# Solar storm A storm of solar radiation sweeps over a whole space dimension. | | | | --- | --- | | Severity | **HAZARD** (amber warning triangle) | | Needs | **Nerospace** | | Can damage | No blocks. Players in the open get status effects; batteries under open sky lose some charge | | Location | The whole dimension | > **This build:** the Nerospace integration is switched off, so solar storms do not appear yet. They > will in a later build. ## What to do Get under a solid roof or into a pressurised room, and roof over your batteries. Breathable air is no shelter, and glass roofs do not count. Out in the open a line on your screen tells you to take shelter and its edges glow; under cover both go away. ## What it does - Players out in the open get **weakness**, and at higher strength **hunger** too. Effects stop as soon as you are under cover. - **Energy storages** under open sky near players slowly lose charge, never below a fifth of their capacity (`stormDrainFloorFraction`). On Fabric only Neroland storages are drained; on NeoForge and Forge standard energy storages too. - With **NeroAgriculture** installed, crops grow more slowly while it rages. - The sky darkens and tints, fog closes in, and particles and a low rumble fill the air. Storms change no blocks and pay no rewards. Only one storm runs in a dimension at a time. ## Switches - `stormEffectsEnabled=false` — no status effects from any storm. - `stormDrainFractionPerPass=0` — no energy drain; the other `stormDrain*` keys tune it. - `eventsDisabled` — add `neroevents:nerospace/solar_storm`. ## See also - [Planetary storms](Event-Planetary-Storms.md) - [How events work](Events.md)