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Frozen Dawn

Frozen Dawn title screen

A survival horror Minecraft mod where the sun recedes, Earth freezes, and the last warm places become the only way forward.

NeoForge 1.21.1 | Java 21

Frozen Dawn dev journal: how one person built a world that freezes, and a thing that learned to think

How this mod got built, one commit at a time. Start with Building a Mind.

Latest update: 2.0.1-alpha. This stability update improves Architect pursuit and multiplayer recovery, world catch-up, Hearth repair, and rendering. Read the release notes or download the latest release.

Lore

Frozen Dawn begins with the official story: Earth's climate intervention network failed, the sun receded, and the world entered a slow, irreversible freeze. The Orbital Resonance Stabilization Authority (ORSA) left behind evacuation camps, monitoring stations, emergency broadcasts, and secured terminals for anyone stubborn enough to keep digging.

Answers are not handed to the player. Frozen Dawn's lore is spread across recovered documents, authored world structures, camp and station records, and secured ORSA terminals. The original five-book trail is still there, but it now sits inside a much broader narrative archive.

Overview

Over 120 in-game days, the world progresses through 6 phases of an apocalyptic freeze. Surface temperatures plummet to -273°C, water turns to blue ice, vegetation dies, lava solidifies, the sky grows dark, and ultimately the atmosphere itself freezes and collapses. Players must adapt by building Thermal Heaters, sealing shelters, upgrading survival gear, following ORSA signals, and assembling the final escape route before the surface goes silent.

The Long Silence

The Long Silence is Frozen Dawn's major late-game expansion. Hearths now support a longer discovery and encounter arc, the world can enter a persistent post-game condition, and familiar survival systems continue evolving after the original campaign threshold. The expansion adds new terrain growth, sky phenomena, physical lore discoveries, long-term suit pressure, an altered hostile ecology, and optional endgame encounters without replacing the existing Project Exodus route.

This README stays spoiler-safe. Exact encounter identities, triggers, outcomes, advancement names, spawn policies, and operator commands are documented separately in the technical and spoiler changelog.

What Makes Frozen Dawn Different

  • The world is the timer. The apocalypse is not a biome or weather preset; it is a server-authoritative phase system that rewrites terrain, atmosphere, light, sound, spawns, and survival pressure over time.
  • Cold is a full survival loop. Shelter, heat, depth, armor, fuel, wind chill, oxygen, and visibility all connect instead of acting as separate status effects.
  • Exploration is diegetic. Camps, towns, monitoring stations, terminals, landmarks, and recovered ORSA records point players forward without a quest log spelling everything out.
  • Threats attack your decisions. Late-game enemies pressure bases, heaters, light, walls, and travel routes, not just player health bars.
  • The endgame is built, not clicked. The final route requires discovering infrastructure, surviving phase 6 materials, processing fuel, assembling a launch site, and committing to a scripted escape sequence.

Screenshots

Project Exodus launch site Phase 6 whiteout
Rocket assembled at an ORSA launch site under a frozen night sky A heavy Frozen Dawn blizzard over frozen terrain
Frozen town collapse ORSA terminal archive
A frozen town buried under late-phase snowfall An ORSA terminal archive screen

Phases

Phase Days What Happens
1 — Twilight 6–14 Sun begins dimming, sky shifts to warm amber, rain increases
2 — Cooling 14–26 Water freezes, grass dies, weather locks to rain, sky desaturates
3 — The Long Night 26–41 Permanent storms, sand freezes, trees die, fog rolls in, cold blue sky
4 — Deep Freeze 41–55 Dirt and logs freeze, lava solidifies, coal ore freezes, surface is lethal
5 — Eternal Winter 55–72 Near-total darkness, obsidian freezes, blizzard whiteout, wind chill exhaustion
6 — Atmospheric Collapse 72–120 Atmosphere freezes and collapses. Stars appear on a black sky. No air to breathe.

Detailed Feature Reference

Environment

  • Block transformation chains — Grass → Dead Grass → Dirt → Frozen Dirt, Water → Ice → Packed Ice → Blue Ice, Lava → Magma → Obsidian → Frozen Obsidian, Coal Ore → Frozen Coal Ore
  • Temperature system — Calculated from phase progression, depth (geothermal warmth), shelter, and nearby heat sources
  • Mob & player freezing — Slowness and damage scale with cold severity; seek shelter or heat to survive
  • Atmospheric suffocation — Phase 6 late: air supply drains outside habitable zones, custom damage type and death message
  • Wind chill exhaustion — Phase 5+: outdoor exposure drains food (sprinting = heavy, moving = moderate, standing = light)
  • Weather control — Rain locks in phase 2, permanent thunderstorms from phase 3
  • Snow accumulation — Layers build up on exposed surfaces, accelerating in later phases
  • Acheronite crystal growth — Rare crystals begin forming on deeply frozen substrates in phase 5+, then mature more aggressively as phase 6 sets in
  • Sound muffling — Sounds dampen below -15°C; phase 6 late: vacuum cancels all sound on surface. Wind muffles smoothly indoors with shelter creaking sounds.
  • Shelter mechanics — Roof overhead (within 4 blocks) suppresses snow particles, muffles wind, and triggers structural creaking. In phase 5+, exposed heaters (not enclosed on all 6 faces) have halved radius.
  • False calm rebounds — Brief temperature spikes near phase boundaries create moments of false hope

Visual Effects

  • Sky color shifting — Phase-dependent sky hue from warm amber (phase 1) through cold blue to pure black (phase 6)
  • Fog closure — Visibility drops from 256 to 12 blocks in phase 5, lifts in phase 6 as atmosphere thins
  • Star rendering — Phase 6 mid+: atmosphere collapses, revealing stars on a black sky with brightness scaling
  • Frost screen overlay — Blue-white vignette intensifying with cold
  • Wind variation — Snowflake particles with oscillating wind patterns, hard-capped at 8/tick
  • Brightness floors — Prevents phase 5 from being pure black; moonlight fades gradually
  • Breath particles — Visible below 0°C, stop in phase 6 mid+ (no atmosphere to exhale into)
  • Camera shivering — Intensifies with cold, extreme in phase 6

Armor System

Three tiers of insulated armor allow players to survive progressively colder surface conditions. Armor suppresses freeze effects (shivering, frost overlay, slowness, damage) when its protection is sufficient, while breath particles remain visible as a cosmetic cold indicator.

Tier Name Cold Resistance Rated For Special
1 Insulated Clothing +25°C (+6.25/piece) Phase 1–3 Wool + leather craft
2 Heavy Insulation +45°C (+11.25/piece) Phase 1–4 Tier 1 + blaze powder, reduces wind chill 50%
3 EVA Suit +120°C (+30/piece) Phase 1–6 Tier 2 + Frozen Heart, negates wind chill, blocks suffocation (up to 95% phase 6)

Armor pieces can be mixed across tiers. Full set bonuses (wind chill, suffocation) require 4 pieces of that tier or higher.

Expanded Suit Survival

  • Persistent oxygen capacity — EVA oxygen now uses tiered tank capacity, module-aware drain, emergency reserves, and an ETA readout derived from actual consumption.
  • Suit punctures — Physical damage can breach EVA equipment, creating audible leaks and temporary or permanent repair decisions without replacing the ordinary armor-durability loop.
  • ORSA recovery equipment — Field loot includes permanent patch kits, emergency cartridges, trauma support, and efficiency upgrades.
  • Long-term contamination — Post-game exploration can create visible exterior suit growth and a permanent, manageable condition when a contaminated pressure seal is breached. Warmth can clean equipment but cannot reverse an internal condition.
  • Accessibility-aware presentation — Visor occlusion, sensor disruption, camera feedback, and other screen effects respect the existing client accessibility settings while their server-side mechanics remain authoritative.

Nether Severance

At phase 5+, dimensional links are severed. Existing nether portals break and new ones cannot be lit. Attempting to light a portal with flint & steel grants a hidden advancement: "Huh. Thought That Works."

Player Agency

  • Thermal Heater — Right-click with coal, charcoal, blaze powder, or coal blocks to fuel. Radius 7, +35°C when lit. No GUI — just right-click fuel in. Fuel does NOT burn while chunk is unloaded. Higher tiers produce more heat but burn fuel faster (1.5x/2x/3x). Phase 4+ multiplies fuel consumption further (2x/4x/8x). Geothermal Core is exempt.
  • Insulated Glass — Transparent block that counts as shelter (roof check). Build glass greenhouses that protect from the cold.
  • Thermal Core — Crafting component (iron + blaze powder + magma cream) used in heaters and the endgame core.
  • Frozen Coal Ore — Coal ore freezes in phase 4+ (configurable), Y≥0 only. Drops 1 coal (no fortune), 50% chance ice shard.
  • Fuel Processing Silo — Late-game 3x3x4 industrial multiblock that converts dangerous phase 6 resources into rocket fuel. Requires a nearby lit Thermal Heater, so processing fuel competes directly with staying warm.

Phase 6: Atmospheric Collapse

Phase 6 is divided into three sub-stages:

  • Early (progress ≤ 0.72): Maximum blizzard, whiteout fog, extreme wind chill
  • Mid (0.72–0.85): Wind dies, fog lifts, sky transitions to black, stars fade in
  • Late (0.85+): Vacuum — all sounds cancelled on surface, atmospheric suffocation drains air supply, custom death message ("%1$s suffocated in the void")

Sound in vacuum: Surface (Y ≥ 0) is complete silence. Sound gradually returns underground: 0% at Y=0, 100% at Y=-32. Deep underground has full sound — rock insulates from the vacuum.

Geothermal ambience: Below Y=0 in phase 6, a deep rumbling loop plays (vanilla basalt deltas sound), with volume scaling from 0.3 at Y=0 to 0.7 at Y=-64.

Habitable zones: Players near a Geothermal Core below Y=0 have their air supply restored. Everyone else suffocates.

Late Game: Geothermal Core

The Geothermal Core is the final survival anchor before the launch arc: a massive heat source requiring resources from every phase.

  • Below Y=0: radius 12, +50°C (intended endgame anchor — meaningful warm bubble)
  • Above Y=0: radius 6, +15°C (survival aid, not salvation — doesn't trivialize the apocalypse)
  • Craft chain: Thermal Core (phase 2-3 resources) + Frozen Heart (diamond + blue ice + ice shards + frozen obsidian) → Geothermal Core (+ diamond blocks + obsidian)
  • Design philosophy: Above Y=0 is a survival aid. Below Y=0 is the intended endgame anchor. Modpack authors should tune heatSourceMultiplier to adjust.

Endgame: Project Exodus

Project Exodus is the final content chain. It starts through nonlinear ORSA discovery paths and ends with a player-built launch system.

  • Communication Tower — Late-game ORSA landmark with secured terminal content, compass reward, and blast-pit coordinates
  • Transponder broadcast — Reestablishes a signal long enough to unlock the final construction package
  • Sulfur caldera loop — RUPTURE vent calderas become the main sulfur source once players have the right survival gear
  • Fuel Processing Silo — Processes sulfur, frozen atmosphere, and acheronite into launch fuel while draining heater fuel
  • Launch Pad and Rocket Assembly — Player-built blast-pit infrastructure converts into a rendered launch vehicle when the structure is valid
  • Scripted launch sequence — A cinematic, server-gated launch flow with cockpit HUD, fuel checks, countdown, ascent, and credits

Late-game story details are intentionally not documented here.

Hearths and the Post-Game

  • Expanded Hearth progression — Major and Minor Hearths mature through persistent, server-authoritative state, resident roles, conduct memory, transmissions, physical construction, and late-game encounter phases.
  • Persistent aftermath — Completing the Hearth arc can permanently alter weather, sound, the night sky, terrain, creature behavior, and the meaning of previously discovered places.
  • Growing world pressure — A loaded-chunk-only growth system expands from Hearth regions under strict edit and time budgets. It supports clearing, finite satellite growth, resource recovery, and player-built containment.
  • Changed ecology — Familiar Frozen Dawn creatures remain, while rare post-game behaviors and forms emerge according to elapsed world state, local conditions, difficulty, caps, and pity timers.
  • Optional consequences — Additional world-scoped encounters can form from accumulated player actions. Their rewards provide strong local protection without becoming mandatory campaign gates.

Lore Archive and Translation

  • Six physical memory records — Shared world objects can be found, assembled, or recovered through Hearth and post-game exploration.
  • Per-player archive — Discoveries are synchronized and persisted per player even though their physical carriers remain shared world objects.
  • Thaeven Translator — A reusable late-game tool reconstructs records through an animated translation interface and preserves later semantic revisions.
  • Existing ORSA archive preserved — The Patchouli field guide and original ORSA books remain separate from the dynamic Thaeven archive.

World Generation

  • Frozen Towns — Large jigsaw towns with squares, civic/commercial/residential layouts, authored sirens, street lights, rooftop PA speakers, and phase-aware emergency infrastructure
  • ORSA field camps — Deterministic evacuation camps with radios, documents, flags, and linked evac-vehicle support when the site allows it
  • Monitoring Stations — Civilian relay outposts built through the same deferred landmark pipeline as camps, with their own locate support
  • Cargo drops — Regional supply landmarks that can appear alongside the broader ORSA landmark network
  • ORSA landmarks — Communication towers and the blast pit remain part of the seeded landmark layer for exploration and late-run discovery
  • Conflict-safe placement — ORSA camps now yield to Frozen Town footprints so the two landmark systems do not generate on top of each other
  • Fresh chunk rule — Town lighting, PA speakers, authored sirens, and roof revisions are structure-authored; players need fresh towns or newly generated chunks to see the full update

ORSA Narrative

Frozen Dawn's narrative is spread across recovered documents, world structures, and secured ORSA terminals. The original five-book trail still charts the public version of ORSA's collapse:

  1. Village houses (20%) — ORSA Outreach Pamphlet (optimism)
  2. Desert temples (18%) — ORSA Internal Memo (denial + false hope)
  3. Mineshafts (15%) — ORSA Field Report (escalation)
  4. Stronghold corridors (12%) — ORSA Emergency Log (panic + irreversibility)
  5. Stronghold libraries (10%) — ORSA Final Transmission (resignation + survival directive)

Those core books are discoverable without beating the game. Additional lore can be uncovered through ORSA camps, monitoring stations, towers, terminals, and other landmark structures. No End Cities or Ancient Cities required.

Other

  • Custom survival + world blocks/items — Frozen terrain variants, ORSA props, thermal progression components, armor tiers, town infrastructure, and landmark rewards
  • Advancements + Patchouli support — Phase milestones, hidden discoveries, progression unlocks, and the in-game "Frozen Dawn Field Guide"
  • Patchouli guide book — "Frozen Dawn Field Guide" given on first join. Covers survival basics, hypothermia, ORSA equipment (with crafting recipes), and lore — written in ORSA's dry, deadpan corporate tone
  • Admin tooling — Read-only status and locate helpers remain under /frozendawn; operator mutations and forensic diagnostics live under /fd
  • Config presets — /fd world preset <default|cinematic|brutal> for quick difficulty tuning
  • Fully configurable — 30+ config options covering temperature, spawning, visuals, win-condition flow, and gameplay

Hostile Ecosystem

Frozen Dawn now has a layered hostile roster built around pressure, escalation, and base defense rather than simple combat encounters.

  • Frostbitten — phase 4+ surface attackers that hurl packed snow and punish exposed travel
  • Hollow — spectral cold entities that phase through walls, grab players, and entomb them in ice
  • Returned Hunter — rare intelligent humanoid invaders that break lights, extinguish heaters, and force base defense
  • Returned Mimic — deceptive observation predators that masquerade as harmless shadow figures before attacking
  • Architect — a rare boss-tier siege enemy that observes your shelter, mines through defenses, scaffolds with ice, retreats to heal, and now drops the Architect Soul / Surveyor gear progression path
  • Frostmites — late-phase thermal parasites that swarm players and heaters, steadily draining warmth and degrading infrastructure

The intended pressure curve is asymmetrical:

  • Architect is the rare, intelligent, structural threat
  • Frostmites are the common, dumb, thermal threat
  • the rest of the roster fills the space between direct combat, environmental pressure, and base attrition

Architect / Surveyor Gear Progression

Returned Architects can drop two progression-defining rewards: the Surveyor Lens and the Architect Soul.

  • Surveyor Lens — a reclaimed optic that can be held or offhanded for passive thermal vision. Right-clicking pings nearby heat signatures such as lit Thermal Heaters, Geothermal Cores, surfaced geothermal vents, Acheron Forges, and ORSA Transponders.
  • Calibrated Surveyor Lens — upgrades the base lens with an Architect Soul, 4x Refined Acheronite, and a diamond. The calibrated version reaches farther, shows more markers, and filters major infrastructure out of thermal clutter.
  • ORSA Thermal Visor — builds from calibrated lenses and provides hands-free thermal vision, +20°C cold resistance, and reduced oxygen drain when paired with EVA body equipment.
  • Soul-Harvest Blade — reforges an Acheronite Sword with an Architect Soul, Frozen Breath, and Refined Acheronite. It deals bonus damage against Frozen Dawn hostiles, turning the Architect's own remnant into an anti-apocalypse weapon.

Installation

Requirements

Playing

  1. Install NeoForge for Minecraft 1.21.1
  2. Download frozendawn-2.0.0-alpha.jar from Releases
  3. Download Patchouli for NeoForge 1.21.1
  4. Download Curios API 9.5.1+1.21.1 for NeoForge
  5. Download Just Enough Items (JEI) for NeoForge 1.21.1
  6. Download GeckoLib 4.8.4 or newer 4.x for NeoForge 1.21.1
  7. Drop Frozen Dawn, Patchouli, Curios, JEI, and GeckoLib into your .minecraft/mods/ folder
  8. Launch Minecraft with the NeoForge profile

Existing Worlds

Existing worlds are supported. Back up important saves before entering late-game content or upgrading an established world. Persistent Hearth, Heart, post-game, lore, and encounter data migrate or reconcile as their relevant chunks load; the mod does not force-load distant regions to perform that work.

New authored world-generation revisions, untouched landmark sites, and some structure-backed discoveries require fresh chunks. Existing generated towns and ORSA structures are not destructively rebuilt merely to add a new revision. For the most complete campaign experience, explore newly generated terrain after upgrading.

Development

  1. Clone the repo: git clone https://github.com/cjaron03/frozen-dawn.git
  2. Open in your IDE (IntelliJ recommended) or build from terminal
  3. Patchouli, Curios, JEI, and GeckoLib are included as development dependencies — no manual download needed
  4. Run ./gradlew runClient to launch a dev instance with the mod loaded

Commands

The public command surface is read-only. Mutation commands require OP level 2 and live under /frozendawn debug; /fd is its shortcut. Tab completion is the authoritative command index.

Diagnostics

Command Description
/frozendawn Show the concise command overview
/frozendawn status Show the current apocalypse and progression state
/frozendawn help <world|hearth|heart|postmaeve|aggregate|suit|lore> Show focused examples
/frozendawn locate <all|orsa|towns|vents> Locate world landmarks
/frozendawn win status Show ORSA signal and late-game progression state

Debug Controls

Command Description
/fd world ... Time, phase, presets, pause, and chunk catch-up
/fd hearth ... Hearth selection, maturation, population, conduct, and Master state
/fd heart ... Formation, Cognitive Load, nodes, collapse, and Maeve
/fd postmaeve ... Bloom, Moon, evolved encounters, and post-Maeve state
/fd aggregate ... Aggregate pressure, encounter actions, and Stillpoint field
/fd suit ... Suit integrity and Hearthrot
/fd lore ... Thaeven records, carriers, and semantic state

Primary status commands show a compact operator summary. Add verbose for schema versions, UUID bindings, exact ticks, seeds, and reconciliation counters; for example, /fd hearth status verbose or /fd suit hearthrot status verbose.

Destructive reset, purge-loaded, resolve, and finale-completion commands require an explicit trailing confirm. Examples: /fd world reset confirm and /fd heart maeve complete confirm.

Common path migrations:

Previous path Current path
/frozendawn world setphase ... /fd world set phase ...
/frozendawn hearth heart ... /fd heart ...
/frozendawn hearth postmaeve ... /fd postmaeve ...
/frozendawn hearth bloom ... /fd postmaeve bloom ...
/frozendawn hearth lore ... /fd lore ...
/frozendawn aggregate ... /fd aggregate ...
/frozendawn suit ... /fd suit ...

Locate

Command Description
/frozendawn locate all Show a combined landmark summary including ORSA points of interest and Frozen Towns
/frozendawn locate orsa Show the nearest ORSA landmark set: blast pit, towers, camps, cargo drops, and monitoring stations
/frozendawn locate towns Find the nearest Frozen Town
/frozendawn locate vents Find known geothermal vent activity

Win Condition

Command Description
/frozendawn win satellite Show the current ORSA signal and late-game progression state

Operator Debugging

Use /fd <category> ... with tab completion. Compact status is the default; append verbose where offered to expose IDs, seeds, bindings, tick counters, reconciliation cursors, and spawn-director internals. Persisted reset, purge, resolve, and completion actions require an explicit confirm argument.

Exact operator routes and spoiler-bearing examples are kept in the technical and spoiler changelog, not in the public feature overview.

Config Presets

Preset Total Days Phase 5 Temp Geothermal Heat Sources Snow Rate
Default 120 -120°C 1.0x 1.0x 1.0x
Cinematic 200 -80°C 1.5x 1.5x 0.5x
Brutal 50 -160°C 0.5x 0.5x 2.0x

Presets stomp the following fields unconditionally: totalDays, basePhase5Temp, geothermalStrength, heatSourceMultiplier, snowAccumulationRate, broadcastTicks, sanitySpeedMultiplier, mobSpawnMultiplier.

Configuration

Edit config/frozendawn-common.toml after first launch.

Setting Default Description
totalDays 120 Total in-game days until phase 6 atmospheric collapse is complete (preset-managed)
startingDay 0 Skip ahead to this day for testing
pauseProgression false Freeze apocalypse progression at current phase/day
basePhase5Temp -120 Coldest surface temperature at phase 5 completion in °C (preset-managed)
geothermalStrength 1.0 Depth-based warmth multiplier (preset-managed)
heatSourceMultiplier 1.0 Heat source warmth multiplier (preset-managed)
enableVegetationDecay true Enable vegetation freezing/decay
enableMobFreezing true Enable mob freezing on cold surfaces
enableLavaFreezing true Enable lava freezing in later phases
snowAccumulationRate 1.0 Snow accumulation speed multiplier (preset-managed)
enableFuelScarcity true Enable coal ore freezing into Frozen Coal Ore
fuelScarcityPhase 4 Phase when coal ore freezing starts (2-5)
enableFuelPhaseScaling true Enable phase-based Thermal Heater fuel scaling (P4: 2x, P5: 4x, P6: 8x)
enableSanity true Enable isolation/sanity system
sanitySpeedMultiplier 1.0 Sanity degradation speed multiplier (preset-managed)
enableNaturalPassiveSpawnSuppression true Suppress Overworld natural passive spawns from phase 4 onward (natural spawns only)
enableNaturalHostileSpawnSuppression true Suppress Overworld natural non-Frozen-Dawn hostile spawns from phase 4 onward (natural spawns only)
mobSpawnMultiplier 1.0 Frozen Dawn hostile spawn multiplier (preset-managed)
enableFrostbitten true Enable Frostbitten spawning in phase 4+
enableFrostmite true Enable Frostmite spawning in late phases
enableHollow true Enable Hollow spawning in phase 5+
enableReturned true Enable Returned spawning in phase 6+
enableMimic true Enable Mimic spawning in phase 6+
enableArchitect true Enable Architect spawning in phase 6+
enableLoreBooks true Enable ORSA lore books in structure loot
enableWinCondition true Enable the ORSA signal, transponder, and late-game launch progression flow
broadcastTicks 120000 Transponder broadcast duration in ticks before the final construction package unlocks (preset-managed)
enableSkyDarkening true Enable progressive sky darkening and fog
enableFrostOverlay true Enable frost screen overlay in cold areas
enableSkyColorShift true Enable phase-dependent sky color shifting
enableSanityCameraEffects true Enable sanity camera effects (disable for motion sensitivity)

Performance

  • Tick budget: Block freezing, vegetation decay, and snow accumulation use random sampling (24 surface + 12 volume checks per player per tick) within a 64-block radius. This keeps per-tick cost constant regardless of world age.
  • Temperature scanning: Player temperature scans a 25-block diameter cube (radius 12 for Geothermal Core detection). Mob temperature uses a reduced 7-block diameter (radius 3) with early exit on first heat source found.
  • Chunk-load safety: Block entities (Thermal Heater) stop ticking when their chunk unloads. Fuel does not burn while unloaded.
  • Particle cap: Weather particles are hard-capped at 8/tick regardless of phase, and respect Minecraft's particle quality setting.
  • Network: Apocalypse state syncs to clients every 100 ticks (~5 seconds), not every tick.

Compatibility

  • Minecraft: 1.21.1
  • NeoForge: 21.1.219+
  • GeckoLib: Required on client and server, version 4.8.4 through the latest compatible 4.x release
  • Dimensions: All world systems (freezing, decay, snow, weather) operate in the overworld only. Other dimensions are unaffected.
  • Servers: Fully server-authoritative. All temperature calculations, block transformations, and loot modifications run server-side. Client only handles visual effects (sky, particles, overlay).
  • Worldgen updates: Authored structures such as Frozen Town revisions, PA speakers, street lights, and roof changes appear only in fresh towns/newly generated chunks.

Building from Source

git clone https://github.com/cjaron03/frozen-dawn.git
cd frozen-dawn
./gradlew build

The release build is build/libs/frozendawn-2.0.1-alpha.jar.

License

Frozen Dawn source code is copyright (C) 2026 Jaron Cabral and is licensed under the GNU Lesser General Public License v3.0 or later (LGPL-3.0-or-later). See LICENSE for the unmodified LGPL license text.

Original visual, branding, music, and audio asset ownership is tracked separately in ASSETS.md. Audio rights, generated voices, and recording provenance are covered by the separate AUDIO_NOTICE.md. Third-party asset notes and dependency distribution notes are tracked in THIRD_PARTY_ASSETS.md.

About

Frozen Dawn, a Minecraft mod where Earth becomes a rogue planet and the thing hunting you learns how you play. NeoForge 1.21.1.

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