Additions
- Wind now pushes players when strong enough
Changes
- Tornado intensity system has been modified, stronger tornadoes should be rarer
Fixes
- Distant Horizons now has support! Issues may still exist, and will be ironed out in the future
- The radar now properly indexes each pixel, and shouldn't waste memory
Changes
- Moonlight now starts much closer to moonrise
- Added config to disable debarking
- Maximum tornado size reverted to 800
- Risks now use DayTime instead of GameTime, sleeping should properly progress risks, aswell as the /time command
Fixes
- Dynamic Trees no longer crashes the game (hopefully)
- Tornadoes should appear larger relative to their windfield
- Debris clouds should appear larger relative to the windfield
Additions
- Config for max damaged blocks per tick
Changes
- Default spawn rate per minute lowered to 0.25
- Default max tornado width lowered to 225
- Max tornado width config maximum lowered to 450
- Risks no longer raise the spawn rate as much
- Risks now influence the maximum possible tornado strength
Fixes
- Tornadoes should no longer pick players up as quickly and as harshly, especially weaker tornadoes
- Scouring blocks did not have face culling, causing possible performance issues
- New hidden "SRH" value was not taken into account when forecasting out into the future, causing wildly inaccurate risk outlooks
- Tornadoes should no longer generate and load chunks outside of the world border
Make sure to reset the Server Config settings and then remodify, unless you know what you're doing
Changes
- Tornado server sided width smoothing is faster (making tornado size changes faster, still smoothed by the client however)
- Lightning is more common by a slight amount
- Dying tornadoes veer northward (simple I know but good enough!)
Fixes
- Storms now only load/generate chunks as tornadoes instead of constantly, should improve world file sizes and server lag
Changes
- Larger tornadoes are slightly more rare
- Changed method of tornado damage, might cause issues with infrequent damage on very large tornadoes but should alleviate server lag issues somewhat
- Atmospheric samples taken for precipitation type testing now occur further apart, lessening the performance cost of the method
Fixes
- Entities should no longer be repelled from tornadoes at very low heights
- Entities should no longer rocket towards the center of a funnel when being picked up
The Thermodynamic Update
Additions
- Soundings
- Thermodynamic overhaul
- Weather Balloons, Balloon Platforms, Sounding Viewers, and Connectors
- Risk outlooks out to 3 days, with a 1 day peak risk indicator
- New precipitation types (Sleet, Freezing Rain, Wintry Mix)
- Sleet and ice layer blocks
- Snow fog
- Reinforced glass blocks and panes
- Lunar lighting on clouds
- Maximum tornado width config
- New command variants ("buildto" allowing storms to build up to a specified strength)
Changes
- Buff added to squall spawn chances during cold weather
- Snow particle texture
- Larger tornadoes are a bit more common
- Tornado width and windspeed is now smoothed out on the client, preventing jittering
- Tornadoes last longer on average
- Rain and hail core relocated on supercells
- Fall damage from tornadoes is now more common
- All blocks have a broader damage curve
- Rainshafts are rendered differently now
- Large enough tornadoes are forced to rope-out
Fixes
- Storms no longer have a cutoff around their edges
- Server sided fix for the storm class, improving third party addon support
- Wind sound volume bug which caused all wind sounds (apart from supercell and tornado wind sounds) to play at 10% volume
- "Waffle sky" fixed (background clouds rendering within clouds)
Removals
- Risk outlook map
Changes
- With the environment system enabled, preset stage chances are now modified by the risk, preventing the abundance of snowpercells
- Changes to strength curve, making stronger tornadoes more common in higher risks (TODO: Make configurable)
Fixes
- Tornado sensor is no longer powered for stage 3 squalls
- Radar biome data is now sent to newly connected clients on servers
- Dewpoints can no longer be higher than the temperature when extremely cold