Layer Options
The settings of one cloud layer go at the top level of its file in plugins/MythicSeasons/cloud-layers/:
type: surface-humidity
forms-at: 0.9
full-at: 1.0
opacity: 0.4
color: "DDE3E8"
voxel-size: 16
thickness: 17
A setting left out keeps its default, and a value outside the range is set to its nearest end without a message. Settings not marked file only can also change per season, world or profile under cloud-layers.<layer name>.<setting>, see Layers. A band is a layer with a thickness of 0 or more, a flat slab of cloud.
What the layer reads
Most layer types read a weather value, such as cloud water or ground humidity. forms-at and full-at turn this reading into cloud.
| Option | Default | Range | What it does |
|---|---|---|---|
type |
none | File only. What decides where the layer has cloud: simulated, surface-humidity, humidity, surface-wind, outflow, noise, none or a type from another plugin, see Layer Types. |
|
forms-at |
0.0 |
-1000 to 1000 | The reading where cloud starts to form, in the type's unit. |
full-at |
0.5 |
-1000 to 1000 | The reading where the cloud is fully thick. At or below forms-at, cloud switches fully on at forms-at. |
coverage |
1.0 |
0.2 to 2 | Overall cloudiness. 1.0 gives patches with clear gaps. |
- To draw less cloud, raise
forms-atandfull-attogether.coverageonly changes the places belowfull-at, and on a shaped band it multiplies the shape'scover. - The defaults suit the cloud water of
simulated. Other types need a pair in their own unit, see Layer Types. Leave both alone fornoise. - On the first solid layer, higher values also show less rain, since rain only shows under its drawn cloud.
Look
| Option | Default | Range | What it does |
|---|---|---|---|
color |
"" |
hex RGB | File only. Colour of the whole layer. "" uses the biome cloud colours. |
opacity |
1.0 |
0.1 to 1 | 1.0 draws solid cubes, anything lower see-through cubes, even 0.99. |
visible-from-inside |
true |
true, false |
File only. With true, a see-through layer also draws its inside faces, so it stays visible from inside (about twice the faces). |
shade-top |
1.0 |
0 to 1 | Brightness of the top faces. |
shade-z |
0.85 |
0 to 1 | Brightness of the north and south faces. |
shade-x |
0.78 |
0 to 1 | Brightness of the east and west faces. |
shade-bottom |
0.72 |
0 to 1 | Brightness of the underside. |
storm-bands |
4 |
1 to 16 | Steps of the darkening over a storm, up to 45 percent darker. More steps add faces. |
noise-scale |
80.0 |
4 to 2048 | Width in blocks of the pattern that breaks the layer into patches and ragged edges. |
noise-scale-y |
44.0 |
4 to 2048 | Height in blocks of the same pattern. |
noise-seed |
1337 |
0 to 1,000,000 | Picks another pattern. |
style |
none | File only. A look from the cloud-styles folder: style: soft, or style: {use: soft, low-y: 256} to change one of its variables, see Styles. |
- Write colours as six hex digits in quotes (
"F4F7FC"). Unquoted,000000is read as the number 0 (no colour) and#F4F7FCas a comment. A short"FFF"is not expanded and gives a strong blue. - The noise pattern is never finer than 4 cloud blocks (8 when
voxel-heightis odd). A shaped band usesshape.seedand ignores the three noise settings.
Height and position
| Option | Default | Range | What it does |
|---|---|---|---|
thickness |
-1 |
-1 to 2048 | File only. -1 follows the simulated clouds. A number makes a flat band that many blocks thick. |
min-y |
-512 |
-512 to 2032 | Lowest block Y the layer may use. -512 = no limit. |
top-clearance |
-1 |
-1 to 1024 | File only, bands only. Starts the band this many blocks above the top of the simulated sky. -1 = off. |
ground-clearance |
-1 |
-1 to 512 | Blocks of clear air kept above the terrain. -1 = off. |
ground-clearance-cap |
320 |
-512 to 2032 | The ground-clearance floor never rises above this, so higher terrain pierces the layer. |
lift |
0 |
0 to 1024 | Only with thickness -1. Draws the clouds and their floor this many blocks higher, shrinking to 0 over ground from ground-clearance-cap minus lift up to the cap. 0 = off. |
ground-grid |
0 |
0 to 256 | See-through layers only. Follows the real ground in squares of this many blocks. 0 = the highest terrain of each weather cell. |
ground-sink |
0 |
0 to 512 | Bands resting on the ground reach this many blocks below their floor, so they never hover over dips. The top stays put. |
- A band's floor is the highest of
min-y, the sky top plustop-clearance, and the terrain plusground-clearance(at mostground-clearance-cap). With all three off the band sits at y-512, out of sight, so set at least one. - A band without a shape is at least two rows of cloud blocks thick. A shaped band is a whole number of rows, at least one.
- With
thickness: -1the layer is only drawn where the simulation holds cloud, whatever itstype. liftmoves only the drawn cloud. Rain, snow, thunder, in-cloud checks and the cloud base and top placeholders follow it. Raisetop-clearancebands by the same amount to keep them above lifted storm towers.- With
lift160 and a cap of 320, ground up to y160 gets the full 160. Over ground between y160 and y320 the floor stays level at the cap plusground-clearance, and terrain above y320 keeps its cloud where the weather has it. ground-gridignores tree leaves. Smaller squares follow the land more closely and draw more faces. Land whose chunks have not loaded since the start gets no layer. Values are rounded down to a power of two, and 1 to 15 count as 16.- For fog that fills valleys up to a fixed height, set
ground-clearanceto -1,min-yto the valley floor andthicknessto how high the fog reaches.
Detail and distance
| Option | Default | Range | What it does |
|---|---|---|---|
voxel-size |
32 |
4 to 64 | File only. Width in blocks of the cloud blocks nearest the player, a power of two (others are rounded down with a warning). Smaller draws many more entities. |
voxel-height |
16 |
2 to 32 | Height in blocks of the cloud blocks nearest the player. Band rows keep it at every distance. |
lod-bias |
0 |
-4 to 5 | Positive values turn the layer coarse sooner (fewer entities), negative values keep detail farther out. No effect while clouds.lod-level pins a level. |
max-distance |
8192 |
64 to 8192 | File only. How far the layer is drawn, in blocks, within each player's quality preset. |
no-cull-distance |
64 |
0 to 8192 | Faces within this many blocks of a player are drawn even behind thick cloud or terrain and outside fov-cull-angle. 0 = no exception. |
max-distancecan be a formula ofview-distance, the player's own view distance in chunks:max-distance: "min(view-distance * 16, 256)". Numbers,+,-,*,/, parentheses,minandmaxwork. A broken formula logs a warning and uses 8192.- Within
no-cull-distance, faces turned away from the player are still skipped, andmax-distancestill applies.
Seen from inside
| Option | Default | Range | What it does |
|---|---|---|---|
near-opacity |
0.5 |
0 to 1 | Opacity of the see-through window that opens around a player near or inside the cloud. |
near-distance |
24 |
0 to 512 | How close in blocks a player must be to the cloud for the window to open. |
near-dome-size |
3 |
1 to 9 | Width of the window in cloud blocks. Even numbers act as the odd number below. |
haze-shells |
0 |
0 to 12 | For see-through bands: how many thin haze shells wrap a player inside the layer. 0 = no haze. |
haze-distance |
6 |
4 to 64 | Blocks from the player to the outermost shell. |
haze-opacity |
0.1 |
0.1 to 1 | Opacity of each shell. Shells add up: four of 0.12 give about 0.4. |
- The three
near-settings only apply to the first solid layer inclouds.layers, see Layers. - Only the first layer with
haze-shellsabove 0 gives haze, with at mosthaze-distanceminus 2 shells. The haze takes the layer's colour, darkened like its east and west faces. - Keep
haze-distancesmall: larger values show dark strips in the fog while moving.
Player toggles
| Option | Default | What it does |
|---|---|---|
toggle |
none | File only. The name players use with /togglecloudlayer <name> to hide this layer (a-z, 0-9, _ and -). Layers with the same name hide together, and a layer without one cannot be hidden. |
toggle-default |
shown |
File only. hidden starts the layer hidden for players who have not chosen yet. |
The shipped layers use the names cumulus, fog, cirrus and dust, and /togglecloudlayer without a name lists them. Skills and other plugins can read a player's choice with the cloud layer placeholders of MythicMobs and PlaceholderAPI.
Shape
A band can hold a shape section that draws a form such as streaks, hooks or a veil in place of plain patches, see Shapes.