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mirror of https://github.com/Splizard/minetest-mod-snow.git synced 2025-06-29 23:00:24 +02:00

196 Commits

Author SHA1 Message Date
afe80c0dc3 Corrige génération 2020-06-13 14:38:39 +02:00
f51bcd00df Supprime texture perso des aiguilles de pins.
Remplacé par la texture de minetest car c'est la même.
2019-04-20 13:07:28 +02:00
d3ba0dd21c Corrige les messages de warnings au chargement
- Ces messages concernaient la tentative de création d'alias déjà
  existant pour les blocs ice et snowblock
2019-02-02 12:18:26 +01:00
3b44907492 Merge branch 'master' into nalc 2019-01-19 19:03:25 +01:00
d215ac3fff Ajoute message de chargement du mod dans le journal "action" 2019-01-19 18:57:35 +01:00
dc799f344f Note about broken mapgen rarity setting 2018-11-25 18:19:21 +01:00
6529ab9304 Fix settingtypes.txt setting description 2018-11-25 18:12:51 +01:00
b4add0091c mapgen: Fix crashes when smooth transition is disabled 2018-11-25 18:07:23 +01:00
854e10f087 Plusieurs modifications
- Suppression du biome snow_sand
- Suppression de plusieurs ABMS pour gagner en performance
- Suppression de code obsolète
- Suppression de la mapgen V6
- Génération des sapins à base de schematics
2018-11-20 19:38:26 +01:00
794fb251ba Modif biomes 2018-11-14 22:26:29 +01:00
6120890c5d Ajoute plus de diversité dans la génération des sapins + retouche biomes 2018-11-13 19:22:56 +01:00
d06bec7c52 Corrige la disparition des aiguilles de pin quand l'arbre est détruit 2018-11-11 20:01:13 +01:00
df38728f4b Fix crash et modifications de la génération du terrain 2018-11-06 16:21:23 +01:00
8f34ce940b Corrige des erreurs de syntaxe 2018-11-04 13:43:15 +01:00
221c440034 Shorten max snowball life to ten seconds. (#39) 2018-08-18 10:24:24 +02:00
036f502968 Fix snow walkability
Fixes stair-like snow slopes
2018-08-07 15:50:50 +02:00
de45f53153 Make mapgen work again 2018-08-07 15:40:07 +02:00
337e9e2c55 Fix default settings
Some boolean settings disappeared in 0c90b5dcf3
2018-08-07 15:39:28 +02:00
11364a550c Prod snowballs when they are stuck 2018-08-07 15:03:13 +02:00
5b4e705055 Call this 4.0. 2018-04-23 23:16:35 +12:00
1b4cc3e94c Sane defaults for the boolean settings. 2018-04-23 22:53:17 +12:00
0e5f469c3b Merge branch 'master' of https://github.com/Splizard/minetest-mod-snow 2018-04-23 22:42:46 +12:00
6f9ba85f51 Merge pull request #31 from DS-Minetest/sboxl
make snow selection_box leveled
2018-04-23 22:40:34 +12:00
3737d6eb38 Merge pull request #30 from DS-Minetest/mod_conf
add mod.conf
2018-04-23 22:32:59 +12:00
7f394447f1 Disable mapgen by default, minetest has snow biomes now. 2018-04-23 22:28:55 +12:00
ee3b12c07d Replace falling_snow with paramat's functional snowdrift mechanics. 2018-04-23 22:28:21 +12:00
a624a6fabe Minor change to the sled message, hold sneak instead of press sneak! 2018-04-23 21:41:35 +12:00
0c90b5dcf3 Use the nice new settings api. 2018-04-23 21:27:20 +12:00
efbfa989d2 Fix snow placement bug due to levelled
Before, when placing snow one node above snow, the lower snow node grew and didn't turn into a snowblock

Also, test for protection
2018-03-20 14:13:33 +01:00
1510ced771 Add old minetest_game snow texture to other_texures 2018-02-15 17:45:09 +01:00
663b151dec Fix spawn_falling_node crash 2018-02-15 17:44:27 +01:00
Foz
898c7e313b Rewrite stairs code.
- Handle stairsplus stairs and MTG stairs in the same file.
 - Only create stairs using stairsplus or MTG stairs, not both.
 - Handle map switching from MTG stairs to stairsplus automatically.
 - If using stairsplus:
   - Move stairsplus nodes to proper namespace.
   - Alias stairsplus nodes that moved to a new namespace.
   - Alias duplicated ice and snowblock stairs and slabs to their new namespace.
   - Make ice_brick sawable too.
   - Unify stairsplus cut ice and default:ice texture brightness.
 - If using MTG stairs:
   - Move stairs and slabs to MTG stairs namespace.
   - Alias stairs and slabs that moved to the new namespace.
2018-01-15 18:05:19 +01:00
0dcf9b5f0e Fix missing snow leaves and apple leavesdecay 2017-12-17 12:10:55 +01:00
600eaa2313 Attempt to fix snow leaves leafdecay 2017-12-16 15:45:37 +01:00
aec3bf2ed3 Remove redundant (and obsolete) nodeupdate 2017-12-16 15:29:27 +01:00
fd111402d5
M  src/snowball.lua
2017-12-16 15:22:36 +01:00
2dd10091df make snow selection_box leveled 2017-09-08 19:52:28 +02:00
76eca09e97 add mod.conf 2017-09-08 16:58:26 +02:00
2df09a7ebb Fix pinetree leafdecay 2017-06-25 20:44:50 +02:00
13ecf6a8b2 Merge pull request #26 from FozLand/master
Remove reference to undeclared global variable.
2017-06-19 13:33:24 +12:00
Foz
d962139358 Remove reference to undeclared global variable.
Fixes Splizard/minetest-mod-snow#24
2017-06-18 17:39:03 -04:00
812b0f977e Use new setting functions 2017-06-18 12:39:05 +02:00
f7b048a851 Also for christmas trees 2017-03-23 16:03:01 +01:00
44ae0ab35d Add treecapitator support 2017-03-23 15:52:21 +01:00
c72f56068f Should fix #25 2016-12-04 10:06:14 +01:00
da6a4b3361 buffer the perlin values
M  src/mapgen_v6.lua
2016-09-17 22:17:04 +02:00
bf113a15ff chulens does not need a z field
M  src/mapgen_v6.lua
2016-09-17 12:03:23 +02:00
9d657246c9 do not recreate perlin noise objects in every mapchunk
M  src/mapgen_v6.lua
2016-09-17 11:38:38 +02:00
48db038755 this should make ice generation faster
M  src/mapgen_v6.lua
2016-09-14 19:46:44 +02:00
7774eb3f7f streamline mapgen code: reduce index calculations
M  src/mapgen_v6.lua
2016-09-14 16:53:01 +02:00
9f73cc4778 short dofiles
M  init.lua
2016-09-06 08:24:05 +02:00
c9aaed23a5 inform about loading snow
M  init.lua
2016-09-06 08:20:54 +02:00
b1a7d12b90 round player position, #20 could be fixed
M  src/falling_snow.lua
2016-08-21 09:07:00 +02:00
6affec0a56 fix typo
M  src/falling_snow.lua
2016-08-21 09:00:16 +02:00
7080b2dbe0 show more information if #20 happens
M  src/falling_snow.lua
2016-08-19 11:52:32 +02:00
30b0dd9557 attempt to fix #20
M  src/falling_snow.lua
2016-08-16 10:30:08 +02:00
020ef2fa49 fix mistake
M  src/snowball.lua
2016-08-13 13:17:45 +02:00
d61a1d54ab edit comments
M  src/nodes.lua
2016-08-13 13:15:15 +02:00
92f5cb0fde move stairs dofiles to nodes.lua
M  init.lua
M  src/nodes.lua
2016-08-13 13:09:11 +02:00
1c1a5c11b7 move the snow redefinition to nodes.lua
M  src/nodes.lua
M  src/snowball.lua
2016-08-13 13:05:54 +02:00
6488a3b8f5 fix deprecated log and make snow walkable
M  src/snowball.lua
2016-08-13 13:01:34 +02:00
90e08fe0bc use after instead of globalstep
M  src/falling_snow.lua
M  src/snowball.lua
2016-08-01 11:03:39 +02:00
a5ae53fbeb fix deprecated messages
M  depends.txt
M  src/mapgen.lua
M  src/nodes.lua
2016-07-31 18:32:49 +02:00
850e5d9d33 fix ground_y searching bug
fixes #18

M  readme.txt
M  src/mapgen_v6.lua
2016-07-16 21:54:31 +02:00
990ace49d8 changes in falling.lua 2016-07-16 21:53:23 +02:00
b3cdf93212 make more tables weak 2016-04-29 18:05:04 +02:00
049349360e log when changing the falling snow setting and make the cache tables weak tables 2016-04-29 17:58:13 +02:00
9d2211b0b5 do not assume a fixed chunksize when generating map 2016-04-25 18:47:52 +02:00
745fca1c84 add missing brackets, might fix issue #15 2016-04-24 18:47:09 +02:00
dee9b5ada1 use the chunksize setting 2016-02-13 19:23:41 +01:00
b994bbc5fd abort mapgen if no nodes are set and execute collectgarbage to clean memory 2016-02-13 19:11:01 +01:00
a6af64f3f1 Fix sled crash 2016-02-01 14:50:20 +13:00
8d78cb6867 play sound when the snowball hurts an object and make damage depend on velocity differrence 2015-12-30 11:31:38 +01:00
d8d79655af update abms and fix snowball entity, thanks to crabman77 2015-12-30 10:31:23 +01:00
0e52c53452 make snowballs damage entities, thanks to @LeMagnesium 2015-12-28 19:32:33 +01:00
afc578cb16 allow configuring the mapgen size, rarity and smooth without rejoining, which is actually a bad idea because of chunk corners 2015-11-22 01:21:21 +01:00
346a263761 update snow menu: sort settings and prepare for fixing changing settings with it (that no restart is needed) 2015-11-22 00:22:03 +01:00
4a30e67f46 use minetest. Get modpath less times, move stairsplus testing out of that file, update util.lua and make mapgen rarity and size better configurable 2015-11-21 23:37:28 +01:00
097f5f5419 add 4 normalmap textures 2015-11-21 22:34:44 +01:00
3f99399f1d get the bnode only when necessary and don't calculate the globalstep function every step 2015-11-21 22:18:03 +01:00
b647842ad4 add back caching ws values, that was a memory bug of minetest and these numbers hardly use memory space I guess 2015-11-21 21:54:25 +01:00
35c21dd879 fix plantlike rotation 2015-11-21 21:26:45 +01:00
a217f17566 use the heightmap to reduce ground searching 2015-07-11 19:47:21 +02:00
939c63e507 🐈 2015-07-05 21:01:19 +02:00
7370b142ed fix snowfall and pines 2015-06-21 12:49:27 +02:00
e990039ea3 make mgv6 snow biome size configurable (currently just in the mapgen file) @Splizard, partially generated snow biomes could appear on maps because the perlin noise is different 2015-06-21 11:42:32 +02:00
521e24f69a adv- and optipng a few textures 2015-06-19 22:07:03 +02:00
06e74418e9 add snow apple and make snowy more snowy 2015-06-19 22:03:59 +02:00
4a2c869407 do not generate in deserts, doesn't seem to work… but better than nothing 2015-06-19 21:21:36 +02:00
51aa9a372b spawn pines after generating the ground to fix a few grass places (untested) 2015-06-19 19:49:31 +02:00
4286299c0e make shrubs and moss furnace burnable and remove ws values saving, l got a memory error 2015-06-19 19:07:38 +02:00
6dbbf90f34 add snow covered snow shrub 2015-06-17 19:29:43 +02:00
f82c525222 add snow shrub 2015-06-17 18:57:11 +02:00
60f3ac4dea Revert "generate snow only into air"
reason: testing it is not necessary
This reverts commit 4a9fbc8202.
2015-06-17 18:20:03 +02:00
4a9fbc8202 generate snow only into air 2015-06-17 17:51:48 +02:00
ccc1b5154d add snow biome flowers 2015-06-13 16:51:14 +02:00
47a8691b82 mapgen_v6: use a table for the contents 2015-06-13 15:58:57 +02:00
9cd39dc111 update mapgen_v6, e.g. replace plantlike plants to dry shrub and reduce snow height to make it smooth 2015-06-13 15:53:10 +02:00
de80a0910e fix stairs and slabs 2015-06-13 10:36:08 +02:00
acb5141cbe update mapgen_v6, e.g. put snow onto icesheets 2015-06-12 23:21:43 +02:00
ead65ab164 change icebrick texture and make crafting icebricks possible 2015-06-12 21:46:30 +02:00
476dd1e029 further short nodes.lua and add an icebrick with LazyJ's texture 2015-06-12 21:03:06 +02:00
feea2d4693 as already written, this was temporary 2015-06-12 18:28:02 +02:00
d5cdc50f3a move the furnace_burntime to node definitions and short nodes.lua 2015-06-12 18:11:45 +02:00
3527d3158d fix approximate snowdrift walkable making, see https://d.maxfile.ro/ovzgtfbjhw.png 2015-06-11 18:40:51 +02:00
0a3d7859cb temporary fix for technic_worldgen incompatibility 2015-06-09 16:11:24 +02:00
2d91071751 use the test to find out the maximum snow height 2015-06-05 15:26:56 +02:00
0443994f06 dont generate every snow node with the same height, use the weierstraß function 2015-06-05 14:57:54 +02:00
32b08f6738 randomly rotate/mirror snowball texture 2015-06-04 14:24:11 +02:00
99af62a552 change snowball texture 2015-06-04 14:18:29 +02:00
777d5b1407 automatic snowball throwing in creative mdoe 2015-06-04 13:09:04 +02:00
09a422a0e7 Sled needs to be under the player.
Not on top like a hat xD
2015-06-04 11:10:43 +12:00
a029130d61 Fix sleds :) 2015-06-04 10:41:47 +12:00
f26ece0620 change snowballs and play sounds; add preperation for automatic snowball throwing in creative mode 2015-06-03 22:09:32 +02:00
5b6592022f remove the globalstep 2015-06-03 19:30:46 +02:00
914758da71 sled code update 2015-06-03 19:08:54 +02:00
921560e03f the boats have this the other way round ;¬} 2015-06-03 18:38:11 +02:00
bf0fa8df63 remove some sled mess 2015-06-03 18:37:02 +02:00
f2b23a0a27 short mapgen code 2015-05-30 22:06:23 +02:00
819f2d6cfb remove whitespaces: for i in */*.lua; do sed -i 's/[ \t]*$//' workers/init.lua ; done 2015-05-29 12:11:17 +02:00
d2e7ce77ba snow.legacy isnt used 2015-05-29 10:27:59 +02:00
0708ea6af3 change debug comment 2015-05-26 20:55:13 +02:00
062a451bc7 add infomessage to the snow chatcommand, add a bit light to the lit star texture and allow en- and disabling snowfall ingame 2015-05-26 20:37:57 +02:00
c0b40b5cbf some code updates 2015-05-23 19:53:30 +02:00
6bbc4d359e use pos.x and pos.z directly (falling snow) 2015-05-06 17:40:44 +02:00
b1badd332b fix another mistake 2015-05-05 20:03:42 +02:00
aa687f5d54 fix falling snow 2015-05-04 17:29:54 +02:00
c05009682e remove the pinetree texture 2015-05-02 14:50:30 +02:00
c8c2fbd013 should disable falling snow in deserts 2015-05-01 19:37:29 +02:00
46cf4e907a change pinetree schematic file 2015-03-14 17:15:52 +01:00
ed97a5aaf3 new pinetree texture, please inform me if you dont want it 2015-03-06 20:14:37 +01:00
b9e93a8b58 small fixes 2015-03-06 19:40:51 +01:00
de76f5dc62 short code 2015-03-06 19:22:45 +01:00
e889cbc6a4 use the default pine tree node, try to improve performance in mapgen_v6 and comment a weird "and y ~= "air")" 2015-03-05 17:36:02 +01:00
943efa6110 only search for jungleleaves etc. and set air there if air isnt already there (mapgen_v6) 2015-03-05 17:25:22 +01:00
a3b9c2df55 use minetest.get_node only one time when constructing cold nodes 2015-03-05 16:58:57 +01:00
84803a5cc9 new default_ice texture 2015-03-05 16:42:01 +01:00
5bccad6a08 add debug.txt to gitignore and move the default_ice texture 2015-03-05 15:59:08 +01:00
f26e28c3a1 Merge pull request #12 from HybridDog/texture_sort
move unused textures into another folder and reduce file sizes using advpng and optipng
2015-03-05 10:13:49 +13:00
abd9690433 move unused textures into another folder and reduce file sizes using advpng and optipng 2015-03-04 19:58:10 +01:00
a3b9a4453a Merge pull request #11 from HybridDog/particlespawnerfix
update particlespawner and use a random rotation and/or mirroring for the falling snow texture
2015-03-04 09:16:41 +13:00
d0f7233b3d update particlespawner and use a random rotation and/or mirroring for the falling snow texture 2015-02-26 19:25:04 +01:00
96086a048f Merge pull request #9 from HybridDog/globalfixes
fix error messages
2015-02-16 13:46:18 +13:00
2ae53c95ec another one 2015-02-14 23:34:37 +01:00
463114375a fix 2 error messages 2015-02-14 22:42:22 +01:00
10a11591de Merge pull request #8 from HybridDog/sp_av
check if stairsplus is available and not only moreblocks
2015-02-01 21:45:37 +13:00
86f0b92dcf check if stairsplus is available 2015-01-31 09:05:50 +01:00
02e64c9d1b Quick Fix.. still call this 3.2 2015-01-16 09:35:24 +13:00
6b3b4a8702 Version 3.2 2015-01-12 11:18:26 +13:00
f99ba3a1f6 Small fixes for the latest version of minetest. 2015-01-12 11:12:51 +13:00
37ecfd02a8 Fix node == nil bug. Reported on the forums. 2014-10-27 10:36:35 +13:00
4d696c4843 Call this version 0.3.1 2014-09-23 05:45:05 +01:00
8dc199dd5b Paramat's edit of mapgen_v6.lua: Bugfixes. Perlinmaps for speed 2014-09-21 07:47:45 +01:00
5a7f6d8aa5 Call this Version 3.0 2014-06-09 14:07:15 +12:00
f75eaa98a9 Make ice easier to dig with a pickaxe. 2014-06-09 14:01:31 +12:00
7780db088d Mix up the crafts a bit for snow_cobble.
Don't have much ice? no problem! use more snow.
2014-06-09 14:01:17 +12:00
cdf33a3881 Use default nodenames. 2014-06-09 13:52:12 +12:00
d957adc61b Update Readme. 2014-06-09 13:51:59 +12:00
be26762fb7 Describe snow_cobble as Icy Snow, create crafting recipes for it
Snow blocks now drop itself not snow cobble, you need to craft it now
with ice blocks and default:snow. This makes it more plentiful then snow
blocks but a bit harder to create.
2014-06-09 13:37:17 +12:00
b2663d0ae3 Fix a bug when trying to place snow on an unknown node. 2014-06-09 13:30:08 +12:00
2c83d5ed76 Fixed a typo in the snow_cobble groups line.
For the moment cooking snow stuff into ice is just a quirky, curious, alternate way to make ice. This is part of an idea I have for snow furnaces with unique properties.  ~ LazyJ
2014-06-05 16:31:41 -07:00
e6f20f5825 Don't allow infinite snow.
(This can be manually set for servers.)
2014-06-05 21:10:25 +12:00
7a2b405698 Snowy biomes only in center of noise. 2014-06-05 20:54:19 +12:00
22b47f20a7 Fix Alpine floating apple bug. 2014-06-05 20:35:18 +12:00
52cdffd1af Add snowy biomes back. 2014-06-05 20:34:46 +12:00
79b2653d25 Use the old snow brick texture.
(Sorry LazyJ, I prefer this one, I might change it back if there is
quite a few people who prefer your one)
2014-06-05 20:15:21 +12:00
16d174240d Ice shouldn't be breakable by hand. Too easy to destroy. 2014-06-05 19:32:22 +12:00
3aa532202d Remove placeholder grass biome from mapgen_v7. 2014-06-05 19:05:00 +12:00
954726e8c5 Straight change between alpine biome and dirt. 2014-06-05 19:02:47 +12:00
13d66be25f Replace trees in alpine biomes with stone pillars. 2014-06-05 18:58:56 +12:00
0c08b46264 Try fixing sleds a little. 2014-06-05 17:43:04 +12:00
2ea175600e Make sled HUD a entity variable. 2014-06-05 17:42:44 +12:00
31dba55c81 Fix being unable to place snow. 2014-06-05 17:01:14 +12:00
1710db6daa Bump to version 3.0 for the next release. 2014-06-05 16:51:01 +12:00
f37ba7a615 Keep dirt_with_snow blocks after snow destruct. 2014-06-05 16:43:40 +12:00
a4470eec2a Make ice freezeover water when placed. Also make water pointable with ice. 2014-06-05 16:39:38 +12:00
c98663085a Make snow drop moss again. 2014-06-05 16:38:54 +12:00
ba01e32452 Fix up snow a bit, allow placing/digging multiple levels. 2014-06-05 15:59:53 +12:00
1cc2c6758b Workaround for plantlife bug. 2014-06-05 15:49:24 +12:00
848f30543d Consolidate readme's.
Put LazyJ's Readme in a seperate changelog.
2014-06-04 22:31:05 +12:00
6fd073aaa7 Add snow.place back. Use place_node for creating new nodes. 2014-06-04 22:19:44 +12:00
dbde0d7c93 Put all the extra lua files in a src directory.
(This cleans up the folder for users, who don't want to see all those
strange files)
2014-06-04 11:20:57 +12:00
7f9207c6ff Merge LazyJ's changes. 2014-06-04 10:34:58 +12:00
78a0fe9f8c Fallback to legacy snowfall detection.
get_heat and get_humidity have been removed from minetest.
2014-04-26 10:34:44 +12:00
ddfc5102a1 only those with server privs can use menu. 2013-12-26 08:54:23 +13:00
2a3c61b2e3 Fix pine saplings. 2013-12-26 08:48:55 +13:00
b472de8132 Config menu with "snow" command. 2013-12-12 17:14:00 +13:00
639bda9402 Call this 2.0. 2013-12-11 12:13:55 +13:00
69ae37cc8e Add christmas easter egg. 2013-12-09 20:13:48 +13:00
191e94af02 Add sleds. 2013-12-09 19:19:31 +13:00
ad063c0b66 Drop legacy support, use defaults snow. 2013-12-09 18:26:24 +13:00
bc276b44cf Fix legacy mapgen_v6 floating apple bug. 2013-09-03 23:39:00 +00:00
212e7d000e Add voxelmanip support for dev minetest and smooth ice mapgen_v6 2013-08-09 00:38:51 +00:00
999afab1e4 Fix weather_legacy error.
falling_snow.lua:7: bad argument #1 to 'write' (string expected, got
nil)
2013-08-07 05:06:41 +00:00
7db04ee476 Split changelog into it's own file and call this 1.8 2013-08-06 06:36:25 +00:00
6a5b25bda6 Major changes, mapgen_v7 support, better falling snow, config. 2013-08-06 06:25:01 +00:00
113 changed files with 4092 additions and 931 deletions

3
.gitignore vendored Normal file
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@ -0,0 +1,3 @@
config.txt
debug.txt
*~

162
LazyJ-changelog.txt Normal file
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~ LazyJ, 2014_06_01
~~~~~~~~~~~~~~~~~~~~
List of Changes
~~~~~~~~~~~~~~~~~~~~
##### MapGen
I did *not* fix Snow's mapgen issue with "PlantLife" (another great, Minetest
standard) based mods. Mapgen stuff is far beyond my current skill level.
What little changes I did make were to switch-out Snow nodes that Minetest
now has as defaults (dirt_with_snow, snow, ice). My thoughts being that
texture packs and other mods that may use these nodes as recipe items are more
likely to support default nodes. I also added a line above and below in the
"mapgen.lua" file indicating where to put the comment symbols to
comment-out/disable Snow's mapgen. Mods based on VanessaE's excellent
"PlantLife" mod will not produce if Snow's mapgen is active.
*Snow's mapgen is active by default.*
I did not disable it, merely indicated were the comment symbols are
to be placed. To compensate for the loss of snow resources when Snow's mapgen
is disabled, I created crafting recipes that allows players to craft more
snow, ice, and moss. This not only encourages snow builds, but also allows
the players to create snow biomes where they want and whatever size they are
willing to make them.
##### Fixed
* Pine saplings are now replaced with tree trunks when the tree grows.
* Snowballs no longer pass through solid objects. Griefers can no
longer flood the interiors of builds by throwing snowballs through the
walls hoping to either leave a snowy mess inside or that a heat source
would melt the snow and flood the interior.
* Snowballs no longer destroy nodes when thrown at the sides.
* Falling snow no longer destroys nodes (same problem snowballs had).
* Snow bricks now, instead of disappearing like before, melt
into water sources.
* Christmas tree saplings once again will drop when pine needles
are harvested.
* Dirt_with_snow changes to dirt when a solid, non-light permeating
(sunlight_propagates) block is set on top of it.
##### Changed
* All snow and ice stuff (including the stairs, slabs, panels, and
microblocks) will freeze dirt and dirt_with_grass into dirt_with_snow.
* All snow and most ice stuff will freeze water into ice, including
the stairs, slabs, panels, and microblocks. The exception is the
full-sized ice blocks will *not* freeze water into ice.
* Snow brick texture reworked and based off of the default stone brick
texture (and less purple in the grout).
* Ice stuff is now semi-transparent.
* Christmas trees now have blinking lights that give off a
low level of light.
* Christmas tree stars now give off a high level of light and the
light can be punched on or off.
* Combined default snow and snowballs. Now snow can be
thrown (left-click) or placed (right-click).
* Snow stuff now has "snow" sounds instead of "grass" sounds.
* Melting - Full-sized snow blocks, snow brick, snow cobble, and ice
will melt into water sources. The down-side is this makes a big,
permanent mess. The up-side, this is a convenient way to carry water,
if buckets are disabled on your server, by keeping full-sized snow
stuff and ice blocks in your inventory to, later, melt where you
need water.
* Melting - Partial and small-sized blocks like snow (snowballs),
basic stairs and slabs for snow stuff and ice, and circular saw-made
snow stuff and ice things will melt into a water source for 2 seconds,
then switch from a water source to flowing water, and after a moment
the flowing water dries-up (small, temporary mess).
##### Added
* New block-type: "Snow Cobble". Just like regular cobble from regular
stone, snow cobble comes from digging snow blocks.
* All snow and ice blocks can be crafted into basic slabs and stairs.
The default slabs stack and change back into full-sized blocks
("More Blocks" slabs won't do this).
* Soft dependency on a recent release Calinou's MoreBlocks so all
snow and ice blocks are compatible with the circular saw. If you don't
have MoreBlocks installed, Snow will ignore the code for those fancy
blocks and use basic stairs and slabs instead.
* All snow and ice stuff works with the screwdriver.
* Crafting, recycling, and cooking recipes for snow blocks,
ice, and moss.
* Snow bricks craft-recycle back into 4 snow blocks.
* 2 snow blocks craft into 3 snow blocks. This is to make up
for when the mapgen for snow biomes is disabled.
* 2 snow cobble craft-recycle into 3 snow blocks.
* 4 pine needles craft into 1 moss
* Snow blocks, snow cobble, and snow bricks can be cooked in a
furnace to make ice.
* Snowballs can be thrown (left-click) to build up layers. After the
11th layer, the bottom 9 layers change into a snow block. At a very
close distance, throwing snowballs can be used as a technique to
build-up gradual slopes. If you have lots and lots of snow balls,
with rapid-fire throwing, you can, very briefly, "white-out" another
player's view if your aim is good enough to hit them in the face.
* Snowballs can be placed (right-click) but will not stack into
multiple layers. Just one layer only. Placing snow is more reliable
and accurate than throwing snow from a distance. By placing snow,
players are able to create their own, personal, snow biomes.
* Vertical clearance check for tree growth. The nine blocks above the
spot where the sapling is placed must be free and clear of all
obstructions or else the sapling will not be allowed to grow.
Griefers could place the saplings in builds and when the tree grows
it may not destroy nodes but it fills the available air space leaving
a mess for the build's owner to clean-up. Now the trees will only grow
inside if there is 9, free-and-clear spaces from floor to ceiling.
Because pine trees (and Christmas trees) will grow on any solid surface,
their saplings are handy to take with you when deep mining. Just before
you run out of tool wood, dig out a space large enough for a tree to
grow, plant a pine or Christmas tree sapling then place 2 torches on
either side, right next to the sapling. After the tree grows harvest
the trunk for tool wood, the leaves for short-run fuel in the furnace
and for saplings to renew your tool wood supply again.
* Aliases to help make WorldEdit and "give" commands easier:
"default_snow" = "default:snow"
"snowball" = "default:snow"
"snowballs" = "default:snow"
"snow_ball" = "default:snow"
"ice" = "default:ice"
"default_ice" = "default:ice"
"dirtwithsnow" = "default:dirt_with_snow"
"snowdirt" = "default:dirt_with_snow"
"snowydirt" = "default:dirt_with_snow"
"snowblocks" = "default:snowblock"
"snowbrick" = "snow:snow_brick"
"bricksnow" = "snow:snow_brick"
"snowbricks" = "snow:snow_brick"
"snowybricks" = "snow:snow_brick"
"snowcobble" = "snow:snow_cobble"
"snowycobble" = "snow:snow_cobble"
"cobblesnow" = "snow:snow_cobble"
~~~~~~
TODO
~~~~~~
Falling Snow:
* Add code to prevent snowfall from depositing snow on or near torches,
active furnaces, and lava.
* Add code to prevent snowfall from depositing snow on
'walkable = false' defined nodes.
Sled:
* Figure out why the player avatars remain in a seated position,
even after getting off the sled, if they flew while on the sled.
'default.player_set_animation', where is a better explanation for this and what
are it's available options?

72
changelog.txt Normal file
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@ -0,0 +1,72 @@
CHANGELOG:
------------
Version 4.0
Snow mod is now a complimentary mod to the default snow found in minetest.
HybridDog's large changes, fixes and more (see commit log).
Version 3.2
Update compatibility to the latest minetest.
Version 0.3.1
Paramat's rewrite of mapgenv6.lua: bugfixes, use noisemaps for big speed increase
Version 3.0
LazyJ's big changes (see LazyJ-changelog.txt)
Ice freezes-over.
Better leveled snow.
PLUS MORE! (see commit log)
Version 2.0
Uses default namespace.
Sleds.
Bugfixes.
Version 1.8
Mapgen_v7 support.
Better config system.
Falling snow.
Version 1.4
New biomes, snowy and plain
Christmas Trees
Snowfall
Version 1.3
Smooth transitions
Snow Bricks
Version 1.2
Pine trees
Moss
Alpine biomes
Dry shrubs
Version 1.1
Better mapgen
Version 1.0
Initial release

View File

@ -1,10 +0,0 @@
--This file contains configuration options for snow mod.
--Enables falling snow.
snow.enable_snowfall = true
--Enables debuging.
snow.debug = false
--Enables smooth transition of biomes.
snow.smooth = true

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@ -1 +1,6 @@
default
christmas_craft?
flowers?
moreblocks?
skins?
treecapitator?

737
init.lua
View File

@ -1,4 +1,23 @@
--[[
--==============================
--==========================================================
LazyJ's Fork of Splizard's "Snow Biomes" Mod
by LazyJ
version: Umpteen-hundred and 7/5ths something or another.
2014_04_12
~~~
"Snow Biomes" Mod
By Splizard
Download:
http//forum.minetest.net/viewtopic.php?id=2290
http://github.com/Splizard/minetest-mod-snow/
--==========================================================
--==============================
Snow Biomes
This program is free software; you can redistribute it and/or modify
@ -17,574 +36,172 @@
MA 02110-1301, USA.
]]--
snow = {}
dofile(minetest.get_modpath("snow").."/mapgen.lua")
dofile(minetest.get_modpath("snow").."/config.lua")
--Replace leaves so snow gets removed on decay.
local leaves = {}
for k,v in pairs(minetest.registered_nodes["default:leaves"]) do
leaves[k] = v
end
leaves.after_destruct = function(pos, node, digger)
pos.y = pos.y + 1
local nodename = minetest.env:get_node(pos).name
if nodename == "snow:snow" then
minetest.env:remove_node(pos)
-- Original Lua Files
--dofile(modpath.."/util.lua")
--dofile(modpath.."/mapgen.lua")
--dofile(modpath.."/sled.lua")
-- "falling_snow.lua" disabled since weather functions minetest.get_heat(pos) and minetest.get_humidity(pos)
-- have been removed from Minetest.
-- Until something else can be figured out, use paramat's "Snowdrift" mod instead.
-- dofile(modpath.."/falling_snow.lua")
local load_time_start = minetest.get_us_time()
-- Original init.lua File Broken into Smaller Files
local srcpath = minetest.get_modpath("snow").."/src/"
dofile(srcpath.."abms.lua")
dofile(srcpath.."aliases.lua")
dofile(srcpath.."crafting.lua")
-- The formspec menu didn't work when util.lua was the very first "dofile" so I moved
-- it and all the other original "dofiles", in order, to the bottom of the list. ~ LazyJ
-- Minetest would crash if the mapgen was called upon before the rest of other snow lua files so
-- I put it lower on the list and that seems to do the trick. ~ LazyJ
dofile(srcpath.."util.lua")
dofile(srcpath.."snowball.lua")
-- To get Xmas tree saplings, the "christmas_content", true or false, in "util.lua" has to be determined first.
-- That means "nodes.lua", where the saplings are controlled, has to come after "util.lua". ~ LazyJ
dofile(srcpath.."nodes.lua")
dofile(srcpath.."stairs.lua")
dofile(srcpath.."mapgen.lua")
dofile(srcpath.."sled.lua")
dofile(srcpath.."falling_snow.lua")
local is_uneven
--This function places snow checking at the same time for snow level and increasing as needed.
--This also takes into account sourrounding snow and makes snow even.
function snow.place(pos, disablesound)
local node = minetest.get_node_or_nil(pos)
--Oops, maybe there is no node?
if not node
or not minetest.registered_nodes[node.name] then
return
end
end
minetest.register_node(":default:leaves", leaves)
--Pine leaves.
minetest.register_node("snow:needles", {
description = "Pine Needles",
drawtype = "allfaces_optional",
visual_scale = 1.3,
tiles = {"snow_needles.png"},
paramtype = "light",
groups = {snappy=3, leafdecay=3, flammable=2},
drop = {
max_items = 1,
items = {
{
-- player will get xmas tree with 1/50 chance
items = {'snow:xmas_tree'},
rarity = 50,
},
{
-- player will get sapling with 1/20 chance
items = {'snow:sapling_pine'},
rarity = 20,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = {'snow:needles'},
}
}
},
--Remove snow above leaves after decay.
after_destruct = function(pos, node, digger)
pos.y = pos.y + 1
local nodename = minetest.env:get_node(pos).name
if nodename == "snow:snow" then
minetest.env:remove_node(pos)
end
end,
sounds = default.node_sound_leaves_defaults(),
})
--Decorated Pine leaves.
minetest.register_node("snow:needles_decorated", {
description = "Decorated Pine Needles",
drawtype = "allfaces_optional",
tiles = {"snow_needles_decorated.png"},
paramtype = "light",
groups = {snappy=3, leafdecay=3, flammable=2},
drop = {
max_items = 1,
items = {
{
-- player will get xmas tree with 1/20 chance
items = {'snow:xmas_tree'},
rarity = 50,
},
{
-- player will get sapling with 1/20 chance
items = {'snow:sapling_pine'},
rarity = 20,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = {'snow:needles_decorated'},
}
}
},
--Remove snow above leaves after decay.
after_destruct = function(pos, node, digger)
pos.y = pos.y + 1
local nodename = minetest.env:get_node(pos).name
if nodename == "snow:snow" then
minetest.env:remove_node(pos)
end
end,
sounds = default.node_sound_leaves_defaults(),
})
minetest.register_node("snow:xmas_tree", {
description = "Christmas Tree",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"snow_xmas_tree.png"},
inventory_image = "snow_xmas_tree.png",
wield_image = "snow_xmas_tree.png",
paramtype = "light",
walkable = false,
groups = {snappy=2,dig_immediate=3,flammable=2},
sounds = default.node_sound_defaults(),
})
minetest.register_node("snow:sapling_pine", {
description = "Pine Sapling",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"snow_sapling_pine.png"},
inventory_image = "snow_sapling_pine.png",
wield_image = "snow_sapling_pine.png",
paramtype = "light",
walkable = false,
groups = {snappy=2,dig_immediate=3,flammable=2},
sounds = default.node_sound_defaults(),
})
minetest.register_node("snow:star", {
description = "Star",
drawtype = "torchlike",
tiles = {"snow_star.png"},
inventory_image = "snow_star.png",
wield_image = "snow_star.png",
paramtype = "light",
walkable = false,
groups = {snappy=2,dig_immediate=3},
sounds = default.node_sound_defaults(),
})
minetest.register_craft({
type = "fuel",
recipe = "snow:needles",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "snow:sapling_pine",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "snow:needles_decorated",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "snow:xmas_tree",
burntime = 10,
})
--Snowballs
-------------
snowball_GRAVITY=9
snowball_VELOCITY=19
--Shoot snowball.
local snow_shoot_snowball=function (item, player, pointed_thing)
local playerpos=player:getpos()
local obj=minetest.env:add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, "snow:snowball_entity")
local dir=player:get_look_dir()
obj:setvelocity({x=dir.x*snowball_VELOCITY, y=dir.y*snowball_VELOCITY, z=dir.z*snowball_VELOCITY})
obj:setacceleration({x=dir.x*-3, y=-snowball_GRAVITY, z=dir.z*-3})
item:take_item()
return item
end
--The snowball Entity
snow_snowball_ENTITY={
physical = false,
timer=0,
textures = {"snow_snowball.png"},
lastpos={},
collisionbox = {0,0,0,0,0,0},
}
--Snowball_entity.on_step()--> called when snowball is moving.
snow_snowball_ENTITY.on_step = function(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:getpos()
local node = minetest.env:get_node(pos)
--Become item when hitting a node.
if self.lastpos.x~=nil then --If there is no lastpos for some reason.
if node.name ~= "air" then
minetest.env:place_node(self.lastpos,{name="snow:snow"})
self.object:remove()
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z} -- Set lastpos-->Node will be added at last pos outside the node
end
minetest.register_entity("snow:snowball_entity", snow_snowball_ENTITY)
--Snowball.
minetest.register_craftitem("snow:snowball", {
description = "Snowball",
inventory_image = "snow_snowball.png",
on_use = snow_shoot_snowball,
})
--Snow.
minetest.register_node("snow:snow", {
description = "Snow",
tiles = {"snow_snow.png"},
drawtype = "nodebox",
sunlight_propagates = true,
paramtype = "light",
param2 = nil,
--param2 is reserved for what vegetation is hiding inside.
--mapgen defines the vegetation.
--1 = Moss
groups = {crumbly=3,melts=3},
buildable_to = true,
drop = 'snow:snowball',
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.35, 0.5}
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.35, 0.5}
},
},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_gravel_footstep", gain=0.45},
}),
--Update dirt node underneath snow.
after_destruct = function(pos, node, digger)
if node.param2 == 1 then
local n = minetest.env:get_node(pos).name
if n == "air" or n == "default:water_flowing" or n == "default:water_source" then
minetest.env:add_node(pos,{name="snow:moss",param2=1})
if node.name == "default:snow" then
local level = minetest.get_node_level(pos)
if level < 63 then
if minetest.get_item_group(minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name, "leafdecay") == 0
and not is_uneven(pos) then
if not disablesound then
minetest.sound_play("default_snow_footstep", {pos=pos})
end
minetest.add_node_level(pos, 7)
end
elseif level == 63 then
local p = minetest.find_node_near(pos, 10, "default:dirt_with_grass")
if p
and minetest.get_node_light(p, 0.5) == 15 then
if not disablesound then
minetest.sound_play("default_grass_footstep", {pos=pos})
end
minetest.place_node({x=pos.x, y=pos.y+1, z=pos.z}, {name="default:snow"})
else
if not disablesound then
minetest.sound_play("default_snow_footstep", {pos=pos})
end
minetest.add_node(pos, {name="default:snowblock"})
end
end
pos.y = pos.y - 1
local nodename = minetest.env:get_node(pos).name
if nodename == "snow:dirt_with_snow" then
minetest.env:add_node(pos,{name="default:dirt_with_grass"})
end
end,
on_construct = function(pos, newnode)
pos.y = pos.y - 1
local nodename = minetest.env:get_node(pos).name
if nodename == "default:dirt_with_grass" then
minetest.env:remove_node(pos)
minetest.env:add_node(pos,{name="snow:dirt_with_snow"})
elseif nodename == "air" then
pos.y = pos.y + 1
minetest.env:remove_node(pos)
end
end,
})
--Snow with dirt.
minetest.register_node("snow:dirt_with_snow", {
description = "Dirt with Snow",
tiles = {"snow_snow.png", "default_dirt.png", "default_dirt.png^snow_snow_side.png"},
is_ground_content = true,
groups = {crumbly=3},
drop = 'default:dirt',
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.4},
}),
--Place snow above this node when placed.
after_place_node = function(pos, newnode)
pos.y = pos.y + 1
local nodename = minetest.env:get_node(pos).name
if nodename == "air" then
minetest.env:add_node(pos,{name="snow:snow"})
end
end,
})
--Gets rid of snow when the node underneath is dug.
local unsnowify = function(pos, node, digger)
if node.name == "default:dry_shrub" then
pos.y = pos.y - 1
local nodename = minetest.env:get_node(pos).name
if nodename == "snow:dirt_with_snow" then
minetest.env:add_node(pos,{name="default:dirt_with_grass"})
end
pos.y = pos.y + 1
end
pos.y = pos.y + 1
local nodename = minetest.env:get_node(pos).name
if nodename == "snow:snow" then
minetest.env:remove_node(pos)
local obj=minetest.env:add_entity({x=pos.x,y=pos.y,z=pos.z}, "snow:snowball_entity")
obj:setacceleration({x=0, y=-snowball_GRAVITY, z=0})
end
end
minetest.register_on_dignode(unsnowify)
--Snow block.
minetest.register_node("snow:snow_block", {
description = "Snow",
tiles = {"snow_snow.png"},
--param2 is reserved for what vegetation is hiding inside.
--mapgen defines the vegetation.
--1 = Moss
--2 = Papyrus
--3 = Dry shrub
is_ground_content = true,
groups = {crumbly=3,melts=2,falling_node=1},
drop = 'snow:snow_block',
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.4},
}),
--Update dirt node underneath snow.
after_destruct = function(pos, node, digger)
if node.param2 == 1 then
local n = minetest.env:get_node(pos).name
if n == "air" or n == "default:water_flowing" or n == "default:water_source" then
minetest.env:add_node(pos,{name="snow:moss",param2=1})
end
elseif node.param2 == 2 then
local n = minetest.env:get_node(pos).name
if n == "air" or n == "default:water_flowing" or n == "default:water_source" then
minetest.env:add_node(pos,{name="default:papyrus"})
pos.y = pos.y + 1
local n = minetest.env:get_node(pos)
if n.name == "snow:snow_block" and n.param2 == 2 then
minetest.env:remove_node(pos)
pos.y = pos.y - 1
minetest.env:add_node(pos,{name="snow:snow_block",param2=2})
elseif node.name ~= "default:ice"
and minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name ~= "air" then
local data = minetest.registered_nodes[node.name]
local drawtype = data.drawtype
if drawtype == "normal"
or drawtype == "allfaces_optional" then
pos.y = pos.y+1
local sound = data.sounds
if sound and not disablesound then
sound = sound.footstep
if sound then
minetest.sound_play(sound.name, {pos=pos, gain=sound.gain})
end
end
elseif node.param2 == 3 then
local n = minetest.env:get_node(pos).name
if n == "air" or n == "default:water_flowing" or n == "default:water_source" then
minetest.env:add_node(pos,{name="default:dry_shrub"})
minetest.place_node(pos, {name="default:snow"})
elseif drawtype == "plantlike" then
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass" then
minetest.sound_play("default_grass_footstep", {pos=pos})
minetest.add_node(pos, {name="default:dirt_with_snow"})
end
end
end,
})
--Snow brick.
minetest.register_node("snow:snow_brick", {
description = "Snow Brick",
tiles = {"snow_snow_brick.png"},
is_ground_content = true,
groups = {crumbly=3,melts=2},
drop = 'snow:snow_brick',
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.4},
}),
})
--Ice.
minetest.register_node("snow:ice", {
description = "Ice",
tiles = {"snow_ice.png"},
is_ground_content = true,
groups = {snappy=2,cracky=3,melts=1},
drop = 'snow:ice',
paramtype = "light",
sunlight_propagates = true,
sounds = default.node_sound_glass_defaults({
footstep = {name="default_stone_footstep", gain=0.4},
}),
})
--Moss.
minetest.register_node("snow:moss", {
description = "Moss",
tiles = {"snow_moss.png"},
drawtype = "signlike",
paramtype = "light",
paramtype2 = "wallmounted",
walkable = false,
selection_box = {
type = "wallmounted",
},
is_ground_content = true,
groups = {crumbly=3, flammable=2, attached_node=1},
})
minetest.register_craft({
output = 'snow:snow_block',
recipe = {
{'snow:snowball', 'snow:snowball'},
{'snow:snowball', 'snow:snowball'},
},
})
minetest.register_craft({
output = 'snow:snow_brick',
recipe = {
{'snow:snow_block', 'snow:snow_block'},
{'snow:snow_block', 'snow:snow_block'},
},
})
--Melting
--Any node part of the group melting will melt when near warm nodes such as lava, fire, torches, etc.
--The amount of water that replaces the node is defined by the number on the group:
--1: one water_source
--2: four water_flowings
--3: one water_flowing
minetest.register_abm({
nodenames = {"group:melts"},
neighbors = {"group:igniter","default:torch","default:furnace_active","group:hot"},
interval = 2,
chance = 2,
action = function(pos, node, active_object_count, active_object_count_wider)
local intensity = minetest.get_item_group(node.name,"melts")
if intensity == 1 then
minetest.env:add_node(pos,{name="default:water_source"})
elseif intensity == 2 then
local check_place = function(pos,node)
if minetest.env:get_node(pos).name == "air" then
minetest.env:place_node(pos,node)
end
end
minetest.env:add_node(pos,{name="default:water_flowing"})
check_place({x=pos.x+1,y=pos.y,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x-1,y=pos.y,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x,y=pos.y+1,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x,y=pos.y-1,z=pos.z},{name="default:water_flowing"})
elseif intensity == 3 then
minetest.env:add_node(pos,{name="default:water_flowing"})
end
nodeupdate(pos)
end,
})
--Freezing
--Water freezes when in contact with snow.
minetest.register_abm({
nodenames = {"default:water_source"},
neighbors = {"snow:snow", "snow:snow_block"},
interval = 20,
chance = 4,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.env:add_node(pos,{name="snow:ice"})
end,
})
--Spread moss to cobble.
minetest.register_abm({
nodenames = {"default:cobble"},
neighbors = {"snow:moss"},
interval = 20,
chance = 6,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.env:add_node(pos,{name="default:mossycobble"})
end,
})
--Grow saplings
minetest.register_abm({
nodenames = {"snow:sapling_pine"},
interval = 10,
chance = 50,
action = function(pos, node, active_object_count, active_object_count_wider)
snow.make_pine(pos,false)
end,
})
--Grow saplings
minetest.register_abm({
nodenames = {"snow:xmas_tree"},
interval = 10,
chance = 50,
action = function(pos, node, active_object_count, active_object_count_wider)
snow.make_pine(pos,false,true)
end,
})
if snow.enable_snowfall then
--Snowing
snow_fall=function (pos)
local obj=minetest.env:add_entity(pos, "snow:fall_entity")
obj:setvelocity({x=0, y=-1, z=0})
end
-- The snowfall Entity
snow_fall_ENTITY={
physical = true,
timer=0,
textures = {"snow_snowfall.png"},
lastpos={},
collisionbox = {0,0,0,0,0,0},
}
-- snowfall_entity.on_step()--> called when snow is falling
snow_fall_ENTITY.on_step = function(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:getpos()
local node = minetest.env:get_node(pos)
if self.lastpos and self.object:getvelocity().y == 0 then
if minetest.env:get_node({x=self.lastpos.x,z=self.lastpos.z,y=self.lastpos.y}).name == "snow:moss" then
minetest.env:add_node({x=self.lastpos.x,z=self.lastpos.z,y=self.lastpos.y},{name="snow:snow",param2=1})
self.object:remove()
return
end
minetest.env:place_node(self.lastpos,{name="snow:snow"})
self.object:remove()
end
if self.timer > 120 then
self.object:remove()
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z} -- Set lastpos-->Node will be added at last pos outside the node
end
minetest.register_entity("snow:fall_entity", snow_fall_ENTITY)
--Regenerate Snow
minetest.register_abm({
nodenames = {"default:dirt_with_grass", "snow:moss"},
interval = 50,
chance = 150,
action = function(pos, node, active_object_count, active_object_count_wider)
--Check we are in the right biome
local env = minetest.env
local perlin1 = env:get_perlin(112,3, 0.5, 150)
local test = perlin1:get2d({x=pos.x, y=pos.z})
local in_biome = false
local smooth = snow.smooth
if smooth and (test > 0.73 or (test > 0.43 and math.random(0,29) > (0.73 - test) * 100 )) then
in_biome = true
elseif not smooth and test > 0.53 then
in_biome = true
end
if in_biome then
--Check if block is under cover
local ground_y = nil
for y=15,0,-1 do
if env:get_node({x=pos.x,y=y+pos.y,z=pos.z}).name ~= "air" then
ground_y = pos.y+y
break
end
end
if ground_y then
local n = env:get_node({x=pos.x,y=ground_y,z=pos.z})
if (n.name ~= "snow:snow" and n.name ~= "snow:snow_block" and n.name ~= "snow:ice" and n.name ~= "default:water_source" and n.name ~= "default:papyrus") then
local obj = minetest.env:get_objects_inside_radius({x=pos.x,y=ground_y+20,z=pos.z}, 15)
for i,v in pairs(obj) do
e = v:get_luaentity()
if e ~= nil and e.name == "snow:fall_entity" then
return
end
end
snow_fall({x=pos.x,y=ground_y+15,z=pos.z})
if snow.debug then
print("snowfall at x"..pos.x.." y"..pos.z)
end
end
end
end
end
})
end
-- Checks if the snow level is even at any given pos.
-- Smooth Snow
local function uneven(pos)
local num = minetest.get_node_level(pos)
local get_node = minetest.get_node
local add_node = minetest.add_node
local foundx
local foundz
for z = -1,1 do
for x = -1,1 do
local p = {x=pos.x+x, y=pos.y, z=pos.z+z}
local node = get_node(p)
p.y = p.y-1
local bnode = get_node(p)
if node
and minetest.registered_nodes[node.name]
and minetest.registered_nodes[node.name].drawtype == "plantlike"
and bnode.name == "default:dirt_with_grass" then
add_node(p, {name="default:dirt_with_snow"})
return true
end
p.y = p.y+1
if not (x == 0 and z == 0)
and node.name == "default:snow"
and minetest.get_node_level(p) < num then
foundx = x
foundz = z
elseif node.name == "air"
and bnode.name ~= "air"
and bnode.name ~= "default:snow" then
p.y = p.y-1
snow.place(p)
return true
end
end
end
if foundx then
local p = {x=pos.x+foundx, y=pos.y, z=pos.z+foundz}
if not is_uneven(p) then
minetest.add_node_level(p, 7)
end
return true
end
end
if snow.smooth_snow then
is_uneven = uneven
else
is_uneven = function() end
end
snow.register_on_configuring(function(name, v)
if name == "smooth_snow" then
if v then
is_uneven = uneven
else
is_uneven = function() end
end
end
end)
local time = (minetest.get_us_time() - load_time_start) / 1000000
local msg = "[snow] loaded after ca. " .. time .. " seconds."
if time > 0.01 then
print(msg)
else
minetest.log("action", msg)
end

View File

@ -1,3 +1,40 @@
License of media (snowdrift are from paramat)
---------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/
License of source code and other textures.
----------------------
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007

View File

@ -1,303 +0,0 @@
local pine_tree = {
axiom="TABff",
rules_a="[&T+f+ff+ff+ff+f]GA",
rules_b="[&T+f+Gf+Gf+Gf]GB",
trunk="default:tree",
leaves="snow:needles",
angle=90,
iterations=1,
random_level=0,
trunk_type="single",
thin_branches=true,
}
local xmas_tree = {
axiom="TABff",
rules_a="[&T+f+ff+ff+ff+f]GA",
rules_b="[&T+f+Gf+Gf+Gf]GB",
trunk="default:tree",
leaves="snow:needles_decorated",
angle=90,
iterations=1,
random_level=0,
trunk_type="single",
thin_branches=true,
}
--Makes pine tree
function snow.make_pine(pos,snow,xmas)
local env = minetest.env
local perlin1 = env:get_perlin(112,3, 0.5, 150)
local try_node = function(pos, node)
local n = env:get_node(pos).name
if n == "air" or n == "ignore" then
env:add_node(pos,node)
end
end
--Clear ground.
for x=-1,1 do
for z=-1,1 do
if env:get_node({x=pos.x+x,y=pos.y,z=pos.z+z}).name == "snow:snow" then
env:remove_node({x=pos.x+x,y=pos.y,z=pos.z+z})
end
if env:get_node({x=pos.x+x,y=pos.y,z=pos.z+z}).name == "snow:snow_block" then
env:remove_node({x=pos.x+x,y=pos.y,z=pos.z+z})
end
end
end
if xmas then
env:remove_node(pos)
minetest.env:spawn_tree(pos, xmas_tree)
else
minetest.env:spawn_tree(pos, pine_tree)
end
if snow then
local x,z = pos.x,pos.z
try_node({x=x+1,y=pos.y+3,z=z+1},{name="snow:snow"})
try_node({x=x-1,y=pos.y+3,z=z-1},{name="snow:snow"})
try_node({x=x-1,y=pos.y+3,z=z+1},{name="snow:snow"})
try_node({x=x+1,y=pos.y+3,z=z-1},{name="snow:snow"})
try_node({x=x+1,y=pos.y+5,z=z},{name="snow:snow"})
try_node({x=x-1,y=pos.y+5,z=z},{name="snow:snow"})
try_node({x=x,y=pos.y+5,z=z+1},{name="snow:snow"})
try_node({x=x,y=pos.y+5,z=z-1},{name="snow:snow"})
end
if xmas then
try_node({x=pos.x,y=pos.y+7,z=pos.z},{name="snow:star"})
elseif snow and perlin1:get2d({x=pos.x,y=pos.z}) > 0.53 then
try_node({x=pos.x,y=pos.y+7,z=pos.z},{name="snow:snow"})
end
end
--Snow biomes are found at 0.53 and greater perlin noise.
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.y >= -10 then
local debug = snow.debug
--Should make things a bit faster.
local env = minetest.env
--Get map specific perlin
local perlin1 = env:get_perlin(112,3, 0.5, 150)
-- Assume X and Z lengths are equal
local divlen = 16
local divs = (maxp.x-minp.x);
local x0 = minp.x
local z0 = minp.z
local x1 = maxp.x
local z1 = maxp.z
--Speed hack: checks the corners and middle of the chunk for "snow biome".
if not ( perlin1:get2d( {x=x0, y=z0} ) > 0.53 ) --top left
and not ( perlin1:get2d( { x = x0 + ( (x1-x0)/2), y=z0 } ) > 0.53 )--top middle
and not (perlin1:get2d({x=x1, y=z1}) > 0.53) --bottom right
and not (perlin1:get2d({x=x1, y=z0+((z1-z0)/2)}) > 0.53) --right middle
and not (perlin1:get2d({x=x0, y=z1}) > 0.53) --bottom left
and not (perlin1:get2d({x=x1, y=z0}) > 0.53) --top right
and not (perlin1:get2d({x=x0+((x1-x0)/2), y=z1}) > 0.53) --left middle
and not (perlin1:get2d({x=(x1-x0)/2, y=(z1-z0)/2}) > 0.53) --middle
and not (perlin1:get2d({x=x0, y=z1+((z1-z0)/2)}) > 0.53) then --bottom middle
return
end
--Choose a biome types.
local pr = PseudoRandom(seed+57)
local biome
--Land biomes
biome = pr:next(1, 5)
local snowy = biome == 1 --spawns alot of snow
local plain = biome == 2 --spawns not much
local alpine = biome == 3 --rocky terrain
-- biome == 4 or biome == 5 -- normal biome
--Water biomes
biome2 = pr:next(1, 5)
local cool = biome == 1 --only spawns ice on edge of water
local icebergs = biome == 2
local icesheet = biome == 3
local icecave = biome == 4
local icehole = biome == 5 --icesheet with holes
--Misc biome settings.
local icy = pr:next(1, 2) == 2 --If enabled spawns ice in sand instead of snow blocks.
local mossy = pr:next(1,2) == 1 --Spawns moss in snow.
local shrubs = pr:next(1,2) == 1 --Spawns dry shrubs in snow.
local pines = pr:next(1,2) == 1 --spawns pines.
--Debugging function
local biomeToString = function(num,num2)
local biome, biome2
if num == 1 then biome = "snowy"
elseif num == 2 then biome = "plain"
elseif num == 3 then biome = "alpine"
elseif num == 4 or num == 5 then biome = "normal"
else biome = "unknown "..num end
if num2 == 1 then biome2 = "cool"
elseif num2 == 2 then biome2 = "icebergs"
elseif num2 == 3 then biome2 = "icesheet"
elseif num2 == 4 then biome2 = "icecave"
elseif num2 == 5 then biome2 = "icehole"
else biome2 = "unknown "..num end
return biome, biome2
end
local make_pine = snow.make_pine
local smooth = snow.smooth
--Reseed random.
pr = PseudoRandom(seed+68)
if alpine then
local trees = env:find_nodes_in_area(minp, maxp, {"default:leaves","default:tree"})
for i,v in pairs(trees) do
env:remove_node(v)
end
end
--Loop through chunk.
for j=0,divs do
for i=0,divs do
local x = x0+i
local z = z0+j
--Check if we are in a "Snow biome"
local in_biome = false
local test = perlin1:get2d({x=x, y=z})
if smooth and (not snowy) and (test > 0.73 or (test > 0.43 and pr:next(0,29) > (0.73 - test) * 100 )) then
in_biome = true
elseif (not smooth or snowy) and test > 0.53 then
in_biome = true
end
if in_biome then
if not plain or pr:next(1,12) == 1 then
-- Find ground level (0...15)
local ground_y = nil
for y=maxp.y,minp.y+1,-1 do
if env:get_node({x=x,y=y,z=z}).name ~= "air" then
ground_y = y
break
end
end
-- Snowy biome stuff
local node = env:get_node({x=x,y=ground_y,z=z})
if ground_y and (node.name == "default:dirt_with_grass" or node.name == "default:junglegrass") then
local veg
if mossy and pr:next(1,10) == 1 then veg = 1 end
if alpine then
--Gets rid of dirt
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow",param2=veg})
for y=ground_y,-6,-1 do
if env:get_node({x=x,y=y,z=z}) and env:get_node({x=x,y=y,z=z}).name == "default:stone" then
break
else
env:add_node({x=x,y=y,z=z},{name="default:stone"})
end
end
elseif (shrubs and pr:next(1,28) == 1) or node.name == "default:junglegrass" then
--Spawns dry shrubs.
env:add_node({x=x,y=ground_y,z=z}, {name="snow:dirt_with_snow"})
if snowy then
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow_block", param2=3})
else
env:add_node({x=x,y=ground_y+1,z=z}, {name="default:dry_shrub"})
end
elseif pines and pr:next(1,36) == 1 then
--Spawns pines.
env:add_node({x=x,y=ground_y,z=z}, {name="default:dirt_with_grass"})
make_pine({x=x,y=ground_y+1,z=z},true)
elseif snowy then
--Spawns snow blocks.
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow_block"})
env:add_node({x=x,y=ground_y+2,z=z}, {name="snow:snow",param2=veg})
else
--Spawns snow.
env:add_node({x=x,y=ground_y,z=z}, {name="snow:dirt_with_snow"})
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow",param2=veg})
end
elseif ground_y and node.name == "default:sand" then
--Spawns ice in sand if icy, otherwise spawns snow on top.
if not icy then
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow"})
env:add_node({x=x,y=ground_y,z=z}, {name="snow:snow_block"})
else
env:add_node({x=x,y=ground_y,z=z}, {name="snow:ice"})
end
elseif ground_y and env:get_node({x=x,y=ground_y,z=z}).name == "default:leaves" then
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow"})
elseif ground_y and env:get_node({x=x,y=ground_y,z=z}).name == "default:papyrus" then
for i=ground_y, ground_y-4, -1 do
if env:get_node({x=x,y=i,z=z}).name == "default:papyrus" then
env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow"})
env:add_node({x=x,y=i,z=z}, {name="snow:snow_block", param2=2})
end
end
elseif ground_y and node.name == "default:water_source" then
if not icesheet and not icecave and not icehole then
--Coastal ice.
local x1 = env:get_node({x=x+1,y=ground_y,z=z}).name
local z1 = env:get_node({x=x,y=ground_y,z=z+1}).name
local xz1 = env:get_node({x=x+1,y=ground_y,z=z+1}).name
local xz2 = env:get_node({x=x-1,y=ground_y,z=z-1}).name
local x2 = env:get_node({x=x-1,y=ground_y,z=z}).name
local z2 = env:get_node({x=x,y=ground_y,z=z-1}).name
local y = env:get_node({x=x,y=ground_y-1,z=z}).name
local rand = pr:next(1,4) == 1
if
((x1 and x1 ~= "default:water_source" and x1 ~= "snow:ice" and x1 ~= "air" and x1 ~= "ignore") or ((cool or icebergs) and x1 == "snow:ice" and rand)) or
((z1 and z1 ~= "default:water_source" and z1 ~= "snow:ice" and z1 ~= "air" and z1 ~= "ignore") or ((cool or icebergs) and z1 == "snow:ice" and rand)) or
((xz1 and xz1 ~= "default:water_source" and xz1 ~= "snow:ice" and xz1 ~= "air"and xz1 ~= "ignore") or ((cool or icebergs) and xz1 == "snow:ice" and rand)) or
((xz2 and xz2 ~= "default:water_source" and xz2 ~= "snow:ice" and xz2 ~= "air"and xz2 ~= "ignore") or ((cool or icebergs) and xz2 == "snow:ice" and rand)) or
((x2 and x2 ~= "default:water_source" and x2 ~= "snow:ice" and x2 ~= "air" and x2 ~= "ignore") or ((cool or icebergs) and x2 == "snow:ice" and rand)) or
((z2 and z2 ~= "default:water_source" and z2 ~= "snow:ice" and z2 ~= "air" and z2 ~= "ignore") or ((cool or icebergs) and z2 == "snow:ice" and rand)) or
(y ~= "default:water_source" and y ~= "snow:ice" and y ~= "air") or (pr:next(1,6) == 1 and icebergs) then
env:add_node({x=x,y=ground_y,z=z}, {name="snow:ice"})
end
else
--Icesheets, Broken icesheet, Icecaves
if (icehole and pr:next(1,10) > 1) or icecave or icesheet then
env:add_node({x=x,y=ground_y,z=z}, {name="snow:ice"})
end
if icecave then
--Gets rid of water underneath ice
for y=ground_y-1,-60,-1 do
if env:get_node({x=x,y=y,z=z}) and env:get_node({x=x,y=y,z=z}).name ~= "default:water_source" then
break
else
env:remove_node({x=x,y=y,z=z})
end
end
end
end
--~ elseif ground_y and node.name == "snow:snow" and node.name ~= "snow:ice" then
--~ --Abort genaration.
--~ local name = env:get_node({x=x,y=ground_y-1,z=z}).name
--~ if name ~= "default:leaves" and name ~= "snow:needles" then
--~ if debug then
--~ print(biomeToString(biome)..": snow found ABORTED!")
--~ end
--~ return
--~ end
end
end
end
end
end
if debug then
biome_string,biome2_string = biomeToString(biome,biome2)
print(biome_string.." and "..biome2_string..": Snow Biome Genarated near x"..minp.x.." z"..minp.z)
end
end
end
)

1
mod.conf Normal file
View File

@ -0,0 +1 @@
name = snow

BIN
models/sled.blend Normal file

Binary file not shown.

BIN
models/sled.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.1 KiB

369
models/sled.x Normal file
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@ -0,0 +1,369 @@
xof 0303txt 0032
Frame Root {
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 1.000000,-0.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
Frame Cube_001 {
FrameTransformMatrix {
0.000000, 0.149813, 0.000000, 0.000000,
-0.149813, 0.000000, 0.000000, 0.000000,
0.000000, 0.000000, 0.149813, 0.000000,
0.025244, 3.853863,-2.133818, 1.000000;;
}
Mesh { //Cube_003 Mesh
88;
-1.000000;53.554752;-1.000000;,
-1.000000;-53.189678;-1.000000;,
1.000000;-53.189678;-1.000000;,
1.000000;53.554752;-1.000000;,
0.999999;-53.189678;14.242604;,
-1.000000;-53.189678;14.242604;,
-1.000000;-53.189678;16.253036;,
0.999999;-53.189678;16.253036;,
1.000000;-53.189678;-1.000000;,
0.999999;-53.189678;14.242604;,
1.000000;53.554752;14.242604;,
1.000000;53.554752;-1.000000;,
-1.000000;-53.189678;-1.000000;,
-1.000000;-53.189678;14.242604;,
0.999999;-53.189678;14.242604;,
1.000000;-53.189678;-1.000000;,
-1.000000;53.554752;-1.000000;,
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@ -5,85 +5,82 @@
____) | | | | (_) \ V V / | | | | (_) | (_| |
|_____/|_| |_|\___/ \_/\_/ |_| |_|\___/ \__,_|
By Splizard, bob and cornernote.
Version 4.0
By Splizard, HybridDog and LazyJ.
Minetest version: 0.4.16+
Depends: default
License: GPL v3
Complimentary Mods:
---------------------
* "More Blocks" by Calinou (2014_05_11 or newer)
* "Skins" by Zeg9
Install:
Forum post: http://minetest.net/forum/viewtopic.php?id=2290
Github: https://github.com/Splizard/minetest-mod-snow
Website: http://splizard.com/minetest/mods/snow/
INSTALL:
----------
Place this folder in your minetest mods folder.
(http://dev.minetest.net/Installing_Mods)
NOTICE
While this mod is installed you may experience slow map loading while a snow biome is generated.
* After downloading, unzip the file.
* Rename the directory "minetest-mod-snow-master" to "snow"
* Copy the "snow" directory into either
../minetest/worlds/yourworld'sname/worldmods/
or
../minetest/mods/
* If you put "snow" in the ../minetest/mods/ directory, either
enable the mod from within Minetest's "Configure" button
(main menu, bottom right) or by adding this line to the
world's "world.mt" file:
load_mod_snow = true
USAGE:
-------
If you walk around a bit you will find snow biomes scattered around the world.
There are nine biome types:
* Normal
* Icebergs
* Icesheet
* Broken icesheet
* Icecave
* Coast
* Alpine
* Snowy
* Plain
Snow can be picked up and thrown as snowballs or crafted into snow blocks.
Snow can be picked up and thrown as snowballs or stacked into snow blocks.
Snow and ice melts when near warm blocks such as torches or igniters such as lava.
Snow blocks freeze water source blocks around them.
Moss can be found in the snow, when moss is placed near cobble it spreads.
Christmas trees can be found when digging pine needles.
Sleds allow for faster travel on snow.
CRAFTING:
-----------
Snow Block:
Snowball Snowball
Snowball Snowball
Snow Brick:
Snow Block Snow Block
Snow Block Snow Block
Sled:
Stick
Wood Wood Wood
Icy Snow:
Snow Ice
Ice Snow
Config file:
------------
You can change various settings from the advanced settings in Minetest.
* Go to the settings tab.
* Click on Advanced Settings.
* Click on Mods.
* Click on snow.
* Change stuff!
UNINSTALL:
------------
Simply delete the folder snow from the mods folder.
CHANGELOG:
------------
Version 1.4
New biomes, snowy and plain
Christmas Trees
Snowfall
Version 1.3
Smooth transitions
Snow Bricks
Version 1.2
Pine trees
Moss
Alpine biomes
Dry shrubs
Version 1.1
Better mapgen
Version 1.0
Initial release
TODO:
— test if the fixed ground_y search works correctly at chunkcorners at ground level

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settingtypes.txt Normal file
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@ -0,0 +1,39 @@
#The gravity of thrown snowballs.
snow_snowball_gravity (Snowball Gravity) float 0.91
#How fast players throw snowballs.
snow_snowball_velocity (Snowball Velocity) float 19
#Enable/Disable sleds.
snow_sleds (Enable Sleds) bool true
#Enables falling snow.
snow_enable_snowfall (Enable Snowfall) bool true
#Reduces the amount of resources and fps used by snowfall.
snow_lighter_snowfall (Use Light Snowfall) bool false
#Enables debug output. Currently it only prints mgv6 info.
snow_debug (Debug Mode) bool false
#Disable this to remove christmas saplings from being found.
snow_christmas_content (Enable Christmas Content) bool true
#Enables smooth biome transitions.
snow_smooth_biomes (Smooth Biome Transitions) bool true
#The minumum height a snow biome will generate (mgv7)
snow_min_height (Minumum Height for Snow Biomes) int 3
#Disable this to stop snow from being smoothed.
snow_smooth_snow (Multiple Snow Levels) bool true
#mapgen rarity in %. Note that this and mapgen_size do not work right because
#sinus instead of Gauss curve is used as estimation.
snow_mapgen_rarity (Snow Biome Rarity %) float 18
#size of the generated… (has an effect to the rarity, too)
snow_mapgen_size (Snow Biome Size) float 210
#Minetest finally has capable snow biomes by default, lets not mess it up with the old snowgen.
snow_disable_mapgen (Disable mod-generated biomes) bool true

213
src/abms.lua Normal file
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@ -0,0 +1,213 @@
-- Added to change dirt_with_snow to dirt if covered with blocks that don't let light through (sunlight_propagates) or have a light paramtype and liquidtype combination. ~ LazyJ, 2014_03_08
--[[minetest.register_abm({
nodenames = {"default:dirt_with_snow"},
interval = 2,
chance = 20,
action = function(pos, node)
local name = minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name
local nodedef = minetest.registered_nodes[name]
if name ~= "ignore"
and nodedef
and not (
(nodedef.sunlight_propagates or nodedef.paramtype == "light")
and nodedef.liquidtype == "none"
) then
minetest.set_node(pos, {name = "default:dirt"})
end
end
})
]]--
--Melting
--Any node part of the group melting will melt when near warm nodes such as lava, fire, torches, etc.
--The amount of water that replaces the node is defined by the number on the group:
--1: one water_source
--2: four water_flowings
--3: one water_flowing
minetest.register_abm({
nodenames = {"group:melts"},
neighbors = {"group:igniter", "default:torch", "default:torch_wall", "default:furnace_active", "group:hot"},
interval = 10,
chance = 2,
action = function(pos, node)
local intensity = minetest.get_item_group(node.name,"melts")
if intensity == 1 then
minetest.set_node(pos, {name="default:water_source"})
elseif intensity == 2 then
minetest.set_node(pos, {name="default:water_flowing", param2=7})
elseif intensity == 3 then
minetest.set_node(pos, {name="default:water_flowing", param2=3})
--[[ LazyJ, you need to add param2, which defines the amount of the flowing water ~ HybridDog 2015_03_06
This was causing "melts=2" nodes to just disappear so I changed it to replace the
node with a water_source for a couple seconds and then replace the water_source with
air. This way it made a watery mess that quickly evaporated. ~ LazyJ 2014_04_24
local check_place = function(pos,node)
if minetest.get_node(pos).name == "air" then
minetest.place_node(pos,node)
end
end
minetest.add_node(pos,{name="default:water_flowing"})
check_place({x=pos.x+1,y=pos.y,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x-1,y=pos.y,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x,y=pos.y+1,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x,y=pos.y-1,z=pos.z},{name="default:water_flowing"})
elseif intensity == 3 then
--]
minetest.add_node(pos,{name="default:water_source"})
minetest.after(2, function() -- 2 seconds gives just enough time for
-- the water to flow and spread before the
-- water_source is changed to air. ~ LazyJ
if minetest.get_node(pos).name == "default:water_source" then
minetest.add_node(pos,{name="air"})
end
end)
--]]
else
return
end
end,
})
--Freezing
--Water freezes when in contact with snow.
--[[
minetest.register_abm({
nodenames = {"default:water_source"},
-- Added "group:icemaker" and snowbrick. ~ LazyJ
neighbors = {"default:snow", "default:snowblock", "snow:snow_brick", "group:icemaker"},
interval = 20,
chance = 4,
action = function(pos)
minetest.add_node(pos,{name="default:ice"})
end,
})
--Freeze Ice according to it's param2 value.
minetest.register_abm({
nodenames = {"default:ice"},
neighbors = {"default:water_source"},
interval = 20,
chance = 4,
action = function(pos, node)
if node.param2 == 0 then
return
end
for l = 0,1 do
for i = -1,1,2 do
for _,p in pairs({
{x=pos.x+i, z=pos.z-l*i},
{x=pos.x+l*i, z=pos.z+i}
}) do
if math.random(2) == 2 then
p.y = pos.y
if minetest.get_node(p).name == "default:water_source" then
minetest.add_node(p,{name="default:ice", param2 = math.random(0,node.param2-1)})
end
end
end
end
end
if math.random(8) == 8 then
minetest.add_node(pos, {name="default:water_source"})
else
node.param2 = 0
minetest.add_node(pos, node)
end
end,
})
]]--
--Spread moss to cobble.
minetest.register_abm({
nodenames = {"default:cobble"},
neighbors = {"snow:moss"},
interval = 20,
chance = 6,
catch_up = false,
action = function(pos, node)
node.name = "default:mossycobble"
minetest.add_node(pos, node)
end,
})
--[[
--Grow Pine Saplings
minetest.register_abm({
nodenames = {"snow:sapling_pine"},
interval = 10,
chance = 50,
action = function(pos, node)
-- Check if there is enough vertical-space for the sapling to grow without
-- hitting anything else. ~ LazyJ, 2014_04_10
-- 'If' there is air in each of the 8 nodes dirctly above the sapling,... ~LazyJ
for i = 1,8 do
if minetest.get_node({x=pos.x, y=pos.y+i, z=pos.z}).name ~= "air" then
return
end
end
-- 'then' let the sapling grow into a tree. ~ LazyJ
snow.make_pine(pos,false)
-- This finds the sapling under the grown tree. ~ LazyJ
if minetest.get_node(pos).name == "snow:sapling_pine" then
-- This switches the sapling to a tree trunk. ~ LazyJ
minetest.set_node(pos, {name="default:pine_tree"})
-- This is more for testing but it may be useful info to some admins when
-- grepping the server logs too. ~ LazyJ
minetest.log("action", "A pine sapling grows into a tree at "..minetest.pos_to_string(pos))
end
end
})
--Grow Christmas Tree Saplings
minetest.register_abm({
nodenames = {"snow:xmas_tree"},
interval = 10,
chance = 50,
action = function(pos, node)
-- 'If' there is air in each of the 8 nodes dirctly above the sapling,... ~LazyJ
for i = 1,8 do
if minetest.get_node({x=pos.x, y=pos.y+i, z=pos.z}).name ~= "air" then
return
end
end
-- 'then' let the sapling grow into a tree. ~ LazyJ
snow.make_pine(pos,false,true)
minetest.log("action", "A pine sapling grows into a Christmas tree at "..minetest.pos_to_string(pos)) -- ~ LazyJ
--else -- 'Else', if there isn't air in each of the 8 nodes above the sapling,
-- then don't anything; including not allowing the sapling to grow.
-- ~ LazyJ, 2014_04_10
--end
end
})
]]--
--Backwards Compatability.
--[[
minetest.register_abm({
nodenames = {"snow:snow1","snow:snow2","snow:snow3","gsnow4","snow:snow5","snow:snow6","snow:snow7","snow:snow8"},
interval = 1,
chance = 1,
action = function(pos, node)
minetest.add_node(pos, {name="default:snow"})
minetest.set_node_level(pos, 7*(tonumber(node.name:sub(-1))))
end,
})
]]--

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-- Some aliases for compatibility switches and some to make "/give" commands
-- a little easier
minetest.register_alias("snow:snow", "default:snow")
minetest.register_alias("default_snow", "default:snow")
minetest.register_alias("snow:snowball", "default:snow")
minetest.register_alias("snowball", "default:snow")
minetest.register_alias("snowballs", "default:snow")
minetest.register_alias("snow_ball", "default:snow")
minetest.register_alias("snow:ice", "default:ice")
minetest.register_alias("ice", "default:ice")
minetest.register_alias("default_ice", "default:ice")
minetest.register_alias("snow:dirt_with_snow", "default:dirt_with_snow")
minetest.register_alias("dirtwithsnow", "default:dirt_with_snow")
minetest.register_alias("snowdirt", "default:dirt_with_snow")
minetest.register_alias("snowydirt", "default:dirt_with_snow")
minetest.register_alias("snow:snow_block", "default:snowblock")
minetest.register_alias("default:snow_block", "default:snowblock")
minetest.register_alias("snowblocks", "default:snowblock")
minetest.register_alias("snowbrick", "snow:snow_brick")
minetest.register_alias("bricksnow", "snow:snow_brick")
minetest.register_alias("snowbricks", "snow:snow_brick")
minetest.register_alias("snowybricks", "snow:snow_brick")
minetest.register_alias("icysnow", "snow:snow_cobble")
minetest.register_alias("snowcobble", "snow:snow_cobble")
minetest.register_alias("snowycobble", "snow:snow_cobble")
minetest.register_alias("cobblesnow", "snow:snow_cobble")
-- To clean up my first stairsplus attempt.
-- Stair
--[[
minetest.register_alias(":default:stair_snowblock", "moreblocks:stair_snowblock")
minetest.register_alias(":default:stair_snowblock_half", "moreblocks:stair_snowblock_half")
minetest.register_alias(":default:stair_snowblock_right_half", "moreblocks:stair_snowblock_right_half")
minetest.register_alias(":default:stair_snowblock_inner", "moreblocks:stair_snowblock_inner")
minetest.register_alias(":default:stair_snowblock_outer", "moreblocks:stair_snowblock_outer")
minetest.register_alias(":default:stair_snowblock_alt", "moreblocks:stair_snowblock_alt")
minetest.register_alias(":default:stair_snowblock_alt_1", "moreblocks:stair_snowblock_alt_1")
minetest.register_alias(":default:stair_snowblock_alt_2", "moreblocks:stair_snowblock_2")
minetest.register_alias(":default:stair_snowblock_alt_4", "moreblocks:stair_snowblock_alt_4")
minetest.register_alias(":default:stair_ice", "moreblocks:stair_ice")
minetest.register_alias(":default:stair_ice_half", "moreblocks:stair_ice_half")
minetest.register_alias(":default:stair_ice_right_half", "moreblocks:stair_ice_right_half")
minetest.register_alias(":default:stair_ice_inner", "moreblocks:stair_ice_inner")
minetest.register_alias(":default:stair_ice_outer", "moreblocks:stair_ice_outer")
minetest.register_alias(":default:stair_ice_alt", "moreblocks:stair_ice_alt")
minetest.register_alias(":default:stair_ice_alt_1", "moreblocks:stair_ice_alt_1")
minetest.register_alias(":default:stair_ice_alt_2", "moreblocks:stair_ice_2")
minetest.register_alias(":default:stair_ice_alt_4", "moreblocks:stair_ice_alt_4")
-- Slab
minetest.register_alias(":default:slab_snowblock", "moreblocks:slab_snowblock")
minetest.register_alias(":default:slab_snowblock_quarter", "moreblocks:slab_snowblock_quarter")
minetest.register_alias(":default:slab_snowblock_three_quarter", "moreblocks:slab_snowblock_three_quarter")
minetest.register_alias(":default:slab_snowblock_1", "moreblocks:slab_snowblock_1")
minetest.register_alias(":default:slab_snowblock_2", "moreblocks:slab_snowblock_2")
minetest.register_alias(":default:slab_snowblock_14", "moreblocks:slab_snowblock_14")
minetest.register_alias(":default:slab_snowblock_15", "moreblocks:slab_snowblock_15")
minetest.register_alias(":default:slab_ice", "moreblocks:slab_ice")
minetest.register_alias(":default:slab_ice_quarter", "moreblocks:slab_ice_quarter")
minetest.register_alias(":default:slab_ice_three_quarter", "moreblocks:slab_ice_three_quarter")
minetest.register_alias(":default:slab_ice_1", "moreblocks:slab_ice_1")
minetest.register_alias(":default:slab_ice_2", "moreblocks:slab_ice_2")
minetest.register_alias(":default:slab_ice_14", "moreblocks:slab_ice_14")
minetest.register_alias(":default:slab_ice_15", "moreblocks:slab_ice_15")
-- Panel
minetest.register_alias(":default:panel_snowblock", "moreblocks:panel_snowblock")
minetest.register_alias(":default:panel_snowblock_1", "moreblocks:panel_snowblock_1")
minetest.register_alias(":default:panel_snowblock_2", "moreblocks:panel_snowblock_2")
minetest.register_alias(":default:panel_snowblock_4", "moreblocks:panel_snowblock_4")
minetest.register_alias(":default:panel_snowblock_12", "moreblocks:panel_snowblock_12")
minetest.register_alias(":default:panel_snowblock_14", "moreblocks:panel_snowblock_14")
minetest.register_alias(":default:panel_snowblock_15", "moreblocks:panel_snowblock_15")
minetest.register_alias(":default:panel_ice", "moreblocks:panel_ice")
minetest.register_alias(":default:panel_ice_1", "moreblocks:panel_ice_1")
minetest.register_alias(":default:panel_ice_2", "moreblocks:panel_ice_2")
minetest.register_alias(":default:panel_ice_4", "moreblocks:panel_ice_4")
minetest.register_alias(":default:panel_ice_12", "moreblocks:panel_ice_12")
minetest.register_alias(":default:panel_ice_14", "moreblocks:panel_ice_14")
minetest.register_alias(":default:panel_ice_15", "moreblocks:panel_ice_15")
-- Micro
minetest.register_alias(":default:micro_snowblock", "moreblocks:micro_snowblock")
minetest.register_alias(":default:micro_snowblock_1", "moreblocks:micro_snowblock_1")
minetest.register_alias(":default:micro_snowblock_2", "moreblocks:micro_snowblock_2")
minetest.register_alias(":default:micro_snowblock_4", "moreblocks:micro_snowblock_4")
minetest.register_alias(":default:micro_snowblock_12", "moreblocks:micro_snowblock_12")
minetest.register_alias(":default:micro_snowblock_14", "moreblocks:micro_snowblock_14")
minetest.register_alias(":default:micro_snowblock_15", "moreblocks:micro_snowblock_15")
minetest.register_alias(":default:micro_ice", "moreblocks:micro_ice")
minetest.register_alias(":default:micro_ice_1", "moreblocks:micro_ice_1")
minetest.register_alias(":default:micro_ice_2", "moreblocks:micro_ice_2")
minetest.register_alias(":default:micro_ice_4", "moreblocks:micro_ice_4")
minetest.register_alias(":default:micro_ice_12", "moreblocks:micro_ice_12")
minetest.register_alias(":default:micro_ice_14", "moreblocks:micro_ice_14")
minetest.register_alias(":default:micro_ice_15", "moreblocks:micro_ice_15")
]]--
-- If christmas_craft then override his star with this mod one.
if minetest.get_modpath("christmas_craft") then
minetest.register_alias_force("christmas_craft:christmas_star", "snow:star")
end

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--[[
Crafting Sections (in order, top to bottom):
1. Cooking
2. Crafting and Recycling
The crafting recipe for the sled is in the sled.lua file.
~ LazyJ
]]
-- 1. Cooking
--[[
"Cooks_into_ice" is a custom group I assigned to full-sized, snow-stuff nodes
(snow bricks, snow cobble, snow blocks, etc.) so I wouldn't have to write an individual cooking
recipe for each one.
~ LazyJ
]]
minetest.register_craft({
type = "cooking",
cooktime = 12,
output = "default:ice",
recipe = "group:cooks_into_ice",
})
-- 2. Crafting and Recycling
-- Let's make moss craftable so players can more easily create mossycobble and
-- gives another useful purpose to pine needles. ~ LazyJ
minetest.register_craft({
output = "snow:moss",
recipe = {
{"snow:needles", "snow:needles"},
{"snow:needles", "snow:needles"},
},
})
--[[
Most snow biomes are too small to provide enough snow as a building material and
still have enough landscape snow to create the wintry surroundings of a
snow village or castle. So I added this snowblock crafting recipe as a way for
players to increase their snow supply in small increments. I considered making
the output 9 but that would make it all too quick and easy (especially for griefers) to create lots
of snowblocks (and then use them to water-grief by melting the snow blocks).
~ LazyJ
]]--
minetest.register_craft({
type = "shapeless",
output = "default:snowblock 2",
recipe = {
"snow:snow_cobble",
"snow:snow_cobble"
}
})
--[[minetest.register_craft({
type = "shapeless",
output = "default:snowblock 3",
recipe = {
"default:snowblock",
"default:snowblock"
}
})]]--
minetest.register_craft({
output = "snow:snow_brick",
recipe = {
{"default:snowblock", "default:snowblock"},
{"default:snowblock", "default:snowblock"}
}
})
-- Why not recycle snow_bricks back into snowblocks? ~ LazyJ
minetest.register_craft({
output = "default:snowblock 4",
recipe = {
{"snow:snow_brick"}
}
})
minetest.register_craft({
output = "snow:ice_brick",
recipe = {
{"default:ice", "default:ice"},
{"default:ice", "default:ice"}
}
})
minetest.register_craft({
output = "snow:snow_cobble 6",
recipe = {
{"snow:ice_brick"}
}
})
--Craft icy snow.
minetest.register_craft({
type = "shapeless",
output = "snow:snow_cobble 6",
recipe = {
"default:snow",
"default:snow",
"default:snow",
"default:snow",
"default:snow",
"default:snow",
"default:ice",
"default:ice",
"default:ice"
}
})
minetest.register_craft({
type = "shapeless",
output = "snow:snow_cobble 4",
recipe = {
"default:snow",
"default:snow",
"default:snow",
"default:snow",
"default:ice",
"default:ice"
}
})
minetest.register_craft({
type = "shapeless",
output = "snow:snow_cobble 2",
recipe = {
"default:snow",
"default:snow",
"default:ice"
}
})
minetest.register_craft({
type = "shapeless",
output = "snow:snow_cobble",
recipe = {
"default:snow",
"default:ice"
}
})
-- Recycle basic, half-block, slabs back into full blocks
-- A little "list" magic here. Instead of writing four crafts I only have to write two. ~ LazyJ
local recycle_default_slabs = {
"ice",
"snowblock",
}
for _, name in pairs(recycle_default_slabs) do
local subname_default = name
-- This craft is for default snowblocks and default ice.
-- 1 crafting recipe handles 2, default blocks. ~ LazyJ
minetest.register_craft({
type = "shapeless",
output = "default:"..subname_default,
recipe = {
"snow:slab_"..subname_default,
"snow:slab_"..subname_default,
}
})
end
-- Similar list magic here too. I couldn't successfully combine these in the first list
-- because we are dealing with slabs/blocks from two different mods, the "Snow" mod and
-- minetest_game's "Default" mod. ~ LazyJ
local recycle_snowmod_slabs = {
"snow_brick",
"snow_cobble",
}
for _, name in pairs(recycle_snowmod_slabs) do
local subname_snowmod = name
-- This craft is for the Snow mod's full-sized blocks.
-- 1 crafting recipe handles 2, or more, Snow mod blocks. ~ LazyJ
minetest.register_craft({
type = "shapeless",
output = "snow:"..subname_snowmod,
recipe = {
"snow:slab_"..subname_snowmod,
"snow:slab_"..subname_snowmod,
}
})
end

218
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-- Parameters
function snow_fall(pos, player, animate)
local ground_y = nil
for y=pos.y+10,pos.y+20,1 do
local n = minetest.get_node({x=pos.x,y=y,z=pos.z}).name
if n ~= "air" and n ~= "ignore" then
return
end
end
for y=pos.y+9,pos.y-15,-1 do
local n = minetest.get_node({x=pos.x,y=y,z=pos.z}).name
if n ~= "air" and n ~= "ignore" then
ground_y = y
break
end
end
if not ground_y then
return
end
pos = {x=pos.x, y=ground_y, z=pos.z}
snow.place(pos, true)
--minetest.place_node({x=pos.x, y=pos.y+2, z=pos.z}, {name="default:snow"}) -- LazyJ
end
local YLIMIT = 1 -- Set to world's water level
-- Particles are timed to disappear at this y
-- Particles do not spawn when player's head is below this y
local PRECSPR = 6 -- Time scale for precipitation variation in minutes
local PRECOFF = -0.4 -- Precipitation offset, higher = rains more often
local GSCYCLE = 0.5 -- Globalstep cycle (seconds)
local FLAKES = 32 -- Snowflakes per cycle
local DROPS = 128 -- Raindrops per cycle
local RAINGAIN = 0.2 -- Rain sound volume
local COLLIDE = false -- Whether particles collide with nodes
local NISVAL = 39 -- Clouds RGB value at night
local DASVAL = 175 -- Clouds RGB value in daytime
local np_prec = {
offset = 0,
scale = 1,
spread = {x = PRECSPR, y = PRECSPR, z = PRECSPR},
seed = 813,
octaves = 1,
persist = 0,
lacunarity = 2.0,
--flags = ""
}
-- These 2 must match biome heat and humidity noise parameters for a world
local np_temp = {
offset = 50,
scale = 50,
spread = {x = 1000, y = 1000, z = 1000},
seed = 5349,
octaves = 3,
persist = 0.5,
lacunarity = 2.0,
--flags = ""
}
local np_humid = {
offset = 50,
scale = 50,
spread = {x = 1000, y = 1000, z = 1000},
seed = 842,
octaves = 3,
persist = 0.5,
lacunarity = 2.0,
--flags = ""
}
-- Stuff
local difsval = DASVAL - NISVAL
local grad = 14 / 95
local yint = 1496 / 95
-- Initialise noise objects to nil
local nobj_temp = nil
local nobj_humid = nil
local nobj_prec = nil
-- Globalstep function
local timer = 0
if snow.enable_snowfall then
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < GSCYCLE then
return
end
timer = 0
for _, player in ipairs(minetest.get_connected_players()) do
local player_name = player:get_player_name()
local ppos = player:getpos()
local pposy = math.floor(ppos.y) + 2 -- Precipitation when swimming
if pposy >= YLIMIT - 2 then
local pposx = math.floor(ppos.x)
local pposz = math.floor(ppos.z)
local ppos = {x = pposx, y = pposy, z = pposz}
local nobj_temp = nobj_temp or minetest.get_perlin(np_temp)
local nobj_humid = nobj_humid or minetest.get_perlin(np_humid)
local nobj_prec = nobj_prec or minetest.get_perlin(np_prec)
local nval_temp = nobj_temp:get2d({x = pposx, y = pposz})
local nval_humid = nobj_humid:get2d({x = pposx, y = pposz})
local nval_prec = nobj_prec:get2d({x = os.clock() / 60, y = 0})
-- Biome system: Frozen biomes below heat 35,
-- deserts below line 14 * t - 95 * h = -1496
-- h = (14 * t + 1496) / 95
-- h = 14/95 * t + 1496/95
-- where 14/95 is gradient and 1496/95 is y intersection
-- h - 14/95 t = 1496/95 y intersection
-- so area above line is
-- h - 14/95 t > 1496/95
local freeze = nval_temp < 35
local precip = nval_prec < (nval_humid - 50) / 50 + PRECOFF and
nval_humid - grad * nval_temp > yint
if snow.debug then
precip = true
end
-- Check if player is outside
local outside = minetest.get_node_light(ppos, 0.5) == 15
-- Occasionally reset player sky
if math.random() < 0.1 then
if precip then
-- Set overcast sky
local sval
local time = minetest.get_timeofday()
if time >= 0.5 then
time = 1 - time
end
-- Sky brightness transitions:
-- First transition (24000 -) 4500, (1 -) 0.1875
-- Last transition (24000 -) 5750, (1 -) 0.2396
if time <= 0.1875 then
sval = NISVAL
elseif time >= 0.2396 then
sval = DASVAL
else
sval = math.floor(NISVAL +
((time - 0.1875) / 0.0521) * difsval)
end
-- Set sky to overcast bluish-grey
player:set_sky(
{r = sval, g = sval, b = sval + 16, a = 255},
"plain",
{}
)
else
-- Reset sky to normal
player:set_sky({}, "regular", {})
end
end
if precip and outside then
-- Precipitation
if freeze then
-- Snowfall
local extime = math.min((pposy + 12 - YLIMIT) / 2, 9)
local x, y, z = pposx - 24 + math.random(0, 48), pposy + 12, pposz - 24 + math.random(0, 48)
if not snow.lighter_snowfall then
snow_fall({
x = x,
y = y,
z = z
}, true)
end
for flake = 1, FLAKES do
x, y, z = pposx - 24 + math.random(0, 48), pposy + 12, pposz - 24 + math.random(0, 48)
minetest.add_particle({
pos = {
x = x,
y = y,
z = z
},
velocity = {
x = (-20 + math.random(0, 40)) / 100,
y = -2.0,
z = (-20 + math.random(0, 40)) / 100
},
acceleration = {x = 0, y = 0, z = 0},
expirationtime = extime,
size = 2.8,
collisiondetection = COLLIDE,
collision_removal = true,
vertical = false,
texture = "snowdrift_snowflake" ..
math.random(1, 12) .. ".png",
playername = player:get_player_name()
})
end
end
end
end
end
end)
end

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--[[
If you want to run PlantLife and mods that depend on it, i.e. MoreTrees, Disable the mapgen by
commenting-out the lines starting with "local mgname = " through "end" (I left a note were to start
and stop) Disabling "Snow's" mapgen allows MoreTrees and PlantLife to do their thing until the
issue is figured out. However, the pine and xmas tree code is still needed for when those
saplings grow into trees. --]]
--The *starting* comment looks like this: --[[
--The *closing* comment looks like this: --]]
-- ~ LazyJ, 2014_05_13
-- Part 1: To disable the mapgen, add the *starting* comment under this line.
--[[local perlin_scale, nosmooth_rarity
if not snow.disable_mapgen then
print("[snow] Mapgen enabled!")
snow.mapgen = snow.mapgen or {}
local mg = snow.mapgen
-- perlin noise "hills" are not peaks but looking like sinus curve
local function upper_rarity(rarity)
return math.sign(rarity)*math.sin(math.abs(rarity)*math.pi/2)
end
local rarity = snow.mapgen_rarity
local size = snow.mapgen_size
local smooth = snow.smooth_biomes
local function calc_values()
nosmooth_rarity = 1-rarity/50
perlin_scale = size*100/rarity
mg.perlin_scale = perlin_scale
local smooth_rarity_max, smooth_rarity_min, smooth_rarity_dif
if smooth then
local smooth_trans_size = 4 --snow.smooth_trans_size
mg.smooth_rarity_max = upper_rarity(nosmooth_rarity+smooth_trans_size*2/perlin_scale)
mg.smooth_rarity_min = upper_rarity(nosmooth_rarity-smooth_trans_size/perlin_scale)
mg.smooth_rarity_dif = mg.smooth_rarity_max-mg.smooth_rarity_min
end
nosmooth_rarity = upper_rarity(nosmooth_rarity)
mg.nosmooth_rarity = nosmooth_rarity
end
calc_values()
snow.register_on_configuring(function(name, v)
if name == "mapgen_rarity" then
rarity = v
elseif name == "mapgen_size" then
size = v
elseif name == "smooth_biomes" then
smooth = v
else
return
end
-- TODO: if e.g. size and rarity get changed at once, don't calculate the values more times
calc_values()
end)
--Identify the mapgen.
local mgname = minetest.get_mapgen_setting("mg_name")
if not mgname then
minetest.log("error", "[MOD] Snow Biomes: WARNING! mapgen could not be identifyed!")
end
local path = minetest.get_modpath("snow")
if mgname == "v6" then
--Load mapgen_v6 compatibility.
dofile(path.."/src/mapgen_v6.lua")
else]]--
--Load mapgen_v7 compatibility.
dofile(minetest.get_modpath("snow").."/src/mapgen_v7.lua")
--[[ end
end
-- To complete the commenting-out add the *closing* comment under this line.
local pine_tree = {
axiom="TABff",
rules_a="[&T+f+ff+ff+ff+f]GA",
rules_b="[&T+f+Gf+Gf+Gf]GB",
trunk="default:pine_tree",
leaves="snow:needles",
angle=90,
iterations=1,
random_level=0,
trunk_type="single",
thin_branches=true,
}
local xmas_tree = {
axiom="TABff",
rules_a="[&T+f+ff+ff+ff+f]GA",
rules_b="[&T+f+Gf+Gf+Gf]GB",
trunk="default:pine_tree",
leaves="snow:needles_decorated",
angle=90,
iterations=1,
random_level=0,
trunk_type="single",
thin_branches=true,
}
--Makes pine tree
function snow.make_pine(pos,snow,xmas)
local minetest = minetest
local try_node = function(pos, node)
local n = minetest.get_node(pos).name
if n == "air"
or n == "ignore" then
minetest.add_node(pos, node)
end
end
if xmas then
minetest.remove_node(pos)
minetest.spawn_tree(pos, xmas_tree)
else
minetest.spawn_tree(pos, pine_tree)
end
if snow then
local x,z = pos.x,pos.z
try_node({x=x+1,y=pos.y+3,z=z+1},{name="default:snow"})
try_node({x=x-1,y=pos.y+3,z=z-1},{name="default:snow"})
try_node({x=x-1,y=pos.y+3,z=z+1},{name="default:snow"})
try_node({x=x+1,y=pos.y+3,z=z-1},{name="default:snow"})
try_node({x=x+1,y=pos.y+5,z=z},{name="default:snow"})
try_node({x=x-1,y=pos.y+5,z=z},{name="default:snow"})
try_node({x=x,y=pos.y+5,z=z+1},{name="default:snow"})
try_node({x=x,y=pos.y+5,z=z-1},{name="default:snow"})
end
if xmas then
try_node({x=pos.x,y=pos.y+7,z=pos.z},{name="snow:star_lit"}) -- Added lit star. ~ LazyJ
elseif snow
and minetest.get_perlin(112,3, 0.5, perlin_scale):get2d({x=pos.x,y=pos.z}) > nosmooth_rarity then
try_node({x=pos.x,y=pos.y+7,z=pos.z},{name="default:snow"})
end
end
--Makes pine tree
function snow.voxelmanip_pine(pos,a,data)
local c_snow = minetest.get_content_id("default:snow")
local c_pine_needles = minetest.get_content_id("snow:needles")
local c_pinetree = minetest.get_content_id("default:pine_tree")
local c_air = minetest.get_content_id("air")
local perlin1 = minetest.get_perlin(112,3, 0.5, perlin_scale)
for z = -1,1 do
local z = pos.z + z
for x = -1,1 do
local x = pos.x + x
--Make tree.
for i = 1,2 do
data[a:index(x,pos.y+i,z)] = c_pine_needles
if x ~= 0
and z ~= 0
and perlin1:get2d({x=x,y=z}) > nosmooth_rarity then
local abovenode = a:index(x,pos.y+i+1,z)
data[abovenode] = c_snow
end
end
end
end
for i=3, 4 do
local x = pos.x
local y = pos.y+i
local z = pos.z
data[a:index(x+1,y,z)] = c_pine_needles
data[a:index(x-1,y,z)] = c_pine_needles
data[a:index(x,y,z+1)] = c_pine_needles
data[a:index(x,y,z-1)] = c_pine_needles
if perlin1:get2d({x=x+1,y=z}) > nosmooth_rarity then
data[a:index(x+1,y+1,z)] = c_snow
end
if perlin1:get2d({x=x+1,y=z}) > nosmooth_rarity then
data[a:index(x-1,y+1,z)] = c_snow
end
if perlin1:get2d({x=x,y=z+1}) > nosmooth_rarity then
data[a:index(x,y+1,z+1)] = c_snow
end
if perlin1:get2d({x=x,y=z-1}) > nosmooth_rarity then
data[a:index(x,y+1,z-1)] = c_snow
end
end
for i=0, 4 do
data[a:index(pos.x,pos.y+i,pos.z)] = c_pinetree
end
data[a:index(pos.x,pos.y+5,pos.z)] = c_pine_needles
data[a:index(pos.x,pos.y+6,pos.z)] = c_pine_needles
if perlin1:get2d({x=pos.x,y=pos.z}) > nosmooth_rarity then
data[a:index(pos.x,pos.y+7,pos.z)] = c_snow
end
end
]]--
-- treecapitator support
if minetest.global_exists("treecapitator") then
treecapitator.register_tree{
trees = {"default:pine_tree"},
leaves = {"snow:needles"},
range = 1,
range_up = 2,
range_down = 3,
stem_height_min = 1,
}
treecapitator.register_tree{
trees = {"default:pine_tree"},
leaves = {"snow:needles_decorated"},
fruits = {"snow:star_lit", "snow:star"},
range = 1,
range_up = 3,
range_down = 3,
stem_height_min = 1,
}
end

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-- https://github.com/paramat/meru/blob/master/init.lua#L52
-- Parameters must match mgv6 biome noise
local np_default = {
offset = 0,
scale = 1,
spread = {x=250, y=250, z=250},
seed = 9130,
octaves = 3,
persist = 0.5
}
-- 2D noise for coldness
local mg = snow.mapgen
local scale = mg.perlin_scale
local np_cold = {
offset = 0,
scale = 1,
spread = {x=scale, y=scale, z=scale},
seed = 112,
octaves = 3,
persist = 0.5
}
-- 2D noise for icetype
local np_ice = {
offset = 0,
scale = 1,
spread = {x=80, y=80, z=80},
seed = 322345,
octaves = 3,
persist = 0.5
}
local function do_ws_func(a, x)
local n = math.pi * x / 16000
local y = 0
for k = 1,1000 do
y = y + math.sin(k^a * n)/(k^a)
end
return 1000*y/math.pi
end
-- caching functions
local ws_values = {}
local function get_ws_value(a, x)
local v = ws_values[a]
if v then
v = v[x]
if v then
return v
end
else
ws_values[a] = {}
-- weak table, see https://www.lua.org/pil/17.1.html
setmetatable(ws_values[a], {__mode = "kv"})
end
v = do_ws_func(a, x)
ws_values[a][x] = v
return v
end
local plantlike_ids = {}
setmetatable(plantlike_ids, {__mode = "kv"})
local function is_plantlike(id)
if plantlike_ids[id] ~= nil then
return plantlike_ids[id]
end
local node = minetest.registered_nodes[minetest.get_name_from_content_id(id)]
if not node then
plantlike_ids[id] = false
return false
end
local drawtype = node.drawtype
if not drawtype
or drawtype ~= "plantlike" then
plantlike_ids[id] = false
return false
end
plantlike_ids[id] = true
return true
end
local snowable_ids = {}
setmetatable(snowable_ids, {__mode = "kv"})
local function is_snowable(id)
if snowable_ids[id] ~= nil then
return snowable_ids[id]
end
local node = minetest.registered_nodes[minetest.get_name_from_content_id(id)]
if not node then
snowable_ids[id] = false
return false
end
local drawtype = node.drawtype
if drawtype
and drawtype ~= "normal"
and drawtype ~= "allfaces_optional"
and drawtype ~= "glasslike" then
snowable_ids[id] = false
return false
end
snowable_ids[id] = true
return true
end
local c, replacements, mg_debug, biome_to_string
local function define_contents()
c = {
dirt_with_grass = minetest.get_content_id("default:dirt_with_grass"),
dirt = minetest.get_content_id("default:dirt"),
tree = minetest.get_content_id("default:tree"),
apple = minetest.get_content_id("default:apple"),
snow = minetest.get_content_id("default:snow"),
snow_block = minetest.get_content_id("default:snowblock"),
dirt_with_snow = minetest.get_content_id("default:dirt_with_snow"),
air = minetest.get_content_id("air"),
ignore = minetest.get_content_id("ignore"),
stone = minetest.get_content_id("default:stone"),
dry_shrub = minetest.get_content_id("default:dry_shrub"),
snow_shrub = minetest.get_content_id("snow:shrub_covered"),
leaves = minetest.get_content_id("default:leaves"),
jungleleaves = minetest.get_content_id("default:jungleleaves"),
junglegrass = minetest.get_content_id("default:junglegrass"),
ice = minetest.get_content_id("default:ice"),
water = minetest.get_content_id("default:water_source"),
papyrus = minetest.get_content_id("default:papyrus"),
sand = minetest.get_content_id("default:sand"),
desert_sand = minetest.get_content_id("default:desert_sand"),
}
replacements = snow.known_plants or {}
mg_debug = snow.debug
end
local smooth = snow.smooth_biomes
local smooth_rarity_max = mg.smooth_rarity_max or 0
local smooth_rarity_min = mg.smooth_rarity_min or 0
local smooth_rarity_dif = mg.smooth_rarity_dif or 0
local nosmooth_rarity = mg.nosmooth_rarity or 0
snow.register_on_configuring(function(name, v)
if name == "debug" then
mg_debug = v
elseif name == "mapgen_rarity"
or name == "mapgen_size"
or name == "smooth_biomes" then
minetest.after(0, function()
smooth = snow.smooth_biomes
smooth_rarity_max = mg.smooth_rarity_max
smooth_rarity_min = mg.smooth_rarity_min
smooth_rarity_dif = mg.smooth_rarity_dif
nosmooth_rarity = mg.nosmooth_rarity
local scale = mg.perlin_scale
np_cold = {
offset = 0,
scale = 1,
spread = {x=scale, y=scale, z=scale},
seed = 112,
octaves = 3,
persist = 0.5
}
end)
end
end)
local perlin_objs, perlins_chulen
local function get_perlins(sidelen)
if perlins_chulen == sidelen then
return
end
perlins_chulen = sidelen
local chulens = {x=sidelen, y=sidelen}
perlin_objs = {
default = minetest.get_perlin_map(np_default, chulens),
cold = minetest.get_perlin_map(np_cold, chulens),
ice = minetest.get_perlin_map(np_ice, chulens),
}
end
local nbuf_default, nbuf_cold, nbuf_ice
minetest.register_on_generated(function(minp, maxp, seed)
local t1 = os.clock()
local x0 = minp.x
local z0 = minp.z
local x1 = maxp.x
local z1 = maxp.z
if not c then
define_contents()
end
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local data = vm:get_data()
local param2s = vm:get_param2_data()
local heightmap = minetest.get_mapgen_object("heightmap")
local snow_tab,num = {},1
local pines_tab,pnum = {},1
get_perlins(x1 - x0 + 1)
local nvals_default = perlin_objs.default:get2dMap_flat({x=x0+150, y=z0+50}, nbuf_default)
local nvals_cold, nvals_ice, ndia
-- Choose biomes
local pr = PseudoRandom(seed+57)
-- Land biomes
local biome = pr:next(1, 5)
local snowy = biome == 1 -- spawns snow
local alpine = biome == 3 -- rocky terrain
-- Misc biome settings
local icy = pr:next(1, 2) == 2 -- if enabled spawns ice in sand instead of snow blocks
local shrubs = pr:next(1,2) == 1 -- spawns dry shrubs in snow
local pines = pr:next(1,2) == 1 -- spawns pines
-- Reseed random
pr = PseudoRandom(seed+68)
local nodes_added
-- Loop through columns in chunk
local smooth = smooth and not snowy
local write_to_map = false
local ni = 1
for z = z0, z1 do
for x = x0, x1 do
local in_biome = false
local test
if nvals_default[ni] < 0.35 then
nvals_cold = nvals_cold or perlin_objs.cold:get2dMap_flat({x=x0, y=z0}, nbuf_cold)
test = math.min(nvals_cold[ni], 1)
if smooth then
if test >= smooth_rarity_max
or (
test > smooth_rarity_min
and pr:next(1, 1000) <= ((test-smooth_rarity_min)/smooth_rarity_dif)*1000
) then
in_biome = true
end
elseif test > nosmooth_rarity then
in_biome = true
end
end
if not in_biome then
if alpine
and test
and test > (smooth and smooth_rarity_min or nosmooth_rarity) then
-- remove trees near alpine
local ground_y
if data[area:index(x, maxp.y, z)] == c.air then
local ytop = math.min(heightmap[ni]+20, maxp.y)
local vi = area:index(x, ytop, z)
for y = ytop, math.max(minp.y, heightmap[ni]-5), -1 do
if data[vi] ~= c.air then
ground_y = y
break
end
vi = vi - area.ystride
end
end
if ground_y then
local vi = area:index(x, ground_y, z)
for _ = minp.y - 16, ground_y do
local id = data[vi]
if id == c.leaves
or id == c.jungleleaves
or id == c.tree
or id == c.apple then
data[vi] = c.air
nodes_added = true
else
break
end
vi = vi - area.ystride
end
end
end
else
if not nvals_ice then
nvals_ice = perlin_objs.ice:get2dMap_flat({x=x0, y=z0}, nbuf_ice)
nodes_added = true
write_to_map = true
end
local icetype = nvals_ice[ni]
local cool = icetype > 0 -- only spawns ice on edge of water
local icebergs = icetype > -0.2 and icetype <= 0
local icehole = icetype > -0.4 and icetype <= -0.2 -- icesheet with holes
local icesheet = icetype > -0.6 and icetype <= -0.4
local icecave = icetype <= -0.6
local ground_y
-- avoid generating underground
if data[area:index(x, maxp.y, z)] == c.air then
-- search for non air node from 20 m above ground down to 5 m below ground (confined by minp and maxp)
local ytop = math.min(heightmap[ni]+20, maxp.y)
local vi = area:index(x, ytop, z)
for y = ytop, math.max(minp.y, heightmap[ni]-5), -1 do
if data[vi] ~= c.air then
ground_y = y
break
end
vi = vi - area.ystride
end
end
if ground_y then
local node = area:index(x, ground_y, z)
local c_ground = data[node]
if c_ground == c.dirt_with_grass then
if alpine
and test > nosmooth_rarity then
snow_tab[num] = {ground_y, z, x, test}
num = num+1
-- generate stone ground
local vi = area:index(x, ground_y, z)
for _ = math.max(-6, minp.y-6), ground_y do
if data[vi] == c.stone then
break
end
data[vi] = c.stone
vi = vi - area.ystride
end
elseif pines
and pr:next(1,36) == 1 then
pines_tab[pnum] = {x=x, y=ground_y+1, z=z}
pnum = pnum+1
elseif shrubs
and pr:next(1,928) == 1 then
data[node] = c.dirt_with_snow
data[area:index(x, ground_y+1, z)] = c.dry_shrub
else
if snowy
or test > (smooth and smooth_rarity_max or
nosmooth_rarity) then
-- more, deeper snow
data[node] = c.snow_block
else
data[node] = c.dirt_with_snow
end
snow_tab[num] = {ground_y, z, x, test}
num = num+1
end
elseif c_ground == c.water then
if not icesheet
and not icecave
and not icehole then
local y = data[node - area.ystride]
local ice = y ~= c.water and y ~= c.ice
if not ice then
ndia = ndia or {
area.zstride - 1,
1,
-2*area.zstride - 2,
area.zstride,
1 - area.zstride,
0
}
local vi = node + 1
for n = 1,6 do
local i = data[vi]
if i ~= c.water
and i ~= c.ice
and i ~= c.air
and i ~= c.ignore then
ice = true
break
end
vi = vi + ndia[n]
end
if not ice
and (cool or icebergs)
and pr:next(1,4) == 1 then
local vi = node + 1
for i = 1,6 do
if data[vi] == c.ice then
ice = true
break
end
vi = vi + ndia[i]
end
end
end
if ice
or (icebergs and pr:next(1,6) == 1) then
data[node] = c.ice
end
else
if icesheet
or icecave
or (icehole and pr:next(1,10) > 1) then
data[node] = c.ice
end
if icecave then
local vi = area:index(x, ground_y-1, z)
for _ = math.max(minp.y-16, -33), ground_y-1 do
if data[vi] ~= c.water then
break
end
data[vi] = c.air
vi = vi - area.ystride
end
end
if icesheet then
-- put snow onto icesheets
snow_tab[num] = {ground_y, z, x, test}
num = num+1
end
end
elseif c_ground == c.sand then
if icy then
data[node] = c.ice
end
snow_tab[num] = {ground_y, z, x, test}
num = num+1
elseif c_ground == c.papyrus then
snow_tab[num] = {ground_y, z, x, test}
num = num+1
-- replace papyrus plants with snowblocks
local vi = area:index(x, ground_y, z)
for _ = 1,7 do
if data[vi] ~= c.papyrus then
break
end
data[vi] = c.snow_block
vi = vi - area.ystride
end
elseif alpine then
-- make stone pillars out of trees and other stuff
local vi = area:index(x, ground_y, z)
for _ = 0, ground_y - math.max(-6, minp.y-6) do
if data[vi] == c.stone then
break
end
data[vi] = c.stone
vi = vi - area.ystride
end
-- put snow onto it
snow_tab[num] = {ground_y, z, x, test}
num = num+1
elseif c_ground ~= c.desert_sand then
if is_snowable(c_ground) then
-- put snow onto it
snow_tab[num] = {ground_y, z, x, test}
num = num+1
end
local vi = area:index(x, ground_y, z)
for _ = 0, 12 do
local nd = data[vi]
local plantlike = is_plantlike(nd)
if replacements[nd] then
data[vi] = replacements[nd]
if plantlike then
param2s[vi] = pr:next(0,179)
end
elseif nd == c.dirt_with_grass then
data[vi] = c.dirt_with_snow
break
elseif plantlike then
local under = vi - area.ystride
if data[under] == c.dirt_with_grass then
-- replace other plants with shrubs
data[vi] = c.snow_shrub
param2s[vi] = pr:next(0,179)
data[under] = c.dirt_with_snow
break
end
elseif nd == c.stone then
break
end
vi = vi - area.ystride
end
end
end
end
ni = ni + 1
end
end
-- abort if mapgen doesn't change sth
if not nodes_added then
return
end
if num ~= 1 then
for i = 1, num-1 do
i = snow_tab[i]
-- set snow
data[area:index(i[3], i[1]+1, i[2])] = c.snow
end
for i = 1, num-1 do
i = snow_tab[i]
local y,z,x,test = unpack(i)
test = (test-nosmooth_rarity)/(1-nosmooth_rarity) -- /(1-0.53)
if test > 0 then
local maxh = math.floor(test*10)%10+1
if maxh ~= 1 then
local h = math.floor(get_ws_value(2, x) + get_ws_value(5, z)*5)%10+1
if h ~= 1 then
-- search for nearby snow
y = y+1
for i = -1,1,2 do
for _,cord in pairs({{x+i,z}, {x,z+i}}) do
local nd = data[area:index(cord[1], y, cord[2])]
if nd == c.air
or is_plantlike(nd) then
h = h/2
end
end
end
h = math.floor(h+0.5)
if h > 1 then
-- make snowdrifts walkable
if h == 10 then
h = 5
end
h = math.min(maxh, h)
local vi = area:index(x, y, z)
if h == 9 then
-- replace the snow with a snowblock because its a full node
data[vi] = c.snow_block
else
-- set a specific snow height
param2s[vi] = h*7
end
end
end
end
end
end
end
-- spawn pines
if pines
and pnum ~= 1 then
local spawn_pine = snow.voxelmanip_pine
for i = 1, pnum-1 do
spawn_pine(pines_tab[i], area, data)
end
end
vm:set_data(data)
vm:set_param2_data(param2s)
vm:set_lighting({day=0, night=0})
vm:calc_lighting()
vm:write_to_map()
if write_to_map
and mg_debug then -- print if any column of mapchunk was snow biome
local biome_string = biome_to_string(biome)
local chugent = math.ceil((os.clock() - t1) * 1000)
print("[snow] "..biome_string.." x "..minp.x.." z "..minp.z.." time "..chugent.." ms")
end
end)
-- Debugging function
local biome_strings = {
{"snowy", "plain", "alpine", "normal", "normal"},
{"cool", "icebergs", "icesheet", "icecave", "icehole"}
}
function biome_to_string(num,num2)
local biome = biome_strings[1][num] or "unknown "..num
return biome
end

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--[[minetest.register_biome({
name = "snow_biome_default",
node_dust = "default:snow",
node_top = "default:dirt_with_snow",
depth_top = 1,
node_filler = "default:dirt",
depth_filler = 1,
node_riverbed = "default:sand",
depth_riverbed = 2,
y_min = 5,
y_max = 31000,
heat_point = 10.0,
humidity_point = 40.0,
})
]]--
minetest.register_biome({
name = "snow_biome_forest",
node_dust = "default:snow",
node_top = "default:dirt_with_snow",
depth_top = 1,
node_filler = "default:dirt",
depth_filler = 2,
node_riverbed = "default:sand",
depth_riverbed = 2,
y_min = 2,
y_max = 31000,
heat_point = 20.0,
humidity_point = 70.0,
})
minetest.register_biome({
name = "pine_forest",
node_top = "default:dirt_with_grass",
depth_top = 1,
node_filler = "default:dirt",
depth_filler = 3,
node_riverbed = "default:sand",
depth_riverbed = 2,
y_min = 60,
y_max = 31000,
heat_point = 40,
humidity_point = 68,
})
minetest.register_biome({
name = "snow_biome_lush",
node_dust = "default:snow",
node_top = "default:dirt_with_snow",
depth_top = 1,
node_filler = "default:dirt",
depth_filler = 2,
node_riverbed = "default:sand",
depth_riverbed = 2,
y_min = 2,
y_max = 31000,
heat_point = 10.0,
humidity_point = 70.0,
})
minetest.register_biome({
name = "snow_biome_alpine",
node_dust = "default:snow",
node_top = "default:dirt_with_snow",
depth_top = 1,
node_filler = "default:stone",
node_riverbed = "default:gravel",
depth_riverbed = 2,
y_min = 60,
y_max = 31000,
heat_point = 10.0,
humidity_point = 40.0,
})
--[[minetest.register_biome({
name = "snow_biome_sand",
node_top = "default:sand",
depth_top = 3,
node_filler = "default:stone",
depth_filler = 0,
y_min = -2,
y_max = 31000,
heat_point = 10.0,
humidity_point = 40.0,
})
]]--
--Pine tree.
minetest.register_decoration({
deco_type = "schematic",
place_on = {"default:dirt_with_snow", "default:dirt_with_grass", "default:dirt_with_coniferous_litter"},
sidelen = 16,
noise_params = {
offset = -0.004,
scale = 0.01,
spread = {x = 100, y = 100, z = 100},
seed = 4087,
octaves = 3,
persist = 0.7,
},
y_max = 31000,
y_min = 4,
biomes = {"snowy_grassland", "coniferous_forest", "taiga", "snow_biome_alpine"},
schematic = minetest.get_modpath("snow").."/schematics/snow_pine.mts",
flags = "place_center_x, place_center_z",
})
minetest.register_decoration({
deco_type = "schematic",
place_on = {"default:dirt_with_snow", "default:dirt_with_grass"},
sidelen = 16,
noise_params = {
--offset = 0.036,
offset = 0.020,
scale = 0.002,
spread = {x = 250, y = 250, z = 250},
seed = 2861,
octaves = 3,
persist = 0.66
},
-- fill_ratio = 0.0005,
y_max = 31000,
y_min = 4,
biomes = {"snow_biome_forest", "pine_forest"},
schematic = minetest.get_modpath("snow").."/schematics/snow_pine.mts",
flags = "place_center_x, place_center_z",
})
minetest.register_decoration({
deco_type = "schematic",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 0.05,
y_max = 31000,
y_min = 4,
biomes = {"snow_biome_lush"},
schematic = minetest.get_modpath("snow").."/schematics/snow_pine.mts",
flags = "place_center_x, place_center_z",
})
--Dry shrubs.
minetest.register_decoration({
deco_type = "simple",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 0.001,
y_max = 31000,
y_min = 1,
biomes = {"snowy_grassland"},
decoration = "default:dry_shrub",
})
minetest.register_decoration({
deco_type = "simple",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 0.01,
y_max = 31000,
y_min = 1,
biomes = {"snow_biome_forest", "snow_biome_lush"},
decoration = "default:dry_shrub",
})
--Snow shrubs.
minetest.register_decoration({
deco_type = "simple",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 0.005,
y_max = 31000,
y_min = 1,
biomes = {"snowy_grassland"},
decoration = "snow:shrub_covered",
})
minetest.register_decoration({
deco_type = "simple",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 0.05,
y_max = 31000,
y_min = 1,
biomes = {"snow_biome_forest", "snow_biome_lush"},
decoration = "snow:shrub_covered",
})
-- Snow Flowers
local function register_flower(seed, name)
minetest.register_decoration({
deco_type = "simple",
place_on = {"default:dirt_with_snow"},
sidelen = 16,
noise_params = {
offset = -0.015,
scale = 0.025,
spread = {x = 200, y = 200, z = 200},
seed = seed,
octaves = 3,
persist = 0.6
},
biomes = {"snow_biome_lush", "snow_biome_forest", "taiga", "snowy_grassland", "tundra"},
y_min = 1,
y_max = 31000,
decoration = "snow:flower_"..name,
})
end
register_flower(436, "rose")
register_flower(19822, "tulip")
register_flower(1220999, "dandelion_yellow")
register_flower(36662, "geranium")
register_flower(1133, "viola")
register_flower(73133, "dandelion_white")
--Snow.
--minetest.register_decoration({
-- deco_type = "simple",
-- place_on = "default:dirt_with_snow",
-- sidelen = 16,
-- fill_ratio = 10,
-- y_max = 31000,
-- y_min = 1,
-- biomes = {"snow_biome_forest", "snow_biome_lush"},
-- decoration = "default:snow",
--})
--minetest.register_decoration({
-- deco_type = "simple",
-- place_on = "default:stone",
-- sidelen = 16,
-- fill_ratio = 10,
-- y_max = 31000,
-- y_min = 1,
-- biomes = {"snow_biome_alpine"},
-- decoration = "default:snow",
--})

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-- NODES
-- Grow sapling
local function grow_pine_tree(pos)
local path = minetest.get_modpath("snow").."/schematics/snow_pine_from_sapling.mts"
minetest.place_schematic({x= pos.x -2, y = pos.y - 1, z = pos.z - 2}, path, "0", nil, false)
end
local function grow_snowy_pine_tree(pos)
local path = minetest.get_modpath("snow").."/schematics/snowy_snow_pine_from_sapling.mts"
minetest.place_schematic({x= pos.x -2, y = pos.y - 1, z = pos.z - 2}, path, "random", nil, false)
end
local function grow_xmas_tree(pos)
local path = minetest.get_modpath("snow").."/schematics/snow_xmas_from_sapling.mts"
minetest.place_schematic({x= pos.x -2, y = pos.y - 1, z = pos.z - 2}, path, "0", nil, false)
end
local function grow_snowy_xmas_tree(pos)
local path = minetest.get_modpath("snow").."/schematics/snowy_snow_xmas_from_sapling.mts"
minetest.place_schematic({x= pos.x -2, y = pos.y - 1, z = pos.z - 2}, path, "random", nil, false)
end
local function is_snow_nearby(pos)
return minetest.find_node_near(pos, 1, {"group:snowy"})
end
local function grow_sapling(pos)
if not default.can_grow(pos) then
-- try again 5 min later
minetest.get_node_timer(pos):start(300)
return
end
local node = minetest.get_node(pos)
if node.name == "snow:sapling_pine" then
minetest.log("action", "A Snow Pine sapling grows into a tree at "..minetest.pos_to_string(pos))
if is_snow_nearby(pos) then
grow_snowy_pine_tree(pos)
else
grow_pine_tree(pos)
end
elseif node.name == "snow:xmas_tree" then
minetest.log("action", "A Christmas sapling grows into a tree at "..minetest.pos_to_string(pos))
if is_snow_nearby(pos) then
grow_snowy_xmas_tree(pos)
else
grow_xmas_tree(pos)
end
end
end
minetest.register_lbm({
name = "snow:convert_saplings_to_node_timer",
nodenames = {"snow:sapling_pine", "snow:xmas_tree"},
action = function(pos)
minetest.get_node_timer(pos):start(math.random(300, 1500))
end
})
-- Pine Needles
local nodedef = table.copy(minetest.registered_nodes["default:pine_needles"])
nodedef.description = "Snow Pine Needles"
nodedef.drop = {
max_items = 1,
items = {
{
-- player will get sapling with 1/20 chance
items = {'snow:sapling_pine'},
rarity = 20,
},
{
items = {'snow:needles'},
}
}
}
--[[
If christmas_content is enabled, then this next part will override the pine needles' drop code
(in the code section above) and adds Xmas tree saplings to the items that are dropped.
The Xmas tree needles are registred and defined a farther down in this nodes.lua file.
~ LazyJ
]]--
if snow.christmas_content then
table.insert(nodedef.drop.items, 1, {
-- player will get xmas tree with 1/120 chance
items = {"snow:xmas_tree"},
rarity = 120,
})
end
minetest.register_node("snow:needles", table.copy(nodedef))
snow.register_on_configuring(function(name, v)
if name == "christmas_content" then
local drop = minetest.registered_nodes["snow:needles"].drop
if v then
table.insert(drop.items, 1, {
items = {"snow:xmas_tree"},
rarity = 120,
})
else
table.remove(drop.items, 1)
end
minetest.override_item("snow:needles", {drop = drop})
end
end)
-- Christmas egg
if minetest.global_exists("skins") then
skins.add("character_snow_man")
end
-- Decorated Pine Leaves
nodedef.description ="Decorated "..nodedef.description
nodedef.light_source = 5
nodedef.waving = nil
if snow.disable_deco_needle_ani then
nodedef.tiles = {"snow_needles_decorated.png"}
else
-- Animated, "blinking lights" version. ~ LazyJ
nodedef.inventory_image = minetest.inventorycube("snow_needles_decorated.png")
nodedef.tiles = {
{name="snow_needles_decorated_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=20.0}}
}
end
nodedef.drop.items[#nodedef.drop.items] = {items = {'snow:needles_decorated'}}
minetest.register_node("snow:needles_decorated", table.copy(nodedef))
-- Leaf decay
default.register_leafdecay{
trunks = {"default:pine_tree"},
leaves = {"snow:needles", "default:pine_needles", "snow:needles_decorated"},
radius = 2,
}
-- Saplings
nodedef = table.copy(minetest.registered_nodes["default:pine_sapling"])
nodedef.description = "Snow Pine Sapling"
nodedef.tiles = {"snow_sapling_pine.png"}
nodedef.inventory_image = "snow_sapling_pine.png"
nodedef.wield_image = "snow_sapling_pine.png"
nodedef.on_timer = grow_sapling
nodedef.on_place = function(itemstack, placer, pointed_thing)
itemstack = default.sapling_on_place(
itemstack,
placer,
pointed_thing,
"snow:sapling_pine",
{x = -2, y = 1, z = -2},
{x = 2, y = 13, z = 2},
4)
return itemstack
end
-- Pine Sapling
minetest.register_node("snow:sapling_pine", table.copy(nodedef))
-- Xmas Tree Sapling
nodedef.description = "Christmas Tree"
nodedef.tiles = {"snow_xmas_tree.png"}
nodedef.inventory_image = "snow_xmas_tree.png"
nodedef.wield_image = "snow_xmas_tree.png"
nodedef.on_place = function(itemstack, placer, pointed_thing)
itemstack = default.sapling_on_place(
itemstack,
placer,
pointed_thing,
"snow:xmas_tree",
{x= -2, y = 1, z = -2},
{x = 2, y = 14, z = 2},
4)
return itemstack
end
minetest.register_node("snow:xmas_tree", nodedef)
-- Star
nodedef = {
description = "Star",
drawtype = "plantlike",
tiles = {"snow_star.png"},
inventory_image = "snow_star.png",
wield_image = "snow_star.png",
paramtype = "light",
walkable = false,
-- Don't want the ornament breaking too easily because you have to punch it to turn it on and off. ~ LazyJ
groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1},
-- Breaking "glass" sound makes it sound like a real, broken, Xmas tree ornament (Sorry, Mom!). ;)- ~ LazyJ
sounds = default.node_sound_glass_defaults({dig = {name="default_glass_footstep", gain=0.2}}),
on_punch = function(pos, node) -- Added a "lit" star that can be punched on or off depending on your preference. ~ LazyJ
node.name = "snow:star_lit"
minetest.set_node(pos, node)
end,
}
-- Star on Xmas Trees
minetest.register_node("snow:star", table.copy(nodedef))
-- Star (Lit Version) on Xmas Trees
nodedef.description = nodedef.description.." Lighted"
nodedef.light_source = LIGHT_MAX
nodedef.tiles = {"snow_star_lit.png"}
nodedef.drop = "snow:star"
nodedef.groups.not_in_creative_inventory = 1
nodedef.on_punch = function(pos, node)
node.name = "snow:star"
minetest.set_node(pos, node)
end
minetest.register_node("snow:star_lit", nodedef)
-- Plants
-- Moss
minetest.register_node("snow:moss", {
description = "Moss",
inventory_image = "snow_moss.png",
tiles = {"snow_moss.png"},
drawtype = "signlike",
paramtype = "light",
paramtype2 = "wallmounted",
walkable = false,
selection_box = {
type = "wallmounted",
},
is_ground_content = true,
groups = {crumbly=3, attached_node=1},
furnace_burntime = 3,
})
-- Shrub(s)
nodedef = {
description = "Snow Shrub",
tiles = {"snow_shrub.png"},
inventory_image = "snow_shrub.png",
wield_image = "snow_shrub.png",
drawtype = "plantlike",
paramtype = "light",
waving = 1,
sunlight_propagates = true,
walkable = false,
is_ground_content = true,
buildable_to = true,
groups = {snappy=3,flammable=3,attached_node=1},
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, -5/16, 0.3},
},
furnace_burntime = 5,
}
minetest.register_node("snow:shrub", table.copy(nodedef))
nodedef.tiles = {"snow_shrub.png^snow_shrub_covering.png"}
nodedef.inventory_image = "snow_shrub.png^snow_shrub_covering.png"
nodedef.wield_image = "snow_shrub.png^snow_shrub_covering.png"
nodedef.paramtype2 = "degrotate"
nodedef.drop = "snow:shrub"
nodedef.furnace_burntime = 3
minetest.register_node("snow:shrub_covered", nodedef)
-- Flowers
if rawget(_G, "flowers") then
-- broken flowers
snow.known_plants = {}
for _,name in pairs({"dandelion_yellow", "geranium", "rose", "tulip", "dandelion_white", "viola"}) do
local flowername = "flowers:"..name
local newname = "snow:flower_"..name
local flower = minetest.registered_nodes[flowername]
minetest.register_node(newname, {
drawtype = "plantlike",
tiles = { "snow_" .. name .. ".png" },
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "degrotate",
walkable = false,
drop = "",
groups = {snappy=3, attached_node = 1},
sounds = default.node_sound_leaves_defaults(),
selection_box = flower.selection_box
})
snow.known_plants[minetest.get_content_id(flowername)] = minetest.get_content_id(newname)
end
end
-- Leaves
--[[local leaves = minetest.registered_nodes["default:leaves"]
nodedef = {
description = "Snow Leaves",
tiles = {"snow_leaves.png"},
waving = 1,
visual_scale = leaves.visual_scale,
drawtype = leaves.drawtype,
paramtype = leaves.paramtype,
groups = leaves.groups,
drop = leaves.drop,
sounds = leaves.sounds,
}
nodedef.groups.flammable = 1
minetest.register_node("snow:leaves", nodedef)
snow.known_plants[minetest.get_content_id("default:leaves")] = minetest.get_content_id("snow:leaves")
local apple = minetest.registered_nodes["default:apple"]
nodedef = {
description = "Snow Apple",
drawtype = "plantlike",
tiles = {"snow_apple.png"},
paramtype = "light",
paramtype2 = "degrotate",
walkable = false,
sunlight_propagates = apple.sunlight_propagates,
selection_box = apple.selection_box,
groups = apple.groups,
sounds = apple.sounds,
drop = apple.drop,
}
nodedef.groups.flammable = 1
minetest.register_node("snow:apple", nodedef)
snow.known_plants[minetest.get_content_id("default:apple")] = minetest.get_content_id("snow:apple")
if not snow.disable_mapgen then
-- decay from default/nodes.lua:2537
default.register_leafdecay{
trunks = {"default:tree"},
leaves = {"snow:apple", "snow:leaves"},
radius = minetest.get_mapgen_setting("mg_name") == "v6" and 2 or 3,
}
end
]]--
-- TODO
snow.known_plants[minetest.get_content_id("default:jungleleaves")] = minetest.get_content_id("default:jungleleaves")
local function snow_onto_dirt(pos)
pos.y = pos.y - 1
local node = minetest.get_node(pos)
if node.name == "default:dirt_with_grass"
or node.name == "default:dirt" then
node.name = "default:dirt_with_snow"
minetest.set_node(pos, node)
end
end
-- Bricks
nodedef = {
description = "Snow Brick",
tiles = {"snow_snow_brick.png"},
is_ground_content = true,
--freezemelt = "default:water_source", -- deprecated
liquidtype = "none",
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "facedir", -- Allow blocks to be rotated with the screwdriver or
-- by player position. ~ LazyJ
-- I made this a little harder to dig than snow blocks because
-- I imagine snow brick as being much more dense and solid than fluffy snow. ~ LazyJ
groups = {cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=1, icemaker=1, cooks_into_ice=1},
--Let's use the new snow sounds instead of the old grass sounds. ~ LazyJ
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
-- The "on_construct" part below, thinking in terms of layers,
-- dirt_with_snow could also double as dirt_with_frost which adds subtlety
-- to the winterscape. ~ LazyJ
on_construct = snow_onto_dirt
}
-- Snow Brick
minetest.register_node("snow:snow_brick", table.copy(nodedef))
-- hard Ice Brick, original texture from LazyJ
local ibdef = table.copy(nodedef)
ibdef.description = "Ice Brick"
ibdef.tiles = {"snow_ice_brick.png"}
ibdef.use_texture_alpha = true
ibdef.drawtype = "glasslike"
ibdef.groups = {cracky=1, crumbly=1, choppy=1, melts=1}
ibdef.sounds = default.node_sound_glass_defaults({
dug = {name="default_hard_footstep", gain=1}
})
minetest.register_node("snow:ice_brick", ibdef)
-- Snow Cobble ~ LazyJ
-- Described as Icy Snow
nodedef.description = "Icy Snow"
nodedef.tiles = {"snow_snow_cobble.png"}
minetest.register_node("snow:snow_cobble", nodedef)
-- Override Default Nodes to Add Extra Functions
minetest.override_item("default:ice", {
use_texture_alpha = true,
param2 = 0, --param2 is reserved for how much ice will freezeover.
sunlight_propagates = true, -- necessary for dirt_with_grass/snow/just dirt ABMs
drawtype = "glasslike",
tiles = {"default_ice.png^[brighten"},
liquidtype = "none",
-- I made this a lot harder to dig than snow blocks because ice is much more dense
-- and solid than fluffy snow. ~ LazyJ
groups = {cracky=2, crumbly=1, choppy=1, --[[oddly_breakable_by_hand=1,]] melts=1},
on_construct = snow_onto_dirt,
liquids_pointable = true,
--Make ice freeze over when placed by a maximum of 10 blocks.
after_place_node = function(pos)
minetest.set_node(pos, {name="default:ice", param2=math.random(0,10)})
end
})
minetest.override_item("default:snowblock", {
-- LazyJ to make dirt below change to dirt_with_snow (see default, nodes.lua, dirt ABM)
liquidtype = "none",
paramtype = "light",
sunlight_propagates = true,
-- Snow blocks should be easy to dig because they are just fluffy snow. ~ LazyJ
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=1, icemaker=1, cooks_into_ice=1, falling_node=1},
--drop = "snow:snow_cobble",
on_construct = snow_onto_dirt
-- Thinking in terms of layers, dirt_with_snow could also double as
-- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04
})
minetest.override_item("default:snow", {
drop = {
max_items = 2,
items = {
{items = {'snow:moss'}, rarity = 20,},
{items = {'default:snow'},}
}
},
leveled = 7,
paramtype2 = "leveled",
node_box = {
type = "leveled",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.5, 0.5},
},
collision_box = {
type = "leveled",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.5, 0.5},
},
selection_box = {
type = "leveled",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.5, 0.5},
},
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3,
falling_node=1, melts=2, float=1},
sunlight_propagates = true,
walkable = true,
node_placement_prediction = "",
on_construct = function(pos)
pos.y = pos.y-1
local node = minetest.get_node(pos)
if node.name == "default:dirt_with_grass"
or node.name == "default:dirt" then
node.name = "default:dirt_with_snow"
minetest.set_node(pos, node)
end
end,
--Handle node drops due to node level.
on_dig = function(pos, node, digger)
local level = minetest.get_node_level(pos)
minetest.node_dig(pos, node, digger)
if minetest.get_node(pos).name ~= node.name then
local inv = digger:get_inventory()
if not inv then
return
end
local left = inv:add_item("main", "default:snow "..tostring(level/7-1))
if not left:is_empty() then
minetest.add_item({
x = pos.x + math.random()/2-0.25,
y = pos.y + math.random()/2-0.25,
z = pos.z + math.random()/2-0.25,
}, left)
end
end
end,
--Manage snow levels.
on_place = function(itemstack, player, pt)
local oldnode_under = minetest.get_node_or_nil(pt.under)
if not oldnode_under then
return itemstack, false
end
local olddef_under = minetest.registered_nodes[oldnode_under.name]
if not olddef_under then
return itemstack, false
end
-- If node under is buildable_to, place into it instead (eg. snow)
local pos, node
if olddef_under.buildable_to then
pos = pt.under
node = oldnode_under
else
pos = pt.above
node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name]
if not def
or not def.buildable_to then
return itemstack, false
end
end
-- nil player can place (for snowballs)
if player
and minetest.is_protected(pos, player:get_player_name()) then
return itemstack, false
end
if node.name ~= "default:snow" then
if minetest.get_node{x=pos.x, y=pos.y-1, z=pos.z}.name ==
"default:snow" then
-- grow the snow below (fixes levelled problem)
pos.y = pos.y - 1
else
-- place a snow
return minetest.item_place_node(itemstack, player, pt)
end
end
-- grow the snow
local level = minetest.get_node_level(pos)
level = level + 7
if level < 64 then
minetest.set_node_level(pos, level)
else
-- place a snowblock and snow onto it if possible
local p = {x=pos.x, y=pos.y+1, z=pos.z}
local def = minetest.registered_nodes[minetest.get_node(p).name]
if not def
or not def.buildable_to then
return itemstack, false
end
minetest.set_node(pos, {name="default:snowblock"})
minetest.set_node(p, {name="default:snow"})
level = math.max(level - 64, 7)
minetest.set_node_level(p, level)
end
itemstack:take_item()
return itemstack, true
end,
on_use = snow.shoot_snowball
})

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--[[
--=================
--======================================
LazyJ's Fork of Splizard's "Snow" Mod
by LazyJ
version: Umpteen and 7/5ths something or another.
2014_04_12
--======================================
--=================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THE LIST OF CHANGES I'VE MADE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* The HUD message that displayed when a player sat on the sled would not go away after the player
got off the sled. I spent hours on trial-and-error while reading the lua_api.txt and scrounging
the Internet for a needle-in-the-haystack solution as to why the hud_remove wasn't working.
Turns out Splizard's code was mostly correct, just not assembled in the right order.
The key to the solution was found in the code of leetelate's scuba mod:
http://forum.minetest.net/viewtopic.php?id=7175
* Changed the wording of the HUD message for clarity.
~~~~~~
TODO
~~~~~~
* Figure out why the player avatars remain in a seated position, even after getting off the sled,
if they flew while on the sled. 'default.player_set_animation', where is a better explanation
for this and what are it's available options?
* Go through, clean-up my notes and get them better sorted. Some are in the code, some are
scattered in my note-taking program. This "Oh, I'll just make a little tweak here and a
little tweak there" project has evolved into something much bigger and more complex
than I originally planned. :p ~ LazyJ
* find out why the sled disappears after rightclicking it ~ HybridDog
--]]
--=============================================================
-- CODE STUFF
--=============================================================
--
-- Helper functions
--
vector.zero = vector.zero or {x=0, y=0, z=0}
local function table_find(t, v)
for i = 1,#t do
if t[i] == v then
return true
end
end
return false
end
local function is_water(pos)
return minetest.get_item_group(minetest.get_node(pos).name, "water") ~= 0
end
--
-- Sled entity
--
local sled = {
physical = true,
collisionbox = {-0.6,-0.25,-0.6, 0.6,0.3,0.6},
visual = "mesh",
mesh = "sled.x",
textures = {"sled.png"},
}
local players_sled = {}
local function join_sled(self, player)
local pos = self.object:getpos()
player:setpos(pos)
local name = player:get_player_name()
players_sled[name] = true
default.player_attached[name] = true
default.player_set_animation(player, "sit" , 30)
self.driver = name
self.object:set_attach(player, "", {x=0,y=-9,z=0}, {x=0,y=90,z=0})
self.object:setyaw(player:get_look_yaw())-- - math.pi/2)
end
local function leave_sled(self, player)
local name = player:get_player_name()
players_sled[name] = false
self.driver = nil
self.object:set_detach()
default.player_attached[name] = false
default.player_set_animation(player, "stand" , 30)
player:set_physics_override({
speed = 1,
jump = 1,
})
player:hud_remove(self.HUD) -- And here is part 2. ~ LazyJ
self.object:remove()
--Give the sled back again
player:get_inventory():add_item("main", "snow:sled")
end
local function sled_rightclick(self, player)
if self.driver then
return
end
join_sled(self, player)
player:set_physics_override({
speed = 2, -- multiplier to default value
jump = 0, -- multiplier to default value
})
-- Here is part 1 of the fix. ~ LazyJ
self.HUD = player:hud_add({
hud_elem_type = "text",
position = {x=0.5, y=0.89},
name = "sled",
scale = {x=2, y=2},
text = "You are on the sled! Hold the sneak key to get off the sled.", -- LazyJ
direction = 0,
})
-- End part 1
end
local on_sled_click
if snow.sleds then
on_sled_click = sled_rightclick
else
on_sled_click = function() end
end
snow.register_on_configuring(function(name, v)
if name == "sleds" then
if v then
on_sled_click = sled_rightclick
else
on_sled_click = function() end
end
end
end)
function sled:on_rightclick(player)
on_sled_click(self, player)
end
function sled:on_activate(staticdata, dtime_s)
self.object:set_armor_groups({immortal=1})
self.object:setacceleration({x=0, y=-10, z=0})
if staticdata then
self.v = tonumber(staticdata)
end
end
function sled:get_staticdata()
return tostring(self.v)
end
function sled:on_punch(puncher)
self.object:remove()
if puncher
and puncher:is_player() then
puncher:get_inventory():add_item("main", "snow:sled")
end
end
local driveable_nodes = {"default:snow","default:snowblock","default:ice","default:dirt_with_snow", "group:icemaker"}
local function accelerating_possible(pos)
if is_water(pos) then
return false
end
if table_find(driveable_nodes, minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name) then
return true
end
return false
end
local timer = 0
function sled:on_step(dtime)
if not self.driver then
return
end
timer = timer+dtime
if timer < 1 then
return
end
timer = 0
local player = minetest.get_player_by_name(self.driver)
if not player then
return
end
if player:get_player_control().sneak
or not accelerating_possible(vector.round(self.object:getpos())) then
leave_sled(self, player)
end
end
minetest.register_entity("snow:sled", sled)
minetest.register_craftitem("snow:sled", {
description = "Sled",
inventory_image = "snow_sled.png",
wield_image = "snow_sled.png",
wield_scale = {x=2, y=2, z=1},
liquids_pointable = true,
stack_max = 1,
on_use = function(itemstack, placer)
if players_sled[placer:get_player_name()] then
return
end
local pos = placer:getpos()
if accelerating_possible(vector.round(pos)) then
pos.y = pos.y+0.5
--Get on the sled and remove it from inventory.
minetest.add_entity(pos, "snow:sled"):right_click(placer)
itemstack:take_item(); return itemstack
end
end,
})
minetest.register_craft({
output = "snow:sled",
recipe = {
{"", "", ""},
{"group:stick", "", ""},
{"group:wood", "group:wood", "group:wood"},
},
})
minetest.register_craft({
output = "snow:sled",
recipe = {
{"", "", ""},
{"", "", "group:stick"},
{"group:wood", "group:wood", "group:wood"},
},
})

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--============
--Snowballs
--============
-- Snowballs were destroying nodes if the snowballs landed just right.
-- Quite a bit of trial-and-error learning here and it boiled down to a
-- small handful of code lines making the difference. ~ LazyJ
local creative_mode = minetest.settings:get_bool("creative_mode")
local snowball_velocity, entity_attack_delay
local function update_snowball_vel(v)
snowball_velocity = v
local walkspeed = tonumber(minetest.settings:get("movement_speed_walk")) or 4
entity_attack_delay = (walkspeed+1)/v
end
update_snowball_vel(snow.snowball_velocity)
local snowball_gravity = snow.snowball_gravity
snow.register_on_configuring(function(name, v)
if name == "snowball_velocity" then
update_snowball_vel(v)
elseif name == "snowball_gravity" then
snowball_gravity = v
end
end)
local function get_gravity()
local grav = tonumber(minetest.settings:get("movement_gravity")) or 9.81
return grav*snowball_gravity
end
local someone_throwing, just_activated
--Shoot snowball
function snow.shoot_snowball(item, player)
local addp = {y = 1.625} -- + (math.random()-0.5)/5}
local dir = player:get_look_dir()
local dif = 2*math.sqrt(dir.z*dir.z+dir.x*dir.x)
addp.x = dir.z/dif -- + (math.random()-0.5)/5
addp.z = -dir.x/dif -- + (math.random()-0.5)/5
local pos = vector.add(player:getpos(), addp)
local obj = minetest.add_entity(pos, "snow:snowball_entity")
obj:setvelocity(vector.multiply(dir, snowball_velocity))
obj:setacceleration({x=dir.x*-3, y=-get_gravity(), z=dir.z*-3})
obj:get_luaentity().thrower = player:get_player_name()
if creative_mode then
if not someone_throwing then
someone_throwing = true
just_activated = true
end
return
end
item:take_item()
return item
end
if creative_mode then
local function update_step()
local active
for _,player in pairs(minetest.get_connected_players()) do
if player:get_player_control().LMB then
local item = player:get_wielded_item()
local itemname = item:get_name()
if itemname == "default:snow" then
snow.shoot_snowball(nil, player)
active = true
break
end
end
end
-- disable the function if noone currently throws them
if not active then
someone_throwing = false
end
end
-- do automatic throwing using minetest.after
local function do_step()
local timer
-- only if one holds left click
if someone_throwing
and not just_activated then
update_step()
timer = 0.006
else
timer = 0.5
just_activated = false
end
minetest.after(timer, do_step)
end
minetest.after(3, do_step)
end
--The snowball Entity
local snow_snowball_ENTITY = {
physical = false,
timer = 0,
collisionbox = {-5/16,-5/16,-5/16, 5/16,5/16,5/16},
}
function snow_snowball_ENTITY.on_activate(self)
self.object:set_properties({textures = {"default_snowball.png^[transform"..math.random(0,7)}})
self.object:setacceleration({x=0, y=-get_gravity(), z=0})
self.lastpos = self.object:getpos()
minetest.after(0.1, function(obj)
if not obj then
return
end
local vel = obj:getvelocity()
if vel
and vel.y ~= 0 then
return
end
minetest.after(0, function(obj)
if not obj then
return
end
local vel = obj:getvelocity()
if not vel
or vel.y == 0 then
obj:remove()
end
end, obj)
end, self.object)
end
--Snowball_entity.on_step()--> called when snowball is moving.
function snow_snowball_ENTITY.on_step(self, dtime)
self.timer = self.timer + dtime
if self.timer > 10 then
-- 10 seconds is too long for a snowball to fly somewhere
self.object:remove()
return
end
if self.physical then
local vel = self.object:getvelocity()
local fell = vel.y == 0
if not fell then
if self.probably_stuck then
self.probably_stuck = nil
end
return
end
if self.probably_stuck
and vel.x == 0
and vel.z == 0 then
-- add a small velocity to move it from the corner
vel.x = math.random() - 0.5
vel.z = math.random() - 0.5
self.object:set_velocity(vel)
self.probably_stuck = nil
return
end
local pos = vector.round(self.object:getpos())
if minetest.get_node(pos).name == "air" then
pos.y = pos.y-1
if minetest.get_node(pos).name == "air" then
if vel.x == 0
and vel.z == 0 then
self.probably_stuck = true
end
return
end
end
snow.place(pos)
self.object:remove()
return
end
local pos = vector.round(self.object:getpos())
if vector.equals(pos, self.lastpos) then
return
end
if minetest.get_node(pos).name ~= "air" then
self.object:setacceleration({x=0, y=-get_gravity(), z=0})
--self.object:setvelocity({x=0, y=0, z=0})
pos = self.lastpos
self.object:setpos(pos)
minetest.sound_play("default_snow_footstep", {pos=pos, gain=vector.length(self.object:getvelocity())/30})
self.object:set_properties({physical = true})
self.physical = true
return
end
self.lastpos = vector.new(pos)
if self.timer < entity_attack_delay then
return
end
for _,v in pairs(minetest.get_objects_inside_radius(pos, 1.73)) do
local entity = v:get_luaentity()
if v ~= self.object
and entity then
local entity_name = entity.name
if v:is_player()
or (entity_name ~= "snow:snowball_entity"
and entity_name ~= "__builtin:item"
and entity_name ~= "gauges:hp_bar") then
local vvel = v:getvelocity() or v:get_player_velocity()
local veldif = self.object:getvelocity()
if vvel then
veldif = vector.subtract(veldif, vvel)
end
local gain = vector.length(veldif)/20
v:punch(
(self.thrower and minetest.get_player_by_name(self.thrower))
or self.object,
1,
{full_punch_interval=1, damage_groups = {fleshy=math.ceil(gain)}}
)
minetest.sound_play("default_snow_footstep", {pos=pos, gain=gain})
-- spawn_falling_node
local obj = core.add_entity(pos, "__builtin:falling_node")
if obj then
obj:get_luaentity():set_node{name = "default:snow"}
else
minetest.log("error", "Couldn't spawn falling node")
end
self.object:remove()
return
end
end
end
end
minetest.register_entity("snow:snowball_entity", snow_snowball_ENTITY)
-- Snowball and Default Snowball Merged
-- They both look the same, they do basically the same thing (except one is a leftclick throw
-- and the other is a rightclick drop),... Why not combine snow:snowball with default:snow and
-- benefit from both? ~ LazyJ, 2014_04_08
--[[ Save this for reference and occasionally compare to the default code for any updates.
minetest.register_node(":default:snow", {
description = "Snow",
tiles = {"default_snow.png"},
inventory_image = "default_snowball.png",
wield_image = "default_snowball.png",
is_ground_content = true,
paramtype = "light",
buildable_to = true,
leveled = 7,
drawtype = "nodebox",
freezemelt = "default:water_flowing",
node_box = {
type = "leveled",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.5+2/16, 0.5},
},
},
groups = {crumbly=3,falling_node=1, melts=1, float=1},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dug = {name="default_snow_footstep", gain=0.75},
}),
on_construct = function(pos)
if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt_with_grass" or minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt" then
minetest.set_node({x=pos.x, y=pos.y-1, z=pos.z}, {name="default:dirt_with_snow"})
end
-- Now, let's turn the snow pile into a snowblock. ~ LazyJ
if minetest.get_node({x=pos.x, y=pos.y-2, z=pos.z}).name == "default:snow" and -- Minus 2 because at the end of this, the layer that triggers the change to a snowblock is the second layer more than a full block, starting into a second block (-2) ~ LazyJ, 2014_04_11
minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow" then
minetest.set_node({x=pos.x, y=pos.y-2, z=pos.z}, {name="default:snowblock"})
end
end,
on_use = snow_shoot_snowball -- This line is from the 'Snow' mod, the reset is default Minetest.
})
--]]
--[[
A note about default torches, melting, and "buildable_to = true" in default snow.
On servers where buckets are disabled, snow and ice stuff is used to set water for crops and
water stuff like fountains, pools, ponds, ect.. It is a common practice to set a default torch on
the snow placed where the players want water to be.
If you place a default torch *on* default snow to melt it, instead of melting the snow is
*replaced* by the torch. Using "buildable_to = false" would fix this but then the snow would no
longer pile-up in layers; the snow would stack like thin shelves in a vertical column.
I tinkered with the default torch's code (see below) to check for snow at the position and one
node above (layered snow logs as the next y position above) but default snow's
"buildable_to = true" always happened first. An interesting exercise to better learn how Minetest
works, but otherwise not worth it. If you set a regular torch near snow, the snow will melt
and disappear leaving you with nearly the same end result anyway. I say "nearly the same"
because if you set a default torch on layered snow, the torch will replace the snow and be
lit on the ground. If you were able to set a default torch *on* layered snow, the snow would
melt and the torch would become a dropped item.
~ LazyJ
--]]
-- Some of the ideas I tried. ~ LazyJ
--[[
local can_place_torch_on_top = function(pos)
if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow"
or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow" then
minetest.override_item("default:snow", {buildable_to = false,})
end
end
--]]
--[[
minetest.override_item("default:torch", {
--on_construct = function(pos)
on_place = function(itemstack, placer, pointed_thing)
--if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow"
-- Even though layered snow doesn't look like it's in the next position above (y+1)
-- it registers in that position. Check the terminal's output to see the coord change.
--or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow"
if pointed_thing.name == "default:snow"
then minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z}, {name="default:torch"})
end
end
})
--]]

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local snow_nodes = {
snow = { "ice_brick", "snow_brick", "snow_cobble" },
default = { "ice", "snowblock" }
}
if minetest.get_modpath("moreblocks") and
minetest.global_exists("stairsplus") then
-- For users converting from MTG stairs to stairsplus, these nodes are aliased
-- from the stairs namespace to their source mod.
local was_in_stairs = {
ice_brick = true,
snow_brick = true,
snow_cobble = true,
ice = false, -- moreblocks will take care of this one, and
snowblock = false, -- this one, because they are in the default namespace.
}
-- Some nodes were incorrectly placed into the snow namespace. Alias these to
-- their proper namespace (default).
local was_in_snow = {
ice_brick = false,
snow_brick = false,
snow_cobble = false,
ice = true,
snowblock = true,
}
-- Some nodes were incorrectly placed into the moreblocks namespace. Alias
-- these to their proper namespace (either snow or default).
local was_in_moreblocks = {
ice_brick = false,
snow_brick = true,
snow_cobble = true,
ice = false,
snowblock = false,
}
for mod, nodes in pairs(snow_nodes) do
for _, name in pairs(nodes) do
local nodename = mod .. ":" .. name
local ndef = table.copy(minetest.registered_nodes[nodename])
ndef.sunlight_propagates = true
ndef.groups.melts = 2
ndef.groups.icemaker = nil
ndef.groups.cooks_into_ice = nil
ndef.after_place_node = nil
stairsplus:register_all(mod, name, nodename, ndef)
if was_in_stairs[name] then
minetest.register_alias("stairs:stair_" .. name, mod .. ":stair_" .. name)
minetest.register_alias("stairs:slab_" .. name, mod .. ":slab_" .. name)
end
if was_in_snow[name] then
minetest.register_alias("snow:stair_" .. name, mod .. ":stair_" .. name)
minetest.register_alias("snow:slab_" .. name, mod .. ":slab_" .. name)
end
if was_in_moreblocks[name] then
stairsplus:register_alias_all("moreblocks", name, mod, name)
end
end
end
elseif minetest.global_exists("stairs") then -- simple stairs and slabs only
for mod, nodes in pairs(snow_nodes) do
for _, name in pairs(nodes) do
local nodename = mod .. ":" .. name
local ndef = table.copy(minetest.registered_nodes[nodename])
local desc_stair = ndef.description .. " Stair"
local desc_slab = ndef.description .. " Slab"
local images = ndef.tiles
local sounds = ndef.sounds
local groups = ndef.groups
groups.melts = 2
groups.icemaker = nil
groups.cooks_into_ice = nil
stairs.register_stair_and_slab(name, nodename,
groups, images, desc_stair, desc_slab, sounds)
-- Add transparency if used (e.g. ice and ice_brick).
minetest.override_item("stairs:stair_" .. name,
{use_texture_alpha = ndef.use_texture_alpha})
minetest.override_item("stairs:slab_" .. name,
{use_texture_alpha = ndef.use_texture_alpha})
-- Alias all stairs and slabs from snow to the stairs namespace.
minetest.register_alias("snow:stair_" .. name, "stairs:stair_" .. name)
minetest.register_alias("snow:slab_" .. name, "stairs:slab_" .. name)
end
end
end

52
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--Global config and function table.
snow = {
snowball_gravity = tonumber(minetest.settings:get("snow_snowball_gravity")) or 0.91,
snowball_velocity = tonumber(minetest.settings:get("snow_snowball_velocity")) or 19,
sleds = minetest.settings:get_bool("snow_sleds", true),
enable_snowfall = minetest.settings:get_bool("snow_enable_snowfall", false),
lighter_snowfall = minetest.settings:get_bool("snow_lighter_snowfall", false),
debug = minetest.settings:get_bool("snow_debug", false),
smooth_biomes = minetest.settings:get_bool("snow_smooth_biomes", true),
christmas_content = minetest.settings:get_bool("snow_christmas_content", true),
smooth_snow = minetest.settings:get_bool("snow_smooth_snow", true),
min_height = tonumber(minetest.settings:get("snow_min_height")) or 3,
mapgen_rarity = tonumber(minetest.settings:get("snow_mapgen_rarity")) or 18,
mapgen_size = tonumber(minetest.settings:get("snow_mapgen_size")) or 210,
disable_mapgen = minetest.settings:get_bool("snow_disable_mapgen", false),
}
-- functions for dynamically changing settings
local on_configurings,n = {},1
function snow.register_on_configuring(func)
on_configurings[n] = func
n = n+1
end
local function change_setting(name, value)
if snow[name] == value then
return
end
for i = 1,n-1 do
if on_configurings[i](name, value) == false then
return
end
end
snow[name] = value
end
local function value_from_string(v)
if v == "true" then
v = true
elseif v == "false" then
v = false
else
local a_number = tonumber(v)
if a_number then
v = a_number
end
end
return v
end

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