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__TOC__
← [[Modding:Index|Index]]


== Overview ==
This page documents how the game generates [[weather]] in the game.


Weather in Stardew Valley is set within the '''newDayAfterFade()''' function. For those using '''SMAPI''', this function runs before the '''AfterNewDayStarted''' event.
==Data==
The weather is controlled by the string field <samp>Game1::weatherForTomorrow</samp>. The possible values are:


The weather is controlled by the variable '''weatherForTomorrow''', an integer. It takes one of the following arguments (For a description of each weather as the player sees it, look at [[Weather]])
{| class="wikitable"
 
|-
{|style="border: 1px solid black;"
! value
! constant
! weather
|-
|-
!style="width: 225px;"|Variable (Weather)
| <samp>Sun</samp>
!Value
| <samp>weather_sunny</samp>
| sunny
|-
|-
|weather_sunny (Sunny)
| <samp>Rain</samp>
|0
| <samp>weather_rain</samp>
| rain
|-
|-
| weather_rain  (Rain)
| <samp>GreenRain</samp>
| 1
| <samp>weather_green_rain</samp>
| green rain
|-
|-
| weather_debris (Windy)
| <samp>Wind</samp>
| 2
| <samp>weather_debris</samp>
| windy
|-
|-
|weather_lightning (Lightning)
| <samp>Storm</samp>
| 3
| <samp>weather_lightning</samp>
| lightning
|-
|-
|weather_festival (Festival)
| <samp>Festival</samp>
| 4
| <samp>weather_festival</samp>
| festival
|-
|-
|weather_snow (Snow)
| <samp>Snow</samp>
| 5
| <samp>weather_snow</samp>
| snow
|-
|-
|weather_wedding (Wedding)
| <samp>Wedding</samp>
| 6
| <samp>weather_wedding</samp>
| wedding
|}
|}


===How Weather Is Set ===
==Algorithm==
You can now change the weather algorithm by editing [[Modding:Migrate to Stardew Valley 1.6#Custom location contexts|location context data]], and (with a C# mod) implement custom weathers.


To determine how it's set, and what debris is set, the following steps are followed:
Fields like <samp>Game1.weather</samp> and <samp>Game1.weatherForTomorrow</samp> are now strings to support custom mod weather IDs. The change for vanilla weather has no effect on Content Patcher packs, since the new weather IDs match the ones Content Patcher was using before (i.e. <samp>Sun</samp>, <samp>Rain</samp>, <samp>Snow</samp>, <samp>Storm</samp>, and <samp>Wind</samp>). C# mods may also see a <samp>Festival</samp> weather, while Content Patcher packs will see <samp>Sun</samp> for it. The constants like <samp>Game1.weather_sunny</samp> have the new string values (with new constants like <samp>Game1.legacy_weather_sunny</samp> for the legacy values).


# After it handles day chance code, it checks for force weather (which is in the table at the bottom)
The base game will treat an invalid weather as sunny. C# mods can implement custom weather effects using [[Modding:Modder Guide/APIs/Events|normal SMAPI events]] like <samp>UpdateTicked</samp>, or by [[Modding:Modder Guide/APIs/Harmony|patching]] methods like <samp>Game1.ApplyWeatherForNewDay</samp> and <samp>Game1.populateDebrisWeatherArray</samp>.
# It checks if today is a festival, and if it is, it sets the weather to 4. ('''weather_festival''')
# If today is a wedding, it sets the weather to 6. ('''weather_wedding''').
# It then updates if it was raining yesterday by checking the isRaining or isLightning flags.
# It then clears all the 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 + '''dayOfMonth''' * 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 '''weatherForTomorrow''' to 1. ('''weather_rain''')
## 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 '''weatherForTomorrow''' to 3. ('''weather_lightning''')
## If it is winter
### Set '''weatherForTomorrow''' to 5. ('''weather_snow''')
# Else, if it's over the rain odds.
## If you've played less than or 2 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 '''weatherForTomorrow''' to 0. ('''weather_sunny''') if true
#### Set '''weatherForTomorrow''' to 2. ('''weather_debris''') if false
## Check if tomorrow is a festival, and set weather to 4 ('''weather_festival''') if true.
## Again force the 3rd day to be 1. ('''weather_rain''').


At this point, the main function is done setting weather.
===Forced weather===
Certain dates always have the same weather:


=== TV Channel ===
{| class="wikitable"
 
|-
The TV checks the weather, but will occasionally set it on certain days. It follows the following chart:
! date
 
! weather
The TV force sets by:
|-
 
| spring 1
{| style="border: 1px solid black;"
| <samp>weather_sunny</samp>
|-
| spring 2 (year 1)
| <samp>weather_sunny</samp>
|-
|-
!day
| spring 3 (year 1)
!season
| <samp>weather_rain</samp>
!year
!weather
|-
|-
|1
| spring 4 (year 1)
|spring
| <samp>weather_sunny</samp>
|any
|weather_sunny[1]
|-
|-
|1
| summer 1
|summer
| <samp>weather_sunny</samp>
|any
|weather_sunny[1]
|-
|-
|13
| summer 13
|summer
| <samp>weather_lightning</samp>
|any
|weather_lightning[2]
|-
|-
|25
| summer 26
|summer
| <samp>weather_lightning</samp>
|any
|weather_lightning[2]
|-
|-
|1
| fall 1
|fall
| <samp>weather_sunny</samp>
|any
|weather_sunny[1]
|-
|-
|1
| winter 1
|winter
| <samp>weather_sunny</samp>
|any
|weather_sunny[1]
|}
|}


[1] also set (and therefore overriden) by the '''newDayAfterFade()''' function<br>
Green rain can only occur on Summer 5, 6, 7, 14, 16, 18 and 23.
[2] These are set by current_day mod 12, which results in the 13th and 25th.


Description:
Active festivals (defined in <samp>Data/Festivals</samp>) always have the <samp>Festival</samp> weather while passive festivals (defined in <samp>Data/PassiveFestivals</samp>) always have the <samp>Sun</samp> weather.


It will check the weather, and do the following:
===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).


* 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!"
The game follows these steps to decide which weather and debris to set for the next day:
* Rain: "It's going to rain all day tomorrow"
* 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."
* 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.)
# Load the possible weather for the new day for each location, which is set just after the old day started.
# Check for [[#Forced weather|forced weather]].
# If today is a wedding, set the weather to <samp>Wedding</samp>.
# Sync the <samp>WeatherForTomorrow</samp> field for each location.
# Set <samp>Game1::wasRainingYesterday</samp> based on whether it was raining or storming.
# Clear the debris weather array.
# Reset all weather flags, and sets them in the following pattern
## If it is going to rain, set the rain flag to true (this does ''not'' include the green rain).
## If the weather is green rain, set the green rain flag to true.
## If it is going to storm, set the rain and storm flags to true.
## If it is going to be windy, set the debris flag to true.
## If it is going to snow, set the snow flag to true,
# Prepare for the possible weather the day after the new day:
## Default to <samp>Sun</samp>;
## If the day after the new day is an active festival, set the weather to be <samp>Festival</samp> and return;
## If the day after the new day is a passive festival, set the weather to be <samp>Sun</samp> and return;
## Apply randomized [[Modding:Migrate to Stardew Valley 1.6#What's new for locations &amp; weather#Custom location contexts|weather conditions]] from location contexts to get a possible weather.
# Prepare for the possible weather the day after the new day for those locations with [[Modding:Migrate to Stardew Valley 1.6#What's new for locations &amp; weather#Custom location contexts|<samp>CopyWeatherFromLocation</samp>]] specified (copy from source locations).
# Sync the weather.
# Apply all the weather flags to the valley area.
# Populate the debris array if it is debris weather.
# Reset (on the first day of a month) or increment the <samp>monthlyNonRainyDayCount</samp> for each location.
# Apply the green rain response logic (''e.g.'', show global message, send a mail, etc.)


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


The TV will not necessarily be accurate for Summer 13,26 or Spring 2,4. Those are force set within the newDayAfterFade() function.
===TV Channel===
The TV will check the weather and show the following message:


== Weather Icon ==
{| class="wikitable"
Thanks to Entoarox, the logic for this is pretty simple:
|-
 
! weather
This is set by Game1::updateWeatherIcon().
! message
 
|-
The following will always apply: snowing sets '''7''', sunny '''2''', wedding '''0''', festival '''1''',
| <samp>Festival</samp>
raining '''4''', stormy '''5'''
| "It's going to be clear and sunny tomorrow... perfect weather for the Festival! The event will take place Location, starting between Time. Don't be late!"
<br>
Failed to fetch the data: "Um... that's odd. My information sheet just says 'null'. This is embarrassing... "
In spring, debris weather is '''3''', summer will be '''unset''' (this defaults to sunny), fall '''6''', and winter '''7''' (the same as snowing)
|-
<br>
| <samp>Snow</samp>
These icons are located in '''LooseSprite/Cursors.xnb'''
| 50% chance each:
 
* "Bundle up, folks. It's going to snow tomorrow!"
== Rain Totem ==
* "Expect a few inches of snow tomorrow."
|-
| <samp>Rain</samp>
| "It's going to rain all day tomorrow"
|-
| <samp>GreenRain</samp>
| "Um... There appears to be some kind of... anomalous reading... I... don't know what this means..."
|-
| <samp>Storm</samp>
| "Looks like a storm is approaching. Thunder and lightning is expected."
|-
| <samp>Wind</samp>
| Per condition:
* Spring: "Partially cloudy with a light breeze. Expect lots of pollen!"
* Fall: "It's going to be cloudy, with gusts of wind throughout the day."
* Default: "It's going to snow all day. Make sure you bundle up, folks!"
|-
| ''default''
| 50% chance each:
* "It's going to be clear and sunny all day."
* "It's going to be a beautiful, sunny day tommorow!"
|}


The rain totem item is (681), and is controlled by Object::rainTotem (invoked by Object::performUseAction)  
'''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.


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 and displays the message. Of a note, the item is still used up and every other animation is played even if it's not set if you're in MP or if tomorrow is a festival day.
'''Note 2:''' Passive festivals such as the Night Market are not considered to have "festival" weather. Instead, all passive festivals in the valley have "sunny" weather.


== Breakdown of Weather Chances by Type ==
===Weather Icon===
The weather icon is set in <samp>Game1::updateWeatherIcon</samp>, which sets an index in <samp>LooseSprite/Cursors.xnb</samp>:


Now that we've broken down the flow, here's a (long winded) breakdown of each weather's chances.
# 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).
# If green rain: 999.


=== Sunny Weather (Weather Variables: 0,4,6) ===
===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.


In ''Spring'', there is first an 18.3% base chance that it rains assuming that it's not overridden. (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.
==Weather probability by type==
This section explains the probability of each weather type. This only applies on dates with no [[#Forced weather|forced weather]].


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


In ''Fall'', the odds are precisely the same as Spring. There's no forced weather though.
* 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.


In ''Winter'', there is 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.


=== Rainy Weather (1) ===
===Debris===
Debris weather covers weather variable 2.


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.
* 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.


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.)
===Stormy===
Stormy weather covers weather variable 3.


In ''Fall'', it's the same as ''Spring'', although Fall Year 1 can be stormy, so it's 13.725%.  
* 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.


In ''Winter'', it does not rain.
===Snowy===
In winter, there's a 63% chance of snow. No other season has snow.


=== Debris Weather (2) ===
==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:


In ''Spring'', you have a 20% chance for this after rain, so approximately 16.6% chance of debris weather.
{| class="wikitable"
 
In ''Summer'' and ''Winter'' you cannot have debris weather.
 
In ''Fall'', you have a 60% chance for this after rain, so approximately 49.8% chance of 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.
 
No other season has snow.
 
== Weather and Save Files ==
 
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 in the save file, you'll want to look at the following attributes: '''isRaining, isDebrisWeather, isLightning, isSnowing'''. For details of what to set which, look at the next section. This applies to trying to change weather in game, as well.
 
'''NB:''' Changing isDebrisWeather during an active game will not by itself create the array. You will need to call '''Game1::populateDebrisWeatherArray''' to get the debris populated. Corrospondingly, if you are removing the debris weather flag, remember to call '''Game1::debrisWeather::Clear'''
 
== Detecting Current Weather (in game) ==
 
This is a brief overview. While it's generally obvious, I'll lay it out
 
{| style="border: 1px solid black;"
|-
|-
! weather  
! weather  
! isRaining  
! <samp>isRaining</samp>
! isDebrisWeather
! <samp>isDebrisWeather</samp>
! isLightning
! <samp>isLightning</samp>
! isSnowing
! <samp>isSnowing</samp>
! <samp>isGreenRain</samp>
|-
|-
| Sunny
| sunny
| F
| ☐
| F
| ☐
| F
| ☐
| F
| ☐
| ☐
|-
|-
| Rainy
| rainy
|T
| ☑
|F
| ☐
|F
| ☐
|F
| ☐
| ☐
|-
|-
|Storm
| stormy
|T
| ☑
|F
| ☐
|T
| ☑
|F
| ☐
| ☐
|-
|-
|Debris
| debris
|F
| ☐
|T
| ☑
|F
| ☐
|F
| ☐
| ☐
|-
|-
|Snowing
| snowy
|F
| ☐
|F
| ☐
|F
| ☐
|T
| ☑
| ☐
|-
|-
|Festival
| festival
| F
| ☐
| F
| ☐
| F
| ☐
| F
| ☐
| ☐
|-
|-
|Wedding
| wedding
| F
| ☐
| F
| ☐
| F
| ☐
| F
| ☐
| ☐
|-
| green rain
| ☐
| ☐
| ☐
| ☐
| ☑
|}
|}


== Notes/FAQ ==
'''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>.


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


== Appendix: Override Table ==
[[Category:Modding]]


{| style="border: 1px solid black;"
[[pt:Modificações:Dados climáticos]]
|-
[[ru:Модификации:Погодные явления]]
!Day
[[zh:模组:天气数据]]
!Season
!Year
!Forced Weather
!Overriden by
|-
|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
|}

Latest revision as of 23:45, 10 January 2025

← Index

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

Data

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

value constant weather
Sun weather_sunny sunny
Rain weather_rain rain
GreenRain weather_green_rain green rain
Wind weather_debris windy
Storm weather_lightning lightning
Festival weather_festival festival
Snow weather_snow snow
Wedding weather_wedding wedding

Algorithm

You can now change the weather algorithm by editing location context data, and (with a C# mod) implement custom weathers.

Fields like Game1.weather and Game1.weatherForTomorrow are now strings to support custom mod weather IDs. The change for vanilla weather has no effect on Content Patcher packs, since the new weather IDs match the ones Content Patcher was using before (i.e. Sun, Rain, Snow, Storm, and Wind). C# mods may also see a Festival weather, while Content Patcher packs will see Sun for it. The constants like Game1.weather_sunny have the new string values (with new constants like Game1.legacy_weather_sunny for the legacy values).

The base game will treat an invalid weather as sunny. C# mods can implement custom weather effects using normal SMAPI events like UpdateTicked, or by patching methods like Game1.ApplyWeatherForNewDay and Game1.populateDebrisWeatherArray.

Forced weather

Certain dates always have the same weather:

date weather
spring 1 weather_sunny
spring 2 (year 1) weather_sunny
spring 3 (year 1) weather_rain
spring 4 (year 1) weather_sunny
summer 1 weather_sunny
summer 13 weather_lightning
summer 26 weather_lightning
fall 1 weather_sunny
winter 1 weather_sunny

Green rain can only occur on Summer 5, 6, 7, 14, 16, 18 and 23.

Active festivals (defined in Data/Festivals) always have the Festival weather while passive festivals (defined in Data/PassiveFestivals) always have the Sun weather.

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. Load the possible weather for the new day for each location, which is set just after the old day started.
  2. Check for forced weather.
  3. If today is a wedding, set the weather to Wedding.
  4. Sync the WeatherForTomorrow field for each location.
  5. Set Game1::wasRainingYesterday based on whether it was raining or storming.
  6. Clear the debris weather array.
  7. Reset all weather flags, and sets them in the following pattern
    1. If it is going to rain, set the rain flag to true (this does not include the green rain).
    2. If the weather is green rain, set the green rain flag to true.
    3. If it is going to storm, set the rain and storm flags to true.
    4. If it is going to be windy, set the debris flag to true.
    5. If it is going to snow, set the snow flag to true,
  8. Prepare for the possible weather the day after the new day:
    1. Default to Sun;
    2. If the day after the new day is an active festival, set the weather to be Festival and return;
    3. If the day after the new day is a passive festival, set the weather to be Sun and return;
    4. Apply randomized weather conditions from location contexts to get a possible weather.
  9. Prepare for the possible weather the day after the new day for those locations with CopyWeatherFromLocation specified (copy from source locations).
  10. Sync the weather.
  11. Apply all the weather flags to the valley area.
  12. Populate the debris array if it is debris weather.
  13. Reset (on the first day of a month) or increment the monthlyNonRainyDayCount for each location.
  14. Apply the green rain response logic (e.g., show global message, send a mail, etc.)

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

TV Channel

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

weather message
Festival "It's going to be clear and sunny tomorrow... perfect weather for the Festival! The event will take place Location, starting between Time. Don't be late!"

Failed to fetch the data: "Um... that's odd. My information sheet just says 'null'. This is embarrassing... "

Snow 50% chance each:
  • "Bundle up, folks. It's going to snow tomorrow!"
  • "Expect a few inches of snow tomorrow."
Rain "It's going to rain all day tomorrow"
GreenRain "Um... There appears to be some kind of... anomalous reading... I... don't know what this means..."
Storm "Looks like a storm is approaching. Thunder and lightning is expected."
Wind Per condition:
  • Spring: "Partially cloudy with a light breeze. Expect lots of pollen!"
  • Fall: "It's going to be cloudy, with gusts of wind throughout the day."
  • Default: "It's going to snow all day. Make sure you bundle up, folks!"
default 50% chance each:
  • "It's going to be clear and sunny all day."
  • "It's going to be a beautiful, sunny day tommorow!"

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: Passive festivals such as the Night Market are not considered to have "festival" weather. Instead, all passive festivals in the valley have "sunny" 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).
  11. If green rain: 999.

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 isGreenRain
sunny ☐ ☐ ☐ ☐ ☐
rainy ☑ ☐ ☐ ☐ ☐
stormy ☑ ☐ ☑ ☐ ☐
debris ☐ ☑ ☐ ☐ ☐
snowy ☐ ☐ ☐ ☑ ☐
festival ☐ ☐ ☐ ☐ ☐
wedding ☐ ☐ ☐ ☐ ☐
green rain ☐ ☐ ☐ ☐ ☑

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.