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mirror of https://github.com/t-affeldt/regional_weather.git synced 2025-06-28 14:46:00 +02:00

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82 changed files with 550 additions and 195 deletions

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# Regional Weather
A weather pack for __Climate API__ by Till Affeldt (TestificateMods)
A weather pack for [__Climate API__](https://github.com/t-affeldt/climate_api) by Till Affeldt (TestificateMods)
![](https://raw.githubusercontent.com/t-affeldt/regional_weather/master/screenshot.webp)
Not every biome is the same and neither should their weather be.
Regional Weather controls it's effects with the local climate in mind.
Regional Weather controls its effects with the local climate in mind.
Experience the humid air of the rain forest and harsh desert sandstorms.
## Assets
## Troubleshooting
Regional Weather depends on [Climate API](https://github.com/t-affeldt/climate_api) in order to function. Generally speaking, most mods should be compatible to it.
If you notice __odd movement speeds__ or jump heights of players, you should check for mods that also modify player physics. Use a compatibility mod like [player_monoids](https://github.com/minetest-mods/player_monoids) or [playerphysics](https://forum.minetest.net/viewtopic.php?t=22172) to get rid of this problem. This requires the conflicting mod to also support the chosen compatibility layer.
Mods that __modify the sky__ (including skybox, moon, sun, stars and clouds) are sadly not fully compatible because they conflict with Climate API's sky system. You should deactivate the sky features in either mod. You can do this in Climate API's settings using the ``Override the skybox`` option. If you're a mod maker then you can also optionally depend on climate_api and use ``climate_api.skybox.add_layer(playername, layer_name, options)`` to register your skybox change in a compatible way. Note that you need __at least Minetest v5.2.0__ for skybox changes to have any effect.
Conflicting skybox changes include the ``weather`` mod included in vanilla __Minetest Game__. You will want to disable that mod in order to use the more advanced cloud system introduced by Climate API. Head to ``Settings → All Settings → Games → Minetest Game`` and set ``Enable weather`` to ``Disabled``. This setting will only exist if you are using Minetest Game v5.2.0 or higher.
If you experience __performance issues__, the *Performance* section of Climate API's configuration section is a great place to start looking for a solution.
The following mods are recommended to be installed alongside Regional Weather:
- [Climate API](https://github.com/t-affeldt/climate_api) (required): The necessary weather engine that this mod is built upon
- [Moon Phases](https://github.com/t-affeldt/minetest_moon_phase): Complements weather effects with dynamic sky changes and a full moon cycle
- [Sailing Kit](https://github.com/t-affeldt/sailing_kit) (Fork): Uses Climate API's new wind system to sail across the sea.
- [Lightning](https://github.com/minetest-mods/lightning): Adds to heavy rain by enabling additional lightning effects
- [Farming](https://github.com/minetest/minetest_game/tree/master/mods/farming) (as part of MTG) or [Farming Redo](https://forum.minetest.net/viewtopic.php?t=9019): Add farmland and crops to grow food. Farmland wil turn wet during rain effects.
- [Fire](https://github.com/minetest/minetest_game/tree/master/mods/fire) (as part of MTG): Adds fires that can be caused by lightning strikes and other effects and will be extinguished during rain effects.
- [Ambience](https://notabug.org/TenPlus1/ambience): Plays some nice ambient sound effects based on where you are.
For easier installation, you can get a lot of these mods as part of my [Climate Modpack](https://github.com/t-affeldt/climate).
## Configuration Options
You can find all mod configuration options in your Minetest launcher.
Go to ``Settings → All Settings → Mods → regional_weather`` to change them.
Also check out the options inside the ``climate_api`` section for additional configuration options, including performance tweaks and feature switches.
### Features
- ``Cause player damage`` (default true):
If set to true, sand storms and hail will damage affected players over time.
- ``Place snow layers`` (default true):
If set to true, snow layers will stack up during snowy weather.
- ``Freeze river water`` (default true):
If set to true, river water sources will freeze at low temperatures and melt when it gets warmer again.
This process does not affect regular ice blocks because it adds its own temporary ones.
- ``Place rain puddles`` (default true):
If set to true, water puddles will form during rain or when snow layers have melted.
- ``Hydrate farmland`` (default true):
If set to true, rain will cause dry farmland to turn wet.
Requires *farming* or *farming_redo* mod.
- ``Extinguish fire`` (bool true):
If set to true, fires will be extinguished during rain showers.
Requires *fire* mod.
### World Configuration
- ``Maximum height of weather effects`` (default 120):
No visual effects will be applied above this height.
This value defaults to normal cloud height (120 nodes above sea level).
- ``Minimum height of weather effects`` (default -50):
No visual effects will be applied below this height.
This will prevent unwanted visuals within large underground caves.
## License information
### Source Code
Unless otherwise stated, this source code is written entirely by myself.
You are free to use it under a GNU Lesser General Public License version 3.
You can find respective rights and conditions in the attached [LICENSE](https://github.com/t-affeldt/regional_weather/blob/master/LICENSE.md) file.
The entire source code is available on [Github](https://github.com/t-affeldt/regional_weather).
### Particles
- Rain sounds: *CC0* by Q.K., taken from mymonths at https://github.com/minetest-mods/mymonths/tree/master/sounds
- Snow flake and rain drop textures: *CC BY-SA (3.0)* by paramat, found in snowdrift mod at https://github.com/paramat/snowdrift
- Snow texture: *CC BY-SA (3.0)* composited from individual snow flakes by paramat.
- Rain texture: *CC BY-SA (3.0)* from TeddyDesTodes, taken from his weather branch at https://github.com/TeddyDesTodes/minetest/tree/weather
- Hail textures: *CC BY-SA (3.0)* made by me
- Snow flake textures: *CC BY-SA (3.0)* by paramat, found in snowdrift mod at https://github.com/paramat/snowdrift
- Snow composite texture: *CC BY-SA (3.0)* by Cap, created from aforementioned snow flakes by paramat (please credit original artist as well)
- Rain textures: *CC BY-SA (3.0)* by Cap (an original design for this mod)
### Block Textures
- Puddle texture: *DWYWPL* by Don, Nathan from mymonths at https://github.com/minetest-mods/mymonths/blob/master/textures/weather_puddle.png
- Snow cover texture: *WTFPL*, taken from mymonths at https://github.com/minetest-mods/mymonths/blob/master/textures/weather_snow_cover.png
- Puddle textures: *CC BY-SA (3.0)* by Cap
- Snow layers and ice block using textures from *default* (not included)
### Sounds
- Heavy Rain sounds: *CC0* by Q.K., taken from mymonths at https://github.com/minetest-mods/mymonths/tree/master/sounds
- Light Rain sounds: *CC BY 3.0* by Arctura from https://freesound.org/people/Arctura/sounds/34065/
- Wind sound: *CC BY (3.0)* by InspectorJ from https://freesound.org/people/InspectorJ/sounds/376415/
- Hail sound: *CC0* by ikayuka from https://freesound.org/people/ikayuka/sounds/240742/
- Puddle footstep sound: *CC0* by swordofkings128 from https://freesound.org/people/swordofkings128/sounds/398032/
### HUD Overlays
- Original texture for frost hud: *CC0* by Simon Matzinger from https://freestocktextures.com/texture/winter-snow-frozen,995.html, edits by me under *CC0* as well
- Original texture for sandstorm hud: *CC0* from https://freestocktextures.com/texture/dirty-baking-paper,1202.html, edits by me under *CC0* as well
- Frost HUD: *CC BY-SA (3.0)* by Cap
- Original texture for sand storm HUD: *CC0* from https://freestocktextures.com/texture/dirty-baking-paper,1202.html, edits by me under *CC0* as well
### Assets in screenshots
- All screenshots and editing by me: *CC BY-SA (4.0)*
- Screenshots and editing: *CC BY-SA (3.0)* by me
- Logos and artwork: *CC BY-SA (3.0)* by Cap
- Lato Font (for the Logo): *OFL* by Łukasz Dziedzic from http://www.latofonts.com/lato-free-fonts/
- Liberation Fonts (for the text): *OFL*, see https://github.com/liberationfonts/liberation-fonts
- Source Sans Pro (for the subtitles): *OFL*, see https://fonts.google.com/specimen/Source+Sans+Pro
- Used texture pack: Polygonia (128px edition) *CC BY-SA (4.0)* by Lokrates. See https://forum.minetest.net/viewtopic.php?f=4&t=19043
### Full License Conditions
- [GNU Lesser General Public License version 4](https://github.com/t-affeldt/regional_weather/blob/master/LICENSE.md)
- [Creative Commons Licenses](https://creativecommons.org/licenses/)
- [SIL Open Font License](https://opensource.org/licenses/OFL-1.1)

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@ -4,15 +4,17 @@ if not minetest.get_modpath("fire") then return end
climate_api.register_abm({
label = "extinguish fire at high humidity",
nodenames = { "fire:basic_flame" },
neighbors = { "air" },
interval = 10,
chance = 2,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
max_heat = 85,
min_light = 15
daylight = 15
},
action = function (pos, node, env)

61
abms/ice.lua Normal file
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@ -0,0 +1,61 @@
if not regional_weather.settings.ice
or not minetest.get_modpath("default")
or default.node_sound_glass_defaults == nil
then return end
local BLOCK_NAME = "regional_weather:ice"
minetest.register_node(BLOCK_NAME, {
tiles = {"(default_ice.png^[colorize:#ffffff:50)^[opacity:200"},
paramtype = "light",
groups = {cracky = 3, cools_lava = 1, slippery = 3, dig_immediate = 2},
sounds = default.node_sound_glass_defaults(),
use_texture_alpha = true,
drop = "",
on_destruct = function(pos)
-- asynchronous to avoid destruction loop
minetest.after(0, function(pos)
if minetest.get_node(pos).name ~= "air" then return end
minetest.set_node(pos, { name = "default:river_water_source" })
end, pos)
end
})
climate_api.register_abm({
label = "freeze river water",
nodenames = { "default:river_water_source" },
neighbors = { "air" },
interval = 25,
chance = 3,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
max_heat = 25,
daylight = 15
},
action = function (pos, node, env)
minetest.set_node(pos, { name = BLOCK_NAME })
end
})
climate_api.register_abm({
label = "unfreeze river water",
nodenames = { BLOCK_NAME },
interval = 25,
chance = 4,
catch_up = true,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 40,
daylight = 15
},
action = function (pos, node, env)
minetest.set_node(pos, { name = "default:river_water_source" })
end
})

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@ -1,28 +1,40 @@
-- code of this file is partially taken from and otherwise inspired by
-- mymonths on https://github.com/minetest-mods/mymonths (licensed under DWYWPL)
-- contributers available at https://github.com/minetest-mods/mymonths/graphs/contributors
-- all changes of mine remain under LGPL v3
local BLOCK_NAME = "regional_weather:puddle"
local MIN_DISTANCE = 12
local BLOCK_PREFIX = "regional_weather:puddle_"
local VARIANT_COUNT = 39
local MIN_DISTANCE = 4
if not regional_weather.settings.puddles then
minetest.register_alias(BLOCK_NAME, "air")
for i=1,VARIANT_COUNT do
for r=0,270,90 do
minetest.register_alias(BLOCK_PREFIX .. i .. "_" .. r, "air")
end
end
return
end
--Puddle node
local node_box = {
type = "fixed",
fixed = {
{-0.1875, -0.5, -0.375, 0.125, -0.4875, 0.3125},
{-0.25, -0.5, -0.3125, 0.3125, -0.4925, 0.25},
{-0.3125, -0.5, -0.1875, 0.375, -0.4975, 0.1875},
}
fixed = {-0.5, -0.5, -0.5, 0.5, -0.49, 0.5}
}
minetest.register_node(BLOCK_NAME, {
tiles = { "weather_puddle.png" },
for i = 1,VARIANT_COUNT do
for rotation = 0,270,90 do
for flip = 0,1 do
local name = BLOCK_PREFIX .. i .. "_" .. rotation
local index = i
if i < 10 then index = "0" .. i end
local texture = "weather_puddle_" .. index .. ".png^[opacity:128"
if flip == 1 or rotation > 0 then
texture = texture .. "^[transform"
end
if flip == 1 then
name = name .. "_flipped"
texture = texture .. "FX"
end
if rotation > 0 then
texture = texture .. "R" .. rotation
end
minetest.register_node(name, {
tiles = { texture },
drawtype = "nodebox",
pointable = false,
buildable_to = true,
@ -30,32 +42,57 @@ minetest.register_node(BLOCK_NAME, {
walkable = false,
sunlight_propagates = true,
paramtype = "light",
alpha = 50,
use_texture_alpha = true,
node_box = node_box,
groups = {
not_in_creative_inventory = 1,
crumbly = 3,
attached_node = 1,
slippery = 1,
replaceable_by_snow = 1
flora = 1,
water = 1,
regional_weather_puddle = 1
},
drop = "",
sounds = {
footstep = {
name = "weather_puddle",
gain = 0.8
}
}
})
end
end
end
minetest.register_alias("regional_weather:puddle", BLOCK_PREFIX .. "14_0")
local function get_random_puddle()
local index = math.random(1, VARIANT_COUNT)
local rotation = math.random(0, 3) * 90
local flip = math.random(0, 1)
local name = BLOCK_PREFIX .. index .. "_" .. rotation
if flip == 1 then
name = name .. "_flipped"
end
return name
end
-- Makes Puddles when raining
climate_api.register_abm({
label = "create rain puddles",
nodenames = { "group:soil", "group:stone" },
neighbors = { "air" },
interval = 10,
interval = 15,
chance = 50,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
min_heat = 30,
min_light = 15
daylight = 15
},
pos_override = function(pos)
@ -64,17 +101,19 @@ climate_api.register_abm({
action = function (pos, node, env)
if minetest.get_node(pos).name ~= "air" then return end
if minetest.find_node_near(pos, MIN_DISTANCE, BLOCK_NAME) then return end
minetest.set_node(pos, {name = BLOCK_NAME})
if minetest.find_node_near(pos, MIN_DISTANCE, "group:regional_weather_puddle") then return end
local puddle_name = get_random_puddle()
minetest.set_node(pos, {name = puddle_name})
end
})
-- Makes puddles dry up when not raining
climate_api.register_abm({
label = "remove rain puddles",
nodenames = { BLOCK_NAME },
interval = 5,
chance = 5,
nodenames = { "group:regional_weather_puddle" },
interval = 10,
chance = 3,
catch_up = true,
action = function (pos, node, env)
if env.humidity < 55 then

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@ -1,17 +1,21 @@
-- code of this file is partially taken from and otherwise inspired by
-- mymonths on https://github.com/minetest-mods/mymonths (licensed under DWYWPL)
-- contributers available at https://github.com/minetest-mods/mymonths/graphs/contributors
-- all changes of mine remain under LGPL v3
local BLOCK_PREFIX = "regional_weather:snow_cover_"
if not regional_weather.settings.puddles then
if not minetest.get_modpath("default")
or default.node_sound_snow_defaults == nil
or not regional_weather.settings.snow then
for i = 1,5 do
minetest.register_alias(BLOCK_PREFIX .. i, "air")
end
return
end
local destruction_handler = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_snow" then
minetest.set_node(pos, {name = "default:dirt_with_grass"})
end
end
for i = 1,5 do
local node_box = {
type = "fixed",
@ -40,7 +44,9 @@ for i = 1,5 do
if minetest.get_node(pos).name == "default:dirt_with_grass" then
minetest.set_node(pos, {name = "default:dirt_with_snow"})
end
end
end,
on_destruct = destruction_handler,
on_flood = destruction_handler
})
end
@ -54,15 +60,16 @@ climate_api.register_abm({
"group:coverable_by_snow"
},
neighbors = { "air" },
interval = 15,
chance = 20,
interval = 25,
chance = 40,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
max_heat = 30,
min_light = 15
daylight = 15
},
pos_override = function(pos)
@ -86,18 +93,19 @@ climate_api.register_abm({
"group:flora",
"group:grass",
"group:plant",
"group:replaceable_by_snow",
"group:regional_weather_snow_cover"
},
interval = 15,
chance = 15,
neighbors = { "air" },
interval = 25,
chance = 30,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
max_heat = 30,
min_light = 15
daylight = 15
},
action = function (pos, node, env)
@ -113,12 +121,11 @@ climate_api.register_abm({
climate_api.register_abm({
label = "melt snow covers",
nodenames = { "group:regional_weather_snow_cover" },
interval = 15,
interval = 25,
chance = 10,
catch_up = true,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 30
},

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@ -7,6 +7,7 @@ if farming ~= nil and farming.mod == "redo" then
nodenames = { "farming:soil" },
interval = 8,
chance = 2,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
@ -27,6 +28,7 @@ else
nodenames = { "group:field" },
interval = 8,
chance = 2,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,

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@ -1,17 +1,22 @@
if not regional_weather.settings.damage then return end
if not minetest.is_yes(minetest.settings:get_bool("enable_damage"))
or not regional_weather.settings.damage then return end
local EFFECT_NAME = "regional_weather:damage"
local rng = PcgRandom(7819792)
local function handle_effect(player_data)
for playername, data in pairs(player_data) do
local player = minetest.get_player_by_name(playername)
local hp = player:get_hp()
for weather, value in pairs(data) do
hp = hp - value
for weather, dmg in pairs(data) do
if rng:next(1, dmg.chance) == 1 then
hp = hp - dmg.value
end
end
player:set_hp(hp, "weather damage")
end
end
climate_api.register_effect(EFFECT_NAME, handle_effect, "tick")
climate_api.set_effect_cycle(EFFECT_NAME, climate_api.LONG_CYCLE)
climate_api.set_effect_cycle(EFFECT_NAME, climate_api.MEDIUM_CYCLE)

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@ -1,7 +1,7 @@
local EFFECT_NAME = "regional_weather:speed_buff"
local function handle_effect(player_data)
for playername, data in ipairs(player_data) do
for playername, data in pairs(player_data) do
local player = minetest.get_player_by_name(playername)
local product = 1
for weather, value in pairs(data) do

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@ -1,18 +1,35 @@
local name = "regional_weather:ambient"
local CLOUD_SPEED = 1.8
local conditions = {
min_light = 15
}
local conditions = {}
local function generate_effects(params)
local override = {}
local wind = climate_api.environment.get_wind()
--[[override["climate_api:clouds"] = {
size = climate_api.utility.rangelim(params.humidity / 100, 0.25, 0.98),
speed = vector.multiply(params.wind, CLOUD_SPEED)
}]]
local skybox = {priority = 10}
skybox.cloud_data = {
density = climate_api.utility.rangelim(params.humidity / 100, 0.25, 0.75),
speed = vector.multiply(wind, CLOUD_SPEED),
thickness = climate_api.utility.rangelim(params.base_humidity * 0.2, 1, 18)
}
if params.height > -100 and params.humidity > 65 then
skybox.sky_data = {
type = "regular",
clouds = true,
sky_color = {
day_sky = "#6a828e",
day_horizon = "#5c7a8a",
dawn_sky = "#b2b5d7",
dawn_horizon = "#b7bce1",
night_sky = "#2373e1",
night_horizon = "#315d9b"
}
}
end
override["climate_api:skybox"] = skybox
local movement = params.player:get_player_velocity()
local movement_direction
@ -21,7 +38,7 @@ local function generate_effects(params)
else
movement_direction = vector.normalize(movement)
end
local vector_product = vector.dot(movement_direction, params.wind)
local vector_product = vector.dot(movement_direction, wind)
local movement_penalty = climate_api.utility.sigmoid(vector_product, 1.6, 0.2, 0.8) + 0.2
override["regional_weather:speed_buff"] = movement_penalty
return override

View File

@ -1,7 +1,7 @@
local name = "regional_weather:deep_cave"
local conditions = {
max_light = 14,
max_daylight = minetest.LIGHT_MAX,
max_height = -100
}
@ -12,9 +12,13 @@ effects["climate_api:skybox"] = {
base_color = { r = 0, g = 0, b = 0 },
clouds = false
},
sun_data = { visible = false },
sun_data = {
visible = false,
sunrise_visible = false
},
moon_data = { visible = false },
stars_data = { visible = false }
star_data = { visible = false },
priority = 100
}
climate_api.register_weather(name, conditions, effects)

38
ca_weathers/fog.lua Normal file
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@ -0,0 +1,38 @@
local name = "regional_weather:fog"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 40,
max_humidity = 50,
max_windspeed = 2,
min_heat = 40,
max_heat = 50
}
local effects = {}
effects["climate_api:skybox"] = {
sky_data = {
clouds = true
},
cloud_data = {
density = 1,
color = "#ffffff80",
thickness = 40,
speed = {x=0,y=0,z=0}
},
priority = 50
}
local function generate_effects(params)
local override = {}
override["climate_api:skybox"] = {
cloud_data = {
height = params.player:get_pos().y - 20
}
}
return climate_api.utility.merge_tables(effects, override)
end
climate_api.register_weather(name, conditions, generate_effects)

32
ca_weathers/fog_heavy.lua Normal file
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@ -0,0 +1,32 @@
local name = "regional_weather:fog_heavy"
local conditions = {
min_height = regional_weather.settings.min_height * 0.9,
max_height = regional_weather.settings.max_height * 0.9,
min_humidity = 43,
max_humidity = 47,
max_windspeed = 1.5,
min_heat = 43,
max_heat = 47
}
local effects = {}
effects["climate_api:hud_overlay"] = {
file = "weather_hud_fog.png^[opacity:100",
z_index = -200,
color_correction = true
}
effects["climate_api:skybox"] = {
sky_data = {
type = "plain",
base_color = "#c0c0c08f"
},
cloud_data = {
color = "#ffffffc0",
},
priority = 51
}
climate_api.register_weather(name, conditions, effects)

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@ -6,12 +6,15 @@ local conditions = {
max_heat = 45,
min_humidity = 65,
min_windspeed = 2.5,
min_light = 15
daylight = 15
}
local effects = {}
effects["regional_weather:damage"] = 1
effects["regional_weather:damage"] = {
chance = 15,
value = 3
}
effects["climate_api:sound"] = {
name = "weather_hail",
@ -21,9 +24,9 @@ effects["climate_api:sound"] = {
effects["climate_api:particles"] = {
min_pos = {x=-9, y=7, z=-9},
max_pos = {x= 9, y=7, z= 9},
falling_speed=15,
amount=5,
exptime=0.8,
falling_speed=20,
amount=6,
exptime=0.7,
size=1,
textures = {}
}

View File

@ -7,7 +7,28 @@ local conditions = {
min_humidity = 30,
max_humidity = 40,
max_windspeed = 2,
min_light = 15
daylight = 15,
has_biome = {
"default",
"deciduous_forest",
"deciduous_forest_ocean",
"deciduous_forest_shore",
"grassland",
"grassland_dunes",
"grassland_ocean",
"snowy_grassland",
"snowy_grassland_ocean",
"grassy",
"grassy_ocean",
"grassytwo",
"grassytwo_ocean",
"mushroom",
"mushroom_ocean",
"plains",
"plains_ocean",
"sakura",
"sakura_ocean"
}
}
local effects = {}
@ -16,6 +37,7 @@ effects["climate_api:particles"] = {
min_pos = {x=-12, y=-4, z=-12},
max_pos = {x= 12, y= 1, z= 12},
falling_speed = -0.1,
acceleration = {x=0,y=-0.03,z=0},
amount = 1,
exptime = 5,
size = 0.8,

View File

@ -3,41 +3,28 @@ local name = "regional_weather:rain"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 30,
min_heat = 35,
min_humidity = 50,
max_humidity = 65,
min_light = 15
daylight = 15
}
local effects = {}
effects["climate_api:sound"] = {
name = "weather_rain"
name = "weather_rain",
gain = 1.5
}
effects["climate_api:particles"] = {
min_pos = {x=-9, y=7, z=-9},
max_pos = {x= 9, y=7, z= 9},
exptime=0.8,
size=1,
min_pos = {x=-9, y=8, z=-9},
max_pos = {x= 9, y=6, z= 9},
exptime = 1.1,
size = 2,
amount = 15,
falling_speed = 6,
acceleration={x=0, y=-0.05, z=0},
texture = "weather_raindrop.png"
}
local function generate_effects(params)
local avg_humidity = 40
local intensity = params.humidity / avg_humidity
local override = {}
override["climate_api:sound"] = {
gain = math.min(intensity, 1.2)
}
override["climate_api:particles"] = {
amount = 20 * math.min(intensity, 1.5),
falling_speed = 10 / math.min(intensity, 1.3)
}
return climate_api.utility.merge_tables(effects, override)
end
climate_api.register_weather(name, conditions, generate_effects)
climate_api.register_weather(name, conditions, effects)

View File

@ -5,24 +5,29 @@ local conditions = {
max_height = regional_weather.settings.max_height,
min_heat = 40,
min_humidity = 65,
min_light = 15
daylight = 15
}
local effects = {}
effects["climate_api:sound"] = {
name = "weather_rain",
name = "weather_rain_heavy",
gain = 1
}
effects["climate_api:particles"] = {
min_pos = {x=-9, y=7, z=-9},
max_pos = {x= 9, y=7, z= 9},
falling_speed=10,
amount=20,
falling_speed=7,
amount=17,
exptime=0.8,
size=25,
texture="weather_rain.png"
min_size=25,
max_size=35,
textures={
"weather_rain.png",
"weather_rain.png",
"weather_rain_medium.png"
}
}
climate_api.register_weather(name, conditions, effects)

View File

@ -5,25 +5,77 @@ local conditions = {
max_height = regional_weather.settings.max_height,
min_heat = 50,
max_humidity = 25,
min_windspeed = 6,
min_light = 15
min_windspeed = 4.5,
has_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean"
}
}
local effects = {}
effects["climate_api:hud_overlay"] = {
file = "weather_hud_sand.png",
z_index = -100
z_index = -100,
color_correction = true
}
effects["regional_weather:damage"] = {
chance = 3,
value = 1
}
effects["climate_api:particles"] = {
min_pos = {x=-9, y=-5, z=-9},
max_pos = {x= 9, y= 5, z= 9},
falling_speed=1,
min_pos = {x=-5, y=-4, z=-5},
max_pos = {x= 5, y= 4.5, z= 5},
falling_speed=1.2,
acceleration={x=0,y=0.8,z=0},
amount=40,
exptime=0.8,
size=15,
texture="weather_sand.png"
exptime=1.8,
size=20,
textures={
"weather_sandstorm.png",
"weather_sandstorm.png^[transformR180"
}
}
climate_api.register_weather(name, conditions, effects)
effects["climate_api:skybox"] = {
sky_data = {
type = "plain",
clouds = true,
},
cloud_data = {
density = 1,
color = "#f7e4bfc0",
thickness = 40,
speed = {x=0,y=0,z=0}
},
priority = 60
}
local function generate_effects(params)
local override = {}
local light = math.max(params.light / 15, 0.2)
local color = {r = 247 * light, g = 228 * light, b = 191 * light, a = 256}
override["climate_api:skybox"] = {
sky_data = {
base_color = color
},
cloud_data = {
height = params.player:get_pos().y - 20
}
}
override = climate_api.utility.merge_tables(effects, override)
if params.daylight < 15 then
local result = {}
result["climate_api:skybox"] = override["climate_api:skybox"]
return result
end
return override
end
climate_api.register_weather(name, conditions, generate_effects)

View File

@ -3,19 +3,22 @@ local name = "regional_weather:snow"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
max_heat = 40,
max_heat = 35,
min_humidity = 50,
max_humidity = 65,
min_light = 15
daylight = 15
}
local effects = {}
effects["climate_api:particles"] = {
min_pos = {x=-20, y= 3, z=-20},
max_pos = {x= 20, y=12, z= 20},
exptime=8,
min_pos = {x=-12, y=2, z=-12},
max_pos = {x= 12, y=8, z= 12},
amount = 4,
exptime = 7,
size = 1,
falling_speed = 0.85,
acceleration = {x=0, y=0.06, z=0},
textures = {}
}
@ -23,17 +26,4 @@ for i = 1,12,1 do
effects["climate_api:particles"].textures[i] = "weather_snowflake" .. i .. ".png"
end
local function generate_effects(params)
local avg_humidity = 40
local intensity = params.humidity / avg_humidity
local override = {}
override["climate_api:particles"] = {
amount = 50 * math.min(intensity, 1.5),
falling_speed = 1 / math.min(intensity, 1.3)
}
return climate_api.utility.merge_tables(effects, override)
end
climate_api.register_weather(name, conditions, generate_effects)
climate_api.register_weather(name, conditions, effects)

View File

@ -5,47 +5,32 @@ local conditions = {
max_height = regional_weather.settings.max_height,
max_heat = 30,
min_humidity = 65,
min_light = 15
daylight = 15
}
local effects = {}
effects["climate_api:hud_overlay"] = {
file = "weather_hud_ice.png",
z_index = -100
file = "weather_hud_frost.png",
z_index = -100,
color_correction = true
}
effects["climate_api:particles"] = {
min_pos = {x=-8, y=3, z=-8},
max_pos = {x= 8, y=6, z= 8},
exptime=6,
size=12,
size=10,
texture="weather_snow.png"
}
effects["climate_api:skybox"] = {
sky_data = {
type = "plain",
base_color = {r=106, g=130, b=142},
clouds = true
},
cloud_data = {
size = 0.98,
speed = {x = 4, y = 0, z = -1.3}
}
}
local function generate_effects(params)
local avg_humidity = 55
local intensity = params.humidity / avg_humidity
local override = {}
override["climate_api:sound"] = {
gain = math.min(intensity, 1.2)
}
override["climate_api:particles"] = {
amount = 8 * math.min(intensity, 1.5),
amount = 16 * math.min(intensity, 1.5),
falling_speed = 1 / math.min(intensity, 1.3)
}

View File

@ -4,7 +4,7 @@ local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_windspeed = 3,
min_light = 15
daylight = 15
}
local effects = {}

View File

@ -20,12 +20,22 @@ regional_weather.settings.snow = get_setting_bool("snow_layers", true)
regional_weather.settings.puddles = get_setting_bool("puddles", true)
regional_weather.settings.soil = get_setting_bool("soil", true)
regional_weather.settings.fire = get_setting_bool("fire", true)
regional_weather.settings.ice = get_setting_bool("ice", true)
regional_weather.settings.max_height = get_setting_number("max_height", 120)
regional_weather.settings.min_height = get_setting_number("min_height", -50)
-- warn about clouds being overriden by MTG weather
if climate_mod.settings.skybox
and minetest.get_modpath("weather")
and get_setting_bool("enable_weather", true) then
minetest.log("warning", "[Regional Weather] Disable MTG weather for the best experience")
end
-- import individual weather types
dofile(modpath.."/ca_weathers/ambient.lua")
dofile(modpath.."/ca_weathers/deep_cave.lua")
dofile(modpath.."/ca_weathers/fog.lua")
dofile(modpath.."/ca_weathers/fog_heavy.lua")
dofile(modpath.."/ca_weathers/hail.lua")
dofile(modpath.."/ca_weathers/pollen.lua")
dofile(modpath.."/ca_weathers/rain.lua")
@ -44,4 +54,5 @@ dofile(modpath.."/ca_effects/speed_buff.lua")
dofile(modpath .. "/abms/puddle.lua")
dofile(modpath .. "/abms/snow_cover.lua")
dofile(modpath .. "/abms/fire.lua")
dofile(modpath .. "/abms/ice.lua")
dofile(modpath .. "/abms/soil.lua")

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@ -2,8 +2,8 @@ name = regional_weather
title = Regional Weather
author = TestificateMods
release = 1
depends = default, climate_api
optional_depends = lightning, farming
depends = climate_api
optional_depends = default, lightning, farming, fire
description = """
Not every biome is the same and neither should their weather be.
Regional Weather controls it's effects with the local climate in mind.

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@ -1,7 +1,31 @@
regional_weather_damage (Storms and hail cause damage to players) bool true
regional_weather_snow_layers (Place snow layers on ground) bool true
regional_weather_puddles (Place rain puddles on ground) bool true
regional_weather_soil (Turn farmland wet during rain) bool true
regional_weather_fire (Extinguish fire during rain) bool true
[Features]
# If set to true, sand storms and hail will damage affected players over time.
regional_weather_damage (Cause player damage) bool true
# If set to true, snow layers will stack up during snowy weather.
regional_weather_snow_layers (Place snow layers) bool true
# If set to true, river water sources will freeze at low temperatures and melt when it gets warmer again.
# This process does not affect regular ice blocks because it adds its own temporary ones.
regional_weather_ice (Freeze river water) bool true
# If set to true, water puddles will form during rain or when snow layers have melted.
regional_weather_puddles (Place rain puddles) bool true
# If set to true, rain will cause dry farmland to turn wet.
regional_weather_soil (Hydrate farmland) bool true
# If set to true, fires will be extinguished during rain showers.
regional_weather_fire (Extinguish fire) bool true
[World Configuration]
# No visual effects will be applied above this height.
# This value defaults to normal cloud height (120 nodes above sea level).
regional_weather_max_height (Maximum height of weather effects) int 120
# No visual effects will be applied below this height.
# This will prevent unwanted visuals within large underground caves.
regional_weather_min_height (Minimum height of weather effects) int -50

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