As many of you know, I deployed the beta version of my snowfall mod last week which adds realistic precipitation in combination with the in-game weather simulator. I also refined the perlin noise parameters so air temperature and wind speed are somewhat more gradual.


Snow progressively accumulates outdoors when the air temperature is below freezing, otherwise it slowly melts and forms puddles. Rain can also accumulate during thunderstorms, forming puddles. The rate at which snow and rain accumulates will of course vary depending on the intensity of the storm. There is no way to gather rainwater with buckets, but it is possible to dig snow as usual, as long as it is not within a protected area.
Large bodies of water, like lakes and rivers, are also prone to ice formation. So be careful not to get trapped below the ice! Once the air temperature rises above freezing, however, then the surface will return to its liquid state. To prevent unintended griefing of protected areas, however, ice will only melt within 200 meters of spawn.
Due to the nature of voxel-based games like Minetest, two nodes can't occupy the same space. Therefore, I was forced to use some rather sophisticated tricks to achieve snow cover of fences, stairs, slabs, rails, etc. The end result, however, is well worth the effort.

Currently the snowfall mod is implemented entirely with ABMs. The primary shortcoming of this method is that map blocks must always be loaded and active. This has the potential to increase lag. However, I've spent considerable time optimizing and stress-testing the precipitation routines so CPU consumption is neglible (only about 0.008 seconds per minute is spent rendering).
Another experimental implementation of the snowfall mod is also in the works. It will operate completely independent of players, with no reliance on ABMs. However, it is a much larger scale operation. So server-wide snowfall or rainfall is obviously not feasible. Multiple weather systems within limited regions of the the map is a more viable option. Besides reducing overhead, this should prove more realistic. In addition, I'd like to introduce a /radar chat command so that players can easily track storm activity.
Here is a screencap from my secondary test server, that is currently devoted to R&D of the snowfall mod.
