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13 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
28 changed files with 335 additions and 188 deletions

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

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@ -87,7 +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

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@ -12,9 +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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@ -5,7 +5,10 @@ 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 = {
@ -17,7 +20,7 @@ minetest.register_node(BLOCK_NAME, {
},
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
@ -39,8 +42,9 @@ climate_api.register_abm({
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)
@ -58,8 +62,9 @@ climate_api.register_abm({
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)

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@ -14,12 +14,13 @@ climate_api.register_abm({
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 25,
min_light = 15
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 > 55 then
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)

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@ -1,6 +1,7 @@
local BLOCK_PREFIX = "regional_weather:puddle_"
local VARIANT_COUNT = 39
local MIN_DISTANCE = 4
local CHECK_DISTANCE = 4
local MAX_AMOUNT = 3
local GROUND_COVERS = {
"group:soil",
@ -12,18 +13,34 @@ local GROUND_COVERS = {
"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 }
}
local apply_water_group
@ -31,17 +48,18 @@ if regional_weather.settings.puddles_water then
apply_water_group = 1
end
for i = 1,VARIANT_COUNT do
for flip = 0,1 do
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:128"
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,
@ -51,7 +69,7 @@ for i = 1,VARIANT_COUNT do
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
use_texture_alpha = true,
use_texture_alpha = "blend",
node_box = node_box,
groups = {
not_in_creative_inventory = 1,
@ -62,20 +80,14 @@ for i = 1,VARIANT_COUNT do
water = apply_water_group,
weather_puddle = 1
},
drop = "",
sounds = {
footstep = {
name = "weather_puddle",
gain = 0.8
}
}
drop = ""
})
end
end
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)
@ -97,11 +109,22 @@ climate_api.register_abm({
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)
@ -109,25 +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:weather_puddle") then return end
minetest.set_node(pos, get_random_puddle())
-- 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 = 10,
chance = 3,
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),
@ -61,15 +66,25 @@ climate_api.register_abm({
},
neighbors = { "air" },
interval = 25,
chance = 40,
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)
@ -77,64 +92,88 @@ climate_api.register_abm({
end,
action = function (pos, node, env)
-- only override air nodes
if node.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
-- 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"
},
neighbors = { "air" },
interval = 25,
chance = 30,
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 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" },
nodenames = { "group:weather_snow_cover" },
interval = 25,
chance = 10,
chance = 85,
catch_up = true,
conditions = {
min_heat = 30
},
action = function (pos, node, env)
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

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@ -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)

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@ -12,21 +12,47 @@ local function calc_cloud_height(heat, humidity, dewpoint)
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 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, 0.15, 0.65),
density = cloud_density,
speed = wind,
thickness = climate_api.utility.rangelim(params.base_humidity * 0.2, 1, 18),
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
@ -50,16 +76,19 @@ local function generate_effects(params)
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, 1.5, 0.15, 0.9) + 0.2
override["regional_weather:speed_buff"] = movement_penalty
return override
end

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@ -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
}

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@ -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
}

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@ -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

@ -1,13 +1,22 @@
local name = "regional_weather:hail"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 30,
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 = {}

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",

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 = 35,
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 = {}

View File

@ -1,11 +1,21 @@
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 = {}

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@ -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"
}
}

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@ -3,10 +3,19 @@ local name = "regional_weather:snow"
local conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
max_heat = 35,
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 = {}

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@ -3,9 +3,18 @@ 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 = {}

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@ -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)

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@ -19,10 +19,11 @@ end
regional_weather = {}
regional_weather.settings = {}
regional_weather.settings.player_speed = get_setting_bool("player_speed", true)
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", 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)
@ -33,18 +34,13 @@ 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, 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")

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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=

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@ -1,7 +1,6 @@
name = regional_weather
title = Regional Weather
author = TestificateMods
release = 100000
depends = climate_api
optional_depends = default, lightning, farming, fire, pedology
description = """

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@ -1,11 +1,14 @@
[Features]
# 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 true
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
@ -14,7 +17,8 @@ regional_weather_ice (Freeze river water) bool true
regional_weather_puddles (Place rain puddles) bool true
# If set to true, puddles will be marked as water and hydrate farmland.
regional_weather_puddles_water (Hydrate farmland near puddles) bool true
# 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 during rain) bool true

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