Dryland

From the Fear Nightfall wiki · Biomes O' Plenty
Dryland
ModBiomes O' Plenty
Temperature0.85
Downfall0.05
PrecipitationNone
Surface share0.24% of land
Cave share (y=-30)0.07%
Grass color#e5dfa9
Foliage color#dae0b3
Water color#3f76e4
Fog color#c0d8ff
Sky color#9e9dff
Structures188
IDbiomesoplenty:dryland

Dryland is a hot, dry overworld biome added by Biomes O' Plenty. Its surface is sand, and it never has rain or snow. It is also one of the pack's larger spawn tables for hostile mobs, combining vanilla monsters with horror mobs from several added mods, so it is dangerous to cross at night.

Dryland is a small biome in the pack. It covers about 0.24% of the land surface, and it is not one of the biomes that the pack's horror weighting raises. Players usually meet it on the way to other desert and savanna biomes rather than seeking it out.

Description

Dryland has a pale, sandy look. Its grass colour is #e5dfa9, a dry yellow-tan, and its foliage colour is #dae0b3, a faded olive. The sky is a violet-blue (#9e9dff) and the fog is a pale blue (#c0d8ff). Water is a clear blue (#3f76e4), so ponds look normal here.

The ambient sound is the cave mood sound, played every 6000 ticks, and the background music is the overworld desert track, which plays every 12000 to 24000 ticks. The biome is tagged as desert, dry, hot and sparse vegetation, so other mods treat it as a desert for their own features.

Ground cover is sparse. Grass, bushes, dead bushes and tiny cacti grow in small patches, and wild flax (from Supplementaries) grows here too. Farmer's Delight adds patches of wild carrots, wild onions and wild tomatoes. Sand is the surface material, and sandstone lines the sand in patches just below it, the same sandstone-lined sand rule used on Dune Beach.

Generation

Dryland sits at the hot, dry end of the climate range, with temperature 0.85 and downfall 0.05. It has no precipitation, so it never rains or snows there. Its share of the land surface is 0.24%, and its share of the cave layer at y=-30 is 0.07%.

The biome is tagged as stronghold-biased, which means strongholds can generate toward it. It is also tagged as a valid place for nether fossils, so nether fossils can appear on its surface as well as in the Nether.

Structures from many mods can generate here. The pack's structure overlap guard lets modded structures that match the vanilla desert village and desert temple sets spawn in this biome as well (see Villages). In total, 188 structures can generate in Dryland.

Features

The biome's distinctive features are its vegetation and the mod-added ores and decorations listed below.

  • Trees. Each chunk tries to place 2 trees, or 3 in about one chunk in ten. Each tree is picked at random: a twiglet tree (weight 0.4), a sparse oak (weight 0.2), a pine (weight 0.125), or an acacia twiglet for the remainder. Trees are not placed in water.
  • Plant patches. Bush, grass, dead bush and tiny cactus patches are all placed in the vegetation step.
  • Ores. Dryland uses the standard overworld ore set, with coal, copper, iron, gold, lapis, redstone, diamond (including buried, medium and large diamond veins) and the vanilla andesite, diorite, granite, dirt, gravel and tuff ore veins. Several mods add their own ores on top: Born in Chaos adds black argillite and infected diamond ore, Iron's Spellbooks adds mithril ore, and Butchery adds sulfur ore and salt disc generation.
  • Cave urns. Supplementaries places urns in caves here.
  • Cliffs. Stony Cliffs can place cliff features in the biome.

Mobs and structures

The hostile spawn table is one of the largest in the pack. The highest-weighted hostile mobs are the vanilla spider, skeleton, creeper and slime (weight 100 each), followed by the zombie (95). Slime Golems (Slime Golem) spawn here at weight 25. Horror mobs from added mods make up much of the rest. The table includes Necromancer, Nightmare, Dread Hound and Nightmare Stalker, and at the rare end, Krampus and Lifestealer. Expect a steady stream of undead, skeletons and spiders, with horror bosses less often.

Passive mobs are chickens (weight 10), cows (weight 8) and wolves (weight 4). The biome also sets the striped wolf variant, and it selects the warm frog and gold rabbit variants for spawns. Bats spawn in the ambient category at weight 10.

The biome's structures are listed in the generated table below. Notable structures include Catacombs and the Evoker Fort from Iron's Spellbooks, the Firewell from Born in Chaos, and desert temples and villages from vanilla and several structure mods. Villagers in Dryland use the desert villager type.

Water in the biome holds ambient fish such as the synodontis and boulti, along with rarer ones like the abyss angler and cave crawler. Corpse fish and glutton fish are the only water creatures in the biome's main water table. Glow squid spawn in underground water.

Monster

MobWeightChanceGroup size
Spider10011.8%4–4
Skeleton10011.8%4–4
Creeper10011.8%4–4
Slime10011.8%4–4
Zombie9511.2%4–4
Slime Golem253.0%1–2
Skeleton Creeper202.4%1–4
Necromancer182.1%1–1
Decaying Zombie151.8%1–1
Zombie Fisherman151.8%1–1
Baby Skeleton121.4%1–2
Barrel Zombie121.4%1–1
Zombie Lumberjack121.4%1–1
Enderman101.2%1–4
Decrepit Skeleton101.2%1–1
Restless Spirit101.2%1–1
Baby Spider80.9%3–5
Pumpkin Dunce80.9%3–3
Siamese Skeletons80.9%1–1
Spirit Guide80.9%1–1
Zombie Bruiser80.9%1–1
Nightmare70.8%1–1
Bloody Gadfly70.8%1–1
Dark Vortex70.8%1–1
Dread Hound70.8%3–5
Mr. Pumpkin70.8%1–3
Corpse Fly60.7%1–3
Door Knight60.7%1–1
Spiders Mother60.7%1–1
Mrs Pumpkin60.7%1–1
Skeleton Demoman60.7%1–1
Zombie Villager50.6%1–1
Witch50.6%1–1
Mutant Skeleton50.6%1–1
Mutant Creeper50.6%1–1
Bonescaller50.6%1–1
Pumpkin Bruiser50.6%1–1
Senor Pumpkin50.6%1–2
Swarmer50.6%1–1
Betrayed Guzzler40.5%1–2
Mutant Zombie40.5%1–1
Krampus Henchman40.5%2–3
Phantom Creeper40.5%1–1
Skeleton Thrasher40.5%1–1
Spirit Guide Assistant40.5%2–2
Spirit of Chaos40.5%1–1
Zombie Clown40.5%1–1
Dire Hound Leader20.2%1–1
Fallen Chaos Knight20.2%1–1
Missionary20.2%1–1
Nightmare Stalker20.2%1–1
Sir Pumpkinhead20.2%1–1
Mutant Enderman10.1%1–1
Krampus10.1%1–1
Lifestealer10.1%1–1
Supreme Bonescaller10.1%1–1

Creature

MobWeightChanceGroup size
Chicken1045.5%4–4
Cow836.4%4–4
Wolf418.2%2–4

Ambient

MobWeightChanceGroup size
Bat10100.0%8–8

Underground Water Creature

MobWeightChanceGroup size
Glow Squid10100.0%4–6

Water Creature

MobWeightChanceGroup size
Corpse Fish375.0%3–5
Glutton Fish125.0%1–1

Water Ambient

MobWeightChanceGroup size
Synodontis2021.5%1–6
Boulti1010.8%1–3
Cave Crawler66.5%2–3
Cave Eel66.5%1–1
Deep Grouper66.5%3–5
Shadow Snapper66.5%2–4
Bayad66.5%1–2
Abyss Angler44.3%1–1
Angler Fish44.3%1–1
Crystal Shrimp44.3%2–3
Glowfish44.3%3–5
Iron Tetra44.3%3–5
Lapis Lanternfish44.3%3–5
Bedrock Tetra22.2%3–5
Crystalline Carp22.2%3–5
Gilded Minnow22.2%3–5
Luminescent Jellyfish22.2%3–5
Capitaine11.1%1–1

Structures (188)

Desert Pyramid, Mineshaft, Nether Fossil, Ruined Portal, Ruined Portal Desert, Stronghold, Trail Ruins, Trial Chambers, Village Desert, Village Savanna, Acacia House Medium 1, Acacia House Medium 2, Acacia House Medium 3, Acacia House Small 1, Acacia House Small 2, Sand House Medium 1, Sand House Medium 2, Sand House Small 1, Sand House Small 2, Acacia Well 1, Prison Large 1, Prison Small 1, Sand Castle Small 1, Sand Pyramid 1, Sand Underground Castle 1, Skeleton Dungeon, Small Dungeon, Spider Dungeon, Zombie Dungeon, Mineshaft Desert, Stronghold, Catacombs, Shrine Combat Tier 1, Shrine Combat Tier 2, Shrine Combat Tier 3, Shrine Combat Tier 4, Shrine Combat Tier 5, Shrine Tower, Village Desert Oasis, Village Desert Oasis, Village Desert Oasis, Desert Outpost, Bunker, Desert Ruins, Ruin Town, Wild Ruin, Evoker Fort, Desert Shrine, Firewell, Desert Houses, Farmland Field, Hobbit Hole, Wagon, Copper Spire, Stone Ore Spikes, Large Temple, Mesoamerican Temple, Small Statue, Small Temple, Stone Tower, Tower Remnant, Well, Fortified Desert Village, Small Desert Grave, Small Desert Graveyard, Small Savanna Grave, Illager Hideout, Village Desert, Village Savanna, 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, Desert House, Diorite And Deepslate House, House, Lil House, Tall House, Warped House, 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, Desert Pyramid, Desert Well, Diorite House, Large Tower, Nether Portal, Small Deepslate House, Small Oak House, Small Tower, White House, Leaf Hollow, Red Sand, Small Pond, Tree 1, Tree 2, Tree 3, Tree 4, Tree 5, Tree 6, Tree 7, Tree 8, Volcano, Diorite Tower, Large Warped Tower, Dead Tree Oak, Tree Monument, Bench, Cathedral, Desert Pump, Gallows, Lamp Chest, Mushroom Pond, Paths, Pile, Railway, Small Oak Pond, Sunzi Gate, Villager Statue, Desert Well, Rare Well, Small Copper Well, Small Tower Well, Small Well, Stone Fountain, Well, Mound Of Hounds, Village Desert, Village Desert, Village Desert, Village Savanna, Village Savanna, Village Savanna, Illager Camp, Pillager Outpost Desert, Pillager Outpost Desert, Pillager Outpost Savanna, Pillager Outpost, Pillager Outpost, Remnant Big Remnant 2, Remnant Big Remnant 3, Remnant Big Remnant, Remnant Bridge Remnant, Remnant Desert Remnant, Remnant Medium Remnant 2, Remnant Medium Remnant, Remnant Miner Hut, Remnant School Remnant, Rubble Desert, Village Savanna Na, Village Savanna Na, Village Savanna Na, Mirage Outpost, Pillager Lookout, Desert, Tavern Desert, Mimic Desert, Savanna, Road Sign

Tips

Dryland is hostile at night. Bring a light source and a sword or ranged weapon before dark, because the monster table is heavy with undead, skeletons and spiders.

The biome has sandy ground and sparse vegetation, so landmarks are easy to see from a distance. Note the position of a base or a structure before dark, since the open ground gives little cover.

Wild carrots, onions and tomatoes from Farmer's Delight grow in patches here and are an early source of crops.