Mods / Pelagus Winds

Tags: #Graphics #Other #Tweak
Author: Rhoun
Side: Both
Created: Apr 17th 2024 at 10:49 PM
Last modified: Aug 25th at 6:37 PM
Downloads: 29408
Follow Unfollow 435

Latest release (for Vintage Story 1.20.0-pre.0 - 1.21.0, potentially outdated):
pelaguswinds_1.2.2.zip  1-click install


The mod randomizes wind, clouds, rain, and other particles' direction with changes over time.

It's designed with a few goals in mind:

  • Immersion - it feels way more natural to have the wind blow in different directions
  • Harder experience - for those who play without a map, it's now not possible to use wind and different particles as an indicator of direction
  • Synergy with other mods - random wind direction affects mods like Joy of Sailing and Real Smoke, and could make the experience deeper and more fun.

 

Let me know if you have any questions or problems while using it.

 

FAQ

Is it singleplayer or multiplayer?

The mod works for both single-player and multiplayer. When installed on the server, Changes are controlled server-side and synced with players, so everyone has the same wind/cloud direction.

 

Does it affect windmills?

No, windmills use the game's weather system, which is not affected by this mod.

 

Does it affect anything else?

It affects clouds and the visual part of the wind impact - wind particles (rain, dust, torch smoke & fire, etc.), item drop direction, plant bending, leaves, etc

 

Can I configure anything?

The mod config is generated after first launch with the mod and allows you to change periods how long the wind stays the same and how fast the change is.

Cloud direction randomizer is also fully configurable.

 

What are sync types for clouds?

The config has three supported sync types, specified as a number:

  • 0 - disabled, clouds use vanilla direction
  • 1 - sync with wind direction, clouds will fly in the current direction of wind. Might look a bit awkward if the wind changes too often & fast
  • 2 - individual randomization, so the wind & clouds will have different directions and change periods, and use separate config values for those periods

 

TODO:

  • Wind direction patterns - to allow some logic instead of complete randomness, e.g., daily changes where wind blows from a random direction, but limited to a general direction like west
  • Seasonal winds - as part of wind direction patterns, preconfigured winds that change over seasons

 

 

 

 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.2.2 pelaguswinds
1.20.0-pre.0 - 1.21.0
7818 Aug 24th at 5:40 PM pelaguswinds_1.2.2.zip 1-click install

Fixed issue with mod version 1.2.1 with rain/particle rendering for game versions 1.20.x

1.2.1 pelaguswinds
1.21.0-pre.1 - 1.21.0-rc.7
166 Aug 24th at 1:00 PM pelaguswinds_1.2.1.zip 1-click install

Now affects the direction of rain particles skew - rain droplets' movement was affected by the wind already, but they visually were always skewed to the north, as in vanilla, which looked weird and also led to issues where too much rain got inside buildings.

Now, rain droplets skew correctly under the wind, and the issue with too much rain inside buildings is solved.

1.2.0 pelaguswinds
1.20.0 - 1.21.0-rc.5
1284 Aug 17th at 12:20 AM pelaguswinds_1.2.0.zip 1-click install

NEW: Cloud direction randomizer with three modes: disabled, same as wind, separate from wind (default). Works with both classic and volumetric clouds
FIX: Graceful unload of patches to prevent crashes after disabling the mod

1.1.0 pelaguswinds
1.20.0 - 1.21.0-rc.3
492 Aug 10th at 8:04 PM pelaguswinds_1.1.0.zip 1-click install

NEW: Now affects wind visuals like plant and leaves bending direction

FIX: Visual wind strength was reduced under some conditions because vanilla rendering uses only one direction to calculate speed

1.0.1 pelaguswinds
1.21.0-pre.1 - 1.21.0-rc.3
41 Aug 8th at 11:41 PM pelaguswinds_1.0.1.zip 1-click install

Support for 1.21.X by upgrading NET version from 7 to 8

1.0.0 pelaguswinds
1.19.0 - 1.19.8 1.20.0 - 1.20.12
19607 Apr 17th 2024 at 10:53 PM Empty pelaguswinds_1.0.0.zip 1-click install

55 Comments (oldest first | newest first)

💬 Janeator, 2 days ago

It's hard to test but I feel like rain particles tilt too much relative to wind speed.

💬 Beedy, Oct 29th at 2:27 AM

Enabling this mod for the first time (I think only the first time) while having Real Smoke mod makes the smoke particles colorful. The issue can be resolved by exiting the game completely (not just exiting to main menu) only the first time. After that it always looks correct, even if the mods were disabled and enabled again and again.

💬 Tahvohck, Oct 8th at 2:20 AM

Can I request a feature? The ability to set a maximum particle speed, separate from the wind speed itself, would be nice. Having particles constantly streaking across my screen at 70 degrees is a little weird (plus I'd like to have a real smoke plume reach higher even at higher wind speeds)

💬 Calibri, Sep 20th at 7:16 PM

it says it works on the server, but the wind direction doesn't change on my server (there are no mods installed on the server, it's vanilla), but it works in single-player mode

💬 0w0, Sep 18th at 4:20 PM

Hello again I may have come across another bug that I only just noticed because I'm usually pretty protective of my torches due to this mod: https://news.kalataka.ru/firestarters

This Mod from Salty would blow out a torch in strong enough winds but I've only just recently realized It's not working anymore

Could you have a look at please? Thanks!

 

Also still on game v1.20.12

💬 Tahvohck, Sep 17th at 4:26 AM

Reporting in that I've also had the green smoke when combined with Real Smoke.

💬 GniftyGnome, Sep 3rd at 8:05 AM (modified Sep 3rd at 8:14 AM)

I don't have Real Smoke but I do have Pelagus Winds.  I've been doing testing of the mod set for an upcoming 1.21 game for several days with no issue.  I added Pelagus Winds this evening and have had three hard crashes since with the same exception logged.  I'm pretty certain Pelagus Winds is required to trigger this bug, although as a mod author myself I'm definitely sympathetic to the reproducibility problem.  Unfortunately I can't see any commonality in the crashes I've had.  I'm basically just regenerating the world and then flying around in Creative RN looking at terrain to make sure I've got the rivers tuned well enough for Terra Prety.  I literally have not advanced the game progression at all.

 

Always fun to look like an idiot.  I could swear I added Pelagus Winds but it's not on the list.  So this ends up being more of a report that you can definitely get this crash without Pelagus Winds...

 

Crash Report
3.9.2025 00:17:54 [Client Fatal] Caught unhandled exception in thread 'asyncparticles'. Exiting game.
3.9.2025 00:17:54 [Client Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.WeatherDataReaderBase.LoadLerp(Vec3d pos, Boolean useArgValues, Single lerpRainCloudOverlay, Single lerpRainOverlay, Single dt) in VSEssentials\Systems\Weather\WeatherDataReader.cs:line 242
at Vintagestory.GameContent.WeatherSystemBase.Event_OnGetWindSpeed(Vec3d pos, Vec3d& windSpeed) in VSEssentials\Systems\Weather\WeatherSystemBase.cs:line 64
at Vintagestory.GameContent.WeatherSimulationParticles.asyncParticleSpawn(Single dt, IAsyncParticleManager manager) in VSEssentials\Systems\Weather\WeatherSimulationParticles.cs:line 341
at Vintagestory.Client.NoObf.SystemRenderParticles.OnSeperateThreadGameTick(Single dt) in VintagestoryLib\Client\Systems\Render\Particle\RenderParticles.cs:line 256
at Vintagestory.Client.NoObf.ClientThread.Update() in VintagestoryLib\Client\ClientThread.cs:line 98
at Vintagestory.Client.NoObf.ClientThread.Process() in VintagestoryLib\Client\ClientThread.cs:line 40

 

Spoiler
2.9.2025 23:34:44 [Client Notification] External Origins in load order: modorigin@/home/gnifty/vintagestory/assets/creative/, modorigin@/home/gnifty/vintagestory/assets/survival/, mod@AmericanFrontiersmanWesternWear_1.8.4.zip, mod@Bee_Keeper_v1.1.2-gnifty.1.zip, mod@BetterForest_0.1.1.zip, mod@boatiespeedie12-1.0.4.zip, mod@BushmeatRecipe-v2.0.0.zip, mod@buzzwords_1.8.0.zip, mod@canoemod-1.21.zip, mod@CaveSymphony_1.1.4.zip, mod@chickenfeed_v1.1.9.zip, mod@ClassRebalance-1.0.0.zip, mod@cutthefat_1.0.3.zip, mod@ForestSymphony_1.0.5.zip, mod@JacksComposting_1.2.1_Simple.zip, mod@JacksDryableFirewood_1.1.0.zip, mod@metalleaf.1.2.1.zip, mod@MichaChanges-v.1.4.zip, mod@particlesplus-2.3.1.zip, mod@pigfeed_v1.0.9.zip, mod@ProspectTogether-2.1.0.zip, mod@shelfobsessed_v1.6.2.zip, mod@SnowCaps_0.0.0.zip, mod@UsefulShears-V.1.0.0.zip, mod@vsimgui_1.1.12.zip, mod@weedgardens.zip, mod@zoombuttonreborn_2.0.0.zip, mod@AutoMapMarkers-4.0.3_Vintagestory-1.21-rc.zip, mod@Banners-v1.1.12.zip, mod@CarryOn-1.21.0_v1.10.5.zip, mod@ClimbableTrapdoors_v1.0.0.zip, mod@DaymaresCupMod-1.0.5.zip, mod@debarkedlogstofirewood-v1.0.1.zip, mod@eggpiemod_0.1.0.zip, mod@ExtraInfo-v1.10.0.zip, mod@farseer_1.3.2.zip, mod@FromGoldenCombs-1.21-v1.9.1.zip, mod@gourmand_1.7.2.zip, mod@highfert_V1.20.12.zip, mod@MakeSalt-v1.1.0.zip, mod@MakeTeaForked-0.4.2.zip, mod@oneroof_1.11.0.zip, mod@quarterlogstofirewood-v1.0.1.zip, mod@rebuildablebloomery_1.0.2.zip, mod@scaffolding_1.1.3.zip, mod@slowtox_3.0.0.zip, mod@stepfixelk_0.0.2.zip, mod@TentBag-2.2.0.zip, mod@TerraPrety_7.0.7.zip, mod@torchholderplaceontop_1.0.1.zip, mod@translocatorrelocator_1.0.3.zip, mod@VC1.0.2Beta.zip, mod@Verticality_0.3.1.zip, mod@waypointtogethercontiued_4.1.0_1.21.0-rc.5.zip, mod@windchimes-V1.21.0-1.3.2.zip, mod@aminerscraft-1.2.0-gnifty.1.zip, mod@bauxite-aluminum-1.1.2.zip, mod@beamtools_v1.0.2.zip, mod@castaway-1.0.0.zip, mod@hydraulics_1.1.0.zip, mod@itempickuphighlighter_1.1.0.zip, mod@obsidiancraft-1.4.4.zip, mod@snowshoes_2.0.2.zip

 

(The two mods with `-gnifty.1` in the version have a json file modified to remove one negative character trait from their added character classes.)

💬 Rhoun , Aug 31st at 4:31 PM (modified Aug 31st at 4:32 PM)

B0YAR I wish it were a simple mod conflict, but both the author of Real Smoke and I have tested mods running together and tried to reproduce the crash and green smoke issue, and it's with no luck so far - all runs fine without issues for us.

There's something else to it, and the same crash due to 'asyncparticles' appears to have been reported in Discord before Real Smoke was even created. Are your players able to reproduce the issue now? I really need either a way to reproduce it step-by-step, even if it's something like if it happens in one particular map region, only for a few players, the key is the ability to reproduce it somehow, or using your server save file (if you're able to provide it and it helps to reproduce the issue). If I can get this myself, then I can catch it in the debugger and investigate why it happens, be it my mod or something else - at least it will give us answers

💬 B0YAR, Aug 31st at 2:47 PM

Rhoun

We probably found a conflict problem. The conflict between two mods is Real Smoke and Pelagus Winds. Other players from other builds have various strange issues with these two mods.

💬 Rhoun , Aug 31st at 1:28 PM

B0YAR Thanks again, now I have the server working and played doing random things for ~20 minutes with no issues so far. Together with your mention of about a week of real-time without issues, it makes it highly unlikely that the issue comes from the Pelagus Winds mod.

The log has 'Event_OnGetWindSpeed', but the crash itself is related to particle spawning, so I'd assume the related thing might be a mod that adds something with particles, and players got access only after some progress in the game, hence the week without issues.

If you manage to narrow it down to something like that and get a way to somehow reproduce the crashes, I can investigate it further

💬 B0YAR, Aug 31st at 12:48 PM

Rhoun

We did not change the list of mods and played throughout the in-game year. It's been about a week of real time and we haven't had any CTD. Then crashes started on the clients of some players with this message, which I have listed below. They are not permanent and happen randomly, but regularly.

You can update this mods to version 1.20.12 by this updater
https://news.kalataka.ru/modsupdater

or you can try our build from Google Disk

💬 Rhoun , Aug 31st at 10:02 AM (modified Aug 31st at 11:56 AM)

B0YAR that's quite a list, thanks! So far, I haven't been able to catch the crash. Is it completely random, or is there something in common, like doing something particular, being in a particular biome, etc?

Update: tried to run a separate server with the provided modlist instead of singleplayer, and it crashes on player join, so I guess I got some mod(s) version wrong, so a list of mods with version from the server log will help a lot. Or even all mod files shared via Google Drive or similar

💬 B0YAR, Aug 31st at 8:50 AM

Rhoun
Sure

Spoiler
Mods, sorted by dependency: allclasses, barkbeetle, BetterGrass, betterloot, scrapblocksrebalance, bettertraders, bigcooking, blackguardadditions, bola, booktrader, bradyladder, bushmeatrecipe, buzzwords, catchledge, cavesymphony, chargedjump, cheesemoredelicious, chickenfeed, chiseltools, claycasting, clayworks, clicktopick, clickuptorches, coldstorage, combinethefat, crackedrockweak, craftablecompanion, craftsticks, crockmod, cutthefat, darcesdriftersredone, diversediets, hqzlights, driedpeat, dryablegroundstorage, edeninstinct, fieldsandplateaus, firestarters, flickeringlights, floralzonescaperegion, floralzonescaribbeanregion, floralzonescentralaustralianregion, floralzonescosmopolitanregion, floralzoneseastasiaticregion, floralzonesmediterraneanregion, floralzonesneozeylandicregion, footsteps, forestsymphony, fagothic, fagreenwich, falandsknecht, fatemplar, forlornadditions, swfreqsharks, grasstoropes, handtohand, hangingoillamps, blackguardheavyd, honeypressmittim, immersivecorpsedrop, immersivemining, immersiveorecrush, improvedsheep, jonasboat, justthepepper, lanternsarelighters, largercrock, manualdough, manualquenching, manualscraping, manualshingle, metalleaf, millwright, molds, morefuel, morecalcinedflint, moreftsat, shroomies, nomadtents, ornamentalfish, overhaullib, sitatellis, plainsandvalleys, plumpkins, primitivesurvival, rcapacitiveglider, rdrygrass, rmobadvancedinteractions, rpermskin, rseeds, rstick, recyclablebags, repairablelocust, rlmoonsun, royalscurtains, scrollrackable, fseasonedfirewood, shelfobsessed, shivertweaks, so, soapandlye, sortablestorage, sourceify, spyglass, stepfixelk, stoneharvesting, stonemallet, strelgeooverhaul, tankardsandgoblets, temporalsreformed, temporalsymphony, theresinsauce, torchholdersmithingplus, upgradeablelocust, vpemmican, game, vsimgui, wgmt, wildcultivation, alchemy, apeflowerpots, wrenchroof, arrowbarrels, skinpack1, beeswaxingot, betterarrow, betterentityinteraction, betterfpcamera, betterhoe, betterpoultice2, betterruins, billposting, biomes, blacksmithenhancements, bowinlefthand, bradycrudebuilding, butchering, carryon, commonlib, configlib, craftablecartography, cratelockfix, danatweaks, driedpeatraddon, edeninstinctaddonclasstraits, eggpiemod, elkflowercrown, emotemenupatched, envelopes, extrainfo, fatcandles, fbadditionspatch, fleeexhaustion, floatingfish, foodshelves, fromgoldencombs, genelib, gourmand, handydaub, hudclockpatch, hydrateordiedrate, immersivelighting, immersivewoodchopping, immersivewoodsawing, insanitylib, jonastools, jopainting, kilnspreading, makemeleak, maltiezbows, maltiezcrossbows, maltiezfirearms, metalpots, morepiles, mountDestroyLeaves, dyecoaldye, oneroof, oreveintracers, pelaguswinds, petai, pei, purposefulstorage, realsmoke, reedbuff, rockandstone, occult, saltandsands, scaffolding, scarecrow, simplefootstepsredux, slowtox, smithingplus, solidirondoor, statushudcont, stirlingmotor, tasshroombodyfat, terraprety, th3dungeon, thecritterpack, thievery, toolsmith, toolsrequirerope, vanillaarmory, variantmeals, creative, survival, weatherthestorm, wildfarmingrevival, windchimes, xblood, xlib, apanserbjornstory, bookbinders, cats, chickenpet, detailedanimals, drkssling, em, foxtaming, harepet, immersiveinventoryspoilage, playercorpse, porridgewithmilk, snowshoes, stainedbeams, cookie12000stickbeam, stonepiles, stonequarry, th3dungeontopentrance, toomanyshingleblocks, coffee, wearandtear, wolftaming, xskillgilded, xskills, tailorsdelight, ashes, xskillsnewclassesexp, dressmakers
💬 Rhoun , Aug 30th at 11:57 PM

B0YAR Interestingly, the place in the game code where it crashes has nothing to do with the wind speed. Can you provide the full mod list so I can see the full picture here?

💬 B0YAR, Aug 30th at 11:05 PM

Rhoun

Game version: 1.20.12
Mod version: 1.2.2

Cache and mod config cleared

Sometimes our players have crash to desktop from this mod.
Server works fine. Error happen only on clients.

Spoiler!
[Fatal] Caught unhandled exception in thread 'asyncparticles'. Exiting game.
31.8.2025 01:53:01 [Error] Exception: Object reference not set to an instance of an object.
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.WeatherSystemBase.Event_OnGetWindSpeed(Vec3d pos, Vec3d& windSpeed) in VSEssentials\Systems\Weather\WeatherSystemBase.cs:line 63
at Vintagestory.Common.EventManager.TriggerOnGetWindSpeed(Vec3d pos, Vec3d& windSpeed) in VintagestoryLib\Common\EventManager.cs:line 65
at Vintagestory.GameContent.WeatherSimulationParticles.asyncParticleSpawn(Single dt, IAsyncParticleManager manager) in VSEssentials\Systems\Weather\WeatherSimulationParticles.cs:line 329
at Vintagestory.Client.NoObf.SystemRenderParticles.OnSeperateThreadGameTick(Single dt) in VintagestoryLib\Client\Systems\Render\Particle\RenderParticles.cs:line 270
at Vintagestory.Client.NoObf.ClientThread.Update() in VintagestoryLib\Client\ClientThread.cs:line 81
at Vintagestory.Client.NoObf.ClientThread.Process() in VintagestoryLib\Client\ClientThread.cs:line 67
💬 Rhoun , Aug 28th at 9:36 PM

Skaface443 The mod supports both 1.20 and 1.21 for the game versions, so I'm asking about the version of the mod itself - can you please check the version of the mod you have installed?

💬 Skaface443, Aug 28th at 9:32 PM

@Rhoun Im stuck on 1.20.12 rn until the docker file on github gets updated/my pull request accepted so im using 1.2.0 when this happens. will test asap on 1.21.0 when i can

💬 Rhoun , Aug 28th at 9:27 PM

NylonCat I'm happy that you like it!

Skaface443 Do you use the latest mod version, 1.2.2?

💬 Skaface443, Aug 28th at 9:13 PM (modified Aug 28th at 9:13 PM)

When using Pelagus Winds all my smoke particles are just gone.

Tested with and without real smoke. As soon as I disable pelagus, smoke is back again.

Could you check why this happens?

Currently on 1.20.12

💬 NylonCat, Aug 27th at 12:11 PM

I only got the game somewhat recently and was a little surprised that wind would always blow from the same direction considering how much effort went into making the rest of the weather system feel realistic and immersive.
Very glad this mod exists, it's especially fun during winter with all the snow particles!

💬 Rhoun , Aug 24th at 9:13 PM

0w0 awesome, thanks for reporting the issue!

💬 0w0, Aug 24th at 6:21 PM (modified Aug 24th at 6:25 PM)

Alright Seems to be working but I'll need a bit more testing as I'm only getting a strong Breeze at the moment XD.

 

Thanks for the fix!

 

Edit: Yes  Looks like its working really well now,  Thanks!

💬 Rhoun , Aug 24th at 5:41 PM

0w0 please try with the new mod version 1.2.2 and let me know if that works for you

💬 0w0, Aug 24th at 2:01 PM
Spoiler!
VSLGameVersions\1.20.12\assets\survival\, mod@aculinaryartillery-1.2.5.zip, mod@americanfrontiersman-1.8.3.zip, mod@betterandimprovedweather-0.1.2.zip, mod@bushmeatrecipe-1.0.4.zip, mod@buzzwords-1.8.0.zip, mod@buzzybees-1.1.6.zip, mod@catchledge-0.2.0.zip, mod@cellardoor-1.4.0.zip, mod@chalkpigments-1.0.4.zip, mod@chargedjump-1.1.0.zip, mod@chiseltools-1.14.22.zip, mod@clickuptorches-1.1.1.zip, mod@combinethefat-1.0.0.zip, mod@crockenheimer-2.1.3.zip, mod@dodgemaster-1.2.2.zip, mod@dressedtokill-1.7.0.zip, mod@driedpeat-1.1.0.zip, mod@firestarters-1.4.4.zip, mod@footsteps-1.0.0.zip, mod@fseasonedfirewood-1.2.5.zip, mod@immersivemining-0.2.8.zip, mod@immersiveorecrush-2.2.2.zip, mod@manualscraping-1.2.3.zip, mod@millwright-1.2.7.zip, mod@moretreesmoreseeds-1.0.0.zip, mod@nomonsters-1.0.3.zip, mod@nudemod-1.0.5.zip, mod@overhaullib-0.2.18.zip, mod@plainsandvalleys-1.0.11.zip, mod@playermodellib-0.0.35.zip, mod@primitivesurvival-3.8.0.zip, mod@prospecttogether-2.0.7.zip, mod@rtrullywoods-0.1.24.zip, mod@shelfobsessed-1.5.0.zip, mod@soapandlye-1.2.4.zip, mod@somedisassemblyrequired-1.7.7.zip, mod@sortablestorage-2.3.1.zip, mod@sticksfromfirewoodmallow-1.0.0.zip, mod@temporalsymphony-2.1.1.zip, mod@vsimgui-1.1.8.zip, mod@alchemy-1.6.56.zip, mod@beastsofmen-0.0.2.zip, mod@betterpoultice2-1.0.10.zip, mod@betterruins-0.4.15.zip, mod@brickedbloomery-1.0.2.zip, mod@bullseyecontinued-3.0.0.zip, mod@butchering-1.9.2.zip, mod@carryon-1.9.9.zip, mod@combatoverhaul-0.3.10.zip, mod@coreofarts-1.0.0.zip, mod@egocaribautomapmarkers-4.0.2.zip, mod@expandedfoods-1.7.4.zip, mod@extendedcreation-1.1.5.zip, mod@extrainfo-1.9.10.zip, mod@farseer-1.3.1.zip, mod@foodshelves-2.2.1.zip, mod@fromgoldencombs-1.8.13.zip, mod@fseraph-0.4.0.zip, mod@herbarium-1.4.0.zip, mod@hydrateordiedrate-2.1.2.zip, mod@immersivewoodchopping-0.8.1.zip, mod@immersivewoodsawing-0.2.8.zip, mod@maketea-0.3.1.zip, mod@maltiezcrossbows-1.2.0.zip, mod@maltiezfirearms-0.14.2.zip, mod@metalpots-1.5.4.zip, mod@moreanimals-1.4.2.zip, mod@morepiles-2.1.12.zip, mod@naturescall-1.2.1.zip, mod@panandprospect-1.0.0.zip, mod@pelaguswinds-1.2.1.zip, mod@realsmoke-0.6.5.zip, mod@reedbuff-1.1.0.zip, mod@scaffolding-1.0.1.zip, mod@slowtox-3.0.0.zip, mod@smithingplus-1.6.5.zip, mod@tasshroombodyfat-0.0.10.zip, mod@terraprety-7.0.5.zip, mod@toolsmith-1.2.6.zip, mod@vigor-0.4.2.zip, mod@wildfarmingrevival-1.3.8.zip, mod@woodenshuttersandmore-1.2.3.zip, mod@xlib-0.8.16.zip, mod@artofcooking-1.0.0.zip, mod@artofgrowing-1.1.2.zip, mod@bomarmory-0.0.1.zip, mod@em-3.2.3.zip, mod@obsidiancraft-1.4.3.zip, mod@rivergen-1.0.0.zip, mod@shearlib-1.1.2.zip, mod@wildcraftfruit-1.4.2.zip, mod@xskillgilded-1.1.0.zip, mod@xskills-0.8.19.zip, mod@aogbreedingaddon-1.1.0.zip, mod@artsxskills-1.1.0.zip, mod@tailorsdelight-1.9.8.zip, mod@wool-1.6.4.zip, mod@dressmakers-1.6.0.zip, mod@cottailoryoverhaulpatch-1.1.0.zip, themepack@plumpkins-1.1.0.zip, themepack@plumpkinsartofgrowingaddon-1.0.2.zip

Sorry for the mess I don't know how to get a clean mod list

💬 Rhoun , Aug 24th at 1:55 PM

0w0 Interesting, what's your game version and other mods?

💬 0w0, Aug 24th at 1:46 PM (modified Aug 24th at 1:46 PM)

Newest version breaks all particals and doesn't show the usual dust in the air also from other mods like Real Smoke

💬 Rhoun , Aug 24th at 1:02 PM

New version 1.2.1: Now affects the direction of rain particles skew - rain droplets' movement was affected by the wind already, but they visually were always skewed to the north, as in vanilla, which looked weird and also led to issues where too much rain got inside buildings.

Now, rain droplets skew correctly under the wind, and the issue with too much rain inside buildings is solved. 

SecretFoxfire Glad you like it! But yeah, I also like playing without a map, and clouds/wind/rain were an easy indicator of direction, so preventing that was one of the reasons, aside from immersion, to expand the mod to visual part of the game

💬 SecretFoxfire, Aug 21st at 11:41 AM

Thank you for this mod! I've always thought wind always blowing in the same direction has made certain challenges (without a map) too easy. 😂 I love the idea of removing that guaranteed indicator of which direction is which! Now to inflict this on my poor unsuspecting players... 😈

💬 Rhoun , Aug 17th at 6:12 PM

EnderMelody It's completely random, but I plan to add season-based winds and some other configurable patterns so it stays random within given ranges. Not sure when, but likely the next few weeks

El_Neuman hehe, yeah! A little more immersion/realism often goes a long way in games like the Vintage Story 

💬 El_Neuman, Aug 17th at 5:10 PM

Realistic, simple mods are like a balm for the soul😌

💬 EnderMelody, Aug 17th at 5:01 PM

is the wind direction completely random or can it be season based?

💬 Rhoun , Aug 17th at 11:55 AM

CaptainGlenn That's a vanilla thing, but yeah, it becomes more pronounced with different rain directions and strong winds. Not sure if I can do something about this, but I'll check in any case

💬 CaptainGlenn, Aug 17th at 4:11 AM

My only complaint is that sometimes the wind seems so strong that it causes rain particles blow through solid walls.

💬 Rhoun , Aug 17th at 12:20 AM

New version 1.2.0 for both 1.20.x and 1.21.x:

- NEW: Cloud direction randomizer with three modes: disabled, same as wind, separate from wind (default). Works with both classic and volumetric clouds
- FIX: Graceful unload of patches to prevent crashes after disabling the mod

💬 Rhoun , Aug 10th at 8:06 PM

New version 1.1.0 for both 1.20.x and 1.21.x:

- NEW: Now affects wind visuals like plant and leaves bending direction

- FIX: Visual wind strength was reduced under some conditions because vanilla rendering uses only one direction to calculate speed

💬 Rhoun , Aug 8th at 11:47 PM

FentonCheese glad you found the solution already, but yeah, there's no setting for wind strength in this mod

Silverfang No, but that's an interesting idea to limit sailing direction to season

Thalius I've just added 1.0.1 version which works for 1.21

pondobruin85 No, it doesn't affect clouds

QBSteve Windmills are not to affected, but falling items are affected, also visual effects like dust particles are affected, not sure about other visual effects though

Marlim MysticFire Windmills use the game's weather system directly, so the mod doesn't affect them because it changes wind a step later than the weather system

💬 FentonCheese, Aug 4th at 9:20 AM (modified Aug 4th at 9:43 AM)

Is there a way to set a minimum wind speed?

Disregard my existence, you can do this in joy of sailing

 

💬 Silverfang, Jun 30th at 8:10 PM

Does this have an option to change general wind direction per season? Like it can vary from blowing from SW-SE in the summer and from NW-NE in the winter.

💬 Thalius, Jun 25th at 5:27 AM

Hoping you plan to keep this mod updated going into 1.21!!

 

💬 pondobruin85, Jun 10th at 4:32 AM

Does this change the direction the clouds travel?

💬 QBSteve, Jun 1st at 3:37 PM

This seems interesting, but does it affect other parts of the game (falling items, windmills, visual effects such as leaves and smoke, etc)?

💬 Marlim, May 30th at 3:28 AM

Does this mod work for windmills? All my windmills work perfectly, regardless of wind direction
Rhoun

💬 MysticFire, May 26th at 11:03 PM

I've noticed that since getting this mod, it causes the windmills to slow down and speed up every few seconds, not sure why

💬 Rhoun , Apr 20th at 2:56 PM

It works both for solo and multiplayer, and I've edited the description a bit to avoid further confusion. DarkThoughts

💬 Hambone, Apr 14th at 5:12 AM

DarkThoughts "Wouldn't work as a client only" means the mod needs to be installed server side rather than client side to work on multiplayer servers I'm pretty sure.

💬 DarkThoughts, Apr 13th at 12:42 PM

Hambone

That would make any sort of non-server warning redundant though.

💬 Hambone, Apr 11th at 3:47 PM

DarkThoughts not the author, but even in offline singleplayer the game is running a server of sorts in the background for various calculations afaik.

💬 DarkThoughts, Apr 9th at 5:43 PM

I find the earlier comments confusing because the description makes it sound like the mod won't work in singleplayer at all? Is the comment info outdated or is the description just badly worded?

💬 Rhoun , Mar 29th at 2:42 PM

Yeah, it seems to be working fine for 1.20.x, but let me know if something breaks. Not actively playing/modding VS now, but I'll check as the mod is pretty simple.

💬 Pentasis, Jan 26th at 12:42 PM

Seems to work in 1.20.3.

💬 PeachyPotato, Oct 14th 2024 at 4:26 AM

seems to work fine in 1.19.8. i switched to this because simple wind direction was pissing me off.

💬 Boukyaku, Sep 22nd 2024 at 1:47 AM

Do you know if this mod still works in 1.19.8? I have set it in my server since the beginning, we're on year 3 now (30 day months), and wind always comes from the same side. Do I need to configure something for it to start?

💬 DanekJovax, Jul 31st 2024 at 4:24 AM

Hey, Rhoun!  This is a great add-on to compliment Joy of Sailing!  It makes the winds at least a little more realistic than vanilla (just one wind direction), and makes the overall experience more enjoyable as a result.  Thanks a bunch for making it! :2D

💬 Rhoun , Apr 20th 2024 at 2:56 AM

Glad you enjoy it! And you're right, I should mention in the description that it works for single-player without any issues. Rabbs14

💬 Rabbs14, Apr 20th 2024 at 1:00 AM

I'm in a single-player world, and this works a treat. However, I had my doubts because the description doesn't specifically mention single-player worlds, and I have no knowledge at all about servers and multiplayer mods.

The thing with simple wind direction is that the wind behaved more like campfire smoke in that id be sailing along and get a headwind, forcing me to row, and whenever I changed direction, the headwind would follow me, and I'd be dead in the water; just like smoke around a campfire... so damn frustrating lol.

This mod makes sailing more enjoyable and has enough direction variability to let you sail in any direction for a decent time. In my world, the wind is blowing to the north, but it shifts from northwest to northeast, which means I can still sail directly south with a slight course adjustment and a play with the sails.

In summary, This mod works a treat and has become my new default wind mod.

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