About this mod
Steampunk-themed mod adding firearms and airships, as well as many enhancements related to vanilla gameplay. It also allows to discover new NPCs and lore, related to Baedoor universe created by Toma400
- Requirements
- Permissions and credits
- Mirrors
- Changelogs
- Donations

✵ ALPHA V0.A11s6 ✵
Wastelands of Baedoor invents my own steampunk universe within Minecraft vanilla experience, adding new weapons, materials and mechanics, with subtle care to not ruin vanilla feeling.
Conquer blimps, fight gangs, discover new civilisations and make use of various firearms! Protect your lands with special block making areas unspawnable, or fight mobs with brand new weapons with different ways of fighting! You can also build completely new farms from new materials giving you possibility to farm previously unfarmable resources!
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Wastelands of Baedoor currently supports Forge 1.15.2, Forge 1.16.5, Forge 1.17.1 and Forge 1.18.2.
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Want to visit our community airship? Join Discord server!

Did you make add-on, creating your own firearms, sabres or spears? (guide)
Contact me, so it will be promoted both on the page and on Discord!

- Melee and ranged (knives, javelins, throwing knives)
- Firearms
AIRSHIPS
- Structures floating in the sky, with valuable loot and NPCs
EXPANDED RENEWABILITY AND FARMING
- Access to over 15 new vanilla-friendly ways of renewing resources which weren't renewable before (such as sand, netherrack, clay or endstone)
- Extensive support for other mods' resources
SPAWNPROOFING OF AREAS
- A way to spawnproof the areas with new avoider blocks, allowing you to not worry about low level of light
ENORMOUS NUMBER OF NEW BLOCKS
- Variants for log blocks, such as wood stairs, slabs, pillars and more
- Glass trapdoors for improved building possibilities
- Huge catalogue of variously coloured blocks in almost all pallettes (green, blue, black, red, yellow)
- Wooden lamps and other light sources

Since v0.a10 version (12v0.a2 for 1.12.2) there are introduced various integration/compatibility features for other mods to use. For more information how you can use them in your mod, you can either use this guide or message me.
as of v0.a11s6 snapshot; for compatibility details, visit WoB pages
- Adventures and Adversaries
- The Afterlight
- Atum: Return to the Sands
- The Arcaneum
- Better Animals Plus
- BetterEnd [both Beethoven and someoneelsewastaken versions]
- Betterlands
- BetterNether [partly, wood integration coming]
- Bioplethora
- Blue Skies
- Bountiful
- Caves & Cliffs Backport
- Cazfps Chronicles
- Change Completely: To The Depths
- Create
- The Desolat
- Eidolon
- Elemental Mix
- Elvenation
- Eternal Tales
- Ewewukek's Musket Mod
- Exotic Critters
- Farmer's Delight
- Farmer's Respite
- Greek Fantasy
- Ice and Fire: Dragons
- Immersion
- Infernal Expansion
- Just Enough Resources (JER)
- Klsts' Adventure Mod
- The Midnight
- Mobs 'n' Crops [outdated, update coming]
- Mowzie's Mobs
- Murky
- Neverdark
- Oh The Biomes You'll Go (+ add-on for wood integration)
- Quark [partly, vertical slabs coming]
- The Phytolands
- Plushies For All Occasions
- Refreshed Nether
- Renaissance & Revolution
- Rotten Creatures
- Survive
- Tetra
- Tinker's Construct
- Unearthed
- Undead Expansion [pre-remake version]
- The Undergarden
- Upon Infernal Depths [partly, wood integration coming]
- Voidcraft
- Xenoclus 2
1.12.2 Compatibilities - Atum: Return to the Sands [partly]
- Kailand Mod

Aside from Wastelands of Baedoor, I'm also working on:
- Civilisations of Baedoor, trying to be structure/adventure-themed mod, adding a lot of civilisations to the world and interactions within them. You will be able to discover glorious desert cities of terrifying Tertens, villages of Nordwinds on frozen lands, underground passages with Ant dungeons, mountain cities of Etts and sky cities of Erd civilisation! It will be basically what I added in v0.a10 to WoB, but expanded greatly, so you may be even capable to recruit the army to fight on your server... WIP, with side-dev/texturer being Dylan.
- Spires of Baedoor, trying to be vanilla-themed mod on magic, curses and herbalism, trying to not go too far with its mechanics, since making vanilla-friendly magic is kinda tricky. SoB will use the same universe, expanding some lore elements from WoB (for example, you will be able to use ormath magic showcased in WoB partly). Magical paths will be exclusive, but I will try to also make some "universal" ways to use it. WIP, with side-dev/texturer being Dylan.
- Origin add-on adding Baedoor-related races to the game, with additional integration features with my mods. It is currently WIP by Lyof.
Patreon - PayPal - Ko-Fi
That will help me making updates faster, since I will be able to have more free time to invest for my creations


GUIDE
Guide (Recipes and short introduction to mechanics)
You can also download offline copy here.
Guide is for version v0.a10, so it may be outdated as of right now. Soon there'll be Patchouli book introduced, covering all features.

Some WoB elements were also made by friends of mine, so these are also under their own rights.
Integrated elements for other mods are under licenses of their respective owners (for example, Atum wood textures have ARR license bound to Atum devs). My use of other mods' elements got dev's consent at the time of implementing, or was even asked by dev themselves (depending on project).
If you want to make any add-ons or mod compatibilities, I'm fine with using mod's resources as long as you credit my mod for them and don't try to just blatantly copy-paste the content.
If you want to port my mod to different version of Minecraft, I'd like you to contact me, so I can make quick revision of your work. If you never made any mods before, it's a bit more difficult case, but we may find agreement anyway.
I wrote custom license for all my modding creations, called Baedoor Mod License, which is basically ARR with a bit more freedom granted. This means that you can now port the mod without my consent if there's no possibility to contact me at all for over a year - very unlikely possibility, but it is now taken into account.

Thank you to amazing people on MCreator site, for being so wholesome community, and to Pylo of MCreator for letting me make this mod without a whole lot of coding knowledge. Also thank to all of you who downloaded this mod, commented or gave ideas, this means a lot to me!
I would especially want to thank:
- To my friend Sajevius for many awesome ideas (a lot of them will be introduced in first beta version) and amount of help I can't even describe. Check his awesome mod Betterlands, expanding badlands biome!
- To my friend TotalBlackSmith for ormath models, sounds, ideas and bugfixing help. Check his awesome mod The Arcaneum, adding a lot of new bosses!
- To my friend Dylanvhs for textures. Check his amazing mod The Desolat, adding new sandy dimension!
- To my friend Ddx11 for beautiful logo! Check his intriguing "subtly enhancing" mods!
- Chewdog, for his awesome way to spawn structures, so they avoid bugs that modded structures usually have. Check his marvellous wild west-themed mod!
- Seshua, who helped me at the beginning of creating Nether Avoider. Though I updated its mechanics, I'm really thankful that I was able to have such important block that early thanks to his coding guidance.
- Shadetree, for beautiful model of jungle airship (included in mod). Check his fascinating mod on microscale Minecraft!
- Mowzie and Forstride (respectively, Mowzie's Mobs and Biomes o' Plenty devs) for extremely helpful tips regarding mod integration, thanks to which I can extend it greatly.
- Julie Dillon for allowing me to use her art as avatar. Check her fabulous drawings!
Thanks a lot, and see you on airship!

This is not meant to be "ignorance arrogance", but rather showcase of how much is possible without coding and huge "thank you" for community that supported me for whole time, allowing me to make my small dream come true.
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If you avoid MCreator mods, then go ahead, but you are only hurting yourself - missing a lot of great mods because of your presuppositions.
My full statement on MCreator
