Project Atmosphere
Added
Changed
Fixed
- PA still referencing Serene Seasons Plus directly instead of through the API, causing crashes when SSP is not present.
Notes
AS ALWAYS UPDATING TO THIS VERSION REQUIRES DELETING YOUR OVERWORLD FOLDER (created by Project Atmosphere) TO AVOID ISSUES WITH THE NEW REGION SYSTEM.
Go to your worlds folder and delete the "overworld" folder to allow the new region system to generate fresh regions.Note that this will reset the current forecast and could introduce desynced weather effects if the forecast isn't regenerated properly. (/temperature regenerate)
Project Atmosphere
Added
- Missing TFC's biomes
Changed
Fixed
Notes
AS ALWAYS UPDATING TO THIS VERSION REQUIRES DELETING YOUR OVERWORLD FOLDER (created by Project Atmosphere) TO AVOID ISSUES WITH THE NEW REGION SYSTEM.
Go to your worlds folder and delete the "overworld" folder to allow the new region system to generate fresh regions.Note that this will reset the current forecast and could introduce desynced weather effects if the forecast isn't regenerated properly. (/temperature regenerate)
Project Atmosphere
Added
- Ecliptic season mod support (ALPHA)
- Guess what I added Gabou's Libs to the mods.toml so it's going to tell you to install it if you don't have it already.
Changed
- Season handlers
Fixed
- TFC delegate
Notes
- I added support for the Ecliptic Season mod already. I still recommend using Serene Seasons for now since it offers better compatibility at the moment, and you also get Serene Seasons Plus which brings many nice features. I tested Ecliptic Season quickly and it seems to work well, but if you run into any issues, feel free to let me know. That is the reason it is marked as ALPHA for now.
AS ALWAYS UPDATING TO THIS VERSION REQUIRES DELETING YOUR OVERWORLD FOLDER (created by Project Atmosphere) TO AVOID ISSUES WITH THE NEW REGION SYSTEM.
Go to your worlds folder and delete the "overworld" folder to allow the new region system to generate fresh regions.Note that this will reset the current forecast and could introduce desynced weather effects if the forecast isn't regenerated properly. (/temperature regenerate)
Project Atmosphere
Added
- Region-first plumbing: region orchestrator scaffolding, region-based sampling APIs, and unified region key (
RegionInstanceKey) across wind/state/spike/orchestrator.
Changed
- Spikes are region-only (removed from biome generation); player movement tracking is region-based (regen when entering a new region or moving ~80% of region size).
- Cloud sampling uses region centers; far clouds culled; SimpleClouds spawns hard-capped at 10k from players and biased closer.
- Removed pattern cloud type
Fixed
- Partial fix for cloud coverage.
Notes
- Region-first runtime: unified region key and region-based APIs simplify lookups and reduce biome churn.
- Region-only spikes and region movement tracking reduce regen spam (regen on new region or ~80% region-size move).
- Cloud behavior: sampling uses region centers, far clouds culled, SimpleClouds spawns hard-capped at 10k and biased toward nearby players to keep cloud effects relevant.
- Next steps: further optimize region management, enhance cloud dynamics, and refine spike integration with biome features.
AS ALWAYS UPDATING TO THIS VERSION REQUIRES DELETING YOUR OVERWORLD FOLDER (created by Project Atmosphere) TO AVOID ISSUES WITH THE NEW REGION SYSTEM.
- Go to your worlds folder and delete the "overworld" folder to allow the new region system to generate fresh regions.
- Note that this will reset the current forecast and could introduce desynced weather effects if the forecast isn't regenerated properly. (/temperature regenerate)
Project Atmosphere
Added
- Refreshed wind module (partial overhaul, more improvements coming)
Fixed / Behavior
- Fixed crash related to wind updates
Changed
- Increased forecast radius from 10 000 blocks to 50 000 blocks
- Improved overall performance of weather and atmosphere calculations
- Reduced biome sampling step from 128 blocks to 64 blocks for much higher accuracy
- Increased maximum number of biome forecasts from 40 to 1000 to support large worlds and modpacks
- Increased default cloud region size from 700 blocks to 1500 blocks for better cloud coverage in large worlds
PS:
- This version might have bugs related to the new wind module. Please report any issues you encounter on my Discord server.
- I observed that clouds seems to pile up in the same area after a while...
- Irrealistic forecast should be gone, but let me know if you still see them.
- Also, performance should be better, but if you notice any lag spikes related to weather updates, please inform me.
Thank you for your support and feedback!
Modrinth broken cant find a forge method???
Project Atmosphere
Added
Fixed / Behavior
Changed
- Migrated a class to Gabou's Libs to reduce code duplication across mods.
Project Atmosphere
Added
Fixed / Behavior
-Remove SS and SS+ as required dependencies for TFC compatibility
Changed
🌤 Project Atmosphere
Changelog
🆕 Added
🛠️ Fixed
- Fixed a crash in ticking loop this time frl
⚙️ Changed / Removed
PS I strongly suggest you do /temperature regenerate after updating to this version to ensure all temperature data is up to date.
Project Atmosphere
Added
- Pluggable season bridge (Serene Seasons by default, PA-for-TFC placeholder otherwise) with a neutral fallback.
- Aurora/rainbow shader flags and positions on the client so shader packs can react.
Fixed / Behavior
- Auroras render only on cold nights; rainbows only when rain stops and rain level is zero.
- Tornado shader binds live SimpleClouds clouds and densifies alpha/color to remove holes;
/spawnTornadospawns the shader funnel even without the CloudTornadoes SSBO (unless legacy fallback is enabled).
Changed
- Season-dependent systems (auroras, leaves, hurricanes, temperature generation) now use the new season helper instead of hard Serene Seasons calls.
PS - Tornadoes might fail to spawn if no cumulonimbus clouds are present yet; the command queues retries until one appears. Tornadoes also might fail and tell you that your shaders are out of date if the CloudTornadoes SSBO is missing; enable the legacy fallback in the config in that case. I will continue to work on improving these behaviors in future releases.
🌤 Project Atmosphere
Changelog
🆕 Added
🛠️ Fixed
- Fixed a crash in ticking loop
⚙️ Changed / Removed
PS I strongly suggest you do /temperature regenerate after updating to this version to ensure all temperature data is up to date.
🌤 Project Atmosphere
Changelog
🆕 Added
🛠️ Fixed
- Fixed a crash in ticking loop
⚙️ Changed / Removed
Project Atmosphere
Added
- Terralith and Nature’s Spirits biome support, enabling the forecast, humidity, and sunlight models to recognise these worldgen packs out of the box.
Fixed
- Improved weather stability logic to avoid rapid cloud cycling or “rave” behavior between biomes.
- Corrected humidity-to-rain intensity mapping to produce smoother transitions.
- Cloud region spawning no longer stalls behind stuck async workers, preventing empty skies on fresh worlds.
Changed / Removed
- Forecast updates now occur asynchronously, ensuring seamless regional transitions and no TPS impact during major weather changes.
- Forecast curves were rebalanced to keep daytime highs/lows anchored to realistic seasonal envelopes before wind, humidity, and storm modifiers are applied.
Project Atmosphere
Added
- Cyclone and low-pressure systems that dynamically reshape the world’s weather patterns, replacing static forecast regeneration.
- Sunlight-based temperature system where each biome has its own solar energy absorption rate, and cloud cover now realistically reduces local heating, creating cooler or warmer zones over time.
- Rainbow system that appears dynamically after rainfall events based on humidity, sunlight angle, and biome type.
- Aurora Borealis integration, adding naturally shifting lights at high latitudes during clear and cold nights, fully synchronized with temperature and pressure data.
- Dynamic forecast persistence, where only major geographical displacement or manual commands regenerate the world’s base forecast.
Fixed
- Improved weather stability logic to avoid rapid cloud cycling or “rave” behavior between biomes.
- Corrected humidity-to-rain intensity mapping to produce smoother transitions.
Changed / Removed
- Removed daily forecast regeneration in favor of continuous, cyclone-driven evolution across the world.
- Temperature is now influenced by solar energy and atmospheric pressure instead of relying solely on biome constants.
- Forecast updates now occur asynchronously, ensuring seamless regional transitions and no TPS impact during major weather changes.
🌤 Project Atmosphere
Changelog
🆕 Added
🛠️ Fixed
- Fixed a crash caused by Serene Seasons+ class name changes.
⚙️ Changed / Removed
- Updated compatibility with the latest Serene Seasons+ version.
- Adjusted internal references to match new class structures.
🌤 Project Atmosphere
Changelog
🆕 Added
- Biome we've gone and region explored biome's support for temperature forecast.
- You can now configure the booster for the clouds' severity inside the config file.
🛠️ Fixed
⚙️ Changed / Removed
PS: I'm working on the next update version 0.6.0 but I wanted to give you guys this small update before that one. Enjoy!
🌤 Project Atmosphere
Changelog
🆕 Added
🛠️ Fixed
- Fixed a bug that made already implemented biomes not register correctly.
- Fixed several crafting recipes that previously failed to load or craft.
⚙️ Changed / Removed
- Nerfed again the spawn rates thunderstorms and rainstorms.
🌤 Project Atmosphere
Changelog
🆕 Added
🛠️ Fixed
- Dimensions crashes
- Texture for thermometer and barometer items



