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22 Commits

Author SHA1 Message Date
Till Affeldt 6c150faaaf Decrease strength of lighting effects 2023-04-02 10:58:41 +02:00
Till Affeldt 1a20676883 Remove unused translation 2023-04-02 10:58:22 +02:00
Till Affeldt 222f708760 Add additional constraints 2023-02-24 09:51:14 +01:00
Till Affeldt d04daec67d Reconfigure fog to only show up in the morning and always heavy, remove puddle sound 2023-02-24 08:24:31 +01:00
Till Affeldt 5edea29484 Move check for MTG weather to Climate API instead 2023-02-23 04:33:44 +01:00
Till Affeldt 932546a3d5 Enable shadows, increase puddle transparency, tweak player speed buffs 2023-02-22 05:22:45 +01:00
mazes-80 351c11b3c7
Modernize API calls
* Textures: fix invalid srgb profiles

* Deprecated get_player_velocity -> get_velocity

* Deprecated: boolean value for use_texture_alpha

---------

Co-authored-by: mazes 80 <>
2023-02-22 03:12:24 +01:00
Till Affeldt 4b44f25ef8 Fix crash when MTG weather is enabled 2020-10-10 12:53:48 +02:00
Till Affeldt f3e6d48b97 use improved indoors check 2020-10-08 22:03:00 +02:00
Till Affeldt 5e2cba0ae8 Delete puddles and snow faster, don't mark puddles as water by default 2020-10-08 15:42:43 +02:00
Till Affeldt 1079f9a762 Make snow griefing optional 2020-10-08 14:29:17 +02:00
Till Affeldt 0fd6942225 Implement i18n support 2020-05-29 22:02:12 +02:00
Till Affeldt 920f80e044 Disable snow in deserts, improve puddle clustering 2020-05-29 21:53:33 +02:00
Till Affeldt da4062206d Fix minor typo 2020-05-16 16:28:47 +02:00
Till Affeldt ffdbdf792e Fix MTG warning, add configurability for lightning chances, nerf movement penalties 2020-05-16 16:20:47 +02:00
Till Affeldt e6f0067f3b Add feature toggles for movement modifier and hydrating puddles 2020-05-16 05:02:01 +02:00
Till Affeldt a0c56052dd Bump version number 2020-05-13 16:05:54 +02:00
Till Affeldt 2d289abbd1 Update to new wind system, make puddles rotational, change hail conditions 2020-05-13 16:05:21 +02:00
Till Affeldt e874daa894 Adjust lightning chances and update speed buff to new API 2020-05-12 16:01:13 +02:00
Till Affeldt 231642af2f Update to new particle API, improve night visibility, move damage effect, improve cloud height calculation 2020-04-28 01:23:46 +02:00
Till Affeldt 72716122d7 Improve heavy snow performance, add pedology support, add documentation 2020-04-26 18:10:46 +02:00
Till Affeldt acab95402a Improve snow and rain performance, nerf block update speed 2020-04-25 15:50:45 +02:00
100 changed files with 681 additions and 388 deletions

1
.gitignore vendored Normal file
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@ -0,0 +1 @@
*.code-workspace

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@ -7,6 +7,64 @@ Not every biome is the same and neither should their weather be.
Regional Weather controls its effects with the local climate in mind.
Experience the humid air of the rain forest and harsh desert sandstorms.
## 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.
- [Pedology](https://forum.minetest.net/viewtopic.php?f=11&t=9429) Adds a lot of nodes with dynamic wetness and dryness states.
- [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
- ``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.
- ``Wetten pedology nodes`` (default true):
If set to true, rain will wetten or dry nodes from pedology mod.
Requires *pedology* 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.
- ``Cloud height`` (default 120)
Average height of cloud bases
- ``Cloud height variation`` (default 40)
Maxmial variation of cloud height from base value
## License information
### Source Code
Unless otherwise stated, this source code is written entirely by myself.
@ -29,7 +87,6 @@ The entire source code is available on [Github](https://github.com/t-affeldt/reg
- 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
- Frost HUD: *CC BY-SA (3.0)* by Cap
@ -39,7 +96,7 @@ The entire source code is available on [Github](https://github.com/t-affeldt/reg
- 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

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@ -4,6 +4,7 @@ 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,
@ -11,9 +12,11 @@ climate_api.register_abm({
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
min_humidity = 50,
min_biome_humidity = 26,
max_heat = 85,
daylight = 15
daylight = 15,
indoors = false
},
action = function (pos, node, env)

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@ -5,12 +5,22 @@ then return end
local BLOCK_NAME = "regional_weather:ice"
local S = regional_weather.i18n
minetest.register_node(BLOCK_NAME, {
description = S("Thin Ice"),
tiles = {"(default_ice.png^[colorize:#ffffff:50)^[opacity:200"},
paramtype = "light",
groups = {cracky = 3, cools_lava = 1, slippery = 3, dig_immediate = 2},
groups = {
cracky = 3,
cools_lava = 1,
slippery = 3,
dig_immediate = 2,
melts = 1
},
freezemelt = "default:river_water_source",
sounds = default.node_sound_glass_defaults(),
use_texture_alpha = true,
use_texture_alpha = "blend",
drop = "",
on_destruct = function(pos)
-- asynchronous to avoid destruction loop
@ -25,15 +35,16 @@ climate_api.register_abm({
label = "freeze river water",
nodenames = { "default:river_water_source" },
neighbors = { "air" },
interval = 10,
chance = 2,
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
max_heat = 35,
daylight = 15,
indoors = false
},
action = function (pos, node, env)
@ -44,16 +55,16 @@ climate_api.register_abm({
climate_api.register_abm({
label = "unfreeze river water",
nodenames = { BLOCK_NAME },
neighbors = { "air" },
interval = 15,
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
min_heat = 35,
daylight = 15,
indoors = false
},
action = function (pos, node, env)

29
abms/pedology.lua Normal file
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@ -0,0 +1,29 @@
if not regional_weather.settings.pedology
or not minetest.get_modpath("pedology")
then return end
climate_api.register_abm({
label = "wetten or dry pedology nodes",
nodenames = { "group:sucky" },
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_heat = 25,
daylight = 15,
indoors = false,
},
action = function (pos, node, env)
local wetness = minetest.get_item_group(node.name, "wet") or 0
if wetness < 2 and env.humidity > 50 then
pedology.wetten(pos)
elseif wetness > 0 and wetness < 3 and env.humidity < 40 then
pedology.dry(pos)
end
end
})

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@ -1,96 +1,130 @@
local BLOCK_PREFIX = "regional_weather:puddle_"
local VARIANT_COUNT = 30
local MIN_DISTANCE = 2
local VARIANT_COUNT = 39
local CHECK_DISTANCE = 4
local MAX_AMOUNT = 3
local GROUND_COVERS = {
"group:soil",
"group:stone",
"group:sand",
"group:wood",
"default:permafrost",
"default:permafrost_with_moss",
"default:permafrost_with_stones"
}
local S = regional_weather.i18n
-- clean up puddles if disabled
if not regional_weather.settings.puddles then
for i=1,VARIANT_COUNT do
for r=0,270,90 do
minetest.register_alias(BLOCK_PREFIX .. i .. "_" .. r, "air")
-- set all puddle nodes to air
minetest.register_alias("regional_weather:puddle", "air")
for i = 1, VARIANT_COUNT do
for flip = 0, 1 do
local name = BLOCK_PREFIX .. i
if flip == 1 then
name = name .. "_flipped"
end
minetest.register_alias(name, "air")
end
end
-- return air instead of a puddle
function regional_weather.get_random_puddle()
return { name = "air" }
end
-- end puddle execution
return
end
local node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.49, 0.5}
fixed = { -0.5, -0.5, -0.5, 0.5, -0.49, 0.5 }
}
for i = 1,VARIANT_COUNT do
for rotation = 0,270,90 do
for flip = 0,1 do
local name = BLOCK_PREFIX .. i .. "_" .. rotation
local texture = "weather_puddle." .. i .. ".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,
floodable = true,
walkable = false,
sunlight_propagates = true,
paramtype = "light",
use_texture_alpha = true,
node_box = node_box,
groups = {
not_in_creative_inventory = 1,
crumbly = 3,
attached_node = 1,
slippery = 1,
flora = 1,
water = 1,
regional_weather_puddle = 1
},
drop = "",
sounds = {
footstep = {
name = "weather_puddle",
gain = 0.8
}
}
})
local apply_water_group
if regional_weather.settings.puddles_water then
apply_water_group = 1
end
for i = 1, VARIANT_COUNT do
for flip = 0, 1 do
local name = BLOCK_PREFIX .. i
local index = i
if i < 10 then index = "0" .. i end
local texture = "weather_puddle_" .. index .. ".png^[opacity:24"
if flip == 1 then
name = name .. "_flipped"
texture = texture .. "^[transformFX"
end
minetest.register_node(name, {
description = S("Puddle"),
tiles = { texture },
drawtype = "nodebox",
pointable = false,
buildable_to = true,
floodable = true,
walkable = false,
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
use_texture_alpha = "blend",
node_box = node_box,
groups = {
not_in_creative_inventory = 1,
crumbly = 3,
attached_node = 1,
slippery = 1,
flora = 1,
water = apply_water_group,
weather_puddle = 1
},
drop = ""
})
end
end
minetest.register_alias("regional_weather:puddle", BLOCK_PREFIX .. "14_0")
minetest.register_alias("regional_weather:puddle", BLOCK_PREFIX .. "14")
local function get_random_puddle()
function regional_weather.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
local name = BLOCK_PREFIX .. index
if flip == 1 then
name = name .. "_flipped"
end
return name
local param2 = minetest.dir_to_facedir(minetest.yaw_to_dir(rotation))
return { name = name, param2 = param2 }
end
-- Makes Puddles when raining
climate_api.register_abm({
label = "create rain puddles",
nodenames = { "group:soil", "group:stone" },
nodenames = GROUND_COVERS,
neighbors = { "air" },
interval = 10,
chance = 50,
interval = 8,
chance = 150,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
min_heat = 30,
daylight = 15
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 35,
min_humidity = 50,
min_biome_humidity = 26,
daylight = 15,
indoors = false,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean",
"tundra"
}
},
pos_override = function(pos)
@ -98,26 +132,28 @@ climate_api.register_abm({
end,
action = function (pos, node, env)
-- only override air nodes
if minetest.get_node(pos).name ~= "air" then return end
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})
-- do not place puddle if area is not fully loaded
if minetest.find_node_near(pos, CHECK_DISTANCE, "ignore") then return end
-- do not place puddle if already enpugh puddles
local pos1 = vector.add(pos, { x = -CHECK_DISTANCE, y = -1, z = -CHECK_DISTANCE })
local pos2 = vector.add(pos, { x = CHECK_DISTANCE, y = 1, z = CHECK_DISTANCE })
local preplaced = minetest.find_nodes_in_area(pos1, pos2, "group:weather_puddle")
if preplaced ~= nil and #preplaced >= MAX_AMOUNT then return end
minetest.set_node(pos, regional_weather.get_random_puddle())
end
})
-- Makes puddles dry up when not raining
climate_api.register_abm({
label = "remove rain puddles",
nodenames = { "group:regional_weather_puddle" },
interval = 5,
chance = 5,
nodenames = { "group:weather_puddle" },
interval = 25,
chance = 30,
catch_up = true,
action = function (pos, node, env)
if env.humidity < 55 then
minetest.remove_node(pos)
elseif env.heat < 30 and regional_weather.settings.snow_cover then
minetest.set_node(pos, {name = "regional_weather:snow_cover_1"})
end
minetest.remove_node(pos)
end
})

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@ -1,4 +1,8 @@
local BLOCK_PREFIX = "regional_weather:snow_cover_"
local CHECK_DISTANCE = 5
local MAX_AMOUNT = 20
local S = regional_weather.i18n
if not minetest.get_modpath("default")
or default.node_sound_snow_defaults == nil
@ -23,6 +27,7 @@ for i = 1,5 do
}
minetest.register_node(BLOCK_PREFIX .. i, {
description = S("Snow Cover"),
tiles = { "default_snow.png" },
drawtype = "nodebox",
buildable_to = i < 3,
@ -35,7 +40,7 @@ for i = 1,5 do
crumbly = 3,
falling_node = 1,
snowy = 1,
regional_weather_snow_cover = i
weather_snow_cover = i
},
sounds = default.node_sound_snow_defaults(),
drop = "default:snow " .. math.ceil(i / 2),
@ -60,16 +65,26 @@ climate_api.register_abm({
"group:coverable_by_snow"
},
neighbors = { "air" },
interval = 15,
chance = 30,
interval = 25,
chance = 80,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
max_heat = 30,
daylight = 15
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
max_heat = 35,
min_humidity = 50,
min_biome_humidity = 26,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean"
},
daylight = 15,
indoors = false
},
pos_override = function(pos)
@ -77,65 +92,88 @@ climate_api.register_abm({
end,
action = function (pos, node, env)
if minetest.get_node(pos).name ~= "air" then return end
local base = minetest.get_node(vector.add(pos, {x=0, y=-1, z=0})).name
local is_soil = minetest.get_item_group(base, "soil") or 0
local is_stone = minetest.get_item_group(base, "stone") or 0
if not (is_soil == 0 and is_stone == 0) then
minetest.set_node(pos, { name = BLOCK_PREFIX .. "1" })
end
-- only override air nodes
if node.name ~= "air" then return end
-- do not place snow if area is not fully loaded
if minetest.find_node_near(pos, CHECK_DISTANCE, "ignore") then return end
-- do not place snow if already enpugh snow
local pos1 = vector.add(pos, { x = -CHECK_DISTANCE, y = -1, z = -CHECK_DISTANCE })
local pos2 = vector.add(pos, { x = CHECK_DISTANCE, y = 1, z = CHECK_DISTANCE })
local preplaced = minetest.find_nodes_in_area(pos1, pos2, "group:weather_snow_cover")
if preplaced ~= nil and #preplaced >= MAX_AMOUNT then return end
minetest.set_node(pos, { name = BLOCK_PREFIX .. "1" })
end
})
climate_api.register_abm({
label = "replace flora with snow covers and stack covers higher",
nodenames = {
"group:flora",
"group:grass",
"group:plant",
"group:regional_weather_snow_cover"
},
interval = 15,
chance = 25,
catch_up = false,
if regional_weather.settings.snow_griefing then
climate_api.register_abm({
label = "replace flora with snow covers and stack covers higher",
nodenames = {
"group:flora",
"group:grass",
"group:plant",
"group:weather_snow_cover"
},
neighbors = { "air" },
interval = 25,
chance = 160,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
max_heat = 30,
daylight = 15
},
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
max_heat = 30,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean"
},
daylight = 15,
indoors = false
},
action = function (pos, node, env)
local node_name = minetest.get_node(pos).name
local value = minetest.get_item_group(node_name, "regional_weather_snow_cover")
if value == nil then value = 0 end
if value < 5 then
minetest.set_node(pos, { name = BLOCK_PREFIX .. (value + 1) })
action = function (pos, node, env)
local value = minetest.get_item_group(node.name, "weather_snow_cover") or 0
if value == 0 then
-- do not override plants unless marked as buildable_to
local def = minetest.registered_nodes[node.name]
if def == nil or not def.buildable_to then return end
-- do not override plants of the frost_resistance group
local resistance = minetest.get_item_group(node.name, "frost_resistance") or 0
if resistance > 0 then return end
end
-- do not place snow if area is not fully loaded
if minetest.find_node_near(pos, CHECK_DISTANCE, "ignore") then return end
-- do not place snow if already enpugh snow
local pos1 = vector.add(pos, { x = -CHECK_DISTANCE, y = -1, z = -CHECK_DISTANCE })
local pos2 = vector.add(pos, { x = CHECK_DISTANCE, y = 1, z = CHECK_DISTANCE })
local preplaced = minetest.find_nodes_in_area(pos1, pos2, "group:weather_snow_cover")
if preplaced ~= nil and #preplaced >= MAX_AMOUNT then return end
if value < 5 then
minetest.set_node(pos, { name = BLOCK_PREFIX .. (value + 1) })
end
end
end
})
})
end
climate_api.register_abm({
label = "melt snow covers",
nodenames = { "group:regional_weather_snow_cover" },
interval = 15,
chance = 10,
nodenames = { "group:weather_snow_cover" },
interval = 25,
chance = 85,
catch_up = true,
conditions = {
min_heat = 30
},
action = function (pos, node, env)
local node_name = minetest.get_node(pos).name
local value = minetest.get_item_group(node_name, "regional_weather_snow_cover")
local value = minetest.get_item_group(node.name, "weather_snow_cover")
if value == nil then value = 0 end
if value > 1 then
minetest.set_node(pos, { name = BLOCK_PREFIX .. (value - 1) })
elseif regional_weather.settings.puddles then
minetest.set_node(pos, { name = "regional_weather:puddle" })
minetest.set_node(pos, regional_weather.get_random_puddle())
else
minetest.set_node(pos, { name = "air" })
end

View File

@ -12,9 +12,10 @@ if farming ~= nil and farming.mod == "redo" then
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
min_heat = 30,
min_light = 15
min_humidity = 50,
min_heat = 35,
daylight = 15,
indoors = false
},
action = function (pos, node, env)
@ -33,9 +34,10 @@ else
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 55,
min_heat = 30,
min_light = 15
min_humidity = 50,
min_heat = 35,
daylight = 15,
indoors = false
},
action = function (pos, node, env)

View File

@ -1,22 +0,0 @@
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, 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.MEDIUM_CYCLE)

View File

@ -1,8 +1,15 @@
--[[
# Lightning Effect
Use this effect to cause lightning strikes.
Requires lightning mod in order to function. Uses default lightning configuration.
Expects an integer indicating a chance (between 0 and 1) for lightning to strike (per cycle and player).
]]
if not minetest.get_modpath("lightning") then return end
if regional_weather.settings.lightning == 0 then return end
local EFFECT_NAME = "regional_weather:lightning"
local LIGHTNING_CHANCE = 20
lightning.auto = false
local rng = PcgRandom(82492402425)
@ -32,8 +39,15 @@ end
local function handle_effect(player_data)
for playername, data in pairs(player_data) do
local random = rng:next(1, LIGHTNING_CHANCE)
if random == 1 then
local chance = 0
for weather, value in pairs(data) do
if type(value) ~= "number" then
value = 1/20
end
chance = chance + value - (chance * value)
end
local random = math.random()
if random <= chance * regional_weather.settings.lightning then
local player = minetest.get_player_by_name(playername)
local ppos = player:get_pos()
local position = choose_pos(ppos)

View File

@ -1,3 +1,11 @@
--[[
# Player Speed Effect
Use this effect to modify a player's movement speed.
Expects a numeric value that will be multiplied with the current speed physics.
]]
if not regional_weather.settings.player_speed then return end
local EFFECT_NAME = "regional_weather:speed_buff"
local function handle_effect(player_data)
@ -7,14 +15,14 @@ local function handle_effect(player_data)
for weather, value in pairs(data) do
product = product * value
end
climate_api.utility.add_physics(EFFECT_NAME, player, "speed", product)
climate_api.player_physics.add(EFFECT_NAME, player, "speed", product)
end
end
local function remove_effect(player_data)
for playername, data in ipairs(player_data) do
local player = minetest.get_player_by_name(playername)
climate_api.utility.remove_physics(EFFECT_NAME, player, "speed")
climate_api.player_physics.remove(EFFECT_NAME, player, "speed")
end
end

View File

@ -1,19 +1,62 @@
local name = "regional_weather:ambient"
local CLOUD_SPEED = 1.8
local conditions = {}
-- see https://en.wikipedia.org/wiki/Cloud_base
local function calc_cloud_height(heat, humidity, dewpoint)
local base = regional_weather.settings.cloud_height
-- much lower scale like 20 instead of 1000 fitting for Minetest
local scale = regional_weather.settings.cloud_scale
local spread = heat - dewpoint
local variation = spread / 4.4 * scale * 0.3
return base + climate_api.utility.rangelim(variation, -scale, scale)
end
-- maps range of 0 to 1 to any other range
local function map_range(val, low, high)
return (val + low) * (high - low)
end
local function generate_effects(params)
local override = {}
local wind = climate_api.environment.get_wind()
local cloud_density = climate_api.utility.rangelim(params.humidity / 100, 0.15, 0.65)
local cloud_thickness = climate_api.utility.rangelim(params.biome_humidity * 0.2, 1, 18)
local cloud_height = calc_cloud_height(params.heat, params.humidity, params.dewpoint)
local wind = climate_api.environment.get_wind({ x = 0, y = cloud_height, z = 0 })
-- diffuse shadows when cloudy
-- zero at density 0.65 and one at 0.15
local cloud_shadows = 1.075 - (cloud_density / 0.5)
-- diffuse shadows at dawn / dusk
-- 15 hours between dawn and dusk accoring to https://wiki.minetest.net/Time_of_day
local daylight_duration = 15 / 24
local daytime = climate_api.utility.rangelim(minetest.get_timeofday(), 0.1875, 0.8125)
-- zero at dawn / dusk and one at midday
local daytime_shadows = 1 - (math.abs(0.5 - daytime) * 2 / daylight_duration)
local shadow_intensity = map_range(cloud_shadows + daytime_shadows, 0.15, 0.4)
local light_saturation = map_range(cloud_shadows + daytime_shadows, 0.9, 1.1)
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)
density = cloud_density,
speed = wind,
thickness = cloud_thickness,
height = cloud_height,
ambient = "#0f0f1050"
}
skybox.light_data = {
shadow_intensity = shadow_intensity,
saturation = light_saturation
}
if params.height > -100 and params.humidity > 40 then
skybox.cloud_data.color = "#b2a4a4b0"
end
if params.height > -100 and params.humidity > 65 then
skybox.sky_data = {
type = "regular",
@ -27,20 +70,25 @@ local function generate_effects(params)
night_horizon = "#315d9b"
}
}
skybox.cloud_data.color = "#828e97b5"
skybox.cloud_data.ambient = "#20212250"
end
override["climate_api:skybox"] = skybox
local movement = params.player:get_player_velocity()
local movement_direction
if (vector.length(movement) < 0.1) then
movement_direction = vector.new(0, 0, 0)
else
movement_direction = vector.normalize(movement)
if params.height > - 50 and not params.indoors then
local movement = params.player:get_velocity()
local movement_direction
if (vector.length(movement) < 0.1) then
movement_direction = vector.new(0, 0, 0)
else
movement_direction = vector.normalize(movement)
end
local vector_product = vector.dot(movement_direction, wind)
local movement_penalty = climate_api.utility.sigmoid(vector_product, 1.5, 0.15, 0.9) + 0.2
override["regional_weather:speed_buff"] = movement_penalty
end
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
end

View File

@ -18,6 +18,10 @@ effects["climate_api:skybox"] = {
},
moon_data = { visible = false },
star_data = { visible = false },
light_data = {
shadow_intensity = 0,
saturation = 1
},
priority = 100
}

View File

@ -3,17 +3,35 @@ local name = "regional_weather:fog"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_humidity = 40,
min_humidity = 25,
max_humidity = 50,
max_windspeed = 2,
min_heat = 40,
max_heat = 50
max_heat = 50,
min_time = 4 / 24,
max_time = 8 / 24,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean",
"tundra"
}
}
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",
clouds = true
},
cloud_data = {
@ -22,6 +40,10 @@ effects["climate_api:skybox"] = {
thickness = 40,
speed = {x=0,y=0,z=0}
},
light_data = {
shadow_intensity = 0.1,
saturation = 0.5
},
priority = 50
}

View File

@ -1,32 +0,0 @@
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)

View File

@ -1,19 +1,34 @@
local name = "regional_weather:hail"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
max_heat = 45,
min_humidity = 65,
min_windspeed = 2.5,
daylight = 15
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 30,
max_heat = 45,
min_humidity = 65,
min_biome_humidity = 26,
min_windspeed = 2.5,
indoors = false,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean"
}
}
local effects = {}
effects["regional_weather:damage"] = {
chance = 15,
value = 3
effects["climate_api:damage"] = {
rarity = 15,
value = 3,
check = {
type = "raycast",
height = 7,
velocity = 20
}
}
effects["climate_api:sound"] = {
@ -21,18 +36,21 @@ effects["climate_api:sound"] = {
gain = 1
}
effects["climate_api:particles"] = {
min_pos = {x=-9, y=7, z=-9},
max_pos = {x= 9, y=7, z= 9},
falling_speed=20,
amount=6,
exptime=0.7,
size=1,
textures = {}
}
effects["regional_weather:lightning"] = 1 / 30
for i = 1,5,1 do
effects["climate_api:particles"].textures[i] = "weather_hail" .. i .. ".png"
local textures = {}
for i = 1,5 do
textures[i] = "weather_hail" .. i .. ".png"
end
effects["climate_api:particles"] = {
boxsize = { x = 18, y = 0, z = 18 },
v_offset = 7,
velocity = 20,
amount = 6,
expirationtime = 0.7,
texture = textures,
glow = 5
}
climate_api.register_weather(name, conditions, effects)

View File

@ -7,7 +7,7 @@ local conditions = {
min_humidity = 30,
max_humidity = 40,
max_windspeed = 2,
daylight = 15,
indoors = false,
has_biome = {
"default",
"deciduous_forest",
@ -34,14 +34,15 @@ local conditions = {
local effects = {}
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,
boxsize = { x = 24, y = 0, z = 24 },
vbox = 5,
v_offset = -1,
velocity = -0.1,
acceleration = -0.03,
expirationtime = 5,
size = 0.8,
texture = "weather_pollen.png"
texture = "weather_pollen.png",
glow = 2
}
climate_api.register_weather(name, conditions, effects)

View File

@ -1,12 +1,22 @@
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_humidity = 50,
max_humidity = 65,
daylight = 15
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 35,
min_humidity = 50,
max_humidity = 65,
min_biome_humidity = 26,
indoors = false,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean",
"tundra"
}
}
local effects = {}
@ -17,28 +27,15 @@ effects["climate_api:sound"] = {
}
effects["climate_api:particles"] = {
min_pos = {x=-9, y=7, z=-9},
max_pos = {x= 9, y=7, z= 9},
exptime=0.8,
size=2,
texture = "weather_raindrop.png"
boxsize = { x = 18, y = 2, z = 18 },
v_offset = 6,
expirationtime = 1.6,
size = 2,
amount = 15,
velocity = 6,
acceleration = 0.05,
texture = "weather_raindrop.png",
glow = 5
}
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 = 25 * 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

@ -1,33 +1,53 @@
local name = "regional_weather:rain_heavy"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 40,
min_humidity = 65,
daylight = 15
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 40,
min_humidity = 65,
min_biome_humidity = 26,
indoors = false,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean",
"tundra"
}
}
local effects = {}
effects["climate_api:skybox"] = {
cloud_data = {
color = "#5e676eb5"
},
priority = 11
}
effects["climate_api:sound"] = {
name = "weather_rain_heavy",
gain = 1
}
effects["regional_weather:lightning"] = 1 / 20
effects["climate_api:particles"] = {
min_pos = {x=-9, y=7, z=-9},
max_pos = {x= 9, y=7, z= 9},
falling_speed=7,
amount=17,
exptime=0.8,
min_size=25,
max_size=35,
textures={
boxsize = { x = 18, y = 0, z = 18 },
v_offset = 7,
velocity = 7,
amount = 17,
expirationtime = 1.2,
minsize = 25,
maxsize = 35,
texture = {
"weather_rain.png",
"weather_rain.png",
"weather_rain_medium.png"
}
},
glow = 5
}
climate_api.register_weather(name, conditions, effects)

View File

@ -3,16 +3,11 @@ local name = "regional_weather:sandstorm"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 50,
max_humidity = 25,
min_windspeed = 4.5,
min_windspeed = 3,
has_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean"
"sandstone_desert"
}
}
@ -24,22 +19,28 @@ effects["climate_api:hud_overlay"] = {
color_correction = true
}
effects["regional_weather:damage"] = {
chance = 3,
value = 1
effects["climate_api:damage"] = {
rarity = 3,
value = 1,
check = {
type = "raycast",
height = 0,
velocity = 0.3
}
}
effects["climate_api:particles"] = {
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=1.8,
size=20,
textures={
boxsize = { x = 8, y = 4.5, z = 8 },
velocity = 0.6,
acceleration = -0.2,
amount = 12,
expirationtime = 0.7,
size = 25,
texture = {
"weather_sandstorm.png",
"weather_sandstorm.png^[transformR180"
"weather_sandstorm.png^[transformFY",
"weather_sandstorm.png^[transformR180",
"weather_sandstorm.png^[transformFYR180"
}
}

View File

@ -3,37 +3,37 @@ local name = "regional_weather:snow"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
max_heat = 40,
min_humidity = 50,
max_humidity = 65,
daylight = 15
max_heat = 35,
min_humidity = 50,
max_humidity = 65,
min_biome_humidity = 26,
indoors = false,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean"
}
}
local effects = {}
local textures = {}
for i = 1,12,1 do
textures[i] = "weather_snowflake" .. i .. ".png"
end
effects["climate_api:particles"] = {
min_pos = {x=-20, y= 3, z=-20},
max_pos = {x= 20, y=12, z= 20},
exptime=8,
size=1,
textures = {}
boxsize = { x = 24, y = 6, z = 24 },
v_offset = 2,
amount = 4,
expirationtime = 7,
velocity = 0.85,
acceleration = -0.06,
texture = textures,
glow = 6
}
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

@ -3,13 +3,29 @@ local name = "regional_weather:snow_heavy"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
max_heat = 30,
min_humidity = 65,
daylight = 15
max_heat = 30,
min_humidity = 65,
min_biome_humidity = 26,
indoors = false,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean"
}
}
local effects = {}
effects["climate_api:skybox"] = {
cloud_data = {
color = "#5e676eb5"
},
priority = 11
}
effects["climate_api:hud_overlay"] = {
file = "weather_hud_frost.png",
z_index = -100,
@ -17,24 +33,14 @@ effects["climate_api:hud_overlay"] = {
}
effects["climate_api:particles"] = {
min_pos = {x=-8, y=3, z=-8},
max_pos = {x= 8, y=6, z= 8},
exptime=6,
size=10,
texture="weather_snow.png"
boxsize = { x = 14, y = 3, z = 14 },
v_offset = 3,
expirationtime = 7.5,
size = 15,
amount = 6,
velocity = 0.75,
texture = "weather_snow.png",
glow = 6
}
local function generate_effects(params)
local avg_humidity = 55
local intensity = params.humidity / avg_humidity
local override = {}
override["climate_api:particles"] = {
amount = 16 * 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

@ -4,7 +4,7 @@ local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_windspeed = 3,
daylight = 15
indoors = false,
}
local effects = {}
@ -19,7 +19,7 @@ local function generate_effects(params)
local override = {}
override["climate_api:sound"] = {
gain = math.min(intensity, 1.2)
gain = math.min(intensity, 1)
}
return climate_api.utility.merge_tables(effects, override)

View File

@ -1,41 +1,46 @@
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local function get_setting_bool(name, default)
local value = minetest.settings:get_bool("regional_weather_" .. name)
local function get_setting_bool(name, default, is_global)
local prefix = ""
if not is_global then prefix = "regional_weather_" end
local value = minetest.settings:get_bool(prefix .. name)
if type(value) == "nil" then value = default end
return minetest.is_yes(value)
end
local function get_setting_number(name, default)
local value = minetest.settings:get("regional_weather_" .. name)
local function get_setting_number(name, default, is_global)
local prefix = ""
if not is_global then prefix = "regional_weather_" end
local value = minetest.settings:get(prefix .. name)
if type(value) == "nil" then value = default end
return tonumber(value)
end
regional_weather = {}
regional_weather.settings = {}
regional_weather.settings.damage = get_setting_bool("damage", true)
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)
regional_weather.settings.player_speed = get_setting_bool("player_speed", false)
regional_weather.settings.snow = get_setting_bool("snow_layers", true)
regional_weather.settings.snow_griefing = get_setting_bool("snow_griefing", true)
regional_weather.settings.puddles = get_setting_bool("puddles", true)
regional_weather.settings.puddles_water = get_setting_bool("puddles_water", false)
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.pedology = get_setting_bool("pedology", true)
regional_weather.settings.lightning = get_setting_number("lightning", 1)
regional_weather.settings.max_height = get_setting_number("max_height", 120)
regional_weather.settings.min_height = get_setting_number("min_height", -50)
regional_weather.settings.cloud_height = get_setting_number("cloud_height", 120)
regional_weather.settings.cloud_scale = get_setting_number("cloud_scale", 40)
-- 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
local S = minetest.get_translator("regional_weather")
regional_weather.i18n = S
-- 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")
@ -46,7 +51,6 @@ dofile(modpath.."/ca_weathers/snow_heavy.lua")
dofile(modpath.."/ca_weathers/storm.lua")
-- register environment effects
dofile(modpath.."/ca_effects/damage.lua")
dofile(modpath.."/ca_effects/lightning.lua")
dofile(modpath.."/ca_effects/speed_buff.lua")
@ -55,4 +59,5 @@ dofile(modpath .. "/abms/puddle.lua")
dofile(modpath .. "/abms/snow_cover.lua")
dofile(modpath .. "/abms/fire.lua")
dofile(modpath .. "/abms/ice.lua")
dofile(modpath .. "/abms/pedology.lua")
dofile(modpath .. "/abms/soil.lua")

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@ -0,0 +1,4 @@
# textdomain:regional_weather
Thin Ice=Dünnes Eis
Puddle=Pfütze
Snow Cover=Schnee

4
locale/template.txt Normal file
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@ -0,0 +1,4 @@
# textdomain:regional_weather
Thin Ice=
Puddle=
Snow Cover=

View File

@ -1,9 +1,8 @@
name = regional_weather
title = Regional Weather
author = TestificateMods
release = 1
depends = climate_api
optional_depends = default, lightning, farming, fire
optional_depends = default, lightning, farming, fire, pedology
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.

View File

@ -1,11 +1,14 @@
[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, wind will boost or penalize player movements based on direction.
regional_weather_player_speed (Change movement speed based on wind) bool false
# 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, snow layers will destroy crops
regional_weather_snow_griefing (Destructive 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
@ -13,19 +16,35 @@ 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, puddles will be marked as water and hydrate farmland.
# Not compatible with some ambient sound or mob mods
regional_weather_puddles_water (Hydrate farmland near puddles) bool false
# If set to true, rain will cause dry farmland to turn wet.
regional_weather_soil (Hydrate farmland) bool true
regional_weather_soil (Hydrate farmland during rain) bool true
# If set to true, fires will be extinguished during rain showers.
regional_weather_fire (Extinguish fire) bool true
# If set to true, rain will wetten or dry nodes from pedology mod.
regional_weather_pedology (Wetten pedology nodes) bool true
# Multiplier for lightning strike chances
# Requires lightning mod to be installed
regional_weather_lightning (Lightning chance modifier) float 1 0 20
[World Configuration]
# 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
# 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
# Average height of cloud bases
regional_weather_cloud_height (Cloud height) int 120
# Maxmial variation of cloud height from base value
regional_weather_cloud_scale (Cloud height variation) int 40

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