Biome Modifier for Fabric
🟡 Updated this year⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
🖼️ Gallery (4 images)
🔍 Analysis
- 👍 0.6% endorsement rate
- 🏆 #242 of 885 fabric mods in this game by downloads
📋 About This Mod
# Biome-Modifier-for-Fabric !(https://cdn.modrinth.com/data/LisiviFp/images/8fa225a5460cfbe7f2bed3a9a10d70e8ed1f44a7.png) ## Abstract This is a library mod that allows users utilize datapacks to modify biomes easily and compatibly. ## Usage for Developers We all know that for Forge modpacks, developers can utilize the following (https://github.com/Viola-Siemens/EmeraldCraftMod/blob/Forge-1.20.1_9.1.X/src/main/resources/data/emeraldcraft/forge/biome_modifier/ec_wild_crops.json) to modify biomes: ```json { "type": "forge:add_features", "biomes": "#forge:is_plains", "features": , "step": "vegetal_decoration" } ``` Let's make this work for Fabric! Datapack developers should put all biome modifiers (with format `*.json`) on `data/<modid>/biome_modifiers/` directory. With this mod, all biome modifiers will be applied on each biome. All biome modifiers should follow this format: ```json { "type": "<modifier type>", "biomes": "<registry name of a single biome/list of registry names of biomes/a tag of biomes>", "priority": priority, "<other keys...>": "<other values...>" } ``` Where `type` stands for the type of biome modifiers, and `biome` stands for all biomes to be modified. Notice that `priority` field is optional. The smaller it is, the earlier it will be applied to the biomes (for example, modifiers with priority 99 will be applied earlier than modifiers with priority 100). The default value is 1000. ### Different Types of Biome Modifiers We provide 9 different types of biome modifiers currently: #### biome_modifier:none This type allows developers to replace other biome modifiers in other datapacks. ```json { "type": "biome_modifier:none" } ``` #### biome_modifier:add_features This biome modifier adds all placed features mentioned in `features` field to target biomes. If any placed feature is missing from the registry, an error will be logged (won't crash the game with safe mode). ```json { "type": "biome_modifier:add_features", "biomes": "<registry name(s) of biomes>", "features": "<registry name of a single feature/list of registry names of features>", "step": "<step of decoration generation>" } ``` #### biome_modifier:remove_features This biome modifier removes all placed features mentioned in `features` field from target biomes. If any placed feature is missing from the target biomes, a warning will be logged and won't crash the game. If any placed feature is missing from the registry, an error will be logged (won't crash the game with safe mode). ```json { "type": "biome_modifier:remove_features", "biomes": "<registry name(s) of biomes>", "features": "<registry name of a single feature/list of registry names of features>", "step": "<step of decoration generation>" } ``` #### biome_modifier:add_spawns This biome modifier adds all entity spawns mentioned in `spawns` field to target biomes. If any entity type is missing from the registry, an error will be logged (won't crash the game with safe mode). ```json { "type": "biome_modifier:add_spawns", "biomes": "<registry name(s) of biomes>", "spawners": } ``` #### biome_modifier:remove_spawns This biome modifier removes all entity spawns mentioned in `entity_types` field from target biomes. If any entity type is missing from the target biomes, a warning will be logged and won't crash the game. If any entity type is missing from the registry, an error will be logged (won't crash the game with safe mode). ```json { "type": "biome_modifier:remove_spawns", "biomes": "<registry name(s) of biomes>", "entity_types": } ``` #### biome_modifier:add_spawn_costs This biome modifier adds all entity spawns mentioned in `spawn_costs` field to target biomes. Unlikely to `biome_modifier:add_spawns`, this modifier adds spawns to spawn costs (aka. spawn potential, spawn density). If any entity type is missing from the registry, an error will be logged (won't crash the game with safe mode). ```json { "type": "biome_modifier:add_spawn_costs", "biomes": "<registry name(s) of biomes>", "spawn_costs": { "<registry name of a single entity type>": { "charge": charge, "energy_budget": energy_budget } } } ``` #### biome_modifier:remove_spawn_costs This biome modifier removes all entity spawns mentioned in `entity_types` field from target biomes. Unlikely to `biome_modifier:remove_spawns`, this modifier removes spawns to spawn costs (aka. spawn potential, spawn density). If any entity type is missing from the targe
# Biome-Modifier-for-Fabric
!(https://cdn.modrinth.com/data/LisiviFp/images/8fa225a5460cfbe7f2bed3a9a10d70e8ed1f44a7.png)
## Abstract
This is a library mod that allows users utilize datapacks to modify biomes easily and compatibly.
## Usage for Developers
We all know that for Forge modpacks, developers can utilize the following (https://github.com/Viola-Siemens/EmeraldCraftMod/blob/Forge-1. 20. 1_9. 1. X/src/main/resources/data/emeraldcraft/forge/biome_modifier/ec_wild_crops.json) to modify biomes:
```json { "type": "forge:add_features", "biomes": "#forge:is_plains", "features": [ "emeraldcraft:wild_cabbage", "emeraldcraft:wild_chili" ], "step": "vegetal_decoration" } ```
Let's make this work for Fabric!
Datapack developers should put all biome modifiers (with format `*.json`) on `data/
All biome modifiers should follow this format:
```json
{
"type": "
Where `type` stands for the type of biome modifiers, and `biome` stands for all biomes to be modified.
Notice that `priority` field is optional. The smaller it is, the earlier it will be applied to the biomes (for example, modifiers with priority 99 will be applied earlier than modifiers with priority 100). The default value is 1000.
### Different Types of Biome Modifiers
We provide 9 different types of biome modifiers currently:
#### biome_modifier:none
This type allows developers to replace other biome modifiers in other datapacks.
```json { "type": "biome_modifier:none" } ```
#### biome_modifier:add_features
This biome modifier adds all placed features mentioned in `features` field to target biomes.
If any placed feature is missing from the registry, an error will be logged (won't crash the game with safe mode).
```json
{
"type": "biome_modifier:add_features",
"biomes": "
#### biome_modifier:remove_features
This biome modifier removes all placed features mentioned in `features` field from target biomes.
If any placed feature is missing from the target biomes, a warning will be logged and won't crash the game.
If any placed feature is missing from the registry, an error will be logged (won't crash the game with safe mode).
```json
{
"type": "biome_modifier:remove_features",
"biomes": "
#### biome_modifier:add_spawns
This biome modifier adds all entity spawns mentioned in `spawns` field to target biomes.
If any entity type is missing from the registry, an error will be logged (won't crash the game with safe mode).
```json
{
"type": "biome_modifier:add_spawns",
"biomes": "
#### biome_modifier:remove_spawns
This biome modifier removes all entity spawns mentioned in `entity_types` field from target biomes.
If any entity type is missing from the target biomes, a warning will be logged and won't crash the game.
If any entity type is missing from the registry, an error will be logged (won't crash the game with safe mode).
```json
{
"type": "biome_modifier:remove_spawns",
"biomes": "
#### biome_modifier:add_spawn_costs
This biome modifier adds all entity spawns mentioned in `spawn_costs` field to target biomes.
Unlikely to `biome_modifier:add_spawns`, this modifier adds spawns to spawn costs (aka. spawn potential, spawn density).
If any entity type is missing from the registry, an error will be logged (won't crash the game with safe mode).
```json
{
"type": "biome_modifier:add_spawn_costs",
"biomes": "
#### biome_modifier:remove_spawn_costs
This biome modifier removes all entity spawns mentioned in `entity_types` field from target biomes.
Unlikely to `biome_modifier:remove_spawns`, this modifier removes spawns to spawn costs (aka. spawn potential, spawn density).
If any entity type is missing from the targe
📊 Mod Details
- Game
- Minecraft Mods
- Author
- Viola-Siemens
- Version
- 1.21.2+1.0.2
- Downloads
- 1,133
- Endorsements
- 7
- Category
- fabric
- Created
- 7/8/2024
- Updated
- 2/3/2026
- Game Versions
- 1.21.2, 1.21.3
- Tags
- library, worldgen
🔧 How to Install Minecraft Mods Mods
Download from Modrinth. Use Prism Launcher or drop into your mods folder.
📖 Full step-by-step install guide for Minecraft Mods →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Minecraft Mods commands, item IDs, and more.
❓ Frequently Asked Questions
Which Minecraft Mods versions does Biome Modifier for Fabric support?
The author lists 1.21.2, 1.21.3. Other versions may work but are untested by the author.
What is the latest version of Biome Modifier for Fabric?
Version 1.21.2+1.0.2, published 2026-02-03 with 1,133 downloads recorded at the source.
Keep browsing — more Minecraft Mods mods await



