Description
Caio’s Climates is a relatively simple mod that triggers seasonal biome changes in a way that matches a realistic climate for the game’s biome.
Minecraft defines constant climates for its biomes.
So, we have savannas where it never rains, like in deserts. In reality, savannas have a regime marked by a pronounced dry and wet season. And there are the “temperate” biomes, which have too vague definition, almost a synonym to “normal biome”.
This mods aims to change this!
And this also differ it from traditional season mods. Instead of having all “temperate biomes” having snow in winter, this mod adds a chance of a biome getting snow according with its base temperature, which tells how cold that biomes get in the winter, simulating the diversity real life range of temperate zone: from subtropical to subarctic. The same happens to dry biomes. Instead of equating all dry biomes with the same rain pattern, savannas and mediterranean biomes get an entire wet season where there are big chances of raining. Semiarid biomes get similar chances, but they are smaller. Desert biomes, otherwise, will have similarly dry conditions in all seasons, with the smallest chances.
What does this mod add?
- Seasons based on days, like the ones added by other mods, like Caio Cesar Biomes and Brazillian Biomes.
- Chances of snow and frost based on biome base temperature:
- Tropical biomes (base temp >=0.9F) have no chance of snow and frost after all.
- Temperate biomes (base temp from 0.89 to bellow) gets snow and frost chance increase with the base temp decrease (which includes snow and frost chance in fall and spring), with snowing in winter being guaranteed from 0.64F to bellow (corresponding to real life isoterm -3 °C or 26,6 °F, from which real life continental climates start to have permanent snow cover).
- Ice cap biomes (base temp <0,0) get snow and ice year around, including in summer.
- Meanwhile, normal snowy biomes in Minecraft get snow melting in summer.
- Snow chance have a little increase with altitude.
- Summer temperature, which decreases based on altitude.
- The change of base temperatures of some biomes, to give them more realistic climates.
- Normally dry biomes, like savannas or mediterranean ones, get a wet and dry season based on chances of raining.
-- Semiarid biomes also get these chances, but they are lower and more irregular than in wet-dry regime biomes.
-- Meanwhile, desert biomes have rare chances in all seasons (zero in summer).
-- The dry biomes’ color get greener with increasing moisture, but downfall doesn’t change after all.
- Temperate biomes with dry season, like the badlands, which is now a cold temperate biome instead of a hot/tropical one.
- Oak trees and shrubs were removed from jungle, savannas and mountain biomes:
-- In savanna biomes, they were replaced by acacia shrubs.
-- In mountain biomes, by giant spruce trees.
-- In jungle biomes, shrubs were also removed, turning the jungle more easily to walk in.
- In addition to above, this mods also adds hardiness zones (similar to those seen in Caio Cesar’s Biomes and Brazillian Biomes) to Vanilla saplings.
- Temperate decidous trees’ leaves random tick in temperate climates’s fall and winter and acacias do in the dry season, similarly to in Caio Cesar’s Biomes and Seasons.
- An HUD telling the biome’s summer heat, biome rain type, base temperature, downfall and climate type, as well as current global season.
- A advice named Gardener Helper (a new version of Caio Cesar's Biomes' Hardiness Zone Scanner), which you should use to see the climatic conditions to growing saplings.
Planned Features
- Move the Hardiness Zone Scanner from Caio Cesar’s Biomes and Seasons to this mod.
- A tree line for biomes with tundra-like climates.
- Crop and plant/flower seasonality (including crop kill and random tick of flowers).
- Plant and flower hardiness zones.
- Effects like heat, cold (thermal discomfort), hyperthermia and hypothermia, as well as mediums of overriding this, like clothing and beverages.
- Seasonal leaves random tick’s rate variability according to biome base temperature.
- Compatibility with other mods.
- Permafrost to taiga biomes.
- Frost rendering on soil and leaves.
Out of Scope Features
- Changing biome’s base temperature (those define how cold the winter gets there, in order to sort biomes in tropical, subtropical, temperate, continental, taiga/subarctic) or rain type (this remains the same, regardless the drought pattern applied to it) seasonally.
- Change seasonally grass color in temperate biomes.
- New biomes, trees or plants (I already have mods aimed to do this).
- Compatibility with other season mods, like Serene Seasons (the mod has its own seasonal and climatic system).
- Seasonality for the nether or the end. It is obvious that this system is overworld only.
DISCLAIMER
Yes. I used AI to do most of the mechanics of this mod. I addmit it and I'm not afraid of. I didn't knew how to implement the things I implement with this mod and the ChatGPT helped me to develop the mod's funcionality. "There is no excuses to use AI in codding", bro, let me clarify one this: my mods I do the way I want. I don't care if some code or texture is done by AI or not. What matters to me is to have in the game what I want it to. If I want to add a realistic tree or realistic climates, what matters to me and MY GAMEPLAY is to have these things in the game. Nothing more matters. Besides that, I have to clarify using AI to code is not the effortless thing most of you may think it is. It was stressful, I tested EVERY SINGLE CODE in the game to see if it was working the way I want, not simply took the AI generated code, compiled it and made a mod. Otherwise, there are other major factors in my life that make me rely on AI: my life is too busy to me simply be dedicated into "learning Java". I'm graduating in Chemistry here in Brazil and don't have time or brain to spent on this. The graduation gives enough thing to me to learn! To be very honest, the time I dedicated this week in finishing this mod was already uncalled-for, since my classes have started and I've spent more than excessive time working in this "AI generated" project. If it was simply "ChatGPT, do this mod for me", I would have far more time to study without care of how the hell it would do it.
Furthermore, the content of this mod is the prime accomplishment of a dream I had for years. And when I finally achieve it, in a way far better than what I initially designed, I hate to be compared to a theft for this.







