CloverCraft season 2 saw a return to a much more vanilla feel. We still experimented with mods, but the mods we chose were much more intentional and intended to add to the game rather than entirely change it.
Season 2 is where we really began to find our footing as a community. The mod pack was designed to support building and exploration by adding in new blocks and seasons.
Our world generation during this time was also very intentionally divided into two main continents. The northeast continent was meant to be more temperate, being mild near the south and cold near the top. The southwest continent was made to be warm and included the majority of our hot and dry biomes.
Some of our highlighted mods during this time included:
and more.
It was also during season 2 where we introduced Tide.
Fabric Seasons ended up being an unpopular addition to the season, as this often made entire stretches of gameplay unenjoyable for most people.
Certain mods also hindered performance during this time.
Fowl Play didn't act in a way that was expected. The mod added birds, but created lag when run client side and clutter when run server side. The poor implementation led to frustration rather than enjoyment.
We had a period of time where we experimented with Waterframes. While it was nice to be able to watch videos, listen to music, and add to the ambience of certain builds, Waterframes ended up causing a lot of performance issues and crashes and as a result had to be removed before the end of the season.