The storm

A Vortex Dread tornado never falls out of a clear sky. It comes out of one fixed sequence, the same every time: a thunderstorm starts, a column begins turning underneath it, that column has to keep turning long enough to count as mature, and only then does the game roll to see whether anything reaches the ground. The whole thing is checked once a second of game time rather than on every tick, which gives the column time to exist before a player ever notices it. Turning off naturalTornadoes cuts that chain at the root, and so does typing the command (/vortex storms off): the sky stops producing anything on its own, leaving only /vortex spawn to put one down by hand.

Where a mesocyclone starts

The trigger comes down to one check on the server side (isThundering): the moment a storm starts in a dimension with no column already turning in it, the game picks a random connected player and drops the mesocyclone somewhere between 450 and 900 blocks away, in a direction chosen at random too. The starting heading is not fully free, though: it points roughly back at that player, with at most a quarter turn of spread split across both directions, so a storm that appears actually stands a chance of crossing someone's path instead of heading straight for the opposite horizon. The birth itself warns nobody, nothing beyond one technical line in the server console, prefixed with [VortexDread].

A column that grows and starts flashing

Once it is down, the column moves on every tick rather than once a second only: it drifts at 9 blocks per second, with a heading that can bend by 0.9 degrees per second, the same drift system a funnel will reuse for itself once it is born (covered in full on the life cycle page). Its radius, 320 blocks, is also the zone where the lightning above comes from, fed by two sources that do not follow the same rule:

Either way, these are visual-only bolts: nothing catches fire and nobody dies from an impact they never saw coming. Turning off extraLightning removes both sources at once and leaves vanilla weather to strike the way it always has.

A column that lights up is not a promise. A mesocyclone that has been turning for 2 minutes is allowed to drop a funnel, not required to, most never do. Once every player drifts more than 4000 blocks away, or the storm stops, the whole column is forgotten with nothing left to show for it.

The touchdown roll

Once mature, the column does not decide anything in one shot: it tries again at every survey, once a second, for as long as no funnel is already alive in the dimension and the quiet enforced after the last one has not run out.

The numbers behind one turning column
ElementValueWhat it means
Survey rate20 ticksone check per second of game time
Birth distance450 to 900 blocksrolled at random around a player
Column radius320 blocksreach of the internal lightning
Time to mature2400 ticks2 minutes before a funnel becomes possible
Abandon distance4000 blockspast this, the whole column is forgotten
Turned into an average wait
ElementValueWhat it means
Chance at each survey~0.3%tornadoChancePerMinute spread across 60 surveys
Cumulative chance in a minute18%the setting's own value
Average wait before a touchdown~5.5 minonce mature and off cooldown

This clock only runs while both conditions hold at once, and a single funnel already alive is enough to pause it entirely under the default maxConcurrent. The only sign sent to a player arrives at the moment of contact itself, never before: a gold message giving the distance and one of eight compass points, for anyone within 640 blocks.

The quiet does not negotiate. A funnel that has just dissipated forces 8 minutes of calm on its parent column, whatever the odds say during that stretch. A storm that stays mature and keeps thundering the whole time can run out that clock without a single new touchdown ever being attempted.

The storm group, in brief

Default values for the storm group
OptionWhat it movesDefault
naturalTornadoesCuts the whole chain described above, leaving only the manual command working.true
tornadoChancePerMinuteThe probability behind the odds table higher up this page.0.18
cooldownTicksHow long the forced quiet lasts after each dissipation.9600
maxConcurrentHow many funnels can turn at once before the roll pauses itself.1
ratingBiasTips the strength roll, covered in full on the EF scale page.0.0
warningRadiusReach of the message sent the moment contact happens.640
rebuildStormsChanges the storm's own look, independent of everything else here.true
cloudFlashesPerMinuteRate of the two internal lightning sources above.34
funnelFlashesPerMinuteThe same idea, once the funnel is down on the ground.9
extraLightningThe master switch for both lightning sources.true