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==Data==
==Data==
The weather is controlled by the integer field <tt>Game1::weatherForTomorrow</tt>. The possible values are:
The weather is controlled by the string field <samp>Game1::weatherForTomorrow</samp>. The possible values are:


{| class="wikitable"
{| class="wikitable"
Line 12: Line 12:
! weather
! weather
|-
|-
| 0
| <samp>Sun</samp>
| <tt>weather_sunny</tt>
| <samp>weather_sunny</samp>
| sunny
| sunny
|-
|-
| 1
| <samp>Rain</samp>
| <tt>weather_rain</tt>
| <samp>weather_rain</samp>
| rain
| rain
|-
|-
| 2
| <samp>GreenRain</samp>
| <tt>weather_debris</tt>
| <samp>weather_green_rain</samp>
| green rain
|-
| <samp>Wind</samp>
| <samp>weather_debris</samp>
| windy
| windy
|-
|-
| 3
| <samp>Storm</samp>
| <tt>weather_lightning</tt>
| <samp>weather_lightning</samp>
| lightning
| lightning
|-
|-
| 4
| <samp>Festival</samp>
| <tt>weather_festival</tt>
| <samp>weather_festival</samp>
| festival
| festival
|-
|-
| 5
| <samp>Snow</samp>
| <tt>weather_snow</tt>
| <samp>weather_snow</samp>
| snow
| snow
|-
|-
| 6
| <samp>Wedding</samp>
| <tt>weather_wedding</tt>
| <samp>weather_wedding</samp>
| wedding
| wedding
|}
|}


==Algorithm==
==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.
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).
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>.
===Forced weather===
===Forced weather===
Certain dates always have the same weather:
Certain dates always have the same weather:
Line 49: Line 59:
! date
! date
! weather
! weather
! overridden by
|-
|-
| spring 1
| spring 1
| <tt>weather_sunny</tt>
| <samp>weather_sunny</samp>
| <tt>newday</tt> and <tt>tv</tt>
|-
|-
| spring 2 (year 1)
| spring 2 (year 1)
| <tt>weather_sunny</tt>
| <samp>weather_sunny</samp>
| <tt>newday</tt>
|-
|-
| spring 3 (year 1)
| spring 3 (year 1)
| <tt>weather_rain</tt>
| <samp>weather_rain</samp>
| <tt>newday</tt>
|-
|-
| spring 4 (year 1)
| spring 4 (year 1)
| <tt>weather_sunny</tt>
| <samp>weather_sunny</samp>
| <tt>newday</tt>
|-
| spring 13
| <tt>weather_festival</tt>
| <tt>newday</tt>
|-
| spring 24
| <tt>weather_festival</tt>
| <tt>newday</tt>
|-
|-
| summer 1
| summer 1
| <tt>weather_sunny</tt>
| <samp>weather_sunny</samp>
| <tt>newday</tt> and <tt>tv</tt>
|-
| summer 11
| <tt>weather_festival</tt>
| <tt>newday</tt>
|-
|-
| summer 13
| summer 13
| <tt>weather_lightning</tt>
| <samp>weather_lightning</samp>
| <tt>newday</tt> and <tt>tv</tt>
|-
| summer 25
| <tt>weather_lightning</tt>
| <tt>tv</tt>
|-
|-
| summer 26
| summer 26
| <tt>weather_lightning</tt>
| <samp>weather_lightning</samp>
| <tt>newday</tt>
|-
| summer 28
| <tt>weather_festival</tt>
| <tt>newday</tt>
|-
|-
| fall 1
| fall 1
| <tt>weather_sunny</tt>
| <samp>weather_sunny</samp>
| <tt>newday</tt> and <tt>tv</tt>
|-
| fall 16
| <tt>weather_festival</tt>
| <tt>newday</tt>
|-
| fall 27
| <tt>weather_festival</tt>
| <tt>newday</tt>
|-
|-
| winter 1
| winter 1
| <tt>weather_festival</tt>
| <samp>weather_sunny</samp>
| <tt>newday</tt> and <tt>tv</tt>
|-
| winter 8
| <tt>weather_festival</tt>
| <tt>newday</tt>
|-
| winter 25
| <tt>weather_festival</tt>
| <tt>newday</tt>
|}
|}
Green rain can only occur on Summer 5, 6, 7, 14, 16, 18 and 23.
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.


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


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


# 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]].
# Check for [[#Forced weather|forced weather]].
# If today is a festival, set the weather to <tt>weather_festival</tt>.
# If today is a wedding, set the weather to <samp>Wedding</samp>.
# If today is a wedding, set the weather to <tt>weather_wedding</tt>.
# Sync the <samp>WeatherForTomorrow</samp> field for each location.
# Set <tt>Game1::wasRainingYesterday</tt> based on whether it was raining or storming.
# 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
# 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 rain, set the rain flag to true (this does ''not'' include the green rain).
## If it is going to storm, set the storm flag to true
## If the weather is green rain, set the green rain flag to true.
## If the weather is (sunny, debris) or (festival || snowy || wedding), clear all the flags
## If it is going to storm, set the rain and storm flags to true.
## and then if it's snowy, set snowy to true
## If it is going to be windy, set the debris flag to true.
## It then sets the song based on this
## If it is going to snow, set the snow flag to true,
## Clear the debris weather array and clear the flag
# Prepare for the possible weather the day after the new day:
## if bloom isn't null, clear it's visibility
## Default to <samp>Sun</samp>;
## If the wedding is debris, populate the debris array.
## If the day after the new day is an active festival, set the weather to be <samp>Festival</samp> and return;
# If it's not raining, and the chance to rain tomorrow is less than .1, it will try to create a bloom day.
## If the day after the new day is a passive festival, set the weather to be <samp>Sun</samp> and return;
# It then calculates the rain chance for tomorrow. It follows the following algorithm
## 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.
## Check to see if it's summer.
# 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).
### If not, check to see if it's winter.
# Sync the weather.
#### If it's not, the rain chance is .183
# Apply all the weather flags to the valley area.
#### Else, it's .63
# Populate the debris array if it is debris weather.
### If it is, it uses the following: Check if it's day 1.
# Reset (on the first day of a month) or increment the <samp>monthlyNonRainyDayCount</samp> for each location.
#### If it's not, the chance is .12 + <tt>Game1::dayOfMonth</tt> * 3/1000
# Apply the green rain response logic (''e.g.'', show global message, send a mail, etc.)
#### 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 <tt>Game1::weatherForTomorrow</tt> to <tt>weather_rain</tt>
## 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 <tt>Game1::weatherForTomorrow</tt> to <tt>weather_lightning</tt>
## If it is winter
### Set <tt>Game1::weatherForTomorrow</tt> to <tt>weather_snow</tt>
# 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 <tt>Game1::weatherForTomorrow</tt> to <tt>weather_sunny</tt> if true
#### Set <tt>Game1::weatherForTomorrow</tt> to <tt>weather_debris</tt> if false
## Check if tomorrow is a festival, and set weather to <tt>weather_festival</tt> if true.
## Again force the 3rd day to be <tt>weather_rain</tt>


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


===TV Channel===
===TV Channel===
The TV checks the weather, but will occasionally set it on certain days. It follows the following chart:
The TV will check the weather and show the following message:
 
The TV force sets by:


{| class="wikitable"
{| class="wikitable"
|-
|-
! date
! weather
! weather
! message
|-
|-
| spring 1
| <samp>Festival</samp>
| <tt>weather_sunny</tt>¹
| "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... "
|-
|-
| summer 1
| <samp>Snow</samp>
| <tt>weather_sunny</tt>¹
| 50% chance each:
* "Bundle up, folks. It's going to snow tomorrow!"
* "Expect a few inches of snow tomorrow."
|-
|-
| summer 13
| <samp>Rain</samp>
| <tt>weather_lightning</tt>²
| "It's going to rain all day tomorrow"
|-
|-
| summer 25
| <samp>GreenRain</samp>
| <tt>weather_lightning</tt>²
| "Um... There appears to be some kind of... anomalous reading... I... don't know what this means..."
|-
|-
| fall 1
| <samp>Storm</samp>
| <tt>weather_sunny</tt>¹
| "Looks like a storm is approaching. Thunder and lightning is expected."
|-
| winter 1
| <tt>weather_sunny</tt>¹
|}
 
<small>¹ Also set (and thus overridden) by the <tt>Game1::newDayAfterFade()</tt> method.</small><br />
<small>² Set by current_day mod 12, which results in the 13th and 25th.</small>
 
The TV will check the weather and show the following message:
 
{| class="wikitable"
|-
|-
! weather
| <samp>Wind</samp>
! message
| 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!"
|-
|-
| sunny or wedding
| ''default''
| 50% chance each:
| 50% chance each:
* "It's going to be clear and sunny all day."
* "It's going to be clear and sunny all day."
* "It's going to be a beautiful, sunny day tommorow!"
* "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).
|}
|}


'''Note:''' the TV will not necessarily be accurate for summer 13/26 or spring 2/4, which are force-set by the <tt>Game1::newDayAfterFade</tt> method.
'''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.
 
'''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===
===Weather Icon===
The weather icon is set in <tt>Game1::updateWeatherIcon</tt>, which sets an index in <tt>LooseSprite/Cursors.xnb</tt>:
The weather icon is set in <samp>Game1::updateWeatherIcon</samp>, which sets an index in <samp>LooseSprite/Cursors.xnb</samp>:


# If snowing: 7.
# If snowing: 7.
Line 246: Line 178:
# If fall: 6.
# If fall: 6.
# If winter: 7 (same as snowing).
# If winter: 7 (same as snowing).
# If green rain: 999.


===Rain Totem===
===Rain Totem===
The rain totem (item #681) and is controlled by <tt>Object::rainTotem</tt>, which is invoked by <tt>Object::performUseAction</tt>. If you're in multiplayer or 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 <tt>weather_rain</tt> and displays the message.
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.


==Weather probability by type==
==Weather probability by type==
Line 257: Line 190:


* 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.
* 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 86% on summer 1 to 79.9% on summer 28. The precise chance is 1 - [13% + (.3 * day of the month)] per day, with a 0% chance on day 1.
* 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.
* Fall: identical to spring, but no forced weather.
* Winter: there's a 63% chance of precipitation, so only a 37% chance of sunny weather.
* Winter: there's a 63% chance of precipitation, so only a 37% chance of sunny weather.
Line 263: Line 196:
===Rainy===
===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).
* 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 14% on summer 2 to 21.1% on Summer 27. There's an 85% chance that rain becomes storms. So you have a scale of [13% + (.3 * day of the month)] * .85 to determine your chances of rainfall.
* 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.
* Fall: same as spring, except fall in year 1 can be stormy so it's a flat 13.725% chance.
* Winter: never rains.
* Winter: never rains.
Line 279: Line 212:


* Spring: 4.57% chance of storms.
* Spring: 4.57% chance of storms.
* Summer: variable chance of storms; starts at 11.9% and increases to 17.9%.
* Summer: variable chance of storms; starts at 10.71% and increases to 17.085%.
* Fall: 4.57% chance of storms.
* Fall: 4.57% chance of storms.
* Winter: no stormy weather.
* Winter: no stormy weather.
Line 287: Line 220:


==Save files==
==Save files==
The save file is a snapshot of the day at 0600 the next morning. The <tt>WeatherForTommorow</tt> 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:
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:


{| class="wikitable"
{| class="wikitable"
|-
|-
! weather  
! weather  
! <tt>isRaining</tt>
! <samp>isRaining</samp>
! <tt>isDebrisWeather</tt>
! <samp>isDebrisWeather</samp>
! <tt>isLightning</tt>
! <samp>isLightning</samp>
! <tt>isSnowing</tt>
! <samp>isSnowing</samp>
! <samp>isGreenRain</samp>
|-
|-
| sunny
| sunny
| ☐
| ☐
| ☐
| ☐
| ☐
Line 305: Line 240:
| rainy
| rainy
| ☑
| ☑
| ☐
| ☐
| ☐
| ☐
| ☐
Line 313: Line 249:
| ☐
| ☐
| ☑
| ☑
| ☐
| ☐
| ☐
|-
|-
Line 318: Line 255:
| ☐
| ☐
| ☑
| ☑
| ☐
| ☐
| ☐
| ☐
| ☐
Line 326: Line 264:
| ☐
| ☐
| ☑
| ☑
| ☐
|-
|-
| festival
| festival
| ☐
| ☐
| ☐
| ☐
| ☐
Line 338: Line 278:
| ☐
| ☐
| ☐
| ☐
| ☐
|-
| green rain
| ☐
| ☐
| ☐
| ☐
| ☑
|}
|}


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


==Notes/FAQ==
==Notes/FAQ==
* The TV can be fixed by overriding it - or just by using Entoroax's Framework.
* 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.


[[Category:Modding]]
[[Category:Modding]]
[[pt:Modificações:Dados climáticos]]
[[ru:Модификации:Погодные явления]]
[[zh:模组:天气数据]]

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.