Barley Fields (Removed)
| Barley Fields (Removed) | |
|---|---|
| Mod | Regions Unexplored |
| Temperature | 0.75 |
| Downfall | 0.7 |
| Precipitation | Rain |
| Generates | Not in the overworld biome table |
| Grass color | #d6d579 |
| Foliage color | #77b14d |
| Water color | #3f76e4 |
| Fog color | #c0d8ff |
| Sky color | #79a6ff |
| Structures | 125 |
| ID | regions_unexplored:barley_fields |
Barley Fields (Removed) is a plains-type biome added by Regions Unexplored. It is one of the mod's retired biomes: it is registered and still referenced by the game's data, but it is excluded from the overworld biome table and does not generate naturally in Fear Nightfall. Its generation settings are a copy of the mod's Prairie biome, which is live, and the barley plants that give it its name grow in Prairie instead.
Because the biome is removed, it has no share of the land in the pack's biome layout. The mob and structure tables further down describe what the biome's data assigns to it, which only matters if the biome is placed.
Description
Barley Fields is an open grassland. Its grass is pale yellow-green (#d6d579) and its foliage is a deeper green (#77b14d). Water is blue (#3f76e4), fog is pale blue (#c0d8ff) and the sky is a clear blue (#79a6ff). Its ambient sound is the cave ambience and its background music is the overworld forest track.
The ground is silt rather than vanilla dirt. The surface uses the mod's silt family: silt grass block, silt dirt, silt coarse dirt, silt podzol and silt mud. Sheep that graze on silt grass turn it back into silt dirt, which is a mod change to vanilla grazing. Wolves and snow layers are allowed on silt.
Generation
Barley Fields is tagged as removed. It is missing from the overworld biome table, it is hidden from the world creation biome list, and nothing places it by default. Its climate values (temperature 0.75, downfall 0.7, rain precipitation) would fit a warm plains climate if it were placed, but in Fear Nightfall it has no weight and does not appear in the world.
The mod's configuration could place the biome again by adding it to its biome placements. This has not been tested, and it is not part of the pack's default setup. Players who want a barley-rich grassland should look in the live Prairie biome instead.
The biome has no horror weighting, because it is not placed. Its mob list, however, is full of Fear Nightfall horror mobs, so a re-enabled Barley Fields would be a dangerous night biome.
Features
- Barley. A two-block-tall double plant that grows in sparse patches. Barley is compostable and flammable. Smelting or smoking barley produces bread.
- Prairie vegetation. The biome uses the Prairie tree group, prairie flowers, short grass and tall grass patches. Trees and flowers are the same as in Prairie.
- Other patches. Wild carrot and wild onion patches (Farmer's Delight), wild flax and cave urns (Supplementaries), and vanilla pumpkin and sugar cane patches are placed in the biome.
- Underground. The biome has the standard overworld ore set (coal, iron, copper, gold, redstone, lapis and diamond, including buried and large variants), gravel, granite, diorite, andesite and tuff. It also has underground and surface lava lakes, amethyst geodes, monster rooms and deep monster rooms.
- Caves. Vanilla cave and canyon carvers generate in the biome.
Mobs and structures
The tables below show the monsters, animals and water creatures assigned to this biome, and the structures that can generate in it if it is placed. Monsters include dread hounds and other horror mobs. Animals are the usual farm animals, plus ferrets and horses.
Monster
Creature
| Mob | Weight | Chance | Group size |
|---|---|---|---|
| Sheep | 12 | 24.0% | 4–4 |
| Pig | 10 | 20.0% | 4–4 |
| Chicken | 10 | 20.0% | 4–4 |
| Cow | 8 | 16.0% | 4–4 |
| Horse | 5 | 10.0% | 2–6 |
| Ferret | 4 | 8.0% | 2–3 |
| Donkey | 1 | 2.0% | 1–3 |
Ambient
| Mob | Weight | Chance | Group size |
|---|---|---|---|
| Bat | 10 | 100.0% | 8–8 |
Underground Water Creature
| Mob | Weight | Chance | Group size |
|---|---|---|---|
| Glow Squid | 10 | 100.0% | 4–6 |
Water Creature
| Mob | Weight | Chance | Group size |
|---|---|---|---|
| Corpse Fish | 3 | 75.0% | 3–5 |
| Glutton Fish | 1 | 25.0% | 1–1 |
Water Ambient
| Mob | Weight | Chance | Group size |
|---|---|---|---|
| Bluegill | 20 | 13.0% | 1–6 |
| Perch | 20 | 13.0% | 1–6 |
| Minnow | 18 | 11.7% | 1–5 |
| Brown Trout | 10 | 6.5% | 1–3 |
| Carp | 10 | 6.5% | 1–3 |
| Smallmouth Bass | 10 | 6.5% | 1–3 |
| Cave Crawler | 6 | 3.9% | 2–3 |
| Cave Eel | 6 | 3.9% | 1–1 |
| Deep Grouper | 6 | 3.9% | 3–5 |
| Shadow Snapper | 6 | 3.9% | 2–4 |
| Gar | 6 | 3.9% | 1–2 |
| Abyss Angler | 4 | 2.6% | 1–1 |
| Angler Fish | 4 | 2.6% | 1–1 |
| Crystal Shrimp | 4 | 2.6% | 2–3 |
| Glowfish | 4 | 2.6% | 3–5 |
| Iron Tetra | 4 | 2.6% | 3–5 |
| Lapis Lanternfish | 4 | 2.6% | 3–5 |
| Muskellunge | 3 | 1.9% | 1–1 |
| Bedrock Tetra | 2 | 1.3% | 3–5 |
| Crystalline Carp | 2 | 1.3% | 3–5 |
| Gilded Minnow | 2 | 1.3% | 3–5 |
| Luminescent Jellyfish | 2 | 1.3% | 3–5 |
| Catfish | 1 | 0.6% | 1–1 |
Structures (125)
Mineshaft, Ruined Portal, Stronghold, Trial Chambers, Prison Large 1, Prison Small 1, Shrine Combat Tier 1, Shrine Combat Tier 2, Shrine Combat Tier 3, Shrine Combat Tier 4, Shrine Combat Tier 5, Shrine Tower, Undead Crypt, Bunker, Deepslate Camp, Ruin Town, Wild Ruin, Underground House, Well Savana, Evoker Fort, Firewatch Tower Savanna, Firewell, Large Graveyard, Small Grave, Small Graveyard, Campsite, Fire Camp, Horse Campsite, Mine With Campsite, Barn, Duck, Haystack, Horse Pen, Shed, Wheat Grain Bin, Windmill, Wooden Wheat Farm, Floating Islands, Large Floating Island, Azelea House, Deepslate House, Diorite And Deepslate House, House, Lil House, Tall House, Warped House, Medium Oak Lantern, Small Campfire Lantern, Small Oak Lantern, Blue Stall, Cart, Cartographer Tower, Large Cart 1, Large Cart 2, Orange Stall, Pink Stall, Red Stall, Castle Ruins, Crystal, Log Ruin, Ruined Beacon, Small Ruin, Statue Ruins, Stone Pillars, Arena, Calcite House, Castle Ruin, Castle Tower, Diorite House, Large Tower, Nether Portal, Small Deepslate House, Small Oak House, Small Tower, White House, Leaf Hollow, Small Pond, Tree 1, Tree 2, Tree 3, Tree 4, Tree 5, Tree 6, Tree 7, Tree 8, Volcano, Diorite Tower, Large Warped Tower, Big Oak Tree, Dead Tree Oak, Oak Tree, Tree Monument, Bench, Cathedral, Gallows, Lamp Chest, Mushroom Pond, Paths, Pile, Railway, Small Oak Pond, Sunzi Gate, Villager Statue, Rare Well, Small Copper Well, Small Tower Well, Small Well, Stone Fountain, Well, Pillager Outpost Sunflower Plains, Pillager Outpost, Pillager Outpost, Pyromancer Tower, Remnant Big Remnant 2, Remnant Big Remnant 3, Remnant Big Remnant, Remnant Bridge Remnant, Remnant Medium Remnant 2, Remnant Medium Remnant, Remnant Miner Hut, Remnant School Remnant, Pillager Lookout, Tavern Acacia, Village Sunflower Plains, Road Sign
Tips
- To find barley, search the Prairie biome. The sparse barley patches are in its vegetation, so a player who needs bread should look there rather than for Barley Fields.
- Smelt or smoke barley in a furnace or smoker to make bread for food.
- If Barley Fields is ever re-enabled, expect a strong horror monster list and night spawns. Light the area well and keep an escape route.