All versions
1.05
Release
Expanded Weather2 Dynamics 1.05last week 17
Uploaded by
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Changes
Expanded Weather2 Dynamics 1.05
Highlights
- Fixed tentacle-like dust spirals — tornado debris cloud particles now use randomized scatter instead of deterministic spiral positioning, eliminating the unnatural "tentacle arms" look.
- Dust flies higher — increased vertical velocity and height limits across all debris cloud layers so dust rises into a proper chaotic billow instead of hugging the ground.
- Dust particle placement now includes random angular jitter and small positional offsets in all four debris cloud generation passes (dense foot, core, outer ring, and updraft column).
- Lowered the high-updraft debris column activation threshold so it appears on more tornado intensities.
- Revamped tornado visuals with more stable funnel geometry and smoother movement.
- Added delayed tornado touchdown during formation so new funnels do not immediately reach the ground.
- Removed the unwanted random tornado size pulse.
- Improved wedge morphology stability and prevented wedge-tag flickering.
- Increased tornado dust cloud density to better fill the circulation while keeping realistic particle sizes.
- Tornado dust now rises into an upward plume instead of forming a flat disk or horizontal spiral.
- Added stronger vertical lift to core dust, outer curtains, sub-vortices, horizontal vortices, touchdown rings, and condensation effects.
- Tornado dust particle budget increased to 500 particles per tick by default.
Precipitation
- Revamped rain-wrapped storm precipitation based on Weather2 Remastered behavior.
- Added stable storm-relative rain curtains and denser inner rain cores.
- Added terrain-aware precipitation floors.
- Added wind-slanted, inward-moving, and rotating rain motion.
- Added an inflow-side clear slot for a more recognizable rain-wrapped structure.
Storm Dynamics
- Improved tornado funnel bending and layer stability.
- Prevented visual geometry feedback from compounding between ticks.
- Removed duplicate funnel rotation updates that could cause visible jitter.
- Preserved client-side bend interpolation between multiplayer sync packets.
- Kept tornado size, damage width, and wind physics separate from visual smoothing.
- Added more consistent formation lift and touchdown progression.
Weather Systems
- Added low-pressure and frontal-boundary visualization systems.
- Added warm, cold, and occluded front tracking around organized low-pressure areas.
- Added front convergence influence to storm organization, supercell structure, landspout chances, and gustnado chances.
- Added atmospheric steering support for storm movement.
- Added improved tropical cyclone and hurricane visual handling.
- tho I think I haven't fixed it fully but will be fixed in 1.06
Equipment and Interface
- Added the Tornado Anemometer block and block entity.
- Added radar, outlook, alert, and storm tracking support for the expanded weather systems.
- Added anemometer advancement and creative-tab registration.
Fixes
- Fixed missing
AnemometerBlockclasses in clean mod builds. - Fixed stale Gradle build output that could cause
ClassNotFoundExceptionat runtime. - Fixed particle scaling paths that could create oversized tornado dust puffs.
- Fixed water-surface dust rendering by using lighter mist tones.
- Fixed stale wedge width targets after morphology transitions.
- Improved multiplayer synchronization for tornado visual state.
Compatibility
- Minecraft
1.21.1 - NeoForge
21.1.230 - Weather2 and CoroUtil required
- Java
21required
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:xHsQCWuv"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:HfcD3g84:xHsQCWuv"
}

