Customizing Streak, Ripple, and Mist Particle Visuals in Particle Rain
Particle Rain lets you fine-tune how its streak, ripple, and mist effects look, from how see-through they are to how they scale on screen and which texture resolution they borrow. All of this happens through the mod's config screen, not through crafting or items.
Opening the Config
Open the Particle Rain Config screen to reach every setting below. Options are grouped into sections such as performance, mist, compatibility, and the individual particle types: StreakOptions, RippleOptions, and MistOptions.
Opacity
Each particle type has an opacity control. It sets how see-through the particle is, running from completely transparent at 0 to completely solid at 100. Lower values give faint, ghostly effects; higher values make them dense and visible.
A related control, shaderpackTint, stops rain from being tinted while shaders are active. Note that turning this off is also the fix if Particle Rain is blocking players from joining your LAN server.
Screen Size and Scaling
constantScreenSize keeps a particle the same size on your screen no matter how far away it is, by scaling it according to distance. Turn this on if you want distant effects to stay readable rather than shrinking away.
Translucency handling is a separate choice. The Blended type lets translucent particles overlap each other, but it does not work together with shaderpacks as of Minecraft 1.21.5. Pick your translucency mode with that limitation in mind.
Resource Pack Resolution
useResourcepackResolution makes the particles follow the resolution of the campfire smoke particle. Enable it when you want the mod's effects to match the texture detail your resource pack already provides.
Performance and Density
If the effects cost too much performance, the performance options are where to look. Lowering them cuts the number of particles on screen and speeds up the game, at the price of sparser-looking weather.
- maxParticleAmount — no new weather particles spawn once this many already exist in the world.
- particleStormDensity — how many new particles appear each tick while a thunderstorm is running.
- particleDistance — how far away, in blocks, sky particles show up.
- surfaceRange — how far away, in blocks, particles spawned at the world's surface show up.
Mist, Wind, and Spawning Rules
Mist appears in wet biomes. Wind behavior includes a frequency control, where a lower frequency stretches out each gust, and a speed control for how quickly the wind shifts over time. yLevelAdjustment makes wind stronger at higher altitudes and switches it off below ground level.
Spawn behavior has its own toggles: doSpawnHeightLimit stops weather particles from appearing above cloud height, and spawnHeightLimit sets the height treated as above-clouds, with zero meaning the mod reads the cloud height from the current world. weatherIgnoreBlocks lists blocks that weather passes under and falls through instead of being blocked by, and you can view common tags online or enter a world to see suggestions.
Compatibility
- renderDefaultWeather — shows the default scrolling textures.
- doDefaultSplashing — shows the default splash particles.
- waterTint — applies biome color to rain, streaks, drops, and splashes.
- tintMix — how much tinted water particles reflect sky color rather than water color.
- crossBiomeBorder — lets particles drift into climates of a different temperature.
- useHeightmapTemp — stops snow from falling where rain belongs in biomes whose weather varies with height, such as the Windswept Hills.
Weather can also be restricted to normal weather only, stormy weather only, or clear skies.