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NxLabs / Vintage Story

WeatherStory

DBy DreamEater

dynamic/stateful climate system based on chunk/region-derived wind, humidity, temperature, pressure

WeatherStory

Description

<p><strong>A Wilderlands Community Mod -&nbsp;</strong><a href="https://discord.gg/7sWKpkT2T"><strong>Discord channel</strong></a> for player feedback and mod development discussion, graciously provided by The Wilderlands/Thalius</p> <p><strong>Mod is in BETA STATE. EXPECT BUGS, in fact I'd love if you reported them here or on the Discord, just don't report mindlessly. The mod is complex, so informed reporting is appreciated. The model is now feature-complete, but the knobs and levers that influence the strength of its component variables need testing, so if you spot counterintuitive weather, rain in icecold winter, too-intense dust storms, no lightning anywhere, stuff like that, report it here or in the Discord channel. The most obvious things to look for, for an average player, are zero celsius temperature at equator/ warm poles, too big/ too small clouds, not nearly enough rain/way too much rain.</strong></p> <p><strong>Please don't ask about further mod compatibility (unless 1; relevant and 2; custom-tech with no dependency on the vanilla weather system) or storms, both will be covered in time.</strong></p> <p>&nbsp;</p> <p><strong>CURRENT NEWS - v0.8.4</strong></p> <ul> <li>Completely new model, dynamic and stateful. Gigantic rewrite basically.</li> <li><strong>added </strong>per region-cell roughness wind friction - mountains/ hillranges + forest and ocean/lake blend slow wind down in unexplored/unloaded chunk-aggregated regions, depending on average region-cell height and treecover.&nbsp;</li> <li><strong>added </strong>friction lee-wake mask to the same bactrack as humidity, at chunk level -&gt; wind should slow down more after passing over hill/mountain/forest also in player-near loaded chunks, not just region-cells.</li> <li><strong>added </strong>humidity modifiers on fire-spread, beside wind-defined fire-spread direction : dry desert spreads fire most, humid jungle least etc.</li> <li><strong>fixed </strong>recurrent under-mantle spawn bug after worldgen, via a setspawn solution instead of vanilla's search for a suitable spawn column.</li> </ul> <p>&nbsp;</p> <p><strong>CURRENT BUGS . v0.8.4</strong></p> <ul> <li>Pending player feedback</li> <li>bug with region-cells creating mismatched terrain when running mostly vanilla modlist, since weatherstory and vanilla worldgen heightmap accidentally poison each other, now that weatherstory's initial worldgen region-cell-grid calculation is moved off and unqueued from the VS main thread. Can be solved by adding Algernon's Watersheds.</li> <li>possible imbalance with a "meta-region-local" dynamic field implementation (to create dynamic persistent regional weather systems) that overheats temperate band regions, so the player sees counterintuitive/off-season 40-50 degrees at 37-40 latitude, observed and csv-confirmed in two player cases.</li> <li>Weatherstory needs updating for Terra Prety 7.x and Watersheds 7.x, working on it</li> <li>Vanilla character screen show rainfall and temperature values derived from vanilla's layer (which Weatherstory replaces), probably easy fix, working on it. Weatherstory needs to replace vanilla's values at first race position, so the character screen and player body temperature mods can read Weatherstory's values properly.</li> <li>world sizes above 102K^2 results in region cell grid calculations at new worldgen that take a very, possibly very very, long time. Default RAM footprint at 102K^2 world size is something like tens of MB, moving above 102K^2 world size means region cell grid calculations, and after the bake is done; running weather calculations, that is something like GBs of RAM allocated and used constantly just for Weatherstory. Not sure how to solve this very hard restraint, I'll look into it.</li> <li>Weatherstory runs on the main thread, originally meant to allow easier compatching and avoiding pre-bake and bake load order issues with vanilla as well as other mods, but it needs to run on a separate thread, for performance (the region cell grid actually already runs off-thread tho, it's just compute intensive). Working on it.</li> </ul> <p>&nbsp;</p> <p class="font-claude-response-body break-words whitespace-normal"><strong>MOD FEATURES</strong></p> <p class="font-claude-response-body break-words whitespace-normal">Vintage Story's weather is a stack of visual patterns the game rotates through at your location. It doesn't come from anywhere and it doesn't go anywhere. WeatherStory replaces that with a physics-based simulation running on the server at planetary scale. Every place has real temperature, pressure, wind, and humidity, and those quantities push and pull on each other continuously.</p> <h4 class="text-text-100 mt-2 -mb-1 text-base font-bold">Dynamic -&gt; weather moves and interacts</h4> <p class="font-claude-response-body break-words whitespace-normal">Wind blows from high pressure to low. Warm air rises, cools, forms clouds, drops rain. Humidity-laden clouds grow over warm oceans, travel with the wind, and slam into coasts. A cold front can push across your continent for game-days before it reaches your base. The world is round (in the wrap-around sense), so weather that leaves the east edge arrives at the west, and the northern hemisphere is inverted in season from the southern. Mountains block wind and force air upward, so the windward side of a range gets more rain and the leeward side less, by which rain shadows are simulated. Oceans hold heat far better than land, so coasts are milder and continental interiors more extreme. Planet spin is simulated, so wind doesn't blow straight from high pressure to low — it curves. In the northern hemisphere it deflects right, in the southern hemisphere left, and near the equator it barely deflects. That's why cyclones spin counterclockwise up north and clockwise down south, and why trade winds and midlatitude westerlies exist. The simulation runs Earth's actual rotation rate, so wind patterns emerge from planetary spin instead of being dra

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