[Modpack] Regional Weather Bundle [climate] [1.2.1]
- TestificateMods
- Member
- Posts: 88
- Joined: Sat Apr 11, 2020 02:09
- GitHub: t-affeldt
- In-game: Testificate
Re: [Modpack] Regional Weather Bundle [climate] [1.0.1]
I have now updated the mods and the modpack to include fixes for all of your reported bugs. I have also nerfed the movement penalty caused by the wind.
Re: [Modpack] Regional Weather Bundle [climate] [1.0.1]
Hi, i tried your mod but got a fatal error :/
Code: Select all
ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'climate_api' in callback environment_Step(): .../climate/climate_api/lib/trigger.lua:27: attempt to index local 'env' (a nil value)
2020-05-17 16:43:50: ERROR[Main]: stack traceback:
2020-05-17 16:43:50: ERROR[Main]: .../climate/climate_api/lib/trigger.lua:27: in function 'test_condition'
2020-05-17 16:43:50: ERROR[Main]: .../climate/climate_api/lib/trigger.lua:53: in function 'is_weather_active'
2020-05-17 16:43:50: ERROR[Main]: .../climate/climate_api/lib/trigger.lua:93: in function 'get_active_effects'
2020-05-17 16:43:50: ERROR[Main]: .../climate/climate_api/lib/main.lua:38: in function <.../climate/climate_api/lib/main.lua:15>
2020-05-17 16:43:50: ERROR[Main]: .../minetest/builtin/game/register.lua:429: in function <.../minetest/builtin/game/register.lua:413>
- TestificateMods
- Member
- Posts: 88
- Joined: Sat Apr 11, 2020 02:09
- GitHub: t-affeldt
- In-game: Testificate
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
Hello. Thank you for your report. :) Good thing - I have happened to fix this bug this morning. I just uploaded the newest version to the ContentDB. It should hopefully work for you now.
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
+1!
I love this mod!!!
thanks.....
I love this mod!!!
thanks.....
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
this mod is just what my game was missing and it's very good, but... Is it normal for it to snow on the savannah or in the jungle? How can I disable the snow on certain biomes?
cdb_71b6f99a808c
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
I also have snow in the jungle, but that's because the values are off there. You can even check in this mod, WHY a certain weather occurs! In my case, I have a snow biome right next to a jungle and while there are jungle trees, the temperature is really low in that point.
I am using valleys as a mapgen with ethereal, no clue how v7 distributes biomes.
I am using valleys as a mapgen with ethereal, no clue how v7 distributes biomes.
Whatever I say is CC0
- TestificateMods
- Member
- Posts: 88
- Joined: Sat Apr 11, 2020 02:09
- GitHub: t-affeldt
- In-game: Testificate
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
The weather presets are based on humidity and temperature instead of being biome-locked. This *can* happen if the wordgen decides to put a rain forest in colder spot than usual.
Unfortunately, there's no easy setting to change that. But if it bothers you, then you could add a whitelist of biomes to a specific preset. You'd need to navigate to the respective file (for snow this would be regional_weather/ca_weather/snow.lua and snow_heavy.lua) and add a biome condition. You can check the pollen.lua file for an example. It's really as easy as adding a list of acceptable biome names.
I will definitely test this a bit more myself and maybe I'll add a blacklist feature to disable snow in deserts completely.
Yes. Almost all weather presets are entirely dependent on temperature and humidity instead of biome names. I wanted to have rare instances of rain in a desert and also smooth transitions between biomes. Of course this means that it could also snow in a rain forest if it happens to be a very cold one.Bastrabun wrote: ↑Wed May 20, 2020 08:30I also have snow in the jungle, but that's because the values are off there. You can even check in this mod, WHY a certain weather occurs! In my case, I have a snow biome right next to a jungle and while there are jungle trees, the temperature is really low in that point.
I am using valleys as a mapgen with ethereal, no clue how v7 distributes biomes.
You're welcome. Glad you enjoy my work!
Thank you for your support! :)
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
I did what you said and it gave me the next error:TestificateMods wrote: ↑Wed May 20, 2020 14:54The weather presets are based on humidity and temperature instead of being biome-locked. This *can* happen if the wordgen decides to put a rain forest in colder spot than usual.
Unfortunately, there's no easy setting to change that. But if it bothers you, then you could add a whitelist of biomes to a specific preset. You'd need to navigate to the respective file (for snow this would be regional_weather/ca_weather/snow.lua and snow_heavy.lua) and add a biome condition. You can check the pollen.lua file for an example. It's really as easy as adding a list of acceptable biome names.
I will definitely test this a bit more myself and maybe I'll add a blacklist feature to disable snow in deserts completely.
Code: Select all
ModError: Failed to load and run script from /home/user/.minetest/mods/regional_weather/init.lua:
...ser/.minetest/mods/regional_weather/ca_weathers/snow.lua:10: '}' expected (to close '{' at line 3) near 'has_biome'
stack traceback:
[C]: in function 'dofile'
/home/user/.minetest/mods/regional_weather/init.lua:48: in main chunk
Check debug.txt for details.
Code: Select all
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
has_biome = {
"alpine",
"snowy",
"frost",
"frost_ocean",
"snowy_grassland",
"snowy_grassland_ocean",
"grassy",
"grassy_ocean",
"grassytwo",
"grassytwo_ocean",
"glacier",
"glacier_ocean",
"grayness",
"grayness_ocean",
"mountain",
"tundra",
"tundra_beach",
"tundra_highland"
}
}
cdb_71b6f99a808c
- TestificateMods
- Member
- Posts: 88
- Joined: Sat Apr 11, 2020 02:09
- GitHub: t-affeldt
- In-game: Testificate
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
Code: Select all
daylight = 15
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
Thank you, now it worked :)TestificateMods wrote: ↑Thu May 21, 2020 15:57You have a syntax error. This line needs to be ended with a comma, like this daylight = 15,Code: Select all
daylight = 15
cdb_71b6f99a808c
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
I made the white list but the snow layer still appears
cdb_71b6f99a808c
- TestificateMods
- Member
- Posts: 88
- Joined: Sat Apr 11, 2020 02:09
- GitHub: t-affeldt
- In-game: Testificate
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
Ah, sorry. Yes, the snow layers are configurable separately. Go to regional_weather/abms/snow_cover.lua and you will find the same type of configuration at line 103.
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
Is there a convenient way to pull all the changes from the git, too?
Neither git fetch --recursive nor git pull --recursive do the trick.
Neither git fetch --recursive nor git pull --recursive do the trick.
- Lone_Wolf
- Member
- Posts: 2577
- Joined: Sun Apr 09, 2017 05:50
- GitHub: LoneWolfHT
- IRC: LandarVargan
- In-game: LandarVargan
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
`--recurse-submodules=yes` in a git pull or `git submodules update` IIRC
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
thanks :)TestificateMods wrote: ↑Sun May 24, 2020 01:16Ah, sorry. Yes, the snow layers are configurable separately. Go to regional_weather/abms/snow_cover.lua and you will find the same type of configuration at line 103.
cdb_71b6f99a808c
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
After rainstorm in the mountains (IMO super realistic sound, particularly wind, impressive rainfall) at height 100 the environment was covered with puddles. No surprise, but they do not dry when the weather is fine. As I changed the settings to "puddles deactivated", I found the nodes with puddles converted into unknown nodes. How long does the puddles take to dry?
I will have to change max height to something over 120 'cause mountains I dwell in are snowy on top and until ca. 140 high. Do I have to take anything into account then? Above the clouds there is no weather, if I remember right. But the clouds are in buildings also, i.e. they billow through them.
I will have to change max height to something over 120 'cause mountains I dwell in are snowy on top and until ca. 140 high. Do I have to take anything into account then? Above the clouds there is no weather, if I remember right. But the clouds are in buildings also, i.e. they billow through them.
CFS - still widely unknown
- TestificateMods
- Member
- Posts: 88
- Joined: Sat Apr 11, 2020 02:09
- GitHub: t-affeldt
- In-game: Testificate
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
Yes, that is a bug that's currently happening. You could try to download the recent snapshot of Regional Weather from Github and see if that fixes things. I have made some adjustments but I'm not entirely sure whether I've fixed that or not. I am working on it, though.
Damn. That's a new one. It's intended to alias the puddles to air nodes if disabled. I'll have a look at it. Thank you.As I changed the settings to "puddles deactivated", I found the nodes with puddles converted into unknown nodes.
If you increase max height then you might want to consider increasing cloud height as well. But it really comes down to preference, not much that could go wrong here.I will have to change max height to something over 120 'cause mountains I dwell in are snowy on top and until ca. 140 high. Do I have to take anything into account then? Above the clouds there is no weather, if I remember right.
Yeah, there's nothing I can do about that unfortunately. The engine only lets me set height, speed, color and that sort of stuff for the entire cloud layer. But the physics are out of my hands.But the clouds are in buildings also, i.e. they billow through them.
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
Downloaded the snapshot, but the problem remains.Yes, that is a bug that's currently happening. You could try to download the recent snapshot of Regional Weather from Github and see if that fixes things. I have made some adjustments but I'm not entirely sure whether I've fixed that or not. I am working on it, though.
Animals from mobs_animals take the puddles as water. They jump to get off of it. Two horses even drowned! At this time puddles make a lot of trouble for me.
I confirm that the unknown nodes appear every time I disable puddles in the settings.Damn. That's a new one. It's intended to alias the puddles to air nodes if disabled. I'll have a look at it. Thank you.
Changed to 140. Works.If you increase max height then you might want to consider increasing cloud height as well. But it really comes down to preference, not much that could go wrong here.
But the clouds are in buildings also, i.e. they billow through them.
Ah, ok. With higher clouds this unwanted effect is eliminated :)Yeah, there's nothing I can do about that unfortunately. The engine only lets me set height, speed, color and that sort of stuff for the entire cloud layer. But the physics are out of my hands.
The wind effect, that makes the palyer slow down, keeps on to affect moving even in caves. Tested it until depth of 200. Wind direction was obviously north. Everytime I turned to go north, player's speed slowed down significantly.
CFS - still widely unknown
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
@TesificateMods, I have a presumption I maybe should have had earlier. I'm on the 5.3 dev branch. Usually I don't experience any disability of features but your mod handles a more sensible field.
CFS - still widely unknown
- TestificateMods
- Member
- Posts: 88
- Joined: Sat Apr 11, 2020 02:09
- GitHub: t-affeldt
- In-game: Testificate
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
You can deativate the setting "Make puddles hydrate farmland". The puddles are marked as water for this effect but I expected some compatibility issues from it. If you deactivate this setting in Regional Weather then you can still have the puddles but without the mobs_animals incompatibility issues you mentioned. If more people report this then I might change the default to disabled.
I currently don't have the time to investigate (because of work and I'm also moving right now) but I will fix this later.I confirm that the unknown nodes appear every time I disable puddles in the settings.
That's a very good point. I will need to make some tweaks to this as well. Thank you.The wind effect, that makes the palyer slow down, keeps on to affect moving even in caves. Tested it until depth of 200. Wind direction was obviously north. Everytime I turned to go north, player's speed slowed down significantly.
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
Hi, thanks for that awesome mod! (: I love how it adds to the atmosphere of the game.
But i am stuck with a config-problem/question, so it would be nice if someone can help. thx in advance!
How can i change the chance for rain/whatsoever-weather - in my world i am using a 24h day/night-cycle and the "immersion" gets bad if it rains nearly all 20 Minutes or so. I would prefer to configure it like: maximum 1-4 times of rain per one day/night-cycle.
is this possible? or something near to that?
But i am stuck with a config-problem/question, so it would be nice if someone can help. thx in advance!
How can i change the chance for rain/whatsoever-weather - in my world i am using a 24h day/night-cycle and the "immersion" gets bad if it rains nearly all 20 Minutes or so. I would prefer to configure it like: maximum 1-4 times of rain per one day/night-cycle.
is this possible? or something near to that?
- freshreplicant
- Member
- Posts: 224
- Joined: Sun Aug 09, 2020 10:37
- In-game: freshreplicant
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
Hey TestificateMods, just have question regarding your bundling of mobkit in climate - I am having an issue where for some reason other mods that depend on mobkit (like Petz) do not seem to recognise that mobkit has been bundled with climate (and so should be running), but if I install mobkit as a separate mod, it tends to deactivate itself in favour of the one you included. If I manually toggle the stand-alone mobkit on, everything works, but I am wondering if there's a more graceful solution.
I am new to Minetest and modding, so it's very possible I overlooked something very basic! Thanks for your work on the mod anyhow, feels very immersive.
I am new to Minetest and modding, so it's very possible I overlooked something very basic! Thanks for your work on the mod anyhow, feels very immersive.
- TestificateMods
- Member
- Posts: 88
- Joined: Sat Apr 11, 2020 02:09
- GitHub: t-affeldt
- In-game: Testificate
Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]
You can play around with the base humidity value in the config. If you decrease that then rain will happen less frequently. But other than that a simple switch in location also often works. Rain is dependent on local climate so moving into a less humid zone will reduce chances for rain.
You can just go to your mods folder and delete mobkit from my bundle. It's the same version as installing it yourself.freshreplicant wrote: ↑Mon Aug 10, 2020 14:12Hey TestificateMods, just have question regarding your bundling of mobkit in climate - I am having an issue where for some reason other mods that depend on mobkit (like Petz) do not seem to recognise that mobkit has been bundled with climate (and so should be running), but if I install mobkit as a separate mod, it tends to deactivate itself in favour of the one you included.
Who is online
Users browsing this forum: No registered users and 2 guests