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Adds a localized weather system that replaces minecrafts global weather, wind, and lots of ambient enhancements. The weather system includes tornadoes, hurricanes, sandstorms, water spouts, windstorms, thunderstorms, various stages of rainfall. Particles are thrown around in the wind. Leaf particles fall from trees.
Click image to play/pause
Localized rain can occur after it builds up humidity over high humid biomes or water.
Warm and cold particle based weather fronts spawn in, when they collide they can create a storm that will develop into deadlier storms. Stages are: lightning, high wind, hail, tornado touching down all the way to F5, if over ocean, it will be a large cyclone all the way to hurricane.
Tornadoes that tear up the terrain and throw around entities, pulling them into the deadly vortex, can be configured for what it grabs.
Trees and foliage rustle in the wind by spawning particles and making calm sounds. Long falling water creates strong waterfall sounds. ![]()
Everything in the mod is moved around by the dynamic wind system. Clouds and storms are moved by the changing global wind direction.
The rest, mainly particles, are moved by either the unique weather events in the area, or global wind with random gusts.
Particle based precipiation, including light, medium, and heavy rain, each with new ways to show off the intensity.
Sandstorms will spawn in deserts, building up sand slowly as it passes over the player with intense visuals.
With a focus on performance, a shader that makes foliage based blocks sway in the wind to bring the game to life even more.
- Weather Radar to see active storms in the area - Weather Machine that can spawn and keep a storm over a specific area - Weather Deflector to keep an area safe - Weather Siren to alert you of deadly storms - Weather Sensor that activates redstone when deadly storms are near - Anemometer to get a wind speed visual - Wind Vane to see the winds direction - Layered Sand that the sandstorm places - Pocket Sand to troll your friends Requires: CoroUtil and Minecraft Forge
I've learned how to add two 1/2-spins, which you can do with C-G-coefficients. There are 4 states (one singlet, three triplet states). States are symmetric or antisymmetric and the quantum numbers needed are total spin and total z-component.But how do you add three 1/2-spins? It should yield 8 different eigenstates. Which quantum numbers do you need to characterise the 8 states?It is not as easy as using C-G-coefficients and the usual quantum numbers as for the total momentum the doubly degenerate 1/2 state and quadruple degenerate 3/2 state can describe only 6 or the 8 states.
You will need an additional quantum number for the degeneracy.So how do you get the result?(I actually tried out myself with a large 8x8 matrix. The total spin 1/2 is each doubly degenerate.
For the additional quantum number I chose the cyclic permutation. Spin 1/2 states are neither symmetric nor antisymmetric. But what is the usual way to derive this?)EDIT: For reference I'm adding my results for up to 4 spins from some time ago:If you recall the basics of quantum mechanics with matrices it is actually a straightforward matrix diagonalization and requires no specialized knowledge. However, you still need to find an additional operator which breaks degeneracy.
I chose the cyclic permutation, which seems to do the job. Please refer to the below answer, since I haven't checked all details.
$begingroup$ I am working on a python package for real-world Euclidean-space-as-we-known-it vector/tensor processing, and I wanted to understand symmetries beyond the rank-2 case. The symmetries for rank-N tensors look a lot the combination of N spin-1 (vector) particles. One can go brute force with Clebsch-Gordon coefficients, or turn to Young tableaux and the representation theory of the permutation group. That leads to the spectacular 'Hook-Length Formula' which allows you to calculate the dimensions of a symmetry Irrep in any dimension.
For 3D, rank-4 tensor, fully antisymmetric: it is 0. $endgroup$–Aug 13 '15 at 15:33. $begingroup$ Textbooks tell us the C-G coefficients can always chosen real (at least for addition of two angular momenta). Here we see that a real orthogonal matrix works for 3 spins-1/2, and we even have more than one possible real solutions. I'd like to mention that my choice looks more balanced compared with those in the lecture notes. For my choice, I believe some linear combination of the operators $S1cdot S2$, $S2cdot S3$, and $S1cdot S3$ will give the corresponding constant of motion that resolve the degeneracy. $endgroup$–Dec 19 '18 at 8:43.
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