[Modpack] Regional Weather Bundle [climate] [1.0.2]

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TestificateMods
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Re: [Modpack] Regional Weather Bundle [climate] [1.0.1]

by TestificateMods » Post

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.

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shazen
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Re: [Modpack] Regional Weather Bundle [climate] [1.0.1]

by shazen » Post

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>

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TestificateMods
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Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

by TestificateMods » Post

shazen wrote:
Sun May 17, 2020 16:48
Hi, i tried your mod but got a fatal error :/
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.

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shazen
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Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

by shazen » Post

Thanx a lot

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Codesound
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Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

by Codesound » Post

+1!

I love this mod!!!

thanks.....

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uwu666
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Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

by uwu666 » Post

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?

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Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

by Bastrabun » Post

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.

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Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

by TestificateMods » Post

uwu666 wrote:
Wed May 20, 2020 07:41
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?
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.
Bastrabun wrote:
Wed May 20, 2020 08:30
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.
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.
shazen wrote:
Mon May 18, 2020 13:05
Thanx a lot
You're welcome. Glad you enjoy my work!
Codesound wrote:
Mon May 18, 2020 17:02
+1! I love this mod!!! thanks.....
Thank you for your support! :)

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uwu666
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Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

by uwu666 » Post

TestificateMods wrote:
Wed May 20, 2020 14:54
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.
I did what you said and it gave me the next error:

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.
and I have the snow.lua file as:

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"
	}
}

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TestificateMods
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Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

by TestificateMods » Post

uwu666 wrote:
Wed May 20, 2020 20:18
I did what you said and it gave me the next error

Code: Select all

daylight	= 15
You have a syntax error. This line needs to be ended with a comma, like this daylight = 15,

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uwu666
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Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

by uwu666 » Post

TestificateMods wrote:
Thu May 21, 2020 15:57
uwu666 wrote:
Wed May 20, 2020 20:18
I did what you said and it gave me the next error

Code: Select all

daylight	= 15
You have a syntax error. This line needs to be ended with a comma, like this daylight = 15,
Thank you, now it worked :)

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uwu666
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Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

by uwu666 » Post

I made the white list but the snow layer still appears

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Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

by TestificateMods » Post

uwu666 wrote:
Fri May 22, 2020 22:46
I made the white list but the snow layer still appears
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.

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Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

by ThorfinnS » Post

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.

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Re: [Modpack] Regional Weather Bundle [climate] [1.0.2]

by Lone_Wolf » Post

`--recurse-submodules=yes` in a git pull or `git submodules update` IIRC

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