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https://github.com/Splizard/minetest-mod-snow.git
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16
readme.txt
16
readme.txt
@ -1,19 +1,19 @@
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_____ __ __ _
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_____ __ __ _
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/ ____| | \/ | | |
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| (___ _ __ _____ __ | \ / | ___ __| |
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\___ \| '_ \ / _ \ \ /\ / / | |\/| |/ _ \ / _` |
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____) | | | | (_) \ V V / | | | | (_) | (_| |
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|_____/|_| |_|\___/ \_/\_/ |_| |_|\___/ \__,_|
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Version 3.2
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By Splizard and LazyJ.
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Minetest version: 0.4.9
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Depends: default
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License: GPL v2
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Complimentary Mods:
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Complimentary Mods:
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---------------------
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* "Snowdrift" by paramat
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* "More Blocks" by Calinou (2014_05_11 or newer)
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@ -62,7 +62,7 @@ There are nine biome types:
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* Alpine
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* Snowy
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* Plain
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Snow can be picked up and thrown as snowballs or stacked into snow blocks.
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Snow and ice melts when near warm blocks such as torches or igniters such as lava.
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Snow blocks freeze water source blocks around them.
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@ -101,3 +101,9 @@ As admin you can use the /snow command in-game to make various changes.
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UNINSTALL:
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------------
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Simply delete the folder snow from the mods folder.
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TODO:
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— use the settingtypes.txt
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— test if the fixed ground_y search works correctly at chunkcorners at ground level
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@ -41,9 +41,9 @@ local function do_ws_func(a, x)
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local n = math.pi * x / 16000
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local y = 0
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for k = 1,1000 do
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y = y + 1000*math.sin(k^a * n)/(k^a)
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y = y + math.sin(k^a * n)/(k^a)
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end
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return y/math.pi
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return 1000*y/math.pi
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end
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@ -184,19 +184,19 @@ minetest.register_on_generated(function(minp, maxp, seed)
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define_contents()
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end
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local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
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local area = VoxelArea:new({MinEdge=emin, MaxEdge=emax})
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local vm, emin, emax = minetest.get_mapgen_object"voxelmanip"
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local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
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local data = vm:get_data()
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local param2s = vm:get_param2_data()
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local heightmap = minetest.get_mapgen_object("heightmap")
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local heightmap = minetest.get_mapgen_object"heightmap"
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local snow_tab,num = {},1
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local pines_tab,pnum = {},1
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local sidelen = x1 - x0 + 1
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local chulens = {x=sidelen, y=sidelen, z=sidelen}
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local nvals_default = minetest.get_perlin_map(np_default, chulens):get2dMap_flat({x=x0+150, y=z0+50})
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local nvals_default = minetest.get_perlin_map(np_default, chulens):get2dMap_flat{x=x0+150, y=z0+50}
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local nvals_cold, nvals_ice
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-- Choose biomes
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@ -224,7 +224,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local test
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if nvals_default[ni] < 0.35 then
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if not nvals_cold then
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nvals_cold = minetest.get_perlin_map(np_cold, chulens):get2dMap_flat({x=x0, y=z0})
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nvals_cold = minetest.get_perlin_map(np_cold, chulens):get2dMap_flat{x=x0, y=z0}
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end
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test = math.min(nvals_cold[ni], 1)
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if smooth then
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@ -246,10 +246,12 @@ minetest.register_on_generated(function(minp, maxp, seed)
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and test > smooth_rarity_min then
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-- remove trees near alpine
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local ground_y
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for y = math.min(heightmap[ni]+20, maxp.y), math.max(minp.y, heightmap[ni]-5), -1 do
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if data[area:index(x, y, z)] ~= c.air then
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ground_y = y
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break
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if data[area:index(x, maxp.y, z)] == c.air then
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for y = math.min(heightmap[ni]+20, maxp.y), math.max(minp.y, heightmap[ni]-5), -1 do
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if data[area:index(x, y, z)] ~= c.air then
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ground_y = y
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break
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end
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end
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end
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@ -279,7 +281,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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nodes_added = true
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write_to_map = true
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if not nvals_ice then
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nvals_ice = minetest.get_perlin_map(np_ice, chulens):get2dMap_flat({x=x0, y=z0})
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nvals_ice = minetest.get_perlin_map(np_ice, chulens):get2dMap_flat{x=x0, y=z0}
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end
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local icetype = nvals_ice[ni]
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local cool = icetype > 0 -- only spawns ice on edge of water
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@ -290,11 +292,14 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local ground_y
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for y = math.min(heightmap[ni]+20, maxp.y), math.max(minp.y, heightmap[ni]-5), -1 do
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local nodid = data[area:index(x, y, z)]
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if nodid ~= c.air then
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ground_y = y
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break
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-- avoid generating underground
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if data[area:index(x, maxp.y, z)] == c.air then
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-- search for non air node from 20 m above ground down to 5 m below ground (confined by minp and maxp)
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for y = math.min(heightmap[ni]+20, maxp.y), math.max(minp.y, heightmap[ni]-5), -1 do
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if data[area:index(x, y, z)] ~= c.air then
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ground_y = y
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break
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end
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end
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end
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