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Realistic Tornado Disasters

Adds destructive, tiered F1-F5 tornadoes with realistic physics, volumetric rendering, and debris interaction to your world.

Welcome to the storm.

First off, I have to give a massive shoutout to Proton Manly's Weather Mod (check it out here). This project was heavily inspired by his work.

Now, let's be real: I am nowhere near his level of quality yet (that mod is legendary), but I wanted to try my own spin on the concept, specifically focusing on making the visuals feel "heavier" using a volumetric system.

The Main Idea

My goal was to move away from tornadoes that just look like spinning flat particles. I wanted to build storms that have actual depth and make you feel small when you see them on the horizon.

Key Features

True Volumetric Visuals: I used custom shaders to render the funnels. Instead of 2D sprites, they look like actual 3D clouds with density and lighting. It makes a huge difference in the atmosphere.

The Tier System (F1 - F5): I implemented the classic scale, and I tried to make each tier feel distinct mechanically:

  • F1 (The Warning): Mostly just pushes loose items around and knocks you back. Good for a scare, but you'll survive.
  • F2-F3 (The Real Threat): This is where it gets dangerous. These will pick up mobs, rip off roofs, and break weaker blocks like wood and leaves.
  • F4-F5 (Run Away): Honestly, just run. These things turn the sky black, spawn lightning, and will rip up almost any block. If you get caught in one, you are going for a ride.

Physics & Debris: I spent a lot of time on the destruction physics because I wanted it to feel chaotic.

  • Debris Cloud: When the tornado rips up the ground, the blocks don't just vanish. They turn into falling block entities that spiral around the funnel before getting chucked out.
  • Water Spouts: If the storm moves over the ocean, it sucks up the water and creates splashes. It’s a small detail, but it makes crossing oceans terrifying.

A Note on Bugs & Feedback

Even though this is technically a "Release" version, code is messy and Minecraft is unpredictable. There will probably be bugs.

I'm still learning and polishing this, so if you find something weird (or if the physics engine decides to launch you into orbit when it shouldn't), please let me know in the comments or issue tracker. Your feedback is genuinely appreciated and helps me fix things faster.

Performance Note

Rendering volumetric clouds and calculating physics for hundreds of flying blocks is heavy work. I’ve optimized the destruction logic (spiral scanning) so it shouldn't tank your server's TPS, but please be realistic—an F5 tearing through a dense jungle is going to hit your frames harder than clear skies.

Enjoy the weather! (And maybe build a bunker underground, just in case.)

The Realistic Tornado Disasters Team

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