#Better Weather uses a prefix system for what biomes weather is allowed to function in.
# Prefix Guide:
# "#" - Biome category representable.
# "$" - Biome dictionary representable.
# "," - Creates a new condition, separate from the previous.
# "ALL" - Spawn in all biomes(no condition).
# "!" - Negates/flips/does the reverse of the condition.
# "" - No prefix serves as a biome ID OR Mod ID representable.
#
# Here are a few examples:
#1. "byg#THE_END, $OCEAN" would mean that the ore may spawn in biomes with the name space "byg" AND in the "END" biome category, OR all biomes in the "OCEAN" dictionary.
#2. "byg:guiana_shield, #MESA" would mean that the ore may spawn in the "byg:guiana_shield" OR all biomes in the "MESA" category.
#3. "byg#ICY$MOUNTAIN" would mean that the ore may only spawn in biomes from byg in the "ICY" category and "MOUNTAIN" dictionary type.
#4. "!byg#DESERT" would mean that the ore may only spawn in biomes that are NOT from byg and NOT in the "DESERT" category.
#5. "ALL", spawn everywhere. 
#6. "" Don't spawn anywhere.
biomeCondition = "ALL"
#What is the default chance for this weather event to occur? This value is only used when Seasons are NOT present in the given dimension.
defaultChance = 0.7
#What is the temperature offset for valid biomes?
humidityOffset = 0.07
#Determines whether or not this weather event may spawn lightning and sets world info internally for MC and mods to use.
isThundering = false
#How often does lightning spawn? Requires "isThundering" to be true.
lightningChance = 0
#What is the temperature offset for valid biomes?
temperatureOffset = 0.0
#Target Weather Event's Registry ID to configure settings for in this config.
type = "betterweather:cloudy"

[clientSettings]
	#How dense is fog?
	fogDensity = -1.0
	#What is the opacity of the sky? 0.0 means hidden, 1.0 is fully visible.
	##Range 0.0-1.0
	skyOpacity = 0.0
	#Do sunsets/sunrises modify fog/sky color?
	sunsetSunriseColor = true
	#Target Weather Event's Registry ID to configure settings for in this config.
	type = "betterweather:cloudy"

	[clientSettings.colorSettings]
		#The strength of this world's cloud color blend towards the value of "cloudTargetHexColor".
		#Range: 0 - 1.0
		cloudColorBlendStrength = 1.0
		#Blends this world's grass color towards this value. Blend strength is determined by the value of "cloudColorBlendStrength".
		cloudTargetHexColor = "ff59648e"
		#The strength of this world's fog color blend towards the value of "fogTargetHexColor".
		#Range: 0 - 1.0
		fogColorBlendStrength = 1.0
		#Blends the world's fog color towards this value. Blend strength is determined by the value of "fogColorBlendStrength".
		fogTargetHexColor = "ff59648e"
		#The strength of this world's sky color blend towards the value of "foliageTargetHexColor".
		#Range: 0 - 1.0
		foliageColorBlendStrength = 0.1
		#Blends this world's foliage color towards this value. Blend strength is determined by the value of "foliageColorBlendStrength".
		foliageTargetHexColor = ""
		#The strength of this world's grass color blend towards the value of "grassTargetHexColor".
		#Range: 0 - 1.0
		grassColorBlendStrength = 0.1
		#Blends this world's grass color towards this value. Blend strength is determined by the value of "grassColorBlendStrength".
		grassTargetHexColor = ""
		#The strength of this world's sky color blend towards the value of "skyTargetHexColor".
		#Range: 0 - 1.0
		skyColorBlendStrength = 1.0
		#Blends this world's grass color towards this value. Blend strength is determined by the value of "skyColorBlendStrength".
		skyTargetHexColor = "ff677288"

#What is the chance for this weather event to occur for the given season (phase)?
[seasonChances]

	[seasonChances.AUTUMN]
		END = 0.0
		MID = 0.0
		START = 0.0

	[seasonChances.SPRING]
		END = 0.0
		MID = 0.0
		START = 0.0

	[seasonChances.SUMMER]
		END = 0.0
		MID = 0.0
		START = 0.0

	[seasonChances.WINTER]
		END = 0.0
		MID = 0.0
		START = 0.0

