shaped

Crafting Shaped
ChainEmpty slotChain
Stripped Aspen LogStripped Aspen LogStripped Aspen Log
Stripped Aspen LogStripped Aspen LogStripped Aspen Log

Recipe id: biomeswevegone:aspen_hanging_sign

Food and drink

The mod's consumables are crafted the same way: no still, no press, no fluid tank involved. Aloe Vera Juice is a shapeless recipe built from Aloe Vera and a bottle, and Allium Oddion Soup is a shaped recipe that starts from Cooked Oddion Bulb.[3]

Crafting Shapeless

Recipe id: biomeswevegone:aloe_vera_juice

Crafting Shaped

Crafting Shaped
Milk BucketCooked Oddion Bulb
BowlEmpty slot

Recipe id: biomeswevegone:allium_oddion_soup

Not everything goes through the grid. One of the mod's advancements asks you to cook a Cattail on a campfire and warns you to back away first, which tells you campfire cooking is a real interaction here and not a purely decorative one.[4]

Automation

Because all of these are ordinary shaped and shapeless crafting recipes, anything in the pack that can run a crafting-table recipe can run them; there's nothing mod-specific to hook into, no energy input and no fluid input. Your real bottleneck is supply, not processing: logs, aloe and oddion bulbs all come from the world, so tree farms and crop plots are the automation layer for this mod.[1][3]

Unverified Which specific ForgeBase-pack farming or autocrafting mods accept these blocks and plants isn't covered by the sources available for this section.

Progression hooks

The mod tracks your work through its own advancement trees rather than machines. The root simply fires when you launch a world with the mod loaded, and from there the adventure branch pushes you to explore every biome and to find all of the Prairie houses, which is your nudge toward the mod's structures.[4]

  • Husbandry goals include obtaining White Puffball Caps and getting a Green Apple from the Skyris Highlands.[4]
  • One advancement asks you to craft both of the mod's pies, so there's a small cooking checklist to work through.[4]
  • The adventure line tops out at exploring all of the mod's biomes. Treat it as a long-term travel objective, not an early-game task.[4]

How do you progress through Oh The Biomes We've Gone?

3 parts

Here's the honest picture for you: this mod doesn't have a tier ladder in the pack. The recipes I can see are all for building blocks, wood sets and a few foods. None of them are gated behind machines, special materials or upgrade stages. So there's no 'tier 1 to tier 5' path to follow, just a handful of small crafting chains you can do whenever you find the materials.[3]

Unverified I couldn't confirm any quests in this pack that involve this mod, so I can't give you a quest-by-quest progression path.

Wood sets

Each wood type works the same way, and it all starts from planks. For example, Aspen, Baobab, Blue Enchanted and Cika each have their own planks, and from those you can make crafting tables, doors, fences, slabs, stairs, boats and more. Here's the planks step for Aspen as an example.[3]

Crafting Shapeless

  • any aspen log

Recipe id: biomeswevegone:aspen_planks

Hanging signs are the one wood recipe that asks for a stripped log instead of planks, as with the Aspen Hanging Sign.[3]

Crafting Shaped

Crafting Shaped
ChainEmpty slotChain
Stripped Aspen LogStripped Aspen LogStripped Aspen Log
Stripped Aspen LogStripped Aspen LogStripped Aspen Log

Recipe id: biomeswevegone:aspen_hanging_sign

Sandstone chains

The coloured sandstones follow a short chain. You make the coloured sand first, turn it into sandstone, then branch into slabs, stairs and walls. The chiseled version is made from the matching slab. Black sandstone is a good example of the whole chain.[3]

8× Black SandMod recipe

Crafting Shaped

Crafting Shaped
SandSandSand
SandBlack DyeSand
SandSandSand

Recipe id: biomeswevegone:black_sand

Black SandstoneMod recipe

Crafting Shaped

4 × Black Sand

Recipe id: biomeswevegone:black_sandstone

Crafting Shaped

Crafting Shaped
Black Sandstone Slab
Black Sandstone Slab

Recipe id: biomeswevegone:chiseled_black_sandstone

Food and extras

There are a few simple food recipes too: Blueberry Pie, Aloe Vera Juice and Allium Oddion Soup. The soup builds on Cooked Oddion Bulb. You can also craft Cattail Thatch and its slab, stairs and carpet variants.[3]

Crafting Shaped

Crafting Shaped
Milk BucketCooked Oddion Bulb
BowlEmpty slot

Recipe id: biomeswevegone:allium_oddion_soup

How does Oh The Biomes We've Gone work with other mods?

3 parts

In this pack, the main link between Oh The Biomes We've Gone and other mods is wood processing. The pack adds sawing recipes for the mod's logs in Mekanism and in Productive Trees, so you can turn the new biome woods into planks and sawdust with machines.[3]

Mekanism sawing

The pack adds a Mekanism sawing recipe for each of the mod's wood types. Any log from that wood's log tag goes in, and you get the matching planks plus Sawdust. For example, any Aspen log gives you Aspen Planks and sawdust. The same pattern covers the other woods, such as Baobab Planks, Sakura Planks and Zelkova Planks.[3]

Aspen Planks, SawdustAdded by the pack

Sawing (mekanism)

  • any aspen log

Recipe id: allthemods:mekanism/sawing/biomeswevegone/aspen_planks

The Aspen version. Every other wood from the mod follows the same pattern.

Productive Trees sawmill

The pack also adds a Productive Trees sawmill recipe for each of the mod's wood types. These recipes involve the wood's planks, Sawdust and any log from the matching log tag. Note that this sawdust is a different item from the Mekanism one.[3]

Added by the pack

Sawmill (productivetrees)

Recipe id: allthemods:productivetrees/sawing/biomeswevegone/aspen_planks

The Aspen version of the sawmill recipe.

Unverified The recipe dump lists the Productive Trees sawmill recipes in a different layout from the Mekanism ones, so the exact input and output split (and any quantities) is not confirmed here. Check the recipe block above in-game. This site does hold All the Mods 10's own recipes, read from the pack itself: look the item up in the item browser.

Which woods are covered

The recipes in Mekanism and in Productive Trees cover the mod's whole wood lineup, including the more unusual ones like Blue Enchanted Planks, Green Enchanted Planks, Rainbow Eucalyptus Planks, White Mangrove Planks and Witch Hazel Planks. They work from the log tags, so any log in a wood's tag is accepted.[3]

Tip: These recipes are added by the pack, not by the mods themselves. If you're automating planks from the new biome woods, remember that the Mekanism sawdust and the Productive Trees sawdust are different items.[3]

Which Oh The Biomes We've Gone config options matter?

Same as in the All the Mods 10 2.8 guide

Short version: there's nothing to configure here. This pack ships Oh The Biomes We've Gone without any config files for it, so there are no pack-changed values, toggles or generation sliders to hunt down.[1]

That means the biomes, mobs, structures and blocks the mod adds are all present as the mod ships them, and you don't need to edit anything before starting a world to get them. You're looking at over 50 biomes plus the mod's own mobs, structures and hundreds of blocks, straight out of the box.[1]

Unverified Whether the mod exposes any in-game or file-based config options at all in this version could not be confirmed from the available sources. If a config file appears in your instance after first launch, treat its values as mod defaults rather than pack-tuned settings, and remember that world generation is written into chunks as they are created, so generation tweaks are safest before you start a new world.

What changed in Oh The Biomes We've Gone between versions?

1 part

All the Mods 10 0.53 includes version 2.0.2-Beta of this mod, and it was already in the pack in 0.48 or earlier. The pack changelogs have no entries for it, so everything below comes from the mod's own changelogs.[2][5]

Recent versions

  • 2.0.2-Beta (the version in this pack): fixed the colored sand recipes, which used colored sand instead of normal sand. The Skyris Village Forage, Small Houses, Large Farm and Animal Pen structures were updated to non-legacy. The Large Farm got better crop randomization, and the Animal Pen now has animals.[2][5]
  • 2.0.1-Beta: fixed missing recipes for doors, trapdoors, slabs, stairs, buttons, pressure plates, signs and fences. Oddion Foods saturation values were also fixed.[5]
  • 2.0.0-Beta: the mod moved to 1.21.1 and Java 21, and gained NeoForge support.[5]
  • 1.2.2-Beta: sheep can now eat off Lush Grass, and Cattail no longer explodes on an unlit campfire. Colored sand recipes were added. A fix for the Forager not getting its job on Fabric also landed here.[5]
  • 1.2.1-Beta: fixed wrong Oddion Foods nutrition values and some surface rule issues. It required TYG 1.3.1 (which fixes trees piercing the surface) and CorgiLib 4.0.3.2.[5]
  • 1.2.0-Beta: added Forager trades with a config, plus vanilla trades with an option to disable them. Dacite variants and overgrown stone now drop the right blocks when mined. Tall flowers can be used to craft dyes, and Sakura Leaves got the Cherry break sound.[5]
Tip: The colored sand recipes were added in 1.2.2-Beta and corrected in 2.0.2-Beta. Since this pack runs 2.0.2-Beta, they use normal sand as intended.[2][5]

The changelogs go back further, to 1.1.0-Beta and 1.1.1-Beta. Those releases cover leaf drop fixes, flower and biome tag changes, and removing End Sand, but the entries available here are cut off, so they are not covered in full.[5]

Sources

  1. Oh The Biomes We've Gone project page (modrinth) · official mod data
  2. All the Mods 10 0.53 mod list · pack file
  3. All the Mods 10 0.53 recipe dump: recipes making Oh The Biomes We've Gone items · pack recipe dump
  4. biomeswevegone tooltips and descriptions (English lang file) · official mod data
  5. Oh The Biomes We've Gone 2.0.2-Beta 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 16, 2026.

Guides for other versions: 4.6 to 8.3 · 4.0 to 4.5 · 2.13 to 3.2 · 2.9 to 2.12 · 1.27 to 2.8 · 0.54 to 1.26 · 0.48

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