Regions Unexplored guide for All the Mods 10 2.12
Regions Unexplored guide for All the Mods 10
Last verified for All the Mods 10 v2.12 on Oct 5, 2026 · text last changed Oct 5, 2026
A newer release (8.3) is out Guide for the current version
- Sections
- 8
- Recipes shown
- 15
- Items named
- 72
- Quests covered
- 1
6 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 2.12's own files.
What is Regions Unexplored?
2 parts
Regions Unexplored is a biome mod that overhauls world generation in both the Overworld and the Nether. It adds a big stack of new biomes plus plenty of new blocks and items, so there's a lot of fresh terrain out there waiting for you.[1]
The mod's description advertises 64 new biomes. There's no wiki or full, up-to-date biome list for the mod, so a lot of what you find will come from going out and exploring.[1]
Unverified The biome count comes from the mod's current project description. It has not been confirmed for the older version this pack ships, so the exact number in your world may differ.
Which version you're playing
This pack runs Regions Unexplored 0.5.6.1, and the mod has been in the pack since version 0.62 or earlier. Releases at 0.5.9 and below depend on Terrablender rather than Lithostitched, so that's the version line you're on here.[1][2]
Who it's for
If you love exploring new terrain, this mod is for you. It's also great for builders, thanks to all the new blocks it brings.[1]
Builders get a nod in the pack's quests too. The building tips chapter has a quest, a quest in "?", that you complete with any colour of the mod's painted planks, such as Red Painted Planks, Blue Painted Planks or Black Painted Planks. Any of the listed colours counts.[3]
How do you get started with Regions Unexplored?
5 parts
Same as in the All the Mods 10 5.0 guide
Regions Unexplored is a biome mod, so your first steps here are less about crafting and more about getting out into the world. It overhauls how the Overworld and Nether generate, adding 64 new biomes and a big pile of new blocks and items to find along the way.[1]
The mod's own advancements show you the main goals: explore all of its Surface biomes, find all of its Cave biomes and venture into all of its Nether biomes. Use them as a checklist while you wander.[4]
Step 1: Chop the new trees
Punch every new tree you run into. There is an advancement for collecting every log from Regions Unexplored, and another called This Tree Bleeds Red for chopping down a Socotra tree. Logs like Baobab Log, Maple Log, Redwood Log and Socotra Log are all part of that collection.[4][5]
Step 2: Turn logs into planks
Planks are the base of almost everything else in each wood set, so make them first. Here is the Baobab version as an example; the other wood types have their own plank recipes too.[5]
Crafting Shapeless
- any baobab log
Recipe id: regions_unexplored:baobab_planks
Step 3: Build out the wood set
Once you have planks, each wood unlocks a full set of blocks. For Baobab that includes doors, fences, fence gates, buttons, pressure plates, hanging signs and boats. If you are exploring along rivers or coasts, a boat is a handy early craft, and you can upgrade it to a Baobab Boat with Chest later.[5]
Step 4: Paint some planks
This is the one quest for this mod in the pack. a quest in "?" sits in the Building Tips chapter after the Colored Blocks quest. Regions Unexplored lets you paint planks just like you would dye Wool or Glass. Any colour of painted planks completes the quest.[6]
Crafting Shaped
| any plank | any plank | any plank |
| any plank | any red dye | any plank |
| any plank | any plank | any plank |
Recipe id: regions_unexplored:red_painted_planks
Every other colour works the same way with its own dye.
Extras worth knowing
- You can craft branches such as the Acacia Branch and the Baobab Branch for extra decoration detail.[5]
- Shrubs and saplings convert into each other, for example Ashen Shrub and Ashen Sapling.[5]
Crafting Shaped
Recipe id: regions_unexplored:acacia_branch_from_acacia_log
Crafting Shaped
| Empty slot | Empty slot | Empty slot |
| Empty slot | Empty slot | |
| Empty slot |
Recipe id: allthemods:essence/regions_unexplored/redwood_log
Unverified Which biome each specific tree or log type spawns in could not be confirmed from the available sources.
How does Regions Unexplored work?
5 parts
Regions Unexplored is a biome mod, so there are no machines to power or pipes to hook up. Its core systems are all about world generation. It overhauls how the Overworld and the Nether generate, adding 64 new biomes along with a plethora of new blocks and items. Understanding how it places those biomes, and what the pack changes around it, is the real mechanics lesson here.[1]
How biome placement works
The mod sorts its biomes into regions. Each region has a weight in the common config, and the config describes these as Terrablender region weights. In this pack the primary region weight is 11, the secondary region weight is 8, the rare region weight is 1 and the Nether region weight is 14. All four match the mod defaults, so the pack hasn't rebalanced how often each region shows up.[7]
- region_configs.primary_region_weight is set to 11 in this pack, the same as the mod default.[7]
- region_configs.secondary_region_weight is set to 8, the same as the mod default.[7]
- region_configs.rare_region_weight is set to 1, the same as the mod default.[7]
- region_configs.nether_region_weight is set to 14, the same as the mod default.[7]
There's also a switch for fully custom placement. region_configs.toggle_custom_regions is set to false in this pack. Its own description says to enable it before changing the other region config files, and that while it's disabled the mod uses its built-in biome placement. So in this pack, biomes spawn using the mod's standard layout.[7]
Those other region files map climate slots to specific biomes. For example, in the primary region file the cool arid slot of the middle biomes is set to Pumpkin Fields, and its variant slot is set to Autumnal Maple Forest. The same file puts Baobab Savanna in the hot arid slot and Orchard in the neutral arid slot, for both the normal and variant middle biomes.[8]
Biome toggles and custom dirt
Every biome has its own on/off switch in the common config. The config groups them into Overworld, cave and Nether biomes, with entries like biome_toggles.toggle_alpha_grove, biome_toggles.toggle_ancient_delta and biome_toggles.toggle_blackstone_basin. In this pack every biome toggle is set to true, so nothing has been cut. You can find all of them out in the world.[7]
worldgen_options.toggle_custom_dirt is also true in this pack. The config files it under surface rules, meaning it controls whether the mod's own dirt variants are part of the terrain surface.[7]
Soil and ash processing
The mod has a small set of material conversions you do at the crafting table. You can craft Ash yourself, and ash can then turn plain dirt or Peat Dirt into Ashen Dirt. The Ashen Dirt recipes accept anything tagged as ash, not just one specific item.[9]
Crafting Shaped
| any ash | |
| any ash |
Recipe id: regions_unexplored:ashen_dirt_from_dirt
Crafting Shaped
| any ash | |
| any ash |
Recipe id: regions_unexplored:ashen_dirt_from_peat_dirt
Converts Peat Dirt instead of regular dirt.
Automating wood with essence
Here's where the pack adds real automation potential. It adds its own crafting recipes that turn Unexplored Wood Essence into this mod's logs. That covers wood types like Redwood Log, Maple Log, Socotra Log, Brimwood Log and Cobalt Log. Instead of travelling to every biome to chop trees, you can farm the essence and craft whichever log you need.[9]
Crafting Shaped
| Empty slot | Empty slot | Empty slot |
| Empty slot | Empty slot | |
| Empty slot |
Recipe id: allthemods:essence/regions_unexplored/redwood_log
Added by the pack. Every essence log recipe follows the same idea.
Once you have logs, the mod's normal wood chain takes over. For example, Alpha Log crafts into Alpha Planks, and those planks make Alpha Slab and Alpha Stairs.[9]
Client-side visuals
A few options only change how things look. Eucalyptus colouring has a brightness of 0.8 and a saturation of 0.5, both on a range of 0.0 to 1.0. Its transition size is 25, on a range of 0.0 to 200.0, where a bigger number means a bigger distance between colours. All three match the mod defaults in this pack.[7]
Falling leaf particles are toggled per tree type, for example client_options.toggle_red_maple_leaves_particles and client_options.toggle_silver_birch_leaves_particles. All of them are on in this pack, but you can switch them off if you want fewer particles.[7]
Unverified The mod page says versions 0.6 and above depend on Lithostitched, while 0.5.9 and below use Terrablender. The config here labels the region weights as Terrablender weights, but the sources don't confirm which mod version this pack ships.
How do you progress through Regions Unexplored?
3 parts
Same as in the All the Mods 10 5.0 guide
Regions Unexplored is mostly a world-generation and building mod, so the pack doesn't give it a tier ladder like a tech or magic mod. Its quest appears in the Building Tips chapter as a quest in "?", which unlocks after the Colored Blocks quest.[6]
Step one: the Painted Planks quest
The quest shows off one of the mod's handiest building features: you can paint planks the same way you dye Wool or Glass. The quest completes when you have any one colour, so you only need to craft one of them.[6]
- Finish the Colored Blocks quest in the Building Tips chapter to unlock a quest in "?".[6]
- Craft any colour of painted planks, for example Red Painted Planks, Light Blue Painted Planks or Black Painted Planks, to complete the quest.[6]
Crafting Shaped
| any plank | any plank | any plank |
| any plank | any red dye | any plank |
| any plank | any plank | any plank |
Recipe id: regions_unexplored:red_painted_planks
Every colour uses the same pattern with its matching dye, and any type of planks works.
The painted planks are mod recipes, so the pack hasn't changed them. Any plank in the planks tag works, so you can use up whatever wood you have lying around.[5]
Once you have painted planks, you can take them further. For example, Black Painted Planks turns into Black Painted Slab and Black Painted Stairs.[5]
Automating the wood: pack-added essence recipes
This is where All the Mods 10 changes things. The pack adds its own recipes that turn Unexplored Wood Essence into Regions Unexplored logs. Once you can farm that essence, you can make logs like Baobab Log, Redwood Log, Magnolia Log, Cobalt Log and Brimwood Log without hunting down their biomes.[5]
Crafting Shaped
| Empty slot | Empty slot | |
| Empty slot | Empty slot | |
| Empty slot | Empty slot |
Recipe id: allthemods:essence/regions_unexplored/baobab_log
Added by the pack. Each Regions Unexplored log type has its own essence recipe.
Turning logs into building sets
Once you have logs, the mod's own recipes turn them into full wood sets. Baobab, for example, gives you Baobab Planks, plus Baobab Stairs, Baobab Slab, Baobab Door, Baobab Trapdoor, Baobab Fence, Baobab Sign, Baobab Boat and more.[5]
Crafting Shapeless
- any baobab log
Recipe id: regions_unexplored:baobab_planks
There are some fun decorative extras too. You can craft branches like Baobab Branch from logs, swap saplings and shrubs back and forth (for example Baobab Sapling and Baobab Shrub), and make Ashen Dirt from regular dirt, Peat Dirt or Silt Dirt.[5]
Crafting Shaped
| any ash | |
| any ash |
Recipe id: regions_unexplored:ashen_dirt_from_dirt
Unverified The sources don't say where the wood essence sits in the essence-farming progression, which biomes each tree grows in, or whether other quests for this mod exist beyond the one covered here.
How does Regions Unexplored work with other mods?
4 parts
Regions Unexplored is a biome mod that adds a lot of new blocks, and most of them are wood. In this pack that wood connects to several other mods: you can grow the logs with Mystical Agriculture, process them in Mekanism and Productive Trees machines, turn the slabs into Bibliocraft furniture, and use the painted planks for a building quest.[1][3][9]
Growing logs with Mystical Agriculture
The pack adds its own crafting recipes that turn Unexplored Wood Essence into Regions Unexplored logs. You don't have to go hunting through far-off biomes for a specific tree. Farm the essence and craft the log you need, like Redwood Log, Maple Log, Cobalt Log or Blackwood Log.[9]
- Overworld-style woods: Alpha Log, Baobab Log, Cypress Log, Eucalyptus Log, Joshua Log, Kapok Log, Larch Log, Magnolia Log, Mauve Log, Palm Log, Pine Log, Socotra Log and Willow Log.[9]
- Other logs: Ashen Log, Bamboo Log, Brimwood Log, Dead Log, Silver Birch Log and Small Oak Log.[9]
Crafting Shaped
| Empty slot | Empty slot | Empty slot |
| Empty slot | Empty slot | |
| Empty slot |
Recipe id: allthemods:essence/regions_unexplored/redwood_log
Every essence-to-log recipe follows this pattern; only the output log changes.
Sawing logs into planks
The pack also adds Mekanism sawing recipes for Regions Unexplored wood. When you put the logs in a Mekanism sawmill, you get the matching planks plus Sawdust as a byproduct. This works for woods like baobab, redwood, pine and palm, and also for the bioshroom woods, so you can make Blue Bioshroom Planks or Pink Bioshroom Planks this way.[9]
Sawing (mekanism)
- any baobab log
Recipe id: allthemods:mekanism/sawing/regions_unexplored/baobab_planks
The same set of woods also has pack-added Productive Trees sawmill recipes that turn the logs into planks, so you can use whichever sawmill fits your setup.[9]
Sawmill (productivetrees)
2× Sawdust
- any baobab log
Recipe id: allthemods:productivetrees/sawing/regions_unexplored/baobab_planks
Bibliocraft furniture
Regions Unexplored slabs work as the wood type for Bibliocraft furniture. For example, Alpha Slab goes into pieces like the Black Alpha Display Case, Black Alpha Seat and the different seat backs. The fancy and tall seat backs are crafted from a flat seat back, so make Black Alpha Flat Seat Back first.[9]
Crafting Shaped
| any glass blocks | ||
Recipe id: bibliowoods:color/black/wood/regions_unexplored_alpha/display_case
Baobab has the same set of furniture, like the Black Baobab Seat made with Baobab Slab, and blackwood has at least the Black Blackwood Display Case.[9]
Unverified The recipe data covered here only shows black-colored furniture for the alpha, baobab and blackwood types. Other colors and other Regions Unexplored woods may also have Bibliocraft furniture, but that isn't confirmed here.
Painted planks quest
The pack's building tips chapter has a quest, a quest in "?", that you complete by getting any color of Regions Unexplored painted planks. Any color counts, from Red Painted Planks to Black Painted Planks, so grab whichever one suits your build.[3]
Which All the Mods 10 quests use Regions Unexplored?
1 part
Regions Unexplored shows up in one spot in this pack's questbook: the building_tips chapter. There's no long quest line for this mod. It's a single quest that shows off its colorful painted planks as a decorating option.[3]
Building Tips chapter
The quest is a quest in "?". It has no title in the questbook, so look for it by its painted plank icon. It unlocks once you finish an earlier quest in the same chapter, so work through the chapter in order and it'll open up for you.[3]
To complete it, you only need one of the painted plank colors. Any one of the colors below counts, so pick whatever fits your build:[3]
- Red Painted Planks, Orange Painted Planks, Yellow Painted Planks or Lime Painted Planks[3]
- Green Painted Planks, Cyan Painted Planks, Light Blue Painted Planks or Blue Painted Planks[3]
- Purple Painted Planks, Magenta Painted Planks, Pink Painted Planks or Brown Painted Planks[3]
- White Painted Planks, Light Gray Painted Planks, Gray Painted Planks or Black Painted Planks[3]
Unverified The quest's rewards, and the name of the quest it comes after, aren't shown in the available pack data. Check the questbook in-game to see them.
Which Regions Unexplored config options matter?
4 parts
Regions Unexplored keeps its settings in two files you're likely to touch: the common config, which holds biome on/off switches, region weights and client-side leaf options, and the primary region file, which maps every climate slot to a specific biome. In this pack every value in the common config that reports a mod default is still sitting on that default, so nothing here has been rebalanced out from under you.[7][8]
Region weights
The region weights decide how much of your world Regions Unexplored claims compared to other biome mods. The pack ships them at the mod defaults: 11 for the primary region, 8 for the secondary region, 1 for the rare region and 14 for the Nether region. Each one accepts anything from 0 up to 2,147,483,646, so raising or lowering a single number is the simplest way to make the mod more or less dominant in a new world.[7]
- region_configs.primary_region_weight is 11, the mod default.[7]
- region_configs.secondary_region_weight is 8, the mod default.[7]
- region_configs.rare_region_weight is 1, the mod default.[7]
- region_configs.nether_region_weight is 14, the mod default.[7]
Custom regions are off
region_configs.toggle_custom_regions is false in this pack. While it is disabled the mod uses its built-in biome placement, and the region files are ignored. The config's own note says to enable this before changing the other region config files, so flip it first if you want your edits to count.[7]
That primary region file is where the fine control lives: it assigns a biome to every temperature and humidity slot for middle, plateau, river, swamp, shattered, ocean, peak, slope, shore and island biomes, plus variant versions of most of those. As shipped, for example, the neutral middle slot is Temperate Grove, the hot middle slot is Saguaro Desert, the icy deep ocean slot is Hyacinth Deeps and both island slots for cool and icy are Alpha Grove. Swap any value for another biome id and, with custom regions enabled, that slot generates your choice instead.[8]
Biome toggles
Every biome toggle in the common config is set to true in this pack, covering the overworld, cave and Nether biome groups. If a particular biome drives you up the wall, you can set just that one to false rather than disabling the mod, for instance biome_toggles.toggle_redstone_hell or biome_toggles.toggle_mycotoxic_undergrowth.[7]
Visual options
All eight leaf particle toggles are on, including client_options.toggle_red_maple_leaves_particles and client_options.toggle_silver_birch_leaves_particles, and you can switch each species off on its own. The eucalyptus colour options are also at mod defaults: brightness 0.8 and saturation 0.5 on a 0.0 to 1.0 range, with a transition size of 25 on a 0.0 to 200.0 range, where a bigger number means a bigger distance between colours.[7]
One worldgen option is worth knowing about: worldgen_options.toggle_custom_dirt is true, which sits under the mod's surface rules.[7]
Unverified Biome toggles and region settings are world generation options, so changes most likely only show up in newly generated chunks rather than terrain you have already explored. The sources don't confirm this behaviour.
What changed in Regions Unexplored between versions?
1 part
All the Mods 10 2.12 includes Regions Unexplored 0.5.6.1, using the NeoForge file for Minecraft 1.21. The mod was first included in All the Mods 10 0.32 or earlier.[2]
What changed in 0.5.6.1
The mod's own changelog for 0.5.6.1 lists these fixes:[10]
- Fixed all blocks being usable as furnace fuel.[10]
- Fixed jar dependencies.[10]
- Fixed potted plant loot tables.[10]
Unverified The pack changelogs have no entries for this mod in the sources used here, so how Regions Unexplored changed between individual pack releases is not shown. The sources also do not cover earlier mod versions.
Sources
- Regions Unexplored project page (modrinth) · official mod data
- All the Mods 10 2.12 mod list · pack file
- All the Mods 10 2.12 quests: "building_tips" · pack file
- regions_unexplored tooltips and descriptions (English lang file) · official mod data
- All the Mods 10 5.0 recipe dump: recipes making Regions Unexplored items · pack recipe dump
- All the Mods 10 5.0 quests: "Building Tips" · pack file
- All the Mods 10 2.12 config: config/regions_unexplored/regions_unexplored-common.toml · pack file
- All the Mods 10 2.12 config: config/regions_unexplored/regions_unexplored-primary-region.toml · pack file
- All the Mods 10 2.12 recipe dump: recipes making Regions Unexplored items · pack recipe dump
- 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 5, 2026.
Guides for other versions: 5.1 to 8.3 · 2.13 to 5.0 · 2.9 to 2.11 · 0.54 to 2.8 · 0.52 to 0.53 · 0.51 · 0.49 to 0.50 · 0.32 to 0.48