Badges update automatically and link to the mod page on MineUniverse.
F = float
B = boolean
T = key-value pairs
S = string
I = integer
V = void
V: PlaySound( F: frequency(20-2000), I: duration in seconds (1-600), I: interval in ticks (1-60) )
F: GetWindAngle() – returns the wind direction around the block
F: GetWindSpeed() – returns the wind speed around the block (must be multiplied by 9.65 to obtain a value in MPH)
B: IsRaining() – returns whether it is raining at the block
B: IsAStorm() – returns whether there is a storm within a 712-block radius
F: GetHumidity() – returns the humidity around the block on a 0–1 scale
F: GetPressure() – returns the atmospheric pressure around the block in kPa
F: GetDewpoint() – returns the dew point temperature around the block in °C
F: GetFarenheitTemperature() – returns the temperature around the block in °F (SIC)
F: GetCelsiusTemperature() – returns the temperature around the block in °C
T: ClosestStorm() – returns multiple key-value pairs describing the closest storm within a 712-block radius
S: .type – returns the storm type (TD1, EF1, C1, etc.)
F: .dist – returns the distance from the block to the storm (in blocks)
F: .angle – returns the direction angle of the storm
F: .speed – returns the movement speed of the storm
S: .name – returns the storm name (TROPICAL DEPRESSION IAN, etc.)
B: .danger – returns whether the storm is violent (increased size and health) (WIP)
B: .isDying – returns whether the storm is dissipating
I: .stage – returns the storm stage (higher stages mean stronger storms)
F: .Wspeed – returns the wind speed inside the storm (must be multiplied by 9.65 to obtain MPH)
I: .size – returns the storm size in blocks
-- Lua example code to test the peripheral
local component = require("component")
local term = require("term")
if not component.isAvailable("WindAdapter") then
error("Component 'WindAdapter' not found")
end
local radar = component.WindAdapter
local function boolToText(v)
if v then return "YES" else return "NO" end
end
while true do
-- Basic readings
local angle = radar.GetWindAngle()
local speed = radar.GetWindSpeed() * 9.65
local humidity = radar.GetHumidity() * 100
local pressure = radar.GetPressure()
local dew = radar.GetDewpoint()
local tempC = radar.GetCelsiusTemperature()
local tempF = radar.GetFarenheitTemperature()
local isRaining = radar.IsRaining()
local isStorm = radar.IsAStorm()
-- Clear screen before printing
term.clear()
term.setCursor(1,1)
print("=== METEOROLOGICAL RADAR ===\n")
print("Wind:")
print(" Angle: " .. string.format("%.2f", angle))
print(" Speed: " .. string.format("%.2f", speed))
print("")
print("Atmosphere:")
print(" Temperature: " .. string.format("%.2f", tempC) .. " °C / " .. string.format("%.2f", tempF) .. " °F")
print(" Humidity: " .. string.format("%.2f", humidity) .. " %")
print(" Pressure: " .. string.format("%.2f", pressure))
print(" Dew point: " .. string.format("%.2f", dew))
print("")
print("Conditions:")
print(" Raining: " .. boolToText(isRaining))
print(" Storm detected: " .. boolToText(isStorm))
print("")
-- Storm processing
if isStorm then
local data = { radar.ClosestStorm() }
local storm = {}
for i = 1, #data, 2 do
storm[data[i]] = data[i+1]
end
-- Filter: ignore storms named "Cloud"
if storm.name == "Cloud" or storm.name == "" then
print("No active storms detected.")
else
print(">>> CLOSEST STORM <<<")
print(" Type: " .. tostring(storm.type))
print(" Name: " .. tostring(storm.name))
print(" Distance: " .. string.format("%.2f", storm.dist))
print(" Angle: " .. string.format("%.2f", storm.angle))
print(" Speed: " .. string.format("%.2f", storm.speed))
print(" Wind: " .. string.format("%.2f", storm.Wspeed * 9.65))
print(" Size: " .. tostring(storm.size))
print(" Dangerous: " .. boolToText(storm.danger))
print(" Dying: " .. boolToText(storm.isDying))
print(" Stage: " .. tostring(storm.stage))
end
else
print("No active storms detected.")
end
os.sleep(0.1)
end
Any issues related to the base mod must be reported through their official channels, and likewise, issues specific to this mod should be reported through this project's channels.