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Weather
Your expedition now moves between clear skies, rain and storms. The day/time display also shows the current weather. New expeditions begin clear, and clouds and rainfall change gradually over about 15 seconds.
| Weather | What you will notice | Usual duration |
|---|---|---|
| Clear | Blue sky, scattered clouds and gentle wind | 4–8 minutes |
| Rain | Cloudier sky, steady rain and rainfall sounds | 3–5 minutes |
| Storm | Dark clouds, heavier rain, stronger wind and distant thunder | 2–4 minutes |
The duration applies after the transition finishes. Storms can happen by day or night.
Actual Windows-player captures, 19 September 2026, from the same weather review scene:



A solid roof keeps rain out and muffles the weather sounds. Caves also provide shelter. Looking out from cover still shows rain outside.

Storm flashes and thunder are atmospheric: they do not strike players, ignite buildings or damage crops. Rain adds no watering chores and does not fill tanks or change farmland. Existing lighting and underground farming rules still apply.
Weather continues while you play or open inventory. Pausing freezes its schedule. Sleeping checks the weather again: it may stay the same or gradually change after you wake. It currently has a 50% chance to keep the existing weather; otherwise it chooses a different state. This happens once per successful night skip, so using the bed again in the morning cannot keep rerolling it.
This actual sleep example changes a storm into rain. A different night may keep its weather.


Save Game remembers the current weather and any transition in progress. Loading resumes that schedule without advancing it for time spent away. Older checkpoints begin with clear weather when first loaded into this version.
Rain and thunder use the normal master audio volume in Settings. Solar panels and wind turbines now use this same weather: clouds reduce solar output and stronger wind increases turbine output.
Rivet Reach · © Starbugstone · All rights reserved. These guides describe the current playable alpha.
Rivet Reach field guide
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Tools and durability — faster tiers, remaining uses and worn-tool storage.
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Electric Furnace — smelting and cooking with electricity.
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Lava — deep lakes, buckets and burning hazards.
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Floater — hovering stone enemies and Floater Rock drops.
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Farming and cooking — wild crops, fibre and basic/electric food preparation.
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Food and hunger — eating, saturation and meal planning.
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Mobs — Rustback beetles, Dusk prowlers and Floaters; encounters, combat and persistence.
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Compost — organic surplus, crop acceleration and bin automation.
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Lighting and underground farms — cave openings and growing with torches.
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Fishing — rod crafting, deep source-water ponds, bite timing and fish meals.
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Chickens — lead, breed and raise a persistent flock; collect eggs and cook meals.
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Building and inventory — picking blocks, sorting and farmland harvests.
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Floater spawners — rare cave rooms, lighting and independent cage populations.
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Spawn mechanics — light, floors, distances, natural populations, cage caps and persistent chickens.
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Beds and home spawn — craft a bed, set home and sleep until morning.
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Crates and warehouses — bulk storage, type locks and controller setup.
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Item-pipe routing — editable receiver priorities, compatible destinations and round-robin overflow.
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Weather — clear skies, rain, storms, shelter and saved weather.
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Renewable power — solar panels, wind turbines and parallel battery charging.
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Factory stress-test gallery — actual factory, storm and farm captures from the pre-0.1.0 review.