Weather
All settings for this feature live under Settings Weather .
The Weather module draws camera-anchored weather — rain, snow, ash and similar — into the 3D game world. The effect is composited under the in-game UI and occluded by terrain, and can dim the scene with an overcast tint. It ships with a few presets (Heavy Rain, Light Rain, Snow, Ashfall) and lets you author your own.
Conditions
Each condition is one weather effect. Only one runs at a time — turning a condition on (via its checkbox or chat command) turns the others off. Expand a condition to edit it:
- Type — Rain (streaked drops) or Snow (square flakes; also used for ash).
- Density — how densely the volume is filled, 1–100%. The particle count is derived from this and the range, so it stays consistent if you change the radius. Higher = denser and heavier on FPS; the estimated particle count is shown below the slider.
- Range — radius of the weather volume around the focus. A small range concentrates the effect close in; a large one fills out to compass range.
- Drop size / Fall speed — particle size, and the constant speed they fall at (wind tilts direction without changing speed).
- Wind direction — range of headings the wind may blow toward; one is picked at random each time the condition activates. A wide range (e.g. 0–360) varies it; a narrow one keeps it consistent.
- Wind tilt — how far the fall tilts from straight down: 0 = vertical, 90 = fully sideways.
- Wind relative to camera — measure wind direction from the camera, so the effect keeps the same on-screen direction as you rotate.
- Centre on camera — centre the volume on the camera itself instead of its target, wrapping the effect tightly around the viewer. Best paired with a small range.
- Drift (Snow only) — how much flakes wander sideways as they fall; 0 = straight down.
- Floor decal — what each impact leaves on the ground: None, Splash, or a settled flake/patch. Splash adds a Splash chance.
- Tint — the particle colour (e.g. a dark grey for ash).
- Overcast — how strongly the condition dims the scene while active, toward the Overcast tint colour.
- Sounds —
.datfile IDs played at random while active. Each entry shows whether it’s a valid sound, with Test, and Remove buttons. Set the Sound interval range, and optionally Play sounds in 3D so the game varies volume and panning.
Use Duplicate / Remove condition per condition, Add condition to create one, and Reset to defaults to restore the presets.
Automatic weather
Enable Automatic weather (by climate) to pick the active condition automatically from the climate of the region you’re in, re-rolling every few minutes (set the Change interval range). While on, the manual on/off toggles are disabled.
Below it is the climate table. Each climate lists conditions with a weight (0–1 probability per roll); the leftover probability is clear weather, shown as a percentage. Add or remove conditions per climate, Add climate, Remove climate, or Reset climate table. The current map’s climate and the condition currently showing are displayed at the top of the panel.
Chat commands
/weather— list every condition and whether it’s on./weather <condition>— toggle a condition by name (names may contain spaces)./weather <condition> on|off|toggle— set a condition’s state explicitly (1/0also work).
Turning one condition on turns the rest off, matching the one-at-a-time behaviour of the settings panel.