forked from mtcontrib/regional_weather
Add feature toggles for movement modifier and hydrating puddles
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@ -26,6 +26,11 @@ local node_box = {
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fixed = {-0.5, -0.5, -0.5, 0.5, -0.49, 0.5}
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}
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local apply_water_group
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if regional_weather.settings.puddles_water then
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apply_water_group = 1
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end
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for i = 1,VARIANT_COUNT do
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for flip = 0,1 do
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local name = BLOCK_PREFIX .. i
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@ -54,7 +59,7 @@ for i = 1,VARIANT_COUNT do
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attached_node = 1,
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slippery = 1,
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flora = 1,
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water = 1,
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water = apply_water_group,
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weather_puddle = 1
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},
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drop = "",
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@ -4,6 +4,8 @@ Use this effect to modify a player's movement speed.
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Expects a numeric value that will be multiplied with the current speed physics.
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]]
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if not regional_weather.settings.player_speed then return end
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local EFFECT_NAME = "regional_weather:speed_buff"
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local function handle_effect(player_data)
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22
init.lua
22
init.lua
@ -15,16 +15,18 @@ end
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regional_weather = {}
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regional_weather.settings = {}
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regional_weather.settings.snow = get_setting_bool("snow_layers", true)
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regional_weather.settings.puddles = get_setting_bool("puddles", true)
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regional_weather.settings.soil = get_setting_bool("soil", true)
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regional_weather.settings.fire = get_setting_bool("fire", true)
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regional_weather.settings.ice = get_setting_bool("ice", true)
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regional_weather.settings.pedology = get_setting_bool("pedology", true)
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regional_weather.settings.max_height = get_setting_number("max_height", 120)
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regional_weather.settings.min_height = get_setting_number("min_height", -50)
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regional_weather.settings.cloud_height= get_setting_number("cloud_height", 120)
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regional_weather.settings.cloud_scale = get_setting_number("cloud_scale", 40)
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regional_weather.settings.player_speed = get_setting_bool("player_speed", true)
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regional_weather.settings.snow = get_setting_bool("snow_layers", true)
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regional_weather.settings.puddles = get_setting_bool("puddles", true)
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regional_weather.settings.puddles_water = get_setting_bool("puddles_water", true)
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regional_weather.settings.soil = get_setting_bool("soil", true)
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regional_weather.settings.fire = get_setting_bool("fire", true)
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regional_weather.settings.ice = get_setting_bool("ice", true)
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regional_weather.settings.pedology = get_setting_bool("pedology", true)
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regional_weather.settings.max_height = get_setting_number("max_height", 120)
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regional_weather.settings.min_height = get_setting_number("min_height", -50)
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regional_weather.settings.cloud_height = get_setting_number("cloud_height", 120)
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regional_weather.settings.cloud_scale = get_setting_number("cloud_scale", 40)
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-- warn about clouds being overriden by MTG weather
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if climate_mod.settings.skybox
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@ -1,5 +1,8 @@
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[Features]
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# If set to true, wind will boost or penalize player movements based on direction.
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regional_weather_player_speed (Change movement speed based on wind) bool true
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# If set to true, snow layers will stack up during snowy weather.
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regional_weather_snow_layers (Place snow layers) bool true
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@ -10,8 +13,11 @@ regional_weather_ice (Freeze river water) bool true
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# If set to true, water puddles will form during rain or when snow layers have melted.
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regional_weather_puddles (Place rain puddles) bool true
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# If set to true, puddles will be marked as water and hydrate farmland.
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regional_weather_puddles_water (Hydrate farmland near puddles) bool true
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# If set to true, rain will cause dry farmland to turn wet.
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regional_weather_soil (Hydrate farmland) bool true
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regional_weather_soil (Hydrate farmland during rain) bool true
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# If set to true, fires will be extinguished during rain showers.
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regional_weather_fire (Extinguish fire) bool true
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