Weather
weather in atmosphere.yml decides when simulated air counts as rain, snow or a storm. biome-defaults turns the vanilla biome under each cell into its climate.
Every key can also be set per season, world or profile (see Overrides) and applies on /ms reload. Values outside the range move to the nearest end without a message.
Rain, snow and storms
| Option | Default | Range | What it does |
|---|---|---|---|
rain-precip-threshold |
0.15 |
0 to 100 | Rain intensity needed before players see rain. The built-in value is 0.12. |
snow-temp-threshold |
0.5 |
-60 to 60 | Ground air temperature in degrees C below which rain falls as snow. |
storm-precip-threshold |
0.5 |
0 to 100 | Rain intensity needed for a storm. |
storm-updraft-threshold |
2.5 |
0 to 100 | Updraft in m/s that some level above the spot must also exceed for a storm. |
| Weather | Needs | Players notice it as |
|---|---|---|
| Rain | Rain intensity above rain-precip-threshold and cloud above the player |
Client rain, atmosphere{raining=true}, the triggers atmosphere-rain-start and -stop |
| Snow | Rain, with ground air below snow-temp-threshold |
atmosphere{snowing=true}, the snow triggers, the snowflakes of the bundled skill MS_AtmosphereSnow |
| Storm | Rain intensity above storm-precip-threshold, an updraft above storm-updraft-threshold and cloud above the player |
Thunder while it rains, atmosphere{storm=true}, the storm triggers, darker cloud |
- "Cloud above the player" means drawn cloud of the first solid (opacity 1) cloud layer. Drizzle from low cloud under that layer's floor or from ground fog is not shown. Without a solid layer, a player above the top of the simulated cloud gets no rain.
<mythicseasons.precipitation>reads the rain intensity, and theRain:orSnow:line of/ms atmosphere statsshows it aboverain-precip-threshold(nonebelow). It tops out at 8 in steps of about 0.031, so two thresholds between the same two steps behave the same.- Outside naturally cold biomes the client draws rain, so the bundled skill adds the snowfall.
- Thunder is only sent while it also rains for that player, so a
storm-precip-thresholdbelowrain-precip-thresholdgives storms that do not thunder until rain shows. - Weather spots set through a land plugin win inside their area. Where the simulation has no answer, such as a world without it, the server's weather answers and the weather triggers stay quiet.
- The shipped seasons set
rain-precip-thresholdto 0.18 in spring, 0.26 in summer and 0.09 in winter. Fall keeps 0.15.
Snow on the ground
The simulation keeps a snow cover from 0 (bare) to 1 (full) for each spot, and a season populator with use-snow-coverage: true puts snow on that share of the ground. Times are weather minutes (30 are 7.5 real minutes at the default timing).
| Option | Default | Range | What it does |
|---|---|---|---|
snow-cover.build-minutes |
30.0 |
0.1 to 10080 | Snowfall from bare ground to full cover. |
snow-cover.rain-melt-minutes |
60.0 |
0.1 to 10080 | Rain from full cover to bare ground. |
snow-cover.thaw-minutes |
120.0 |
0.1 to 10080 | No rain and ground air at or above snow-temp-threshold, from full cover to bare ground. |
Biome climate
Each cell takes its climate from the vanilla biome at the surface of the nearest loaded chunk:
- temperature (degrees C) = vanilla temperature x
temp-scale+temp-offset - moisture (g/kg) =
vapor-base+vapor-scalex vanilla downfall
The ground air moves toward these values, shifted by the season and the time of day. The vanilla temperature is limited to -0.7 to 2.0. The Biome: line of /ms atmosphere stats shows the biome and base temperature where you stand.
| Option | Default | Range | What it does |
|---|---|---|---|
biome-defaults.temp-scale |
18.0 |
-1000 to 1000 | Degrees C per unit of vanilla temperature. |
biome-defaults.temp-offset |
-2.0 |
-1000 to 1000 | Degrees C added to every biome. |
biome-defaults.vapor-base |
2.0 |
0 to 40 | Moisture in g/kg of a biome with no downfall. |
biome-defaults.vapor-scale |
10.0 |
0 to 100 | Moisture in g/kg per unit of vanilla downfall. |
A plains biome (temperature 0.8, downfall 0.4) gets 0.8 x 18 - 2 = 12.4 C and 2 + 10 x 0.4 = 6 g/kg. Warm air holds more moisture before cloud forms (about 14.5 g/kg at 20 C), so hot seasons need a higher humidity to rain at all. A cell no loaded chunk has sampled yet takes the average of the sampled cells in the simulated area.
Per-biome offsets
A biome file in the biomes folder can add local weather for its biomes with an atmosphere: block:
atmosphere:
temp-offset: 0.0
vapor-multiplier: 1.0
seasons:
summer:
temp-offset: 2.0
vapor-multiplier: 1.2
winter:
temp-offset: -3.0
vapor-multiplier: 0.7
temp-offsetadds degrees C (default 0) andvapor-multiplierscales the moisture (default 1). An entry underseasons, by season id, replaces them for that season.- Only cells with a terrain sample get an offset, picked by the biome of that sample. With the cloud layer on, new offsets apply after
/ms reload.
Examples
weather:
rain-precip-threshold: 0.25
Only heavier rain is shown.
atmosphere:
weather:
snow-temp-threshold: 2.0
In a season file: rain falls as snow when the ground air is below 2 C.
biome-defaults:
temp-scale: 12.0
temp-offset: 0.0
A milder world: plains get 0.8 x 12 = 9.6 C instead of 12.4.