[Season] #The duration of a single Solar Term in Minecraft days. #Logic: 1 Year = 4 Seasons | 1 Season = 6 Solar Terms. # Default: 7 # Range: 1 ~ 5000 LastingDaysOfEachTerm = 7 #The index of the Solar Term when the world is first created (1-24). # Default: 4 # Range: 1 ~ 24 InitialSolarTermIndex = 4 #Display a chat message whenever the Solar Term changes. EnableInform = true #Include a custom icon in the change notification for better visibility. EnableInformIcon = true #Synchronize the in-game calendar and seasonal data with the server/client local time. EnableLocalInfoAndCalendar = false #Show a tooltip or message if a calendar item cannot be placed in the current location. CalendarItemHint = false #Adjust daylight duration based on the time of year (longer in Summer, shorter in Winter). DynamicDaylightDuration = true #List of dimension IDs where seasonal effects should be active. ValidDimensions = ["minecraft:overworld"] #Daylight length in Ticks for each of the 6 Solar Terms in Spring. SpringDayTimes = [10500, 11000, 11500, 12000, 12500, 13000] #Daylight length in Ticks for each of the 6 Solar Terms in Summer. SummerDayTimes = [13500, 14000, 14500, 15000, 14500, 14000] #Daylight length in Ticks for each of the 6 Solar Terms in Autumn. AutumnDayTimes = [13500, 13000, 12500, 12000, 11500, 11000] #Daylight length in Ticks for each of the 6 Solar Terms in Winter. WinterDayTimes = [10500, 10000, 9500, 9000, 9500, 10000] #Default daylight length in Ticks when no seasonal effects are active. NoneDayTimes = [12000] #Introduces random yearly variations to the snowfall date for unpredictability. DynamicSnowTerm = false #Sync in-game seasons with the real-world date. #Warning: May cause day-counter or calendar conflicts with other mods. RealWorldSolarTerms = false [Weather] #Enable localized weather patterns where rain or sun is determined per-biome. UseSolarWeather = true #Disable rain/snow in biomes with no natural precipitation (e.g., Deserts). NotRainInDesert = true #Force initialize weather and snow states when the mod or world is first loaded. ShouldInitWeather = false #Adjust the overall frequency of rain. # Default: 40 # Range: 0 ~ 1000 RainChancePercentMultiplier = 40 #Adjust the overall frequency of thunder. # Default: 20 # Range: 0 ~ 1000 ThunderChancePercentMultiplier = 20 #Automatically reset weather to clear after the player wakes up from a bed. ClearAfterSleep = true #Force initialize snow states for extreme cold biomes when the mod or world is first loaded. ShouldInitSnowForExtremeColdBiomes = true #Adjusts the spread rate of atmospheric snow overlays across the ground. # Default: 1.0 # Range: 0.0 ~ 20.0 SnowAccumulationSpeedMultiplier = 1.0 #Adjusts the recession speed of atmospheric snow overlays during warmer periods. # Default: 1.0 # Range: 0.0 ~ 20.0 SnowMeltSpeedMultiplier = 1.0 #This module governs how seasonal temperature shifts affect the physical world and the player. [Temperature] #Allow accumulated snow layers and ice to melt as the temperature rises. IceAndSnowMelt = true #Allow natural snowfall and snow accumulation during cold periods. IceAndSnow = true #If enabled, water in frozen biomes follows vanilla behavior and turns into ice. WaterFreezesInFrozenBiomes = true #Prevents physical snow from melting in naturally snowy biomes, even during hot seasons. SnowKeepInSnowyBiomes = true #Apply a 'Heatstroke' status effect if players stay in hot biomes during Summer noon. HeatStroke = false [Crop] #Restrict plant growth based on their compatible seasons or humidity. EnableSeasonalCrop = false #Restrict plant growth based on local soil/environmental humidity. EnableCropHumidityControl = false #Smooths out humidity changes between different areas or time periods. CropHumidityTransition = true #Show a message if bone meal fails to work due to incorrect season or humidity. BoneMealFailureMessage = true #Consume the bone meal item even if the growth attempt fails. BoneMealConsumeOnFailure = true #The horizontal detection radius for the Greenhouse. # Default: 32 # Range: 5 ~ 256 GreenHouseMaxDiameter = 32 #The vertical detection height for the Greenhouse. # Default: 10 # Range: 3 ~ 128 GreenHouseMaxHeight = 10 #Probability (per tick) that greenhouse crops fail to grow due to low light levels. # Default: 2000 # Range: 0 ~ 10000 LowLightGreenhouseFailChance = 2000 #Simplifies greenhouse logic, removing the need for core blocks or humidity modifiers. SimpleGreenHouseMode = false #If true, the Humidifier block will not consume resources during operation. NoCostHumidifier = false #The effective radius of the 'Season Core' block. # Default: 15 # Range: 4 ~ 31 SeasonCoreRange = 15 #Enables more precise shape detection for greenhouse structures. ComplexGreenHouseCheck = true #Use Manhattan distance (square) instead of Euclidean (circle) for greenhouse range. UseBoxDistance = true #[Deprecated] Use default seasonal/humidity values for unregistered crops. RegisterCropDefaultValue = false #Force all plants to follow growth rules, even those without specific mod tags. ForceCompatMode = true #Saves local humidity data to chunk files for persistent tracking. SaveChunkEnvironmentalHumidity = true #Adjusts the power of the Seasonal Prayer Ritual. Higher values result in lower bonuses. # Default: 500 # Range: > 5 SeasonalPrayerRitualCropBonusReduction = 500 #The duration required for the Prayer Ritual (relative to one Solar Term). # Default: 2.0 # Range: 1.0E-5 ~ 5000.0 SeasonalPrayerRitualTimeCost = 2.0 #Apply patch withering code for crop leave blocks if tick failed. CropLeavesPatch = true [Animal] #Limit animal breeding to their natural, compatible seasons. EnableSeasonalBreed = false #Restrict breeding to specific hours of the day. EnableTimeBreed = false #Bees become inactive during cold seasons and active during warm ones. EnableSeasonalBee = true #List of seasons where bees are allowed to pollinate plants. #Default: [SPRING] BeePollinateSeasons = ["SPRING", "SUMMER", "AUTUMN"] #List of seasons where bees will leave the hive to fly around. #Default: [SPRING, SUMMER, AUTUMN] BeeActiveSeasons = ["SPRING", "SUMMER", "AUTUMN"] #Modify fishing mechanics based on the current season (e.g., Summer bonuses). EnableSeasonalFishing = false #List of seasons where fishing is most effective. #Default: [SUMMER] FishingSeasons = ["SUMMER"] #Decrease the bite rate significantly during active thunderstorms. LessFishInThunder = false #Allow the Season Core to provide breeding bonuses to animals without a greenhouse. SeasonCoreAffectsAnimals = true [Map] #Synchronize map colors to reflect atmospheric snow overlays. ChangeMapColor = true #Snow overlays are visual, atmospheric effects and are distinct from physical snow blocks. [Snow] #Controls atmospheric snow overlays during cold weather. Visual snow gradually covers solid blocks and grass, even in warmer biomes. SnowyWinter = false #Apply frost and snow overlays to the undersides of leaves and tree branches. SnowyTree = true #Prevents snow overlays from building up near blocks that emit significant light. NotSnowyNearGlowingBlock = true #The minimum light level required to prevent snow accumulation. # Default: 10 # Range: 1 ~ 15 NotSnowyNearGlowingBlockLevel = 10 #List of Block IDs that will never be covered by snow overlays. ForceBlocksNotSnowy = [] #Set custom snow-line altitudes for biomes (e.g., ["#c:is_cold", 200]). BiomeSnowLines = [] #Track snow based on exact world coordinates (allows for localized snow clearing). SnowInWorld = true #(SnowInWorld) Sync chunk snow overlay states immediately when they are loaded. ForceSnowyChunkUpdate = true #(SnowInWorld) Only force chunk snow overlays sync when the weather is warm enough for snow to melt. ForceChunkUpdateOnlyWhenMelt = false #(SnowInWorld) Render snow overlays on the sides of blocks located beneath a snow layer block. SnowCoverUnderBlocks = true #(SnowInWorld) Snow layers have a chance to melt when entities walk over them. SnowStepMelt = false [Compat] #Enables compatibility with mods that utilize Serene Seasons' CropTag system. SereneSeasonsCropTag = true #Excludes saplings from Serene Seasons' seasonal growth restrictions. #Set to false to force saplings to follow the same seasonal rules as crops. SereneSeasonsCropTagIgnoreSapling = true #Automatically assigns humidity requirements to crops based on their Serene Seasons seasonal tags. SereneSeasonCropTagBasedHumidity = true #A blacklist of Mod IDs whose crops should NOT receive automatic humidity assignments. #Example: ["vinery", "meadow"] ModsWithoutSereneSeasonBasedHumidity = [] #Intercepts raw biome precipitation queries to ensure small biomes (like rivers) do not disrupt large-scale weather logic. FixBiomePrecipitation = true #Determines global weather state based on player locations when external mods bypass our API. #This represents the weighted threshold required to trigger a specific weather condition. # Default: 0.5 # Range: 0.0 ~ 1.0 WeatherVotePercent = 0.5 #Enables winter-themed Level of Detail (LOD) textures for Distant Horizons to ensure visual consistency at long distances. DistantHorizonsWinterLOD = true [Debug] #Log errors when internal functions are used incorrectly. LogIllegalUse = false #Prevent snow overlays from rendering under blocks with zero light emission. NoSnowyUnderLight0 = false #Allow snow overlays to cover light-emitting blocks. SnowOverlayGlowingBlock = false #Keep chunk extra info in memory (disables the cache cleaner). DisableChunkCacheCleaner = false #Prevent biome tags from being rebound (may lead to tag overlapping). DisableUniqueBiomeTagsRebinding = false #Cauldrons will no longer collect snow or ice during winter weather. DisableIceOrSnowCauldron = false #Force using server synchronized config when joining a multiplayer server. #If disabled, client keeps its own local config when exit. ForceServerConfig = true [Resource] #Synchronizes weather states across all Overworld biomes, ensuring global rainfall. RainTogether = false #Synchronizes the snowfall schedule for all Overworld biomes. SnowTogether = false #Aligns snowfall schedules based on three broad climate zones (Warm, Temperate, and Cold) instead of per-biome. RegionalSnowTime = false #Enforces original Vanilla temperature and precipitation settings to prevent other mods from creating extreme environmental values. VanillaBiomeClimateSettings = true #When enabled, rivers are no longer treated as ignored climate zones. This reduces performance overhead but may result in less natural weather transitions near riverbanks. NotIgnoreRiver = false