Give each region its own weather — a snowfield that snows and never sandstorms, a desert that never rains.

Weather Climates

Out of the box your world has one sky: the same weather everywhere, rolled from one built-in mix. That's fine for a small world, but it means your snowfield can get a sandstorm and your desert can get snow.

Climates fix that. A climate is a weather personality — which weathers each season brings, and how often — and you choose where each one applies. The server keeps a separate sky for every climate, so it can be snowing in the north while the south bakes in a heatwave, and each player sees the sky over the ground they are standing on.

Find it in World Config → Weather & Time → Climates.

Setting up climates

1. Decide how each region is marked on your map. Either paint it as a biome — in the map editor, use the Region layer to paint each area (snowfield, desert, green lands) — or use the ground tileset it is already drawn with (the snow floor, the sand floor). Ground tilesets need no painting at all. 2. Open World Config → Weather & Time, find Climates, and click Add climate. Pick a starting point — Temperate, Snowfield, Desert or Marsh — or Blank. 3. Open the climate and adjust its weather mix for each season (see below). 4. Under Where it applies, click Add area and pick a Map and either a Biome or a Ground tileset. Add one row per biome or ground the climate should cover. 5. Set Everywhere else to the climate that should cover every place no area claims — usually your temperate climate. 6. Click Save Changes. The live server picks the change up immediately; no restart.

Climate fields

FieldWhat it does
NameWhat the climate is called in Studio (and in the admin snapshot).
Temperature offsetAdded to the air temperature for everyone standing in this climate. A snowfield at -25 chills players faster; a desert at +18 heats them. Drives survival body temperature.
Weather mixA number per weather per season. Higher numbers happen more often; the % under each box shows the share. Blank or 0 means never — leave Sandstorm empty in your snowfield and it can never sandstorm there. A season with every box empty stays clear.
Where it appliesThe areas the climate covers. See the table below.
Everywhere else(Top of the section.) The climate for every place no area claims. Leave it on Built-in weather mix to keep the engine's original weather there.

Areas

Each area row is a Map plus either a Biome or a Ground tileset:

MapBiome / Ground tilesetCovers
One mapOne biomeThat biome, on that map only
Every mapOne biomeThat biome wherever it is painted
One mapOne ground tilesetEvery tile drawn with that floor tileset, on that map
Every mapOne ground tilesetThat floor tileset wherever it is drawn — "snow ground snows"
One map(neither)The entire map

A biome rule wins over a ground rule, and both win over a whole-map rule — so you can make a whole map a snowfield and still carve a hot spring out of it with a biome.

Use a ground tileset when your painted regions aren't climates. An RPG Maker import brings its regions in as biomes, and those are usually encounter/spawn areas that run straight across snow, sand and grass. Repainting them would break your spawns; pointing the climate at the snow floor tileset instead needs no painting at all.

Pick "one map" when ids are shared between maps. RPG Maker regions, for example, are just numbers — region 2 might be the snowfield on your world map and a cellar on another map. Scoping the area to the world map keeps the cellar out of it.

How borders behave

Painted regions are rarely neat: a snowfield has roads, lakes and villages running through it. If weather followed the exact tile under your feet it would flicker every few steps. Instead the server reads the map in 16×16-tile patches:

  • A patch that is mostly one climate's biome is that climate.
  • A patch of something else (a town, a road, a frozen lake) surrounded by a climate
takes that climate — so it keeps snowing in the village inside the snowfield.
  • A clean edge stays where you painted it — the snow doesn't creep into the next area.
When a player crosses from one climate into another, their weather fades over to the new sky, and settled snow or wet ground eases away rather than vanishing.

What else follows the climate

  • Forecast — each climate has its own forecast, and the player's
Calendar shows the one for where they stand.
  • Weather schedules — a schedule now has a Climate field. It drives that
climate's sky only; a schedule with no climate drives the default ("everywhere else").
  • Spawn and event conditions — a monster spawn rule with a weather condition checks
the weather in its own map and biome; an event page's Weather is condition checks the weather over the player running it; a territory boss waits for its own sky.
  • Farming — a farm plot grows under the weather over the plot.
  • Weather audio — weather-change sounds play only to the players under that sky.

Things worth knowing

  • Calendar events with Forced Weather pin every climate. A Storm Festival storms
everywhere, snowfield included.
  • Setting the weather by hand applies everywhere. The Weather pick in Live World
State, the admin weather command and an event's Set Weather (Whole World) set every climate's sky at once; each climate then drifts back to its own mix.
  • Ids are permanent. A climate's id is made from its first name and never changes,
because schedules and the forecast refer to it. Renaming is safe.
  • Studio refuses a save that doesn't make sense — two climates claiming the same
area, an area with neither a map nor a biome, or an "Everywhere else" that points at a deleted climate — and tells you which one.
  • Indoor maps keep hiding weather, whatever climate covers them.
  • Climates need the Weather feature flag (on by default). With it off, every climate
stays clear, like the rest of the world.