Difference between revisions of "Climate"
Jump to navigation
Jump to search
Line 39: | Line 39: | ||
* At or over 65°, the Survivor will literally combust. | * At or over 65°, the Survivor will literally combust. | ||
=== Clothing Effects === | |||
=== | |||
* Wearing leather clothing adds 20° to the wearer, until 25°. | * Wearing leather clothing adds 20° to the wearer, until 25°. | ||
Line 48: | Line 46: | ||
* Wearing diamond armor adds 5° to the wearer. | * Wearing diamond armor adds 5° to the wearer. | ||
* Wearing netherite armor adds 3° to the wearer. | * Wearing netherite armor adds 3° to the wearer. | ||
== Spring == | == Spring == |
Revision as of 02:49, 8 December 2021
Temperature on New Eden fluctuates due to a number of factors, including season, biome, night/day cycle, day-to-day weather patterns, and altitude. The weather affects you, Survivor.
Temperature
General Effects
- Rain will reduce the ambient temperature by 4°. A storm will reduce the ambient temperature by 5°.
- Altitude affects the temperature. In spring, summer, and fall, the temperature decreases at y>64 by (y-64)*.03°. During winter, an extra (y/64)/5) meters of altitude is added to the calculation.
- Artificial light will warm air by 0° - 15° depending on distance to the light-source, until 25°.
- At noon, the air is warmer by about 3°. At midnight, the air is about 5° cooler.
Seasonal Effects
- Spring: Average 5°C - 23°C depending on biome. Being in water will chill the Survivor by 4°.
- Summer: Average 25°C - 40°C depending on biome. Being in water will chill the Survivor by 4°.
- Fall: Average 5°C - 25°C depending on biome. Being in water will chill the Survivor by 10°.
- Winter: Average -10°C - 5°C depending on biome. Being in water will chill the Survivor by 10°.
Biomes
- Hot biomes (desert, badlands, jungle) are about 15° hotter.
- Warm biomes (savannah) are about 15° hotter.
- Normal biomes run about the average temperature.
- Cold biomes (mountains, taiga) are about 4° cooler.
- Snowy biomes are about 12° cooler.
Physiological Effects
- Drinking water reduces the felt temperature by 10°, until 25°, for 5 minutes.
- Full hunger bar increases the felt temperature by 5°, if lower than 25°.
- At or below -20°, freezing effects with damage will occur.
- At or below -15°, the Survivor will feel slower.
- At or below -10°, the Survivor will feel increased hunger.
- Between 15° and 30° the Survivor is comfortable and will receive 2 hearts bonus.*
- At or over 50°, the Survivor will stop healing.
- At or over 60°, the Survivor will feel slower.
- At or over 65°, the Survivor will literally combust.
Clothing Effects
- Wearing leather clothing adds 20° to the wearer, until 25°.
- Wearing iron armor adds 5° to the wearer.
- Wearing gold armor adds 5° to the wearer.
- Wearing diamond armor adds 5° to the wearer.
- Wearing netherite armor adds 3° to the wearer.
Spring
- Biomes change to give a spring appearance.
- Flowers grow naturally.
- Accelerated crop growth. Crops have a low chance to fail.
- Farm animal breeding rates below-normal.
- Increased chance of rain.
- Winter is coming [tm].
Summer
- Biomes change to give a summer appearance.
- Normal crop growth. Crops do not fail.
- Normal farm animal breeding rates.
- Winter is coming [tm].
Fall
- Biomes change to give an autumnal experience.
- Crop growth rate cut about in half. Crops have a small chance to fail.
- Farm animal breeding is reduced.
- Winter is coming [tm].
Winter
- ... is here.
- Snowmen everywhere.
- Biomes change to give a winter experience.
- Near-constant snow, which accumulates on the ground.
- Crop growth rate extremely low. Crops have a high chance to fail.
- Farm animal breeding greatly reduced.
Certain block types are known not to accumulate snow. They include:
- Bricks
- Endrod
- Fences
- Glass
- Glowstone
- Ice
- Lantern
- Lava
- Pane
- Plate
- Signs
- Slabs
- Stairs
- Trapdoor
- Water