[Mod] Rain [0.2.0] [rain]

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paramat
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[Mod] Rain [0.2.0] [rain]

by paramat » Thu Aug 14, 2014 00:33

Image


*** This mod has some problems, for the moment only use in a test world ***

for latest stable Minetest back to 0.4.8
Depends default
Licenses: code WTFPL, textures CC BY-SA
Download https://github.com/paramat/rain/archive/master.zip and rename to 'rain'
Code https://github.com/paramat/rain

Use with mapgen v6.
Rain as columns of nodes with animated textures, no particles.
Clouds are 64x64 nodes, equal to one Minetest cloud pixel, and float at y = 64
Rainclouds will spawn near 'default:grass', in humid areas, away from deserts and more than 2 chunks from another cloud. They then drift slowly southward and dissolve over desert sand. They only move if a player is within 32 nodes of the 4 columns under the cloud's corners.
The cloud and rain is designed to pass through other structures (such as floatlands) without griefing, but do test this yourself first.

To clear a world of rainclouds, edit parameters to:
SPAWN = false
CLEAR = true
Then wait near a raincloud (within 32 nodes of a column under a cloud corner) until it clears.
As the cloud moves it may leave a trail of dark cloud, this will disappear when you get close to it and update the world because there's actually 'nothing there'.


Image
Last edited by paramat on Fri Oct 03, 2014 18:50, edited 13 times in total.
 

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Topywo
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Re: [Mod] Rain [0.1.0] [rain]

by Topywo » Thu Aug 14, 2014 09:53

paramat wrote:Dark clouds and rain will spawn over default grass, currently does not remove itself so expect a mess, best to test in a new world.

Eventually the dark clouds will drift southwards and disperse over deserts. Perhaps they will spawn near water and grass, then drift.


Eventually as in newer versions?

Because of the use of the colors/pattern for making the clouds, when flying to the clouds it looks like approaching a tunnel.

I like this mod, because it can be used to trigger the growth of flowers (or terrain change). Just a little test:

Code: Select all
minetest.register_abm({
   nodenames = {"default:desert_sand"},
   neighbors = {"rain:rain"},
   interval = 6,
   chance = 8,
   action = function(pos, node, active_object_count, active_object_count_wider)
   pos.y = pos.y + 1
   minetest.env:add_node(pos, {name = "flowers:geranium"})
   end,
})
 

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aldobr
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Re: [Mod] Rain [0.1.0] [rain]

by aldobr » Thu Aug 14, 2014 13:51

Does it impose a significant load on the server ?
 

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paramat
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Re: [Mod] Rain [0.1.0] [rain]

by paramat » Thu Aug 14, 2014 22:50

Topywo, yes i meant in future versions, only use this in a test world, i only released this now for fun and feedback.

I think the load is more on the clients' FPS, looking through so many transparent plantlike textures, so heavy rain is certainly limited to within a mapchunk, i can extend the cloud a bit though and pixelate it to the default 32 node grid, perhaps shape it with 3D noise ...
 

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Re: [Mod] Rain [0.1.1] [rain]

by SAMIAMNOT » Thu Sep 18, 2014 12:49

Looks interesting.
EDIT 1: So when it rains you see pieces of rain on the ground?
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Re: [Mod] Rain [0.1.1] [rain]

by paramat » Thu Sep 18, 2014 22:17

There are no puddles or raindrops splashing off the ground, i want to keep this simple and lightweight.
 

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Re: [Mod] Rain [0.1.1] [rain]

by SAMIAMNOT » Fri Sep 19, 2014 01:33

So what happens? From what I read raindrops just gather on the ground.
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Re: [Mod] Rain [0.1.3] [rain]

by paramat » Thu Sep 25, 2014 08:08

0.1.3
Still stuff to do but some progress, see first post.
 

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Re: [Mod] Rain [0.1.3] [rain]

by SAMIAMNOT » Sun Sep 28, 2014 00:27

Hmmm. I havent gotten it yet but it looks much better will try next weekend!
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Re: [Mod] Rain [0.1.3] [rain]

by paramat » Mon Sep 29, 2014 00:33

There's a new improved version of this mod coming which works slightly differently, i recommend that players remove any rainclouds in their worlds since they will be incompatible with the new system.
To do this in v0.1.2 or v0.1.3 first disable the spawning abm by editing in a node that doesn't exist on the surface:
Code: Select all
-- Spawn raincloud
minetest.register_abm({
nodenames = {"default:mese"},
interval = 61,
chance = 4096,
action = function(pos, node)

Then to clear the clouds just place desert sand underneath one and wait nearby (within 32 nodes of the centre of the advancing wall of rain).

The new version of this mod is actually at github as v0.1.4 but i need to test it before i can recommend using it in anything other than a test world. It will have commands to disable spawning and clear all rainclouds, so that you can cleanly remove the mod at any time.
 

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Re: [Mod] Rain [0.2.0] [rain]

by paramat » Mon Sep 29, 2014 05:06

Version 0.2.0
First post updated.
Now tested and should hopefully be okay to use in your worlds. There are options to clear a world of rainclouds too.
 

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Re: [Mod] Rain [0.2.0] [rain]

by ExeterDad » Fri Oct 03, 2014 03:59

This one is fun. Wasn't sure if it was working or not for a long time as I never saw any rain clouds, and couldn't find evidence in the logs that it had done anything. But one of my sons found a huge cloudburst (after a couple days) and was enchanted. I didn't let the kids know I installed the mod so it was a complete surprise for them. Just wanted you to know it is a hit!
 

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Re: [Mod] Rain [0.2.0] [rain]

by paramat » Fri Oct 03, 2014 05:49

That's good to know. Humid areas away from deserts, so jungles away from deserts are a good place.
 

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Re: [Mod] Rain [0.2.0] [rain]

by philipbenr » Fri Oct 03, 2014 13:51

Paramat: I admire the fact that you made this a really good looking rain mod, but there is a problem and I don't know if you can fix it... When you explore large segments of your world, the rain clouds pop up everywhere. When you exit and relogin, The chuckloading time is prolonged EXTREMELY. In other words, I couldn't play the map until I deleted the mod and used PilzAdams [clean] mod to remove the unknown items.

Just to let you know I am using your mods, but for weather, I am using snowdrift.
 

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Re: [Mod] Rain [0.2.0] [rain]

by SAMIAMNOT » Fri Oct 03, 2014 18:09

Looks like you forgot to remove the old version of the clouds.
It would be extremely helpful if in future versions it either deletes or replaces old clouds.
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Re: [Mod] Rain [0.2.0] [rain]

by paramat » Fri Oct 03, 2014 18:48

philipbenr, i'll look into that, i'm bemused, anyone know what causes that? Perhaps it could be the feature of ABMs being multiple-triggered to compensate for the player being away from the area for a while, that feature causes problems and i'd like to be able to disable that ... opening issue.
I've added a note to the first post saying this mod is problematic.
 

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Re: [Mod] Rain [0.2.0] [rain]

by SAMIAMNOT » Tue Oct 14, 2014 11:58

Clouds dont move. Other than that, its perfect! (though I havent tested rain over houses and roofs, I know rain from Weather would go right through the roof.
IMHO I think clouds should be bigger.
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