

🌡️ About
Don't like how cold and hot biomes are kinda randomly placed? This mod changes world generation to place biomes into repeating temperature bands, or "climate zones" if you prefer. Compatible with most worldgen mods.
📜 Changelogs (Update history)
1.0.0
- Initial release
⭐ Highlights
- Modifies worldgen to place biomes into repeating temperature bands from coldest through to hottest, back to coldest, and so on;
- Compatible with most worldgen mods (see Compatibility section for details);
- Each world will remember its own settings, mod config will only apply to new worlds;
- Configurable band size, choice of vertical bands;
- By default the world spawn (near origin; i.e. block X,Z coordinates 0,0) will act like a "northern hemisphere temperate zone start", meaning cold is North and hot is South (NOTE: Only guaranteed on vanilla worldgen, some mods e.g. Larion are much more random with origin);
Example world before mod:
Same world seed after mod (notice the cold at the top, hot at the bottom):
(Screenshots taken with World Preview mod, highly recommended if you want to test any config changes)
🏷️ Usage & Config
After installing the mod, simply start Minecraft to let the config generate. Jump into a NEW world if you're happy with the default config, as detailed below. By default each band is about 2048 blocks wide on average, and the player will start "above the equator" with cold biomes North and warm biomes South, but this can all be changed in config.
temperaturebands-common.toml:
[world]
Default world settings. These will apply to newly-generated worlds only, existing worlds will remember their own settings.
bandSize:
- The average size of each temperature band in blocks.
- Vanilla Minecraft generation has 5 temperature zones - Freezing, Cool, Temperate, Warm and Hot - every biome fits into one of these five temperature ranges.
- So for example, if this value is 2048 (default), the distance from the *center* of one one Hot band to the next Hot band center will be about 16384 (2048 * 8) blocks (Hot through to Freezing and back again).
- If there are any worldgen mods that add biomes with a different 'temperature range' for placement, they should be incorporated within existing bands normally.
useVerticalBands:
- If true, bands will be vertical instead of horizontal.
bandPositionShift:
- Shift the bands by this percentage.
- Normally the Hot band (Desert and such) will generate at origin (0,0) so the default shift of 0.25 (meaning 25%) will make the origin temperate (middle temp) instead, shifted downwards to simulate a 'Northern hemisphere' start (Colder will be North, or East if Vertical bands, and Hotter will be South or West). A value of 0.75 (meaning 75%) would simulate southern hemisphere start instead.
tempRange:
- Absolute min/max temperature range. Increasing this will make the coldest and hottest bands larger while reducing others, lowering this value will have the opposite effect.
- The default value (0.65) makes the hottest/coldest bands a tiny bit smaller than the others.
- Be careful, setting this value too high or too low could result in some bands not generating at all.
tempGradeShift:
- Vanilla temperature has a bias towards cold, this value is used to make the hottest and coldest roughly the same size.
- If you set it to zero, the coldest band will be larger than all other bands and the hottest would be smaller than all others.
- You probably wont want to change this, but I made it configurable anyway.
bandAlgorithm:
- Algorithm to use. You can configure and read more about each algorithm in their own section below. Recommended to use World Preview if you want to change things around.
- Note: There is only 1 algorithm currently, this config is here just in case I add more later.
noiseFactor:
- If above zero, will use original noise generation to help make the edges between bands a bit nicer.
- See each algorithm for details on how noiseFactor is used.
- The unit is arbitrary and very dependent on bandSize. For e.g. 100 (default) is nice for a bandSize of 2048 but might be too wild if bandSize is decreased, or too tame if bandSize is increased.
[algorithm1]
Settings for algorithm 1, the 'simple' or 'default' algorithm.
This algorithm is very simple and produces jaggy lines that aren't very random or natural looking, but it looks OK as long as you keep useNoise enabled.
Keeping the variance low but noiseFactor a decent amount (around 100 or so) will produce some OK looking curves/waves in the bands, but it you want something more predictable you can reduce noiseFactor and increase variance.
bandVariance:
- Band variance in blocks (roughly). If below 10, each band will have a completely straight edge across the world and disables all remaining algo1 features.
- You will want to keep this a fairly small value. Making it too large could result in weirdness, especially if it's too close to the bandSize.
algo1bandVarianceSteepness:
- Steepness of band variance. Unit is arbitrary, you'll want to experiment and test if you change it. Probably best left alone though.
✔️ Compatibility and Known Issues
The mod should be compatible with most world generator mods, since in modern Minecraft they are often based on datapacks. This includes the following (confirmed):
- Tectonic and/or Terralith;
- Larion World Generation;
- Lithosphere;
The following are examples of worldgen mods NOT compatible, most likely because they replace Minecraft generation with their own system or maybe they don't use the vanilla shifted noise temperature:
- TerraFirmaCraft;
Please report any and all issues not mentioned so I can improve the mod 😁
🛎️ Support
Hopefully, the mod is simple enough to use, but you are encouraged to:
- Report any bugs you find;
- Report any incompatibilities with other mods;
- Request any features you want to see
...so I can keep improving the mod 😊 be sure to mention your loader (e.g. Forge, Fabric) and Minecraft version too!
⁉️ FAQ / Troubleshooting
Q. Can I use this in my modpack?
A. Of course! As long as you consider reporting any mod compatibility issues, and feature/config requests too 😁
Q. Does this mod slow down world generation?
A. Technically, yes, but you probably won't even notice since it's relatively simple math. If you're really worried, keep bandSize to numbers that are powers-of-two (e.g. 1024, 2048, 4096, etc.) but I honestly doubt it matters.
Q. Is X worldgen mod compatible?
A. If it only adds new biomes, yes. If it actually changes worldgen and is not listed above in Compatibility, try it out! Would appreciate reporting your results 😊 remember you can use World Preview mod to make testing quicker, though that's only for 1.20.x at time of writing.
Q. Can you make the border between bands more organic rather than with the lines they currently are?
A. Not really, no. Doing so would require a much more significant mod, that *might* be something I do one day - not sure yet. Note regarding Oceans, there is no such biome as "Warm Deep Ocean" for some reason, which is why those lines exist in the ocean hot band.
Q. I have another question...
A. ...ask away in the comments :)
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