A couple of changes:
Fog [x,z] [radius] [duration] [intensity] [r,g,b] [visibility]
- [x,z] - the y parameter can also be included for convenience, but is ignored. e.g. [100,200,25] and [100,25] are equivalent.
- [intensity] is now a %, so valid values are 1 - 100.
- The [visibility] parameter defines the distance (in blocks) that the fog effect extends for, from the players viewpoint (eyes). Valid values are 2 - 100. For Fog that has an intensity of 100%, this defines the distance the player can see before the Fog becomes an impenetrable wall. If the intensity is < 100%, the player will be able to see the fog effect start to drop off again after the distance defined by [visibility]. The formula used to calculate the distance is FarClip - ((FarClip - FogVisibility) * FogIntensity), where FarClip is the players view distance in blocks, FogVisibility is the total visibility of all the stacked fog effects the player is currently positioned inside, and FogIntensity is the total intensity of all the stacked fog effects the player is currently positioned inside.
- Both color [r,g,b] and [visibility] are optional parameters (they can be omitted). If these parameters are omitted, the values used are [115+/-r,115+/-r,115+/-r] for color (where r is a random number between 0 - 25, and [50] for visibility.
Rain [x,z] [radius] [duration] [intensity] [r,g,b]
- [x,z] - the y parameter can also be included for convenience, but is ignored. e.g. [100,200,25] and [100,25] are equivalent.
- [intensity] is now a %, so valid values are 1 - 100.
- Color [r,g,b] is an optional parameter (it can be omitted). If it is omitted, the value used is [153,153,178+/-r] where r is a random number between 0 - 51.
Note: as with most script commands, because the parameters are not named, parameter omission must start from the last parameter, so for example, if you want to omit color [r,g,b] from the Fog command, you must also omit [visibility].
The section quoted below can now be removed from Extra Info, as it is no longer an issue.
"It is a bad idea to cause a script to wait for more than a couple of seconds. The reason for this is because when a script is executing it uses a background thread. The game only has 3 background threads available to it, so while a script is executing, there are only 2 left. Background threads do many many things in TM, including lighting, loading chunk graphics, and streaming data in multiplayer. So if you're holding up 1 of the 3 background threads by having a script needlessly wait for long periods, other things will take longer to get done. It won't cause lag as in low frame rates, but could cause lag in terms of things taking longer to finish than they might otherwise."
A 3rd weather effect has been added, which is also controllable by a script command, but this will remain a surprise for the next update.