Initial commit

This commit is contained in:
Jacob Vinding
2025-12-27 06:09:19 +01:00
commit 79dfa3a57a
1315 changed files with 139645 additions and 0 deletions

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# Configuration file
"weather2: foliage" {
I:Thread_Foliage_Process_Delay=1000
B:extraGrass=false
I:foliageShaderRange=40
}

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# Configuration file
"weather2: misc" {
# Server and client side, Locks down the mod to only do wind, leaves, foliage shader if on, etc. No weather systems, turns overcast mode on
B:Aesthetic_Only_Mode=false
B:Block_AnemometerNoRecipe=false
B:Block_SandLayerNoRecipe=false
B:Block_SandNoRecipe=false
B:Block_SensorNoRecipe=false
B:Block_SirenManualNoRecipe=false
B:Block_SirenNoRecipe=false
B:Block_WeatherDeflectorNoRecipe=false
B:Block_WeatherForecastNoRecipe=false
B:Block_WeatherMachineNoRecipe=false
B:Block_WeatherMachineNoTornadosOrCyclones=false
B:Block_WindVaneNoRecipe=false
# Use if you are on a server with weather but want it ALL off client side for performance reasons, overrides basically every client based setting
B:Client_PotatoPC_Mode=false
# Maximum percent of cloud coverage, supports over 100% for extended full cloud sky coverage
D:Cloud_Coverage_Max_Percent=100.0
# Minimum percent of cloud coverage, supports negative for extended cloudless sky coverage
D:Cloud_Coverage_Min_Percent=0.0
# How much to randomly change cloud coverage % amount, performed every 10 seconds
D:Cloud_Coverage_Random_Change_Amount=0.05
# Distance between cloud formations, not particles, this includes invisible cloudless formations used during partial cloud coverage
I:Cloud_Formation_MinDistBetweenSpawned=300
I:Cloud_Layer0_Height=200
# For a second layer of passive non storm progressing clouds
B:Cloud_Layer1_Enable=false
I:Cloud_Layer1_Height=350
# Not used at the moment
I:Cloud_Layer2_Height=500
# How many ticks between cloud particle spawning
I:Cloud_ParticleSpawnDelay=2
S:Dimension_List_Clouds=0,-127
S:Dimension_List_Storms=0,-127
S:Dimension_List_Weather=0,-127
S:Dimension_List_WindEffects=0,-127
# If true, will cancel vanilla behavior of setting clear weather when the player sleeps, for global overcast mode
B:Global_Overcast_Prevent_Rain_Reset_On_Sleep=true
B:Item_PocketSandNoRecipe=false
# Disabling this recipe will keep them from using other recipes since it depends on this item
B:Item_WeatherItemNoRecipe=false
I:Misc_AutoDataSaveIntervalInTicks=36000
B:Misc_ForceVanillaCloudsOff=true
B:Misc_proxyRenderOverrideEnabled=true
I:Misc_simBoxRadiusCutoff=1124
I:Misc_simBoxRadiusSpawn=1024
I:Thread_Particle_Process_Delay=400
B:Villager_MoveInsideForStorms=true
I:Villager_MoveInsideForStorms_Dist=256
B:blockBreakingInvokesCancellableEvent=false
B:consoleDebug=false
# Used if overcastMode is off, 1 = lock weather on, 0 = lock weather off, -1 = dont lock anything, let server do whatever
I:lockServerWeatherMode=0
# If true, lets server side do vanilla weather rules, weather2 will only make storms when server side says 'rain' is on
B:overcastMode=false
B:radarCloudDebug=false
D:sensorActivateDistance=256.0
D:shaderParticleRateAmplifier=3.0
D:sirenActivateDistance=256.0
D:volWaterfallScale=0.5
D:volWindLightningScale=1.0
D:volWindScale=0.05
D:volWindTreesScale=0.5
}

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# Configuration file
"weather2: particle" {
# Enables or disables all precipitation particle types
B:Particle_RainSnow=true
B:Particle_Rain_DownfallSheet=true
B:Particle_Rain_GroundSplash=true
B:Particle_VanillaAndWeatherOnly=false
D:Precipitation_Particle_effect_rate=0.7
D:Sandstorm_Particle_Debris_effect_rate=0.6
D:Sandstorm_Particle_Dust_effect_rate=0.6
# Currently used for rates of leaf, waterfall, and fire particles
D:Wind_Particle_effect_rate=0.7
B:Wind_Particle_fire=true
B:Wind_Particle_leafs=true
B:Wind_Particle_waterfall=true
}

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# Configuration file
"weather2: sand" {
I:Sandstorm_OddsTo1=30
# Allow layered sand blocks to buildup outside deserty biomes where sandstorm is
B:Sandstorm_Sand_Buildup_AllowOutsideDesert=true
# Base amount of loops done per iteration, scaled by the sandstorms intensity (value given here is the max possible)
I:Sandstorm_Sand_Buildup_LoopAmountBase=800
# Amount of game ticks between sand buildup iterations, keep it high to prevent client side chunk update spam that destroys FPS
I:Sandstorm_Sand_Buildup_TickRate=40
B:Sandstorm_Siren_PleaseNoDarude=false
# Time between sandstorms for either each player or entire server depending on if global rate is on, default: 3 mc days
I:Sandstorm_TimeBetweenInTicks=72000
B:Sandstorm_UseGlobalServerRate=false
# Takes the sand out of sandwiches
B:Storm_NoSandstorms=false
}

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# Configuration file
"weather2: snow" {
B:Snow_PerformSnowfall=false
I:Snow_RarityOfBuildup=64
}

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# Configuration file
"weather2: storm" {
I:Lightning_DistanceToPlayerForEffects=256
I:Lightning_OddsTo1OfFire=20
B:Lightning_StartsFires=false
I:Lightning_lifetimeOfFire=3
I:Player_Storm_Deadly_OddsTo1=30
I:Player_Storm_Deadly_TimeBetweenInTicks=72000
# Used if Server_Storm_Deadly_UseGlobalRate is on, replaces use of Player_Storm_Deadly_OddsTo1
I:Server_Storm_Deadly_OddsTo1=30
# Used if Server_Storm_Deadly_UseGlobalRate is on, replaces use of Player_Storm_Deadly_TimeBetweenInTicks
I:Server_Storm_Deadly_TimeBetweenInTicks=72000
B:Server_Storm_Deadly_UseGlobalRate=false
I:Storm_AllTypes_TickRateDelay=60
I:Storm_Deadly_CollideDistance=128
# The minimum stage a storm has to be at to be removed, stages are: 0 = anything, 1 = thunder, 2 = high wind, 3 = hail, 4 = F0/C0, 5 = F1/C1, 6 = F2/C2, 7 = F3/C3, 8 = F4/C4, 9 = F5/C5
I:Storm_Deflector_MinStageRemove=1
I:Storm_Deflector_RadiusOfStormRemoval=150
B:Storm_Deflector_RemoveRainstorms=false
B:Storm_Deflector_RemoveSandstorms=true
B:Storm_FlyingBlocksHurt=true
I:Storm_HailPerTick=10
I:Storm_LightningStrikeBaseValueOddsTo1=200
I:Storm_MaxPerPlayerPerLayer=20
I:Storm_MaxRadius=300
B:Storm_NoRainVisual=false
I:Storm_OddsTo1OfHighWindWaterSpout=150
I:Storm_OddsTo1OfLandBasedStorm=-1
I:Storm_OddsTo1OfOceanBasedStorm=300
I:Storm_ParticleSpawnDelay=3
I:Storm_PercentChanceOf_C0_Cyclone=70
I:Storm_PercentChanceOf_C1_Cyclone=50
I:Storm_PercentChanceOf_C2_Cyclone=40
I:Storm_PercentChanceOf_C3_Cyclone=30
I:Storm_PercentChanceOf_C4_Cyclone=20
# Also known as full blown hurricane
I:Storm_PercentChanceOf_C5_Cyclone=10
I:Storm_PercentChanceOf_F0_Tornado=70
I:Storm_PercentChanceOf_F1_Tornado=50
I:Storm_PercentChanceOf_F2_Tornado=40
I:Storm_PercentChanceOf_F3_Tornado=30
I:Storm_PercentChanceOf_F4_Tornado=20
I:Storm_PercentChanceOf_F5_Tornado=10
I:Storm_PercentChanceOf_Hail=80
I:Storm_PercentChanceOf_HighWind=90
I:Storm_Rain_OddsTo1=150
# Minimum amount of visual rain shown when its raining globally during overcast mode
D:Storm_Rain_Overcast_Amount=0.01
I:Storm_Rain_Overcast_OddsTo1=50
# How often in ticks, a rainstorm updates its list of entities under the rainstorm to extinguish. Extinguishes entities under rainclouds when globalOvercast is off. Set to 0 or less to disable
I:Storm_Rain_TrackAndExtinguishEntitiesRate=200
I:Storm_Rain_WaterBuildUpOddsTo1FromNothing=100
I:Storm_Rain_WaterBuildUpOddsTo1FromOvercastRaining=30
I:Storm_Rain_WaterBuildUpOddsTo1FromSource=15
I:Storm_Rain_WaterBuildUpRate=10
I:Storm_Rain_WaterSpendRate=3
D:Storm_TemperatureAdjustRate=0.1
B:preventServerThunderstorms=true
}

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# Configuration file
"weather2: tornado" {
# Makes weather boring! or peacefull?
B:Storm_NoTornadosOrCyclones=false
# Use a list of blocks instead of grabbing based on calculated strength of block, if true this overrides StrengthGrabbing and RefinedGrabRules
B:Storm_Tornado_GrabCond_List=false
B:Storm_Tornado_GrabCond_List_PartialMatches=false
# Grab blocks based on how well a diamond axe can mine the block, so mostly wooden blocks
B:Storm_Tornado_GrabCond_StrengthGrabbing=true
# Enable GrabCond_List to use, add registered block names to list, use commas to separate values
S:Storm_Tornado_GrabList=planks, leaves
# Treat block grab list as a blacklist instead of whitelist
B:Storm_Tornado_GrabListBlacklistMode=false
# Prevents tearing up of dirt, grass, sand and logs, overrides strength based grabbing
B:Storm_Tornado_RefinedGrabRules=true
# Used if Storm_Tornado_grabbedBlocksRepairOverTime is true, minimum of 600 ticks (30 seconds) required
I:Storm_Tornado_TicksToRepairBlock=6000
# Accuracy of tornado aimed at player
I:Storm_Tornado_aimAtPlayerAngleVariance=5
# Make tornados initial heading aimed towards closest player
B:Storm_Tornado_aimAtPlayerOnSpawn=true
# Grab animals, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabAnimals=true
# Tear up blocks from the ground based on conditions defined
B:Storm_Tornado_grabBlocks=true
# Grab entity items, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabItems=false
# Grab hostile mobs, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabMobs=true
# Grab player or not
B:Storm_Tornado_grabPlayer=true
# Prevent grabbing of non players
B:Storm_Tornado_grabPlayersOnly=false
# Grab villagers, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabVillagers=true
# Experimental idea, places the WIP repairing block where a tornado does damage instead of removing the block, causes tornado damage to self repair, recommend setting Storm_Tornado_rarityOfBreakOnFall to 0 to avoid duplicated blocks
B:Storm_Tornado_grabbedBlocksRepairOverTime=false
I:Storm_Tornado_maxBlocksGrabbedPerTick=5
# Max amount of flying entity blocks allowed active, if it goes over this, it stops turning destroyed blocks into entities
I:Storm_Tornado_maxFlyingEntityBlocks=200
I:Storm_Tornado_rarityOfBreakOnFall=5
# How rarely a block will be removed while spinning around a tornado
I:Storm_Tornado_rarityOfDisintegrate=15
}

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# Configuration file
"weather2: wind" {
B:Misc_windOn=true
B:Wind_HighWindEvents=true
B:Wind_LowWindEvents=true
D:globalWindChangeAmountRate=1.0
I:highWindOddsTo1=8000
I:highWindTimerEnableAmountBase=2400
I:highWindTimerEnableAmountRnd=12000
I:lowWindOddsTo1=4000
I:lowWindTimerEnableAmountBase=2400
I:lowWindTimerEnableAmountRnd=12000
D:windSpeedMax=1.0
D:windSpeedMin=1.0E-5
# Min wind speed to maintain if its raining with global overcast mode on, overrides low wind events and windSpeedMin
D:windSpeedMinGlobalOvercastRaining=0.3
}