Author how each time of day and weather looks — ambient colors, night darkness, and weather particles.
Atmosphere & Lighting
Your world already runs a day/night cycle and weather. Atmosphere is where you decide how they look — how dark night gets, what color dusk is, how heavy the rain falls. Set it once and it applies everywhere: the game client and the map-editor's night preview both read these exact values, so what you preview is what players see.
Find it in World Config → Atmosphere, next to Weather & Time.
> Nothing to set up to get started. Left untouched, the engine defaults give a deep-blue > night, a cool dusk, and neutral daylight — a good look out of the box. Every field below is > an override; anything you don't touch keeps its default.
Day / Night Ambient
The world tints the whole scene by a single ambient color per phase, and blends smoothly between them as the clock moves. Think of it as a colored multiply over the world: **white = full daylight** (no change), and darker, tinted colors darken and color everything.
1. Open World Config → Atmosphere. 2. Under Day / Night Ambient, click the color swatch next to a phase. 3. Pick a color. The preview bar shows a sample of grassy ground as it will look under that ambient, so you can judge the darkening at a glance. 4. Save. Connected players see the change immediately.
| Phase | What it controls |
|---|---|
| Dawn | First light — usually a dim, cool-warm tint |
| Morning | Early daylight, faintly warm |
| Noon | Brightest — leave white for true daylight |
| Afternoon | Softer, golden light |
| Dusk | Fading light before night |
| Night | The dark hours — the default deep blue is #2d2d50 |
Night intensity (master darkness) scales all the darkening at once without touching each
phase: 0× never darkens (permanent day feel), 1× is exactly what you set above, 2× is
twice as dark. Use it to dial the whole cycle moodier or brighter in one move.
- Reset on any phase drops just that phase back to its default.
- Reset all to defaults clears every atmosphere override in one click.
Weather Looks
Every weather type has a full editor: pick a weather pill under Weather Looks and tune everything about how it renders. All nine weathers are editable — Cloudy gets drifting cloud shadows, Heatwave gets heat shimmer, and the precipitation types get falling particles that actually land on the ground.
1. Under Weather Looks, click the weather you want to change (a dot marks weathers you've customized). 2. Tune the groups below. Anything you don't touch keeps the engine default. 3. Save. Connected players see the new look immediately.
Particles
| Field | What it does |
|---|---|
| Color | Tint of the rain streaks / snowflakes / sand grains |
| Opacity | Per-particle alpha (0 = invisible, 1 = solid) |
| Density | Multiplier on particle count (0× = none, 1× = default, 2× = double) |
| Size (px) | Base particle size — nearby drops are drawn larger |
| Fall speed | How fast the contact layer falls (px/s) |
| Flutter | Sideways wobble 0–1 — snow flutters, rain doesn't |
| Depth | How many background curtains render behind the near layer |
| Particle texture | Your own image (small, transparent, e.g. 32×32) — leave on Engine default for the built-in art |
Wind
One global wind drives everything — particles, fog banks, cloud shadows.
| Field | What it does |
|---|---|
| Direction | Screen degrees: 0° blows right, 90° straight down |
| Speed | Base wind speed (px/s) |
| Gustiness | 0 = steady; higher = the wind surges and lulls |
| Wind follow | How strongly this weather's particles are driven by it |
Ground
Rain splashes where it lands and leaves the ground wet (darker, with a faint sheen); snow accumulates into a cover that builds while it snows and melts after. Water never takes cover. To keep other terrain clear too (roads, lava, glass floors), add its tileset under World → Atmosphere → Ground Cover Exclusions — excluded terrain stays bare in every weather, and removing it from the list lets it accumulate again.
Anything that walks — players, NPCs, mobs, pets, mounts — leaves **footprints and trails** through snow cover and wet ground, so paths emerge where people actually travel. While the weather continues, fresh fall slowly fills old tracks back in; once it clears, prints stay until the cover melts. Trails appear on medium weather quality and above.
| Field | What it does |
|---|---|
| Impact splash | Ripple ring (rain), dust puff (sand), or none |
| Splash texture | Custom impact art (e.g. a 64×64 ring with transparency) |
| Leaves on the ground | Nothing / wet ground / snow cover |
| Build-up time | Seconds of weather until the ground is fully covered |
| Melt / dry time | Seconds for the cover to fade once the weather ends |
| Cover tint / texture | Color and (optional) tiling texture of the cover — e.g. a 128×128 snow grain |
Fog & Haze
Fog is layered scrolling banks at different depths, not a flat wash. Blizzard and sandstorm reuse the same machinery as a driven haze.
| Field | What it does |
|---|---|
| Fog bands | How many banks render (0–4) |
| Bank size | Scale of the banks — bigger reads as broader, softer fog |
| Drift | How strongly the banks follow the wind |
| Fog texture | A seamlessly tiling noise/cloud image (e.g. 256×256) |
Storm
| Field | What it does |
|---|---|
| Lightning strikes | Two-stage flashes with distance-delayed thunder |
| Min / max gap | Seconds between strikes (strikes come faster at high intensity) |
| Flash color | The stroke tint |
Sky & Wash
| Field | What it does |
|---|---|
| Cloud shadows | Drifting dark patches on the ground (what makes Cloudy cloudy) |
| Heat shimmer | Air-wobble distortion near the ground (Heatwave) |
| Night response | How much night darkens the sky layers — snow stays bright, rain doesn't |
| Wash + strength | A full-screen color veil (fog grey, sandstorm tan) |
| Darkening | Extra darkness on top of time of day — storms dim midday |
Gotchas
- **Day/night ambient needs the Day/Night Cycle feature
- Weather looks need the Weather feature flag on. With it off there's no weather to
- Custom textures fall back gracefully. While a texture loads (or if it fails), the
- Players choose a weather quality tier in Settings → Weather (Auto follows their
- Changes apply on Save. Connected players update live; a player who is mid-load picks the
- White noon is intentional. If noon looks tinted, you likely set a non-white color there —
- Interiors hide weather (maps marked interior show none), and ten seconds indoors won't
- Shadows have their own section further down the same tab. See