Description
I'm not ready to publish the mod publicly on CurseForge, so I have marked the project as experimental to keep it from showing in search results. However, it seems that feature doesn't work well. So if you find it by searching… , pls keep it a secret, okay ?
天圆地方 GeoCraft
GeoCraft (Chinese Name:天圆地方) is a mod that aims to add realistic geo-related elements to Minecraft while maintaining compatibility with vanilla clients.
This mod is in early development now and may contain serious bugs. Therefore, please back up your world before testing. API may also have great changes as the development proceeds.
Currently, GeoCraft has implemented:
- Fluid Physics
- Atmosphere systems with no visual effects currently (Yes, no visual effects. It is still under working.)
- Soil water (Hydrology only at this stage)
GeoCraft also has a high-customized configuration and provides API for third-party mods to allow possible better implementation.
Content
Fluid Physics
GeoCraft significantly changes how fluids behave in Minecraft, offering two implementation modes. The default mode is MORE REALITY:
- Each fluid block is finite.
- Fluid blocks will spread horizontally.
- Fluid blocks will flow from a high place to low places (whereas those with negative density will behave oppositely).
- When a block is placed within a fluid, the latter will fill the enclosed space within that block as much as possible. Any remaining fluid will spread outward and does not vanish.
- Adds snow-water mixtures.
- During rainfall, if atmosphere at a place has enough water, a layer of water will randomly generate upon the ground.

The VANILLA LIKE mode can be enabled in the configuration file, with:
- As in the vanilla game, the concept of fluid sources still applies.
- Fluid blocks will move down if possible (whereas those with negative density will behave oppositely).
- Vanilla flowing function is kept horizontally.
GeoCraft also provides the Fluid Pressure feature, which is currently only available in MORE REALITY mode. The fluid pressure calculations run asynchronously by default, significantly improving performance. However, since pressure calculations require storing computational data, memory usage can become relatively high during large-scale fluid flow.

Starting from version v0.2.0-beta.4, a basic Gravity System has been added to GeoCraft's Fluid Physics module. Different dimensions can be configured with distinct gravitational settings to simulate more complex environments, such as space stations or extraterrestrial settings.
Further expansions to the Gravity System are planned for the future. Stay tuned for further updates.
Atmosphere
GeoCraft implements a dynamic atmosphere system based on real-time in-game data simulation, with the in-game ID surface (Surface Atmospheric System). The operation of this atmosphere system is independent of the vanilla biome system; it only uses biome data during initialisation and relies on real-time game data thereafter. This allows player activity to change the climate!
Please note that Surface Atmosphere System is still in early development,and doesn't handle edge cases well, such as floating islands and other scenarios that don't exist in reality. Simulations may also encounter issues sometimes. Surface Atmosphere System is, at its core, an extremely simplified climate model. Even if it appears stable in the short term, it is not yet suitable for long-term gameplay. Unless you are particularly interested in climate simulation and willing to conduct testing, it is recommended to switch to the vanilla atmospheric system (i.e., the static atmosphere system based on biome data) via the configuration file when using this mod over extended periods.
That's right! Besides Surface, the Atmosphere System supports multiple implementations (Vanilla [biome-based], Close [sealed and constant-temperature atmosphere]) and allows third-party mods to add more atmosphere systems. In the future, this mod will also introduce more preset atmosphere systems. You may also set a dimension’s atmosphere system to none to disable it entirely — but please note that a dimension with no atmosphere system enabled is not the same as a dimension without an atmosphere.
Also, a regional weather system is planned.
Soil Water
To implement the soil water system, GeoCraft introduces a mechanism called Layered Fluid Host Block, which defines a block that can host fluids by layers. Soil blocks, such as dirt and grass blocks, have the mechanism now, so they can store water and interact with water and other soil blocks. Moreover, there are some funny small functions added to soil blocks:
- Water can flow slowly within soil blocks.
- Some soil blocks will be affected by gravity when saturated with water.
- You can use water bottle to increase moisture.
This feature is implemented mostly by extending vanilla block states using Mixin, not by adding new blocks.Therefore, removing the mod directly will cause modified blocks to revert to incorrect states.
Soil System currently does not support soils added by third‑party mods, such as the grass blocks from [BOP] Biomes O' Plenty. Long‑term compatibility plans are already in place.
Network Communication Modification (Server Side Only)
In order to allow vanilla clients to connect to servers that adds this mod, GeoCraft enables network communication modification by default. This feature will modify all data packets sent to clients, mapping extended states to vanilla equivalents. However it means that players can't read moisture data except Farmland Block, which will increase the difficulty to some extent.
Requirements
This mod requires MixinBooter as the dependency to use Mixin. While GeoCraft can be installed server-side only, installing on both sides can provide the best performance.
Installing Alfheim Lighting Engine or other compatible optimisation mods can greatly improve TPS when lots of fluid blocks are updating, and Optifine can prevent FPS from dropping in that case, too.
The Fluid Pressure System requires a CPU with better multi-threading performance if async mode is enabled (default) and at least 4 GB memory. If your CPU has a relatively high number of cores — such as 16 or even 32 cores — it is recommended to consult relevant documentation for configuration optimisation.
You can also customise the performance by manually configuring.
Compatibility & Attentions
- Generally, fluids from other mods are supported by GeoCraft's fluid physics unless they have custom flow logic. GeoCraft also has some compatibility logic with IC2 and IE.
- Specific fluids can be added to the blacklist if you want vanilla logic.
- Uninstalling this mod directly may cause some blocks to be changed to other blocks. For example, dirt will become podzol and sand will become red sand.
- The Network Modification feature may be incompatible with anti-Xray plugins and other mods that contains similar functions. If this occurs,you can disable this feature in the configuration file. However, disabling it without using other mods to replace its function will cause incompatibility with clients that doesn't have GeoCraft installed!
- If async mode causes frequent crashes, you can switch to sync mod or disable the Fluid Pressure System entirely.
- GeoCraft is incompatible with Fluidlogged API, and there is already a plan to solve this problem.
- GeoCraft currently lacks internationalisation support and the most used language in documents is Chinese. English is not fully supported. Full internationalisation (i18n) support is planned but not yet implemented.
Q & A
Q:Are there any plans to support other Minecraft versions?
A: Not Currently.
Q:Will there be new blocks or entities?
A:Yes, but any new content incompatible with vanilla clients will be released as separate add-ons.
Q: What other features might be added in the future?
A: Things like external geological forces, renewable lava sources, and so on — essentially, any interesting geographical mechanics I come up with will likely be incorporated. Current plans include:
- Fluid mixing mechanics (e.g., water with different sediment concentration levels blending together);
- Gameplay expansions based on this mod's systems;
- Photovoltaic power generation;
- Hydroelectric power generation;
- Body temperature and hydration systems, along with cross-mod integration;
- Underground components of the water cycle (aquifers — not true terrain generation, but similar to Mineral Deposits in Immersive Engineering);
- Basic geological systems (fault zones).
Q: What is the current roadmap for updates?
A: Please refer to the Milestones on GitHub.
Q:May I put it into my modpack?
A:Yes! But be careful, because GeoCraft is in early development.
Q:How frequently will updates be released?
A:Due to time constraints, GeoCraft won't receive major feature updates for the foreseeable future.
Documentation
For more detailed documentation, please note that the English version is currently much less complete and may not be up-to-date compared to the Chinese documentation. You can visit:
- MC百科 (mcmod.cn) (Most comprehensive, but in Chinese)
- GitHub Repository Wiki (English documentation available but limited)
The configuration file in-game contains bilingual (English & Chinese) comments for most settings.
Translation assistance for this mod is welcome and appreciated.
Note: This documentation has been translated with the assistance of AI. While every effort has been made to ensure accuracy, please refer to the original source for absolute precision.


