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Weather 2 - Remastered

More dangerous local storms and tornados! Weather2 gets remastered!

File Details

Weather2Remastered-1.12.2-2.9.10hf1.jar

  • R
  • Feb 24, 2026
  • 7.42 MB
  • 12.0K
  • 1.12.2
  • Forge

File Name

Weather2Remastered-1.12.2-2.9.10hf1.jar

Supported Versions

  • 1.12.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:weather-2-remastered-695602:7670711")
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BRACE YOURSELF, THE GREAT CHANGE LOG IS HERE!

Please note, if you are having rendering issues with this update, you need to back up then delete your config folder and restart your game.

2.9.10 hf1

  • Fixed a bug where the grab system would cause a crash because WeatherUtil was returning a string instead of damage float from mods like Chisel.

2.9.10-indev

  • Fixed shaders and configEX hopefully.
  • Added an EZGUI entry to disable vanilla fog, as most shaders have their own fog rendering system which is completely incompatible with W2R's fog system (it relies on vanilla fog, optifine shaders bypass it, so the only way to fix it is disable vanilla fog). You can find this option on Graphics -> Page 2. This fixes a bug where the world stops rendering (chunks unload closer and closer to the player) due to vanilla fog while running Optifine Shaders.
  • Fixed the /configEX command not applying anything at all serverside. (Yes, again).

2.9.9b-indev

  • Fixed a memory leak caused by the render system caching blocks to spawn ambient particles.
  • Fixed client visual rain able to be > 100% somehow.
  • Bumped up the amount of rain created by weather machines ever so slightly.

Version 2.9.9a-indev

  • Made storms look like storms, hurricanes properly render.
  • Fixed an extremely rare case of "weather manager vs scene enhancer" when the weather is weathering, resulting in a concurrent modification exception.
  • Improved storm visuals further.

2.9.8c-indev

  • Changed how we get storm entities for deciding on sky darkness / rain intensity. This brings a whole new visual experience to the mod.

2.9.8b-indev

  • Fixed a bug with storm spawning logic that made it never get the closest player. Storms would always spawn at a random player's location. (Thanks, Miyu)
  • Improved lightning strike sounds (Thanks, Brawler :))

2.9.8-indev

  • HUGE GRAPHICS OVERHAUL
  • Added new wall cloud texture with a lowered storm base
  • Tornadoes now randomly change shape ever so slightly
  • Separated max storm size and max tornado size
  • Increased opacity and detail for rain clouds
  • Increased max storm damage size to 350 by default.
  • Coincidentally made hurricanes absolutely terrifying
  • Updated localization to clarify extended rendering is now fixed.
  • Fixed debris not spawning
  • Completely changed how sounds are played, may need a retweak in the future.
  • Config Changes: (please back up your configs and delete the configs folder then readjust them to your liking)
    • Enabled Medium extended render distance by default, raised medium's distance to 384 blocks (24 chunk distance).
    • Increased default storm size to 1500.
    • Increased default cloud layer heights, layer 2: 300, layer 1: 250, layer 0: 200.

2.9.7-indev-B

  • Actually fixed fog.
  • Made radar actually show the correct fog by accounting for precipitation in the storm.
  • Adjusted fog density values AGAIN (They actually work now.)
  • Fixed weather machine being unable to create clouds with no rain.
  • Fixed weather machine outputting minimal rain in its storms.

2.9.7-indev-A

  • New storm flag to make storms that don't rain (noRain)

2.9.7-indev

  • Fixed multiple ffog related issues
  • Added new advanced config Storm - Max Rain Buildup, theoretically prevents rain from building up indefinitely.
  • Fixed the radar showing incorrect fog values, leading to confusion.
  • Adjusted fog density.
  • Raised default storm humidity buildup rate to 3, lowered spend rate to 2, should make storms last longer.

2.9.6-indev

  • Storms now turn green if severe (supercell / violent)
  • Cloud particles can be colored via advanced client config (EZGUI). 0.0 = blue, 1.0 = red, 0.5 would be stock gray.
  • Grab system has been tweaked to do major damage with a tiny performance hit.
  • Removed unused textures
  • Slight code cleanup.

2.9.5-indev

  • Added storm probability min and max for random storm probability, calculated each in-game morning.
  • Added option to disable front rendering on radar
  • Added option to disable cloud rendering
  • Renamed option enable global weather to enable overcast mode
  • Added new volume config for Rain
  • Adjusted volume on various sounds
  • Updated particle textures further
  • Completely rewrote sound system for a better experience
  • Fixed rain and overcast not being set properly, sky should darken properly now
  • Weather2 Create command now notifies you when a storm fails to spawn because of Overcast Mode
  • Lightning can now spawn farther away from storms for more realism
  • Camera shake now shakes the POV rather than rotating the POV.
  • Camera shake intensity has been reduced.
  • Enable Sky Lightnning now works on all forms of lightning.
  • Fixed rain extinguishing entities underground at a small performance cost

2.9.4-indev

  • Fixed a serverside crash

2.9.3-indev

  • Cleaned up a lot of useless code
  • Fixed lightning having aimbot
  • Weather2 Lightning should now be detected by any mod that detects vanilla lightning.
  • Updated particle textures
  • Added many new sounds like Thunder and Distant violent storm sounds (Thanks, Brawler)
  • Possibly fixed more crashing issues with various mods

2.9.2-indev

  • Added config to change command name via ConfigMisc, advanced EZGUI.
  • Command name changed from "/storm" back to "/weather2".
  • Attempted to fix all fog related issues.
  • ADDED OPTIFINE COMPATIBILITY WITH EXTENDED RENDER DISTANCE

2.9.1-indev

  • Added mixin support, allowing storm rain to be detected by almost every kind of vanilla and modded block.
  • Non-full blocks like slabs and fences can now be grabbed / replaced, as well as tile entities like furnaces and chests.
  • Slightly optimized various methods throughout the mod.