CurseForge · Minecraft mod
Make It Hot
Make any fluid, item, block hot. Add heat damage, and proximity by which to apply the effect. Radiation compatibility can be enabled if paired with a radion mod.
Quick answer
Which Make It Hot release should I use?
Make It Hot Make-It-Hot-1.0.2-MC26.3-NeoForge.jar targets 26.3 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is Make It Hot required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Make It Hot Make-It-Hot-1.0.2-MC26.3-NeoForge.jar need?
Make-It-Hot-1.0.2-MC26.3-NeoForge.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Make It Hot without breaking your instance.
Built for Make It Hot Make-It-Hot-1.0.2-MC26.3-NeoForge.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use Make-It-Hot-1.0.2-MC26.3-NeoForge.jar. It targets 26.3 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside Make-It-Hot-1.0.2-MC26.3-NeoForge.jar. It opens that exact file at the source.
About this project
What does Make It Hot add?


Make any block, item or fluid dangerously hot.
Make It Hot lets modpack developers mark blocks, fluids and items as hot. You decide what is hot (exact IDs, whole mods, tags or custom groups), how close is too close (0 means touching) and how much it hurts. Heat damage is real fire-type damage (makeithot:heatstroke), so Fire Resistance, Fire Protection, fire-immune mobs and armor all protect you the vanilla way, and per-armor insulation sits on top of that. Ignore the heat for long enough and you die of heatstroke.
Every value the mod uses lives in one ordinary config file, config/makeithot-common.toml. You can edit it from the title screen with no world open, or with an operator command.
Author: kreezxil · Minecraft 26.3 · NeoForge 26.3.0.101+ · Java 25 · License: MIT
Features
Out of the box
minecraft:tuffis hot to the touch: 1.0 damage (half a heart) per hit.minecraft:deepslateburns from 3 blocks away: 2.0 damage (one heart) per hit.- Lava (source and flowing) radiates heat 1 block out: 0.5 per hit.
- Holding a lava bucket in either hand: 0.5 per hit.
- A dropped magma block within 1 block: 0.5 per hit.
- Damage lands every 10 ticks (twice a second), which respects vanilla's hurt cooldown.
- Hot biomes (
#c:is_hot) are ×1.25, cold biomes (#c:is_cold) ×0.75, and the Nether adds +0.5 per hit. - Leather armor insulates (×0.90 per piece), netherite ×0.85, iron and chainmail conduct (×1.05) and gold conducts more (×1.10).
Every default can be deleted or replaced, and a list you empty on purpose stays empty.
Define anything as hot
- Rule format:
target;KIND[;proximity[;damage]][;key=value...] - Targets:
modid:id, a whole mod (modidormodid:*), a#tag, or a custom$group. - Kinds:
BLOCK,FLUID,ITEM_HELD,ITEM_INVENTORYandITEM_DROPPED. - Proximity runs from 0 (touching) up to 256 blocks. 8 is recommended for radiant heat. It is measured as a box around your body, not a sphere.
- Custom groups use Coal Explosion's style of nested arrays. Groups can nest (cycles are logged and broken), and one group can mix blocks and items.
- A group is only a named list: on its own it does nothing. Putting a block in a group does not make it hot; a
heatRulesline has to use the group as$name. For example, a groupoverworldholdingminecraft:grass_blockburns only after you add the rule$overworld;BLOCK;0;1.0. The rule sets the kind, proximity and damage. - Unused groups are flagged for you. The log and
/make_it_hot reloadsay "group $overworld is not used by any heatRules line, so it does nothing", and they name IDs that do not exist (typos such asminecraft:grass_black). - Edit groups in-game: Mods → Make It Hot → Config → General → Heat Groups → Edit Groups... The editor has name, members and filters panes. Save validates everything; Cancel discards your changes. A yellow notice lists the groups no rule uses yet (Save stays allowed).
- Bad lines are logged with the reason and skipped; they never crash the game. Unknown IDs and absent mods simply match nothing, so optional compat lines are safe.
Biome and dimension control
- Whitelist or blacklist each rule or group with
biomes=,notBiomes=,dimensions=andnotDimensions=. These take IDs, biome tags such as#c:is_hot, whole mods or$groups. - A blacklist always beats a whitelist. A rule's filters and its groups' filters must all pass.
- Biomes can be checked where you stand (
ENTITY, the default) or where the hot thing is (SOURCE). locationModifiers(target;BIOME|DIMENSION;multiplier[;bonus]) make places hotter or cooler. They combine by multiplying, or by taking the strongest, and are clamped to a range you set. A bonus never creates heat where there is none.
Protection and danger
- Fire Resistance and fire-immune mobs are immune. Fire Protection, armor points and toughness reduce the heat, and armor wears down.
- Heatstroke causes no knockback and is not blocked by shields. Creative and spectator players are exempt.
- Death message: <player> died of heatstroke.
- Optional extras, all off by default: true per-tick damage, setting you on fire, mobs feeling the heat (with allow and deny lists), distance falloff and SUM stacking.
Operator commands (permission level 2 or the server console)
/make_it_hot <setting>shows a value, and/make_it_hot <setting> <value>sets it.- Values are validated with the same rules as the file, saved, and take effect immediately.
/make_it_hot listshows every setting./make_it_hot reloadrebuilds the heat tables and reports rule problems.
Configuration
All 45 options are in config/makeithot-common.toml, NeoForge's ordinary local/common config, in 9 sections:
- General: rules, groups, proximity, damage, stacking
- Biomes and Dimensions
- Timing
- Damage: multiplier, cap, falloff, ignite
- Who Feels Heat: players, creative, mobs, allow and deny lists, peaceful
- Armor
- Effects: smoke, sizzle, warning message, tooltips
- Compat
- Performance
Every option has a long explanatory comment in the file, plus a translated label and a short tooltip in the config screen. On a dedicated server, the server's file decides all damage.
The higher the proximity, the greater the lag. To find heat, the mod checks every block in a cube around each affected player, so the cost grows with the cube of the radius. That is about 300 blocks at radius 3, 5,000 at 8, 290,000 at 32 and 2.2 million at 64. maxProximity (default 64) caps every rule. Skipping chunk sections with nothing hot in them, a per-scan block budget and longer scan intervals keep it manageable.

Radiation Compat (compat.radiationCompat, off by default). When it is on, the radiation shielding of the armor you wear also shields you from heat: heat × (1 − shielding × strength). It works with:
- Mekanism: the radiation shielding of worn armor such as the hazmat suit and MekaSuit.
- Nuclear Radiation: its armor protection values (X-ray, alpha, beta, neutron, average or max).
Neither mod is required. Make It Hot reads them only through reflection, and only when they are installed. If both are installed, the better shielding counts. As of 2026-11-09, neither mod has a 26.3 build, so this compat has only been tested against stand-ins that copy their published APIs.
The empty tags #makeithot:hot_blocks, #makeithot:hot_items and #makeithot:hot_fluids are ready for datapacks. The mod adds no blocks or items, so it has no creative tab or recipes. It sends no custom network packets: all logic runs on the server.

Bug reports, ideas and pack questions are welcome on the issue tracker. You can find more mods by kreezxil on CurseForge. Talk to use on Discord too.
Notes
- Requires Minecraft 26.3, NeoForge 26.3.0.101 or newer, and Java 25.
- Install it on the server and on every client. The client side provides the config screen, the "Hot!" tooltip and translations.
- The definition syntax is modelled on kreezxil's Coal Explosion.
- MIT License, © 2026 kreezxil.
Need a server? Use bisecthosting.com/kreezxil and run Make It Hot with your friends.
Project description from CurseForge.
Pick your setup
Make It Hot by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Make It Hot versions and loaders
Make-It-Hot-1.0.2-MC26.3-NeoForge.jar
11 Nov 2026
Make-It-Hot-1.0.1-MC26.3-NeoForge.jar
9 Nov 2026
Looking for an older file? The official CurseForge project page is in Resources.