1.06.3
Compatibility
Required content
Changes
1.06.3
The eclipse works under a shader pack now. Before, the moment a pack was active the mod handed the whole sky over and the eclipse went with it - no dimming, nothing at all. The darkening is not part of the sky the pack draws, though: it is the same reading a storm's deck already produces, the value the game's own lightmap is built from, so the eclipse's is folded into it. The sky's colour, the cloud deck, the fog and the world's own light all dim together as the moon crosses the sun, and because that reading is one the game itself consumes rather than a program the mod has to draw, it arrives under a pack the same as without one. The throw of the sun and the light the world is drawn with still compose under a storm's own deck, so standing in a storm during an eclipse is darker than either alone.
Your sun stays yours. The mod's own sun and moon still stand down under a pack, because there is only ever one sun. The eclipse's own black disc, its corona and its diamond ring are still drawn by the mod's own sky, and there is a new switch - off by default - that asks the mod to try drawing them over a pack's sky as well. It ships off because a pack that does not provide a program for the mod's celestial shader draws these with its fallback instead, which may not appear or may look wrong; the dimming is the half that is guaranteed, and it happens either way.
Storms out over the country you can actually see. Weather2 spawns its storms inside a box around the players and forgets one that has no player near it, so with Distant Horizons or Voxy the sky tended to stop over terrain that was plainly on screen. The box now widens to the LOD renderer's own distance while one is installed - storms are still being born out over the drawn country, and still alive out there - and the mod's own storm state follows them, so a distant funnel arrives with its real circulation instead of a sliver. It never narrows Weather2's own box, does nothing at all without an LOD mod, and the two dials are a switch and a distance that follows the renderer by default.
Whirls out over LOD terrain. A dust devil or a snow devil used to be refused the moment its chunk was not loaded, which meant never over terrain an LOD renderer was drawing. Over an unloaded chunk the ground is read from the biome instead of from blocks - dry country for a dust devil, cold country for a snow devil, the level's own rain flag for the sky - so the small whirls can form out there too. A loaded chunk is judged exactly as it always was, and nothing forces a chunk to load just to ask the question.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:HfcD3g84:8s2R6pIk"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:HfcD3g84:8s2R6pIk"
}

