not only this. i just dont have weather. like no clouds, no rain, no nothing. only 2 raw and useless stats i can send over chat...
First up, make sure that you grabbed both mods and not just Climate API. If you are missing the Regional Weather mod then you don't have any weather effects installed. Also make sure that you not only installed but also activated both mods in your world.
If that is the case then the only way of testing is to set the base humidity and the base temperature to an extremely high level. That should force it to rain everywhere. If this works then playing with those values should fix your issue.
If both of these fail then there might be a bug in the mod.
i installed from minetest itself... from contentdb/online section... official and updated asf...
and sorry cause on another map (lool) it started clouding A LITTLE. nothing more than a little tbh :/
I was able to verify it working in the game by adjusting temp and humidity to 0 and 100 respectively. I think the values of my humidity and temp are something I need to understand more and calibrate or test more. I just haven't the weather appearing naturally in the game at all.
I agree with previous posters that the mod is a bit confusing. Documentation is pretty good, but it doesn't really direct a new user to understand why they aren't seeing weather in their worlds. Essentially, I think there is room for improvement with humidity values, needs to be some level of randomness and consistency to have weather actually appear on a new installation in some biomes. I don't understand how humidity and temps work well enough yet to comment much further on this. In my game/world I think I need to set the climate API to compensate and add additional humidity to have more rain / snow and other effects, which is really what we're looking for here while also trying to minimize the oddness of snow in a desert biome for example.
Since the author is time and effort constrained, I think we just need to keep a dialogue going here in the thread about this mod and what we're doing to tweak it to behave as expected. I'll do more tweaking and report back eventually. I have this mod running in MeseCraft and think it is a promising API that is extendable and well documented so I would really like to see this one work out.
I agree with previous posters that the mod is a bit confusing. Documentation is pretty good, but it doesn't really direct a new user to understand why they aren't seeing weather in their worlds. Essentially, I think there is room for improvement with humidity values, needs to be some level of randomness and consistency to have weather actually appear on a new installation in some biomes.
Yes, I fully agree that these are the main issues with my mod. That's pretty much the reason I never moved it out of the WIP category. If someone finds the time to experiment with the specific values that might help out folks who wanna use it. You could start by tweaking the mod's configuration or if you wanna do it properly, you could have a look at the weather files from Regional Weather. Every type of weather event has a set of requirements that need to be met. If you manage to tweak those in a way that makes sense then that would solve most of the issues.
I was able to verify it working in the game by adjusting temp and humidity to 0 and 100 respectively. I think the values of my humidity and temp are something I need to understand more and calibrate or test more. I just haven't the weather appearing naturally in the game at all.
I agree with previous posters that the mod is a bit confusing. Documentation is pretty good, but it doesn't really direct a new user to understand why they aren't seeing weather in their worlds. Essentially, I think there is room for improvement with humidity values, needs to be some level of randomness and consistency to have weather actually appear on a new installation in some biomes. I don't understand how humidity and temps work well enough yet to comment much further on this. In my game/world I think I need to set the climate API to compensate and add additional humidity to have more rain / snow and other effects, which is really what we're looking for here while also trying to minimize the oddness of snow in a desert biome for example.
Since the author is time and effort constrained, I think we just need to keep a dialogue going here in the thread about this mod and what we're doing to tweak it to behave as expected. I'll do more tweaking and report back eventually. I have this mod running in MeseCraft and think it is a promising API that is extendable and well documented so I would really like to see this one work out.
no. at me it doesnt. it was mine fault... i just thought its a bug but i just had a good weather lool. take this :
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I know it's been half a year. Life has been incredibly busy. 🤐
I just merged some optimizations and tweaked some stuff about the mod.
Changes in v1.1.0
Dynamic Shadows are now enabled
Shadow intensity changes with time of day and cloud density
Puddles are now more transparent
Wind based speed modifiers now won't happen indoors or underground anymore
Wind based speed modifiers are now disabled by default
Weather effects will cut out sightly more gracefully now when walking underneath a node
Performance optimizations (by mazes-80)
Updates to deprecated API calls (by mazes-80)
Important Performance Notice
Dynamic shadows can have a significant impact on game performance.
I recommend testing different shadow settings or sticking to a low setting.
If you notice FPS drops after this update, tweak your shadow settings!
Hi, I just downloaded and installed this modpack from Contentdb and play with it a little. So far I have no wind, I try setting the wind using /set_wind 1 1 which return:
[code
Failed. Use /set-n <name><value> to create a new string.
[/code]
Running a '/grantme all' didn't reveal any field called 'wind'. There was weather though. Does the command changed?
Running a '/grantme all' didn't reveal any field called 'wind'. There was weather though.
"Weather" is indeed the correct privilege.
Does the command changed?
No. Nothing changed in regards to the commands. I also just verified it again. Works as expected on my end.
The error message is also a weird one. Doesn't sound like anything that I use. Might be a conflict with something else?
I pushed another update. This may not be much from a technical point of view but should drastically alter your experience with the mods. If you had almost none to no rain before, this update will balance it correctly. If you had a snow storm in the desert before, this update will prevent it from happening. If you had puddles or snow covers that accumulate faster than they disappear, this update should (probably) fix that as well.
Changes in v1.1.1
Weather changes less frequently
Rain / snow only in places where it makes sense (not the desert)
Fog appears only in the morning and doesn't fade in and out constantly anymore
Humidity takes biome into consideration much more
More balanced frequency of rain
Removed puddle sounds
Performance improvements
Bugfixes and minimal API changes (replaced base_humidity influence with biome_humidity)
Update Notice
If you made any changes to the settings, make sure you reset them before testing out the mod. Especially the base humidity value should be set to zero. You will likely experience constant rain otherwise.
Maybe this is a very stupid question. Does rain extinct fire or conflagration caused by destructive fire of dragons? I mean the fire enabled in Game-Settings which can spread over a whole forest...
2023-04-08 02:43:25: ERROR[Main]: Main menu error: Runtime error from mod '' in callback handleMainMenuButtons(): Not a mod!
2023-04-08 02:43:25: ERROR[Main]: stack traceback:
2023-04-08 02:43:25: ERROR[Main]: [C]: in function 'check_mod_configuration'
2023-04-08 02:43:25: ERROR[Main]: ....1/minetest/bin/../builtin/mainmenu/dlg_config_world.lua:87: in function 'check_mod_configuration'
2023-04-08 02:43:25: ERROR[Main]: ....1/minetest/bin/../builtin/mainmenu/dlg_config_world.lua:123: in function 'get_formspec'
2023-04-08 02:43:25: ERROR[Main]: ...oland/minetest-5.6.1/minetest/bin/../builtin/fstk/ui.lua:101: in function 'update'
2023-04-08 02:43:25: ERROR[Main]: ...oland/minetest-5.6.1/minetest/bin/../builtin/fstk/ui.lua:145: in function 'handle_buttons'
2023-04-08 02:43:25: ERROR[Main]: ...oland/minetest-5.6.1/minetest/bin/../builtin/fstk/ui.lua:186: in function <...oland/minetest-5.6.1/minetest/bin/../builtin/fstk/ui.lua:172>
I have i3 and 3D-Armor mods active. But if I understood right, in the newest Version of the Weather Bundle conflicts are solved.
There is a strange bug with the last version of Minetest (5.7.0). While enabling the regional weather bundle, the whole scene turns pale. The colors of every objects become pale with a sort of grey/white tone. I have disabled the bloom option but the problem is still there. Could you update the mod to the last version of Minetest ?
Ok. By disabling tone mapping, this effect disappears.
But I have noticed another problem : the rain stops when you move below a tree, or if you place dirt blocks just above you. The rain starts again when you don't have any block above. Is that normal ?
But I have noticed another problem : the rain stops when you move below a tree, or if you place dirt blocks just above you. The rain starts again when you don't have any block above. Is that normal ?
Yes, the weather effects are supposed to stop when you are indoors but the check for that is unfortunately very crude. Afaik all weather mods currently have this issue. Fixing it in a performance-friendly way is non-trivial.
This mod is awesome, with much more realistic weather and particle effects than the other weather mods, BUT...
to add to what yitianetie said, with the built-in weather mod it still rains outside if you go inside a building, it just doesn't rain inside (usually). But with this mod, it stops raining/snowing outside when you go inside, then resumes when you go back outside or in the open.
Also, after updating the server to 5.7.0 (from 5.6.1), the colors are severely washed out, almost black & white, when regional_weather is enabled. Disabling it returns colors to normal. Also, if you are below -100m, the color returns to normal so I guess it's related to fog or other atmospheric effects being disabled underground.
Just thought that you should know about this, apparently the mod isn't quite compatible with the enhanced lighting effects available on the newer version.
Sorry, in my late-night sleep-deprived stupor I failed to notice that yitianetie had detailed the color problem above as well.
Looks like that calculation is done here, in line 40 of ../ca_weathers/ambient.lua:
local light_saturation = map_range(cloud_shadows + daytime_shadows, 0.9, 1.1)
I made the following change to line 53 as a temporary fix, but it of course messes up the cool weather-related lighting/saturation effects:
Sorry, in my late-night sleep-deprived stupor I failed to notice that yitianetie had detailed the color problem above as well.
Looks like that calculation is done here, in line 40 of ../ca_weathers/ambient.lua:
local light_saturation = map_range(cloud_shadows + daytime_shadows, 0.9, 1.1)
I made the following change to line 53 as a temporary fix, but it of course messes up the cool weather-related lighting/saturation effects:
-- maps range of 0 to 1 to any other range
local function map_range(val, low, high)
local cal_val = math.min(math.max(val, 0), 1)
local range = high - low
return low + (cal_val * range)
end
Hello! I was playing with this mod today when suddenly the shadows disappeared. They flicker in for a split once in a while. I believe this is because the sun also disappeared. I don't have any skyboxes conflicting. I'm using the Flatpak version of Minetest. How do I fix this?
Thanks in advance,
QBSteve
Hello! I'm just some random person with an ancient 7 year old potato that is my laptop :)
Hello! I was playing with this mod today when suddenly the shadows disappeared. They flicker in for a split once in a while. I believe this is because the sun also disappeared. I don't have any skyboxes conflicting. I'm using the Flatpak version of Minetest. How do I fix this?
Thanks in advance,
QBSteve
Have you tested it without the mod? I thought this was the expected behaviour when the sun goes behind a cloud. By the way, at least in unmodded Minetest Game, you can just reroll the clouds by reloading the world. That would quickly show you what different cloud conditions look like.
Hello! I was playing with this mod today when suddenly the shadows disappeared. They flicker in for a split once in a while. I believe this is because the sun also disappeared. I don't have any skyboxes conflicting. I'm using the Flatpak version of Minetest. How do I fix this?
Thanks in advance,
QBSteve
Have you tested it without the mod? I thought this was the expected behaviour when the sun goes behind a cloud. By the way, at least in unmodded Minetest Game, you can just reroll the clouds by reloading the world. That would quickly show you what different cloud conditions look like.
If I disable the mod then re-enable weather in MTG then I get shadows again
But there is no clouds the sun could hide behind. I look at where it should be, and it's perfectly clear, but I don't see it.
Perhaps the tilt orbit setting in the shaders causes weird behavior? (I'll test this when I can)
Hello! I'm just some random person with an ancient 7 year old potato that is my laptop :)
Ah, the issue was caused by the "Solar Phases" mod. I didn't realize that it modified the skybox (removed the moon, stars, and sun). Everything seems fine now! :)
Hello! I'm just some random person with an ancient 7 year old potato that is my laptop :)