Frostiful:Temperature System: Difference between revisions
Created page with "This page describes the temperature and environment related mechanics of freezing. Frostiful's temperature system was created using Thermoo, which you can find out more about here: https://thermoo.thedeathlycow.com/ '''TL;DR''': You get cold from being in dark and cold places, and you can warm up from being near block light sources. Being wet will also increase the speed at which you get colder. == Overview == Frostiful replaces and greatly expands upon the power snow..." |
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* '''Icicles''': Falling on [[Frostiful:Icicle|Icicles]] will provide freezing. | * '''Icicles''': Falling on [[Frostiful:Icicle|Icicles]] will provide freezing. | ||
* '''Packed Snowballs''': Being hit by a [[Frostiful:Packed Snow|Packed Snowballs]] will provide freezing. | * '''Packed Snowballs''': Being hit by a [[Frostiful:Packed Snow|Packed Snowballs]] will provide freezing. | ||
[[Category:Frostiful|Surival Mechanics]] |
Revision as of 04:07, 13 March 2025
This page describes the temperature and environment related mechanics of freezing. Frostiful's temperature system was created using Thermoo, which you can find out more about here: https://thermoo.thedeathlycow.com/
TL;DR: You get cold from being in dark and cold places, and you can warm up from being near block light sources. Being wet will also increase the speed at which you get colder.
Overview
Frostiful replaces and greatly expands upon the power snow mechanic introduced in Minecraft 1.17. Freezing can now come from many sources in the world, not just Powder Snow. Frostiful also adds new effects and displays to better indicate exactly how cold you are.
Much like how TicksFrozen
works in vanilla, the temperature "point" field is an integer field that measures how many ticks you have been exposed to extreme temperatures in Frostiful. The lower this value is, the colder an entity is. In Frostiful, the minimum value for temperature is -6300
and the maximum value is 0
. With Scorchful installed, the maximum can be increased (providing for overheating/hyperthermia).
Freezing is now also more permanent: the cold stays with you and you will need to seek out heat sources to recover from the cold. However, there are also new ways of protecting yourself against the cold. The system is also highly configurable, and pretty much all of the numbers can be changed to suit your liking.
These are essentially two ways of getting cold in Frostiful: passive freezing from the environment, and active freezing from other sources like Powder Snow and combat.
As you get hotter, you will face negative effects such as slowness, mining fatigue, weakness, and eventually freezing damage.
To counteract cold, you need to warm up. Warming can come from a few sources, but the primary source is from block light. This includes all light sources - torches, glowstone, campfires, lava - and even modded ones.
Temperature Display on HUD
Your body temperature is displayed as a freezing heart overlay on your health bar. When you reach the minimum body temperature, the hearts will become fully frozen. Once your temperature bar gets half full, a frosty overlay will beging to fade in until you reach your minimum body temperature. This is the same overlay used in vanilla for powder snow.


Environment
Passive Freezing
Passive freezing is the primary survival mechanic of the mod. It can be disabled by setting the gamerule frostiful.doPassiveFreezing
to false
, or by disabling it in the config. Passive freezing primarily applies to the Overworld, and not The Nether or The End.
Climate Zones
Frostiful uses four different climates to determine biome temperature, in decreasing order of average temperature: Temperate, Cool, Cold, and Freezing.
Climate | Default Biomes List |
---|---|
Temperate | Plains, Sunflower Plains, Forest, Flower Forest, Birch Forest, Old Growth Bird Forest, Dark Forest, Pale Garden, Beach, Ocean, Deep Ocean |
Cool | Taiga, Old Growth Pine Taiga, Old Growth Spruce Taiga, Windswept Hills, Windswept Forest, Windswept Gravelly Hills |
Cold | Snowy Taiga, Snowy Plains, Snowy Beach, Snowy Slopes, Jagged Peaks, Grove, Frozen River, Deep Frozen Ocean, Frozen Ocean, Cherry Grove, Meadow |
Freezing | Ice Spikes, Frozen Peaks, Jagged Peaks |
Biome Temperature
The temperature of each biome is used to determine how quickly a player will freeze. If a season mod is installed, the temperature of each biome will change depending on the season. Otherwise, biomes will use their Spring temperatures. Sunlight can also increase the environment, increasing it by 10°C in affected biomes.
Climate | Spring Day/Night Temperature (default) | Summer Day/Night Temperature | Autumn Day/Night Temperature | Winter Day/Night Temperature |
---|---|---|---|---|
Temperate | Unset | Unset | Unset | 15°C / 5°C |
Cool | 15°C / 5°C | 25°C / 15°C | 15°C / 5° | 5°C / -5°C |
Cold | 5°C / -5°C | 15°C / 5°C | 5°C / -5°C | -5°C / -15°C |
Freezing | -5°C / -15°C | 5°C / -5°C | -5°C / -15°C | -15°C / -25°C |
Unset biomes will default to 20°C, unless overridden by another mod like Scorchful.
If you want to know the ambient temperature change at a particular location, you can use the command /thermoo environment temperature <pos>
.
Important Note: Frostiful does not add seasons by itself. You must install a Seasons mod like Fabric Seasons or Serene Seasons AND Thermoo Patches to make Frostiful aware of the seasons. If no seasons mod is installed, the Spring temperatures will be used by default.
Conversion to Entity Exposure
When the temperature is at or below 10°C, entities will begin to face increased exposure each tick, increasing in intensity for every 10°C that the temperature decreases.
Temperature Range (°C) | Temperature Point Change per Tick |
---|---|
Above 10°C | 0 |
0°C (exclusive) to 10°C (inclusive) | -1 |
-10°C (exclusive) to 0°C (inclusive) | -2 |
-20°C (exclusive) to -10°C (inclusive) | -3 |
-30°C (exclusive) to -20°C (inclusive) | -4 |
Wetness
Entities will become wet after being exposed to water. Being wet makes players become colder, faster, and makes all entities drip.
Wetness (or soaking) has a minimum value of 0 and a maximum value of 600. However, it is mainly used as a 0-1 percentage scale. When out in the rain, this increases by 1 per tick. When touching, but not submerged in, water this increases by 5 per tick. When submerged in water, it will max out immediately.
Entities that are not exposed to water will have their wetness value decreased by 1 per tick. Being near light sources also speeds this up somewhat.
Wetness values can be read or adjusted using the command /thermoo soaking <target>
.
If Scorchful is installed, Frostiful's soaking and drying mechanics will be automatically disabled, and replaced by Scorchful's.
Wetness can also be accumulated from the Snow. When an entity enters a warm or interior area after being recently exposed to snow, it will melt and make the entity wet. This applies even if Scorchful is installed.
Temperature Effects
As entities get colder, they will face an increasing number of negative effects.
Temperature Scale | Effect | Entity Types affected |
---|---|---|
-99% and below | Freeze Damage | All non-immune entities |
-99% and below | Extra Freeze Damage | Blaze, Strider, Magma Cube |
0% and below | Increasing Slowness, scales with how cold you are | Player only |
-50% and below | Weakness I | Player only |
-75% and below | Mining Fatigue I | Player only |
-50% and below | Weakness II, Mining Fatigue II | Player only |
The Frostologer and the Cloak of Frostology also have associated temperature effects of their own.
Temperature effects are defined in Frostiful's datapack. You can see the default Temperature Effects here. Documentation for the temperature effect format is available on the Thermoo Wiki.
Heating
Once cold, entities will remain cold until and must seek out heat. Some heat sources are provided below:
- Light Sources: Most artificial light sources can provide heat. This includes Torches, Glowstone, Campfires, Lava, Redstone Lamps and more. Light-sourced heat increases with the strength of the light, and a minimum block light level of 5 is needed to provide heat. This will automatically apply to modded light sources, too. No need to configure anything!
- Shivering: When at least 50% cold, entities will begin to shiver. When shivering, a small amount of warmth is gained each tick. For players, this comes at the cost of hunger. When a player's hunger gets too low, they will continue to shiver but gain no warmth.
- Sun Lichen: Sun Lichen provides some warmth when stepped on to help players in the early game not immediately freeze to death in snowy biomes.
- Fire: Being on fire will provide some warmth each tick. If the entity has Fire Resistance, the fire will be immediately extinguished even when the entity is a little cold (has temperature < 0).
- Enchantments: The Enervation and Curse of Frozen Touch enchantments transfer heat between the attacker and their victim. See the [Enchantments](./Enchantments) page for more detail.
- Conduit Power: A large amount of warmth is gained from being submerged with the Conduit Power effect.
- Magma Blocks: Magma Blocks provide warmth when stood on, except when wearing boots enchanted with Frost Walker
Armor
Armor with the Frost Resistance and Environment Frost Resistance attributes are used to protect against the cold. These armors won't make you inherently warmer; they will just prevent you from getting cold.
Frost Resistance and Environment Frost Resistance can be gained from Netherite Armor, Fur, and Fur Padded Chainmail Armor. The Cloak of Frostology reduces Frost Resistance (though, for that item, that is a good thing). However, Frost Resistance can be applied to other armors using the frostiful:frost_resistance
item component. More information about this component can be found on the config wiki: https://frostiful.thedeathlycow.com/components
Frost Resistance
Each point of Frost Resistance corresponds to a 10% decrease in incoming freezing. Entities can have up to 10 points of frost resistance, and no less than -10 points. Negative values will increase the amount of incoming freezing. Note that this does not apply to temperature changes from the environment, only to active sources.
Environment Frost Resistance
Provides a random chance of "dodging" a freezing environment temperature change, on a 0-1 scale. For example, an attribute value of 0.25 will provide a 25% chance of dodging environmental freezing.
Other Freezing Sources
Freezing can be applied from many other sources. This list is non-exhaustive, as freezing sources are constantly being added to Frostiful.
- Freezing Wind: Freezing Wind will freeze players that it collides with.
- Frostologer The Frostologer will use freezing as one of its main attacks.
- Powder Snow: Falling in Powder Snow will cool you just as quickly as it will in vanilla
- Glacial Arrows: Glacial Arrows will freeze entities on hit. These arrows are carried by Strays and Chillagers.
- Icicles: Falling on Icicles will provide freezing.
- Packed Snowballs: Being hit by a Packed Snowballs will provide freezing.