Back to mods
Climora project artwork

CurseForge · Minecraft mod

Climora

Realistic weather in Minecraft

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Climora release should I use?

Updated today
Latest stable file 0.2 (NeoForge 1.21.1)
Game version 1.21.1
Loader NeoForge

Climora 0.2 (NeoForge 1.21.1) targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. 1 required mod needs a matching file.

Where it goes

Is Climora required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Climora 0.2 (NeoForge 1.21.1) need?

0.2 (NeoForge 1.21.1). Change the file and its required mods may change too.

1 required mod needs a matching file

Install Architectury API, Fabric API first, but 1 required mod has no matching file for this setup. Do not mix loader builds to force a match.

Architectury API Needed by Climora 0.2 (NeoForge 1.21.1)
required
Matching file found Matched file: [NeoForge 1.21] v13.0.11
Fabric API Needed by Climora 0.2 (NeoForge 1.21.1)
required
No matching file

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Climora without breaking your instance.

Built for Climora 0.2 (NeoForge 1.21.1). Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use 0.2 (NeoForge 1.21.1). It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Architectury API, Fabric API first, but 1 required mod has no matching file for this setup. Do not mix loader builds to force a match.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside 0.2 (NeoForge 1.21.1). It opens that exact file at the source.

About this project

What does Climora add?

🌦️ Climora

Weather That Comes From Somewhere.

Climora Banner

⚠️ EARLY DEVELOPMENT WARNING

This mod is currently in Early Access (v0.2). Features are subject to change and bugs may occur.

  • Loaders: NeoForge & Fabric
  • Minecraft Version: 1.21.1

Required


📖 About

Climora replaces Minecraft's global weather cycle with a climate simulation. Vanilla flips a coin for an entire dimension: it rains everywhere or nowhere, the biome decides whether that rain is snow, and nothing leads up to either.

Here, highs and lows drift across the world, wind blows out of the highs and into the lows carrying moisture with it, rising moist air turns into cloud, thick enough cloud rains, and warm humid air forced upwards turns into a thunderstorm. Every step follows from the one before it. Nothing switches itself on.

The result is that weather is local. It can rain on one side of a lake and not the other, you can watch a shower arrive from upwind, and a desert at night is nothing like a jungle at the same hour.


✨ Features

🌡️ Climate & Temperature

  • Weather Cells — The world is divided into cells of 128×128 blocks, built from the biomes and terrain underneath them and simulated on the server without loading chunks.
  • Real Temperature — Air temperature in °C, from the biome, the elevation (about 3 °C colder per 100 blocks) and the time of day.
  • Every Biome Has a Climate — A desert swings from +38 °C at noon 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 moves at all.
  • Honest Mountains — Mountain biomes are cold in their own right, so peaks are not cooled twice.
  • No Seams — Values are blended between cell centres. Temperature, wind and rain have no steps at cell borders.

🌀 Pressure & Wind

  • Weather Systems — Highs and lows a couple of kilometres across drift across the world, seeded from the world seed, taking about one in-game day to pass overhead.
  • Wind — Computed from the pressure gradient plus the flow steering those systems. Gusts pick up in a storm.
  • Transport — Wind carries moisture and cloud, so weather arrives from upwind instead of appearing on top of you.
  • Slant — Rain leans and snow drifts with the wind.

☁️ Clouds & Rain

  • Local Rain — Rain falls only where the simulation puts it, and it has edges.
  • Dynamic Clouds — Clouds are drawn from the simulated cover instead of the vanilla texture: the same block shapes, but only where there really are clouds. Rain clouds sit lower and thicker, storm clouds grow into towers.
  • Shared Sky — Clouds drift with the weather systems and look identical for every player on a server.
  • Overcast Means Overcast — Where it rains, the sky above is shut. Rain never falls out of a blue gap.
  • Rain or Snow — Decided by the air temperature at that spot, not by the biome, so it snows above the freezing line in mountains that would rain lower down.

🌧️ Precipitation

  • Drizzle to Downpour — Rain looks like its intensity: drizzle is sparse, slow and quiet, a downpour is dense, fast and loud and hides the distance.
  • Sleet — Just above freezing, rain and wet snow fall together.
  • Hail — Rare, as it should be: only the strongest thunderstorms on a hot afternoon drop ice pellets, in short bursts over part of the storm. They shatter on the ground and drum duller on a roof overhead. Hurting players and mobs is a separate option, off by default.
  • Freezing Rain — When warm air blows in aloft over frozen ground, snow melts on the way down and the drops freeze on whatever they hit. The ground gets a glaze of ice as slippery as ice that melts once it warms up. It happens on its own where warm air meets a cold region.
  • Distant Showers — A shower in the distance stands as a grey curtain of rain from its cloud to the ground, leaning with the wind. You can watch it come, and hear it from its side before it reaches you.
  • Fog — On still, humid, clear nights the ground air cools below its dew point and fog settles in the lowlands, then burns off in the morning sun.
  • Puddles — Steady rain fills the hollows of natural ground with puddles that join into one sheet of water, dry out after the rain and freeze over in frost.
  • Grey Skies — A closed cloud deck greys the sky and hides the sun, not only rain.

⛈️ Thunderstorms

  • Storms build on their own where warm, very humid air is forced upwards — by a low, or by afternoon heating.
  • Local Lightning strikes only inside storm cells and only where rain is falling. Lightning rods and target selection work as in vanilla.

❄️ Snow & Ice

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

🧭 Weather Vane

  • A block whose arrow turns to face the wind and sways in the gusts.
  • Put a comparator next to it to read the wind speed on the Beaufort scale as a redstone signal of 0–15.

🔗 Vanilla Integration

  • Local weather drives the vanilla systems: mobs get wet, cauldrons fill, snow settles, farmland is watered.
  • Rain puts out fires and keeps them from spreading, where it rains.
  • Beds work in a thunderstorm when the storm is over the bed.
  • Bees head home and stay in the hive while it rains over them; monsters spawn in the gloom of a storm; foxes and pandas react to thunder overhead.
  • Data-pack loot conditions on the weather ask about the weather where the loot drops.
  • Vanilla /weather clear|rain|thunder turns on local weather within about 4 km of the player. Can be switched off.

🌍 Climate Belts World Type

  • A new world type, Climate Belts, lays biomes out by latitude like on Earth: the equator runs along z = 0 and the poles are 10 000 blocks north and south of it.
  • Rainforest at the equator, deserts and badlands in the subtropics, savanna, then temperate forests, taiga and tundra, and past the poles nothing but snow and ice.
  • Belt borders stay ragged and every belt keeps patches of its neighbours, so it does not look like a striped map.
  • Terrain, caves and structures stay vanilla. The default world type is untouched.

🔮 Forecast

  • /climora forecast tells what the next 12 in-game hours bring: pressure and its trend, sky, rain or snow, thunderstorms. The pressure part is exact — the weather systems are known in advance; rain is estimated from the air upwind.
  • Weather Speed — One setting makes weather develop faster or slower, from ×0.25 to ×8, without touching the day or the wind speeds.

🐛 Debug

  • An F3 overlay with the air temperature where you stand, the state of your cell and the simulation load. Works in singleplayer and on servers running the mod.

🔧 Commands Reference

All commands require permission level 2.

Reading the Weather

Command Description
/climora temperature [pos] Air temperature at a position
/climora cell [pos] A cell's state: temperature, pressure, humidity, cloud, rain, hail, air aloft, wet ground, fog
/climora forecast [pos] What the weather does in the next 1, 3, 6 and 12 in-game hours
/climora stats Cell counts, simulation load and how often it rained, stormed and hailed

Controlling the Weather

Command Description
/climora weather clear|cloudy|fog|drizzle|rain|downpour|storm|freezing_rain|hail [radius] [seconds] Force weather over a radius, measured in cells
/climora weather auto Hand control back to the simulation
/weather clear|rain|thunder Vanilla command, redirected to local weather within ~4 km

Maintenance

Command Description
/climora resample [radius] Rebuild cells from the terrain — needed after /fillbiome
/climora stress <radius> Load test: simulate a much larger area
/climora reload Reload config/climora.json

📦 Blocks

Block Recipe Description
Weather Vane 4 copper ingots + 1 iron ingot Points into the wind; a comparator reads its strength on the Beaufort scale (0–15)
Glaze Ice — (made by freezing rain) A pixel-thin crust of ice; slippery, melts above freezing, drops nothing
Puddle — (made by rain) Rain water in a hollow; joins its neighbours, dries out, freezes over; anything placed replaces it
C C C      C = copper ingot
  I        I = iron ingot
  C

🌍 Localization

Fully localized in twenty languages — command output, block names, death messages and the world type follow the player's language setting:

English en_us Russian ru_ru Ukrainian uk_ua Polish pl_pl
German de_de French fr_fr Spanish es_es Portuguese (Brazil) pt_br
Portuguese (Portugal) pt_pt Italian it_it Chinese (Simplified) zh_cn Japanese ja_jp
Korean ko_kr Chinese (Traditional) zh_tw Turkish tr_tr Dutch nl_nl
Czech cs_cz Swedish sv_se Vietnamese vi_vn Indonesian id_id

⚖️ License

Licensed under the MIT License.

  • Modpacks: Free to include in any modpack.
  • Source Code: Free to view, modify and distribute, provided the copyright notice and license text are kept.

🐛 Bug Reports & Suggestions

Found a bug or have a feature idea?
Please open an issue on the GitHub Issues Page.

Project description from CurseForge.

Pick your setup

Climora by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

2 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Climora versions and loaders

4 of 4 releases match

Looking for an older file? The official CurseForge project page is in Resources.