You may include this mod in modpacks, including monetized ones, as long as the pack is distributed through CurseForge or Modrinth.
Part of a realism trilogy. Works fully on its own, and fits together with Rot and Mold and Wetting and Drying. Together they share the same real-time scale (one year = 96 game days) and affect the same walls and timbers.
Burning & Oxidation
Fire needs dry fuel, flames need something to burn, and metal does not stay bright. This mod makes all of it work at the pace it does in reality.
Torches burn down and go out in the rain. Dry grass burns in a drought. Wet hay heats up from inside. Copper turns green over the years and iron rusts. None of these are timers picked for gameplay: every rate comes from how the material behaves in the real world.
Beta: The mod is complete enough to play, but still young. It changes your world for good: torches burn out, copper and iron change, and thin iron under water eventually rusts through. Back up your world before adding it, and expect bugs. Please report anything odd in the comments.
Time
One real year is 96 game days, about 32 hours of play. Rust and patina run on that clock. Flames burn in minutes of play: a torch lasts 20-60 minutes. Chunks outside the simulation distance do not age, and torches there do not burn.
Flames
- Rain puts out open flames. In the open, a torch goes out within half a minute to two minutes of rain, faster in a storm. A candle wick drowns in seconds. A campfire smokes for a while and goes out after 5-15 minutes. Leaves overhead slow it down. A lantern's glass keeps its flame dry.
- Fuel burns down. A torch lasts 20-60 minutes, then leaves a charred stick. A candle lasts 6-10 hours, and candles in a group burn down one by one. A campfire holds 1-3 hours when lit; feed it logs, planks, sticks or coal, up to 4 hours. A lantern lasts as long as its candle; put a new candle in and light it again.
- A doused torch keeps its fuel. Light it again with flint and steel, a fire charge, or a burning torch held in your hand.
- A wet wick or wet wood will not catch, and a burnt-out campfire will not light until you feed it.
- Torches, lanterns and campfires in villages burn down too. Untended flames go out.
Wildfire
- Grass, leaves, ferns, bushes, crops and hay catch and burn as wet or dry as they are. Wet plants burn a quarter as readily. In a drought and heat they burn twice as readily, three times in a Serene Seasons summer.
- Sparks from a campfire light the dry grass around it during a drought.
- Lightning seldom sets wet ground alight.
- Burnt grass becomes burnt soil. It greens again one to three weeks after the first rain.
- Burning logs sometimes leave charcoal in the embers.
Piles that heat up
- Wet bales of hay or dried kelp, 27 or more stacked together, heat up over two to six weeks. First they steam, then they smoke. Most stacks cool off again, but some catch fire. Pull the stack apart in time.
- A heap of 27 coal blocks left out in the weather heats up over months and can catch fire, rarely.
- Coal seams laid open in caves and mines can heat up over the years and, very rarely, catch fire. A fire on coal ore burns on.
Copper
- Vanilla oxidation is replaced with the real pace. Copper in the open dulls within a year, turns brown in a few years and is green after 10-20 years.
- Kept dry indoors, copper only darkens, and goes no further.
- Sea air speeds it up and frost slows it down.
- Wax wears off in the open in six months to a year. Under a roof it lasts.
- Lightning no longer strips the patina.
- The copper lightning rod weathers too, and still draws lightning.
Iron
- Iron blocks, doors, trapdoors, bars, chains, the four rails, lanterns, soul lanterns, anvils, cauldrons, hoppers and heavy weighted pressure plates rust in three stages: light rust in one or two weeks, rust in months, heavy flaking rust in years.
- What drives rust is how long the iron stays wet. Dry iron indoors never rusts. Salt air near the sea triples the rate, and wet iron touching copper rusts twice as fast.
- Metal loss follows the ISO 9224 corrosion law. In open air no part rusts through within a game. Under water, chains, bars, doors and trapdoors rot through in a few decades. A chain that gives way drops what hangs from it.
- Scrape rust off with an axe. Scraping sometimes gives rust flakes, which make red dye. The metal already lost does not come back.
- Wax iron with honeycomb: it rusts at a tenth of the rate until the wax wears off.
- Heavily rusted doors and trapdoors sometimes stick when the redstone signal changes.
- Rails in use stay bright, and heavily rusted rails slow carts down.
- A rusty cauldron stays as rusty when it is filled or emptied, and a rusty anvil when it chips. A cauldron holding water rusts from inside.
- Rain running off rusty iron leaves an orange streak on the block below it.
- Iron tools, weapons and armour rust too: left out in the rain, dropped in water, stored in a wet chest, or held and worn in the rain. The rust eats into the durability; a grindstone takes it off again, with a little of the metal.
Works with
All optional:
- Rot & Mold: brush its pine tar onto iron, or onto a burnt-down torch to give it a new head. Damp hay both molds and heats.
- Wetting & Drying: iron under a puddle or in a flooded field rusts as if under water.
- Serene Seasons: the length of the year, seasonal temperature, summer droughts.
- Cold Sweat (NeoForge only).
- ProtoManly's Weather: rain is read where it actually falls.
- Jade and WTHIT: fuel left, rust stage and metal lost, wax and tar, pile heat.
Commands
For operators:
- /climate fuel shows the fuel left in the flame you look at, and how soon the rain will put it out.
- /climate pile shows the size and heat of a pile.
- /climate rust shows the rust stage, the metal lost and what speeds it up.
AI Usage
The code, textures and models of this mod were made with the help of AI. The idea, design and all gameplay decisions are mine, and everything was tested by hand.
If you'd like to support the mod, you can buy me a tea ☕

