Difference between revisions of "Modding:Weather data"

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(copy from canimod.com with permission, dual-licensed CC BY-NC-SA for compatibility with wiki. Main author is Kylindra, with contributions from Pathoschild.")
 
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<pre>
+
← [[Modding:Index|Index]]
---
 
layout: default
 
title: Weather
 
intro: >
 
    This page explains how the game handles weather. This is meant as an in-depth overview for
 
    modders.
 
permalink: /for-devs/weather
 
redirect_from:
 
    - /guides/weather
 
---
 
  
Weather in Stardew Valley runs from multiple sources.
+
This page documents how the game generates [[weather]] in the game.
  
## Coding Explanation
+
==Data==
First off, weather (for tomorrow) is controlled by the variable weatherForTomorrow. It's an _int_, and takes one of the following arguments
+
The weather is controlled by the integer field <samp>Game1::weatherForTomorrow</samp>. The possible values are:
  
weather | value
+
{| class="wikitable"
------------ | -------------
+
|-
weather_sunny | 0
+
! value
weather_rain | 1
+
! constant
weather_debris | 2
+
! weather
weather_lightning | 3
+
|-
weather_festival | 4
+
| 0
weather_snow | 5
+
| <samp>weather_sunny</samp>
weather_wedding | 6
+
| sunny
 +
|-
 +
| 1
 +
| <samp>weather_rain</samp>
 +
| rain
 +
|-
 +
| 2
 +
| <samp>weather_debris</samp>
 +
| windy
 +
|-
 +
| 3
 +
| <samp>weather_lightning</samp>
 +
| lightning
 +
|-
 +
| 4
 +
| <samp>weather_festival</samp>
 +
| festival
 +
|-
 +
| 5
 +
| <samp>weather_snow</samp>
 +
| snow
 +
|-
 +
| 6
 +
| <samp>weather_wedding</samp>
 +
| wedding
 +
|}
  
The weather debris for the season differs (weather_debris), and is offset _16_ in spring, _24_ in summer, _18_ in fall, and nothing in winter. It failsafes to _20_.
+
==Algorithm==
 +
===Forced weather===
 +
Certain dates always have the same weather:
  
prepareSpouseForWedding() sets the weather to wedding.
+
{| class="wikitable"
 +
|-
 +
! date
 +
! weather
 +
! overridden by
 +
|-
 +
| spring 1
 +
| <samp>weather_sunny</samp>
 +
| <samp>newday</samp> and <samp>tv</samp>
 +
|-
 +
| spring 2 (year 1)
 +
| <samp>weather_sunny</samp>
 +
| <samp>newday</samp>
 +
|-
 +
| spring 3 (year 1)
 +
| <samp>weather_rain</samp>
 +
| <samp>newday</samp>
 +
|-
 +
| spring 4 (year 1)
 +
| <samp>weather_sunny</samp>
 +
| <samp>newday</samp>
 +
|-
 +
| spring 13
 +
| <samp>weather_festival</samp>
 +
| <samp>newday</samp>
 +
|-
 +
| spring 24
 +
| <samp>weather_festival</samp>
 +
| <samp>newday</samp>
 +
|-
 +
| summer 1
 +
| <samp>weather_sunny</samp>
 +
| <samp>newday</samp> and <samp>tv</samp>
 +
|-
 +
| summer 11
 +
| <samp>weather_festival</samp>
 +
| <samp>newday</samp>
 +
|-
 +
| summer 13
 +
| <samp>weather_lightning</samp>
 +
| <samp>newday</samp>
 +
|-
 +
| summer 26
 +
| <samp>weather_lightning</samp>
 +
| <samp>newday</samp>
 +
|-
 +
| summer 28
 +
| <samp>weather_festival</samp>
 +
| <samp>newday</samp>
 +
|-
 +
| fall 1
 +
| <samp>weather_sunny</samp>
 +
| <samp>newday</samp> and <samp>tv</samp>
 +
|-
 +
| fall 16
 +
| <samp>weather_festival</samp>
 +
| <samp>newday</samp>
 +
|-
 +
| fall 27
 +
| <samp>weather_festival</samp>
 +
| <samp>newday</samp>
 +
|-
 +
| winter 1
 +
| <samp>weather_sunny</samp>
 +
| <samp>newday</samp> and <samp>tv</samp>
 +
|-
 +
| winter 8
 +
| <samp>weather_festival</samp>
 +
| <samp>newday</samp>
 +
|-
 +
| winter 14
 +
| <samp>weather_sunny</samp>
 +
| <samp>newday</samp>
 +
|-
 +
| winter 15
 +
| <samp>weather_sunny</samp>
 +
| <samp>newday</samp>
 +
|-
 +
| winter 16
 +
| <samp>weather_sunny</samp>
 +
| <samp>newday</samp>
 +
|-
 +
| winter 25
 +
| <samp>weather_festival</samp>
 +
| <samp>newday</samp>
 +
|}
  
The meat of this is in newDayAfterFade()
+
===Generated weather===
 +
Weather in Stardew Valley is set within the <samp>Game1::newDayAfterFade()</samp> function (after the day change code, but before SMAPI's <samp>SaveEvents.BeforeSave</samp> event).
  
First, for weather, it checks if the wedding is today. It sets it to 6 if it is.
+
The game follows these steps to decide which weather and debris to set for the next day:
  
On the following days, you get the following weather by force:
+
# Check for [[#Forced weather|forced weather]].
 +
# If today is a festival, set the weather to <samp>weather_festival</samp>.
 +
# If today is a wedding, set the weather to <samp>weather_wedding</samp>.
 +
# Set <samp>Game1::wasRainingYesterday</samp> based on whether it was raining or storming.
 +
# Reset all weather flags, and sets them in the following pattern
 +
## If it is going to rain or storm, set the rain flag to true
 +
## If it is going to storm, set the storm flag to true
 +
## If the weather is (sunny, debris) or (festival || snowy || wedding), clear all the flags
 +
## and then if it's snowy, set snowy to true
 +
## It then sets the song based on this
 +
## Clear the debris weather array and clear the flag
 +
## if bloom isn't null, clear it's visibility
 +
## If the wedding is debris, populate the debris array.
 +
# If it's not raining, and the chance to rain tomorrow is less than .1, it will try to create a bloom day.
 +
# It then calculates the rain chance for tomorrow. It follows the following algorithm
 +
## Check to see if it's summer.
 +
### If not, check to see if it's winter.
 +
#### If it's not, the rain chance is .183
 +
#### Else, it's .63
 +
## If it is, it uses the following: Check if it's day 1.
 +
### If it's not, the chance is .12 + <samp>Game1::dayOfMonth</samp> * 3/1000
 +
### If it is, the chance is 0. Which.. is kinda redundant, as the force days take care of this.
 +
# Check to see if a random number is less than the odds. If it is, it follows the following algorithm
 +
## Set <samp>Game1::weatherForTomorrow</samp> to <samp>weather_rain</samp>
 +
## If:
 +
### It's summer, and if a random number is less than .85
 +
### Or If it's not winter, and if a random number is less than .25 AND the day of the month is more than 2 and more than 27 days have been played
 +
### Set <samp>Game1::weatherForTomorrow</samp> to <samp>weather_lightning</samp>
 +
## If it is winter
 +
### Set <samp>Game1::weatherForTomorrow</samp> to <samp>weather_snow</samp>
 +
# Else, if it's over the rain odds.
 +
## If you've played less than 3 days.
 +
## Or: if
 +
### It's not spring or a random number is greater than or equal to .2 (so 80%) and spring.
 +
### And it's not fall or a random number is greater than or equal to .6 (so 40%) and fall.
 +
### Or: If there is a wedding today
 +
#### Set <samp>Game1::weatherForTomorrow</samp> to <samp>weather_sunny</samp> if true
 +
#### Set <samp>Game1::weatherForTomorrow</samp> to <samp>weather_debris</samp> if false
 +
## Check if tomorrow is a festival, and set weather to <samp>weather_festival</samp> if true.
 +
## Again force the 3rd day to be <samp>weather_rain</samp>
  
day | season | year |weather
+
At this point, the main function is done setting weather.
----|--------|-------|-------
 
1|spring|any|weather_sunny
 
2|spring|1|weather_sunny
 
3|spring|1|weather_rain[1]
 
4|spring|1|weather_sunny
 
13|spring|any|weather_festival
 
24|spring|any|weather_festival
 
1|summer|any|weather_sunny
 
11|summer|any|weather_festival
 
13|summer|any|weather_lightning
 
26|summer|any|weather_lightning
 
28|summer|any|weather_festival
 
1|fall|any|weather_sunny
 
16|fall|any|weather_festival
 
27|fall|any|weather_festival
 
1|winter|any|weather_sunny
 
8|winter|any|weather_festival
 
25|winter|any|weather_festival
 
  
[1] The game first sets it to weather_sunny and then in a later check to weather_rain
+
===TV Channel===
 
+
The TV checks the weather, but will occasionally set it on certain days. It follows the following chart:
At this point, it checks if it's rainy or storming, and sets the flags.
 
 
 
If it's 0-2-4-5-6, it clears all rainy, storm or lightning tracks. (it then manually sets snowing after this..)
 
 
 
It then sets the debris array to active, and then it starts setting weather for the next day (!).
 
 
 
In summer, the chance of rain the next day is : 0% if it's the first day, and  .13 + .003 * the day of the month
 
In winter, the chance of 'rain' is 63%.
 
In fall and spring, it's 18.3%
 
 
 
It then picks a number, and if it's less than the chance of rain, it sets it equal to rain. It then checks if it's summer, and rain in summer has an 85% chance of becoming storms. OR: In any month that isn't winter, as long as you've played more than 27 days and it's at least the third day of the month, you have a 25% chance of the rain becoming a storm.
 
 
 
In winter, rain always becomes snow.
 
 
 
If the number is over the chance of rain, it checks you've played for at least 2 days, and that it's not a wedding day. In spring, there is a 20% chance of wind, and in fall, a 60% chance of the weather becoming windy.
 
 
 
Then, it finally sets the weather to sunny
 
 
 
It then checks to make sure that the next day is a festival day. If so, it sets it to weather_festival. If the current day is the 2nd day of spring, it makes sure the third day is rainy. (again.) (It's sets this by making sure you've played 2 days.) and updates your current weather icon near the end of the function (After a bunch of other things.)
 
 
 
## TV channel
 
 
 
Now, if you check the TV, it both can check the current weather or alter it. (getWeatherForceast())
 
  
 
The TV force sets by:
 
The TV force sets by:
  
day | season | year |weather
+
{| class="wikitable"
----|--------|-------|-------
+
|-
1|spring|any|weather_sunny[1]
+
! date
1|summer|any|weather_sunny[1]
+
! weather
13|summer|any|weather_lightning[2]
+
|-
25|summer|any|weather_lightning[2]
+
| spring 1
1|fall|any|weather_sunny[1]
+
| <samp>weather_sunny</samp>¹
1|winter|any|weather_sunny[1]
+
|-
 
+
| spring 3
[1] also set (and therefore overriden) by the newDay() function
+
| <samp>weather_rainy</samp>¹
[2] These are set by current_day mod 12, which results in the 13th and 25th.
+
|-
 
+
| summer 1
Description:
+
| <samp>weather_sunny</samp>¹
 
+
|-
It will check the weather, and do the following:
+
| fall 1
 
+
| <samp>weather_sunny</samp>¹
* Sunny or Wedding: A 50% chance of one of two strings: "It's going to be clear and sunny all day." or "It's going to be a beautiful, sunny day tommorow!"
+
|-
* Rain: "It's going to rain all day tomorrow"
+
| winter 1
* Debris: Spring: "Partially cloudy with a light breeze. Expect lots of pollen!" Not Fall: "It's going to snow all day. Make sure you bundle up, folks!" and defaults with: "It's going to be cloudy, with gusts of wind throught the day."
+
| <samp>weather_sunny</samp>¹
* Storm: "Looks like a storm is approaching. Thunder and lightning is expected."
+
|}
* Festival: It attempts to read the festival data, will spit out an amusing "Um... that's odd. My information sheet just says 'null'. This is embarrassing..." if it fails to read the data, other wise will read out where it is and when it is.
 
* Snow: A 50% chance of one of two strings: "Expect a few inches of snow tomorrow" or "Bundle up, folks. It's going to snow tomorrow!"
 
 
 
It returns an empty string for all other weathers. (which should be none, but.)
 
 
 
### Notes:
 
 
 
The TV will not neccesarilly be accurate for Summer 13,26 or Spring 2,4. Those are force set within the newDayAfterFade() function.
 
 
 
## Rain Totem:
 
 
 
It makes sure you aren't in multiplayer and that tomorrow isn't a festival day. If so, it sets the weather for tomorrow to weather_rain. Of an interesting note, see the TV notes above.
 
 
 
===========================================
 
 
 
Now that we've broken down the flow, here's a (long winded) breakdown of each weather's chances.
 
 
 
## Sunny Weather (0,4,6)
 
 
 
In _Spring_, there is first an 18.3% base chance that it rains assuming that it's not overriden. (81.7% chance remaining for other weathers). If it doesn't rain, it has an 80% chance to remain sunny. (except on Spring 3, which will always be rainy.). This means in _Spring_, there is a 66.4% chance of it being sunny.
 
 
 
In _Summer_, there is a diminishing chance daily of sunny weather, but generally, you have a 86% chance on the second day, to 79.9% chance on the last day. The precise chance is: 1 - [13% + (.3 * day of the month)] per day, and it's a 0% chance on day 1. Bear in mind that Summer 12,13,24 and 26 will be stormy.
 
 
 
In _Fall_, the odds are precisely the same as Spring. There's no forced weather though.
 
 
 
In _Winter_, there is a 63% chance of preciptation, so only a 37% chance of sunny weather.
 
 
 
## Rainy Weather (1)
 
 
 
In _Spring_, you have a 18.3% chance of rain. If it rains, there's only a 25% chance of storms, _as long as it is not Year 1_. So the rain odds in Spring is a flat 18.3% in Year 1, and 13.725% in Year 2 and beyond. It will be rainy on Spring 3 Year 1.
 
 
 
In _Summer_, you have a steadily increasing chance of rain starting at 14% on Summer 2 to a 21.1% chance on Summer 27. However, during _Summer_, you have a 85% chance to make the rain into storms. So you have a scale of [13% + (.3 * day of the month)] * .85 to determine your chances of rainfall. (See the note about forced weather above.)
 
 
 
In _Fall_, it's the same as _Spring_, although Fall Year 1 can be stormy, so it's 13.725%.
 
 
 
In _Winter_, it does not rain.
 
 
 
## Debris Weather (2)
 
 
 
In _Spring_, you have a 20% chance for this after rain, so approximately 16.6% chance of debris weather.
 
 
 
In _Summer_ you cannot have debris weather.
 
 
 
In _Fall_, you have a 60% chance for this after rain, so approximately 49.8% chance of debris weather.
 
 
 
In _Winter_ you cannot have debris weather.
 
 
 
## Stormy Weather (3)
 
 
 
In _Spring_, you have a 4.57% of storms.
 
 
 
In _Summer_, you have a variable chance of storms. It starts at 11.9% and increases to 17.9% chance.
 
 
 
In _Fall_, you have a 4.57% of storms.
 
 
 
In _Winter_ you cannot have stormy weather.
 
 
 
## Snowy Weather
 
  
In _Winter_, you have a 63% chance of snow.
+
<small>¹ Also set (and thus overridden) by the <samp>Game1::newDayAfterFade()</samp> method.</small><br />
  
No other season has snow.
+
The TV will check the weather and show the following message:
  
# Override Table
+
{| class="wikitable"
 +
|-
 +
! weather
 +
! message
 +
|-
 +
| sunny or wedding
 +
| 50% chance each:
 +
* "It's going to be clear and sunny all day."
 +
* "It's going to be a beautiful, sunny day tommorow!"
 +
|-
 +
| rain
 +
| "It's going to rain all day tomorrow"
 +
|-
 +
| debris
 +
| Per conditions:
 +
# If spring: "Partially cloudy with a light breeze. Expect lots of pollen!"
 +
# If not fall: "It's going to snow all day. Make sure you bundle up, folks!" and defaults with: "It's going to be cloudy, with gusts of wind throught the day."
 +
# If storm: "Looks like a storm is approaching. Thunder and lightning is expected."
 +
# If festival, it attempts to read the festival data. If it fails, it will say "Um... that's odd. My information sheet just says 'null'. This is embarrassing..." If it succeeds, it will read out where it is and when it is.
 +
# If snow, a 50% chance of one of two strings: "Expect a few inches of snow tomorrow" or "Bundle up, folks. It's going to snow tomorrow!"
 +
|-
 +
| ''any other''
 +
| Returns an empty string (should never happen).
 +
|}
  
day | season | year |weather|overriden by
+
'''Note:''' the TV will not necessarily be accurate for any other day than non festival days, the first of the month and the 3rd of spring, which are force-set by the <samp>Game1::newDayAfterFade</samp> method. Farmhands (and not host players) may not even get that accuracy for the first of the month and 3rd of spring.
----|--------|-------|-------|--------
 
1|spring|any|weather_sunny|newday and tv
 
2|spring|1|weather_sunny|newday
 
3|spring|1|weather_rain|newday
 
4|spring|1|weather_sunny|newday
 
13|spring|any|weather_festival|newday
 
24|spring|any|weather_festival|newday
 
1|summer|any|weather_sunny|newday and tv
 
11|summer|any|weather_festival|newday
 
13|summer|any|weather_lightning|newday and tv
 
25|summer|any|weather_lightning|tv
 
26|summer|any|weather_lightning|newday
 
28|summer|any|weather_festival|newday
 
1|fall|any|weather_sunny|newday and tv
 
16|fall|any|weather_festival|newday
 
27|fall|any|weather_festival|newday
 
1|winter|any|weather_festival|newday and tv
 
8|winter|any|weather_festival|newday
 
25|winter|any|weather_festival|newday
 
  
# Weather Icon
+
'''Note 2:''' The Night Market is not considered a festival for the purposes of weather.
Thanks to Entoarox, the logic for this is pretty simple:  
 
The following will always apply: snowing sets _7_, sunny _2_, wedding _0_, festival _1_, raining _4_, stormy _5_
 
  
In spring, debris weather is _3_, summer will be __unset__, fall _6_, and winter _7_ (the same as snowing)
+
===Weather Icon===
 +
The weather icon is set in <samp>Game1::updateWeatherIcon</samp>, which sets an index in <samp>LooseSprite/Cursors.xnb</samp>:
  
These icons are located in _LooseSprite/Cursors.xnb_
+
# If snowing: 7.
 +
# If sunny: 2.
 +
# If wedding: 0.
 +
# If festival: 1.
 +
# If raining: 4.
 +
# If stormy: 5.
 +
# If spring: debris weather is 3.
 +
# If summer: unset (defaults to sunny).
 +
# If fall: 6.
 +
# If winter: 7 (same as snowing).
  
# Weather and Save Files
+
===Rain Totem===
 +
The rain totem (item #681) and is controlled by <samp>Object::rainTotem</samp>, which is invoked by <samp>Object::performUseAction</samp>. If tomorrow is a festival day, the item is used up but nothing happens. Otherwise, it uses up the item and sets the weather for tomorrow to <samp>weather_rain</samp> and displays the message.
  
Your save file is a snapshot of the day at 0600 the next morning. As such, changing WeatherForTommorow in there will not affect the day loaded. If you really need to alter weather, you'll want to look at the following attributes: ```isRaining, isDebrisWeather, isLightning, isSnowing```
+
==Weather probability by type==
 +
This section explains the probability of each weather type. This only applies on dates with no [[#Forced weather|forced weather]].
  
# Detecting Current Weather
+
===Sunny===
 +
Sunny weather covers weather variables 0, 4, and 6.
  
This is a brief overview. While it's generally obvious, I'll lay it out
+
* Spring: there's an 18.3% base chance of rain (81.7% chance remaining for other weathers). If it doesn't rain, there's an 80% chance to remain sunny (except on spring 3, which will always be rainy). That means that in spring there's a 66.4% chance of sunny weather.
 +
* Summer: The chance of sunny weather diminishes steadily per day from 87.4% on summer 1 to 79.9% on summer 28. The precise chance is 1 - [12% + (0.3% * day of the month)] per day, with a 0% chance on day 1.
 +
* Fall: identical to spring, but no forced weather.
 +
* Winter: there's a 63% chance of precipitation, so only a 37% chance of sunny weather.
  
weather | isRaining | isDebrisWeather| isLightning| isSnowing
+
===Rainy===
-------|-----------|------------|-----------|--------------
+
* Spring: there's an 18.3% base chance of rain. If it rains, there's a 25% chance of storms ''except in year 1''. So the rain odds in Spring is a flat 18.3% in year 1, and 13.725% in year 2 or later. It will always rain on spring 3 (year 1).
Sunny|F|F|F|F
+
* Summer: the chance of rainy weather increases steadily per day from 12.6% on summer 2 to 20.1% on Summer 27. There's an 85% chance that rain becomes storms. So you have a scale of [12% + (0.3% * day of the month)] * .15 to determine your chances of rainfall.
Rainy|T|F|F|F
+
* Fall: same as spring, except fall in year 1 can be stormy so it's a flat 13.725% chance.
Storm|T|F|T|F
+
* Winter: never rains.
Debris|F|T|F|F
 
Snowing|F|F|F|T
 
Festival|F|F|F|F
 
Wedding|F|F|F|F
 
  
# Comments (Modding)
+
===Debris===
 +
Debris weather covers weather variable 2.
  
Q. How do I fix the TV not being accurate, or add new strings?
+
* Spring: there's a 20% chance of this after rain, so approximately 16.6% chance of debris weather.
 +
* Summer: no debris weather.
 +
* Fall: there's a 60% chance for this after rain, so approximately 49.8% chance of debris weather.
 +
* Winter: no debris weather.
  
A. Override the function that does forecasts. Very difficult, although theoretically possible in SMAPI (and probably more fully in FarmHand)
+
===Stormy===
 +
Stormy weather covers weather variable 3.
  
Q. I want to set snowy weather outside Winter!
+
* Spring: 4.57% chance of storms.
 +
* Summer: variable chance of storms; starts at 10.71% and increases to 17.085%.
 +
* Fall: 4.57% chance of storms.
 +
* Winter: no stormy weather.
  
A. You can, as long as you keep in mind what days try to override that.
+
===Snowy===
 +
In winter, there's a 63% chance of snow. No other season has snow.
  
Q. What about adding new weathers?
+
==Save files==
 +
The save file is a snapshot of the day at 0600 the next morning. The <samp>WeatherForTommorow</samp> field was used to calculate the weather, but changing it has no effect on the weather since the weather flags have already been set by this point. To change the weather, you need to set one of these combinations of flags:
  
A. Err.. Outside the scope of this, I'm afraid
+
{| class="wikitable"
 +
|-
 +
! weather
 +
! <samp>isRaining</samp>
 +
! <samp>isDebrisWeather</samp>
 +
! <samp>isLightning</samp>
 +
! <samp>isSnowing</samp>
 +
|-
 +
| sunny
 +
| ☐
 +
| ☐
 +
| ☐
 +
| ☐
 +
|-
 +
| rainy
 +
| ☑
 +
| ☐
 +
| ☐
 +
| ☐
 +
|-
 +
| stormy
 +
| ☑
 +
| ☐
 +
| ☑
 +
| ☐
 +
|-
 +
| debris
 +
| ☐
 +
| ☑
 +
| ☐
 +
| ☐
 +
|-
 +
| snowy
 +
| ☐
 +
| ☐
 +
| ☐
 +
| ☑
 +
|-
 +
| festival
 +
| ☐
 +
| ☐
 +
| ☐
 +
| ☐
 +
|-
 +
| wedding
 +
| ☐
 +
| ☐
 +
| ☐
 +
| ☐
 +
|}
  
Q. I see that debris has code for winter but cannot be triggered
+
'''Note:''' changing <samp>isDebrisWeather</samp> during an active game will not create the array. You'll need to call <samp>Game1::populateDebrisWeatherArray</samp> to get the debris populated. Correspondingly, if you're removing the debris weather flag, remember to call <samp>Game1::debrisWeather::Clear</samp>.
  
A. Correct. It's also got an offset of 0, so you might have to do something about drawing the debris.
+
==Notes/FAQ==
 +
* The TV can be fixed by overriding it - or just by using Entoroax's Framework.
 +
* You can set snow and debris at any time, the game just won't.
 +
* You cannot set debris and rain at the same time.
  
Q. Any modding limitations?
+
[[Category:Modding]]
  
A. _Yes_. Bear in mind that SMAPI's PlayerEvents.LoadedGame and TimeEvents.DayOfMonthChanged run before SDV runs it's new day. The overrides and festival days will override your weather. That said, you can get snow and windy weather out of season. Also, debris weather will generally render as whatever the day was before due to how updateWeatherIcon() handles that in summer, but as snow in winter.
+
[[pt:Modificações:Dados climáticos]]
</pre>
+
[[ru:Модификации:Погодные явления]]

Latest revision as of 16:44, 14 May 2023

Index

This page documents how the game generates weather in the game.

Data

The weather is controlled by the integer field Game1::weatherForTomorrow. The possible values are:

value constant weather
0 weather_sunny sunny
1 weather_rain rain
2 weather_debris windy
3 weather_lightning lightning
4 weather_festival festival
5 weather_snow snow
6 weather_wedding wedding

Algorithm

Forced weather

Certain dates always have the same weather:

date weather overridden by
spring 1 weather_sunny newday and tv
spring 2 (year 1) weather_sunny newday
spring 3 (year 1) weather_rain newday
spring 4 (year 1) weather_sunny newday
spring 13 weather_festival newday
spring 24 weather_festival newday
summer 1 weather_sunny newday and tv
summer 11 weather_festival newday
summer 13 weather_lightning newday
summer 26 weather_lightning newday
summer 28 weather_festival newday
fall 1 weather_sunny newday and tv
fall 16 weather_festival newday
fall 27 weather_festival newday
winter 1 weather_sunny newday and tv
winter 8 weather_festival newday
winter 14 weather_sunny newday
winter 15 weather_sunny newday
winter 16 weather_sunny newday
winter 25 weather_festival newday

Generated weather

Weather in Stardew Valley is set within the Game1::newDayAfterFade() function (after the day change code, but before SMAPI's SaveEvents.BeforeSave event).

The game follows these steps to decide which weather and debris to set for the next day:

  1. Check for forced weather.
  2. If today is a festival, set the weather to weather_festival.
  3. If today is a wedding, set the weather to weather_wedding.
  4. Set Game1::wasRainingYesterday based on whether it was raining or storming.
  5. Reset all weather flags, and sets them in the following pattern
    1. If it is going to rain or storm, set the rain flag to true
    2. If it is going to storm, set the storm flag to true
    3. If the weather is (sunny, debris) or (festival || snowy || wedding), clear all the flags
    4. and then if it's snowy, set snowy to true
    5. It then sets the song based on this
    6. Clear the debris weather array and clear the flag
    7. if bloom isn't null, clear it's visibility
    8. If the wedding is debris, populate the debris array.
  6. If it's not raining, and the chance to rain tomorrow is less than .1, it will try to create a bloom day.
  7. It then calculates the rain chance for tomorrow. It follows the following algorithm
    1. Check to see if it's summer.
      1. If not, check to see if it's winter.
        1. If it's not, the rain chance is .183
        2. Else, it's .63
    2. If it is, it uses the following: Check if it's day 1.
      1. If it's not, the chance is .12 + Game1::dayOfMonth * 3/1000
      2. If it is, the chance is 0. Which.. is kinda redundant, as the force days take care of this.
  8. Check to see if a random number is less than the odds. If it is, it follows the following algorithm
    1. Set Game1::weatherForTomorrow to weather_rain
    2. If:
      1. It's summer, and if a random number is less than .85
      2. Or If it's not winter, and if a random number is less than .25 AND the day of the month is more than 2 and more than 27 days have been played
      3. Set Game1::weatherForTomorrow to weather_lightning
    3. If it is winter
      1. Set Game1::weatherForTomorrow to weather_snow
  9. Else, if it's over the rain odds.
    1. If you've played less than 3 days.
    2. Or: if
      1. It's not spring or a random number is greater than or equal to .2 (so 80%) and spring.
      2. And it's not fall or a random number is greater than or equal to .6 (so 40%) and fall.
      3. Or: If there is a wedding today
        1. Set Game1::weatherForTomorrow to weather_sunny if true
        2. Set Game1::weatherForTomorrow to weather_debris if false
    3. Check if tomorrow is a festival, and set weather to weather_festival if true.
    4. Again force the 3rd day to be weather_rain

At this point, the main function is done setting weather.

TV Channel

The TV checks the weather, but will occasionally set it on certain days. It follows the following chart:

The TV force sets by:

date weather
spring 1 weather_sunny¹
spring 3 weather_rainy¹
summer 1 weather_sunny¹
fall 1 weather_sunny¹
winter 1 weather_sunny¹

¹ Also set (and thus overridden) by the Game1::newDayAfterFade() method.

The TV will check the weather and show the following message:

weather message
sunny or wedding 50% chance each:
  • "It's going to be clear and sunny all day."
  • "It's going to be a beautiful, sunny day tommorow!"
rain "It's going to rain all day tomorrow"
debris Per conditions:
  1. If spring: "Partially cloudy with a light breeze. Expect lots of pollen!"
  2. If not fall: "It's going to snow all day. Make sure you bundle up, folks!" and defaults with: "It's going to be cloudy, with gusts of wind throught the day."
  3. If storm: "Looks like a storm is approaching. Thunder and lightning is expected."
  4. If festival, it attempts to read the festival data. If it fails, it will say "Um... that's odd. My information sheet just says 'null'. This is embarrassing..." If it succeeds, it will read out where it is and when it is.
  5. If snow, a 50% chance of one of two strings: "Expect a few inches of snow tomorrow" or "Bundle up, folks. It's going to snow tomorrow!"
any other Returns an empty string (should never happen).

Note: the TV will not necessarily be accurate for any other day than non festival days, the first of the month and the 3rd of spring, which are force-set by the Game1::newDayAfterFade method. Farmhands (and not host players) may not even get that accuracy for the first of the month and 3rd of spring.

Note 2: The Night Market is not considered a festival for the purposes of weather.

Weather Icon

The weather icon is set in Game1::updateWeatherIcon, which sets an index in LooseSprite/Cursors.xnb:

  1. If snowing: 7.
  2. If sunny: 2.
  3. If wedding: 0.
  4. If festival: 1.
  5. If raining: 4.
  6. If stormy: 5.
  7. If spring: debris weather is 3.
  8. If summer: unset (defaults to sunny).
  9. If fall: 6.
  10. If winter: 7 (same as snowing).

Rain Totem

The rain totem (item #681) and is controlled by Object::rainTotem, which is invoked by Object::performUseAction. If tomorrow is a festival day, the item is used up but nothing happens. Otherwise, it uses up the item and sets the weather for tomorrow to weather_rain and displays the message.

Weather probability by type

This section explains the probability of each weather type. This only applies on dates with no forced weather.

Sunny

Sunny weather covers weather variables 0, 4, and 6.

  • Spring: there's an 18.3% base chance of rain (81.7% chance remaining for other weathers). If it doesn't rain, there's an 80% chance to remain sunny (except on spring 3, which will always be rainy). That means that in spring there's a 66.4% chance of sunny weather.
  • Summer: The chance of sunny weather diminishes steadily per day from 87.4% on summer 1 to 79.9% on summer 28. The precise chance is 1 - [12% + (0.3% * day of the month)] per day, with a 0% chance on day 1.
  • Fall: identical to spring, but no forced weather.
  • Winter: there's a 63% chance of precipitation, so only a 37% chance of sunny weather.

Rainy

  • Spring: there's an 18.3% base chance of rain. If it rains, there's a 25% chance of storms except in year 1. So the rain odds in Spring is a flat 18.3% in year 1, and 13.725% in year 2 or later. It will always rain on spring 3 (year 1).
  • Summer: the chance of rainy weather increases steadily per day from 12.6% on summer 2 to 20.1% on Summer 27. There's an 85% chance that rain becomes storms. So you have a scale of [12% + (0.3% * day of the month)] * .15 to determine your chances of rainfall.
  • Fall: same as spring, except fall in year 1 can be stormy so it's a flat 13.725% chance.
  • Winter: never rains.

Debris

Debris weather covers weather variable 2.

  • Spring: there's a 20% chance of this after rain, so approximately 16.6% chance of debris weather.
  • Summer: no debris weather.
  • Fall: there's a 60% chance for this after rain, so approximately 49.8% chance of debris weather.
  • Winter: no debris weather.

Stormy

Stormy weather covers weather variable 3.

  • Spring: 4.57% chance of storms.
  • Summer: variable chance of storms; starts at 10.71% and increases to 17.085%.
  • Fall: 4.57% chance of storms.
  • Winter: no stormy weather.

Snowy

In winter, there's a 63% chance of snow. No other season has snow.

Save files

The save file is a snapshot of the day at 0600 the next morning. The WeatherForTommorow field was used to calculate the weather, but changing it has no effect on the weather since the weather flags have already been set by this point. To change the weather, you need to set one of these combinations of flags:

weather isRaining isDebrisWeather isLightning isSnowing
sunny
rainy
stormy
debris
snowy
festival
wedding

Note: changing isDebrisWeather during an active game will not create the array. You'll need to call Game1::populateDebrisWeatherArray to get the debris populated. Correspondingly, if you're removing the debris weather flag, remember to call Game1::debrisWeather::Clear.

Notes/FAQ

  • The TV can be fixed by overriding it - or just by using Entoroax's Framework.
  • You can set snow and debris at any time, the game just won't.
  • You cannot set debris and rain at the same time.