It's no more complicated then most systems on a mud, and not as big of a resource hog as people would like to think.
Imagine the weather being as a group of mobile's. It moves from room to room. Either picking a flower or whatever, the mobile needs to know the room, what is around the room etc. The weather object needs to know the conditions of the room, and simply affect the room like a mob would. It then sends an update to the global system letting it know what happened. If two weather objects meet, then the weather could change drastically, which is where the memory footprint would come in, but it wouldn't be a lasting transition.
This of course is an overly-simplified run-down of how the system works. But it illustrates how non-intensive the system is.
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