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Weather conditions and event text seem to depend on the embark location in the world, biome and [[climate]]. For example, some winters can see extremely low temperatures with large amounts of snowfall, whilst summers may be scorchers.
 
Weather conditions and event text seem to depend on the embark location in the world, biome and [[climate]]. For example, some winters can see extremely low temperatures with large amounts of snowfall, whilst summers may be scorchers.
  
Normal (non-evil) weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in [[d_init.txt]]. Disabling weather is a quick and largely harmless fix to improve [[FPS|framerate]] on older machines if required.  
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Weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in [[d_init.txt]]. Disabling weather is a quick and largely harmless fix to improve [[FPS|framerate]] on older machines if required.
  
 
== Normal weather ==
 
== Normal weather ==
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== Evil weather ==
 
== Evil weather ==
Certain [[surroundings|evil surroundings]] feature freakish weather, such as fogs, clouds, and rains.  They may afflict those caught in them with various kinds of [[syndrome]]s or curses, such as poisonings or transformation into [[Undead|zombies]]. Names for evil weather are randomly generated, typically something along the lines of "abominable mist", "unholy gloom" (clouds) or "creeping murk", "horrid goo" (rain). Materials tainted by evil weather goo will appear as 'slimy'.
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Certain [[surroundings|evil surroundings]] feature freakish weather, such as fogs, clouds, and rains.  They may afflict those caught in them with various kinds of [[syndrome]]s or curses, such as poisonings or transformation into [[Undead|zombies]]. Names for evil weather are randomly generated, typically something along the lines of "abominable mist", "unholy gloom" (clouds) or "creeping murk", "horrid goo" (rain).
 
 
Evil weather does not count as true "weather" for all purposes: most notably, disabling weather in d_init.txt will not disable evil weather.
 
  
 
Two kinds of evil weather exist: evil rain and evil clouds.  The types of weather effect and their associated syndromes (if any) are different and randomly chosen for every evil biome in a generated world.  There will be at most one weather effect for a given evil biome, sometimes in conjunction with the effect of [[Undead|corpse animation]].
 
Two kinds of evil weather exist: evil rain and evil clouds.  The types of weather effect and their associated syndromes (if any) are different and randomly chosen for every evil biome in a generated world.  There will be at most one weather effect for a given evil biome, sometimes in conjunction with the effect of [[Undead|corpse animation]].
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Evil clouds inflict worse syndromes than evil rains; thralling clouds are especially dangerous in the extreme, as the zombies produced are much stronger than those produced via ambient effects. These [[undead]] are very hard to kill and are '''much''' stronger than their original forms. Evil clouds have a tendency to roll over your outdoor trade depot and convert traveling merchants into a band of dwarf-hungry savages, which can be quite [[fun]] to a fortress reliant on trade.
 
Evil clouds inflict worse syndromes than evil rains; thralling clouds are especially dangerous in the extreme, as the zombies produced are much stronger than those produced via ambient effects. These [[undead]] are very hard to kill and are '''much''' stronger than their original forms. Evil clouds have a tendency to roll over your outdoor trade depot and convert traveling merchants into a band of dwarf-hungry savages, which can be quite [[fun]] to a fortress reliant on trade.
 
If you wish to embark to an evil biome that has thralling/husking clouds, a few options are available:
 
# You can inspect the world manually after it is created. In order to do this, you will need to turn off compressed saves in [[init.txt]]. Then enter advanced world generation, set the number of evil rain types to "none" and the number of evil cloud types to 1. Generate a world, quit, then open ``world.dat`` in the region folder. Locate ``[INORGANIC:EVIL_CLOUD_1]``, then check the syndrome right after it. If this syndrome doesn't have Thralls, Husks, or Zombies, gen a new world and try again. This is much faster than embarking 20 times in a row, and you can make sure you will get dust if you prefer it over fog.
 
# [[Utility:DFHack|DFHack]]'s ``embark-assistant`` plugin can help find these types of biomes when run from the embark screen.
 
# You can change what evil weather a biome has with the DFHack script [http://www.bay12forums.com/smf/index.php?topic=164658.0 biomemanipulator], and/or use ``gui/gm-editor`` to change what evil weathers there are.
 
  
 
Thralling clouds are also dangerous in adventure mode: this particular form of undead status means inherent hostility from civilized beings, reduced speed and no regeneration. However, other undead will, as usual, ignore you.
 
Thralling clouds are also dangerous in adventure mode: this particular form of undead status means inherent hostility from civilized beings, reduced speed and no regeneration. However, other undead will, as usual, ignore you.
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{{DFtext|It is raining rotten sludge!|4:1}}
 
{{DFtext|It is raining rotten sludge!|4:1}}
  
Evil rain can be made of either the [[blood]] of a civilized race (most famously [[elf]] blood, but it can rain dwarf blood and others) or a randomly generated inorganic substance.  Blood rain typically causes no [[syndrome]]s, only giving whoever is caught in it an unhappy [[thought]].  Generated substances are more dangerous, causing minor symptoms such as vomiting and fevers, as well as inspiring the aforementioned unhappy thought. Evil rain can also cause wounds and injure dwarves and other creatures caught in them, although the extent of injury depends on the substance. Some forms of evil rain, such as those that cause blisters, will lead to instant [[fun]] as a blistered brain means death. Cats, birds, and other livestock dying after being exposed to evil rain indicates that dwarves may be next. Dwarves spattered with evil rain will seek a bath after any outdoor work, wasting time and [[soap]]. There are rumors of rain composed of other substances, such as [[alcohol]] and [[vomit]]; however, these seem to be rare.
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Evil rain can be made of either the [[blood]] of a civilized race (most famously [[elf]] blood, but it can rain dwarf blood and others) or a randomly generated inorganic substance.  Blood rain typically causes no [[syndrome]]s, only giving whomever is caught in it an unhappy [[thought]].  Generated substances are more dangerous, causing minor symptoms such as vomiting and fevers, as well as inspiring the aforementioned unhappy thought. Evil rain can also cause wounds and injure dwarves and other creatures caught in them, although the extent of injury depends on the substance. Some forms of evil rain, such as those that cause blisters, will lead to instant [[fun]] as a blistered brain means death. Cats, birds, and other livestock dying after being exposed to evil rain indicates that dwarves may be next. Dwarves spattered with evil rain will seek a bath after any outdoor work, wasting time and [[soap]]. There are rumors of rain composed of other substances, such as [[alcohol]] and [[vomit]]; however, these seem to be rare.
  
 
=== Dangers of evil weather ===
 
=== Dangers of evil weather ===
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*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a "good" biome.{{bug|8781}}
 
*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a "good" biome.{{bug|8781}}
 
 
 
{{D for Dwarf}}
 
 
[[Humans]] have attempted to predict the weather from time to time, to unusually bad results. Dwarven [[scholars]] absentmindedly noted that they could do it better, which caused a war from the completely unrelated cause of sock-making procedures. Dwarves ''would'' probably still do it better though, that is, if it rains tonight.
 
 
  
 
{{Translation
 
{{Translation

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