Initial commit
This commit is contained in:
9
overrides/config/Weather2/Foliage.cfg
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9
overrides/config/Weather2/Foliage.cfg
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# Configuration file
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"weather2: foliage" {
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I:Thread_Foliage_Process_Delay=1000
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B:extraGrass=false
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I:foliageShaderRange=40
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}
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80
overrides/config/Weather2/Misc.cfg
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80
overrides/config/Weather2/Misc.cfg
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# Configuration file
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"weather2: misc" {
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# 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
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B:Aesthetic_Only_Mode=false
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B:Block_AnemometerNoRecipe=false
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B:Block_SandLayerNoRecipe=false
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B:Block_SandNoRecipe=false
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B:Block_SensorNoRecipe=false
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B:Block_SirenManualNoRecipe=false
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B:Block_SirenNoRecipe=false
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B:Block_WeatherDeflectorNoRecipe=false
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B:Block_WeatherForecastNoRecipe=false
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B:Block_WeatherMachineNoRecipe=false
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B:Block_WeatherMachineNoTornadosOrCyclones=false
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B:Block_WindVaneNoRecipe=false
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# 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
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B:Client_PotatoPC_Mode=false
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# Maximum percent of cloud coverage, supports over 100% for extended full cloud sky coverage
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D:Cloud_Coverage_Max_Percent=100.0
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# Minimum percent of cloud coverage, supports negative for extended cloudless sky coverage
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D:Cloud_Coverage_Min_Percent=0.0
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# How much to randomly change cloud coverage % amount, performed every 10 seconds
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D:Cloud_Coverage_Random_Change_Amount=0.05
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# Distance between cloud formations, not particles, this includes invisible cloudless formations used during partial cloud coverage
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I:Cloud_Formation_MinDistBetweenSpawned=300
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I:Cloud_Layer0_Height=200
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# For a second layer of passive non storm progressing clouds
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B:Cloud_Layer1_Enable=false
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I:Cloud_Layer1_Height=350
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# Not used at the moment
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I:Cloud_Layer2_Height=500
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# How many ticks between cloud particle spawning
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I:Cloud_ParticleSpawnDelay=2
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S:Dimension_List_Clouds=0,-127
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S:Dimension_List_Storms=0,-127
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S:Dimension_List_Weather=0,-127
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S:Dimension_List_WindEffects=0,-127
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# If true, will cancel vanilla behavior of setting clear weather when the player sleeps, for global overcast mode
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B:Global_Overcast_Prevent_Rain_Reset_On_Sleep=true
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B:Item_PocketSandNoRecipe=false
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# Disabling this recipe will keep them from using other recipes since it depends on this item
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B:Item_WeatherItemNoRecipe=false
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I:Misc_AutoDataSaveIntervalInTicks=36000
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B:Misc_ForceVanillaCloudsOff=true
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B:Misc_proxyRenderOverrideEnabled=true
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I:Misc_simBoxRadiusCutoff=1124
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I:Misc_simBoxRadiusSpawn=1024
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I:Thread_Particle_Process_Delay=400
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B:Villager_MoveInsideForStorms=true
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I:Villager_MoveInsideForStorms_Dist=256
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B:blockBreakingInvokesCancellableEvent=false
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B:consoleDebug=false
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# Used if overcastMode is off, 1 = lock weather on, 0 = lock weather off, -1 = dont lock anything, let server do whatever
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I:lockServerWeatherMode=0
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# If true, lets server side do vanilla weather rules, weather2 will only make storms when server side says 'rain' is on
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B:overcastMode=false
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B:radarCloudDebug=false
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D:sensorActivateDistance=256.0
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D:shaderParticleRateAmplifier=3.0
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D:sirenActivateDistance=256.0
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D:volWaterfallScale=0.5
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D:volWindLightningScale=1.0
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D:volWindScale=0.05
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D:volWindTreesScale=0.5
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}
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20
overrides/config/Weather2/Particle.cfg
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20
overrides/config/Weather2/Particle.cfg
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# Configuration file
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"weather2: particle" {
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# Enables or disables all precipitation particle types
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B:Particle_RainSnow=true
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B:Particle_Rain_DownfallSheet=true
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B:Particle_Rain_GroundSplash=true
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B:Particle_VanillaAndWeatherOnly=false
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D:Precipitation_Particle_effect_rate=0.7
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D:Sandstorm_Particle_Debris_effect_rate=0.6
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D:Sandstorm_Particle_Dust_effect_rate=0.6
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# Currently used for rates of leaf, waterfall, and fire particles
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D:Wind_Particle_effect_rate=0.7
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B:Wind_Particle_fire=true
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B:Wind_Particle_leafs=true
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B:Wind_Particle_waterfall=true
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}
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24
overrides/config/Weather2/Sand.cfg
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24
overrides/config/Weather2/Sand.cfg
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# Configuration file
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"weather2: sand" {
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I:Sandstorm_OddsTo1=30
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# Allow layered sand blocks to buildup outside deserty biomes where sandstorm is
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B:Sandstorm_Sand_Buildup_AllowOutsideDesert=true
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# Base amount of loops done per iteration, scaled by the sandstorms intensity (value given here is the max possible)
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I:Sandstorm_Sand_Buildup_LoopAmountBase=800
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# Amount of game ticks between sand buildup iterations, keep it high to prevent client side chunk update spam that destroys FPS
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I:Sandstorm_Sand_Buildup_TickRate=40
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B:Sandstorm_Siren_PleaseNoDarude=false
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# Time between sandstorms for either each player or entire server depending on if global rate is on, default: 3 mc days
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I:Sandstorm_TimeBetweenInTicks=72000
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B:Sandstorm_UseGlobalServerRate=false
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# Takes the sand out of sandwiches
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B:Storm_NoSandstorms=false
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}
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8
overrides/config/Weather2/Snow.cfg
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8
overrides/config/Weather2/Snow.cfg
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# Configuration file
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"weather2: snow" {
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B:Snow_PerformSnowfall=false
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I:Snow_RarityOfBuildup=64
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}
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68
overrides/config/Weather2/Storm.cfg
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68
overrides/config/Weather2/Storm.cfg
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# Configuration file
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"weather2: storm" {
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I:Lightning_DistanceToPlayerForEffects=256
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I:Lightning_OddsTo1OfFire=20
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B:Lightning_StartsFires=false
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I:Lightning_lifetimeOfFire=3
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I:Player_Storm_Deadly_OddsTo1=30
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I:Player_Storm_Deadly_TimeBetweenInTicks=72000
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# Used if Server_Storm_Deadly_UseGlobalRate is on, replaces use of Player_Storm_Deadly_OddsTo1
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I:Server_Storm_Deadly_OddsTo1=30
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# Used if Server_Storm_Deadly_UseGlobalRate is on, replaces use of Player_Storm_Deadly_TimeBetweenInTicks
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I:Server_Storm_Deadly_TimeBetweenInTicks=72000
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B:Server_Storm_Deadly_UseGlobalRate=false
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I:Storm_AllTypes_TickRateDelay=60
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I:Storm_Deadly_CollideDistance=128
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# 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
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I:Storm_Deflector_MinStageRemove=1
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I:Storm_Deflector_RadiusOfStormRemoval=150
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B:Storm_Deflector_RemoveRainstorms=false
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B:Storm_Deflector_RemoveSandstorms=true
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B:Storm_FlyingBlocksHurt=true
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I:Storm_HailPerTick=10
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I:Storm_LightningStrikeBaseValueOddsTo1=200
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I:Storm_MaxPerPlayerPerLayer=20
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I:Storm_MaxRadius=300
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B:Storm_NoRainVisual=false
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I:Storm_OddsTo1OfHighWindWaterSpout=150
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I:Storm_OddsTo1OfLandBasedStorm=-1
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I:Storm_OddsTo1OfOceanBasedStorm=300
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I:Storm_ParticleSpawnDelay=3
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I:Storm_PercentChanceOf_C0_Cyclone=70
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I:Storm_PercentChanceOf_C1_Cyclone=50
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I:Storm_PercentChanceOf_C2_Cyclone=40
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I:Storm_PercentChanceOf_C3_Cyclone=30
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I:Storm_PercentChanceOf_C4_Cyclone=20
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# Also known as full blown hurricane
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I:Storm_PercentChanceOf_C5_Cyclone=10
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I:Storm_PercentChanceOf_F0_Tornado=70
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I:Storm_PercentChanceOf_F1_Tornado=50
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I:Storm_PercentChanceOf_F2_Tornado=40
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I:Storm_PercentChanceOf_F3_Tornado=30
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I:Storm_PercentChanceOf_F4_Tornado=20
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I:Storm_PercentChanceOf_F5_Tornado=10
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I:Storm_PercentChanceOf_Hail=80
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I:Storm_PercentChanceOf_HighWind=90
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I:Storm_Rain_OddsTo1=150
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# Minimum amount of visual rain shown when its raining globally during overcast mode
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D:Storm_Rain_Overcast_Amount=0.01
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I:Storm_Rain_Overcast_OddsTo1=50
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# 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
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I:Storm_Rain_TrackAndExtinguishEntitiesRate=200
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I:Storm_Rain_WaterBuildUpOddsTo1FromNothing=100
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I:Storm_Rain_WaterBuildUpOddsTo1FromOvercastRaining=30
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I:Storm_Rain_WaterBuildUpOddsTo1FromSource=15
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I:Storm_Rain_WaterBuildUpRate=10
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I:Storm_Rain_WaterSpendRate=3
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D:Storm_TemperatureAdjustRate=0.1
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B:preventServerThunderstorms=true
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}
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65
overrides/config/Weather2/Tornado.cfg
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65
overrides/config/Weather2/Tornado.cfg
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# Configuration file
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"weather2: tornado" {
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# Makes weather boring! or peacefull?
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B:Storm_NoTornadosOrCyclones=false
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# Use a list of blocks instead of grabbing based on calculated strength of block, if true this overrides StrengthGrabbing and RefinedGrabRules
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B:Storm_Tornado_GrabCond_List=false
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B:Storm_Tornado_GrabCond_List_PartialMatches=false
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# Grab blocks based on how well a diamond axe can mine the block, so mostly wooden blocks
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B:Storm_Tornado_GrabCond_StrengthGrabbing=true
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# Enable GrabCond_List to use, add registered block names to list, use commas to separate values
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S:Storm_Tornado_GrabList=planks, leaves
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# Treat block grab list as a blacklist instead of whitelist
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B:Storm_Tornado_GrabListBlacklistMode=false
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# Prevents tearing up of dirt, grass, sand and logs, overrides strength based grabbing
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B:Storm_Tornado_RefinedGrabRules=true
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# Used if Storm_Tornado_grabbedBlocksRepairOverTime is true, minimum of 600 ticks (30 seconds) required
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I:Storm_Tornado_TicksToRepairBlock=6000
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# Accuracy of tornado aimed at player
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I:Storm_Tornado_aimAtPlayerAngleVariance=5
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# Make tornados initial heading aimed towards closest player
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B:Storm_Tornado_aimAtPlayerOnSpawn=true
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# Grab animals, overridden by Storm_Tornado_grabPlayersOnly
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B:Storm_Tornado_grabAnimals=true
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# Tear up blocks from the ground based on conditions defined
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B:Storm_Tornado_grabBlocks=true
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# Grab entity items, overridden by Storm_Tornado_grabPlayersOnly
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B:Storm_Tornado_grabItems=false
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# Grab hostile mobs, overridden by Storm_Tornado_grabPlayersOnly
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B:Storm_Tornado_grabMobs=true
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# Grab player or not
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B:Storm_Tornado_grabPlayer=true
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# Prevent grabbing of non players
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B:Storm_Tornado_grabPlayersOnly=false
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# Grab villagers, overridden by Storm_Tornado_grabPlayersOnly
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B:Storm_Tornado_grabVillagers=true
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# 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
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B:Storm_Tornado_grabbedBlocksRepairOverTime=false
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I:Storm_Tornado_maxBlocksGrabbedPerTick=5
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# Max amount of flying entity blocks allowed active, if it goes over this, it stops turning destroyed blocks into entities
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I:Storm_Tornado_maxFlyingEntityBlocks=200
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I:Storm_Tornado_rarityOfBreakOnFall=5
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# How rarely a block will be removed while spinning around a tornado
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I:Storm_Tornado_rarityOfDisintegrate=15
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}
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21
overrides/config/Weather2/Wind.cfg
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21
overrides/config/Weather2/Wind.cfg
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# Configuration file
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"weather2: wind" {
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B:Misc_windOn=true
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B:Wind_HighWindEvents=true
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B:Wind_LowWindEvents=true
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D:globalWindChangeAmountRate=1.0
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I:highWindOddsTo1=8000
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I:highWindTimerEnableAmountBase=2400
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I:highWindTimerEnableAmountRnd=12000
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I:lowWindOddsTo1=4000
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I:lowWindTimerEnableAmountBase=2400
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I:lowWindTimerEnableAmountRnd=12000
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D:windSpeedMax=1.0
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D:windSpeedMin=1.0E-5
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# Min wind speed to maintain if its raining with global overcast mode on, overrides low wind events and windSpeedMin
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D:windSpeedMinGlobalOvercastRaining=0.3
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}
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