[Mod] weather_pack 0.3
[Mod] weather_pack 0.3
This weather mod tries to be simple (no water fluds, no growing snow). However it does basic indoor check, raining has sound.
Download and details on: https://gitlab.com/rautars/weather_pack
Licensing:
- Code: MIT
Mod dependencies: lightning (optional)
Tested on: Minetest 0.5.1
Download and details on: https://gitlab.com/rautars/weather_pack
Licensing:
- Code: MIT
Mod dependencies: lightning (optional)
Tested on: Minetest 0.5.1
Last edited by xeranas on Sun Oct 06, 2019 13:36, edited 15 times in total.
Re: [Mod] weather-pack
Is there a reason to make it a modpack? 99% of people will want all the components, not just one or two...
Re: [Mod] weather-pack
I'm that 1% which will not use all weathers at least until 3685 will be implemented.sofar wrote:Is there a reason to make it a modpack? 99% of people will want all the components, not just one or two...
Re: [Mod] weather-pack
that doesn't explain why it's a modpack.xeranas wrote:I'm that 1% which will not use all weathers at least until 3685 will be implemented.sofar wrote:Is there a reason to make it a modpack? 99% of people will want all the components, not just one or two...
Re: [Mod] weather-pack
To make weathers pluggable. While there no proper lua api for biomes check it makes sense to leave only weather which suits for your subgame. Deleting specific weather folder is most straightforward configuration to disable unwanted weather.
Second to that this mod is heavily modified fork (you can track history through github forks). It was already modpack originally and I decided leaved that way. I guess original authors dislike mods naming convention rules and I cannot blame them for that.
Second to that this mod is heavily modified fork (you can track history through github forks). It was already modpack originally and I decided leaved that way. I guess original authors dislike mods naming convention rules and I cannot blame them for that.
- D00Med
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Re: [Mod] weather-pack
Can't you just make a config setting for weather, so that each type of weather can be enabled or disable with false/true? I did something similar in my subgame, but I don't know if it would work for a mod in any subgame.
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My subgame: viewtopic.php?f=15&t=14051#p207242
My subgame: viewtopic.php?f=15&t=14051#p207242
Re: [Mod] weather-pack
I'm glad that so far ppl sees only mod file structure issue. :)
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Re: [Mod] weather-pack
Hi. Which version of the LGPL? LGPL 2.1, 2.1+ or 3.0?
Re: [Mod] weather-pack
LGPL 2.1+Martin_Devil wrote:Hi. Which version of the LGPL? LGPL 2.1, 2.1+ or 3.0?
- ExeterDad
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Re: [Mod] weather-pack
I took this mod for a test drive last night and have to say I really like it a lot! No issues for me at all. I was most thrilled that the rain/snow didn't come into any of the structures that we had. All the weather was very immersive. And the sound clips were of great quality. I also noticed that I really couldn't see a drop in my fps when switching weather on and off. That's really great news for this eight year old laptop!
I hope you continue fine tuning this modpack as it's definitely a keeper.
I hope you continue fine tuning this modpack as it's definitely a keeper.
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Re: [Mod] weather-pack
Looks great. And I have a suggestion. Enable fog (if not enabled) and reduce the viewing range (if possible form a mod)
Re: [Mod] weather-pack
ExeterDad, thanks!
Unfortunately, I did not find such functions on lua api. Maybe in future MT versions this would be possible (or somebody correct me if I missed).burli wrote:I have a suggestion. Enable fog (if not enabled) and reduce the viewing range (if possible form a mod)
Re: [Mod] weather-pack
To bad.
But what I want to know: why does weather mods use "sunlight_propagates"? Wouldn't it be better to use "walkable"?
But what I want to know: why does weather mods use "sunlight_propagates"? Wouldn't it be better to use "walkable"?
- ErrorNull
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Re: [Mod] weather-pack
yes, we are in need of lightweight weather mod. I'll try this tonight. please keep this going!
Re: [Mod] weather-pack
Mod indoor check depends on get_node_light method. I would like to use more releable check but unfortunately I did not found replacement. Reason why it's not releable is that nodes with 'sunlight_propagates=true' (like glass) propagates 100% sunlight and there no way to differentiate whetever above (or far above) specific position is glass or air block.burli wrote:But what I want to know: why does weather mods use "sunlight_propagates"? Wouldn't it be better to use "walkable"?
As a workaround I introduce option to to override nodes like 'default:glass' sunlight_propagates value. This is more like expermental and disabled by default. Such glass would be useless for warm house like structures.
Code: Select all
if minetest.setting_getbool("weather_allow_override_nodes") then
if minetest.registered_nodes["default:glass"] then
minetest.override_item("default:glass", {sunlight_propagates = false})
end
Weather particles already uses 'collisiondetection = true' so checking for walkable would not give any positive effect. Unless I misunderstand your concept.
Re: [Mod] weather-pack
I believe someone was talking about making particles collide with solid objects. If they do then weather particles would stop even if it is glass. I am hoping for this cause of mymonths. It has weather in it. If the do add it I will try to remember to let you know.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!
A list of my mods can be found here
A list of my mods can be found here
Re: [Mod] weather-pack
Patch pending, will likely be in 0.4.15 and dev builds soon!Don wrote:I believe someone was talking about making particles collide with solid objects. If they do then weather particles would stop even if it is glass. I am hoping for this cause of mymonths. It has weather in it. If the do add it I will try to remember to let you know.
Re: [Mod] weather-pack
Seems mymonths uses vanilla weather mod. I guess reason why this mod was not used 'collisiondetection = true' for particles (aside performance) is because particles is quite big and on collision big particle would stay for a while (until expiration) on ground.Don wrote:I believe someone was talking about making particles collide with solid objects. If they do then weather particles would stop even if it is glass. I am hoping for this cause of mymonths. It has weather in it.
What patch is about? Particle collide already works for glass blocks.sofar wrote:Patch pending, will likely be in 0.4.15 and dev builds soon!
Re: [Mod] weather-pack
I saw this with this weather-pack mod. If rain particles hits the ground they stay there for a short momentxeranas wrote:Don wrote:on collision big particle would stay for a while (until expiration) on ground.
Re: [Mod] weather-pack
this patch adds an option to the particle called "collision_remove". If you set it to "true", then the particle will be removed immediately if it collides with something. It obviously requires the "collisiondetection" option to be set to "true" as well.xeranas wrote:What patch is about? Particle collide already works for glass blocks.sofar wrote:Patch pending, will likely be in 0.4.15 and dev builds soon!
- azekill_DIABLO
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Re: [Mod] weather-pack
this is the best weather mod i've ever seen ;) great job man!
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Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
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DMs are always open if you want to get in touch!
Re: [Mod] weather-pack
Rainy weather now extinguish fire (if fire directly under sky). For this purpose ABM was used. Should not effect performance much as fire nodes normally aren't in big numbers. However I leaved option to disable ABM registration:
Code: Select all
weather_allow_abm=false
Re: [Mod] weather-pack
Really like this mod as its very light weight but well done delivering all the atmosphere needed to make it feel as though its raining ect. Will be following this thread and excited to see further development on this mod. Personally i think all the elements are there, just needs some tweaking and bug fixes. I did get a small error although i think thunder may conflict with a 3d torches mod im using (not sure yet)
Code: Select all
ERROR[Main]: mod "thunder" has unsatisfied dependencies: "lightning"
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Re: [Mod] weather-pack
Mod dependencies: lightning (by sofar)Dopium wrote:Really like this mod as its very light weight but well done delivering all the atmosphere needed to make it feel as though its raining ect. Will be following this thread and excited to see further development on this mod. Personally i think all the elements are there, just needs some tweaking and bug fixes. I did get a small error although i think thunder may conflict with a 3d torches mod im using (not sure yet)Code: Select all
ERROR[Main]: mod "thunder" has unsatisfied dependencies: "lightning"
Re: [Mod] weather-pack
Thanks for the quick response, all is good now.
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