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More Flowers EZ
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More flowers in every biome - vanilla flowers only, no new blocks, no terrain changes. Modpack safe.
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# More Flowers EZ
**More Flowers EZ makes the world bloom.**
Vanilla Minecraft decides how many flowers each biome gets. This mod simply
raises that number: meadows, plains, forests, swamps and flower forests keep
their own flowers, just in greater numbers.
No new blocks. No new biomes. No terrain edits. Just more of what Minecraft
already grows.
---
## What it changes
The mod multiplies the vanilla flower features that a biome already has:
| Biome | Multiplier |
|---|---|
| Plains, savanna | x3 |
| Flower forest, meadow, cherry grove, sunflower plains | x2 |
| Forest, taiga, jungle, swamp | x2 |
Dense flower biomes get a smaller boost, so they stay natural instead of
turning into a solid carpet.
Biomes that have no flowers in vanilla are left completely alone: desert,
badlands, snowy biomes, oceans, beaches, the Nether and the End. The mod never
injects a flower feature that a biome did not already have, so every biome
keeps its identity.
---
## Why it is modpack-safe
- **No new blocks or items** - nothing to register, nothing to conflict with.
- **No new biomes or structures** - only the count of existing vanilla features
changes.
- **No mixins, no coremods.**
- **Existing worlds work.** New chunks get the extra flowers; old chunks keep
what they already generated.
- **Works next to density mods.** If you also run MoreGrass or another
grass/flower mod, lower `multiplierScale` for a softer total density.
---
## Install
**Singleplayer:** drop the jar into your `mods` folder.
**Server:** install it on the **server**. World generation runs on the server,
so that is where the extra flowers are created. Clients do not need the mod to
join, and every player sees the result.
Choose the jar that matches your Minecraft version:
- Forge 1.21.1
- Forge 1.20.1
---
## Config
`config/moreflowers-common.toml`
```toml
# Master switch for the flower boost.
enabled = true
# Scales every per-biome multiplier. 1.0 = designed density,
# 0.5 = half, 2.0 = double.
multiplierScale = 1.0
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