NaturalDisasters
Ten server-authoritative natural disasters: earthquake, ocean tsunami, tornado that lifts you, sandstorm, blizzard, meteor shower, volcanic ash, blood moon, supercell lightning, wildfire. Forecast HUD, lightning rod, water bucket.Changelog
1.1.0 — clearer configuration
- Real forecast: natural events are announced
Forecast.LeadGameHours(default 12 game hours) in advance — panel countdown in game days/hours, centre message and map circle from the moment the dice decide. - Scheduling is now in game time and percent:
Scheduler.RollEveryMinDays/RollEveryMaxDays(game days between rolls),ChancePercent(chance per roll),CalmDaysAfterEvent,SameEventCalmDays. Event length is<Event>.DurationGameHours. The old second-based keys (MinimumEventInterval, MaximumEventInterval, GlobalCooldown, PerTypeCooldown, EventChance, Duration) are ignored — re-enter your values in the new keys. - Every key carries its unit in brackets and a plain-language explanation in the .cfg file; docs/CONFIGURATION.md is a full guide with worked examples and FAQ.
1.0.2
- Every config key now has its own description inside the .cfg file and in docs/CONFIGURATION.md, with a units/time section (1 game day = 1800 s) and ready-made scheduling recipes.
Scheduler.EventChance(0-1): probability that a scheduler roll starts an event, so "5 % chance per game month" is now expressible; number caps raised to 30 real days for long cooldowns.<Event>.RequiredKeys: comma-separated global keys required for an event (season mods, custom keys viasetkey).- Calmer defaults: rolls every 1800-5400 s, GlobalCooldown 1800 s (no more back-to-back events), PerTypeCooldown 7200 s, event Duration 120 s.
1.0.1
- Console command is
ntldstr(wvdwsstill works); the 1.0.0 upload shipped a build in which the rename, the ash poisoning and the creature building damage were not yet active. - Announcements are plain centre messages (no biome stinger).
- Event creatures damage buildings normally; only the disasters' own damage stops at the 30 % floor.
- Blizzard puts out fires outside shelters; volcanic ash gives Ash lungs (0.5 health/s outside a shelter, configurable).
- Frost creatures are white; tornado gets a full storm deck of clouds, lightning flashes and rain.
1.0.0 — first release
- Centre-screen announcements with stinger when an event is forecast near you ("Dark clouds gather... a tornado is forming") and again when it hits; English and Romanian.
- Coloured event circles on the map and minimap, sized to the event radius, following the tornado; fade on clear.
- Natural events now start around a player — between the player and their nearby buildings when there are at least eight pieces within 110 m — with a random radius of 220–380 m, so you cannot simply step out of them.
- Day/night binding per event (
TimeOfDay): tornado, sandstorm and wildfire by day; blizzard, meteor shower and blood moon by night; the rest any time. Forced events ignore it for testing. - Progression gating (
RequiredBosses): earthquake and sandstorm from the start, supercell and wildfire after the first boss, tornado and blizzard after two, tsunami and meteor shower after three, blood moon after four, volcanic ash after five.Scheduler.ProgressGating = 0disables it. - Deadlier event creatures: Trolls and a Stone Golem for earthquakes, Fenrings/Wolves/Ulv for blizzards, Surtlings and Charred warriors for fire events, Draugr Elite and Abominations for supercells, Abominations for tornadoes (off by default).
- Tsunami: irregular random shoves along the wave direction while the crest is over you, on top of being lifted and carried; nothing once it has passed.
- Sand Wraith (and every skinned creature): smoke, particles and lights take the event colour too.
- Charred look rebuilt: every burnt material gets a GPU-copied, charcoal-darkened version of its own texture with the alpha untouched — bark, planks and leaves keep their shapes and turn grey-black; soot shells removed.
- Tornado funnel: four nested layers with a much denser streak texture; the column no longer reads see-through. A wide rotating storm deck of clouds, low scud, lightning flashes and rain surround the funnel.
- Announcements use the plain centre message (new-day / boss style), no biome stinger.
- Durability floor applies only to the disasters' own damage; event creatures (Trolls, Abominations...) damage buildings normally.
- Console command renamed to
ntldstr(wvdwskept as alias). - Blizzard puts out fires that are not inside a shelter (
Blizzard.ExtinguishFires). - Volcanic ash: Ash lungs —
VolcanicAsh.AirPoisonDamagehealth per second while exposed outside a shelter, slower stamina regeneration.
0.4.0 — Natural Disasters (first public test build, author FLmOds)
- Renamed to Natural Disasters; Thunderstore package
FLmOds-NaturalDisasters;wvdws reportwrites a diagnostic file for Discord bug reports. - Tsunami physics: the raised ocean is reported as each character's liquid level, so the crest lifts you into swimming wherever it reaches, carries you at the wave's speed while you are inside it, and leaves you alone outside it. Ships and loose objects get a gentle repeated shove; no more 20 m/s knockback on players.
- Tornado: characters inside the suction radius are pulled in, spun and lifted up to
Tornado.LiftHeight, then dropped with the game's own fall damage. - Event creatures for every event, recoloured and renamed on all clients from a ZDO skin tag (Sand Wraith, Frost Wolf, Ember Surtling, Ash Twitcher, Blood Fenring, Storm Draugr, Blaze Surtling, Rubble Greydwarf). Tsunami/Tornado spawns exist but are off by default. Ranged weapons stripped when
MeleeOnlyis on. - Ground burn marks rebuilt: raycasts only against terrain and floors (no spikes up trees), clamped, soft radial alpha, own procedural soot texture, smaller.
0.3.1
Noise-only impact/bed synthesis (no tonal resonators); louder blizzard howl and whistle; tsunami continuous native pushback carry and low short surge; procedural tornado streak/wall-cloud textures with nested funnels and wall-cloud disc; sandstorm event mobs; more ash Twitchers near players; melee-only stripping of event mobs; terrain-conforming ground burn marks. Protocol 5, schema 5.
0.3.0
Procedurally synthesized sound banks (55 clips) with continuous beds, sub layer and non-periodic random impacts; ocean-surface tsunami (native water mesh displacement + GetWaterSurface); direction-dependent sandstorm movement, wind-pushed jumps and airborne drift; blizzard snow streaks and native Freezing via EnvMan.IsFreezing; dense particle tornado with debris, skirt and wall cloud; multi-bolt supercell with player targeting and identical bolt effects; meteor trails, embers and shooting stars; burning-piece flames, fire lights and shader-independent charred look (dark colour, ember emission, soot shell). Protocol 4, schema 4. Runtime acceptance pending.
0.2.0
Per-frame hazard presentation; adaptive bounded decorative effects; dedicated licensed sound banks; swept tsunami contact; native snow/moon/meteor/lightning effects; tornado funnel; stronger sand slow including mobs; shelter-or-fire frost protection; natural meteor night gate; bats; denser meteor/fire; texture-safe charred aftermath and fire immunity checks. Protocol/schema 3. Independent review fixes status refresh, remote clear cleanup and mob coverage. Runtime acceptance pending.
0.1.3
Valheim 1.0 API adaptation: RoofCheck receives the player transform; sector queries use SimulationDistance with classic coverage and no distant sectors. Minimum Jotunn raised to 2.30.1. Added metadata verification for all seven Harmony targets. Release builds cleanly; 44 domain tests pass. Runtime acceptance pending.
0.1.2
Dense three-layer cloud banks for storms, meteor showers and volcanic ash; thicker Wildfire smoke. Added local VFX.CloudDensity setting, default 3. Bounded cloud particle budgets.
0.1.1
Host gameplay packet rewind; correct rod build range; console tsunami bypass; immediate force positioning; native ocean tsunami; stronger earthquake damage/waves/audio; darker ash/meteor/storm sky; red moon disk; Yagluth fire and half-day charred aftermath.
44 automated domain tests pass. Visual changes require the next in-game acceptance session.
0.1.0
- New implementation of ten localized weather disasters.
- Server event scheduling, cluster exclusion, timestamped snapshots and admin commands.
- Forecast HUD with local English/Romanian text and event icons.
- Capped construction damage, event mob cleanup and ground fire propagation.
- Custom lightning rod and water bucket models/recipes.
- Licensed particle textures and recorded wind, rain/thunder and fire audio.
- Release packaging, safe deployment, SHA-256 checks and automated domain tests.
First acceptance build. In-game and multiplayer acceptance remain pending.


