Physics
The physics section of atmosphere.yml tunes how air rises, how cloud and rain form and how the air settles back to its baseline. The shipped values work together, so change one at a time and watch the result with /ms atmosphere stats.
Every key except solver-threads can also be set per season, world or profile (see Where a block can sit). /ms reload applies a change within a step or two and keeps the running weather. Values outside the range move to the nearest end without a message.
Rates and weather time
Rates are per weather second. At the default timing one step is 8 weather seconds, so any rate of 0.125 (1 divided by 8) or more already acts in full every step, and higher values change nothing.
Convection and wind
| Option | Default | Range | What it does |
|---|---|---|---|
buoyancy |
0.035 |
0 to 2 | Higher gives stronger updrafts, taller clouds and more storms. |
pressure-iterations |
40 |
5 to 120 | Passes of the wind calculation per step, a whole number. More make the wind follow terrain and updrafts more closely and cost more CPU. |
vorticity |
0.0 |
0 to 10 | Extra swirl in storms. Above 3 divided by grid.cell-size.xz (0.1 for 32-block cells, 0.01 for 256) the winds grow out of control until they hit max-wind. |
max-wind |
40.0 |
1 to 200 | Wind speed cap in m/s, for each direction (x, z and up-down) on its own. |
solver-threads |
0 |
0 to 16 | CPU threads that share each step. 0 picks half the cores, at least 1 and at most 4. Only in atmosphere.yml, needs a restart. |
A max-wind above 40 still changes the simulation, but /ms atmosphere stats, the wind placeholders and the atmospherewind mechanic and condition report each wind direction only between -40 and 40 m/s, and the ground wind speed only up to 25.5 m/s.
Temperature with height
| Option | Default | Range | What it does |
|---|---|---|---|
lapse-rate |
0.05 |
0.0001 to 1 | Degrees C the air cools per block of height, counted from the world's lowest block. Lower gives higher, rarer clouds. |
tropopause-height |
336 |
-2048 to 4096 | Block Y where the air stops cooling with height. The weather stays mostly below it. |
ref-theta |
12.0 |
-60 to 60 | Temperature in degrees C, at the world's lowest block, that the air settles back to over time. New weather starts from it. |
stability |
0.017 |
0 to 1 | Higher damps tall storm towers and constant rain. The built-in default, used when no file sets the key, is 0. |
rad-tau |
2400.0 |
1 to 1,000,000 | Weather seconds the air takes to settle back to the baseline of ref-theta and stability. Lower brings the upper air back faster. |
- The shipped
lapse-rateis steeper than the real atmosphere on purpose: a Minecraft sky is too shallow for real cooling to form cloud. tropopause-heightkeeps very tall worlds from filling their upper sky with permanent cloud, and does nothing in a world whose sky ends below it. A value below the world's lowest block is replaced by that block, with a warning.- The shipped seasons raise or lower
ref-thetawith the season, see Season Adjustments.
Air at the ground
| Option | Default | Range | What it does |
|---|---|---|---|
surface-tau |
120.0 |
1 to 100,000 | Weather seconds the ground air takes to follow the temperature and moisture of its biome, season and time of day. Lower is faster. |
surface-depth |
16 |
1 to 512 | Blocks of air the ground warms, cools, moistens and slows down, in whole levels of grid.cell-size.y (at least one). Players read the ground wind from the level directly above. |
surface-max-humidity |
1.0 |
-1 to 2 | Most moisture the ground pushes into that air, as a share of what it can hold (1.0 = saturated), so very damp or cold cells do not drizzle all night. The built-in default, used when no file sets the key, is -1 (no limit). |
drag-per-sec |
0.10 |
0 to 1 | Friction on the wind in that air: the share of its speed removed per weather second. |
- If you make cells shorter (a smaller
grid.cell-size.y), keepsurface-depthat the height your other values were tuned for, so low cloud, fog and drizzle stay where they were. - Air masses raise and lower
surface-max-humiditytogether with the moisture.
Cloud and rain
| Option | Default | Range | What it does |
|---|---|---|---|
cond-rate |
0.9 |
0 to 10 | How fast moisture the air cannot hold turns into cloud. At the default step length only values below 0.125 slow it down. |
auto-threshold |
0.6 |
0 to 20 | Cloud water in g/kg above which cloud starts turning into rain. Lower gives drizzle, higher lets cloud build up and rain in bursts. |
auto-rate |
0.12 |
0 to 10 | How fast the cloud water above auto-threshold turns into rain. 0 stops rain from ever forming. |
rain-evap-rate |
0.08 |
0 to 10 | How strongly rain evaporates in drier air under the cloud, cooling that air. |
Top of the sky
| Option | Default | Range | What it does |
|---|---|---|---|
sponge-per-sec |
0.08 |
0 to 1 | Share of the wind removed per weather second in the top two levels of the sky, so the wind that Forcing drives stays low up there. |
Examples
physics:
auto-threshold: 0.4
More drizzle, fewer bursts of rain.
physics:
auto-rate: 0.0
Nothing ever rains and no storm forms. The shipped
marsprofile uses this.
worlds:
resource_world:
physics:
max-wind: 15.0
buoyancy: 0.02
A wind cap of 15 m/s and weaker updrafts, in
resource_worldonly.