Mods / better and Improved Weather to VS.

Tags: #Graphics #QoL
Author: Matt998
Side: Both
Created: Jan 22nd at 11:58 PM
Last modified: Nov 14th at 3:54 PM
Downloads: 13536
Follow Unfollow 414

Recommended download (for Vintage Story 1.19.8, 1.20.12, 1.21.1 and 1.21.5):
betterandimprovedweather_0.1.8.zip  1-click install


Better and improved weather for Vintage Story. More screenshots : HERE

Update 1.1.7 :

I added a few new types of clouds.

Update 1.1.6 :


Changes - Slight parameter adjustments and grouping of individual cloud variants.

After extensive testing since the last release, I haven’t noticed any more issues with “constant rain or heat waves.”
I tested on different worlds and in various climates, and everything worked flawlessly.

Enjoy the beautiful skies!

After numerous tests and extensive tweaking, I believe I can safely say that my modification is compatible with 99.9% of all mods (maybe even 100%!).

To further enhance your experience, I highly recommend the following mod: Cloudy3DX





Added:

  • 35+ realistic types of clouds and related effects (from single clouds in the sky to extreme hurricanes)
  • 25 types of winds + (from light breezes to powerful storms, warm and cold fronts)
  • 10+ weather events, including powerful thunderstorms, drizzle, etc.

The mod is in development, I’m waiting for tests from other players, and screenshots are also welcome.

P.S. Watch out for storms, some can be very active :D

This is my first VS modification. Please understand that feedback and screenshots of how it looks in your game are highly appreciated.

 

If you don’t like it, simply disable it and let me know why.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.1.8 betterandimprovedweather 2247 Nov 14th at 3:54 PM betterandimprovedweather_0.1.8.zip 1-click install

Fixed. [Error] Syntax error in json file 'game:config/weatherpatterns/altocumuluslenticularis.json': Failed deserializing altocumuluslenticularis.json: Invalid property identifier character: {. Path '[2].fog', line 55, position 0.

0.1.7 betterandimprovedweather 90 Nov 14th at 1:52 PM betterandimprovedweather_0.1.7.zip 1-click install

added a few new types of clouds.

0.1.6 betterandimprovedweather 358 Nov 13th at 12:05 AM betterandimprovedweather_0.1.6.zip 1-click install

Changes – Slight parameter adjustments and grouping of individual cloud variants.

After extensive testing since the last release, I haven’t noticed any more issues with “constant rain or heat waves.”
I tested on different worlds and in various climates, and everything worked flawlessly.

Enjoy the beautiful skies! ☁️

0.1.5 betterandimprovedweather 684 Nov 4th at 10:51 AM betterandimprovedweather_0.1.5t.zip 1-click install

Fixed :
4.11.2025 04:21:53 [Error] Syntax error in json file 'game:config/weatherevents/lightdrizzle.json': Failed deserializing lightdrizzle.json: Invalid character after parsing property name. Expected ':' but got: l. Path '[0]', line 3, position 7.
4.11.2025 04:21:53 [Error] Syntax error in json file 'game:config/weatherevents/partlycloudy.json': Failed deserializing partlycloudy.json: Invalid character after parsing property name. Expected ':' but got: p. Path '[0]', line 3, position 7.

0.1.4 betterandimprovedweather 413 Nov 1st at 10:37 PM betterandimprovedweather_0.1.4t.zip 1-click install

Hi! Lately, I’ve been working on this mod again — I’ve completely redone all the weatherpattern and weatherevent “weights” from scratch. For now, I’m testing it on my own world, but I also encourage you to try it out in a creative world.

What I’m most interested in is how the weather behaves in different regions (personally, I live in an area with very frequent rainfall in my world), and it rains quite often for me — I’m not sure if that’s because of the mod or just the region itself.

I’d love for you to test it out!

0.1.2 betterandimprovedweather
1.20.11-rc.1 - 1.21.0-pre.1
3131 Jul 7th at 11:36 AM betterandimprovedweather_0.1.2.zip 1-click install

I have significantly adjusted the values — now almost every new weather effect has a value of "0.01". I hope this will improve the situation with the constant rain.
Fixed


0.1.0 betterandimprovedweather
1.20.0 - 1.20.3
5798 Jan 26th at 9:16 AM betterandimprovedweather_0.1.0.zip 1-click install

Improvement of performance and fixing all reported bugs.

0.0.7 betterandimprovedweather 529 Jan 25th at 7:27 PM betterandimprovedweather.zip 1-click install

Small changes and corrections

0.0.6 betterandimprovedweather 227 Jan 25th at 3:08 PM betterandimprovedweather.zip 1-click install

Fix


122 Comments (oldest first | newest first)

💬 Valskalle, Nov 24th at 9:39 PM

I just want to say incredible mod. I was so sick of snow just accumulating out of nowhere, and yet not seeing a single speck of snow in the air 85% of the time.

Shortly after downloading this mod, I finally experienced an actual snowstorm for the first time and I couldn't have been more immersed.

Great job!

💬 Matt998 , Nov 24th at 8:42 AM

GrizzlyManBear Thank you very much for the kind review. As for the disappearing clouds, it’s an issue with the game itself. More specifically, when you fast-forward time while sleeping and your FPS is low or unstable, the clouds can disappear.
The only way I know to avoid this is to sleep in 2–3 stages (sleep from 22:00 to 1:00, then from 1:00 to 4:00/6:00). This method works for me.
Alternatively, you can simply restart the world quickly.

 

💬 GrizzlyManBear, Nov 24th at 6:17 AM

Amazing mod, I have been in love with it since I added it. 

Only having one small issue, Im unsure if it is another mod (not even sure which would interact like this?) but recently whenever I go to sleep in a bed the sky is completely blank the next morning, no clouds or dimming effects even if its in the middle of a thunderstorm. not sure if you have any idea what could be causing this or if I am alone in experiencing this. 

Otherwise outstanding mod, worth giving my seraphim insomnia so I can experience it!

💬 Alejo98, Nov 14th at 5:18 PM

Mod looks prety goood, adding it to my favs

💬 Matt998 , Nov 14th at 4:21 PM (modified Nov 14th at 4:22 PM)

Damonicus1986

I really appreciate it. This modification means a lot for people who like paying attention to details - an average player probably wouldn’t even notice the differences :D

It’s still not what I’d really like to have, and I’ve already tried a thousand times to create my own cloud shader or some more advanced system for how they work…

But I don’t really have the time or the skills for that :D

💬 Damonicus1986, Nov 14th at 4:02 PM

yeah it was just missing bracket all good now :) your mod ended up on my must have list hahah well done

💬 Matt998 , Nov 14th at 3:59 PM

Damonicus1986 I probably fixed it quickly. For now I don't have a way to test it thoroughly. But I think it was just a small typo, everything should be working now

💬 Damonicus1986, Nov 14th at 3:52 PM

no problem :D  i know how annoying those missing commas can be :D

💬 Matt998 , Nov 14th at 3:48 PM

Damonicus1986 Yes! I’ve already noticed that, thank you.

💬 Damonicus1986, Nov 14th at 3:40 PM

14.11.2025 15:33:11 [Error] Syntax error in json file 'game:config/weatherpatterns/altocumuluslenticularis.json': Failed deserializing altocumuluslenticularis.json: Invalid property identifier character: {. Path '[2].fog', line 55, position 0.

💬 Matt998 , Nov 14th at 2:07 PM

Update 1.1.7 :

I added a few new types of clouds.

💬 Matt998 , Nov 13th at 7:50 AM

GrimReefer16

Make a backup of your world before testing the modification.
I don’t think there’s any real risk of permanently breaking your world.

At most, you might run into issues if you have the “Fire from lightning” option enabled - some storms are quite intense and can cause fires. (chance is 0.015 but still..)

You may also notice slight temperature changes, but I believe I’ve resolved that issue - everything should now depend correctly on the climate.

💬 GrimReefer16, Nov 13th at 6:15 AM (modified Nov 13th at 6:16 AM)

Hi! Very cool mod, was just wondering, does anyone know if this mod is safe to add midway through a world? I've got a super long world going on rn and would love this mod, but I do not want to ruin my save lol thanks

 

💬 Matt998 , Nov 13th at 12:21 AM

Update 1.1.6 :

Changes - Slight parameter adjustments and grouping of individual cloud variants.

After extensive testing since the last release, I haven’t noticed any more issues with “constant rain or heat waves.”
I tested on different worlds and in various climates, and everything worked flawlessly.

Enjoy the beautiful skies!

After numerous tests and extensive tweaking, I believe I can safely say that my modification is compatible with 99.9% of all mods (maybe even 100%!).

To further enhance your experience, I highly recommend the following mod: Cloudy3DX

More screenshots : https://imgur.com/a/ShFTYxM

💬 Matt998 , Nov 4th at 12:45 PM

I’ll need to go through all these files carefully - I’ve noticed some of them barely work or don’t work at all. I’m also trying to get the temperatures under control so they’re more balanced (once I had 45°C in May, which I think was a bit much).

As soon as my baby goes to sleep, I’ll try to analyze everything in detail.

💬 PureWinter, Nov 4th at 11:16 AM

Wow you're speedy. I can't wait to play with this. -happy wiggles- Thanks for keeping it around. :)

💬 Matt998 , Nov 4th at 10:52 AM

PureWinter Thank you, I’ve already shared the corrected version.

💬 PureWinter, Nov 4th at 10:31 AM

Here ya go I fixed the json for ya so you don't have to format it :)

https://pastebin.com/eynJ5zU9

💬 Matt998 , Nov 3rd at 10:28 AM

Sameal No, this mod doesn’t affect temporal stability in any way

💬 Sameal, Nov 3rd at 12:14 AM

does this mod cause infinite drain to temporal stability

💬 Matt998 , Nov 2nd at 8:52 PM

Thalius Honestly, I personally haven’t encountered this issue - or maybe I just don’t notice it. In my world, I have tons of different crops. Try it in a creative world, fly around in different directions, and see how everything behaves. I don’t have time to check it myself today.

💬 Thalius, Nov 2nd at 8:43 PM

Were you able to trouble shoot the issue that was causing fruits and veggies and other game elements that have temperature dependant spawn parameters not to spawn? Last we used this, we ended up with a world largely barren of wild crops.

Love what it does, just want to make sure the worldgen issue is fixed before we give it another try.

💬 Matt998 , Nov 2nd at 7:33 PM


JonR

Exactly, I’m slowly starting to understand it and trying to fine-tune the weights. Personally, I feel like it’s much better now, though in areas with frequent rain, it can still rain continuously for 3–5 days. But then it clears up, and I can see in /weather and with my own eyes how other storm fronts pass by on the horizon.

The mod definitely still needs a few tweaks, which is why I decided to share it. Even on a creative world, I wouldn’t be able to properly test how the weather behaves across different regions, seasons, and so on.

In previous updates, I also removed some of the weather types — there used to be around 40 of them.

I’ve also added higher weights for clear weather and introduced new weather events for better weather, because I think that was the issue before — my modification added tons of rainy/snowy/stormy events and cloud types, but only a few options for nice weather...
Now it’s much more balanced.

💬 DUCATISLO, Nov 2nd at 3:54 PM

gg

💬 JonR, Nov 2nd at 11:43 AM

From what I do understand from looking at the code and everything, while it isn't directly the weather system, I do know the game does have a climate map that is determined on world generation and remains constant afterwards. I believe this is general temp combined with how 'wet' or rainy an area is, and this is basically used for generating aaaaall sorts of ... everything else pretty much. I'd have to confirm it in more detail, but it is possible that in a generally 'wetter' region, it's bound to rain more often so the weathers might get chosen more often. That much probably is what determines the Weather Event choice, since most of them have the line "weightFunction": "TestRainTemp" - it's likely testing for both the wetness/rainyness and the Temp of the region to limit different weathers to choose from. At the same time I think what also could have an effect is the shear number of weather events compared to Vanilla? The mod has like 22, while vanilla has 5, so if the weights are not a similar ratio for the different weathers, it'll likely feel different between the two. So it very well could be a mix of both location and the weights that might make it feel like it rains more often.

Personally I've always loved the variety of weathers it adds, and never felt like it 'always rained' myself, hah. And I've heard people mentioning that it 'always rains' despite probably playing purely vanilla - so honestly, I'd not worry about the rain frequency (and other behaviors) past what you personally find enjoyable and reasonable to play with. Dunno if you might've already figured this all out already, but I hope it might help a little! Thank you for taking the time to update and rebalance it again, and I do look forward to playing with it again myself!

💬 El_Neuman, Nov 2nd at 11:26 AM

I need to test it, but i already realy love it!!

💬 Matt998 , Nov 2nd at 10:25 AM

PureWinter It would be nice if all those mentioned features had an on/off option - everyone could customize it to their liking.

💬 Matt998 , Nov 2nd at 10:23 AM

Kaidra808 Personally, I play with this mod myself and haven’t encountered any errors.

 

💬 PureWinter, Nov 2nd at 7:11 AM

Okay tornados are super doable (I've made a few and lol'ed because of the destruction and dying instantly because when I added the debug it SPAWNED ON ME) but the 'problem' is just.. How are they meant to work? Do they move blocks around? Lift animals/players and fling them? Lift and relocate or just destroy blocks? Should they leave trenches- or not? (Debarking logs over EF-# is kind of a given.)  Tiers of destruction by block type where EF5 = stone is not safe? 

It's not so much about 'making' them it's about how they should work and if anyone has good ideas about that, it would be nice to know. :D

Dezz

💬 Kaidra808, Nov 2nd at 5:49 AM

Would this mod conflict or synergise with Pelagus Winds mod?

💬 Matt998 , Nov 2nd at 2:58 AM

Dezz Yeah… I’m also waiting for someone to expand the weather effects. I worked on it for a while myself, but honestly, it was a bit over my head… Maybe I’ll get back to it someday, but I’m still hoping someone will do it even better. I even remember seeing someone show a working tornado in VS on Discord once.

💬 Dezz, Nov 2nd at 2:00 AM

im so excited to see you working on the mod again!! this mod is like in my top 5 must haves when it comes to playing VHS. im a bit of a weather nerd and getting to see this in game is so nice now im just waiting for someone to add tornados lol

💬 Matt998 , Nov 2nd at 2:00 AM

Dezdemona Everything’s going well, but being a happy new dad takes up 99% of my time. Still, whenever I get a free moment, I love playing Vintage Story. I’m really glad that this mod is so well-liked, and it makes me a bit sad sometimes when I can’t fix certain bugs… but I hope that, over time, I’ll be able to fix them all.

 

💬 Dezdemona, Nov 2nd at 1:24 AM

So glad to see this mod back!! I hope things are going well on your end, and thank you so much for the update! :D

💬 Matt998 , Nov 1st at 10:57 PM

I’m really doing my best to make this mod work properly and make the weather conditions a bit more realistic, but sometimes I have no idea what’s causing the constant heat or endless rain.🤨

💬 Shava, Nov 1st at 10:40 PM

Climate change in a mod! 😁

💬 Matt998 , Nov 1st at 10:39 PM

Hi! Lately, I’ve been working on this mod again

I’ve completely redone all the weatherpattern and weatherevent “weights” from scratch. For now, I’m testing it on my own world, but I also encourage you to try it out in a creative world.

What I’m most interested in is how the weather behaves in different regions (personally, I live in an area with very frequent rainfall in my world), and it rains quite often for me

I’m not sure if that’s because of the mod or just the region itself.

I’d love for you to test it out!

I’d like to note that this is a test version, meant to determine whether the weather now behaves better.

💬 Matt998 , Oct 5th at 10:12 AM

Varunea Probably yes. It just needs to be properly balanced. I’m no longer updating this mod at the moment. But if anyone wants to take over the mod and fix it, they have full permission to do so.

💬 Varunea, Sep 28th at 11:28 PM

Hello, I was wondering if there was a way to manually tweak the rate at which these weather events happen? I've noticed since we've added the mod to the server, there has barely been any rain whatsoever. I've noticed in the .json files, there is a weight to each storm, am I to assume that this is the spawn rate for these storms to happen? 

💬 DUCATISLO, Sep 28th at 5:05 PM

gg

💬 itselre, Sep 22nd at 9:45 AM

I find it working well. The only think I don't understand is if it's supposed to be a cloud on at all times, even though it's not rainy one and the sun shines through it.

💬 Wilihey, Sep 10th at 2:58 PM (modified Sep 10th at 3:00 PM)

seems to still be working for 1.21, it rains for me but idk to be safe i'd test this mod out in creative first, i really love this mod, just amazing work on the clouds, i wish i could see clouds from much further away in this game

💬 Stardust, Aug 24th at 4:24 AM

Testing it myself on my own sp, it indeeds disables rain, why, i havent figured it out, looking at the files i cant see why (as im not that skilled) using the /weather setprecip 1 readds rains immediately, but when u exit the game, u have to keep putting this configuration in, taking the mod out, corrupts the weather on that file, causing said player to create a new world completely. If you could update the file, or add a line to offset this please :] 

💬 Phaedrus, Aug 16th at 3:49 PM

This mod seems to disable precipitation? Since I installed it, I don't get rain or snow.

💬 Kaschperle, Aug 9th at 8:37 PM (modified Aug 9th at 8:37 PM)

so from the 3 years I played since adding this mod I had 1 time rain maybe I am misremembering but rain is more rarer than anything else in this game now. Please fix it. Just allow us a config (I could edit the zip files to accomodate but not everyone does that thing)

💬 Se7enSquared, Jul 23rd at 8:18 PM

I installed the mod, didn't care for how it made my zone where it's supposed to rain "almost all the time" to pretty much never raining. Disabled the mod but it still doesn't rain :(

💬 Matt998 , Jul 20th at 9:31 AM

MidOrange Sure, but it's worth testing the mod yourself first in Creative mode

💬 MidOrange, Jul 17th at 10:49 PM

Is this safe in 1.20.12 ? 

💬 Lidenn, Jul 16th at 3:55 PM

Matt998 Yes, I have the latest version and I live in an area with common rainfall. I've noticed that it can rain all day and all night, only to stop for a while and then start again.

💬 Matt998 , Jul 16th at 2:21 PM

@Lidenn Are you sure you have the latest version? I think I fixed the issue with constant rain and storms.Maybe you live in a region where it rains almost all the time.

💬 Lidenn, Jul 15th at 9:40 PM

Maybe it was just dumb luck, but most of the time the weather was just rain and thunderstorms. Lightning was very common.

💬 Matt998 , Jul 12th at 12:46 AM

Smoke03 blizzard, coldsnap, frostynight, icydrizzle. And a few to a dozen different wind configurations.

💬 Smoke03, Jul 11th at 6:10 PM

Hello,

what type of weather variations are there in winter?

💬 Kalmorph, Jul 10th at 2:45 PM

Indeed, vanilla clouds disappearing is a vanilla bug

💬 LorLore, Jul 10th at 9:25 AM

I can confirm the clouds disappearing is a vanilla bug. Anyway TSYM for this mod!!!

💬 Matt998 , Jul 10th at 7:13 AM

AgentOfChaos It should be safe, but it's better to make a backup of your world or test the modification on a different world.
Kalmorph Yes! However, it's important to note that the "Higher Clouds" mod currently only works with the original cloud shader, not with the newly added volumetric clouds. The vanilla clouds are simply positioned higher, and when you switch to volumetric clouds, they appear lower.
Kaschperle Yes, my mod works based on values like temperature, regional precipitation, seasons, etc. However, the values might still not be perfect. I'm slowly testing it  personally, I've noticed an improvement compared to the previous version, but it's still a "work in progress" mod.

I’ve also noticed an issue where sometimes, during sleep at night, the clouds suddenly disappear. The sky turns completely blue with perfect weather, yet you can still see lightning strikes… But I really have the impression that this is a game bug, not caused by my mod because even after removing my mod, I’ve experienced the same disappearing clouds.

If this bug occurs, simply reloading the world should fix it.

💬 Kaschperle, Jul 10th at 1:38 AM

I do have to "complain" that the very common rainfall area I am in hasnt rained in may / june despite it doing in vanilly. I do see people complained about the rain. Maybe those people didnt realize their in a rainy area? Does your mod take that into account?

 

💬 Kalmorph, Jul 8th at 8:34 AM

Is this mod compatible with Higher Clouds?

💬 AgentOfChaos, Jul 8th at 4:02 AM

same question as Grimmspector.

 

💬 Matt998 , Jul 7th at 3:04 PM

Multi fixed

💬 Multi, Jul 7th at 2:09 PM

https://imgur.com/a/JRHHf7x

 

Got this error.

💬 Matt998 , Jul 7th at 11:37 AM

I have significantly adjusted the values, now almost every new weather effect has a value of "0.01". I hope this will improve the situation with the constant rain.

I’d like the weather to look more like “ProtoManly’s Weather” for Minecraft, but I’m not experienced enough to create something like that. I honestly thought the cloud shader update in 1.21 would make them more realistic (with natural shapes and behavior) but unfortunately, they’re still just a bunch of randomly moving cubes…

💬 GrimmSpector, Jun 10th at 2:30 PM

This getting an update? Is it safe to install on an existing world, or does it have world gen?

💬 Thalius, Mar 30th at 1:37 PM

Anyone else noticing the issue with animals and berries and such not spawning due to temperature changes the mod makes?

💬 alexzumar, Mar 23rd at 7:20 AM

It's been raining for too long, sooo long. Really looking forward to the update, the mod is cool.

💬 Excelsiorr, Mar 18th at 11:40 PM

I love what this mod does to the weather! Makes it a lot more variable and less fog dependent.

One kinda odd thing I did notice is that lightning frequency and deadliness is much enhanced with this mod enabled. Storms have literally wiped out pens of animals for me, set multiple homes on fire, and even smote my elk once! Luckily I managed to heal him from being mortally wounded, but still super crazy.

💬 Sidfu, Mar 13th at 4:59 PM

wiating for more updates before use.  for me i made a test world built home and started raining on 2nd day and rained for 20 days straight in a spot that  rain was  uncommon. to me the issue look like its constantly genrating clouds

💬 Thalius, Mar 5th at 12:43 AM

We ran this on our sever for a bit before realising that almost nothing that depended on temperature variables was spawning. Something to do with this mod taking over how temperatures work in the world. Entities and plants that depend on temperature variables in their spawnconditions were not showing up at all, with very few exceptions.

Hope you can get that sorted out. The mod is fantastic, but unusable as it currently stands.

💬 Volgirian, Feb 11th at 9:48 PM

I absoluetly love this already stunning mod, really a huge thanks! I feel like this mod will have a huge potential. I wonder if there would be more dynamic weather system in the future, for example the weather fronts that can affect the temperature, wind that can blow in various directions or for the thunderstorm mechanism new thunder sounds, various lightning strike types and effects, seeing the supercell storm actually rotating, more hail size variety, derechos, etc.

These would definietly make the weather much more dynamic and more unpredictable. The player would then need to take more attention to the skies. So maybe a Doppler Radar block could help to forecast the arriving severe storm or seeing the fronts wandering throught the world warning the player.

These are just my personal suggestion ideas. I know these may be difficult to implement but I think is not bad idea afterall! I can't wait for the updates however!! I'm so excited!!!

💬 Matt998 , Feb 11th at 3:36 PM

Sdl

My mod is essentially a test of possibilities without modifying the game’s code or using advanced mods. Personally, I would love for someone more experienced to work on the game's weather. I feel like the clouds and weather have huge potential that isn’t being fully utilized.

On a positive note, from what I’ve seen on the game’s Discord, a few people are currently working on enhancing the clouds. Hopefully, we’ll have even more beautiful skies soon!

💬 Sdl, Feb 11th at 8:46 AM

I know it's silly but out of the 50 something mods i just downloaded, I am the most excited for this one! Weather seems soo oddly lacking in vanilla, and modding in general.

 

💬 DUCATISLO, Feb 10th at 6:48 PM

gg

💬 Matt998 , Feb 9th at 12:06 PM

HorrorNerd

At the moment, this is a very early version, and rainfall is quite "random," depending on various types of clouds, temperature, season, etc.

Fogs also have different conditions depending on the weather, time of day, altitude, etc. For example, sometimes the fog can be very dense and evenly spread at low altitudes (close to the ground), while other times it is light and only appears in the mountains.

The issue with chunks not loading properly is strange to me, and I don't yet understand why it happens—just like the bug where the "weather" suddenly disappears, leaving a clear sky without a single cloud…

If you encounter any bugs, please send me your logs. I'll try to fix everything in my free time!

💬 DUCATISLO, Feb 7th at 6:34 PM

gg

💬 HorrorNerd, Feb 7th at 5:04 PM

Awesome mod, huge thanks.

I'm just wondering if this mod could result in less rainfall?

I'm in a very common/ common rainfall region in the hills, and it seems that it rains a bit to less for such a region (maybe the mountains around me stop the rain/ clouds).

And the Fog seems to be way less aggressive than vanilla.

I reused an old seed with changed worldgen parameters, and in my old world it was nearly constantly raining with a thick fog.

Is there a way to make the fog be less see through? Or are there different types of fogs depending on the season/ weather? (I kinda liked my spooky little mansion on a foggy forested hill/ mountain range).

 

Btw. I had a similar/ the same bug as someone else in the comments, where my world had chunks which didn't load properly (without the mod "Rivers").

They were invisible/ see through or flickering.

At first, I thought it was geology additions (maybe it still was) which messed up my world seed after removing the mod.

I deleted all my maps in the game files and this kinda seemed to have worked, but I found one messy chunk again.

Just wanted to ask if this problem occurred to someone else too, or if this is a known bug at the moment. (This could be another mod entirely, it is pretty hard to find out a reason why this happened, bc it didn't happen to me in other test worlds so far (with other seeds) and the chunks could be near or pretty far away from each other or even underground)

 

Sry for my bad english this is not my first language.

 

💬 QBSteve, Feb 5th at 1:08 AM

Kalmorph I've experienced the bug in vanilla as well.

💬 Matt998 , Feb 4th at 10:25 PM

Leozin My mod shouldn't have a drastic impact on game performance. These are still early versions of the mod, so almost all weather effects have the same occurrence rate. In future updates, these values will definitely be optimized to make rain less frequent.

I’m currently working on some improvements to the appearance of clouds to make the sky shapes more interesting and diverse.

💬 Matt998 , Feb 4th at 10:24 PM

TestTub3 Strange, my mod doesn't change anything about how lightning works, at most it increases its frequency during very strong storms. As far as I remember, in the latest versions of the game, the behavior of lightning has been changed.

💬 Comeaves, Feb 3rd at 12:24 PM

I used the mod for many hours now and have never seem a clear sky while using it. Although my windwill worked better than ever I don't think it's worth the performace impact and constant cloudy and rainny weather

💬 TestTub3, Feb 3rd at 4:43 AM

not sure if this is caused by this mod but one of my friends on my server with this mod got struck by lightning while inside their house and died. very odd

💬 Kalmorph, Jan 29th at 9:05 PM

Yes QBSteve, it happened right after waking up from sleeping on a bed.
So does that happen on vanilla as well?

If it happens again, I'll do that Matt998

💬 Matt998 , Jan 28th at 9:32 AM

Kalmorph IanDig I personally noticed this issue as well, but I thought it was a problem with my computer (it happened when my RAM reached 100% usage, with 12GB in total).

The mod shouldn’t normally cause such issues, but if you can, please check the log folder. Perhaps one of the cloud types is corrupted.

💬 QBSteve, Jan 28th at 4:02 AM

Kalmorph Did you use a bed when the clouds disapeared? There's a bug where sleeping (more specifically speeding up time) causes clouds to bug out on some machines.

💬 IanDig, Jan 28th at 2:14 AM

Kalmorph yeah I had that bug too

💬 Kalmorph, Jan 27th at 10:35 PM

Your mod worked nice last night for over 3h playing Solo, it only had a tiny glitchy issue that happened once where eventually the sky had no clouds at all. At first I though it was suuuper cool, for once I was seeing a pretty clear sky, something never happened on VS, and immediately thought it was the mod and that was intended. Until, sadly, I went out my area to travel far from my house, and saw lightings from afar while the sky was still clear with no clouds at all. Walking further would start raining and going back would stop, but sky was still just clean with no clouds. Good thing is just restarting the world and reloading solved it, and all clouds were back after restarting.

💬 RosstheGreat, Jan 27th at 9:24 AM

Intriguing, I have no idea what happened then! Appreciate the response!

💬 Matt998 , Jan 27th at 7:02 AM

Thalius Strange, it’s possible that my mod could add a few extra seconds to the loading time, but it shouldn't overload anything like that. It’s more likely that the "river" you generated was too large or triggered a cascade over a big area. I’ll definitely check it more thoroughly to be sure.

💬 Matt998 , Jan 27th at 6:58 AM

RosstheGreat No, my mod mostly just adds visual effects, or possibly changes the intensity of things like wind or the activity of a storm. But if "fire from lightning" is off, nothing should happen. The mod doesn't add any disasters or anything that could damage buildings.

💬 Thalius, Jan 27th at 3:15 AM

Had an issue trying to start a new world on my server with this mod loaded.

World was very slow loading initially, and much slower than normal joining.

On log in we were spawning into the world in the sky and falling to our deaths.

The world chunks were not loading.

Removed the mod and started a new server world without issues.

Loading the mod to an existing world seems to be fine. Starting a new one with this mod loaded does not work.

EDIT: Not sure if this mod was the issue. Saw a clue that pointed toward Rivers. But Rivers worked fine until I added this mod. No clue what the two would have to do with each other. Tried this mod without Rivers, and seems to load fine.

💬 RosstheGreat, Jan 26th at 11:48 PM

Does this mod add any form of destructive weather like meteors or automatically enable fire by lightning? I just had one of my members on a server I run have his entire house and local area destroyed by a fire and what looks like potentially a small explosion.

💬 Matt998 , Jan 26th at 11:04 PM

propaneko I don't think there should be any issues with any mod. I'll double-check everything in a few hours.

 
💬 propaneko, Jan 26th at 10:13 PM

Hmm is it compatible with Pelagus Winds?

💬 Matt998 , Jan 26th at 8:40 PM

Thalius "I've been working on a more advanced weather system, but due to the limitations of my computer, it's been quite challenging. However, I'm making progress step by step, even though it won't be happening too quickly.

💬 Thalius, Jan 26th at 8:34 PM

This is a beautiful little mod!
Does the wind and clouds ever change direction? And if not, do you plan to look into making this happen?

💬 Sagisou, Jan 26th at 5:08 PM

@Matt998 All seems to work now. Thx :) There is no errors in the logs.

💬 Matt998 , Jan 26th at 1:45 PM

@Thesandwitch_man

I would like to, but my computer would catch fire :D

 
💬 Matt998 , Jan 26th at 9:30 AM

@Sagisou Please let me know if the issue you described has been fixed



"We got CTD on one of clients when rainy weather starts

System.IndexOutOfRangeException: MapRegion data, index was -2147483585 but length was 512 ..... (...)"

💬 Matt998 , Jan 26th at 9:19 AM

I have fixed all the reported bugs and also improved some of the code, etc. Everything should be working correctly now. Thank you for all the feedback!

💬 Matt998 , Jan 26th at 7:34 AM

I'll go through all the errors one by one and try to fix them. Thank you!

💬 Matt998 , Jan 26th at 7:33 AM

@Sagisou Wow, thanks for the log. It's strange though, because I haven't seen any errors in the log on my end. Are you sure you have the latest version of the mod?

💬 Sagisou, Jan 26th at 4:30 AM

Also checked server-main logs...  sorry for posting it here.. 

There is no any other weather or even worldgen mods installed right now. Tested on both server and client side with this errors as a result. But still most weather effects seems to work well.


26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherpatterns/altocumulusperlucidus.json': Failed deserializing altocumulusperlucidus.json: Error converting value "weakexp" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].fog.density.dist', line 17, position 60.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherpatterns/cirrostratusfibratus.json': Failed deserializing cirrostratusfibratus.json: Error converting value "weakexp" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].fog.density.dist', line 17, position 60.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherpatterns/cirrostratusnebulosus.json': Failed deserializing cirrostratusnebulosus.json: Error converting value "weakexp" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].fog.density.dist', line 17, position 60.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherpatterns/cirrusspissatus.json': Failed deserializing cirrusspissatus.json: Error converting value "weakexp" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].fog.density.dist', line 17, position 60.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherpatterns/cirrusuncinus.json': Failed deserializing cirrusuncinus.json: Error converting value "weakexp" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].fog.density.dist', line 17, position 60.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherpatterns/cumulushumilis.json': Failed deserializing cumulushumilis.json: Error converting value "weakexp" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].fog.density.dist', line 17, position 58.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/arctic_blast.json': Failed deserializing arctic_blast.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/autumn_winds.json': Failed deserializing autumn_winds.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/blistering_winds.json': Failed deserializing blistering_winds.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/breezy.json': Failed deserializing breezy.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/calm.json': Failed deserializing calm.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/calm_before_storm.json': Failed deserializing calm_before_storm.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/canyon_roar.json': Failed deserializing canyon_roar.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/chilly_draft.json': Failed deserializing chilly_draft.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/coastal_breeze.json': Failed deserializing coastal_breeze.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/desert_winds.json': Failed deserializing desert_winds.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/dusk_draft.json': Failed deserializing dusk_draft.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/evening_zephyr.json': Failed deserializing evening_zephyr.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/foggy_drift.json': Failed deserializing foggy_drift.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/forest_whispers.json': Failed deserializing forest_whispers.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/frigid_wind.json': Failed deserializing frigid_wind.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/gale_force.json': Failed deserializing gale_force.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/glacial_chill.json': Failed deserializing glacial_chill.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/gusty.json': Failed deserializing gusty.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/harsh_desert_winds.json': Failed deserializing harsh_desert_winds.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/highland_winds.json': Failed deserializing highland_winds.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/mountain_gusts.json': Failed deserializing mountain_gusts.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/night_gale.json': Failed deserializing night_gale.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/ocean_gale.json': Failed deserializing ocean_gale.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/rolling_plains_winds.json': Failed deserializing rolling_plains_winds.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/sandstorm_winds.json': Failed deserializing sandstorm_winds.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/savanna_gusts.json': Failed deserializing savanna_gusts.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/sea_breeze.json': Failed deserializing sea_breeze.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/storm_surge.json': Failed deserializing storm_surge.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/tropical_breeze.json': Failed deserializing tropical_breeze.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/urban_chill.json': Failed deserializing urban_chill.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/valley_drift.json': Failed deserializing valley_drift.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/warm_breeze.json': Failed deserializing warm_breeze.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/whirlwind.json': Failed deserializing whirlwind.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/winter_gale.json': Failed deserializing winter_gale.json: Error converting value "normal" to type 'Vintagestory.API.MathTools.EnumDistribution'. Path '[0].durationHours.dist', line 9, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/windpatterns/zephyr.json': Failed deserializing zephyr.json: Invalid character after parsing property name. Expected ':' but got: z. Path '[0]', line 3, position 13.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/ashfall.json': Failed deserializing ashfall.json: Error converting value "ash" to type 'Vintagestory.GameContent.EnumPrecipitationType'. Path '[0].precType', line 5, position 21.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/auroraborealis.json': Failed deserializing auroraborealis.json: Error converting value "none" to type 'Vintagestory.GameContent.EnumPrecipitationType'. Path '[0].precType', line 5, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/blizzard.json': Failed deserializing blizzard.json: Error converting value "TestSnowTemp" to type 'Vintagestory.GameContent.EnumChanceFunction'. Path '[0].weightFunction', line 18, position 36.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/coldsnap.json': Failed deserializing coldsnap.json: Error converting value "TestSuddenCold" to type 'Vintagestory.GameContent.EnumChanceFunction'. Path '[0].weightFunction', line 14, position 38.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/dustdevil.json': Failed deserializing dustdevil.json: Error converting value "none" to type 'Vintagestory.GameContent.EnumPrecipitationType'. Path '[0].precType', line 5, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/floodingrains.json': Failed deserializing floodingrains.json: Error converting value "TestHeavyRain" to type 'Vintagestory.GameContent.EnumChanceFunction'. Path '[0].weightFunction', line 15, position 37.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/foggymorning.json': Failed deserializing foggymorning.json: Error converting value "none" to type 'Vintagestory.GameContent.EnumPrecipitationType'. Path '[0].precType', line 5, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/frostynight.json': Failed deserializing frostynight.json: Error converting value "none" to type 'Vintagestory.GameContent.EnumPrecipitationType'. Path '[0].precType', line 5, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/heatwave.json': Failed deserializing heatwave.json: Error converting value "none" to type 'Vintagestory.GameContent.EnumPrecipitationType'. Path '[0].precType', line 5, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/hurricane.json': Failed deserializing hurricane.json: Error converting value "TestTropicalStorms" to type 'Vintagestory.GameContent.EnumChanceFunction'. Path '[0].weightFunction', line 18, position 42.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/icydrizzle.json': Failed deserializing icydrizzle.json: Error converting value "ice" to type 'Vintagestory.GameContent.EnumPrecipitationType'. Path '[0].precType', line 5, position 21.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/meteorshower.json': Failed deserializing meteorshower.json: Error converting value "none" to type 'Vintagestory.GameContent.EnumPrecipitationType'. Path '[0].precType', line 5, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/rainbowafterrain.json': Failed deserializing rainbowafterrain.json: Error converting value "none" to type 'Vintagestory.GameContent.EnumPrecipitationType'. Path '[0].precType', line 5, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/sandstorm.json': Failed deserializing sandstorm.json: Error converting value "dust" to type 'Vintagestory.GameContent.EnumPrecipitationType'. Path '[0].precType', line 5, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/sunnywithbreeze.json': Failed deserializing sunnywithbreeze.json: Error converting value "none" to type 'Vintagestory.GameContent.EnumPrecipitationType'. Path '[0].precType', line 5, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/tornado.json': Failed deserializing tornado.json: Error converting value "none" to type 'Vintagestory.GameContent.EnumPrecipitationType'. Path '[0].precType', line 5, position 22.
26.1.2025 05:04:39 [Error] Syntax error in json file 'game:config/weatherevents/windstorm.json': Failed deserializing windstorm.json: Error converting value "none" to type 'Vintagestory.GameContent.EnumPrecipitationType'. Path '[0].precType', line 5, position 22.
26.1.2025 05:04:39 [Notification] Reloaded 49 weather patterns, 8 wind patterns and 9 weather events

💬 Sagisou, Jan 26th at 4:24 AM

We got CTD on one of clients when rainy weather starts

System.IndexOutOfRangeException: MapRegion data, index was -2147483585 but length was 512
at Vintagestory.API.Datastructures.IntDataMap2D.GetUnpaddedColorLerped(Single x, Single z) in VintagestoryApi\Datastructures\IntDataMap2D.cs:line 71
at Vintagestory.GameContent.WeatherDataReaderBase.LoadLerp(Vec3d pos, Boolean useArgValues, Single lerpRainCloudOverlay, Single lerpRainOverlay, Single dt) in VSEssentials\Systems\Weather\WeatherDataReader.cs:line 245
at Vintagestory.GameContent.WeatherDataReader.GetWindSpeed(Vec3d pos) in VSEssentials\Systems\Weather\WeatherDataReader.cs:line 54
at Vintagestory.GameContent.EntityButterfly.OnGameTick(Single dt) in VSSurvivalMod\Entities\EntityButterfly.cs:line 125
at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:line 109
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 27
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 Thesandwitch_man, Jan 26th at 2:45 AM

You should add a trailer video showing how the mod works that would be fire.🔥

💬 IanDig, Jan 25th at 11:06 PM

Matt998 I recommend making a forum post in the vintage story discord so we can easily share screenshots and issues there for you

💬 Matt998 , Jan 25th at 9:55 PM

Just a reminder, I would really love to get your feedback and in-game screenshots to see how it looks on your better graphic settings!⚡

💬 Matt998 , Jan 25th at 9:52 PM

ohh, my mistake, corrected!

💬 Lightpowder, Jan 25th at 9:17 PM

Can you put English translation back to the description please?

💬 Shadowise, Jan 25th at 8:14 PM

Great, thank you, Matt998!

💬 Matt998 , Jan 25th at 8:02 PM

Oops! From the next version, I’ll add the mod version in the name. If you’re still unsure, it’s best to just download the latest version.

💬 RosstheGreat, Jan 25th at 7:40 PM

I highly recommend adding your mod version number to your mod name, as I don't know what version I'm running! 😅

💬 Matt998 , Jan 25th at 7:33 PM

I've updated the modification and removed unnecessary files

@Shadowise Yes, different conditions depend on the climate, amount of rain, temperature, and other factors. It shouldn't happen that sudden rainfall occurs in a dry region.

💬 Shadowise, Jan 25th at 6:46 PM

Hello, this looks quite interesting! Does the mod respect VS's own local precipitation climate? In other words, if rain is "uncommon" in a given area, would the mod behave in a way where rain remains uncommon for that area? Thank you!

💬 Matt998 , Jan 25th at 4:58 PM

@FirelingLine
It’s kind of strange that it would use more RAM, especially since it only relies on the original presets and doesn’t add anything new.
It’s possible that I’ll work on reducing the number of new effects by 50% and leave only the most interesting ones if others also report an issue with RAM usage.

Thank you for the feedback!

 
💬 FiringLine, Jan 25th at 3:48 PM

Like the atmosphere and the new weather events that it brings 

but i have the feeling its not really optimized because without it i use about 50 % of my ram and whit this mod it shouts up to 80 % ram usage and i have already 32 gb ram 

I also use other mods but they dont bring my pc down in it knees like this one

Dont know if its just a problem for me or generell

💬 Matt998 , Jan 25th at 3:11 PM
I’ve updated the mod and fixed its issues, everything should be working now. I’ve also added a few screenshots. I encourage you to take your own screenshots and share them in the comments.
💬 Matt998 , Jan 25th at 2:28 PM

I wish it were like that, but 'advanced' mods like tornadoes are a bit too much for me :D. At most, lightning can strike fairly often, but there's a very small chance of such weather.

I’m working on a fix, and I hope it will work soon!

💬 Rizard, Jan 25th at 2:19 PM

@Matt998

 

Ok, then I don't need to worry that my house is destroyed by a tornado

 

Well, it could be it isn't loading, cause the path in the zip is assets/game/game/config right now

💬 Matt998 , Jan 25th at 2:11 PM

@Rizard

No, there’s no way this mod could break the world, it only adds more variants for .json files.

Currently, I’m still learning it myself, and I have the feeling that it suddenly doesn’t want to load automatically through the game. I mean... when I had the files in my game folder assets\game\config... everything worked. I used the built-in "ModMaker" to turn it into a mod, and now I’m not even sure if it works as a mod ;-;

💬 Rizard, Jan 25th at 1:39 PM

Just to make sure, non of the events destroy anything in the world right?

I usually like mods like this for optics, not to get my world ruined

💬 Matt998 , Jan 25th at 1:33 PM

@Mirok

I’ll try, but the game runs pretty average on my PC, so I can’t afford to use a long render distance.

💬 Mirok, Jan 25th at 1:24 PM

Can you upload screenshots? I want to look at the changes first, rather than download the mod right away...

Ты можешь загрузить скриншоты? Хочется в начале посмотреть на изменения, а не грузить мод сразу...

💬 Matt998 , Jan 25th at 1:18 PM

If you can, please check and let me know if it works in the game for you :D As I mentioned, this is my first time.

 (edit comment delete)
Основной веб-сайт | Почтовый сервер | FTP сервер | Административная панель | API интерфейс | Content Delivery Network | Статические файлы | Ресурсы сайта | Изображения | Файловое хранилище | Блог | Интернет-магазин | Техническая поддержка | Справочная система | Документация | Форум | Новости | Загрузки | Демонстрация | Тестовая среда | Приложение | Медиа контент | Разработка | Промежуточная среда | Бета версия | Безопасная зона | Вход в систему | Панель управления | Портал | Система управления контентом