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Expanded Weather2 Dynamics

Expanded Weather2 Dynamics is a NeoForge 1.21.1 addon for Weather2 that adds deeper tornado dynamics, radar tools, SPC-style outlooks, fictional TOR/SVR alerts, damage surveys, and survival-friendly storm damage.

Автор: XFATEX14,1 тыс.18обновлён 9 окт. 2026 г.
ПриключенияМеханики игрыУтилиты

Описание

Expanded Weather2 Dynamics is a NeoForge 1.21.1 addon for Weather2 that expands severe storms with deeper tornado dynamics, radar tools, storm alerts, SPC-style risk outlooks, and survival-friendly storm damage.

This addon keeps Weather2 as the core weather system, while adding extra server-side behavior, visuals, blocks, and configuration for more intense severe-weather gameplay.

Features

Dynamic tornado width, bending, merging, satellite tornadoes, and anti-cyclonic tornado support Supercell structure visuals with hook/circulation-aware radar behavior Radar block, anemometer, weather alert siren, SPC risk block, and damage surveyor Automatic fictional EF-style damage survey results with tornado IDs and track display Tree debarking, stronger ground scouring, cycloidal marks, and capped terrain damage Fictional TOR/SVR warning system and SPC-style outlook categories Multiplayer-focused server-authoritative behavior and configurable performance limits Advancements, recipes, loot tables, textures, and survival-placeable weather tools Required

Minecraft 1.21.1 NeoForge Weather2 CoroUtil Note All alerts, survey ratings, SPC outlooks, and warning products are fictional in-game systems. They are not official real-world weather information. Forge is experimental; you may experience bugs.

Vynvortex has tried this mod https://youtu.be/VItPN36mLlc?is=ibDZ_jkiBIYRdS2X

1.20.1 is broken rn

Галерея

Wedge TornadoMulti vortex before I removed the funnel from existence An Tornado Picking Up an TreeWeather Balloon

Последние версии

Все версии →
release

Expanded Weather2 Dynamics 1.06.3

1.06.3
9 окт. 2026 г.2 тыс.Minecraft: 1.21.1neoforge
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## 1.06.3 **The eclipse works under a shader pack now.** Before, the moment a pack was active the mod handed the whole sky over and the eclipse went with it - no dimming, nothing at all. The darkening is not part of the sky the pack draws, though: it is the same reading a storm's deck already produces, the value the game's own lightmap is built from, so the eclipse's is folded into it. The sky's colour, the cloud deck, the fog and the world's own light all dim together as the moon crosses the sun, and because that reading is one the game itself consumes rather than a program the mod has to draw, it arrives under a pack the same as without one. The throw of the sun and the light the world is drawn with still compose under a storm's own deck, so standing in a storm during an eclipse is darker than either alone. **Your sun stays yours.** The mod's own sun and moon still stand down under a pack, because there is only ever one sun. The eclipse's own black disc, its corona and its diamond ring are still drawn by the mod's own sky, and there is a new switch - off by default - that asks the mod to try drawing them over a pack's sky as well. It ships off because a pack that does not provide a program for the mod's celestial shader draws these with its fallback instead, which may not appear or may look wrong; the dimming is the half that is guaranteed, and it happens either way. **Storms out over the country you can actually see.** Weather2 spawns its storms inside a box around the players and forgets one that has no player near it, so with Distant Horizons or Voxy the sky tended to stop over terrain that was plainly on screen. The box now widens to the LOD renderer's own distance while one is installed - storms are still being born out over the drawn country, and still alive out there - and the mod's own storm state follows them, so a distant funnel arrives with its real circulation instead of a sliver. It never narrows Weather2's own box, does nothing at all without an LOD mod, and the two dials are a switch and a distance that follows the renderer by default. **Whirls out over LOD terrain.** A dust devil or a snow devil used to be refused the moment its chunk was not loaded, which meant never over terrain an LOD renderer was drawing. Over an unloaded chunk the ground is read from the biome instead of from blocks - dry country for a dust devil, cold country for a snow devil, the level's own rain flag for the sky - so the small whirls can form out there too. A loaded chunk is judged exactly as it always was, and nothing forces a chunk to load just to ask the question.
release

Expanded Weather2 Dynamics 1.06.2

1.06.2
29 сент. 2026 г.611Minecraft: 1.21.1neoforge
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1.06.2 Ten thousand downloads. Thank you - that is ten thousand worlds this mod has been dropped into, and the reports, screenshots and complaints that came off them are why most of this list exists. The sea is the headline here. New cloud and funnel art. The storm deck and the funnel each draw a single authored puff now, instead of eight-frame strips with four phase siblings per role. The old sheets were animated by uploading every frame into the same atlas region, which meant every puff in a storm showed the same frame at the same instant and the whole sky read as one large texture flipping. A still has nothing to phase, so the extra sheets, their atlas entries and their animation clocks are gone - along with the setting that used to stagger them, which now does nothing but is kept, whole, as the way back. The tornado draws its own darker puff. A funnel is a few large, close surfaces where a cloud deck is hundreds of soft ones, so the same art that sums into an overcast summed into a haze on a column - which is why a wider funnel used to read as more transparent rather than less. The funnel now has its own sheet, deliberately darker and denser than the cloud's, and it is not governed by the art switch: a tornado draws its own art either way, falling back to the selected puff rather than to nothing. the waves still dont work btw The wash finally reaches the sand. Waves now run up the beach the way they should: a crest arrives, water sheets up onto the row of sand past the waterline, and it drains back between crests. Before this, the water could only ever wet the row of sand sitting at the water's own level, because the run-up was measured from the waterline while the first row of sand stands a whole block higher than it. In practice that meant the swash appeared on an ordinary beach only in winds above about 47 mph. It starts climbing at around 30 now, and a strong storm wets the row above the waterline right across a crest, with that row dry again behind it. Small seas behave as before: a calm day washes the waterline and nothing above it. No more whitewater painted on the seabed. Water that had run up was also being drawn on ground below the waterline - a film of foam on sand that was already underwater, visible through the shallows. Only ground above the waterline takes a wash now. The Surf switch actually switches it off. Turning Surf off leaves no breakers, no whitewater and no wash on the sand, and setting Surf Run Up Blocks to 0 leaves the water entirely. The wash used to keep running up the beach whatever those two settings said. The cliff in the sea around a beach is gone. The wave surface is only told how deep the water is for a band of cells around land, and that band was sized in advance for a seabed that drops a whole block per block. On the gentler bottom most shores actually have, the band ended while the water under it was still shallow enough for the swell to stand up and break, so beyond it the waves went back to their full open-water height: a ring of raised water, up to a block and a half tall in a big storm, running around every beach. The band is now grown outward until the water at its own edge is deep enough that the waves cannot feel the bottom - two cells on a cliff coast, eight on a gently sloping one. Measured on a shore sloping one block down per two blocks out, the step went from 0.64 of a block to none at all. The sea no longer shimmers when you move. Each cell of the wave surface shows one window of the water texture, and that window was tied to the surface's own grid rather than to the world. The grid is rebuilt every time you swim or sail across a cell, so the whole sea's texture re-rolled as you moved - a pop with nothing visible causing it. A patch of sea now keeps the same texture wherever you are standing. One knob means something slightly different now. Surf Run Up Blocks is measured from the top of the block of sand the water is standing against rather than from the still-water line, because a beach is made of blocks and that first one is a whole block above the water. The default is unchanged and was chosen against this reading; if you have set your own value, it is now worth about a row more wash than it used to be. Satellite tornadoes no longer sink into the ground. Small suction vortices now hug the ground they are standing on instead of burying their lower rings in it, so a multi-vortex tornado's whirling feet read as standing on the surface rather than clipping through it. Storm debris is made of the ground. What a tornado throws used to be a vanilla stick or a twig sprite tinted by how dry the ground under it was, so every debris field was the same grey and a scoured field, a desert and a gravel path all threw the same thing. Loose debris is now a real piece of the surface block it was cut from - grass, dirt, sand, gravel, terracotta, whatever is under it - cut from a random face of that block and carrying its colour, so a debris field tells you what the storm has been tearing up. The pieces are deliberately smaller than the twigs they replace, so the field gets lighter as it gets solid rather than heavier. Chase drones survive their storm. Fixed the drone being lost to the weather it was launched into. Fixes and polish across the radar panel, the settings screen, the spotter net, photographs and the chase log, mostly small.
release

Expanded Weather2 Dynamics 1.06.1

1.06.1
28 сент. 2026 г.64Minecraft: 1.21.1neoforge
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### Changed - forecast displays - A display's readout is printed on a panel that stands upright and turns to face you, instead of flat on the plate where it was foreshortened by the angle you read it from and legible only from directly overhead. It grows with distance so it holds its size on screen out to about fourteen blocks, then shrinks away. Knobs: `forecast_readout.readoutPanel` (on), `forecast_readout.readoutScale` (1.0, doubles or halves the size). - Forecast area fills are lighter - `forecast_polygons.fillOpacity` now ships at 0.30 instead of 0.78 - and the outlines earn it back with more alpha and width, so an outlook no longer turns the whole plate and the ground under it its own green. ### Changed - storm art - A tornado is now drawn with its own dense funnel sheet instead of Weather2's faint 1.12.2 art, which was see-through by construction (its brightest texel was 81 of 255, so no amount of alpha could make a funnel opaque). - The deck and the loose dust sheets were redrawn from the funnel's own recipe, so a storm's clouds and its tornado are one material - a funnel reads as the cloud base thickening instead of a column pasted onto a cloud. - `storm_look.originalTextures` now defaults off (the nostalgic Weather2 art is one switch away), and the 1.12.2 funnel geometry is `storm_look.mode` set to `CLASSIC`.
beta

Expanded Weather2 Dynamics 1.06

1.06
26 сент. 2026 г.87Minecraft: 1.21.1neoforge
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Too lazy to include full changelog
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Expanded Weather2 Dynamics 1.05.2

1.05.2
23 авг. 2026 г.1,4 тыс.Minecraft: 1.21.1neoforge
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Just bug fixes.
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Expanded Weather2 Dynamics 1.05

1.05.1
23 авг. 2026 г.35Minecraft: 1.21.1neoforge
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# Expanded Weather2 Dynamics 1.05.1 ## Highlights - **Fixed tentacle-like dust spirals** — tornado debris cloud particles now use randomized scatter instead of deterministic spiral positioning, eliminating the unnatural "tentacle arms" look. - **Dust flies higher** — increased vertical velocity and height limits across all debris cloud layers so dust rises into a proper chaotic billow instead of hugging the ground. - Dust particle placement now includes random angular jitter and small positional offsets in all four debris cloud generation passes (dense foot, core, outer ring, and updraft column). - Lowered the high-updraft debris column activation threshold so it appears on more tornado intensities. - **Fixed Xaero's Minimap label leak** — tornado stage labels no longer appear on the HUD when the minimap is hidden or closed. Labels only render when the minimap is actually visible on screen. - **Fixed tornado bounce/stuck** — removed a double-position-update bug where atmospheric steering fought Weather2's native movement, causing tornadoes to oscillate in place or stop moving. - **Fixed waterspout/landspout/dust devil movement** — removed the per-tick motion decay in the event update loop that caused addon vortices to exponentially slow to a crawl. Steering now preserves speed naturally. - **Fixed missing snow devil entity** — snow devils now properly create visible DustDevilEntity instances instead of spawning as invisible events. - **Fixed tornado floating** — main funnel base layer and satellite/sub-vortex funnels now clamp to ground surface when formation is complete, preventing funnels from hovering above terrain. - **Revamped addon vortex funnels** — waterspouts now have a thin rope-like tube with a wide spray ring at the base; landspouts feature a wider dust bowl and ghostly upper column; dust devils have a 60% wider base with steeper taper. - Revamped tornado visuals with more stable funnel geometry and smoother movement. - Added delayed tornado touchdown during formation so new funnels do not immediately reach the ground. - Removed the unwanted random tornado size pulse. - Improved wedge morphology stability and prevented wedge-tag flickering. - Increased tornado dust cloud density to better fill the circulation while keeping realistic particle sizes. - Tornado dust now rises into an upward plume instead of forming a flat disk or horizontal spiral. - Added stronger vertical lift to core dust, outer curtains, sub-vortices, horizontal vortices, touchdown rings, and condensation effects. - Tornado dust particle budget increased to 500 particles per tick by default. ## Precipitation - Revamped rain-wrapped storm precipitation based on Weather2 Remastered behavior. - Added stable storm-relative rain curtains and denser inner rain cores. - Added terrain-aware precipitation floors. - Added wind-slanted, inward-moving, and rotating rain motion. - Added an inflow-side clear slot for a more recognizable rain-wrapped structure. ## Storm Dynamics - Improved tornado funnel bending and layer stability. - Prevented visual geometry feedback from compounding between ticks. - Removed duplicate funnel rotation updates that could cause visible jitter. - Preserved client-side bend interpolation between multiplayer sync packets. - Kept tornado size, damage width, and wind physics separate from visual smoothing. - Added more consistent formation lift and touchdown progression. ## Weather Systems - Added low-pressure and frontal-boundary visualization systems. - Added warm, cold, and occluded front tracking around organized low-pressure areas. - Added front convergence influence to storm organization, supercell structure, landspout chances, and gustnado chances. - Added atmospheric steering support for storm movement. - Added improved tropical cyclone and hurricane visual handling. ## Equipment and Interface - Added the Tornado Anemometer block and block entity. - Added radar, outlook, alert, and storm tracking support for the expanded weather systems. - Added anemometer advancement and creative-tab registration. ## Fixes - Fixed missing `AnemometerBlock` classes in clean mod builds. - Fixed stale Gradle build output that could cause `ClassNotFoundException` at runtime. - Fixed particle scaling paths that could create oversized tornado dust puffs. - Fixed water-surface dust rendering by using lighter mist tones. - Fixed stale wedge width targets after morphology transitions. - Improved multiplayer synchronization for tornado visual state. ## Compatibility - Minecraft `1.21.1` - NeoForge `21.1.230` - Weather2 and CoroUtil required - Java `21` required
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Expanded Weather2 Dynamics 1.05

1.05
23 авг. 2026 г.64Minecraft: 1.21.1neoforge
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# Expanded Weather2 Dynamics 1.05 ## Highlights - **Fixed tentacle-like dust spirals** — tornado debris cloud particles now use randomized scatter instead of deterministic spiral positioning, eliminating the unnatural "tentacle arms" look. - **Dust flies higher** — increased vertical velocity and height limits across all debris cloud layers so dust rises into a proper chaotic billow instead of hugging the ground. - Dust particle placement now includes random angular jitter and small positional offsets in all four debris cloud generation passes (dense foot, core, outer ring, and updraft column). - Lowered the high-updraft debris column activation threshold so it appears on more tornado intensities. - Revamped tornado visuals with more stable funnel geometry and smoother movement. - Added delayed tornado touchdown during formation so new funnels do not immediately reach the ground. - Removed the unwanted random tornado size pulse. - Improved wedge morphology stability and prevented wedge-tag flickering. - Increased tornado dust cloud density to better fill the circulation while keeping realistic particle sizes. - Tornado dust now rises into an upward plume instead of forming a flat disk or horizontal spiral. - Added stronger vertical lift to core dust, outer curtains, sub-vortices, horizontal vortices, touchdown rings, and condensation effects. - Tornado dust particle budget increased to 500 particles per tick by default. ## Precipitation - Revamped rain-wrapped storm precipitation based on Weather2 Remastered behavior. - Added stable storm-relative rain curtains and denser inner rain cores. - Added terrain-aware precipitation floors. - Added wind-slanted, inward-moving, and rotating rain motion. - Added an inflow-side clear slot for a more recognizable rain-wrapped structure. ## Storm Dynamics - Improved tornado funnel bending and layer stability. - Prevented visual geometry feedback from compounding between ticks. - Removed duplicate funnel rotation updates that could cause visible jitter. - Preserved client-side bend interpolation between multiplayer sync packets. - Kept tornado size, damage width, and wind physics separate from visual smoothing. - Added more consistent formation lift and touchdown progression. ## Weather Systems - Added low-pressure and frontal-boundary visualization systems. - Added warm, cold, and occluded front tracking around organized low-pressure areas. - Added front convergence influence to storm organization, supercell structure, landspout chances, and gustnado chances. - Added atmospheric steering support for storm movement. - Added improved tropical cyclone and hurricane visual handling. - tho I think I haven't fixed it fully but will be fixed in 1.06 ## Equipment and Interface - Added the Tornado Anemometer block and block entity. - Added radar, outlook, alert, and storm tracking support for the expanded weather systems. - Added anemometer advancement and creative-tab registration. ## Fixes - Fixed missing `AnemometerBlock` classes in clean mod builds. - Fixed stale Gradle build output that could cause `ClassNotFoundException` at runtime. - Fixed particle scaling paths that could create oversized tornado dust puffs. - Fixed water-surface dust rendering by using lighter mist tones. - Fixed stale wedge width targets after morphology transitions. - Improved multiplayer synchronization for tornado visual state. ## Compatibility - Minecraft `1.21.1` - NeoForge `21.1.230` - Weather2 and CoroUtil required - Java `21` required
beta

Expanded Weather2 Dynamics 1.0.4.2

1.0.4.2
26 мая 2026 г.3,7 тыс.Minecraft: 1.20.1forge
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# Expanded Weather2 Dynamics 1.0.4.2 ## Added - Added optional Immersive Aircraft compatibility. Aircraft entities from `immersive_aircraft` now get pushed, lifted, and yaw/pitch kicked by active Weather2 tornado wind fields. - Immersive Aircraft force sampling uses the same live tornado wind model as the rest of EWD, including multi-vortex/sub-vortex wind contributions. ## Fixed - Boats can now be grabbed by tornado winds even when players or other entities are riding them. - Forced Weather2 entity-grab compatibility now explicitly allows boats and Immersive Aircraft roots instead of letting vehicle/passenger filters leave them behind. ## Technical - Compatibility is reflection-only and only activates when Immersive Aircraft is loaded, so the mod does not require Immersive Aircraft as a hard dependency. - Version bumped from 1.0.4.1 to 1.0.4.2 for both NeoForge 1.21.1 and Forge 1.20.1 builds.
alpha

Expanded Weather2 Dynamics

1.0.4.2
26 мая 2026 г.5,4 тыс.Minecraft: 1.21.1neoforge
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# Expanded Weather2 Dynamics 1.0.4.2 ## Added - Added optional Immersive Aircraft compatibility. Aircraft entities from `immersive_aircraft` now get pushed, lifted, and yaw/pitch kicked by active Weather2 tornado wind fields. - Immersive Aircraft force sampling uses the same live tornado wind model as the rest of EWD, including multi-vortex/sub-vortex wind contributions. ## Fixed - Boats can now be grabbed by tornado winds even when players or other entities are riding them. - Forced Weather2 entity-grab compatibility now explicitly allows boats and Immersive Aircraft roots instead of letting vehicle/passenger filters leave them behind. ## Technical - Compatibility is reflection-only and only activates when Immersive Aircraft is loaded, so the mod does not require Immersive Aircraft as a hard dependency. - Version bumped from 1.0.4.1 to 1.0.4.2 for both NeoForge 1.21.1 and Forge 1.20.1 builds.
beta

Expanded Weather2 Dynamics 1.0.4.1

1.0.4.1
26 мая 2026 г.175Minecraft: 1.20.1forge
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Changes Bumped mod version to 1.0.4.1. Fixed wedge-width tornado morphology conflicts. When a tornado reaches the wedge threshold, around 0.5 miles wide, it now clears sidewinder state. When a tornado reaches wedge width, it also clears narrow funnel morphology such as elephant trunk before applying the wedge shape. Multi-vortex state is preserved when wedge morphology activates. Wedge activation no longer keeps narrow-shape trunk neck or curve settings from the previous morphology.