Weather, Storms & Tornadoes

Weather, Storms & Tornadoes

11M Downloads

Literally all of my suggestions for the mod (Part 2)

MrCrushyy opened this issue ยท 0 comments

commented

And here's part 2 of my ideas and suggestions for the mod!

((Suggestion number 4 is mostly based off of 1.13 and I have no idea whether this mod is getting a 1.13 update or not but I'll give it a shot anyway.))

4. Some changes to cyclones. (so, as you know, 1.13 completely revamped ocean biomes and they are now distinguishable via their temperature. Assuming that Weather2 will get a 1.13 version, I propose a slight change in terms of how cyclones spawn for that version onward. Simply put, a cyclones' spawn chance should depend on the temperature of a given ocean biome. A warm ocean biome would have the highest chance of spawning a cyclone, while a cold ocean biome would have the lowest chance. Frozen oceans shouldn't have any chance of spawning a cyclone. So, say a hailstorm is on top of an ocean. The warmer the ocean is, the higher chance there'll be for that hailstorm to spawn a cyclone. If it fails to spawn one, then it'll simply start weakening.)

  • And speaking of 'cyclones', what's with their name? (personally, i find the classification of cyclones in this mod a little weird. Cyclone is an umbrella term that can applies to pretty much any rotating weather system. I'm not saying that calling it a cyclone is inherently wrong, because it's not, it IS a cyclone. I'm just saying that limiting that term to just ocean-based cyclones is a bit meh. So, I propose a small change to how they're named in this mod. Here, I'll provide a list (in strength order):)

  • Tropical depression > Tropical storm > Hurricane (Cat 1-5)

If a thunderstorm or a group of thunderstorms continues to strengthen over ocean, then it may be upgraded to a 'tropical depression' and so on. Also, here are the spawn commands I made up:
/weather2 storm create tropicalDepression
/weather2 storm create tropicalStorm

5. Thunderstorm clusters/groups. (so in real life, storms often form in clusters or groups instead of just one singular cell. So, I propose adding a new form of thunderstorms called a "Cluster" or "Thunderstorm Cluster" or whatever. On the radar, it would have its own icon. The icon in question would basically just look like the default thunderstorm icon but there are many of them in one group. Now, to prevent extreme lag, each individual storm cell in a cluster should be smaller and less deadly than an isolated storm cell, as they normally are.)

6. Supercells. Coming back to isolated storm cells, these cells in particular should have a higher chance of evolving into a supercell. Supercells should be the final stage of a storm before a tornado, and it should consist of very heavy rainfall, hail and strong winds. It may as well also replace hailstorms as supercells contain hail. Supercells can also, sometimes, be embedded in a cold front. The life of an individual storm cell would be as follows:)

  • Rain shower > Thunderstorm > Windstorm > Supercell > Tornado

7. Wintry weather! (there are a lot of storms in this mod, however, there hasn't been much done for wintry weather. In this case, I propose incorporating more forms of precipitation to the mod, primarily focusing on wintry weather. First:)

  • Snowstorms and blizzards. (yeah I know that snowstorms has already been planned for a while but I might as well share my ideas on it anyway. So, snowstorms can only happen in cold biomes obviously, and would presumably work similarly to sandstorms in how you can also spawn them in a certain biome. Snowstorms would also have their own icon for the radar. In terms of snowfall, snowstorms would work similarly to rainfall in how rainfall has different stages- light, medium and heavy. The same can apply to snowstorms. So, I'd also like to propose the feature of visibility in snowstorms. Simply put, the heavier the snow is, the worse the visibility will get. Snow accumulation would work in the same fashion. If the snowstorm is classified as a blizzard, then white-out conditions would occur. And if a snowstorm or blizzard move into a warmer biome, then it could either transition into a rainstorm or just die out. Blizzards are the worst stage of a snowstorm and have the highest winds. Of course, the visibility feature as well as snowstorms in general should be tweakable.)

  • Sleet. (So basically, sleet is just a smaller form of hail. However, more notable differences being that sleet is associated with winter storms while hail is associated with thunderstorms. So for example, if there are two biomes next to eachother with different temperatures, one cold enough for snow and one too warm for snow, then sleet should fall in between those two biomes. This can also apply to a warm front that has moved into a cold biome. Sleet should be smaller than hail but more abundant. Sleet COULD hurt you, but I'm eh on that.)

  • Freezing rain. (Freezing rain works in the same fashion as sleet, however freezing rain would happen a little closer to the warmer biome, but not too close. So, as the name entails, when freezing rain falls and hits anything, it should gradually create sheets of ice on those blocks.)

8. Fog! (for my last idea, we have fog! now, this fog that I have in mind is different from vanilla minecraft fog. Here is a list that explains how it would work:)

  • Fog should happen when there is enough moisture content in a biome at a given time. Moisture would work similarly to temperature in the sense that it can be transferred from one area to another. Moisture can be added to a biome after rainfall or if the biome is close to a large body of water.

  • Fog should be most common during night hours and into the morning, though it can happen at any time of the day given the right conditions.

  • Fog should also be more common in colder biomes than warm ones.

  • The density of fog should depend on the amount of moisture content.

Aaaand that's all I have! I hope that these ideas are of any use to you Coros, and if you have any problems with them, tell me about it. Thanks for reading !