Weather Types

Each weather type is a type of weather that occurs, and what causes it. The only required entries are null and clear.

weather_type properties

Identifier Description
name UI name of weather type.
id Unique string for this weather type.
color UI color of weather type.
map_color Map color of weather type.
sym Map glyph of weather type.
ranged_penalty Penalty to ranged attacks.
sight_penalty Penalty to per-square visibility, applied in transparency map.
light_modifier modification to ambient light.
sound_attn Sound attenuation of a given weather type.
dangerous If true, our activity gets interrupted.
precip Amount of associated precipitation. Valid values are: none, very_light, light and heavy
rains Whether said precipitation falls as rain.
tiles_animation Optional, name of the tiles animation to use
debug_cause_eoc Optional, id of effect_on_condition to be run when the debug menu selects this weather.
debug_leave_eoc Optional, id of effect_on_condition to be run when the debug menu is used to leave this weather.
sound_category Optional, what sound effect to play. Valid values are: silent, drizzle, rainy, thunder, flurries, snowstorm and snow.
duration_min Optional, the lower bound on the amount of time this weather can last. Defaults to 5 minutes.
duration_max Optional, the upper bound on the amount of time this weather can last. Defaults to 5 minutes.
weather_animation Optional, Information controlling weather animations. Members: factor, color and glyph
sun_multiplier Optional, multiplier to radiation from sun. Affects energy output of solar panels.
condition A dialog condition to determine if this weather is happening. See Dialogue conditions section of NPCs A context variable of weather_location contains the location of the current tile checking its weather. This can be used to have weather be based on location.
priority An integer. If the condition of multiple weather types are true the one with higher priority wins.
required_weathers A string array of possible weathers, it is at this point in the loop. i.e. rain can only happen if the conditions for clouds light drizzle or drizzle are present. Required weathers need to have lower load orders to be.

weather_type example

```json [ { “id”: “lightning”, “type”: “weather_type”, “name”: “Lightning Storm”, “color”: “c_yellow”, “map_color”: “h_yellow”, “glyph”: “%”, “ranged_penalty”: 4, “sight_penalty”: 1.25, “light_modifier”: -45, “sound_attn”: 8, “dangerous”: false, “precip”: “heavy”, “rains”: true, “required_weathers”: [ “thunder” ], “priority”: 80, “condition”: { “math”: [ “weather(‘pressure’)”, “<”, “990” ] } } ]