Wiki 9Minecraft Heat And Climate Mod Wiki

Heat And Climate Mod — Guide

Climate Mechanics

The core of the mod is the Climate system, defined by three parameters: Temperature, Humidity, and Airflow. These parameters are determined by the biome, altitude, weather, and nearby blocks.

Temperature (14 Stages)

Temperature is the most critical factor. It affects player survival (thermal damage) and material processing.

Tier Name Description Examples/Sources
0 ABSOLUTE Absolute Zero Liquid Nitrogen, Cryogenic machines
1 CRYOGENIC Extremely Cold Packed Ice, Frost blocks
2 FROSTBITE Freezing Ice, Snow biomes
3 COLD Chilly Taiga biomes, High altitude
4 COOL Refreshing Forest biomes, Night time
5 NORMAL Temperate Plains biomes
6 WARM Balmy Jungle biomes, Sunlight
7 HOT Very Warm Desert biomes, Torches
8 BOIL Boiling Boiling Water, Fire
9 OVEN Baking Lava (nearby), Furnaces
10 KILN Smelting Magma blocks, Combustion Chambers
11 SMELT Melting Advanced Heat Exchangers
12 UHT Ultra-High Temp High-tier Machines
13 INFERNO Maximum Heat The Nether, Specialized Reactors

Humidity (4 Stages)

Humidity influences crop growth and certain chemical reactions.

  • DRY: Deserts, Nether, or nearby Dry Sponges.
  • NORMAL: Standard biomes.
  • WET: Swamps, Jungles, or nearby Water/Wet Sponges.
  • UNDERWATER: Fully submerged in fluid.

Airflow (4 Stages)

Airflow is affected by enclosure and weather.

  • TIGHT: Enclosed by opaque blocks on all sides (caves, basements).
  • NORMAL: Standard indoor/outdoor areas.
  • FLOW: Open areas with a roof or nearby fans.
  • WIND: Open areas during thunderstorms or high-altitude peaks.

Climate Smelting & Natural Change

Instead of traditional furnace recipes, many items in HaC are created through Climate Smelting. This occurs when a block or item entity is placed in the world and exposed to specific climate conditions.

  • Block Transformation: Placing a "Metal Dust Block" in a KILN temperature area will eventually turn it into a "Metal Ingot Block."
  • Entity Cooking: Dropping raw meat near a campfire (HOT/BOIL) will cause it to transform into grilled meat after a short duration.
  • Drying: Wet Sponges placed in a DRY/HOT environment will naturally revert to Dry Sponges.

Players can use the Climate Checker item to see the exact parameters of their current location to ensure recipes progress correctly.

Agriculture & Crops

HaC introduces a complex farming system where crops require specific climates to thrive.

Wild Crops & Mutation

Crops are found as "Wild Crops" in specific biomes. When harvested, they provide seeds or produce. By planting crops in environments that differ slightly from their native climate, they have a chance to mutate into new species.

  • Common Crops: Rice, Onion, Spinach, Tomato, Coffee, Cotton.
  • Mutation Example: Planting a specific herb in a WET/WARM environment may result in a rare medicinal variant.

Seasonal Growth

In version 4.X, tree growth and crop yields are influenced by the in-game season. Some trees will only produce fruit during Summer, while others are more resilient to Winter frosts.

Magic System

The magic system is organized into 5 Colors, each associated with specific gems and effects. Magic items include Accessories (passive buffs), Cards (disposable spells), and Arrows.

  • White (Light/Order): Focuses on protection, healing, and anti-undead effects. Uses Chalcedony and Quartz.
  • Blue (Water/Ice): Focuses on movement, breathing underwater, and freezing enemies. Uses Sapphire and Moonstone.
  • Green (Nature/Earth): Focuses on crop growth, mining speed, and poison resistance. Uses Emerald and Peridot.
  • Red (Fire/Chaos): Focuses on fire resistance, explosions, and high-damage attacks. Uses Garnet and Ruby.
  • Black (Void/Death): Focuses on wither effects, darkness, and life-drain. Uses Schorl and Onyx.

Magic Accessories: These are effective when held in the top row of the inventory or placed in Curios slots (if available). They provide constant buffs like heat resistance or increased luck.