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Weather Reference

A & A Cooking generates local weather from pressure, humidity, cloud cover, precipitation, storm energy, wind, and temperature offsets. The current v0.4.0-alpha.1 playtest build exposes nine named weather conditions for commands and testing.

Command name Display name Pressure Humidity Clouds Precipitation Storm energy Wind Temperature offset
dry Dry 1022 hPa 38% 18% 0% 0% 3 m/s +0.5 °C
drizzle Drizzle 1014 hPa 70% 68% 12% 5% 5 m/s -0.5 °C
light Light 1008 hPa 78% 78% 32% 12% 7 m/s -1.5 °C
moderate Moderate 1004 hPa 82% 84% 60% 25% 8 m/s -2.5 °C
heavy Heavy 1003 hPa 88% 92% 85% 40% 9 m/s -4.0 °C
rumbling Rumbling 1004 hPa 85% 86% 62% 55% 8 m/s -3.0 °C
thunderstorm Thunderstorm 1001 hPa 90% 94% 82% 72% 9 m/s -4.5 °C
severe Severe Thunderstorm 998 hPa 94% 98% 88% 88% 11 m/s -6.0 °C
extreme Extreme Thunderstorm 996 hPa 99% 100% 98% 99% 16 m/s -8.0 °C

These names are accepted by /aacooking weather set <condition> and /aacooking weather tp <condition>.

State Threshold
Dry Below 5% precipitation intensity
Drizzle 5% or higher
Light 20% or higher
Moderate 45% or higher
Heavy 75% or higher
Thunderstorm Storm energy reaches 65% or higher

Storms progress through None, Rumbling, Thunderstorm, Severe, and Extreme severity. Rumbling storms can produce distant thunder without lightning strikes. Thunderstorm, Severe, and Extreme conditions can generate regional lightning.

Lightning behavior becomes more frequent and more likely to use stronger strike profiles as severity increases. The weather system evaluates lightning in 256 block regions around players.

The Weather Chart (aandacooking:weather_chart) is a dynamic map style item that visualizes the regional weather field in the Overworld.

When first carried, it initializes a map centered on the player at map scale 4. The chart samples a 16 by 16 weather grid across the map and redraws its overview once per second.

The chart uses weather colors for precipitation and pressure, then draws pressure band boundaries as isobars. Strong storm energy is shown distinctly from ordinary precipitation.

Snow surfaces use the calculated ambient air and surface temperatures rather than only vanilla biome weather.

Surface state Temperature
Frozen -0.5 °C or colder
Marginal Between -0.5 °C and 0.5 °C
Melting 0.5 °C or warmer

For snow to accumulate, local weather must be precipitating, ambient air must be 0 °C or colder, and strong block light must not prevent sticking. Colder surfaces accumulate more reliably.

Existing snow layers can melt when the surface is above freezing or when strong nearby block light is present. The controller updates exposed columns around players once per second.

A & A Cooking keeps vanilla global rain and thunder disabled in the Overworld and synchronizes the local weather field to players. Client rendering then uses that local state for precipitation, clouds, and related weather visuals.