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549 lines
23 KiB
Plaintext
549 lines
23 KiB
Plaintext
This document briefly describes the Plantlife API.
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Last revision: 2013-01-25
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=========
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Functions
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=========
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All functions in plants lib are declared locally to avoid namespace collisions
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with other mods. They are accessible via the "plantslib" method, e.g.
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plantslib:spawn_on_surfaces() and so forth.
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There are three main functions defined by the main "plants_lib" mod:
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spawn_on_surfaces()
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generate_on_surfaces()
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grow_plants()
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There are also several internal, helper functions that can be called if so
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desired, but they are not really intended for use by other mods and may change
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at any time. See init.lua for more.
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-----
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The first function is an ABM-based spawner function originally created as
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part of Ironzorg's flowers mod. It has since been largely extended and
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expanded. There are two ways to call this function. Either via the legacy
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method like that which was used in the Flowers mod:
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spawn_on_surfaces(sdelay, splant, sradius, schance, ssurface, savoid)
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Or, you can specify the various options with a single table as the parameter:
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spawn_on_surfaces({table of options})
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When used with the legacy interface, you must specify the parameters exactly
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in order, with the first five being mandatory and the last one being optional:
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sdelay: The value passed to the ABM's interval parameter, in
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seconds.
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splant: The node name of the item to spawn (e.g.
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"flowers:flower_rose"). Note that if the plant is
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"poisonivy:seedling", and it's next to a wall at spawn
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time, it automatically becomes the wall-climbing
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variety. A plant will of course only be spawned if the
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node about to be replaced is air.
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sradius: Don't spawn within this many nodes of the avoid items
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mentioned below. If set to nil, this check is
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skipped.
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schance: The value passed to the ABM's chance parameter,
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normally in the 10-100 range (1-in-X chance of
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operating on a given node, e.g. 1-in-10).
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ssurface: String with the name of the node on which to spawn
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the plant in question, such as "default:sand" or
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"default:dirt_with_grass". It is not recommended to
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put air, stone, or plain dirt here if you can use some
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other node, as doing so will cause the engine to
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process potentially large numbers of such nodes when
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deciding when to execute the ABM and where it should
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operate.
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savoid: Table with a list of groups and/or node names to avoid
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when spawning the plant, such as {"group:flowers",
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"default:tree"}. If not specified, this defaults to
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the value of splant.
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When passed a table as the argument, and thus using the modern calling method,
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you must pass at least four arguments as regular keyed entries in the table,
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in any order:
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plants_lib: spawn_on_surfaces({
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spawn_plants = {table}, -- List of plants to spawn with this ABM call.
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-- The program will choose one of these at
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-- random each time the ABM executes. The
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-- more nodes you can pack into this parameter
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-- to avoid making too many calls to this
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-- function, the lower the CPU load will
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-- likely be.
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spawn_delay = number, -- same as sdelay
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spawn_chance = number, -- same as schance
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spawn_surfaces = {table} -- List of node names on which the plants
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-- should be spawned. As with the single-
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-- node "ssurface" option in the legacy API,
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-- you should not put stone, air, etc. here.
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-- From here down are several optional
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-- parameters.
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avoid_nodes = {table}, -- same meaning as savoid, above
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avoid_radius = num, -- same as sradius
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seed_diff = num -- The Perlin seed difference value passed to
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-- the minetest.env:get_perlin() function.
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-- Used along with the global Perlin controls
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-- below to create the "biome" in which the
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-- plants will spawn. Defaults to 0 if not
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-- provided.
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light_min = num, -- Minimum amount of light necessary to make a
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-- plant spawn. Defaults to 0.
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light_max = num, -- Maximum amount of light needed to spawn.
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-- Defaults to the engine's MAX_LIGHT value of
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-- 14.
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neighbors = {table}, -- List of neighboring nodes that need to be
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-- immediately next to the node the plant is
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-- about to spawn on. Can also be a string
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-- with a single node name. It is both passed
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-- to the ABM as the "neighbors" parameter,
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-- and is used to manually check the
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-- adjacent nodes. It only takes one of these
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-- for the spawn routine to mark the target as
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-- spawnable. Defaults to nil (ignored).
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ncount = num, -- There must be at least this many of the
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-- above neighbors in the eight spaces
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-- immediately surrounding the node the plant
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-- is about to spawn on for it to happen. If
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-- not provided, this check is disabled.
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facedir = num, -- The value passed to the param2 variable
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-- when adding the node to the map. Defaults
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-- to 0. Be sure that the value you use here
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-- (and the range thereof) is appropriate for
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-- the type of node you're spawning.
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random_facedir = {table}, -- If set, the table should contain two
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-- values. If they're both provided, the
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-- spawned plant will be given a random
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-- facedir value in the range specified by
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-- these two numbers. Overrides the facedir
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-- parameter above, if it exists. Use {0,3}
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-- if you want the full range for wallmounted
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-- nodes, or {2,5} for most everything else,
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-- or any other pair of numbers in the 0 to 5
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-- range, as appropriate for the node you want
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-- to spawn.
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verticals_list = {table} -- List of nodes that should be considered to
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-- be natural walls.
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alt_wallnode = "string", -- If specified, this node will be
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-- substituted in place of the plant(s)
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-- defined by spawn_plants above, if the spawn
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-- target has one or more adjacent walls. In
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-- such a case, the two above facedir
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-- parameters will be ignored.
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depth_max = num, -- If the object spawns on top of a water
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-- source, the water must be at most this
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-- deep. Defaults to 1 node.
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min_elevation = num, -- Surface must be at this altitude or higher
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-- to spawn at all. Defaults to -31000...
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max_elevation = num, -- ...but must be no higher than this
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-- altitude. Defaults to +31000.
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near_nodes = {table}, -- List of nodes that must be somewhere in the
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-- vicinity in order for the plant to spawn.
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-- Can also be a string with a single node
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-- name. If not provided, this check is
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-- disabled.
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near_nodes_size = num, -- How large of an area to check for the above
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-- node. Specifically, this checks a flat
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-- horizontal area centered on the node to be
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-- spawned on. Defaults to 0, but is ignored
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-- if the above near_nodes value is not set.
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near_nodes_vertical = num, -- Used with the size value above, this
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-- extends the vertical range of the near
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-- nodes search. Basically, this turns the
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-- flat region described above into a cuboid
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-- region. The area to be checked will extend
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-- this high AND this low above/below the
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-- target node, centered thereon. Defaults to
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-- 1 (check only the layer above, the layer
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-- at, and the layer below the target node),
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-- but is ignored if near_nodes is not set.
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near_nodes_count = num, -- How many of the above nodes must be within
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-- that radius. Defaults to 1 but is ignored
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-- if near_nodes isn't set. Bear in mind that
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-- the total area to be checked is equal to
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-- (near_nodes_size^2)*near_nodes_vertical*2.
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-- so for example, if size is 10 and vertical
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-- is 4 then the area is (10^2)*8 = 800 nodes
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-- in size, so you'll want to make sure you
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-- specify a value appropriate for the amount
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-- in question.
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air_size = num, -- How large of an area to check for air
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-- above and around the target. If omitted,
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-- only the space above the target is checked.
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-- This does not check for air at the sides or
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-- below the target.
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air_count = num, -- How many of the surrounding nodes need to
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-- be air for the above check to return true.
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-- If omitted, only the space above the target
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-- is checked.
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plantlife_limit = num, -- The value compared against the generic
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-- "plants can grow here" Perlin noise layer.
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-- Smaller numbers result in more abundant
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-- plants. Range of -1 to +1, with values in
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-- the range of about 0 to 0.5 being most
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-- useful. Defaults to 0.1.
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temp_min = num, -- Minimum temperature needed for the desired
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-- object to spawn. This is a 2d Perlin
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-- value, which has an inverted range of +1 to
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-- -1. Larger values represent *colder*
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-- temperatures, so this value is actually the
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-- upper end of the desired Perlin range. See
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-- the temperature map section at the bottom
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-- of this document for details on how these
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-- values work. Defaults to +1 (unlimited
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-- coldness).
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temp_max = num, -- Maximum temperature/lower end of the Perlin
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-- range. Defaults to -1 (unlimited heat).
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humidity_min = num, -- Minimum humidity for the plant to spawn in.
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-- Like the temperature map, this is a Perlin
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-- value where lower numbers mean more
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-- humidity in the area. Defaults to +1 (0%
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-- relative humidity).
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humidity_max = num, -- Maximum humidity for the plant to spawn at.
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-- Defaults to -1 (100% humidity).
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spawn_on_side = bool, -- Set this to true to spawn the node on one
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-- side of the target node rather than the
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-- top. The code will search for an airspace
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-- to the side of the target, then spawn the
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-- plant at the first one found. The above
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-- facedir and random_facedir parameters are
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-- ignored in this case. If the above
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-- parameters for selecting generic wall nodes
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-- are provided, this option is ignored.
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-- Important note: the facedir values assigned
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-- by this option only make sense with
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-- wallmounted nodes (nodes which don't use
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-- facedir won't be affected).
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spawn_on_bottom = bool, -- If set to true, spawn the object below the
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-- target node instead of above it. The above
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-- spawn_on_side variable takes precedence
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-- over this one if both happen to be true.
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-- When using this option with the random
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-- facedir function above, the values given to
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-- the facedir parameter are for regular
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-- nodes, not wallmounted.
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spawn_replace_node = bool -- If set to true, the target node itself is
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-- replaced by the spawned object. Overrides
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-- the spawn_on_bottom and spawn_on_side
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-- settings.
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})
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By default, if a biome node, size, and count are not defined, the biome
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checking is disabled. Same holds true for the nneighbors bit above that.
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-----
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To register a plant to be spawned at mapgen time rather than via an ABM, call
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this function with two parameters: a table with the biome information, and
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a string or table describing what to execute if the engine finds a suitable
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node (see below):
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plantslib:register_generate_plant(biome, node_or_function_or_treedef)
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Where "biome" is a table containing about a dozen variables.
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biome = {
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surface = "string", -- [*] what node to spawn on.
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avoid_nodes = {table}, -- [*] what nodes to avoid when spawning.
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avoid_radius = num, -- [*] how much distance to leave between
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-- the object to be added and the objects
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-- to be avoided. If this or the
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-- avoid_nodes value is nil or omitted,
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-- this check is skipped. Avoid using
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-- excessively large radii.
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rarity = num, -- how rare should this object be in its
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-- biome? Larger values make objects more
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-- rare, determined by
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-- math.random(1,100) > this
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max_count = num, -- The absolute maximum number of your object
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-- that should be allowed to spwn in a 5x5x5
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-- mapblock area (80x80x80 nodes). Defaults
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-- to 5, but be sure you set this to some
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-- reasonable value depending on your object
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-- and its size.
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seed_diff = num, -- perlin seed-diff value. Defaults to 0,
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-- which causes the function to inherit the
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-- global value of 329.
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neighbors = {table}, -- What ground nodes must be right next to and
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-- at the same elevation as the node to be
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-- spawned on. Defaults to the value of the
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-- "surface" string.
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ncount = num, -- at least this many of the above nodes must
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-- be next to the node to spawn on. Any value
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-- greater than 8 will probably cause the code
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-- to never spawn anything. Defaults to 0.
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depth = num, -- how deep/thick of a layer the spawned-on
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-- node must be. Typically used for water.
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-- Defaults to unlimited.
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min_elevation = num, -- minimum elevation in meters/nodes.
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-- Defaults to -31000 (unlimited).
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max_elevation = num, -- maximum elevation. Defaults to +31000
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-- (unlimited).
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near_nodes = {table}, -- what nodes must be in the general vicinity
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-- of the object being spawned.
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near_nodes_size = num, -- how wide of a search area to look for
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-- the nodes in that list.
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near_nodes_vertical = num, -- How high/low of an area to search from
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-- the target node.
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near_nodes_count = num, -- at least this many of those nodes must be
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-- in the area.
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plantlife_limit = num, -- The value compared against the generic
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-- "plants can grow here" Perlin noise layer.
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-- Smaller numbers result in more abundant
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-- plants. Range of -1 to +1, with values in
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-- the range of about 0 to 0.5 being most
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-- useful. Defaults to 0.1.
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temp_min = num, -- coldest allowable temperature for a plant
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-- to spawn (that is, the highest Perlin
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-- temperature map value).
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temp_max = num, -- warmest allowable temperature to spawn a
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-- plant (lowest Perlin temperature value).
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verticals_list = {table}, -- Same as with the spawn_on_surfaces
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-- function.
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}
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[*] These entries are required for the spawn code to work. Everything else
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is optional. Unless explicitly stated, all unused/unsupplied parameters
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default to nil and will not affect the results of the code.
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Regarding node_or_function_or_treedef, this must either be table with an
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L-Systems tree definition, or a string with a node or function name.
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If you specified a string, the code will attempt to determine, as needed,
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whether that string specifies a node name. If it does, that node will be
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placed on top of the target position directly.
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If it wasn't a node, the code will assume you meant to specify a function
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name, in which case that function will be passed a single position parameter
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(in the usual table format), indicating where the named function should place
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the object.
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If you specified a table, the code assumed this table contains an L-Systems
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tree definition, then that definition will be passed directly to the
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spawn_tree() function along with the position to spawn the tree on.
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-----
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The third function, grow_plants() is used to turn the spawned nodes above
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into something else over time. This function has no return value, and accepts
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a table as the only parameter:
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grow_plants({list of options})
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These are defined like so:
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plants_lib:grow_plants({
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grow_plant = "string", -- Name of the node to be grown into something
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-- else. This value is passed to the ABM as
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-- the "nodenames" parameter, so it is the
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-- plants themselves that are the ABM trigger,
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-- rather than the ground they spawned on. A
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-- plant will only grow if the node above it
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-- is air. Can also be a table, but note that
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-- all nodes referenced therein will be grown
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-- into the same object.
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grow_delay = num, -- Passed as the ABM "interval" parameter, as
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-- with spawning.
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grow_chance = num, -- Passed as the ABM "chance" parameter.
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grow_result = "string", -- Name of the node into which the grow_plant
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-- node(s) should transform when the ABM
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-- executes.
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dry_early_node = "string" -- This value is ignored except for jungle
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-- grass (a corner case needed by that mod),
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-- where it indicates which node the grass
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-- must be on in order for it to turn from
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-- the short size to "default:dry_shrub"
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-- instead of the medium size.
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grow_nodes = {table}, -- One of these nodes must be under the plant
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-- in order for it to grow at all. Normally
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-- this should be the same as the list of
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-- surfaces passed to the spawning ABM as the
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-- "nodenames" parameter. This is so that the
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-- plant can be manually placed on something
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-- like a flower pot or something without it
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-- growing and eventually dieing. Defaults to
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-- "default:dirt_with_grass".
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facedir = num, -- Same as with spawning a plant.
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need_wall = bool, -- Set this to true if you the plant needs to
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-- grow against a wall. Defaults to false.
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verticals_list = {table}, -- List of nodes that should be considered
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-- to be wall surfaces when growing the plant
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-- vertically. If not provided, the walls
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-- check is skipped.
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grow_vertically = bool, -- Set this to true if the plant needs to grow
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-- vertically, as in climbing poison ivy.
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-- Defaults to false.
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height_limit = num, -- Set this to limit how tall the desired node
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-- can grow. The mod will search straight
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-- down from the position being spawned at to
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-- find a ground node, set via the parameter
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-- below. Defaults to 5 nodes.
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ground_nodes = {table}, -- What nodes should be treated as "the
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-- ground" below a vertically-growing plant.
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-- Usually this should be the same as the
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-- grow_nodes table, but might also include,
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-- for example, water or some other
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-- surrounding material. Defaults to
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-- "default:dirt_with_grass".
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grow_function = something, -- [*] see below.
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seed_diff = num, -- [*] see below.
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})
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[*] grow_function can take one of three possible settings: it can be nil (or
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not provided), a string, or a table.
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If it is not provided or it's set to nil, all of the regular growing code
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is executed normally. The value of seed_diff, if any, is ignored in this
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case.
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If this value is set to a simple string, this is treated as the name of
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the function to use to grow the plant. In this case, all of the usual
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growing code is executeed, but then instead of a plant being simply added
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to the world, grow_result is ignored and the named function is executed
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and passed a few parmeters:
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somefunction(pos, perlin1, perlin2)
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These values represent the current position (the usual table), the
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Perlin noise value for that spot in the generic "plants can grow here"
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map for the seed_diff value above, the Perlin value for that same spot
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from the temperature map, and the detected neighboring wall face, if
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there was one (or nil if not). If seed_diff is not provided, it
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defaults to 0.
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If this variable is instead set to a table, it is treated an an L-Systems
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tree definition. All of the growing code is executed in the usual manner,
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then the tree described by that definition is spawned at the current
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position instead, and grow_result is ignored.
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-----
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Of the few helper functions, plantslib:find_adjacent_wall() expects a position
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parameter and a table with the list of nodes that should be considered as
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walls. The code will search around the given position for a neighboring wall,
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returning the first one it finds as a facedir value, or nil if there are no
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adjacent walls.
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-----
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plantslib:is_node_loaded() is defined in exactly the same manner (that is,
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"node_pos" is a set of coordinates), and acts as a wrapper for the
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minetest.env:get_node_or_nil(node_pos) function. Returns true if the node in
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question is already loaded, or false if not.
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-----
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plantslib:dbg() is a simple debug output function which takes one string
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parameter. It just checks if DEBUG is true and outputs the phrase
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"[Plantlife] " followed by the supplied string, via the print() function, if
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so.
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===============
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Global Settings
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===============
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Enable this if you want the mod to spam your console with debug info :-)
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plantlife_debug = false
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The mod uses Perlin noise to create "biomes" of the various plants. Aside
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from plantlife_seed_diff (see below), these values are the ones plugged
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directly into the minetest.env:get_perlin() function. For more information on
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how Perlin noise is generated, you will need to search the web, as these
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default values were arrived at through trial and error.
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plantlife_seed_diff = 123
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perlin_octaves = 3
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perlin_persistence = 0.2
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perlin_scale = 25
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This value is compared against the output of the above Perlin noise function
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to decide when to actually place a plant. Smaller numbers mean larger biomes
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and more abundant plants.
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plantlife_limit = 0.6
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These three are pretty obvious. Basically they control the shape and
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distribution of the biomes in which the various plants will appear.
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flowers_seed_diff = plantlife_seed_diff
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junglegrass_seed_diff = plantlife_seed_diff + 10
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poisonivy_seed_diff = plantlife_seed_diff + 10
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==============
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Local settings
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==============
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Each of the three components of this modpack has an init.lua file, as usual,
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and at the top of those files are four variables that affect how and when the
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ABMs are run. In each one, the spawn_delay value is used as the 'interval'
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|
parameter and controls how often to run the ABM (in in-game tenths of
|
|
seconds), while spawn_chance is used for the ABM's "chance" parameter, and is
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basically how likely the ABM is to actually execute (a 1 to (1/chance)
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|
probability).
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spawn_delay = 2000
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spawn_chance = 100
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The other two in each init.lua file control the same two settings used by the
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growing ABM.
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grow_delay = 1000
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grow_chance = 10
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===================
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Temperature Mapping
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===================
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|
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This mod uses Perlin noise to establish a rough temperature map, with values
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|
taken from Splizard's Snow Biomes mod so that the two will be compatible,
|
|
since that mod appears to be the standard now.
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The way Perlin values are used by this mod, in keeping with the snow mod's
|
|
apparent methods, larger values returned by the Perlin function represent
|
|
*colder* temperatures. In this mod, the following table gives a rough
|
|
approximation of how temperature maps to these values, normalized to
|
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0.53 = 0 °C and +1.0 = -25 °C.
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|
Perlin Approx. Temperature
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|
-1.0 81 °C ( 178 °F)
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-0.75 68 °C ( 155 °F)
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-0.56 58 °C ( 136 °F)
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-0.5 55 °C ( 131 °F)
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|
-0.25 41 °C ( 107 °F)
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-0.18 38 °C ( 100 °F)
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|
0 28 °C ( 83 °F)
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|
0.13 21 °C ( 70 °F)
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|
0.25 15 °C ( 59 °F)
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|
0.5 2 °C ( 35 °F)
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|
0.53 0 °C ( 32 °F)
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|
0.75 -12 °C ( 11 °F)
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|
0.86 -18 °C ( 0 °F)
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|
1.0 -25 °C (- 13 °F)
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|
|
Included in this table are even 0.25 steps in Perlin values along with some
|
|
common temperatures on both the Centigrade and Fahrenheit scales. Note that
|
|
unless you're trying to model the Moon or perhaps Mercury in your mods/maps,
|
|
you probably won't need to bother with Perlin values of less than -0.56 or so.
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|
|
|
================
|
|
Humidity Mapping
|
|
================
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|
|
|
Like the temperature map above, Perlin values can be tested to determine the
|
|
approximate humidity of the *air* in the area. This does not check for nearby
|
|
water, just general humidity.
|
|
|
|
A value of -1 equates to 100% humidity (basically, it should be a thick fog
|
|
if it could be seen), a value of 0 is 50%, and a value of +1 is 0% (dry as a
|
|
bone).
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|