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Natural Temperature

Natural Temperature

by Caesius_Leo • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
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Natural Temperature

Natural Temperature is a mod that overhauls the way biomes are placed in the world, creating a layout that more closely resembles Earth’s climate zones.

Instead of Minecraft’s typical random patchwork of biomes, this mod introduces a structured and configurable latitude based biome distribution system:

  • Polar regions feature icy biomes such as Snowy Tundra and Ice Spikes.
  • Cold zones include taigas that aren’t covered in snow.
  • Temperate zones contain forests, plains, and seasonal biomes.
  • Warm regions are covered by dry biomes such as savannas.
  • Tropical regions are dominated by hot biomes like deserts and badlands.
  • Equatorial regions are populated by jungles

This creates a more immersive and realistic world that is more similar to Earth's natural climate bands, making exploration feel more organic, interesting and meaningful. Whether you're trying to find the perfect spot for a building, creating realistic cities, take on some survival challenges, or just want a more coherent world to explore, this mod brings climate logic to your overworld.

An example of generation of a world divided into bands of biomes miniaturized to fit in the map

This is an image from 1.0.5 mod version

Features

  • Latitude based biome generation
  • Configurable world width in config file
  • Full compatibility with vanilla and many modded biomes
  • Lightweight and performance friendly

Configuration

You can open the setting menu pressing the nt button in the main menu or you can go in the config folder where you will find the configuration file for Natural Temperature. Here you can change some parameters to customize your world. Remember that the settings are universal between worlds! So if you change the parameters and you open an old world with different ones, new generated chunks will follow the new parameters! Already generated chunks will be fine

nt tab

Equatorial Distance

The "equatorial_distance" is the distance of the equator from the spawn point (it's also the distance from the north pole). By default it is 50000.0 blocks.

Looping

You can also enable looping of the biomes' distribution after you pass the poles. By default it is set to false, to enable it set "looping_world" to true. This setting is possible in mod versions 1.0.4+.

Modes

Starting from version 1.0.6, you can change the "modes" and choose between default, simplified, and linear. These are generation patterns that determine where biomes will spawn. You can see them in the gallery. Use the parameter "generation_mode" to change mode.

Equator Offset

You can change "equator_offset" to move the equator north and south. Positive values will move the equator north, while negative values will move it south. If you want the equator to be at 0 set this value the same as your equatorial_distance

Randomize Underground

Use "randomize_underground" to randomize the biomes distribution below a y that you can define with "randomize_underground_below_y". You can choose between two type of randomization: random (total randomness) and half_random (some degree of similarity with biomes on the surface)

Multi-dimensions

Use "multidimensional_bands" to enable/disable the banded generation in all the dimensions. It's false by default

Global Temperature Parameters

Use "global_temperature_modifier_percentage" to heat or cool the planet.
Use "global_temperature_mitigation_percentage" to mitigate temperature extremes, making extreme climatic regions smaller and temperate regions larger.

Extra Bands

You can set "extra_bands" to true to enable a wider transition between the desert region and the jungle, this will help if some modded biomes are missing. This will free some space in the map for different biomes to spawn. This setting is available in mod version 1.0.14+ . This works well with "Oh The Biomes We've Gone" mod and a lot of other mods.

Wave Magnification

Since 1.0.15 you can use "wave_magnification" option to amplify the wave of the transition between the climatic bands

Temperature of the zones

Since 1.0.15 you can use "temperature_zone_x" options to customize some of the modes like the Custom Circular mode (mode 3) or Custom Banded mode (mode 5) to shape the world as you like.

Humidity of the zones

"humidity_zone_x" can be used the same as the temperature of the zones

Humidity bands

Since 1.0.18 you can enable humidity bands to add a pattern of humidity (also called vegetation) perpendicular to the temperature pattern; you can use this pattern in simplified and linear modes. You can enable this setting with "enable_humidity_bands" and change the width of the humidity variation with "humidity_bands_width" (this value is one quarter of the distance between two zones of maximum humidity).

Width of the zones

With 1.1.0 the width of the bands of Banded and Custom Banded mode can be adjusted using the "percentage_coverage_zone_x" parameters in the settings

If you are editing the config file directly remember to save and restart minecraft. If you are using the in game gui the setting are are applied immediately

Compatibility

  • Compatible with world generation mods (e.g. Tectonic, Lithosphere) – results may vary
  • Compatible with the vast majority of mods that add biomes
  • Likely not compatible with total conversion mod, but this depends on the mod

Known Issues

  • There are some limitations with the algorithm that place the biomes in mode 5 and 6 and others modes. Modes 0,1,2 are not affected by this since they use a different algorithm. This causes a loss of precision in the width of the bands, to be more specific the temperature/humidity of a specific zone and the coverage are mathematically bonded. This causes the presence of some hard mathematical limits. It is not true that for each temperature/humidity value there is a %coverage value in the existence interval. For some values of t/h and %c the system of equations in the algorithm it's simply impossible to solve. This will cause some problems especially at the pole and will result in a very large band, for the rest of the world the problem is less relevant. I chose a mathematics that was very flexible, I was aware that there were limits, but the flexibility and the ease of use of the system justified the compromise. The algorithm will be rewritten in the near future to fix these issues, I will keep some consistency with the current system but I will improve it.

Special thanks to ImpulsiveLass for her work on recalculating the exact values ​​to use in modes 5 and 6 to get a better result. If you want to use mode 6 consider using mode 5 instead and using the values that she tuned:

  • Temperature zones 1-6: 0.25 / 0.7 / 0.5 / 0 / -0.25 / -0.5
  • Humidity zones 1-6: 1.0 / random / -0.7 / random / random / random
  • % Coverage 1-6: 25.5/20.66667/13.05555/7.96297/23.51851/9.2963

All Versions

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26.3
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1.21.1
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26.2
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1.21.1
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1.21.7
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1.21.6
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1.21.6
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1.21.5
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1.20.1
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1.20.1
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1.21.1
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last yr. 1
1.21.4
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1.21.5
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1.21.5
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1.21.4
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1.21.5
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1.21.1
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1.21.4
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1.20.1
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1.21.5
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1.21.4
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1.20.1
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1.21.5
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1.21.4
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  • Port of mod version 1.1.10 to Fabric 26.3
  • Refractory and code readaptation for 26.3

  • Port of mod version 1.1.10 to NeoForge 1.21.1
  • Port of mod version 1.1.10 to Forge 1.20.1
  • Port of mod version 1.1.0 to Fabric 1.20.1
  • Port of mod version 1.1.10 to Fabric 1.21.1-5
  • Port of mod version 1.1.10 to Fabric 1.21.6-11
  • Port of mod version 1.1.10 to Fabric 26.1.X
  • Now 0 value can be used in the wave magnification parameter
  • Partial rollback of the zone 6 polar region behavior prior to the 1.1.7 update. I'm sorry for the rollback but it was causing unwanted problems.
  • The polar region is again duplicated in looping mode 5/6 for coherence with the rest of the code. If you don't want this remember to half the coverage of the zone 6 MANUALLY. Also the equatorial zone is a double band as always, deal with it as you prefer.
  • I will remember this also here: part of the band 5 is covered in snow, so if the pole seems too large consider that part of it can be confused with the snow covered part of band 5.
  • Added "last_bedrock_y_level" parameter
  • Bug fixes of the generation for 26.1 + versions
  • Added "last_bedrock_y_level" parameter
  • Bug fixes of the generation for 26.1 + versions
  • Port of mod version 1.21.1 to Neoforge 1.21.1
  • Port of mod version 1.1.8 to Forge 1.20.1

  • Port of mod version 1.1.8 to FABRIC 1.20.1
  • Port of mod version 1.1.7 to Fabric 1.21.1-5
  • Added missing config parameters injection protocol
  • Port of mod version 1.1.7 to FABRIC 26.2.X
  • Port of mod version 1.1.7 to FABRIC 26.1.X
  • Added CIRCULAR 6 (rings) mode
  • Added CUSTOM CIRCULAR 6 mode
  • Added SQUARE mode
  • Added CUSTOM SQUARE mode
  • Legacy CIRCULAR mode in now affected by % coverage parameters
  • Fine tuning of looping BANDED and CUSTOM BANDED mode, this change affect the poles increasing the fidelity with the % coverage zone 6 parameter
  • Port of mod version 1.1.6 to Fabric 1.20.1
  • Port of mod version 1.1.6 to Fabric 1.21.1-5
  • Port of mod version 1.1.6 to fabric 1.21.6-11
  • Port of mod version 1.1.6 to fabric 26.1.X
  • Port of mod version 1.1.6 to fabric 26.2
  • Fixed major bug with modes 5 and 6 in fabric 26.X
  • Port of mod version 1.1.6 to Forge and NeoForge 1.20.1
  • Added influence setting
  • Humidity bands can now be enabled in modes 5 and 6
  • Port of mod version 1.1.4 to Neoforge 1.21.1
  • Port of mod version 1.1.4 to forge 1.20.1
  • Port of mod version 1.1.4 to fabric 1.20.1
  • Adaptation of the wave randomizer for older minecraft versions
  • Port of the 1.1.3 features
  • Port of mod version 1.1.3 to fabric 1.21.6-11
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