Before you go on about how many weather threads there are, this one is a list of most suggested ones, plus some of my own. I also encourage you to post your ideas here instead of in a new topic so we can keep a list for others to refer to.
Weather will be given in enough detail to explain how it works, what it does and anything else notable.
How it may work
Everyone is looking for random weather, and from my excessive search, I got a good idea on how it might work:
The day will be broken up into 7 parts: Midnight, sunrise, mid-morning, noon, mid-afternoon, evening, sunset. The game would determine weather at each part of the day. It would have 2 stages to go through to pick weather:
1: Change or not?
There would be something like a 75% chance that the weather wont change, a 20% chance to change and 5% chance to reset it to sunny.
2: What Weather?
If it decides to change weather, then it would pick the weather from the list. "Safe" weather would have the highest percent chance while "harmful" weather has a lesser percent chance. When biomes are added, certain weather would be disallowed (like snow for a desert), and thus not be able to be picked.
With this system, it would be best to keep the game running global weather rather then regional, otherwise large amounts of lag will occur at these times during a day. The system would also run when you start a world.
In-Depth Weather
"Safe Weather"
Rain, snow and fog type stuff. Visuals and speed are the most that are effected.
Rain
Causes it to rain.
The current classic rain graphic will appear. Additionally a forced fog will be placed will a radius slightly less then the "normal" setting. If you have your fog setting smaller then this, it will not change.
Heavy Rain:
It rains harder, and it starts to puddle.
This will only happen if it is raining already. The rain graphic will be much denser, think slightly less then leaves, and the rain fog will still occur. If possible, low areas will start to gather puddles (the game would create a source block and generate water according to its location, but it will not be running water). Puddles will dissipate shortly after it stops raining. Light Snow
Causes it to snow.
It will start to snow. Fog levels will be brought to the "normal" setting. Snow will not start to accumulate. If weather is at "light snow" for more then 2 parts of a day, it will automatically switch to snow.
Snow:
Causes snow to start piling up on the ground.
This will happen if its already snowing, or the game could skip to this. Fog levels will be brought to "normal", and snow will pile up in 8th blocks (like it is right now).
Blizzard:
Causes a blizzard.
This can only happen if its lightly snowing or snowing. Snow will pile up in 1/2 blocks and spread under covered objects (like into caves, under trees in a similar fashion as water/lava). Fog will be set to rain fog (just under normal). When a blizzard stops, the snow levels quickly revert to the normal 8th snow block (not instantly, but quickly).
New block - 1/2 snow block
The 1/2 snow block is not a solid block, and you can/have to walk in it, though there will be some difficulty (like a lesser extent as walking in water). When destroyed with a shovel, you will get 4 snowballs.
Ice Storm:
Causes everything directly under the sky to be slippery.
This can only happen if it is lightly snowing or harder. Everything directly under the sky (no blocks above it) will become a little slippery (think the ice block). Once the weather stops, everything will stop being slippery. Fog is not affected. Fog
Causes early morning fog where applicable.
Fog levels are brought to small from sunrise to mid-morning. Can only happen in high places (say 80 BASL [Blocks Above Sea level]) but will almost always happen (80%+ chance). Blocks 65 BASL and higher will have fog that builds up to the fog at 80 BASL.
Dense Fog:
Causes Fog.
The normal weather option. Fog levels will be brought down to slightly larger then "small".
Heavy Fog:
Causes heavy fog to sweep over the land.
Fog levels are dropped right down to tiny. Can only happen if it is Dense Fog. Wind
Causes a heavy breeze.
If wind is added to the game, this is not it... this is a stronger version. Wind will slow movement down 75% when you are not shielded by a wall or object 2+ blocks high. If you are standing still, you will be moved in the direction the wind is blowing (the way the clouds move, which are sped up 180% [100% being their normal speed]). Items that are loose on the ground (the object created when you press Q) will be slowly moved in the direction the wind is moving. You are not effected if you are underwater (totally underwater).
Notes: A wall will stop wind only for X blocks depending on how high it is. X is determined by how high the wall is (every 2 blocks high is 1 block free of wind behind that wall). Overcast
Causes clouds to expand, covering the sunlight.
Days become 3 shades darker. That's it.
"Harmful/Dangerous Weather"
This weather is somehow harmful to the player. They are less likely to happen, but require more care when they do.
Thunder Storm
Causes thunder, lightning and rain.
it will start to rain. Additionally, every few minutes in-game (so 30-45 seconds IRL), lightning will be generated somewhere within your render distance. Thunder will be played louder the closer you are to that strike. Lightning will hit the highest object within 14 block of its generated location, and will damage any mob/player 7 hearts if they are hit. Fog levels are dropped to "normal". Acid Rain
Causes acid rain to fall.
When acid rain occurs, a green tinted rain graphic will appear. All mobs under the sky will be dealt half a heart per 4 second. Blocks are not destroyed by this because that would completely destroy the map until everything is rock or water (a world without trees, dirt, sand...etc). Plus newly generated terrain would look new and untouched. Fog levels are dropped to normal rain levels (just below normal). Hail
Causes hail to fall.
Hail would be a larger version of the snow graphic, and would damage mobs/players 1/2 heart of damage every 2 seconds. Fog would be dropped to normal.
Large Hail:
Causes painful hail to fall.
Any mob/player outside would be hurt 1/2 hearts every second. Fog would be dropped to half-way-between-normal-and-small. Can only occur if its already hail weather. Dust/Sand Storm
Causes a painful windy dust/sand storm.
This would act similarly to windy (75% slower, wind...etc), but everything that is affected by the wind is also dealt 1/2 heart of damage per 5 seconds. Tornado
Causes a funnel cloud.
When generated, a large gray translucent funnel will appear somewhere in you render distance. This will not deal damage, but rather send you and other mobs flying sky high, only to feel drop damage. Whirlpool
Creates a whirlpool in a large ocean.
Less of weather, and more of an event, this can occur during weather events. A spinning vortex will suck you and other mobs down into the pit (probably 10-20 blocks below sea level. If you have little oxygen, look out. Aurora Borealis
At night, it will cause something similar to the northern lights.
This only happens at night. It will have an awesome graphic played in the starry night sky, and light up the night. How is this harmful? Mobs will be able to follow you from a greater distance, and Creepers seem more plentiful during these rare nights (SSSsssSSSsss). Solar Eclipse
Day is replaced with night.
Happens very rarely, but the sun is blocked by the moon. Night is extended until the next day. TIP: Don't remove that iron armor you are wearing.
Devastating Weather
There is the weather that has been publicly denied for destructive reasons, but I feel that they should be an option in-game. Of course those with amazing castles would turn it off, while survivors would probably turn it on.
Earthquakes
Causes the ground to tremor and destroys blocks to create a ridge.
It would simply cause the screen to shake, and would create a huge ridge somewhere within the generated world (maybe in your render distance, maybe not). Would not harm the player, but would make mining take twice as long (as if you were mining under water. Meteor Shower
Meteors fly in from space producing a small supply of diamond (or other crystalline ore if one is added).
Imagine you are hunting a cow for leather when you spot your prey. You approach and BAM, a meteor kills it, and leaves a nice crater. You grab your iron pickax and get to work. Of course it would be less funny if it hit your home instead. Forest Fire
Causes trees to randomly catch fire.
I do think an explanation is useless. Trees randomly catch fire in places that are hotter then the norm (or during a heat wave). Snowy maps are immune to this, naturally.
Unwanted Weather
100% useless and/or repetitive. Most would say "No. Just no."
Stronger Wind
Stronger wind.
Too much. Wind is already painful enough, but any more would not only be repetitive, but way to annoying to deal with.
Meteor Strike
A huge meteor hits the world and all but rock is destroyed. Effects newly generated terrain.
I don't believe it has been suggested yet, but something this big would be past a devastating event. Respawning should be disabled if this happens because the world is just too... dead.
Things I found that are interesting:
During my 12 page search, I came across some threads that held some interesting ideas dealing with weather. In no way am I linking ideas in this thread to them, but rather showing them here. You are responsible if you are going to bump any of these. AKA: DON'T BUMP THEM! Weather by day time (inspiration for the weather system stated above) Cloud Mechanics (Interesting aspect of clouds) Isobars and Difficulty (Interesting take on weather systems and difficulty)
Also, some interesting things posted here:
Hot&Cold:
Quote from UberFubarius »
Another idea that might be interesting is the concept of cold damage.
It's symbol will be similar to the water bubble, but with snowflakes.
When it snows outside, and you're not wearing the right equipment (uses for wool!), the cold bar will accumulate (instead of decreasing). Once it is filled, you start taking periodic damage. Being near a fire (magma or actual fire) will reduce the cold bar quickly. Being in-door (no direct LOS to the sky) stops the bar from accumulating (if it was full, drop to 9.5 filled).
Can also add a new weather "Heat Wave", can tie into "Forest Fire". On player it is similar to cold, except now its heat bar. Accumulates when you are out-door (sky above you) and take damage when full. Standing in water reduce it quickly. Being in-door reduces it slowly. During heat-wave, leaves may spontaneous combust, triggering a Forest Fire (so if you're taking under the shade of tree, beware that said tree may catch on fire.
Fire and lava should also increase heat bar (albeit much more slowly).
Another idea that might be interesting is the concept of cold damage.
It's symbol will be similar to the water bubble, but with snowflakes.
When it snows outside, and you're not wearing the right equipment (uses for wool!), the cold bar will accumulate (instead of decreasing). Once it is filled, you start taking periodic damage. Being near a fire (magma or actual fire) will reduce the cold bar quickly. Being in-door (no direct LOS to the sky) stops the bar from accumulating (if it was full, drop to 9.5 filled).
Can also add a new weather "Heat Wave", can tie into "Forest Fire". On player it is similar to cold, except now its heat bar. Accumulates when you are out-door (sky above you) and take damage when full. Standing in water reduce it quickly. Being in-door reduces it slowly. During heat-wave, leaves may spontaneous combust, triggering a Forest Fire (so if you're taking under the shade of tree, beware that said tree may catch on fire.
Fire and lava should also increase heat bar (albeit much more slowly).
I agree with you on every aspect here, except for you not liking Overcast weather. In Indev, the Woods map type would make the sky overcast, basically making the sun darker.
give the meteor a chance to live
since a meteor is just ice makes some nice diamound in it. :biggrin.gif:
when it hits gorund it acts like instant explosion with some chance to get :biggrin.gif:
im loving this theard needs to become wish list!!!
well, a few things I could see being problematic or nonsensical with some of this stuff.
1. Acid rain is the result of heavy industrial works.
I doubt that there would really be that sort of weather in a player's world, even in large smp servers or players who have been playing for years.
You could exagerate the effect. one thing that could be fun is, if there were smoke blocks implemented (gray, semi-clear blocks that rise into the sky slowly from fire, don't vanish over time, and can cause health damage to a player), the game could track how many rise into the sky (rise to cloud or max z level), and, once a certain level of smoke has risen, begin to increase the change of acid rain.
this could make causing forest fires often a very bad thing, even though this may not be the exact industrial work that would actually cause acid rain.
2. I don't know how Notch will implement biomes, but one thing that crossed my mind on them, hopefully something he has thought as well would be "what if the player moved into a biome and completely changed it through hard work?" Would that change the biome type? Or would Biome areas have weather specifically made to constantly revert them (Hell areas having fire rain to prevent trees and flamable things from being constructed, snowy places... snowing... to put snow on places... Floating islands causing things to simply float away and vanish into the sky?)
Clouds always move North, so does wind always move North?
Also, all of your weather options seem to affect gameplay excessively. This is especially noticeable for the damaging weather options, which will kill you in a max of 20 seconds for most and 7 seconds for large hail. If I'm injured and returning to base, I'll die much quicker because of a random event that I have absolutely no control over.
Rain without puddles is the only weather option I'd add, personally.
I would say acid rain seems a bit out of place. But damage causing weather should be there (forces player to have to find simple shelters).
However, half a heart per second seems harsh.
I would say that you lose half a heart every 10 seconds.
REPLIES. Read at your own risk.
They are listed in no particular order (I got bored and randomly selected them).
Quote from UberFubarius »
Quote from synapseshock »
Clouds always move North, so does wind always move North?
Also, all of your weather options seem to affect gameplay excessively. This is especially noticeable for the damaging weather options, which will kill you in a max of 20 seconds for most and 7 seconds for large hail. If I'm injured and returning to base, I'll die much quicker because of a random event that I have absolutely no control over.
Rain without puddles is the only weather option I'd add, personally.
I would say acid rain seems a bit out of place. But damage causing weather should be there (forces player to have to find simple shelters).
However, half a heart per second seems harsh.
I would say that you lose half a heart every 10 seconds.
Acid rain may feel out of place, but it has been suggested multiple times and has generally been acceptable despite its out-of-place factor. However, a few suggest that it should destroy blocks which and felt the immediate wrath of the construction workers of the forums, which is why I modified it. I do feel I should revise this and edit its damage values at any rate.
Quote from giik »
I agree with you on every aspect here, except for you not liking Overcast weather. In Indev, the Woods map type would make the sky overcast, basically making the sun darker.
I shall update this one, but I believe my immediate reaction was that it didn't add to the game enough. As one person said, they all effect the environment in one way or another, which is subject to change with suggestions (in short, my mistake).
Quote from MassiveEffect »
Meteor Shower
give the meteor a chance to live
since a meteor is just ice makes some nice diamound in it. :biggrin.gif:
when it hits gorund it acts like instant explosion with some chance to get :biggrin.gif:
im loving this theard needs to become wish list!!!
You do realize ice melts when heated. That's why most meteors do not last to hit ground. HOWEVER, reality isn't a big factor here, and your idea does have some use. I do have meteor showers listed, but they have been suggested to destroy blocks, and that aspect has been shut down in every topic I saw during my search.
Quote from synapseshock »
Clouds always move North, so does wind always move North?
Also, all of your weather options seem to affect gameplay excessively. This is especially noticeable for the damaging weather options, which will kill you in a max of 20 seconds for most and 7 seconds for large hail. If I'm injured and returning to base, I'll die much quicker because of a random event that I have absolutely no control over.
Rain without puddles is the only weather option I'd add, personally.
Wind will always come from the north (unless Notch feels it should come from another direction).
I do agree, but I find that many users are more fond to ideas that effect gameplay, while fewer enjoy the aesthetics. I will probably go back over the list and change some things around accordingly. Thank you for stating this.
Quote from Yowesephth »
well, a few things I could see being problematic or nonsensical with some of this stuff.
1. Acid rain is the result of heavy industrial works.
I doubt that there would really be that sort of weather in a player's world, even in large smp servers or players who have been playing for years.
You could exagerate the effect. one thing that could be fun is, if there were smoke blocks implemented (gray, semi-clear blocks that rise into the sky slowly from fire, don't vanish over time, and can cause health damage to a player), the game could track how many rise into the sky (rise to cloud or max z level), and, once a certain level of smoke has risen, begin to increase the change of acid rain.
this could make causing forest fires often a very bad thing, even though this may not be the exact industrial work that would actually cause acid rain.
2. I don't know how Notch will implement biomes, but one thing that crossed my mind on them, hopefully something he has thought as well would be "what if the player moved into a biome and completely changed it through hard work?" Would that change the biome type? Or would Biome areas have weather specifically made to constantly revert them (Hell areas having fire rain to prevent trees and flamable things from being constructed, snowy places... snowing... to put snow on places... Floating islands causing things to simply float away and vanish into the sky?)
1: Acid rain has been gone over in my first reply, but its there because its been suggested and generally accepted without the destructive capabilities. Also, while you are correct with your facts, I do believe this game is minimal with its real world mirror.
2: I have no reply as I have no idea how, or if, Notch will add some way of detecting biomes. I can see it being much simpler to pick a section and change the tileset, but storing that section into an array along with an infinite number of others would get more complex. You should run this by Notch if you wish to get a reply.
Quote from UberFubarius »
Another idea that might be interesting is the concept of cold damage.
It's symbol will be similar to the water bubble, but with snowflakes.
When it snows outside, and you're not wearing the right equipment (uses for wool!), the cold bar will accumulate (instead of decreasing). Once it is filled, you start taking periodic damage. Being near a fire (magma or actual fire) will reduce the cold bar quickly. Being in-door (no direct LOS to the sky) stops the bar from accumulating (if it was full, drop to 9.5 filled).
Can also add a new weather "Heat Wave", can tie into "Forest Fire". On player it is similar to cold, except now its heat bar. Accumulates when you are out-door (sky above you) and take damage when full. Standing in water reduce it quickly. Being in-door reduces it slowly. During heat-wave, leaves may spontaneous combust, triggering a Forest Fire (so if you're taking under the shade of tree, beware that said tree may catch on fire.
Fire and lava should also increase heat bar (albeit much more slowly).
Approval. As long as the game doesn't bug and give you heat waves during winter, it would work. However, I can see a wave of complaining people who have trees close to their wooden houses following the update adding this.
Approval. As long as the game doesn't bug and give you heat waves during winter, it would work. However, I can see a wave of complaining people who have trees close to their wooden houses following the update adding this.
Even in real-life, building houses near forest can result in forest fire burning house down.
Thou since Notch is adding in biomes, we can have certain biomes that have lots of trees yet don't get heat-waves (rainforest does that).
But almost any forest in the world sooner or later will catch on fire, whether by heat-drying or lightning.
This brings me to another point, tree should be able to self-reproduce after being burned (real life trees does that, some tree even has the problem that they can't drop seed without fire).
One way this can be handled is that when leaves are burned, there's a small chance it'll "plant" a seed in the ground. After a while, they sprout into saplings.
But I can't seem to figure out how the Tornado would be possible.
How would it climb hills? What if the player attempted to "trap" it by quickly enclosing it in a giant box? Would altering the ground below it cause it to spaz out? What if it was moving, and it fell into a spamhole to the bottom of the earth (made by yours truly)? Would it be stuck in there (filling that giant box question)?
You do realize ice melts when heated. That's why most meteors do not last to hit ground. HOWEVER, reality isn't a big factor here, and your idea does have some use. I do have meteor showers listed, but they have been suggested to destroy blocks, and that aspect has been shut down in every topic I saw during my search.
no i meant like when tnt blows up it leaves blocks around it. HOWEVER "bigger meteorites" could last, or survive by hitting a mountain..... plus just going outside is a big like to get some because if u get hit u will die and all ur stuff is gone like magma. But the trade off is worth it. heck y not add alien creepers to drop from them since creepers pretty much have no explanation (skeles and zombies died before you can and they are jealous of you so they try to kill you to make you one but you can respawn and they later rage quit when the sun comes.)
But I can't seem to figure out how the Tornado would be possible.
How would it climb hills? What if the player attempted to "trap" it by quickly enclosing it in a giant box? Would altering the ground below it cause it to spaz out? What if it was moving, and it fell into a spamhole to the bottom of the earth (made by yours truly)? Would it be stuck in there (filling that giant box question)?
One way this is possible is to implement it similar to a "beam" from the sky that travels across the map (maybe a certain width, 5x5?).
Anyone caught in the beam will get pulled up (slowly at first, but accelerate) and will have something similar to water physics (just upside down) pulling them towards the center. And when they reach a certain altitude, gets flung out.
But I can't seem to figure out how the Tornado would be possible.
How would it climb hills? What if the player attempted to "trap" it by quickly enclosing it in a giant box? Would altering the ground below it cause it to spaz out? What if it was moving, and it fell into a spamhole to the bottom of the earth (made by yours truly)? Would it be stuck in there (filling that giant box question)?
One way this is possible is to implement it similar to a "beam" from the sky that travels across the map (maybe a certain width, 5x5?).
Anyone caught in the beam will get pulled up (slowly at first, but accelerate) and will have something similar to water physics (just upside down) pulling them towards the center. And when they reach a certain altitude, gets flung out.
Clouds always move North, so does wind always move North?
Also, all of your weather options seem to affect gameplay excessively. This is especially noticeable for the damaging weather options, which will kill you in a max of 20 seconds for most and 7 seconds for large hail. If I'm injured and returning to base, I'll die much quicker because of a random event that I have absolutely no control over.
Rain without puddles is the only weather option I'd add, personally.
I would say acid rain seems a bit out of place. But damage causing weather should be there (forces player to have to find simple shelters).
However, half a heart per second seems harsh.
I would say that you lose half a heart every 10 seconds.
or even better safe weather=peaceful-hard
damaging wheather=normal-hard (so easy is still available for players who want monsters but not death by hail.etc
devastating wheather=hard only (except eclipse that should happen on all but peaceful but still rare (i like the idea of eclipse) ok? )
Lunar eclipses and firestorms. Don't forget to add spontaneous combustion because of the weather, i.e. some weather can increase the chance of combustion? I don't know. Good ideas, though.
Rollback Post to RevisionRollBack
What we need are Justin Bieber creepers.
I support Carrier Eagle
I support Power gloves
I support Coal Powered carts delay
But I can't seem to figure out how the Tornado would be possible.
How would it climb hills? What if the player attempted to "trap" it by quickly enclosing it in a giant box? Would altering the ground below it cause it to spaz out? What if it was moving, and it fell into a spamhole to the bottom of the earth (made by yours truly)? Would it be stuck in there (filling that giant box question)?
ok how about this?:
tornados are just a giant graphic (at least until sucked in exe. like air only greyish and fogs up view down to tiny-small (inbetween?) ) and it auto creates small invisible ramps (new block)
when it trys to climb a hill and deletes them when its done (no blocky takey XD) and tornados go over ditches and holes so the problem of falling in a hole is fixed ?also it could suck up loose blocks? exe fence switch redstone dust
drops minecarts boat activated tnt?
EDIT:or torndos could be giant walkthrough mobs and jump up blocks
IDEA: tidal wave?
exe. moves water source blocks across ocean (or large body of water) moves away mobs and loose objects (look above) and sand / gravel would be pushed sideways. (depending on what directction the wave is from.
Since some people like certain things, and others don't, I would say that every different thing of weather should be optional. Like, in the options menu, there could be something that said "Weather", and it lists every type of weather, and for example, in there it says: "Acid Rain" , then you should have the option to turn it on and off as you please. This way, everyone could have the types of weather that they want.
Acid rain? sure if they could add a meter for everytime you use a furnace/powered minecart it goes up one it gets to ten WATCH OUT!!! cus acid rain should turn full blocks into half blocks so if this happens two times your roof may be gone
also thinking of tornadoes/ and or hurricanes (tornadoes inland, hurricanes near sea) and maybe a whirlpool evryonce and a while spawning odd water things
Another thought- giant portal openings (only 1% chance in weather) where theres a giant nether portal that appears and lets out a few ghasts and zombie pigmen for your troubles...
And what about some tidal waves (giant things of water moving across the ocean/ large body water
Loose blocks get taken in (such as sand and gravel) so you have a chance of dieing
(But large walls would be able to block this :cool.gif:
Weather will be given in enough detail to explain how it works, what it does and anything else notable.
How it may work
Everyone is looking for random weather, and from my excessive search, I got a good idea on how it might work:
The day will be broken up into 7 parts: Midnight, sunrise, mid-morning, noon, mid-afternoon, evening, sunset. The game would determine weather at each part of the day. It would have 2 stages to go through to pick weather:
1: Change or not?
There would be something like a 75% chance that the weather wont change, a 20% chance to change and 5% chance to reset it to sunny.
2: What Weather?
If it decides to change weather, then it would pick the weather from the list. "Safe" weather would have the highest percent chance while "harmful" weather has a lesser percent chance. When biomes are added, certain weather would be disallowed (like snow for a desert), and thus not be able to be picked.
With this system, it would be best to keep the game running global weather rather then regional, otherwise large amounts of lag will occur at these times during a day. The system would also run when you start a world.
In-Depth Weather
"Safe Weather"
Rain, snow and fog type stuff. Visuals and speed are the most that are effected.
Rain
Causes it to rain.
The current classic rain graphic will appear. Additionally a forced fog will be placed will a radius slightly less then the "normal" setting. If you have your fog setting smaller then this, it will not change.
Heavy Rain:
It rains harder, and it starts to puddle.
This will only happen if it is raining already. The rain graphic will be much denser, think slightly less then leaves, and the rain fog will still occur. If possible, low areas will start to gather puddles (the game would create a source block and generate water according to its location, but it will not be running water). Puddles will dissipate shortly after it stops raining.
Light Snow
Causes it to snow.
It will start to snow. Fog levels will be brought to the "normal" setting. Snow will not start to accumulate. If weather is at "light snow" for more then 2 parts of a day, it will automatically switch to snow.
Snow:
Causes snow to start piling up on the ground.
This will happen if its already snowing, or the game could skip to this. Fog levels will be brought to "normal", and snow will pile up in 8th blocks (like it is right now).
Blizzard:
Causes a blizzard.
This can only happen if its lightly snowing or snowing. Snow will pile up in 1/2 blocks and spread under covered objects (like into caves, under trees in a similar fashion as water/lava). Fog will be set to rain fog (just under normal). When a blizzard stops, the snow levels quickly revert to the normal 8th snow block (not instantly, but quickly).
New block - 1/2 snow block
The 1/2 snow block is not a solid block, and you can/have to walk in it, though there will be some difficulty (like a lesser extent as walking in water). When destroyed with a shovel, you will get 4 snowballs.
Ice Storm:
Causes everything directly under the sky to be slippery.
This can only happen if it is lightly snowing or harder. Everything directly under the sky (no blocks above it) will become a little slippery (think the ice block). Once the weather stops, everything will stop being slippery. Fog is not affected.
Fog
Causes early morning fog where applicable.
Fog levels are brought to small from sunrise to mid-morning. Can only happen in high places (say 80 BASL [Blocks Above Sea level]) but will almost always happen (80%+ chance). Blocks 65 BASL and higher will have fog that builds up to the fog at 80 BASL.
Dense Fog:
Causes Fog.
The normal weather option. Fog levels will be brought down to slightly larger then "small".
Heavy Fog:
Causes heavy fog to sweep over the land.
Fog levels are dropped right down to tiny. Can only happen if it is Dense Fog.
Wind
Causes a heavy breeze.
If wind is added to the game, this is not it... this is a stronger version. Wind will slow movement down 75% when you are not shielded by a wall or object 2+ blocks high. If you are standing still, you will be moved in the direction the wind is blowing (the way the clouds move, which are sped up 180% [100% being their normal speed]). Items that are loose on the ground (the object created when you press Q) will be slowly moved in the direction the wind is moving. You are not effected if you are underwater (totally underwater).
Notes: A wall will stop wind only for X blocks depending on how high it is. X is determined by how high the wall is (every 2 blocks high is 1 block free of wind behind that wall).
Overcast
Causes clouds to expand, covering the sunlight.
Days become 3 shades darker. That's it.
"Harmful/Dangerous Weather"
This weather is somehow harmful to the player. They are less likely to happen, but require more care when they do.
Thunder Storm
Causes thunder, lightning and rain.
it will start to rain. Additionally, every few minutes in-game (so 30-45 seconds IRL), lightning will be generated somewhere within your render distance. Thunder will be played louder the closer you are to that strike. Lightning will hit the highest object within 14 block of its generated location, and will damage any mob/player 7 hearts if they are hit. Fog levels are dropped to "normal".
Acid Rain
Causes acid rain to fall.
When acid rain occurs, a green tinted rain graphic will appear. All mobs under the sky will be dealt half a heart per 4 second. Blocks are not destroyed by this because that would completely destroy the map until everything is rock or water (a world without trees, dirt, sand...etc). Plus newly generated terrain would look new and untouched. Fog levels are dropped to normal rain levels (just below normal).
Hail
Causes hail to fall.
Hail would be a larger version of the snow graphic, and would damage mobs/players 1/2 heart of damage every 2 seconds. Fog would be dropped to normal.
Large Hail:
Causes painful hail to fall.
Any mob/player outside would be hurt 1/2 hearts every second. Fog would be dropped to half-way-between-normal-and-small. Can only occur if its already hail weather.
Dust/Sand Storm
Causes a painful windy dust/sand storm.
This would act similarly to windy (75% slower, wind...etc), but everything that is affected by the wind is also dealt 1/2 heart of damage per 5 seconds.
Tornado
Causes a funnel cloud.
When generated, a large gray translucent funnel will appear somewhere in you render distance. This will not deal damage, but rather send you and other mobs flying sky high, only to feel drop damage.
Whirlpool
Creates a whirlpool in a large ocean.
Less of weather, and more of an event, this can occur during weather events. A spinning vortex will suck you and other mobs down into the pit (probably 10-20 blocks below sea level. If you have little oxygen, look out.
Aurora Borealis
At night, it will cause something similar to the northern lights.
This only happens at night. It will have an awesome graphic played in the starry night sky, and light up the night. How is this harmful? Mobs will be able to follow you from a greater distance, and Creepers seem more plentiful during these rare nights (SSSsssSSSsss).
Solar Eclipse
Day is replaced with night.
Happens very rarely, but the sun is blocked by the moon. Night is extended until the next day. TIP: Don't remove that iron armor you are wearing.
Devastating Weather
There is the weather that has been publicly denied for destructive reasons, but I feel that they should be an option in-game. Of course those with amazing castles would turn it off, while survivors would probably turn it on.
Earthquakes
Causes the ground to tremor and destroys blocks to create a ridge.
It would simply cause the screen to shake, and would create a huge ridge somewhere within the generated world (maybe in your render distance, maybe not). Would not harm the player, but would make mining take twice as long (as if you were mining under water.
Meteor Shower
Meteors fly in from space producing a small supply of diamond (or other crystalline ore if one is added).
Imagine you are hunting a cow for leather when you spot your prey. You approach and BAM, a meteor kills it, and leaves a nice crater. You grab your iron pickax and get to work. Of course it would be less funny if it hit your home instead.
Forest Fire
Causes trees to randomly catch fire.
I do think an explanation is useless. Trees randomly catch fire in places that are hotter then the norm (or during a heat wave). Snowy maps are immune to this, naturally.
Unwanted Weather
100% useless and/or repetitive. Most would say "No. Just no."
Stronger Wind
Stronger wind.
Too much. Wind is already painful enough, but any more would not only be repetitive, but way to annoying to deal with.
Meteor Strike
A huge meteor hits the world and all but rock is destroyed. Effects newly generated terrain.
I don't believe it has been suggested yet, but something this big would be past a devastating event. Respawning should be disabled if this happens because the world is just too... dead.
Things I found that are interesting:
During my 12 page search, I came across some threads that held some interesting ideas dealing with weather. In no way am I linking ideas in this thread to them, but rather showing them here. You are responsible if you are going to bump any of these. AKA: DON'T BUMP THEM!
Weather by day time (inspiration for the weather system stated above)
Cloud Mechanics (Interesting aspect of clouds)
Isobars and Difficulty (Interesting take on weather systems and difficulty)
Also, some interesting things posted here:
Hot&Cold:
Comments/suggestion?
Hints&Tips Informative Guides for Minecraft
It's symbol will be similar to the water bubble, but with snowflakes.
When it snows outside, and you're not wearing the right equipment (uses for wool!), the cold bar will accumulate (instead of decreasing). Once it is filled, you start taking periodic damage. Being near a fire (magma or actual fire) will reduce the cold bar quickly. Being in-door (no direct LOS to the sky) stops the bar from accumulating (if it was full, drop to 9.5 filled).
Can also add a new weather "Heat Wave", can tie into "Forest Fire". On player it is similar to cold, except now its heat bar. Accumulates when you are out-door (sky above you) and take damage when full. Standing in water reduce it quickly. Being in-door reduces it slowly. During heat-wave, leaves may spontaneous combust, triggering a Forest Fire (so if you're taking under the shade of tree, beware that said tree may catch on fire.
Fire and lava should also increase heat bar (albeit much more slowly).
It's Extvia!
R.I.P. thread, Killed by ez
Do not want
give the meteor a chance to live
since a meteor is just ice makes some nice diamound in it. :biggrin.gif:
when it hits gorund it acts like instant explosion with some chance to get :biggrin.gif:
im loving this theard needs to become wish list!!!
1. Acid rain is the result of heavy industrial works.
I doubt that there would really be that sort of weather in a player's world, even in large smp servers or players who have been playing for years.
You could exagerate the effect. one thing that could be fun is, if there were smoke blocks implemented (gray, semi-clear blocks that rise into the sky slowly from fire, don't vanish over time, and can cause health damage to a player), the game could track how many rise into the sky (rise to cloud or max z level), and, once a certain level of smoke has risen, begin to increase the change of acid rain.
this could make causing forest fires often a very bad thing, even though this may not be the exact industrial work that would actually cause acid rain.
2. I don't know how Notch will implement biomes, but one thing that crossed my mind on them, hopefully something he has thought as well would be "what if the player moved into a biome and completely changed it through hard work?" Would that change the biome type? Or would Biome areas have weather specifically made to constantly revert them (Hell areas having fire rain to prevent trees and flamable things from being constructed, snowy places... snowing... to put snow on places... Floating islands causing things to simply float away and vanish into the sky?)
I would say acid rain seems a bit out of place. But damage causing weather should be there (forces player to have to find simple shelters).
However, half a heart per second seems harsh.
I would say that you lose half a heart every 10 seconds.
They are listed in no particular order (I got bored and randomly selected them).
Acid rain may feel out of place, but it has been suggested multiple times and has generally been acceptable despite its out-of-place factor. However, a few suggest that it should destroy blocks which and felt the immediate wrath of the construction workers of the forums, which is why I modified it. I do feel I should revise this and edit its damage values at any rate.
I shall update this one, but I believe my immediate reaction was that it didn't add to the game enough. As one person said, they all effect the environment in one way or another, which is subject to change with suggestions (in short, my mistake).
You do realize ice melts when heated. That's why most meteors do not last to hit ground. HOWEVER, reality isn't a big factor here, and your idea does have some use. I do have meteor showers listed, but they have been suggested to destroy blocks, and that aspect has been shut down in every topic I saw during my search.
Wind will always come from the north (unless Notch feels it should come from another direction).
I do agree, but I find that many users are more fond to ideas that effect gameplay, while fewer enjoy the aesthetics. I will probably go back over the list and change some things around accordingly. Thank you for stating this.
1: Acid rain has been gone over in my first reply, but its there because its been suggested and generally accepted without the destructive capabilities. Also, while you are correct with your facts, I do believe this game is minimal with its real world mirror.
2: I have no reply as I have no idea how, or if, Notch will add some way of detecting biomes. I can see it being much simpler to pick a section and change the tileset, but storing that section into an array along with an infinite number of others would get more complex. You should run this by Notch if you wish to get a reply.
Approval. As long as the game doesn't bug and give you heat waves during winter, it would work. However, I can see a wave of complaining people who have trees close to their wooden houses following the update adding this.
Hints&Tips Informative Guides for Minecraft
Even in real-life, building houses near forest can result in forest fire burning house down.
Thou since Notch is adding in biomes, we can have certain biomes that have lots of trees yet don't get heat-waves (rainforest does that).
But almost any forest in the world sooner or later will catch on fire, whether by heat-drying or lightning.
This brings me to another point, tree should be able to self-reproduce after being burned (real life trees does that, some tree even has the problem that they can't drop seed without fire).
One way this can be handled is that when leaves are burned, there's a small chance it'll "plant" a seed in the ground. After a while, they sprout into saplings.
._.
I agree with most people.
But I can't seem to figure out how the Tornado would be possible.
How would it climb hills? What if the player attempted to "trap" it by quickly enclosing it in a giant box? Would altering the ground below it cause it to spaz out? What if it was moving, and it fell into a spamhole to the bottom of the earth (made by yours truly)? Would it be stuck in there (filling that giant box question)?
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no i meant like when tnt blows up it leaves blocks around it. HOWEVER "bigger meteorites" could last, or survive by hitting a mountain..... plus just going outside is a big like to get some because if u get hit u will die and all ur stuff is gone like magma. But the trade off is worth it. heck y not add alien creepers to drop from them since creepers pretty much have no explanation (skeles and zombies died before you can and they are jealous of you so they try to kill you to make you one but you can respawn and they later rage quit when the sun comes.)
One way this is possible is to implement it similar to a "beam" from the sky that travels across the map (maybe a certain width, 5x5?).
Anyone caught in the beam will get pulled up (slowly at first, but accelerate) and will have something similar to water physics (just upside down) pulling them towards the center. And when they reach a certain altitude, gets flung out.
If f you actually read my post,
A 5x5 beam would be very glitchy in some cases.
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or even better safe weather=peaceful-hard
damaging wheather=normal-hard (so easy is still available for players who want monsters but not death by hail.etc
devastating wheather=hard only (except eclipse that should happen on all but peaceful but still rare (i like the idea of eclipse) ok? )
Click Click. Why hurt them if they wont hurt you?
I support Carrier Eagle
I support Power gloves
I support Coal Powered carts delay
ok how about this?:
tornados are just a giant graphic (at least until sucked in exe. like air only greyish and fogs up view down to tiny-small (inbetween?) ) and it auto creates small invisible ramps (new block)
when it trys to climb a hill and deletes them when its done (no blocky takey XD) and tornados go over ditches and holes so the problem of falling in a hole is fixed ?also it could suck up loose blocks? exe fence switch redstone dust
drops minecarts boat activated tnt?
EDIT:or torndos could be giant walkthrough mobs and jump up blocks
IDEA: tidal wave?
exe. moves water source blocks across ocean (or large body of water) moves away mobs and loose objects (look above) and sand / gravel would be pushed sideways. (depending on what directction the wave is from.
Click Click. Why hurt them if they wont hurt you?
also thinking of tornadoes/ and or hurricanes (tornadoes inland, hurricanes near sea) and maybe a whirlpool evryonce and a while spawning odd water things
Another thought- giant portal openings (only 1% chance in weather) where theres a giant nether portal that appears and lets out a few ghasts and zombie pigmen for your troubles...
And what about some tidal waves (giant things of water moving across the ocean/ large body water
Loose blocks get taken in (such as sand and gravel) so you have a chance of dieing
(But large walls would be able to block this :cool.gif: