This happens because the game only checks for acid rain to start when precipitation starts, which normally only happens when rain is set to lots.
local StartPrecipitation = _ismastersim and function(temperature) _moisture:set(_moistureceil:value()) _moisturefloor:set(RandomizeMoistureFloor(_season)) _peakprecipitationrate:set(RandomizePeakPrecipitationRate(_season)) local riftspawner = _world.components.riftspawner if TUNING.ACIDRAIN_ENALBED and riftspawner and riftspawner:IsShadowPortalActive() then _preciptype:set(PRECIP_TYPES.acidrain) else _preciptype:set(PRECIP_TYPES.rain) end end or nil
There should be an event that checks to switch acid rain on or off when a shadow rift opens. Either in general, or only when rain is set to lots, if the current behavior is to be kept.
Steps to Reproduce
It's self-explanatory, try opening the rifts (or set them to always in world settings) in a cave world with rain set to lots. Acid rain will never show up.
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