61abff52dc4814ae81d45f1d5fc21f0d0f5fb34a
- New AtmosphereModule (9th in pipeline) derives per-region rain/thunder from ecosystem health and pollution score, smoothly interpolating each sim cycle. - Tree canopy scrubs air pollution: treePressure × 0.003 removed per cycle, creating a direct incentive to maintain forests. - Rain level (0–1) targets ecosystem health / 100 × 0.85; global MC rain adds a 0.15 bias so natural weather still matters. - Thunder level targets pollutionScore / 100 × 0.8; acid rain fires when thunder > 0.4 AND pollution > 20, draining soil fertility and water. - Regional drought: rain < 0.2 raises drought risk proportionally. - Per-player ClientboundGameEventPacket (RAIN_LEVEL_CHANGE, THUNDER_LEVEL_CHANGE, START_RAINING, STOP_RAINING) sent each player-check cycle so each region has an independent sky without client-side mixins. - HUD extended with Rain% and Storm% fields when atmosphere data is present. - Removed global applyWeatherFeedback() from bootstrap; AtmosphereModule owns all rain/drought/acid-rain simulation. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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