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Top‐Level Profile Structure

Toby Wasinger edited this page Jun 17, 2026 · 4 revisions

1. Top-Level Profile Structure

Every Weather Profile file uses a root object containing the following configuration fields:


Every Weather Profile file uses a root object containing the following fields:

Field Type Default Description
biomes Biome Tag or Biome List - Determines which biomes use this weather profile. Supports biome tags and explicit biome entries.
precipitation Object null Controls precipitation textures, tinting, movement, particles, and sounds.
fog Object null Controls custom fog coloring and density distances.
effects Array [] Collection of weather effects executed while the profile is active.
base_lightning_chance Integer 10000 Base lightning frequency. Lower numbers produce more lightning strikes.
foliage_color Hex Color (#AARRGGBB) #00FFFFFF Color overlay applied to foliage. Supports alpha transparency.

Biomes

The biomes field uses Minecraft's biome holder set codec.

Biome Tag Example

{
  "biomes": "#minecraft:is_forest"
}

Explicit Biome List Example

{
  "biomes": [
    "minecraft:plains",
    "minecraft:meadow",
    "minecraft:sunflower_plains"
  ]
}

Foliage Color

Foliage colors use hexadecimal color notation:

RGB

"#44AA55"

Automatically interpreted as:

#FF44AA55

(full opacity)

ARGB

"#8044AA55"
Component Value
Alpha 80
Red 44
Green AA
Blue 55

The alpha channel controls overlay strength.

Default

"#00FFFFFF"

This effectively disables foliage tinting.


2. Precipitation

The precipitation object controls the visual appearance and behavior of falling weather particles.

Structure

Field Type Default Description
texture Resource Location high_voltage:textures/environment/none.png Texture rendered as falling precipitation.
tint String (Hex Color) #FFFFFF Color multiplier applied to the precipitation texture.
vx Float - Horizontal movement velocity.
vy Float - Vertical movement velocity.
acts_like_rain Boolean true Determines whether the precipitation behaves as rain for vanilla weather interactions.
land_particle Particle Type null Particle spawned when precipitation lands on surfaces.
land_sound Boolean false Enables vanilla-style precipitation landing sounds.

Color Format

tint accepts standard hexadecimal RGB colors:

"#FFFFFF" "#44AAFF" "#FF0000"

Alpha channels are not supported for precipitation tinting.


Examples:

{
  "precipitation": {
    "texture": "minecraft:textures/environment/rain.png",
    "tint": "#A0D8FF",
    "vx": 0.0,
    "vy": -1.0,
    "acts_like_rain": true,
    "land_particle": "minecraft:rain",
    "land_sound": true
  }
}

{
  "precipitation": {
    "texture": "high_voltage:textures/environment/ash.png",
    "tint": "#555555",
    "vx": 0.02,
    "vy": -0.15,
    "acts_like_rain": false,
    "land_particle": "minecraft:ash",
    "land_sound": false
  }
}

3. Fog

The fog object controls client-side atmospheric fog rendering while the weather profile is active.

Structure

Field Type Default Description
color String (Hex Color) - Target fog color.
start Integer - Distance from the camera where fog begins.
end Integer - Distance from the camera where fog reaches full density.

Color Format

Fog colors use standard RGB hexadecimal values:

"#FFFFFF" "#88AAFF" "#223344"

The fog codec expects RGB values only, with no alpha channel.


Distance Behavior

The fog range is defined using start and end.

Player
│
├── start
│     Fog begins
│
└── end
      Fully fogged

Lower values create dense fog.

Higher values create lighter atmospheric effects.


Examples:

{
  "fog": {
    "color": "#DDEEFF",
    "start": 2,
    "end": 32
  }
}

{
  "fog": {
    "color": "#2B2B2B",
    "start": 1,
    "end": 16
  }
}

{
  "fog": {
    "color": "#C8D8E8",
    "start": 16,
    "end": 96
  }
}

Complete Example

{
  "biomes": "#minecraft:is_forest",

  "precipitation": {
    "texture": "minecraft:textures/environment/rain.png",
    "tint": "#A0D8FF",
    "vx": 0.0,
    "vy": -1.0,
    "acts_like_rain": true,
    "land_particle": "minecraft:rain",
    "land_sound": true
  },

  "fog": {
    "color": "#BFD8FF",
    "start": 8,
    "end": 64
  }
}

High Voltage comes with its own weather profiles and environmental effects, adding variety to storms across the world without requiring any setup.

Different biomes can experience unique weather conditions with their own visuals, atmosphere, and gameplay effects.

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