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Releases: RadiocraftARRL/AnotherWeatherMod
Releases · RadiocraftARRL/AnotherWeatherMod
Release list
Another Weather Mod 1.10.0
Another Weather Mod 1.10.0
Minecraft 1.21.1, NeoForge, MIT licensed. Works server-only: vanilla clients still see the local rain and thunder.
Day types
- Every in-game day each region (about 2000 blocks across,
dayRegionSizein the server config) is dry (half of
days), has a chance of rain (three in ten) or is rainy (one in five). Storms only form on days that are not
dry, and rainy days bring more of them and longer ones. Where two regions meet, a strip stays cloudy with no storms. /awm forecastreports today's and tomorrow's outlook. Ops can try each sort of day with
/awm day <dry|chance|rainy|auto>(for the day, everywhere in the dimension).weatherFrequencyscales how much weather there is (default 1). Rain now falls about a fifth of the time.
Storms and wind
- Tornado watches: rainy days with a wind shift (and some others) carry one, and tornadoes are likelier on them.
- High wind: a new clear-weather kind whose gusts shove players about half a block, without damage.
- A storm's outflow now mixes with the prevailing wind across its rain's edge and is gone 10 blocks past it, so once a
storm has passed, wind vanes point the way the clouds move. Out of the storms a vane swings a little either side of
the prevailing wind.
Clouds
- A rainy day's grey sky is its own thin, smooth deck, higher than storm cloud, so storms show up below it, darker and
lower. It no longer flickers where its puffs overlapped. - When the sort of day changes (or you cross a region's edge) the fair-weather clouds and the grey deck fade out and
back in, instead of popping in tile by tile.
For mods
AnotherWeatherApi.outlook(level, pos, daysAhead)gives a place's day type, region edge and tornado watch, and
tornadoWatch(level, pos)answers that alone. Storm reports gain the high wind hazard.
Alpha 1.9.0
Another Weather Mod 1.9.0
The first published release. Minecraft 1.21.1, NeoForge, MIT licensed. Its version number tracks RadioCraft's,
which reads this mod for its weather reports and WEFAX charts, but it stands on its own and needs nothing else.
Works server-only: vanilla clients still see the local rain and thunder.
Weather that moves
- Storm cells drift across the world on a prevailing wind, so it rains where a storm is and nowhere else. The wind
shifts sharply about every four in-game days, like a front passing, and storms born round a shift are more often
severe. - Storms are decided ahead of time, so forecasts and radar are exact:
/awm forecasttells anyone the weather where
they stand and the next storms due there. - The ground decides what falls: rain, snow, hail under strong supercells, dust and sandstorms over deserts,
blizzards over snow. - Default frequencies: rain about 30% of the time, severe thunderstorms 8%, hail or damaging wind 5%, hurricanes 1%.
Storms
- A scale of 0 to 5: rainstorm, thunderstorm, strong thunderstorm, severe thunderstorm (strips some leaves, blows
wooden doors open), hailstorm, and a supercell that puts down a tornado. - Tornadoes rated EF0 to EF5: solid, swirling funnels that lower from the cloud with a roar, wider and fiercer up
the scale, tearing up what they cross and lifting what they catch. EF4 and EF5 level all but stone, earth and water. - Hurricanes form over the ocean and rotate round a calm eye, with categories 0 (a tropical storm) to 5 (near-constant
lightning, trees torn down), hail bursts, broken glass, stripped leaves and loose blocks knocked down. Optionally
they weaken over land. - Gust fronts blow before the rain arrives; strong wind pushes players, mobs, items and Sable ships about (gold
armor weighs you down). Hail beats crops back; stripped leaves and scoured grass regrow in a few days. - Dense fog banks, heat waves (overheat in the sun, dry crops stall), cold snaps and blizzards that freeze you,
waterspouts over open water, dust devils over hot dry ground, morning mist, dripping leaves, puddles and the
occasional rainbow as rain clears.
Looks and sounds
- The mod's own 3D clouds in four detail levels, with a storm deck that builds overhead as a storm moves in and
clears behind it, rain walls and dark decks seen from outside a storm, lightning inside the clouds and distant
thunder. - Sideways storm rain by severity, hail that patters and lingers with a sound per material, white gust wisps, wind
streaks and blown debris, a gusty wind sound, sandstorm and blizzard fog, and the sky darkening toward night under
a severe storm. - Per-player graphics config (particle quality and a switch for each effect) and a shader compatibility section for
Iris and Oculus packs: keep or drop the mod's clouds and storm rain, thicken the rain, draw fog in layers, report
severe storms as thunder, and brightness sliders. Sodium's clouds fade under severe storms.
Blocks
- Weather instruments, each with a reading on use and a redstone signal: Wind Vane, Barometer, Thermometer, Rain
Gauge and Solar Detector. - The Tornado Acoustic Sensor hears a tornado coming, and the Tornado Siren runs on redstone, winding up and down
with the signal. All have recipes. - The creative-only Storm Protector keeps the ground round it (8 to 256 blocks) safe from wind and hail damage, for
spawns and builds.
For servers and other mods
- Server config per world: dimensions, storm frequency and mix, forecast horizon, hurricane interval and weakening,
lightning, hail and wind damage, doors blowing open, the Sable push. Game rulesdoWindDamageand
allowCustomClouds. - Operator commands:
/awm status | here | list | spawn | kill | clear | approach | hazard | calm | windburst | regrow.
Vanilla/weatherstill works as a world-wide override. - Visual mods that read the vanilla rain level (Particle Rain, Immersive Storms, Dynamic Surroundings, AmbientSounds)
follow the storms with no setup. - An open API: weather at a position, rain and thunder levels cheap enough for radar pictures, storms, forecasts and
events (StormEvent,HazardEvent, cancelableWindDamageEvent). With Sable installed, the wind reaches sails
and propellers.
Fixes before release
- Clouds that never reread their cells after first loading, so no deck built overhead as a storm moved in.
- A client crash in strong wind (particle atlas), storm rain scrolling upward, and the mod's clouds drawn behind
Sodium's. - Fake and GameTest players are skipped, so mods that run GameTests alongside this one no longer crash.