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https://github.com/Splizard/minetest-mod-snow.git
synced 2024-12-27 15:10:20 +01:00
Makes ice slippery and removes messages of depreciation
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e8a15bf467
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@ -96,7 +96,7 @@ if snow.enable_snowfall then
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for _, player in ipairs(minetest.get_connected_players()) do
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local player_name = player:get_player_name()
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local pos_player = player:getpos()
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local pos_player = player:get_pos()
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local pposy = math.floor(pos_player.y) + 2 -- Precipitation when swimming
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if pposy >= YLIMIT - 2 then
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local pposx = math.floor(pos_player.x)
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@ -107,9 +107,9 @@ if snow.enable_snowfall then
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local nobj_humid = minetest.get_perlin(np_humid)
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local nobj_prec = minetest.get_perlin(np_prec)
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local nval_temp = nobj_temp:get2d({x = pposx, y = pposz})
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local nval_humid = nobj_humid:get2d({x = pposx, y = pposz})
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local nval_prec = nobj_prec:get2d({x = os.clock() / 60, y = 0})
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local nval_temp = nobj_temp:get_2d({x = pposx, y = pposz})
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local nval_humid = nobj_humid:get_2d({x = pposx, y = pposz})
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local nval_prec = nobj_prec:get_2d({x = os.clock() / 60, y = 0})
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-- Biome system: Frozen biomes below heat 35,
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-- deserts below line 14 * t - 95 * h = -1496
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@ -151,14 +151,13 @@ if snow.enable_snowfall then
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((time - 0.1875) / 0.0521) * difsval)
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end
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-- Set sky to overcast bluish-grey
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player:set_sky(
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{r = sval, g = sval, b = sval + 16, a = 255},
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"plain",
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{}
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)
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player:set_sky({
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base_color = {r = sval, g = sval, b = sval + 16, a = 255},
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type = "plain",
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})
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else
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-- Reset sky to normal
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player:set_sky({}, "regular", {})
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player:set_sky({type = "regular"})
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end
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end
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@ -66,10 +66,10 @@ end)
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-- Christmas egg
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if minetest.global_exists"skins" then
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skins.add"character_snow_man"
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end
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-- Christmas egg
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if minetest.global_exists("skins") then
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skins.add("character_snow_man")
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end
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-- Decorated Pine Leaves
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@ -291,8 +291,7 @@ local function snow_onto_dirt(pos)
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local node = minetest.get_node(pos)
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if node.name == "default:dirt_with_grass"
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or node.name == "default:dirt" then
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node.name = "default:dirt_with_snow"
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minetest.set_node(pos, node)
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minetest.set_node(pos, {name = "default:dirt_with_snow"})
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end
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end
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@ -312,14 +311,9 @@ nodedef = {
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-- by player position. ~ LazyJ
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-- I made this a little harder to dig than snow blocks because
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-- I imagine snow brick as being much more dense and solid than fluffy snow. ~ LazyJ
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groups = {cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=1, icemaker=1, cooks_into_ice=1},
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groups = {cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=1, icemaker=1, cooks_into_ice=1, cools_lava = 1, snowy = 1},
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--Let's use the new snow sounds instead of the old grass sounds. ~ LazyJ
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sounds = default.node_sound_dirt_defaults({
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footstep = {name="default_snow_footstep", gain=0.25},
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dig = {name="default_dig_crumbly", gain=0.4},
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dug = {name="default_snow_footstep", gain=0.75},
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place = {name="default_place_node", gain=1.0}
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}),
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sounds = default.node_sound_snow_defaults(),
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-- The "on_construct" part below, thinking in terms of layers,
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-- dirt_with_snow could also double as dirt_with_frost which adds subtlety
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-- to the winterscape. ~ LazyJ
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@ -329,17 +323,14 @@ nodedef = {
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-- Snow Brick
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minetest.register_node("snow:snow_brick", table.copy(nodedef))
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-- hard Ice Brick, original texture from LazyJ
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local ibdef = table.copy(nodedef)
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ibdef.description = "Ice Brick"
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ibdef.tiles = {"snow_ice_brick.png"}
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ibdef.use_texture_alpha = true
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ibdef.use_texture_alpha = "blend"
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ibdef.drawtype = "glasslike"
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ibdef.groups = {cracky=1, crumbly=1, choppy=1, melts=1}
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ibdef.sounds = default.node_sound_glass_defaults({
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dug = {name="default_hard_footstep", gain=1}
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})
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ibdef.groups = {cracky=1, crumbly=1, choppy=1, melts=1, cools_lava = 1, slippery = 3}
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ibdef.sounds = default.node_sound_ice_defaults()
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minetest.register_node("snow:ice_brick", ibdef)
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@ -351,44 +342,38 @@ nodedef.tiles = {"snow_snow_cobble.png"}
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minetest.register_node("snow:snow_cobble", nodedef)
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-- Override Default Nodes to Add Extra Functions
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local groups = minetest.registered_nodes["default:ice"].groups
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groups["melt"] = 1
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minetest.override_item("default:ice", {
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use_texture_alpha = true,
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param2 = 0, --param2 is reserved for how much ice will freezeover.
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sunlight_propagates = true, -- necessary for dirt_with_grass/snow/just dirt ABMs
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drawtype = "glasslike",
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tiles = {"default_ice.png^[brighten"},
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use_texture_alpha = "blend",
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param2 = 0, --param2 is reserved for how much ice will freezeover.
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sunlight_propagates = true, -- necessary for dirt_with_grass/snow/just dirt ABMs
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tiles = {"snow_ice.png^[brighten"},
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liquidtype = "none",
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-- I made this a lot harder to dig than snow blocks because ice is much more dense
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-- and solid than fluffy snow. ~ LazyJ
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groups = {cracky=2, crumbly=1, choppy=1, --[[oddly_breakable_by_hand=1,]] melts=1},
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groups = groups,
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on_construct = snow_onto_dirt,
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liquids_pointable = true,
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--Make ice freeze over when placed by a maximum of 10 blocks.
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after_place_node = function(pos)
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minetest.set_node(pos, {name="default:ice", param2=math.random(0,10)})
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end
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end,
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})
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groups = minetest.registered_nodes["default:snowblock"].groups
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for g,v in pairs({melts=1, icemaker=1, cooks_into_ice=1, falling_node=1}) do
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groups[g] = v
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end
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minetest.override_item("default:snowblock", {
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-- LazyJ to make dirt below change to dirt_with_snow (see default, nodes.lua, dirt ABM)
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liquidtype = "none",
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paramtype = "light",
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sunlight_propagates = true,
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-- Snow blocks should be easy to dig because they are just fluffy snow. ~ LazyJ
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groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=1,
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icemaker=1, cooks_into_ice=1, falling_node=1},
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--drop = "snow:snow_cobble",
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on_construct = snow_onto_dirt
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-- Thinking in terms of layers, dirt_with_snow could also double as
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-- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04
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on_construct = snow_onto_dirt,
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groups = groups,
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})
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minetest.override_item("default:snow", {
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drop = {
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max_items = 2,
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@ -45,7 +45,11 @@ if minetest.get_modpath("moreblocks") and
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ndef.groups.icemaker = nil
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ndef.groups.cooks_into_ice = nil
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ndef.after_place_node = nil
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if string.find(name, "ice") then
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ndef.use_texture_alpha = "blend"
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else
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ndef.use_texture_alpha = "opaque"
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end
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stairsplus:register_all(mod, name, nodename, ndef)
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if was_in_stairs[name] then
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Before Width: | Height: | Size: 643 B After Width: | Height: | Size: 643 B |
Before Width: | Height: | Size: 606 B After Width: | Height: | Size: 606 B |
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