Information
ProtoManly's weather is a weather mod using raymarched shaders to render storms. Currently includes Clouds, Rain, Thunderstorms, Cyclones, Squalls, Supercells, and Tornadoes. Tornadoes can be destructive, and will change your world and tear down your creations.
Do not install if you do not want your world to be changed by weather
The mod is fairly configurable, allowing you to change multiple facets regarding storms and tornadoes, aswell as their spawn chances, size, strengthening chances, etc.
Performance
Your PC must be somewhat modern to run this mod well, but included are options to help performance for slower PCs (at the cost of visuals)
Minimum GPUs: NVIDIA GTX 1650 SUPER / AMD Radeon RX 5600XT
Recommended GPUs: NVIDIA RTX 3060 / AMD Radeon RX 6600XT
Incompatibilities
!!THIS MOD DOES NOT WORK WITH SHADERS!!
Credits
- Spud (Textures and Models!)
- Understimulate (Advice on storms and storm structure/development aswell as sound design!)
Other
Feel free to add to any freely available modpacks! Do not redistribute JAR files.
All Versions
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- Fixed a bug where Distant Horizons' LODs would render infront of clouds when they should not
- Updated Distant Horizons implementation to support versions >=3.3.0
- Force Distant Horizons fog and clouds to be disabled when Distant Horizons is installed with PMWeather
- Changed some backend shader textures to use Grayscale 8-bit images
- Made volumetric noise octaves fall off twice as fast to slightly improve performance
- Added icicles
- Added a config to toggle icicles
- Added a config to modify how many damaged blocks become flying block entities
### __Changes__
- Made some changes to the shaders, performance should be smoother. Lower FPS should be noticed without any active storms, however this allows storms to have a higher FPS as well
- Changed how upper level clouds look
- Made flying block entities spawn less often as more spawn
### __Fixes__
- Fixed columns of rain out of freshly spawned supercells that should not exist
- Marked plants and fire as replaceable for better compatibility
#### Notes
Performance changes could vary depending on hardware, we will continue working on performance with further patches
- Added hail to intense squalls
### __Changes__
- Modified the squall shader to look better
- Changed physics on hail particles
- Added a debug command to get the number of chunks force loaded by storms
- Added a client command to reset the shader system to a base state
- Added a server config option for maximum number of chunks that can be loaded every 5 ticks
### __Changes__
- Changed the method tornadoes use to load chunks to take into account windspeeds, hopefully being more faithful to what actually must be loaded
- Increased the rate at which storms will force load chunks to help with damage issues on larger tornadoes
- Made resolutions higher than 1080p use a curved downsample, so that by default higher resolutions will render clouds at the same resolution if using downsample at or over 2.5 (values of 1.0 still render at the native resolution, however), this may require tweaking
- Changed the clear and aimtoplayer commands to allow targetting specific types of storms
- Allowed storms to spawn a bit further away than before to allow for more storm impacts at higher strengths instead of them nearly always peaking after impacting the player
### __Fixes__
- Fixed a debug logger that had the potential to spam debug logs when chunks get unforced
#### __Notes__
Resetting your downsampling to 2.5x on higher resolution monitors is recommended, to find what works best with the new system
- Added a warning message when loading a world with Iris installed
### __Fixes__
- Fixed crashes when joining worlds with Iris installed, though Iris still will not function with PMWeather, this allows us to lift the hard incompatibility so that addons can make them compatible more easily
- Added swaying foliage to Farmer's Delight foliage and various addons to Farmer's Delight
### __Changes__
- Added a new texture for light rain
### __Fixes__
- Fixed a bug that could cause flickering and unwanted transitions with squalls
- Made tornado damage more likely to scan blocks in regions where the higher winds are likely to improve the appearance of damage
- Changed how tornadic wind works on MovingBlock entities
- Made tornadoes more likely to use MovingBlock entities over block particles to have more debris fallout
### __Fixes__
- Fixed an issue where crouching was not making players more resistant to wind
- Fixed an issue where while players were in the air, wind would act on the player differently on the server than the client
- Fixed a minor visual bug with the volumetric lighting system
- Fixed a visual bug with cloud colors at night
- Made risk initiation happen before the risk peak, to allow the storms to more properly affect you at risk peak
- Shaders now take into account fog colors, by default this won't change too much unless you have something that changes MC fog colors
- Volumetrics take on the sky color as they get further from the camera to "fade out" a bit more seamlessly
- Changed swaying foliage render distance to improve framerate instability
- Upon resource reload, shaders get completely unloaded and reloaded, hopefully fixing some resource loading issues
### __Fixes__
- Fixed radars all being the same texture whenever changing radar resolution while a radar is in view
- Added a config to allow disabling PMWeather grass generation entirely
### __Changes__
- Changed the max tornado width when spawned via commands to reflect the new maximum config setting
- Made storm development smoother
- Changed the "/pmweather report generate" command to have better data
### __Fixes__
- Fixed a crash with mods that add blocks to the LOGS_THAT_BURN which don't contain an axis property
- Fixed the camera positional bug on foliage shaders still remaining with sodium installed
- Fixed a crash with Create and Sable, alongside any other mods that use BufferBuilder for rendering blocks in a way PMWeather was not expecting
- Fixed a bug with tornadic winds that caused overlapping tornados to conflict
- Fixed a bug where, while specating mobs or using a mod that changes camera positions (such as Freecam), the grass shader would pull the wrong data
- Fixed a major crash that occurred with some mods that use ChunkRenderTypeSet (Notably Bookshelf)
- Added a server-side config to toggle the new plant system
- Added a server-side config to toggle the season level updater system
- Added a server-side config to toggle rotting
### __Changes__
- Made storms do their ticks in the level tick instead of on the server tick
### __Fixes__
- Fixed a shader issue affecting Apple Silicon and AMD iGPUs
- Fixed vanilla blocktag based powerflashes
- Fixed a bug where tornadic windspeeds were lower than intended
- Fixed a bug where charred logs, when rotting, would only replant as oak saplings
- Fixed an inaccuracy where rain from supercells only fell to y=0
### *"We did some stuff because Vulkan didn't roll out in time!"*
## __Major Changes:__
- __SABLE INTEGRATION: Your flying, floating, driving contraptions will behave in accordance to the laws of the atmosphere. Can be turned on and off at will.__**
- __ATMOSPHERIC OVERHAUL: The sun, the seasons, the moon, the sky, all have been given a fresh coat of paint. This will be expanded upon in 0.18a__**
- __Additions__**
- The entire backend for PMWeather's shader engine has been redone.
- The Supercell has had a complete structural overhaul.
- A foliage shader has been added to the mod. Plants of all kinds will flow and streamline with the wind.
- Added plants to replace base Minecraft's tall and short grass. Plants will grow, bloom, wilt, and die as the year progresses, all in accordance to local climatology. You can get different flowers based on different types of plants you come across in the world.
- Added power-flashes when exposed to damaging winds. Compatible with Create: Power Grid *or* with...
- Blocks tagged with "powerflashes", which are redstone lamps, redstone blocks, observers, sticky pistons, pistons, and daylight sensors.
- Added a observation station which displays wind barbs on a new map-mode, which can be achieved by right clicking the radar block.
- Added a server-side config that allows PMWeather wind to influence Create wind mills.
- Added a server-side config that changes how much PMWeather wind influences Sable contraptions. You can also turn it off this way.
- Added a server-side config that changes how much *inertia* Sable contraptions have when interacting with PMWeather wind.
- Added a few more types of scalded blocks.
- __Changes__**
- The climate system has been changed drastically. Tropical regions are less prone for dramatic seasonal changes.
- Tornadoes are now larger, on average, due to a major bug fix with how PMWeather handles tornado sizes.
- Tornado condensation behaves differently. Larger tornadoes struggle to fully condense when weak.
- Wall clouds now look and behave differently.
- Textures for all burned wooden blocks have been updated.
- Risks now have colors on the weather station proportional to their risk.
- The mod now handles risk levels differently.
- __Fixes__**
- Fixed a major inaccuracy with how forward motion affects storm wind-fields.
- The global cloud system will occasionally reset to prevent progressively worse floating point errors with large world timers. This *is* jarring, but we found this better than the progressive degradation of all non-storm clouds.
- Fixed a couple leaf types that were not being influenced by seasons.
- Using flint and steel on soul sand / soul soil now places soul fire.
- Frozen accumulated precipitation is no longer immortal if under a tree.
- Ice formation on oceans now use *ocean* temperatures, not *land* temperatures.
- Snow now falls at appropriate speeds.
- The radar now (finally) properly represents supercells.
- Other things we really cannot remember.
- Performance improvement with the radar blocks.
- __Removed__**
- Removed the "IR" map-mode.
- __Additional Information:__**
- The performance recommendations have changed.**
- Minimum GPUs: NVIDIA GTX 1650 SUPER / AMD Radeon RX 5600XT*
- Recommended GPUs: NVIDIA RTX 3060 / AMD Radeon RX 6600XT*
- Squalls are now less powerful
- The BlockData system now properly gets block states, should improve the 80-tick lag spikes
- Chunk ticks should be faster due to a small change in detection of PMWeather fire blocks
### __Fixes__
- Fixed an issue where squalls had stronger winds on the X axis than the Z axis
- Fixed a compatibility issue with some biome mods where negative downfall values would cause corrupted thermodynamic data, leading to black foliage color
- Reinforced glass should be properly damaged now
- Recoded the block data system to lessen server load with very large lists.
- Adjusted tropical cyclone eyes to better match radar presentation.
- Adjusted sea surface temperatures due to our accidental overcooking of them with the initial seasons release.
- Default overcast (and by extension precipitation) has been reduced (1.2 --> 1.0)
### __Fixes__
- Fixed a rare crash that occurred when specifically "weatherhandler" is null under "isRainingAt"
### __Additional Information__
Although it was fine in our tests, there is a chance that the data system breaks. **Back up your worlds BEFORE migrating to 0.16.3a**
- Added a method for developers of PMWeather addons to register their addon with the mod, so compatibility checks can be done automatically. Incompatible addons will not run if deemed incompatible by the addon developer.
### __Changes__
- Changed how the codebase of PMWeather handles version numbering.
- Changed some of the logic behind packet sending to hopefully fix or mitigate some packet issues we've seen in dedicated servers.
### __Additions__
- Added a server-sided config "allowNonLightningFireSources" that allow server owners to disable player created fire.
### __Changes__
- Changed the "isRainingAt" method to only sample temperatures under circumstances where rain is actually possible.
### __Fixes__
- Chunk-based fire temperatures now only use fire for performance.
- Made a default foliage color when moisture is null, instead of a no-texture purple color. This default is ~75% soil moisture.
## __Major Changes:__
- __FIRE:__**
- __THE YEARLY CYCLE:__**
- __FIRST REFACTOR:__**
- __Additions__**
- Added fire-whirls.
- Added fire extinguishers, which can be used to fight fires.
- Entities can be burned by extreme heat from fires.
- Players can seek refuge far underground to avoid the extreme heat.
- Armor can be used to resist extreme heat. Beware, they do not make you immune.
- Blocks can spontaneously ignite at extreme temperatures and burn.
- Blocks can suffer wear and tear at extreme temperatures, resulting in scarring.
- Certain blocks prone to ignition can, when enclosed with access to oxygen, explode.
- Added ash, which can be recovered from burned blocks and used as fertilizer.
- Added a soil moisture system, allowing for droughts and wet periods that visibly changes the world.
- Added seasons and a yearly cycle.
- Added a calendar.
- Added a client sided config for fire particle density, for those who want/need to decrease/increase the number of particles visible.
- Added a client sided radar debug mode for fire intensity.
- Added an experimental client sided config for low-vram graphics cards to use computational noise done on the fly instead of texture lookups.
- Added a server sided config for damage caused by wind-related events.
- Added a server sided config for the PMWeather fire system.
- Added a server sided config for block incineration done by wildfires.
- Added a server sided config for the PMWeather season system.
- Added a server sided config for the PMWeather seasonal crops system.
- Added a server sided config for the length of a month in PMWeather. Default is eight days, or 2 and 2/3rds hours.
- Added rebar, one of what will be a few means of reinforcing blocks that you build with. Rebar can be used on all stone blocks in addition to a few others.
- Added reinforced concrete, which can be crafted.
- Destroyed trees now rot and decay and, when destroyed, give birth to new vegetation. Rotted logs can be collected and crafted into rotted wooden planks and their variants, if you really want to.
- Tooltips have been added to some items so new players can understand how to use certain blocks and items.
- Supercells and squalls now have variable precipitation rates dependent on the local environment.
- Added Tornadoes
- __Changes__**
- Crafting recipes for numerous blocks were updated.
- Textures for several blocks were updated.
- The in-game config has been overhauled for ease of use, given the increasingly large number of options.
- Multiple changes to the shader PMWeather engine, including some detailing allowed by improved optimization.
- Default maximum natural tornado size has been doubled.
- Maximum config tornado size increased from 800 to 1,000 blocks.
- Tornadoes on average are somewhat stronger.
- Tornadoes on average are somewhat larger.
- Tropical cyclone intensification rates have been modified. In theory, they now intensify somewhat slower.
- __Fixes__**
- Fixed a bug in squalls and tropical cyclones that was exposed by refactoring. Light precipitation was cut off by the old codebase, and this has fixed it.
- Fixed how tornadoes communicate from the server to the client, which improved network performance on the client side.
- Fixed a bug in how storms loaded chunks, leading to major performance improvements on the server-side.
- Fixed an issue with the weather shader improperly synchronizing with stratiform rain.
- Finally tracked down and hopefully remedied the issue with Intel iGPUs and GPUs being incompatible.
- Removed SolarEverest.
- __Removed__**
- Serene Seasons is *no longer compatible,* this has been explicitly removed from PMWeather's code to give way to our own season system.
- Added an on/off toggle for the RADAR block to save on performance when it isn't being used. Shift-right click the block!
### Changes
- Dew points in dry biomes are now much lower. Doom Savannas should be no more.
- Colors for 200-300 mph changed on the GLOBALWINDS debug mode to be higher contrast.
- Frozen precipitation now melts faster in warmer temperatures.
### Fixes
- Tornadoes should be more opaque once again
- Ice blocks now melt in hot weather
- Ice layers now properly melt!
- Once again fixed the curve for tropical cyclone intensity. We found an error with our math: this one should do it.
- Hurricane volumetrics should no longer look like giant tornadoes upon formation
- Wind now pushes people with a force exponential to the windspeed (like it should)
### Fixes
- Tornado-caused tick lag should be improved
- Hurricanes shouldn't strengthen as quickly
- Hurricanes should dissipate faster
- "Forever Storms" no longer occur, and will be force-killed after a certain time
- Config to enable or disable the new every 5th tick damage system
- Config to change density of rain particles for performance
### Changes
- Cyclones now strengthen slower (hopefully)
- SSTs for the cyclone growth equation are now capped to 32c, will be reverted if it causes issues
### Major Additions
- Tropical Cyclones: Depressions, storms, typhoons, hurricanes: Dynamic, regeneratable, deadly. A new threat to all worlds.
### Additions
- Synoptic precipitation. Particularly overcast days will produce light to steady rainfall. Some cumulus can produce light precipitation.
- Eyewall meso-vortexes.
- New audio for extreme winds.
- A new roaring audio for intense tornadoes.
- A new audio for specifically players underground.
- High winds now create a blinding mist effect.
- New default RADAR mode "FALSE_IR."
- A new RADAR upgrade for the RADAR viewer.
- Added a client-side config to force RADAR into a 3x3 grid.
- Added a server-side config “Chance in 1 of Cyclone.”
- A new debug mode "GLOBAL_WINDS.”
- New debug mode “SST”
- Every destructive weather type now has a server-side toggle for turning on and off the phenomena.
### Changes
- Tornado damage now runs every fifth tick versus every tick. This should reduce tick lag.
- Large tornadoes are now smoother.
- Some graphical changes for high winds and high precipitation.
- Higher winds are more destructive.
### Fixes
- The stormlist on the client clears when entering dimensions. It will no longer rain in the Nether and End.
- WorldTime/GameTime now interpolates between each other, reducing jitter.
- Fixed an error where tornadoes can be larger than wall clouds.
- Probably a couple things we can’t remember
### Notes
- Distant horizons' newest versions do not function properly, fix is incoming soon.
- Wind now pushes players when strong enough
### Changes
- Tornado intensity system has been modified, stronger tornadoes should be rarer
### Fixes
- Distant Horizons now has support! Issues may still exist, and will be ironed out in the future
- The radar now properly indexes each pixel, and shouldn't waste memory
- Server sided crash when using the weather station specifically on dedicated servers
- Debris cloud fades out on larger tornadoes
### Fixes
- Tick lag improved potentially significantly
- Weather station should be synced between all players properly
(**Possible regression**: Tornado damage may be more spotty, will look into this)
- Moonlight now starts much closer to moonrise
- Added config to disable debarking
- Maximum tornado size reverted to 800
- Risks now use DayTime instead of GameTime, sleeping should properly progress risks, aswell as the /time command
### Fixes
- Dynamic Trees no longer crashes the game (hopefully)
- Tornadoes should appear larger relative to their windfield
- Debris clouds should appear larger relative to the windfield