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Project Atmosphere: Realistic Climate & Weather - NEW LOGO

Project Atmosphere is a Forge mod that adds dynamic weather, realistic temperature, seasonal effects, and cloud simulation with full Serene Seasons support.

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Обновлён 16 июня 2026 г. · опубликован 27 августа 2025 г.

  •  Small Itty Bitties
  • Inside a Cumulonimbus
  • The Dark Wall
  • Morning Surprise

Disclaimer
This description was translated from French using ChatGPT.


🌤️ Project Atmosphere

Dynamic Climate & Weather Simulation for Forge 1.20.1 / NeoForge 1.21.1
(Active Development — Core Beta Series)

Join the Discord Server to post suggestions, report bugs, and access experimental builds.

Project Atmosphere is a Minecraft mod that replaces random cloud spawning from Simple Clouds with a highly realistic and fully dynamic atmospheric system.

Instead of relying on chance, clouds, weather, and visual effects emerge from a real climate simulation. Project Atmosphere introduces temperature, pressure, humidity, and wind systems inspired directly by real world meteorology.

The same principles and equations used by weather forecasters are applied here to simulate how the atmosphere behaves over time. Every biome evolves according to physical rules, not random events.

The result is a living atmosphere where clouds form, move, grow, or dissipate naturally based on environmental conditions. Weather becomes a consequence of atmospheric balance rather than a scripted event.


⚙️ How This Works

Project Atmosphere starts by generating a 7 day forecast that acts as the initial atmospheric foundation.

Once this forecast exists, the system analyzes it to locate low pressure areas, which usually form around two to three dominant cyclonic zones. When such an area is detected, a cyclone or low pressure zone is created.

This zone becomes an attractor. Pressure, humidity, and wind values gradually evolve toward it, exactly like in real atmospheric systems. Because of this interaction, once the initial forecast is generated, the mod does not need to constantly regenerate new forecasts. The atmosphere naturally evolves on its own.

Temperature Evolution

Temperature is driven by sunlight exposure.

For each biome, Project Atmosphere calculates the maximum temperature it could theoretically reach if it were exposed to sunlight for the entire day. Then, using cloud coverage data, the system determines how many hours of sunlight actually reached the ground.

The difference between full exposure and real exposure directly defines the temperature evolution throughout the day.

Biome and Regional Logic

Each biome has its own temperature profile, but this is only used during the initial forecast generation.

After the forecast is created, Project Atmosphere switches to a single regional forecast that covers an area with a radius of roughly 1000 blocks.

This regional approach is significantly simpler, more stable, and much lighter to simulate, while still producing coherent and believable climate behavior across biomes.

Performance First Design

On top of being realistic, Project Atmosphere is built with performance as a priority. As someone who really dislikes poorly optimized games, all heavy computations are fully offloaded to asynchronous threads.

To make this possible, Project Atmosphere uses a custom clone of the biome sampler. If you are familiar with seed map websites used to visualize Minecraft worlds, this system works in a very similar way.

By relying on this cloned biome map, the mod can safely access biome and climate data without interacting directly with live world chunks. This prevents concurrency issues and allows all atmospheric calculations to run asynchronously without impacting gameplay performance.


☁️ Cloud Formation and Types

Project Atmosphere adds 40+ new cloud types. Each cloud is classified on a 1 to 7 scale, where 1 represents an almost clear sky and 7 represents extreme systems like hurricanes. Hurricanes are planned, but not fully ready yet.

Cloud intensity is determined by combining humidity, pressure, and additional atmospheric factors to produce a value from 1 to 7. This value is then multiplied by a configurable factor from the mod’s config.

On top of that, Project Atmosphere tracks recent severe cloud activity. The longer it has been since a cloud above level 5 formed, the more an additional scaling value grows, increasing the likelihood and strength of major formations over time.

Some cloud types are realistic and meteorology inspired, while others are intentionally fictional to expand variety and visuals.

🌪️ Tornadoes and Hurricanes

Tornadoes are currently available through commands and configuration options, but they are still a work in progress. Visually, they are not great yet, because shader work takes time and this is still actively improving.

Tornadoes can also be performance heavy, so a config option is included to let you toggle them on or off. Once the mod is more stable, tornado visuals and performance will be revisited and improved.

Hurricanes are also not fully implemented yet. Simple Clouds was not designed to support massive storm structures with a true hollow eye, so Project Atmosphere currently represents hurricanes using a custom cloud type called custom_cumulonimbus.

For now, treat hurricanes as a huge tropical storm system rather than a final hurricane implementation.


🔌 Integrations

As a Minecraft player myself, I really value mods that interact well with others. Project Atmosphere was designed from the start with mod integration as a core goal.

Temperature Mod Integrations

Project Atmosphere previously integrated directly with several temperature based survival mods:

  • Legendary Survival Overhaul
  • Cold Sweat
  • Tough As Nails

These integrations existed when temperature was handled per biome. Since the system now uses a regional forecast, these integrations may evolve.

One possible future direction is linking weather conditions instead of raw temperature values, for example lowering perceived temperature during rain or storms.

Biome and Climate Mapping

The forecast system relies on configured normal temperature ranges per biome to evaluate whether generated values are realistic.

Project Atmosphere includes mappings for many popular biome mods:

  • Biomes O Plenty
  • Still Life
  • Atmospheric
  • TerraFirmaCraft
  • Terralith
  • Nature’s Spirit
  • Regions Unexplored
  • Biomes We’ve Gone
  • Galosphere
  • Neapolitan
  • Integrated Dynamics
  • Autumnity

TerraFirmaCraft Compatibility

TerraFirmaCraft is supported.

The integration is still being improved, but it already allows you to play Project Atmosphere alongside TFC in a functional way.

TFC compatibility build

Weather and Visual Integrations

  • Desert Storms
    Adds sandstorms driven by atmospheric conditions
  • Continent and Tectonic
    These mods create larger oceans, which significantly improve forecast accuracy
  • Rainbows and Auroras
    Functional but still under development
  • Pretty Rain
    Automatically integrated through Simple Clouds

Required Mods

Project Atmosphere requires a season system to function. One of the following is mandatory:

  • TerraFirmaCraft
  • Ecliptic Seasons
  • Serene Seasons

Additional required mods:

  • Gabou’s Libs
  • Simple Clouds

Recommended Mods for the Best Experience

  • Serene Seasons
  • Serene Seasons Plus
  • Tectonic or Continent

⚡ Performance Guidelines

  • Optimized for RTX class GPUs and modern CPUs

  • Tested on:

  • GPU: RTX 4070 Ti SUPER (main), RTX 2060 (low end)

  • CPU: Intel 13700K @ 5.4GHz (main), Ryzen 5 3600X (low end)

  • Heavy use of floating point simulation and SSBO rendering. Older hardware may experience slowdowns.


⚠️ Disclaimer

Project Atmosphere is in active beta. Forecast data formats and configuration options may change between versions. Always back up your worlds before updating.


Atmospheric Shaders Compatibility

You can use Atmospheric Shaders made for Simple Clouds alongside Project Atmosphere.

Atmospheric Shaders Showcase Video


📌 Other Mods by Gaboouu

Identity (Unofficial Port)Serene Seasons Plus Legendary Survival Addon

Версии

ВерсияКаналИграЗагрузчикиДатаСкачать
Forge-0.9.1-alphaАльфа1.20.1forge16 июня 2026 г..jar (14.3 МБ)
Forge-0.9.0.1-alphaАльфа1.20.1forge13 июня 2026 г..jar (14.1 МБ)
Forge-0.9.0.0-alphaАльфа1.20.1forge13 июня 2026 г..jar (14.1 МБ)
NeoForge-0.8.1.0Бета1.21.1neoforge18 марта 2026 г..jar (12.4 МБ)
NeoForge-pre-0.8.1.0Альфа1.21.1neoforge17 марта 2026 г..jar (12.4 МБ)
Forge-0.8.0.0Бета1.20.1forge17 марта 2026 г..jar (12.6 МБ)
Forge-0.7.1.0Бета1.20.1forge22 января 2026 г..jar (12.5 МБ)
Forge-0.7.0.0Бета1.20.1forge20 января 2026 г..jar (12.5 МБ)
Forge-0.6.0.0-preBeta-2.2Бета1.20.1forge12 декабря 2025 г..jar (12.4 МБ)
Forge-0.6.0.0-preBeta-2Бета1.20.1forge6 декабря 2025 г..jar (12.4 МБ)
Forge-0.6.0.0-preBeta-2Бета1.20.1forge6 декабря 2025 г..jar (12.4 МБ)
Forge-0.6.0.0-preBeta-1Бета1.20.1forge3 декабря 2025 г..jar (12.4 МБ)
Forge-0.6.0.0-preBetaБета1.20.1forge2 декабря 2025 г..jar (12.4 МБ)
0.6.0.0-pre3.2Бета1.20.1forge27 ноября 2025 г..jar (12.4 МБ)
Broken-Forge-0.6.0.0-pre3.2Альфа1.20.1forge25 ноября 2025 г..jar (12.3 МБ)

Показаны последние 15 из 47 версий. Все версии — на Modrinth.

Ченджлог

Forge-0.9.1-alphaАльфа1.20.1 · 16 июня 2026 г.

Project Atmosphere 0.9.1 Alpha

Atmospheric Continuity Update

Project Atmosphere 0.9.1 improves weather persistence, seasonal behavior, pressure logic, cyclone formation, cloud simulation, and debug tools.

This update is mostly backend focused, but it builds the foundation for future weather systems.

Persistent Atmosphere

Weather now survives server restarts instead of resetting to forecast defaults.

Persistent systems include:

  • Temperature
  • Humidity
  • Pressure
  • Wind
  • Cloud water
  • Cloud cover
  • Rain intensity
  • Ocean state
  • Cyclone state
  • Seasonal drift
  • WeatherCells

Weather now continues evolving between play sessions.

Forecasts And Seasons

Forecasts now act as a climate baseline instead of being regenerated during normal season changes.

Forecast regeneration is now limited to missing data, corrupt data recovery, and admin or debug commands.

Season changes now gradually influence the live atmosphere instead of rebuilding it.

Stored forecasts are now season neutral. The current season offset is applied when forecast targets are sampled, so the atmosphere follows the current season instead of stale values.

Season compatibility was also improved through the season delegate system.

Pressure Lifecycle

Pressure behavior was reworked so stale low pressure does not last forever, while real weather systems can still persist.

Pressure now follows a cleaner lifecycle:

  • Forecast pressure remains the dynamic target
  • Active low pressure systems can persist
  • Unsupported stale lows recover slowly
  • Pressure gradients remain meaningful
  • Pressure is no longer forced back to normal

Unsupported low pressure recovery is capped at 2 hPa per Minecraft day and is resisted by rain, storms, cyclones, ocean influence, wind, humidity, cloud water, and convergence.

Cyclone Seeds

Cyclone formation was reworked so weak low pressure disturbances can form earlier.

The new lifecycle separates weak seed formation, cyclone intensification, and severe storm development.

Cyclone seeds now depend more on low pressure anomaly, humidity, cloud water, convergence, wind organization, and moisture sources.

WeatherCells And Rain Cells

A new WeatherCell layer was added between the persistent atmosphere and future weather effects.

Only Rain Cells are active for now, but this system is planned to support future thunderstorms, supercells, cyclones, and blizzards.

Rain Cells can now:

  • Form from atmospheric support
  • Move with wind
  • Age and decay naturally
  • Increase local rainfall
  • Consume cloud water
  • Persist across restarts

Clouds

Cloud formation now better accounts for humidity, cloud water, temperature, pressure, and wind convergence.

Cloud water consumption and balancing were improved to reduce runaway humidity and excessive cloud growth.

Dedicated Server Stability

Several cloud related client and server issues were fixed.

This includes better dedicated server safety, improved client gating for cloud sync, and removal of client cache references from common server code.

Debug Tools

Debug tools now expose more details about seasonal targets, pressure recovery, cyclone seed eligibility, storm support, ocean influence, wind pressure mixing, and live vs forecast deltas.

New debug commands:

/pa debug cyclone
/pa debug cyclone current
/pa debug cyclone region
/pa debug cyclone nearest
/pa debug cyclone list
/pa debug pressure
/pa debug pressure current
/pa debug pressure region

Summary

Project Atmosphere now treats forecasts as the climate baseline and the persistent atmosphere as the live evolving weather state.

Season changes no longer rebuild the atmosphere.

Pressure, wind, rain, cloud water, cyclones, ocean influence, and seasonal drift now persist and evolve more naturally over time.

Update 0.9.1 Alpha will be released tomorrow night.

I need to head to bed now,

Thanks for your patience.

Forge-0.9.0.1-alphaАльфа1.20.1 · 13 июня 2026 г.

Project Atmosphere v0.9.0.1-a Changelog

Added

SSP min version 5.1.2

Changed

  • Added the local biome temperature to the weather sampler's region data, so that it can be used for more accurate temperature-based effects. This is used by SSP v5.1.2 to provide more natural temperature variation for player-level atmospheric effects based on the local environment, such as biome and elevation.

Fixed

  • Fixed a crash because of bad versioning with SSP v0.5.1.1. (It was supposed to be 5.1.1, but I accidentally named it 0.5.1.1)

Removed

Forge-0.9.0.0-alphaАльфа1.20.1 · 13 июня 2026 г.

Project Atmosphere 0.9.0.0-a Alpha Release

Project Atmosphere 0.9.0.0-a is now available as an alpha release on CurseForge and Modrinth.

This is an early testing build for the upcoming 0.9.0.0 update. Some features are unfinished, unstable, or still being heavily changed. Bugs, visual issues, crashes, and performance problems are expected.

If you test this version, please report bugs and share your thoughts. Feedback from this alpha will help improve the final 0.9.0.0 release.

New Module: Fog

FOG is now part of Project Atmosphere.

It is fully dynamic and does not spawn anything. It appears naturally based on atmospheric conditions.

Dry biome: no fog
Humid biome: light fog
Wet biome or rain: dense fog

Rainbows and Auroras Rework

The whole system has been rebuilt.

The old vanilla based hooks were replaced with a full Project Atmosphere driven system.

A shared client sky state/controller was added.

Effects now use:

humidity
cloud cover
temperature
sky clarity
recent rainfall
sun visibility
time of day

Smoothing and hysteresis were added to prevent flickering.

Duplicated and outdated logic was removed.

Rainbows and auroras now feel more natural and fully integrated into the atmosphere instead of being patched on top.

Local Temperature System

Added local temperature support for Serene Seasons Plus.

Project Atmosphere now separates regional temperature from local temperature.

Regional temperature is used for large scale forecast logic.

Local temperature is used for player level atmospheric conditions.

This allows more natural temperature variation depending on the local environment.

Tornadoes

Tornadoes are currently in alpha state.

They are expected to be buggy, unstable, and heavy on FPS in some situations.

The system is still very new. Unlike mods such as PMWeather or Weather2, which have had years of development and refinement, Project Atmosphere’s tornado system is still at an early stage.

Most of the tornado rendering uses custom GLSL shaders, and I only started learning GLSL around three months ago. The current result is already a big step forward, but there is still a lot of work to do regarding visuals, performance, stability, and Simple Clouds integration.

Please be indulgent with tornado related bugs during this alpha phase.

Current limitations:

The top part does not always connect properly with Simple Clouds
Tornado rendering can be heavy on FPS
Some visual behavior is still experimental
Bugs and instability are expected

New system:

Up to 3 active tornadoes at once
Slot based tornado logic
Slots unlock after 30, 50, and 70 minutes
Each slot has a 60 minute cooldown

Tornadoes can currently damage:

glass
leaves
wood

A new rendering method was also added.

Hurricanes

Hurricanes will not be released in the 0.9.0.0 update.

The base rendering prototype is working, but the feature is not ready for release yet.

Current result is still too experimental and needs more work before being shown or included.

Major Code Cleanup

A huge cleanup was made in the codebase.

Several classes were changed, renamed, merged, or restructured.

Duplicated logic, outdated systems, old hooks, and legacy code paths were removed.

This update gives Project Atmosphere a cleaner foundation for future systems and makes the code easier to maintain.

Looking Ahead

A major update will soon be revealed and will once again overhaul Project Atmosphere.

This upcoming update focuses on pushing atmospheric simulation even further, with significant changes planned across multiple systems.

More details will be shared as development progresses.

Feedback Wanted

Since this is an alpha release, feedback is very important.

Please report:

bugs
crashes
performance issues
visual glitches
weather generation issues
tornado behavior problems
Simple Clouds integration issues
general thoughts and suggestions

Thank you to everyone testing Project Atmosphere 0.9.0.0-a.

NeoForge-0.8.1.0Бета1.21.1 · 18 марта 2026 г.

Project Atmosphere

Changed

  • Reworked wind handling across the mod to remove inconsistencies and ensure all systems use the same wind source and direction convention.
  • Wind particles now sample wind every tick at their own position and smoothly steer toward it, producing real bending instead of straight trajectories.
  • Player wind influence now uses Weather2-style steering applied after input, with a noticeable effect only above 11.1 m/s.
  • Non-player living entities use a separate steering path with optional gust blending and higher drift caps.
  • Wind direction vectors are now consistent across particles, entity forces, and SimpleClouds cloud drift.
  • Cloud regions now apply a stable per-cloud direction bias plus slow wobble and slight speed variance to reduce apparent stacking.
  • Temperature clamping now logs a debug warning with context and stack trace to track runaway sources.
  • Server commands are now registered under the /pa root (for example /pa temperature and /pa spawnTornado).
  • Wind-driven neighbor mixing now clamps its factors and deltas to stop runaway temperature spikes from spreading.
  • Added weather snapshot and world-effects hooks, including rain-driven fire/campfire extinguish, cauldron filling, and dense-cloud sunburn suppression.
  • Region fallback generation now ensures biome keys are present and regenerates any regions that contain only min/max clamp values.
  • Wind steering now ramps near the threshold so low winds no longer slow the player.
  • World effects skip sampling when no rain is present and no custom effects are registered, reducing tick load.
  • Wind drift now applies as a directional add without reducing existing player speed.
  • Player wind now uses intermittent gust impulses (no conveyor steering), with configurable thresholds and caps.
  • Wind particle steering now caches region wind samples per tick to reduce client overhead.
  • Client cloud culling now uses a single pass per tick to avoid quadratic scans.
  • Creative/spectator players are immune to wind gusts, and gust impulses no longer reduce current player speed.
  • Sprinting players now ignore gusts unless winds reach extreme thresholds.
  • Surface wind now comes from the low-wind layer and no longer treats gust headroom as baseline speed.
  • Reduced default wind push scales and player gust caps by ~3x for gentler movement impact.
  • Thermometer now syncs the client day-forecast temperature so it no longer shows the 0.5 fallback.
  • Instrument readouts now use server-side values in multiplayer instead of showing default client fallbacks.
  • Storm sirens now play the severe-storm sound only once per continuous storm event.

Fixed

  • Fixed a wind particle crash.
  • Fixed wind speed being far too low due to a unit mismatch in the wind equation (hPa vs Pa), which was suppressing the computed wind magnitude.
  • Fixed a 90° wind direction offset caused by inconsistent sin/cos mapping between systems.
  • Fixed wind fallback behavior and cleaned up wind selection usage to reduce edge-case inconsistencies.
  • Wind forces now respect exposure, skipping entities in water or lava, under cover, or colliding horizontally.

Notes

  • Storms have been observed spawning again in testing (cumulus clouds and a wall cloud), so storm generation appears to be working correctly.
  • Please report any unusual wind behavior, particle issues, or storm spawning problems so I can continue monitoring and tuning.
NeoForge-pre-0.8.1.0Альфа1.21.1 · 17 марта 2026 г.

Project Atmosphere

Changed

  • Reworked wind handling across the mod to remove inconsistencies and ensure all systems use the same wind source and direction convention.
  • Wind particles now sample wind every tick at their own position and smoothly steer toward it, producing real bending instead of straight trajectories.
  • Player wind influence now uses Weather2-style steering applied after input, with a noticeable effect only above 11.1 m/s.
  • Non-player living entities use a separate steering path with optional gust blending and higher drift caps.
  • Wind direction vectors are now consistent across particles, entity forces, and SimpleClouds cloud drift.
  • Cloud regions now apply a stable per-cloud direction bias plus slow wobble and slight speed variance to reduce apparent stacking.
  • Temperature clamping now logs a debug warning with context and stack trace to track runaway sources.
  • Server commands are now registered under the /pa root (for example /pa temperature and /pa spawnTornado).
  • Wind-driven neighbor mixing now clamps its factors and deltas to stop runaway temperature spikes from spreading.
  • Added weather snapshot and world-effects hooks, including rain-driven fire/campfire extinguish, cauldron filling, and dense-cloud sunburn suppression.
  • Region fallback generation now ensures biome keys are present and regenerates any regions that contain only min/max clamp values.
  • Wind steering now ramps near the threshold so low winds no longer slow the player.
  • World effects skip sampling when no rain is present and no custom effects are registered, reducing tick load.
  • Wind drift now applies as a directional add without reducing existing player speed.
  • Player wind now uses intermittent gust impulses (no conveyor steering), with configurable thresholds and caps.
  • Wind particle steering now caches region wind samples per tick to reduce client overhead.
  • Client cloud culling now uses a single pass per tick to avoid quadratic scans.
  • Creative/spectator players are immune to wind gusts, and gust impulses no longer reduce current player speed.
  • Sprinting players now ignore gusts unless winds reach extreme thresholds.
  • Surface wind now comes from the low-wind layer and no longer treats gust headroom as baseline speed.
  • Reduced default wind push scales and player gust caps by ~3x for gentler movement impact.
  • Thermometer now syncs the client day-forecast temperature so it no longer shows the 0.5 fallback.
  • Instrument readouts now use server-side values in multiplayer instead of showing default client fallbacks.
  • Storm sirens now play the severe-storm sound only once per continuous storm event.

Fixed

  • Fixed a wind particle crash.
  • Fixed wind speed being far too low due to a unit mismatch in the wind equation (hPa vs Pa), which was suppressing the computed wind magnitude.
  • Fixed a 90° wind direction offset caused by inconsistent sin/cos mapping between systems.
  • Fixed wind fallback behavior and cleaned up wind selection usage to reduce edge-case inconsistencies.
  • Wind forces now respect exposure, skipping entities in water or lava, under cover, or colliding horizontally.

Notes

  • Storms have been observed spawning again in testing (cumulus clouds and a wall cloud), so storm generation appears to be working correctly.
  • Please report any unusual wind behavior, particle issues, or storm spawning problems so I can continue monitoring and tuning.
Forge-0.8.0.0Бета1.20.1 · 17 марта 2026 г.

Project Atmosphere 0.8.0.0

Project Atmosphere 0.8.0.0 continues the large internal refactor of the forecast and runtime systems, focusing on simulation stability, improved diagnostics, and better atmosphere state correctness.

This update stabilizes the new region-first runtime architecture while introducing deeper telemetry tools and improved safeguards for live atmospheric evolution.

Note:
This update is temporarily incompatible with PA x TFC.
A compatibility update is already planned and will restore support soon.


Changes

Forecast and Runtime

  • Continued the transition to a region-first forecast runtime architecture.
  • Reduced reliance on legacy biome-key runtime systems.
  • Forecast baselines have been stabilized as part of the ongoing refactor.

Atmosphere Simulation

  • Added humidity budget instrumentation, including ocean and wind integration.
  • Completed the cloud-water coupling system for humidity simulation.
  • Added pressure restore toward forecast targets with soft deviation guards and anomaly reporting.
  • Added temperature restore toward forecast targets with soft deviation guards and anomaly reporting.
  • Reworked cyclone and cloud ownership logic so cyclone-driven storm visuals are no longer immediately overwritten by cloud sampling.

Telemetry and Debugging

  • Added new telemetry exports for atmosphere coupling, including target vs live values for:
    • Temperature
    • Pressure
    • Humidity
  • Added humidity budget diagnostics and improved tracking of cloud-water interactions.
  • Added anomaly markers to help diagnose pressure and temperature drift during runtime.

Compatibility

  • Dynamic Trees compatibility remains optional, allowing the mod to load normally even if Dynamic Trees is not installed.(This module is a work in progress you should always disable it)

Fixes

  • Fixed a telemetry export crash on JDK 17 caused by Gson reflective access to java.time.Instant.
    Explicit serialization for Instant is now used.

Notes

  • This release contains no client or HUD changes.
  • Build verified successfully on JDK 17.

Ongoing Work

  • Forecast generation is now in a stable state.
  • Current tuning work focuses on live runtime evolution, particularly temperature and humidity oscillations observed in some active regions.
Forge-0.7.1.0Бета1.20.1 · 22 января 2026 г.

Project Atmosphere

Changed

  • Reworked wind handling across the mod to remove inconsistencies and ensure all systems use the same wind source and direction convention.
  • Wind particles now sample wind every tick at their own position and smoothly steer toward it, producing real bending instead of straight trajectories.
  • Player wind influence now uses Weather2-style steering applied after input, with a noticeable effect only above 11.1 m/s.
  • Non-player living entities use a separate steering path with optional gust blending and higher drift caps.
  • Wind direction vectors are now consistent across particles, entity forces, and SimpleClouds cloud drift.
  • Cloud regions now apply a stable per-cloud direction bias plus slow wobble and slight speed variance to reduce apparent stacking.
  • Temperature clamping now logs a debug warning with context and stack trace to track runaway sources.
  • Server commands are now registered under the /pa root (for example /pa temperature and /pa spawnTornado).
  • Wind-driven neighbor mixing now clamps its factors and deltas to stop runaway temperature spikes from spreading.
  • Added weather snapshot and world-effects hooks, including rain-driven fire/campfire extinguish, cauldron filling, and dense-cloud sunburn suppression.
  • Region fallback generation now ensures biome keys are present and regenerates any regions that contain only min/max clamp values.
  • Wind steering now ramps near the threshold so low winds no longer slow the player.
  • World effects skip sampling when no rain is present and no custom effects are registered, reducing tick load.
  • Wind drift now applies as a directional add without reducing existing player speed.
  • Player wind now uses intermittent gust impulses (no conveyor steering), with configurable thresholds and caps.
  • Wind particle steering now caches region wind samples per tick to reduce client overhead.
  • Client cloud culling now uses a single pass per tick to avoid quadratic scans.
  • Creative/spectator players are immune to wind gusts, and gust impulses no longer reduce current player speed.
  • Sprinting players now ignore gusts unless winds reach extreme thresholds.
  • Surface wind now comes from the low-wind layer and no longer treats gust headroom as baseline speed.
  • Reduced default wind push scales and player gust caps by ~3x for gentler movement impact.
  • Thermometer now syncs the client day-forecast temperature so it no longer shows the 0.5 fallback.
  • Instrument readouts now use server-side values in multiplayer instead of showing default client fallbacks.
  • Storm sirens now play the severe-storm sound only once per continuous storm event.

Fixed

  • Fixed a wind particle crash.
  • Fixed wind speed being far too low due to a unit mismatch in the wind equation (hPa vs Pa), which was suppressing the computed wind magnitude.
  • Fixed a 90° wind direction offset caused by inconsistent sin/cos mapping between systems.
  • Fixed wind fallback behavior and cleaned up wind selection usage to reduce edge-case inconsistencies.
  • Wind forces now respect exposure, skipping entities in water or lava, under cover, or colliding horizontally.

Notes

  • Storms have been observed spawning again in testing (cumulus clouds and a wall cloud), so storm generation appears to be working correctly.
  • Please report any unusual wind behavior, particle issues, or storm spawning problems so I can continue monitoring and tuning.
Forge-0.7.0.0Бета1.20.1 · 20 января 2026 г.

Project Atmosphere

Added

  • TFC canyons, TFC salt marshes biomes support.
  • Crafting recipes for dust and sand layers.
  • Wind bending for realistic particles (smoke, ash, dust, snowflakes).
  • Telemetry logging for cloud history and periodic region forecast/state samples.

Changed

  • Default constructor to support older versions of Forge
  • Pressure/temperature limits tuned for more realistic values.
  • Sunlight curve/seasonal tilt updated for stronger midday and deeper winter dimming.
  • Forecast data now persists across world reloads instead of regenerating every time.
  • Missing-forecast warnings now log once per biome to reduce spam.
  • Storm siren behavior updated for severity 7 storm warnings and tornado proximity alerts.

Fixed

  • Avoided loading client-only Aurora/Rainbows classes on servers by switching mixins to string targets.
  • Prevented client-only mixins from loading on dedicated servers.
  • Thermometer recipe output corrected.
  • Cloud telemetry logging aligned with updated signatures.
  • Fixed wind-bent particle mixin compatibility by replacing the switch expression with explicit checks.

Notes

AS ALWAYS UPDATING TO THIS VERSION REQUIRES DELETING YOUR OVERWORLD FOLDER (created by Project Atmosphere) TO AVOID ISSUES WITH THE NEW REGION SYSTEM.

  • Go to your worlds folder and delete the "overworld" folder to allow the new region system to generate fresh regions.
  • Note that this will reset the current forecast and could introduce desynced weather effects if the forecast isn't regenerated properly. (/temperature regenerate)

Полная история изменений — на Modrinth.

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