Farming and mobs by season
Last updated 9 September 2026. Report a discrepancy through the GeoNations Discord.
Seasons change crop growth rates, winter lighting requirements, additional mob spawns, and parts of the terrain.
The growth multiplier
Every crop on the seasonal system carries four numbers, one per season, split into an outdoor figure and an indoor figure. The number multiplies normal vanilla growth: 1.0 is vanilla, 2.0 is twice as fast, 0.0 means it does not grow at all.
| Season | Outdoor | Indoor |
|---|---|---|
| Spring | 1.2 | 1.0 |
| Summer | 2.0 | 1.4 |
| Fall | 0.8 | 1.0 |
| Winter | 0.0 | 1.0 |
Outdoor crop growth is disabled during winter, which lasts approximately 30 real hours. Indoor crops continue at the normal rate when they meet the winter light requirement. Outdoor summer crops grow at twice the vanilla rate, compared with 1.4 times the vanilla rate indoors.
What counts as indoors
The indoor check does not use walls. A crop is indoors when any block is above it. If the crop is the highest block in its column, it is outdoors.
- A glass roof is indoors. Glass counts. Your greenhouse runs on the indoor multiplier. In summer that is slower than outdoors. In winter it is the only way to grow crops.
- A single slab or a torch on a post above the row is indoors for that column. Partial covers give you a patchy farm where half the rows use one multiplier and half the other.
- Snow layers on top of the crop do not make it indoors, but the crop is not growing outdoors in winter anyway.
The winter light rule
Indoor growth in winter is full vanilla speed, and it is conditional. In winter, and only in winter, every crop requires constant block light of at least 8 above it. Not sky light. Block light, from a torch or a lantern. Fall short and the growth event is cancelled outright: it does not grow slowly, it does not grow at all.
The requirement applies only during winter. A torch layout that keeps every crop at block light 8 or higher also meets the normal light threshold used to prevent hostile mob spawning.
The twelve crops
| Wheat | Carrots | Potatoes | Beetroots |
| Melon stems | Pumpkin stems | Sugar cane | Bamboo |
| Cocoa | Sweet berry bushes | Cactus | Nether wart |
Two notes:
Nether wart is exempt in practice. The whole crop system is skipped in the Nether (there is no End on this network), so wart grown in the Nether never gets a seasonal multiplier. It only matters if you grow it in the overworld, and even then it is the one crop that does not demand winter block light.
Cactus, sugar cane and bamboo grow by spreading upward, but they are on the same table, with the same winter zero outdoors. A desert cactus farm stops in winter like everything else. The desert being warm does not save it.
Mechanically the multiplier applies per growth tick: above 1.0 the crop gets extra growth stages, below 1.0 some ticks are simply thrown away, at 0.0 every tick is cancelled. Bonemeal, hydration and light all behave exactly as vanilla underneath. The season is a filter on top of vanilla, not a replacement for it.
Mobs and the seasons
Mobs spawn the ordinary way here. The season does not add or swap any creatures: no husks in summer, no strays in winter, no seasonal animals. What the season changes is your temperature, how fast crops grow, and snow and ice.
Villagers
Villager restrictions apply throughout the year. Normal villager spawning and villager breeding are disabled. Villagers are obtained by curing zombie villagers.
- Curing a zombie villager marks the resulting villager as legal, permanently, through chunk unloads and restarts.
- Any villager appearing for any other reason is cancelled at the moment it spawns.
- Villager breeding is cancelled outright. Two cured villagers with beds and a stack of carrots will produce nothing.
- Unmarked villagers are removed when their chunk loads. There is no hiding one.
Use a Splash Potion of Weakness and a golden apple to cure a zombie villager. The cured villager can be used for normal trades and persists through chunk unloads and restarts. It cannot produce additional villagers through breeding.
Wandering traders are enabled. They spawn and trade normally, and their llamas are unaffected by the villager restrictions.
Snow and ice in winter
Winter changes the world: snow across the surface, water frozen to ice, snow on the leaves. It does not all arrive on day one. The first snowfall is tied to a sub season, so winter starts cold and bare and turns white a while later. Use that time to finish your roof.
| Freezes in winter | Plains, the forests, swamp, river, beach, windswept hills, stony peaks, taiga, and, surprisingly, savanna. |
| Does not freeze | Desert, badlands, jungle, mushroom fields and pale garden get rain instead of snow. The cave biomes, the oceans, and the already-frozen biomes do not freeze either — but they still show snowfall; they just never freeze over. |
Savanna freezing over is the surprise on that list: a +16 biome still freezes, because the freeze flag and the temperature offset are separate settings. Meanwhile the desert stays bare sand all winter.
When winter ends, the snow and ice the season placed are removed again, including in chunks nobody is standing in. Snow that was naturally part of the biome is kept. And blocks you placed yourself are protected: the plugin keeps the exact coordinates of plants players put down and the seasonal changes leave them alone. Your flower garden stays where you planted it.
The rest of the seasonal world
- Spring grows flowers on its own. Free dyes if you look around.
- Oak trees blossom pink partway through spring, for one sub season. It is the clearest signal that spring is well underway.
- Birch turns orange for the whole of fall and winter.
- Fall drops leaf litter under oak, birch and dark oak, and it will clear small wild plants out of the way to do it. It also spawns mushrooms, which makes fall the collecting season.
- Sweet berry bushes are capped at 20 per chunk so a taiga stays passable, and berry damage to entities is off, so berry bushes will not hurt your animals.
- Atmosphere: fireflies in spring and summer, shooting stars on summer nights, light falling leaves through fall (with the occasional heavy leaf-fall in summer), sparks in the winter night sky.