> ## Documentation Index
> Fetch the complete documentation index at: https://docs.refined.frotty27.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Weather settings

> Every Refined - Graphics setting on the Weather tab: what it does, its unit, range and default.

These are the rows on the **Weather** tab of **Options > Refined - Graphics**. The game's own options on the same tab are not listed here.

## Sky and Fog

| Setting | What it does | Range and unit | Default |
| - | - | - | - |
| **Lightning**<br />`lightning.enabled` | Lightning strikes in sharp, flickering strokes of cold blue-white light from where the clouds glow, with long soft shadows, and your eyes take a moment to recover after it. With Height Fog it lights the fog too. The thunder is the game's. | On or off | Off |
| **Flashes**<br />`lightning.flashes_choice` | How lightning flashes. Strokes flicker sharply, as real lightning does. Gentle shows at most three flashes a second at half the contrast, for anyone sensitive to flashing light. | One of `strokes`, `gentle` | `strokes` |
| **Height Fog**<br />`height_fog.enabled` | Fog gathers over valleys and low ground and thins higher up, glows toward the sun, and fades the far edge of the world into the sky. Never thinner than the game's fog. | On or off | Off |
| **Height Fog Strength**<br />`height_fog.strength_x` | How thick the fog lies over low ground, as a multiple of the game's own fog on a clear day. In thick weather it adds less, so a foggy valley never turns into a wall. | 0.5 to 8<br />times the game's value | `1` |
| **Fog Layer Height**<br />`height_fog.layer_height_m` | How high above the low ground around you the fog rises before it has thinned to half. | 4 to 64<br />metres | `16` |
| **Sun Glow**<br />`height_fog.sun_glow_share` | How brightly the fog glows toward the sun, and faintly toward the moon at night. | 0 to 1<br />a share, 0 none and 1 all | `0.5` |
| **Moon Size**<br />`moon_size.enabled` | The moon is drawn at a believable size, a little over three times the real moon, instead of the game's giant disc. The blood moon stays a little larger. | On or off | Off |
| **Moon Diameter**<br />`moon_size.diameter_deg` | How wide the moon looks, in degrees of your view. The real moon is about half a degree, the game's 6.5. | 1 to 6.5<br />degrees | `1.8` |
| **Sun Disc**<br />`sun_disc.enabled` | The sun is a crisp, bright disc with slightly darker, warmer edges, shining through a narrower glow, and hidden by clouds and fog. | On or off | Off |
| **Sun Diameter**<br />`sun_disc.diameter_deg` | How wide the sun's disc looks, in degrees of your view. The real sun is about half a degree. | 0.5 to 2<br />degrees | `1` |
| **Weather Timing**<br />`weather_timing.enabled` | Fog and clouds change at the same speed at any frame rate. Without it they change faster at high frame rates. | On or off | On |

## Rain and Snow

| Setting | What it does | Range and unit | Default |
| - | - | - | - |
| **Lens Droplets**<br />`lens_droplets.enabled` | In open rain, now and then a soft blurry patch of water on your eyes that a blink clears, more looking up. On glasses, goggles or a visor drops sit, merge and run down. A brimmed hat keeps most rain off. | On or off | Off |
| **Droplet Amount**<br />`lens_droplets.amount_share` | How many raindrops gather on the screen in heavy rain. | 0.1 to 1<br />a share, 0 none and 1 all | `0.5` |
| **Droplet Check**<br />`lens_droplets.check_choice` | Draws every raindrop on the screen bright pink, to check that drops reach your screen at night and in fog. Leave it Off to play. | One of `off`, `bright_pink` | `off` |
| **Rain Light**<br />`rain_light.enabled` | Rain is as bright as the light it falls in: as the game's by day, dim at night, flashing with lightning. | On or off | On |
| **Rain Shading**<br />`rain_light.shading_choice` | Tinted dims the game's rain at night. Lit also lets lamps and your flashlight catch the streaks. | One of `tinted`, `lit` | `tinted` |
| **Rain Distance**<br />`rain_light.distance_m` | How far around you rain falls. The game's rain stops at 20 m; farther rain fills the distance in a downpour and costs frames in heavy rain. | 20 to 50<br />metres | `30` |
| **Soft Drifts**<br />`soft_drifts.enabled` | Blowing snow, sand and smoke fade softly into the ground and away near you, and take the light and fog around them, instead of sliding over the land as hard, dark sheets. | On or off | On |
| **Wet Surfaces**<br />`wet_surfaces.enabled` | Rain darkens the ground and walls, makes them shine and leaves puddles; water runs down walls and windows and drips from roof edges. Covered areas stay dry. | On or off | Off |
| **Puddle Amount**<br />`wet_surfaces.puddle_share` | How much of the flat ground outside gathers puddles when it rains. | 0.1 to 1<br />a share, 0 none and 1 all | `0.4` |
| **Puddle Distance**<br />`wet_surfaces.puddle_distance_m` | How far from you puddles show. Farther puddles fade out smoothly instead of stopping at a line. | 20 to 60<br />metres | `40` |
| **Snow Cover**<br />`snow_cover.enabled` | Falling snow builds up on roofs, ledges, cars and roads over time and melts once it warms above freezing. Covered areas stay clear. | On or off | Off |

## Water

| Setting | What it does | Range and unit | Default |
| - | - | - | - |
| **Natural Water**<br />`natural_water.enabled` | Rivers, lakes and ponds reflect the sky by day and night with the game's Reflection Quality Off, instead of turning flat dark green or black. | On or off | On |
| **Underwater Look**<br />`underwater_look.enabled` | Under water the water takes the biome's colour and murk: green in the forest, silty in the desert, cold and clearer in the snow, dim and polluted in the wasteland, ashen in the burnt forest. Darker the deeper you look, lighter toward the surface, with light falling in from above. Dim at night, never black. | On or off | Off |
| **Water Color**<br />`water_color.enabled` | Rivers and lakes seen from above take the biome's own murky colour, lighter over shallows and darker where deep, lit by the sun and the sky instead of near black. Grim and grounded, never tropical. | On or off | Off |
| **Soft Shores**<br />`soft_shores.enabled` | Water fades softly into the bank by its depth at any distance, instead of ending in a hard line where it cuts into the land. | On or off | On |
| **Flowing Water**<br />`flowing_water.enabled` | Rivers and streams flow along their course, fastest in the middle and still at the banks, waterfalls stream down and lakes lie still, instead of every water drifting the same way. | On or off | Off |
| **Flow Speed**<br />`flowing_water.speed_x` | How fast rivers, streams and waterfalls flow, as a multiple of a calm river's pace. | 0.25 to 2<br />times the game's value | `1` |
| **Wind on Water**<br />`water_wind.enabled` | Fine ripples run across the water with the wind, stronger as it blows harder and gone in a calm, with a gentle swell of a few centimetres on open water while Flowing Water is on. | On or off | Off |
| **Rain Rings**<br />`rain_rings.enabled` | Rings spread on rivers and ponds where raindrops land, as many as the rain is heavy, none under a roof or a bridge. | On or off | Off |
| **Caustics**<br />`caustics.enabled` | By day, moving lines of focused sunlight on the bed of shallow water, and on everything under the surface while you swim, none in shade. | On or off | Off |


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