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Climora

Realistic weather in Minecraft
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climora-neoforge-1.21.1-0.1.jar

File nameclimora-neoforge-1.21.1-0.1.jar
Uploader
Krona04Krona04
Uploaded
Sep 20, 2026
Downloads
19
Size
307.7 KB
Mod Loaders
NeoForge
File ID
8934442
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:climora-1705068:8934442"

Learn more about Curse Maven

What's new

v0.1 - First Front

Added

Climate grid

  • The world is divided into weather cells of 128×128 blocks (8×8 chunks). Cells around players are built from the biomes and terrain underneath them and simulated on the server without loading chunks.
  • Every dimension with an open sky gets its own simulation — the Overworld and modded dimensions like it. The Nether and the End have no weather.
  • Values are blended between cell centres, so temperature, wind and rain have no steps at cell borders.

Temperature

  • Air temperature in °C, from the biome, the elevation and the time of day. Roughly 3 °C colder per 100 blocks of altitude.
  • Every vanilla Overworld biome has its own profile: a daily mean, a day/night swing and a humidity. A desert reaches about +38 °C by day and drops to +14 °C at night, because dry air loses heat fast; a jungle stays warm and humid around the clock with a swing of only ±5 °C; the sea barely changes at all.
  • Mountain biomes are cold in their own right — their profile is defined at mountain height, so peaks are not cooled twice.
  • Neighbouring cells exchange heat, and clouds damp the day/night swing.

Pressure and wind

  • Highs and lows a couple of kilometres across drift across the world. They depend on the world seed and travel with the prevailing flow, taking about one in-game day to pass overhead.
  • Wind is computed from the pressure gradient — out of highs, into lows — plus the steering flow that carries the weather systems. Gusts pick up in thunderstorms.
  • Wind carries moisture and clouds, so weather arrives from upwind.
  • Rain leans and snow drifts with the wind.

Moisture, clouds and precipitation

  • Air takes up moisture from the biome and from nearby water; rising air in a low collects it and lifts it.
  • Cloud cover and rain grow out of moist rising air. Deserts almost never see rain, jungles often do.
  • Rain falls only where the simulation puts it, and it has edges. The sky is always overcast where it rains.
  • Clouds are drawn from the simulated cover instead of the vanilla texture: block-shaped like vanilla, but only where there are clouds. Rain clouds sit lower and thicker, storm clouds grow into tall towers.
  • Clouds drift with the weather systems and look the same for every player on a server.
  • Rain or snow is decided by air temperature, not by the biome, so it snows above the freezing line in mountains that would rain lower down.

Thunderstorms

  • Storms form on their own where warm, very humid air is forced upwards, either by a low or by afternoon heating. The sky darkens, clouds tower, wind turns gusty.
  • Lightning strikes only inside storm cells and only where rain is falling. Lightning rods and target selection work as in vanilla.

Snow and ice

  • Snow builds up in layers while it is snowing.
  • Still water freezes at the edges when the air is below −1 °C.
  • Snow and ice melt anywhere warmer than +1 °C, including in the dark. Vanilla needs bright light to melt, which is why snow in shade used to last forever.

Weather vane

  • A block crafted from 4 copper ingots and an iron ingot. Its arrow turns to face the wind and sways in the gusts.
  • A comparator next to it reads the wind speed on the Beaufort scale as a signal of 0–15.

Vanilla integration

  • Local weather drives the vanilla systems: mobs get wet, fires go out, cauldrons fill, snow settles.
  • Vanilla /weather clear|rain|thunder turns on local weather within about 4 km of the player. This can be switched off.

Commands (permission level 2)

  • /climora temperature [pos] — air temperature at a position.
  • /climora cell [pos] — the state of a weather cell: mean temperature, daily swing, pressure, humidity, cloud cover, precipitation.
  • /climora weather clear|cloudy|rain|storm [radius] [seconds] and /climora weather auto.
  • /climora stats — cell counts and simulation load.
  • /climora resample [radius] — rebuild cells from the terrain, needed after changing biomes with /fillbiome.
  • /climora stress <radius> — load test.
  • /climora reload — reload the server config.

Configuration

  • config/climora.json for the server, reloadable with /climora reload, and config/climora-client.json for the client.

Debug

  • An F3 overlay with the air temperature at the player, the cell's state and the simulation load. Works in singleplayer and on servers running the mod.

Technical notes

  • Built for Minecraft 1.21.1 on Fabric and NeoForge from one codebase, through Architectury.
  • Climate is stored per dimension in data/climora_climate.dat, data format version 4.
  • The server sends each player the weather of the 7×7 cells around them once per second, about 500 bytes. The client eases towards each update over a second.
  • The simulation runs inside a 1 ms per tick budget and stays around 0.015 ms in practice. Cells are updated round-robin, and the relaxation is exact for a step of any length, so a cell that has not been touched for a while catches up in a single update.
  • F3 data is only sent to players with the debug screen open, and never when reducedDebugInfo is set.