Regions Unexplored guide for All the Mods 10 0.51

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What is Regions Unexplored?

2 parts

Same as in the All the Mods 11 0.8.0-beta guide

Regions Unexplored is a biome mod. It overhauls how the Overworld and the Nether generate, so exploring feels fresh again. The project page advertises 64 new biomes, plus a lot of new blocks and items to find in them.[1]

It's for you if you like exploring, building, or just want your world to look different. It adds scenery and building material rather than a new tech or magic system.[1]

Version in this pack

This pack ships Regions Unexplored 0.7.0+beta2 for NeoForge. The 64 biome figure comes from the project page's general description, so I can't confirm it matches this exact build.[1][2]

The project page says that from version 0.6 onward the mod depends on Lithostitched 1.7.9 or above. Older versions used Terrablender instead. Since this pack's build is newer than 0.6, the Lithostitched requirement is the one that applies.[1][2]

Tip: The project page says the mod currently lacks a wiki and a full up-to-date biome list, so don't count on finding one online.[1]

Where it fits in progression

Unverified The sources I have don't show any quests in this pack that involve Regions Unexplored, and they don't place it on the ATM Star path. Treat it as an optional exploration and building mod rather than something your progression depends on.

How do you get started with Regions Unexplored?

4 parts

Same as in the All the Mods 10 0.53 guide

Regions Unexplored is a biome mod: it overhauls Overworld and Nether generation and adds 64 new biomes, along with a pile of new blocks and items to go with them. That means your first step isn't a machine or a multiblock, it's a walk. Pick a direction, travel until the terrain stops looking vanilla, and start chopping.[1]

Step one: logs and planks

Every new tree gives you a new log, and each log family converts to its own planks exactly like vanilla wood. Baobab is a good example of the pattern, and the same recipe shape exists for the other wood types in the mod.[3]

Crafting Shapeless

  • any baobab log

Recipe id: regions_unexplored:baobab_planks

Any log in the baobab family works.

From there the full building set opens up, so you can put up a base in a wood the pack's other mods don't offer. Stairs, slabs, doors, trapdoors, fences, gates, buttons, pressure plates, signs and hanging signs are all there, plus boats if your new biome happens to be across water.[3][4]

Crafting Shaped

6 × Baobab Planks

Recipe id: regions_unexplored:baobab_stairs

6× Baobab SlabMod recipe

Crafting Shaped

Crafting Shaped
Baobab PlanksBaobab PlanksBaobab Planks

Recipe id: regions_unexplored:baobab_slab

Baobab BoatMod recipe

Crafting Shaped

5 × Baobab Planks

Recipe id: regions_unexplored:baobab_boat

If you want a second colour without hunting down a second tree, the mod's painted planks take any planks and a dye, and they have matching stairs and slabs.[3]

Crafting Shaped

Crafting Shaped
any plankany plankany plank
any plankany black dyeany plank
any plankany plankany plank

Recipe id: regions_unexplored:black_painted_planks

Step two: get the trees home

Carry saplings back with you. The mod also adds shrubs, which are small decorative versions of trees, and saplings convert to shrubs and back again, so you never lose a sapling by planting the wrong one.[3]

Baobab ShrubMod recipe

Crafting Shaped

Crafting Shaped
Baobab Sapling
Baobab Sapling

Recipe id: regions_unexplored:baobab_shrub

Crafting Shapeless

Recipe id: regions_unexplored:baobab_sapling_from_baobab_shrub

Vanilla saplings can be turned into shrubs too, so your starter oak and birch area gets the same decorative options.[3]

Birch ShrubMod recipe

Crafting Shaped

Crafting Shaped
Birch Sapling
Birch Sapling

Recipe id: regions_unexplored:birch_shrub

Branches are the other cheap decoration worth knowing early: a log plus sticks gives you a branch block, and the recipe exists for vanilla woods as well as the mod's own.[3]

Crafting Shaped

Crafting Shaped
Acacia LogStick

Recipe id: regions_unexplored:acacia_branch_from_acacia_log

Step three: ash and ashen dirt

Ash is craftable rather than something you have to mine out of an ashen biome, and ash turns plain dirt into ashen dirt. That lets you recreate a patch of ashen ground at home, and ashen saplings and shrubs convert back and forth like the other trees.[3]

AshMod recipe

Crafting Shaped

4 × Gunpowder

Recipe id: regions_unexplored:ash

4× Ashen DirtMod recipe

Crafting Shaped

Crafting Shaped
Dirtany ash
any ashDirt

Recipe id: regions_unexplored:ashen_dirt_from_dirt

Later: skip the travel

The pack adds its own crafting recipes that produce the mod's logs from a Mystical Agriculture essence, covering the whole list from Alpha Log and Baobab Log through to Willow Log. Once you have essence farms running you can make any of these woods at home instead of flying out to find the biome, so don't feel you have to hoard logs on your first trip.[3]

8× Baobab LogAdded by the pack

Crafting Shaped

Crafting Shaped
Empty slotEmpty slotUnexplored Wood Essence
Empty slotEmpty slotUnexplored Wood Essence
Empty slotEmpty slotUnexplored Wood Essence

Recipe id: allthemods:essence/minecraft/regions_unexplored/baobab_log

One of 23 pack-added log recipes; the rest follow the same pattern.

Tip: If you want a goal to aim at, the mod ships advancements for collecting every log, for exploring all of its Surface, Cave and Nether biomes, and for collecting or crafting every colour of Snowbelle flower. They make a decent checklist for how much of the mod you've actually seen.[4]

How does Regions Unexplored work?

4 parts

Regions Unexplored has no machines, no multiblocks and nothing that eats power or fluids. It is a worldgen mod: it overhauls Overworld and Nether generation with 64 new biomes plus a large pile of new blocks and items. Its "systems", then, are the biome placement config, the surface rules, and the crafting families that let you use all that new wood and stone.[1]

How biomes get placed

Biome placement in this pack runs through TerraBlender region weights, which the mod's common config exposes as four numbers. Higher weight means that region claims more of the world.[5]

All four accept anything from 0 up to 2,147,483,646, so you can dial a region down to nothing or make it dominate a fresh world. Changes only affect chunks that have not generated yet.[5]

Watch out: region_configs.toggle_custom_regions is false in this pack, which means the mod uses its builtin biome placement. You must enable that option before editing the other region config files, otherwise your edits there are ignored.[5]

Those other files are the per-region biome tables. The primary region file, for example, maps each temperature and humidity slot to a specific biome: the arid middle slots are set to Frozen Tundra for icy, Pumpkin Fields for cool, Orchard for neutral, Barley Fields for warm and Baobab Savanna for hot, with a separate variant table that swaps in Frozen Pine Taiga, Autumnal Maple Forest, Orchard, Prairie and Baobab Savanna. There are 241 further options in that one file alone, so it is a full climate grid rather than a short list.[6]

Biome toggles

Every biome the mod adds has its own on/off switch in the common config, grouped into overworld, cave and Nether biomes. In this pack all of them are set to true, from biome_toggles.toggle_alpha_grove and biome_toggles.toggle_bioshroom_caves through to biome_toggles.toggle_blackstone_basin and biome_toggles.toggle_redstone_hell. If one biome is wrecking your terrain or your framerate, flipping a single toggle is the cleanest fix, no region editing required.[5]

Surface blocks are handled separately by worldgen_options.toggle_custom_dirt, which is enabled here under the mod's surface rules. That is what lets the mod's own dirt and grass variants replace plain vanilla ground in its biomes.[5]

Client-side looks

A handful of options are purely visual and safe to change on your own client. The falling-leaf particles each have their own switch, all true in this pack, including client_options.toggle_pink_magnolia_leaves_particles, client_options.toggle_red_maple_leaves_particles and client_options.toggle_silver_birch_leaves_particles. Turn them off if you want fewer particles around big forests.[5]

Wood, blocks and automation

Every wood type follows the standard vanilla-style chain, so once you have logs you already know the whole tree. Alpha wood is a good example: logs become planks, and planks become slabs and stairs.[7]

Crafting Shapeless

Recipe id: regions_unexplored:alpha_planks

Crafting Shaped

6 × Alpha Planks

Recipe id: regions_unexplored:alpha_stairs

The mod also adds decorative conversions that work on vanilla wood, which is handy for landscaping without travelling. Branches and shrubs are the two you will use most.[7]

Crafting Shaped

Crafting Shaped
Acacia LogStick

Recipe id: regions_unexplored:acacia_branch_from_acacia_log

Acacia ShrubMod recipe

Crafting Shaped

Crafting Shaped
Acacia Sapling
Acacia Sapling

Recipe id: regions_unexplored:acacia_shrub

Ash and Ashen Dirt are craftable too, so you do not need to strip an ashen biome bare to build with them.[7]

AshMod recipe

Crafting Shaped

4 × Gunpowder

Recipe id: regions_unexplored:ash

4× Ashen DirtMod recipe

Crafting Shaped

Crafting Shaped
Dirtany ash
any ashDirt

Recipe id: regions_unexplored:ashen_dirt_from_dirt

For actual automation, the pack adds its own crafting recipe for each of the mod's log types, from Alpha Log and Ashen Log to Socotra Log and Willow Log. These are pack additions rather than mod recipes, and they mean any of the mod's woods can be produced on demand through your normal crafting automation instead of chopping trees in the right biome.[7]

8× Willow LogAdded by the pack

Crafting Shaped

Crafting Shaped
Unexplored Wood EssenceEmpty slotEmpty slot
Empty slotUnexplored Wood EssenceEmpty slot
Empty slotUnexplored Wood EssenceEmpty slot

Recipe id: allthemods:essence/minecraft/regions_unexplored/willow_log

One example; the same pattern exists for each log type.

Tip: That essence route is the practical way to finish the mod's "collect every log" and "collect every Bioshroom" style advancements without a world tour, since those ask for one of every type.[4][7]

Unverified The mod's project page notes that versions 0.5.9 and below depend on TerraBlender while 0.6 and above use Lithostitched; this pack's config still uses TerraBlender region weights, but the exact mod version shipped here is not confirmed by the sources.

How do you progress through Regions Unexplored?

2 parts

Same as in the All the Mods 10 0.53 guide

Unverified Regions Unexplored is a worldgen and building-block mod, and no quests in this pack involve it. It is also not on the ATM Star quest path, so there is no quest-driven tier ladder to follow. No in-jar guidebook or reusable official documentation was available either, so progression advice beyond the recipes below is unconfirmed.

What the pack adds: essence-made logs

The one pack-specific change we can confirm is how you can get the mod's logs. The pack adds its own crafting recipes that turn Unexplored Wood Essence into Regions Unexplored logs, so you don't have to find every biome's trees to collect the wood. This covers a long list of types, including Alpha Log, Baobab Log, Blackwood Log, Maple Log and Willow Log.[3]

8× Baobab LogAdded by the pack

Crafting Shaped

Crafting Shaped
Empty slotEmpty slotUnexplored Wood Essence
Empty slotEmpty slotUnexplored Wood Essence
Empty slotEmpty slotUnexplored Wood Essence

Recipe id: allthemods:essence/minecraft/regions_unexplored/baobab_log

Added by the pack. The other wood types follow the same pattern.

Turning logs into building blocks

Once you have logs, the rest of the chain is regular mod crafting. Logs become planks, and planks become the usual building pieces. Baobab is a good example: Baobab Planks lead to Baobab Slab, Baobab Stairs, Baobab Door, Baobab Trapdoor, Baobab Fence and Baobab Boat. Blackwood has the same set.[3]

Crafting Shapeless

  • any baobab log

Recipe id: regions_unexplored:baobab_planks

A mod recipe. It accepts any log in the Baobab log tag.

Crafting Shaped

6 × Baobab Planks

Recipe id: regions_unexplored:baobab_stairs

Wood blocks aren't the only thing you can craft. A few recipes are worth knowing about: Baobab Hanging Sign uses a stripped log, saplings and shrubs convert back and forth (for example Baobab Shrub and Baobab Sapling), and Ashen Dirt can be made from regular, peat or silt dirt.[3]

Crafting Shapeless

Recipe id: regions_unexplored:baobab_sapling_from_baobab_shrub

Tip: The log-from-essence recipes are marked as added by the pack, while planks, slabs, stairs and the rest are plain mod recipes. If you ever want to check where a recipe comes from, that's the difference to look for.[3]

How does Regions Unexplored work with other mods?

4 parts

Same as in the All the Mods 10 0.53 guide

Regions Unexplored is a biome mod, so its links to other mods in this pack come through its woods. Every connection I could confirm is an in-pack recipe that involves its logs or planks.[1][3]

Mystical Agriculture: logs from essence

The pack adds crafting recipes that turn Unexplored Wood Essence into Regions Unexplored logs. They cover Alpha Log, Ashen Log, Bamboo Log, Baobab Log, Blackwood Log, Brimwood Log, Cobalt Log, Cypress Log, Dead Log, Eucalyptus Log, Joshua Log and Kapok Log. They also cover Larch Log, Magnolia Log, Maple Log, Mauve Log, Palm Log, Pine Log, Redwood Log, Silver Birch Log, Small Oak Log, Socotra Log and Willow Log.[3]

Here's one example, and the others follow the same pattern.[3]

8× Baobab LogAdded by the pack

Crafting Shaped

Crafting Shaped
Empty slotEmpty slotUnexplored Wood Essence
Empty slotEmpty slotUnexplored Wood Essence
Empty slotEmpty slotUnexplored Wood Essence

Recipe id: allthemods:essence/minecraft/regions_unexplored/baobab_log

Mekanism: sawing logs into planks

The pack adds Mekanism sawing recipes that turn logs into planks, with Sawdust as a second output. Most of them accept any log from that wood's log tag, while the Alpha recipe takes Alpha Log directly. The recipes cover the planks of many Regions Unexplored woods, including the Blue, Green, Pink and Yellow Bioshroom variants such as Blue Bioshroom Planks and Yellow Bioshroom Planks.[3]

Sawdust, Baobab PlanksAdded by the pack

Sawing (mekanism)

  • any baobab log

Recipe id: allthemods:mekanism/sawing/regions_unexplored/baobab_planks

Productive Trees: sawmill recipes

Productive Trees gets matching pack-added sawmill recipes for the same Regions Unexplored planks, such as Willow Planks and Redwood Planks. Each one lists Sawdust together with the planks and the matching log tag.[3]

Unverified The recipe data for the Productive Trees sawmill recipes doesn't show their outputs clearly, so what exactly the sawmill produces from them is unconfirmed.

Productive Bees: expansion boxes

Productive Bees has expansion boxes made from Regions Unexplored planks plus a honeycomb. These are the mod's own recipes, not pack changes. There is one for each wood in the list below.[3]

Crafting Shaped

Crafting Shaped
Maple PlanksMaple PlanksMaple Planks
Maple Planksany honeycombMaple Planks
Maple PlanksMaple PlanksMaple Planks

Recipe id: productivebees:expansion_boxes/expansion_box_regions_unexplored_maple

The other expansion boxes use the same pattern with their own planks.

Tip: If you want a specific Regions Unexplored wood for an expansion box, you can get its logs from the Mystical Agriculture recipes, then saw them into planks with the Mekanism recipes.[3]

Which Regions Unexplored config options matter?

4 parts

Regions Unexplored has a fairly small config surface that matters for players. Most of it is about how biomes are spread across your world, and a few options are visual. Here is how this pack sets them.[1][5]

Region weights and custom regions

The mod splits world generation into regions, and each region has a weight that controls how common it is. In this pack the primary region weight is 11 and the secondary region weight is 8. The rare region weight is 1 and the Nether region weight is 14. The options are region_configs.primary_region_weight, region_configs.secondary_region_weight, region_configs.rare_region_weight and region_configs.nether_region_weight.[5]

region_configs.toggle_custom_regions is set to false in this pack. While it is off, the mod uses its built-in biome placement.[5]

Watch out: If you want to edit the per-region files, such as the primary region file, turn on custom regions first. The config comment says to enable it before changing the other region config files, and the built-in placement is used while it is disabled.[5]

The primary region file

The primary region file assigns a biome to each slot, such as middle, plateau, river, ocean, peak and island biomes. For example, the hot island and warm island slots both hold the Tropics biome, and the cool and icy island slots both hold Alpha Grove. Look at -----------------ISLAND_BIOMES--------------------.hot_island_biome and -----------------ISLAND_BIOMES--------------------.cool_island_biome if you want to see this in action.[6]

Biome toggles

Every biome toggle shown in the pack's common config is set to true, so none of the listed biomes are disabled. Examples are biome_toggles.toggle_alpha_grove, biome_toggles.toggle_bamboo_forest, biome_toggles.toggle_redwoods and the Nether-side biome_toggles.toggle_blackstone_basin. The mod page advertises 64 new biomes.[1][5]

worldgen_options.toggle_custom_dirt is also true. It sits in the config under the surface rules group.[5]

Client visuals

Eucalyptus colouring has three options. client_options.eucalyptus_brightness is 0.8, client_options.eucalyptus_saturation is 0.5, and client_options.eucalyptus_transition_size is 25. A bigger transition size means a bigger distance between colours.[5]

All the falling-leaf particle toggles are set to true. That includes client_options.toggle_red_maple_leaves_particles, client_options.toggle_orange_maple_leaves_particles, client_options.toggle_silver_birch_leaves_particles and the magnolia and mauve variants. If particles hurt your frame rate, these are the ones to switch off.[5]

Unverified The sources only show the values this pack uses, not the mod's own defaults. I can't confirm which of the values above the pack changed from default.

What changed in Regions Unexplored between versions?

1 part

All the Mods 10 0.51 ships Regions Unexplored version 0.5.6.1, the NeoForge build for 1.21. The mod has been in the pack since 0.32 or earlier, so you've likely been exploring its biomes for a good while.[8]

0.5.6.1

The mod's own changelog for this version lists these fixes:[9]

  • All blocks were being usable as furnace fuel, and that is fixed.[9]
  • Jar dependencies were fixed.[9]
  • Potted plant loot tables were fixed.[9]

Unverified The sources here show no pack changelog entries for Regions Unexplored, so any change the pack itself made to this mod between releases is not confirmed here.

Sources

  1. Regions Unexplored project page (modrinth) · official mod data
  2. All the Mods 11 0.8.0-beta mod list · pack file
  3. All the Mods 10 0.53 recipe dump: recipes making Regions Unexplored items · pack recipe dump
  4. regions_unexplored tooltips and descriptions (English lang file) · official mod data
  5. All the Mods 10 0.51 config: config/regions_unexplored/regions_unexplored-common.toml · pack file
  6. All the Mods 10 0.51 config: config/regions_unexplored/regions_unexplored-primary-region.toml · pack file
  7. All the Mods 10 0.51 recipe dump: recipes making Regions Unexplored items · pack recipe dump
  8. All the Mods 10 0.51 mod list · pack file
  9. Regions Unexplored 0.5.6.1 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 17, 2026.

Guides for other versions: 5.1 to 8.3 · 2.13 to 5.0 · 2.12 · 2.9 to 2.11 · 0.54 to 2.8 · 0.52 to 0.53 · 0.49 to 0.50 · 0.32 to 0.48

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