Download and details on: https://gitlab.com/rautars/weather_pack
Licensing:
- Code: MIT
Mod dependencies: lightning (optional)
Tested on: Minetest 0.5.1


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...
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...
LGPL 2.1+Martin_Devil wrote:Hi. Which version of the LGPL? LGPL 2.1, 2.1+ or 3.0?
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)
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"?
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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
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.
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!
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.
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!
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weather_allow_abm=falseCode: Select all
ERROR[Main]: mod "thunder" has unsatisfied dependencies: "lightning"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"
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