Dynamic Surroundings Rebirth brings the classic Dynamic Surroundings experience to modern Minecraft, rebuilt for Forge & NeoForge. A port by uawyiegrfv of the beloved Dynamic Surroundings by OreCruncher.
No server-side mod required — you can add this to your pack and play on public servers. Note that without server support, a few features don't apply: other players' footprints, damage-number sync and village ambience are not available in this port. It is otherwise fully client-side.
What is this?
A faithful port of Dynamic Surroundings (original mod by OreCruncher) to modern Minecraft on Forge & NeoForge. It restores most of the original 1.12.2-era experience and adds new content of its own — a modern remake of the classic ambient/atmosphere mod.
Compared to the original, this port:
- Reworked for modern Minecraft — rebuilt on the modern modding stack (Forge & NeoForge).
- Restores the majority of the 1.12.2 feature set — the ambience you remember, back on a modern version.
- Adds new content — including a dynamic weather system, exclusive Deep Dark ambience, a rewritten shader-driven aurora, leaf-wind gusts, leaf-litter footsteps, treasure-distance readouts, quick volume control and more.
Features
- Dynamic weather system — rain and snow have an intensity that rises, peaks and fades, rolled per event and shaped by your biome, its climate and the season. That one number drives the sound, the fog, the sky, the clouds, the wet ground and the traces the weather leaves behind.
- Weather sound — rain volume follows the intensity, thunder includes the distant rumbles of a storm, wind rises with the rain, and rain on glass, metal and wood has its own sound.
- Wind — a wind with a direction and a speed, both changing during a storm. Rain leans with it, drawn in sheets aligned with the wind, and the wind sound is driven by the same gusts, so what you hear moves with what you see.
- Sky events — between the rain come overcast days and skies that slowly clear; as a storm builds, the world darkens and the sun and stars fade.
- Weather fog — rain fog, fog that lingers after the rain, morning fog whose type changes with the season, biome fog that can carry the biome's colour, haze that thickens with altitude, and fog at the bedrock layer.
- Drips from eaves — water drips from the edges of roofs and other blocks in three rhythms: single drops, bursts and a steady run. The heavier the rain, the denser they fall; they carry their own sounds, and they keep falling for a while after the rain stops.
- Water on plants — rain forms beads along the upper edges of grass and leaves and slides off them; most run to the ground, a few rest at the tip and then fall whole.
- Icicles — icicles grow under roofs while it snows, in five sizes and three shapes. A full-grown one may let go and shatter, and a new one grows elsewhere under the eaves. When the snow stops they melt, shrinking back toward the roof edge while meltwater drips from the tip.
- Snow on plants — snow settles on grass and flowers, building from a single dot to a small clump to a thin sheet. It melts away at its own pace once the snow stops, and rain arriving on top of it clears the whole lot at once.
- Morning dew — dew forms on plants in the early morning, is thickest just before sunrise and dries by mid-morning; how much appears depends on the biome.
- Desert sandstorms and Nether dust rain — sandstorms with a yellow cast to the screen in deserts, and dust rain in the Nether.
- Weather debug command —
/dsprecip lock <0 to 1.0>locks the precipitation intensity, handy for testing and previews. - Aurora — the northern lights appear over cold biomes around midnight, rendered as a shader-driven curtain with vertical ray structure and vivid spectrum colours.
- Enhanced sound — reverb and occlusion in a background thread; sounds stay audible behind walls and large obstacles.
- Magma sizzle & hot blocks — rain hisses on lava, steam rises from hot blocks, and fire/bubbles emanate from lava sources.
- Season support — with Serene Seasons installed, the clock shows the real season, morning fog becomes seasonal, and frost breath follows seasonal temperature.
- Biome ambience — forests, plains, jungles, oceans and more, with smooth transitions as you explore. Works with biome mods like Biomes O' Plenty and Terralith via convention tags.
- Material footsteps — surface-specific step sounds for every material, including jump, landing and walk-through-brush sounds.
- Player condition sounds — heartbeat when low on health, hunger rumbles, jump and landing sounds, crafting, bow/shield/crossbow and hotbar switching.
- Footprints — leave prints in sand, snow, mud and more, in several styles.
- Underwater acoustics — sounds crossing water are muffled and quieter; diving dampens what you hear.
- Particles — fireflies, frost breath, water ripples, footprints and more.
- Crit words & damage numbers, background thunder, waterfall effects, falling-block dust and held-torch crackle.
- Deep Dark ambience — a low drone, a faint persistent heartbeat and intermittent Sculk clicks.
- Leaf-wind gusts — intermittent leaf rustling in wooded biomes, more frequent at night.
- Leaf-litter footsteps — several landing crunch and walking step variants.
- Treasure distance — the horizontal distance to the target is shown on explorer maps.
- Sound-options sliders — Footsteps and Biomes volume in the vanilla Sound Options menu (0% restores vanilla footstep sounds).
- Quick sound volume — hold Ctrl+backtick to adjust recently played sounds on the fly.
- Compass & clock HUD — shown while holding the corresponding item.
- Individual sound configuration — fine-tune every sound from a config screen.
- Mod compatibility — Distant Horizons, Iris and Oculus, Particle Rain, Simple Clouds, Better Clouds, BadOptimizations, the Sounds mod, Embeddium, Sodium and Serene Seasons are all recognised: DSR works out who owns the rain, the clouds and the fog and stands down when it is not its turn, and says so in the log.
Requirements
- Forge or NeoForge — pick the build matching your Minecraft version (see the Files tab).
- Cloth Config API
- Architectury API (NeoForge builds only)
License & Credits
MIT License. Ported by uawyiegrfv, based on the original Dynamic Surroundings by OreCruncher.Audio assets come from several sources under different licences, among them CC0, CC BY 3.0 and CC BY 4.0; each one is credited to its author in the repository's CREDITS.md and in the sound definitions themselves.
AI Disclosure: This port is developed with assistance from AI tools (Claude Code). AI-assisted code is provided "as is" and may contain bugs; please report issues on the GitHub tracker and use at your own risk.
How to Install Dynamic Surroundings Rebirth by uawiegrfv (Mod)
Dynamic Surroundings Rebirth by uawiegrfv by uawyiegrfv is verified for Forge, Neoforge across Minecraft versions 1.20.1, 1.21.1, 26.1.2 (latest release: 1.4.2, file size: 27.8 MB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.20.1, 1.21.1, 26.1.2) and platform (Forge, Neoforge).
- Make sure you have the compatible loader or environment installed for Forge, Neoforge.
- Move the downloaded Dynamic Surroundings Rebirth by uawiegrfv file into your Minecraft
.minecraft/modsfolder and launch the game.
All Versions
+ Add Version### 1.4.2
#### Fixes
- Bug fixes.
#### Improvements
- Performance optimizations.
- Code improvements.
- Improved stability.
#### Notes
- Maintenance release. Configuration files are compatible with 1.4.1.
### 1.4.2
#### Fixes
- Bug fixes.
#### Improvements
- Performance optimizations.
- Code improvements.
- Improved stability.
#### Notes
- Maintenance release. Configuration files are compatible with 1.4.1.
### 1.4.2
#### Fixes
- Bug fixes.
#### Improvements
- Performance optimizations.
- Code improvements.
- Improved stability.
#### Notes
- Maintenance release. Configuration files are compatible with 1.4.1.
- Fixes**
- Fixed the black curtain along the aurora edge on 1.20.1.
- Fixed compatibility with Spartan Weaponry; its weapons now have equip and swing sounds.
- Fixed footsteps repeating while descending on a physics structure such as Create Aeronautics.
- Improvements**
- The wind system is reworked: wind is separate from rain and blows on a clear day; every biome has its own wind character; the wind sound has a bed, a leaf layer and a howl.
- The weather system has been improved and fixed in various areas.
- Changes**
- The mod id is now dsrebirth and the jar is
dsrebirth-<game version>-1.4.1.jar.
- Notes**
- The mod is still a test build.
- Fixes**
- Fixed the black curtain along the aurora edge on 1.20.1.
- Fixed compatibility with Spartan Weaponry; its weapons now have equip and swing sounds.
- Fixed footsteps repeating while descending on a physics structure such as Create Aeronautics.
- Improvements**
- The wind system is reworked: wind is separate from rain and blows on a clear day; every biome has its own wind character; the wind sound has a bed, a leaf layer and a howl.
- The weather system has been improved and fixed in various areas.
- Changes**
- The mod id is now dsrebirth and the jar is
dsrebirth-<game version>-1.4.1.jar.
- Notes**
- The mod is still a test build.
- Fixes**
- Fixed the black curtain along the aurora edge on 1.20.1.
- Fixed compatibility with Spartan Weaponry; its weapons now have equip and swing sounds.
- Fixed footsteps repeating while descending on a physics structure such as Create Aeronautics.
- Improvements**
- The wind system is reworked: wind is separate from rain and blows on a clear day; every biome has its own wind character; the wind sound has a bed, a leaf layer and a howl.
- The weather system has been improved and fixed in various areas.
- Changes**
- The mod id is now dsrebirth and the jar is
dsrebirth-<game version>-1.4.1.jar.
- Notes**
- The mod is still a test build.
- Highlights**
- A complete dynamic weather system, new in 1.4.0.** Rain and snow now have an intensity that rises, peaks and fades, and that one number drives everything else: the rain you see, the sound, the fog, the sky, the wet ground, and the traces the weather leaves behind. It is built in three layers: how hard it rains, what that intensity drives, and what you actually see and hear.
- How hard it rains*
- One intensity per rain event, rolled when the rain starts and then shaped by your biome, its climate and the season, so a rainforest reaches heavy rain far more often than a plains does.
- Rain events rise, peak and fade on their own curve instead of switching on and off.
- One master switch turns the whole system off and gives you vanilla rain and snow back.
- What the intensity drives*
- About twenty response channels, each with its own curve, so every effect follows the weather the way it should: the rain sound rises the way hearing does, the fog closes in the way humidity does, the sky and clouds darken as the storm grows.
- Traces accumulate on their own timescale: the ground stays wet after the rain eases, drips keep falling for a while after it stops, and a thin fog lingers behind.
- What you see and hear*
- Rain**: the rain itself, splashes where it lands, and ground that stays wet.
- Wind**: the weather carries a wind with a direction and a speed, and both change as the storm goes on. Rain leans with it, and the wind sound rises and falls with the same gusts.
- Sound**: the volume of the rain follows the intensity; thunder, including distant rumbles during a storm; wind that rises with the rain.
- Material rain sounds**: rain on glass, metal and wood sounds different.
- Fog**: rain fog; fog that lingers after rain; morning fog, whose type changes with the season's sub-phase, with no fog on a midsummer morning; biome fog that can carry the biome's own colour; haze that thickens with altitude; and fog at the bedrock layer.
- Sky and clouds**: the world darkens as the storm builds, and the sun and stars fade.
- Sky events**: the weather between the rain. An overcast day, with no rain falling; and clouds that slowly clear.
- Drips from eaves**: when it rains, water drips from the edges of roofs and other blocks. There are three rhythms: single drops, bursts, and a steady run. Calm rain mostly gives single drops with the occasional burst; the heavier the rain, the closer the drops come to a continuous curtain of water. Drops fall and land with their own sounds. After the rain stops they keep falling for a while, then stop.
- Water on plants**: rain forms beads along the upper edges of leaves and grass, then slides. Most beads run all the way down to the ground; a few rest at the tip for a moment and then fall whole. A single plant holds up to six at a time, more in heavier rain.
- Icicles**: while it snows, icicles grow out of the edges under roofs. They come in five siz
- Dynamic Surroundings Rebirth 1.3.2**
- Highlights**
- Better Clouds compatibility: rain and thunder fog no longer flicker while you move.
- Biome mods are properly supported now — a biome from a mod that ships no Dynamic Surroundings data used to get no ambience at all, and now works out its traits from the biome's name and its climate.
- New sounds for tridents, maces and spears: their own swing and hotbar sounds. Tridents previously fell back to a generic one.
- 1.21.1 gained 16 missing footstep sounds: bamboo, copper, honey, slime, tuff, sculk, moss, bone and froglight blocks were silent underfoot.
- A waterfall pouring into water is heard again — it produced no sound and no splash at all.
- Muffling no longer lags behind and then jumps when you move quickly.
- Modpack authors can now retune landing, stopping and take-off sounds in the data files, instead of needing a code change.
- Bug Fixes**
- Fixed flame jet and bubble column particles dying at half their intended age, and waterfall and steam particles being ticked and drawn twice.
- Fixed one effect failing and silencing every effect registered after it, for that tick.
- Fixed standing still while water rises over your eyes never switching you underwater.
- Fixed the mod playing into an audio engine that had gone away, which could leave the sound system broken after an output-device change.
- Fixed the End's outer islands never receiving End ambience, and the temperate climate tag being empty on 1.20.1.
- Fixed the version check being able to hang if the update server does not answer.
- Other**
- Biome music is off by default, and is now available on 1.20.1.
- Polish completed (264 missing keys) and Chinese completed (the last 8).
- A crit-word debug trace for reporting oddities, off unless explicitly enabled.
- New bilingual Customisation Guide (
docs/CUSTOMISATION-GUIDE.md), replacing the older integration guide.
- Dynamic Surroundings Rebirth 1.3.2**
- Highlights**
- Better Clouds compatibility: rain and thunder fog no longer flicker while you move.
- Biome mods are properly supported now — a biome from a mod that ships no Dynamic Surroundings data used to get no ambience at all, and now works out its traits from the biome's name and its climate.
- New sounds for tridents, maces and spears: their own swing and hotbar sounds. Tridents previously fell back to a generic one.
- 1.21.1 gained 16 missing footstep sounds: bamboo, copper, honey, slime, tuff, sculk, moss, bone and froglight blocks were silent underfoot.
- A waterfall pouring into water is heard again — it produced no sound and no splash at all.
- Muffling no longer lags behind and then jumps when you move quickly.
- Modpack authors can now retune landing, stopping and take-off sounds in the data files, instead of needing a code change.
- Bug Fixes**
- Fixed flame jet and bubble column particles dying at half their intended age, and waterfall and steam particles being ticked and drawn twice.
- Fixed one effect failing and silencing every effect registered after it, for that tick.
- Fixed standing still while water rises over your eyes never switching you underwater.
- Fixed the mod playing into an audio engine that had gone away, which could leave the sound system broken after an output-device change.
- Fixed the End's outer islands never receiving End ambience, and the temperate climate tag being empty on 1.20.1.
- Fixed the version check being able to hang if the update server does not answer.
- Other**
- Biome music is off by default, and is now available on 1.20.1.
- Polish completed (264 missing keys) and Chinese completed (the last 8).
- A crit-word debug trace for reporting oddities, off unless explicitly enabled.
- New bilingual Customisation Guide (
docs/CUSTOMISATION-GUIDE.md), replacing the older integration guide.
- Dynamic Surroundings Rebirth 1.3.2**
- Highlights**
- Better Clouds compatibility: rain and thunder fog no longer flicker while you move.
- Biome mods are properly supported now — a biome from a mod that ships no Dynamic Surroundings data used to get no ambience at all, and now works out its traits from the biome's name and its climate.
- New sounds for tridents, maces and spears: their own swing and hotbar sounds. Tridents previously fell back to a generic one.
- 1.21.1 gained 16 missing footstep sounds: bamboo, copper, honey, slime, tuff, sculk, moss, bone and froglight blocks were silent underfoot.
- A waterfall pouring into water is heard again — it produced no sound and no splash at all.
- Muffling no longer lags behind and then jumps when you move quickly.
- Modpack authors can now retune landing, stopping and take-off sounds in the data files, instead of needing a code change.
- Bug Fixes**
- Fixed flame jet and bubble column particles dying at half their intended age, and waterfall and steam particles being ticked and drawn twice.
- Fixed one effect failing and silencing every effect registered after it, for that tick.
- Fixed standing still while water rises over your eyes never switching you underwater.
- Fixed the mod playing into an audio engine that had gone away, which could leave the sound system broken after an output-device change.
- Fixed the End's outer islands never receiving End ambience, and the temperate climate tag being empty on 1.20.1.
- Fixed the version check being able to hang if the update server does not answer.
- Other**
- Biome music is off by default, and is now available on 1.20.1.
- Polish completed (264 missing keys) and Chinese completed (the last 8).
- A crit-word debug trace for reporting oddities, off unless explicitly enabled.
- New bilingual Customisation Guide (
docs/CUSTOMISATION-GUIDE.md), replacing the older integration guide.
1.3.1 - Bug fix release
Fixes
- Fixed a client crash when saving and returning to the title screen, and the sound drop-outs that came with it.
- Fixed glass and several other blocks playing the wrong footstep sound; a number of vanilla blocks now use the material they had in the original mod.
- Fixed content from other mods frequently ending up with no sound (armor, tools, blocks).
New options
- Stop Scuff Sounds: the short scuff played when you stop or turn suddenly.
- Guess Sounds For Modded Blocks / Guess Armor Weight: automatic sound selection for content from other mods.
1.3.1 - Bug fix release
Fixes
- Fixed a client crash when saving and returning to the title screen, and the sound drop-outs that came with it.
- Fixed glass and several other blocks playing the wrong footstep sound; a number of vanilla blocks now use the material they had in the original mod.
- Fixed content from other mods frequently ending up with no sound (armor, tools, blocks).
New options
- Stop Scuff Sounds: the short scuff played when you stop or turn suddenly.
- Guess Sounds For Modded Blocks / Guess Armor Weight: automatic sound selection for content from other mods.
1.3.1 - Bug fix release
Fixes
- Fixed a client crash when saving and returning to the title screen, and the sound drop-outs that came with it.
- Fixed glass and several other blocks playing the wrong footstep sound; a number of vanilla blocks now use the material they had in the original mod.
- Fixed content from other mods frequently ending up with no sound (armor, tools, blocks).
New options
- Stop Scuff Sounds: the short scuff played when you stop or turn suddenly.
- Guess Sounds For Modded Blocks / Guess Armor Weight: automatic sound selection for content from other mods.
### **New Features**
- Ambient animal sounds (frogs, monkeys, bison, crocodiles, elephants, rattlesnakes, etc.)
- Dimension ambience: Nether drone, End ambience, soul sand whispers
- Exclusive atmosphere for the Deep Dark
- Completely rewritten aurora, with vertical light curtains, spectral colors, and sweeping highlights
- Underwater acoustics, indoor sound attenuation, torch crackle, and ladder climbing sounds
- Sound occlusion rework for more realistic propagation around walls and doors
- Dust clouds when sand or gravel lands, wind gusts through forests, reworked leaf-litter footsteps
- Distance display on explorer maps
- Quick volume overlay (hold Ctrl+` to fine-tune sound levels anywhere)
- Volume sliders in the sound settings screen
- Fixed directional sound positioning
- Morning fog no longer pushed to the horizon by high render distance
- Sound settings screen: ESC/buttons now return to the previous screen, cursor stays in place, added click sounds
- Fixed critical-hit text/war particles showing through walls
- Footstep improvements: jump variations, softer steps for light creatures, landing loudness
- Equipment no longer triggers equip sounds on durability loss
- Fixed floating footprints, over-thick bedrock fog, and aurora lingering after waking
- Overall performance optimization (particles, sound sampling, echo system)
- Full-project review fixes: audio crosstalk, resource leaks, stale state, dead code cleanup