Weather states that count. One of: Clear, Rain, Snow, Fog, Thunder. The condition is satisfied while any listed state is active, so ['Rain', 'Thunder'] reads as 'in the rain or during a thunderstorm'. Clear means none of the other four states are active. At least one entry is required, an empty list is invalid.
Any listed state matches.["Rain", "Thunder"] reads as “in the rain or
during a thunderstorm”. For “only in rain that is not a thunderstorm”,
combine with Not.
Weather is read at the player’s position, not globally. The game shapes
weather by terrain: deserts get about half the rain, and in the Arctic rain
falls as snow instead. The same storm can be Rain in the forest and Snow
on the ice sheet, and a player in the desert may not match Rain while the
rest of the map does. Since snow only falls in the Arctic, Snow pairs
naturally with Biome conditions.
The condition reads the sky, not the player. A player under a roof
during a storm still matches Rain. If you want “actually got wet”, that is
Player Wetness’s job, and the two
compose: rain plus a low wetness bound makes a “fish in the rain while
staying dry” contract.
Thresholds are built in and anchored to the game’s own numbers: any rain at
all counts as Rain, any snow as Snow, Fog needs fog thick enough to
matter, and Thunder matches whenever the game reports a thunderstorm.
There is no intensity config.
Clear means none of the other four states are active at the player’s
position.
At least one state is required. An empty list is invalid and the contract
will not load.
Weather rolls to a new pattern roughly every 18 in-game hours, and servers
get a stretch of clear skies right after a wipe. A short-lived contract can
easily miss the weather it asks for, so weather-gated contracts fit daily or
weekly rotations much better than hourly ones. The sibling environmental
condition, Time of Day, has the same
kind of timing caveat.