Additions
- 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.
Changes
- 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
Additions
- 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
Update Tropical
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.
Additions
- 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
Fixes
- Server sided crash when using the weather station specifically on dedicated servers
Changes
- 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)
Changes
- 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
Additions
- Config for max damaged blocks per tick
Changes
- Default spawn rate per minute lowered to 0.25
- Default max tornado width lowered to 225
- Max tornado width config maximum lowered to 450
- Risks no longer raise the spawn rate as much
- Risks now influence the maximum possible tornado strength
Fixes
- Tornadoes should no longer pick players up as quickly and as harshly, especially weaker tornadoes
- Scouring blocks did not have face culling, causing possible performance issues
- New hidden "SRH" value was not taken into account when forecasting out into the future, causing wildly inaccurate risk outlooks
- Tornadoes should no longer generate and load chunks outside of the world border
Make sure to reset the Server Config settings and then remodify, unless you know what you're doing
Changes
- Nerfs risks more properly
- Reupload to fix a bug
Changes
- Risks should be more common (maybe too common, more testing needed)
- Debris should render from further out
Fixes
- Tornadoes should no longer blast north when dying
- A theoretical bug which might have caused issues with velocity on radar for some
Fixes
- Risks should actually exists in most biomes now, however the savanna apocalypse has likely returned (risks may still be undertuned, but should exist fingers crossed)
(Sorry for back to back updates this had to be fixed asap)
Fixes
- MAJOR crash upon weaker storms spawning
Changes
- Thermodynamic system touched up, savannas should no longer be apocalyptic
- Storm formation and speed doubled to account for a previous fix where storms ticked twice
Fixes
- A crash whenever invalid characters are typed into config text boxes
Changes
- Tornado server sided width smoothing is faster (making tornado size changes faster, still smoothed by the client however)
- Lightning is more common by a slight amount
- Dying tornadoes veer northward (simple I know but good enough!)
Fixes
- Storms now only load/generate chunks as tornadoes instead of constantly, should improve world file sizes and server lag
Changes
- Larger tornadoes are slightly more rare
- Changed method of tornado damage, might cause issues with infrequent damage on very large tornadoes but should alleviate server lag issues somewhat
- Atmospheric samples taken for precipitation type testing now occur further apart, lessening the performance cost of the method
Fixes
- Entities should no longer be repelled from tornadoes at very low heights
- Entities should no longer rocket towards the center of a funnel when being picked up
Changes
- Storm size on radar lowered again
Fixes
- Tornadoes spawned naturally or using "buildto" did not reach their maximum size
- Particles would constantly accelerate, even beyond the wind speed
Changes
- Supercells are now larger on radar
- Storms shouldn't take as long to develop
Fixes
- Storms shouldn't appear on radar before appearing in the sky
- Entities should be properly lifted in tornadoes
- "Zig zag" tornadoes should be mitigated
Fixes
- Tick lag fix again, this time entity tick lag
Fixes
- Storms ticked twice a tick, causing unnecessary lag, this has been fixed
- Experimental change to the thermodynamic samplePoint function, should reduce lag, may not