[Mod] Snow Biomes [3.2] [snow]

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VanessaE
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Re: [Mod] Snow Biomes [2.0] [snow]

by VanessaE » Fri May 23, 2014 21:17

I could agree if not for the fact that plants_lib was written with this mod in mind and even uses its temperature map. :-)
 

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Re: [Mod] Snow Biomes [2.0] [snow]

by Splizard » Sun May 25, 2014 04:03

It doesn't make any sense though as Snow Mod saves the voxel manip during the on_generated call and none of the nodes are modified if snow isn't generated on them, have you tried a older version of the Snow Mod Vannesa?
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Re: [Mod] Snow Biomes [2.0] [snow]

by Vazon » Sun May 25, 2014 04:27

Splizard wrote:It doesn't make any sense though as Snow Mod saves the voxel manip during the on_generated call and none of the nodes are modified if snow isn't generated on them, have you tried a older version of the Snow Mod Vannesa?

Spizard I have and the same thing happens, no matter what the current plantlife becomes void do to the snow mod generating first.
 

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Re: [Mod] Snow Biomes [2.0] [snow]

by LazyJ » Sun May 25, 2014 08:56

On our LinuxGaming.us, Minetest server we have been using the Snow mod for a year now and just recently installed PlantLife and MoreTrees, knowing well in advance of the conflicts these mods have with each other. We came up with a workable solution (not perfect, but workable) to this Snow vs PlantLife issue before installing PlantLife and MoreTrees.



Work-Around (for the time being)

Disable Snow's mapgen by commenting-out lines 1 through 17 in the "mapgen.lua" file. This allows PlantLife and MoreTrees to do their thing. When we want more map-generated snow biomes, we shutdown the server, uncomment the lines, restart, go out and generate new areas till we have a few new snow biomes, shutdown, comment-out the lines again, restart and then let PlantLife do it's stuff.



Snow Resources

To compensate for disabling the snow biomes and the snow fall (snow fall caused big messes when Minetest incorporated lava cooling - we have several builds with exposed lava), crafting recipes were created so players could craft their own snow, ice, and moss (the resources snow biomes provided). Now players can create snow biomes where ever they want and of whatever size they are willing to make them.



PlantLife

As mentioned above, we have been running the Snow mod for a year now, so we have a lot of already-generated portions of the world. PlantLife has been gradually creating ivy, lilies, bushes, and other plants in these existing areas. It is not limited to only newly generated areas.



MoreTrees

MoreTrees, on the other hand, needed a little help. Our admins and moderators planted the various saplings in and around areas where players are active. The players then harvested the trees and planted their own saplings. Within a week our Minetest server began to look like MoreTrees had been installed all along. ;)
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Re: [Mod] Snow Biomes [2.0] [snow]

by LazyJ » Mon Jun 02, 2014 14:12

LazyJ's Fork of Splizard's "Snow" Mod

At LinuxGaming.us, we have been using Splizard's Snow mod, a Minetest standard, in our Minetest server for a year now. I've been tweaking and patching things here-and-there and had a few ideas. The little "here-and-there" things progressed into bigger and more complex changes. Maybe other folks will enjoy these fixes, changes, and additions.




New Block and New Textures!

Image

New block: "Snow Cobble"
New texture: "Snow Brick" based off of default stone brick to fit in better with the overall look of Minetest's default textures.
New texture: "Ice" is now semi-transparent and cooool!



Snow House

Image

Showcasing each of the new and updated blocks and textures, this house is made of snow, ice, and wood. Snow cobble can be rotated to make the stones look more like they were randomly placed instead of a perfect, mirror copy of each other. Same can be done with snow bricks, ustilizing their grout lines to direct the eye. The new, semi-transparent ice was used for windows.



Semi-Transparent Ice

Image

The normal, default Minetest texutre for ice looks something like a blue waffle iron. In keeping with ice's glass-like properties, this new texture is almost see-through. Ice is harder to dig than snow and when ice does eventually break, it sounds like shattering glass. However, unlike glass, ice will freeze the ground in to dirt_with_snow and will melt into a watery mess if too close to a heat source. Be careful what you choose to illuminate your ice-house with.



Ice Makers

Image

One of the many updates in this fork is that all snow and ice blocks, stairs, slabs... even then smallest, thinnest microslab will freeze water into blocks of ice. The one and only exception to this freezing group are ice blocks themselves. If allowed to freeze water into ice, ice blocks would eventually freeze-over all connected bodies of water.



"More Blocks" Compatible

Image

Another new feature of this fork of the "Snow" mod is compatibiliy with "More Blocks'" circular saw to produce a wide variety of rotatable, auto-positioning, stairs, slabs, panels, and microblocks.



Sample Showcase

Image

Here are some examples of what Snow's new and updated blocks can be made into when used with the circular saw from Calinou's "More Blocks" mod. Corner blocks for sturdy builds and smoother roof corners. Half-stairs for crown molding in the corners or support braces under bridges and tunnels. Thin, transparent, sleek, modern-looking stairs for elegance in modern builds. These are just a few of the block varieties that can be produced now with "Snow" and "More Blocks".



Star Light, Star Bright

Image

Christmas tree stars now light-up! When the tree grows the star is brightly lit. The updated version in this Snow fork can be turned off (and on again) by punching the star for daker, more subtle lighting in wintery, holiday scenes. Another update is the individual leaf blocks give off a very low level of lighting to enhance the mood.



Blinking Lights and Glittering Garland

Image

The Christmas trees received a festive-holiday boost in this fork of Splizard's "Snow" mod. The Christmas trees now light-up with alternating, blinking lights and glowing stars. Tiny light reflections in the gold garland, that change when the lights blink, add a little extra glitter to the scene.



Original Mod by Splizard: "Snow"
Minetest version: 0.4.9
Depends: default
Recommended Additional Mods: "More Blocks" by Calinou (2014_05_11 or newer)
License: GPL v2
Source Code: http://github.com/LazyJ/snow
Download (.zip): http://github.com/LazyJ/snow/archive/master.zip

Install:
  • After downloading, unzip the file.
  • Rename the directory "snow-master" to "snow"
  • Copy the "snow" directory into either ../minetest/worlds/yourworld'sname/worldmods/ or ../minetest/mods/
  • If you put "snow" in the ../minetest/mods/ directory, either enable the mod from within Minetest's "Configure" button (main menu, bottom right) or by adding this line to the world's "world.mt" file:
    Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
    Code: Select all
    load_mod_snow = true

+ MapGen - NOT Fixed


+ Fixed


+ Changed


+ Added
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Re: [Mod] Snow Biomes [2.0] [snow]

by VanessaE » Mon Jun 02, 2014 18:39

"The one and only exception to this freezing group are ice blocks themselves. If allowed to freeze water into ice, ice blocks would eventually freeze-over all connected bodies of water."

Use two ice nodes - the regular/default one, and a duplicate under a new name that's only ever created when water freezes over. Have it drop the default ice, and have some code in there that forces it to be placed as default ice also. Then you can differentiate between them in your freeze-over code. This would be similar to what I did with obisian, basalt, and pumice in Gloopblocks.
 

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Re: [Mod] Snow Biomes [2.0] [snow]

by Splizard » Mon Jun 02, 2014 23:41

@lazyJ would you like me to merge the changes and give you write access to the snow mod github? you have done a great job with improving snow mod! I don't play on many servers so im rather unaware on issues regarding server greifing and the like.
Ill try and look into the plantlife bug when I can.
@VannesaE
or a paramtype value which shows if ice is freezable or not. this would avoid creating another node. this could even decrease gradually to freeze a small lake or so.
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Re: [Mod] Snow Biomes [2.0] [snow]

by LazyJ » Tue Jun 03, 2014 14:57

Splizard wrote:@lazyJ would you like me to merge the changes and give you write access to the snow mod github? [clipped]...


Splizard, thank you. I would be honored.

I'm still a novice with GitHub. To make merging stuff easier, what do I need to do?
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Re: [Mod] Snow Biomes [2.0] [snow]

by Inocudom » Tue Jun 03, 2014 15:03

Could you please make a post about this mod in the forums of Freeminer (a fork of Minetest) for the convenience of those that use it?
 

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Snow 3.0 Release Candidate.

by Splizard » Thu Jun 05, 2014 04:57

Alright I have merged LazyJ's changes to the latest Git, I have also created an automatic workaround for the Plantlife generation bug and added Ice freezing over when placed manually.
Can some people please test these features before I make a release?

@Inocudom, Ill see if I can do that for the next snow mod release.
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Re: [Mod] Snow Biomes [2.0] [snow]

by Vazon » Thu Jun 05, 2014 05:17

I'm willing to test it
 

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Re: [Mod] Snow Biomes [2.0] [snow]

by Splizard » Thu Jun 05, 2014 05:26

Vazon wrote:I'm willing to test it

Cool, if you would be able to notify me if there is any major problems or unexpected things with the latest Git of snow mod. That would be great thanks!
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Re: [Mod] Snow Biomes [2.0] [snow]

by Vazon » Thu Jun 05, 2014 05:29

seems to work fine moretrees are generating, jsut testing some things and noticed one you are on a sled there is no way off, the sneak key will not release you. and snow seems to cause generations of stone under it in in places not dirt.
 

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Re: [Mod] Snow Biomes [2.0] [snow]

by VanessaE » Thu Jun 05, 2014 06:06

The patch looks deceptively simple; will plants_lib-spawned items inside a snow biome still be able to spawn? Moretrees defines a couple of trees that can spawn there, for example.
 

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Re: [Mod] Snow Biomes [2.0] [snow]

by Splizard » Thu Jun 05, 2014 06:51

VanessaE wrote:The patch looks deceptively simple; will plants_lib-spawned items inside a snow biome still be able to spawn? Moretrees defines a couple of trees that can spawn there, for example.

Yea it's only a workaround, no I don't think plants_lib items and moretrees will spawn in snow biomes, if so this is a problem with the voxel manipulator and it should probably be reported as an issue against Minetest unless a dev can prove otherwise.
Vazon wrote:seems to work fine moretrees are generating, jsut testing some things and noticed one you are on a sled there is no way off, the sneak key will not release you. and snow seems to cause generations of stone under it in in places not dirt.

Thanks Ill look into the sleds, the stone is meant to be an alpine biome where it's too cold for soil and the grass has died ^-^
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Re: [Mod] Snow Biomes [2.0] [snow]

by Vazon » Thu Jun 05, 2014 07:15

o ok that is more understandable, tho could we add like ice stone with like little ice cyrstals forming in the stone and when dug it drops a ice shard, ?? giving the birth of ice tools and ice being craftable with 9 ice shards. You could put that inplace of the stone, personaly i think looking at snow on stone doesnt look all that appealing.
 

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Re: [Mod] Snow Biomes [2.0] [snow]

by Vazon » Thu Jun 05, 2014 07:17

also the sleds are fine it just doesnt seem to respond in 3rd person.
 

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Re: [Mod] Snow Biomes [2.0] [snow]

by Splizard » Thu Jun 05, 2014 07:41

Vazon wrote:also the sleds are fine it just doesnt seem to respond in 3rd person.

Yea minetest doesn't support changing the animation of 3rd person view :/
Vazon wrote:o ok that is more understandable, tho could we add like ice stone with like little ice cyrstals forming in the stone and when dug it drops a ice shard, ?? giving the birth of ice tools and ice being craftable with 9 ice shards. You could put that inplace of the stone, personaly i think looking at snow on stone doesnt look all that appealing.

Yea that could be an idea for a future version.
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Re: [Mod] Snow Biomes [2.0] [snow]

by LazyJ » Sat Jun 07, 2014 14:13

I've been putting the 2014_06_05 GitHub release of Splizard's "Snow" through drills. There is a lot of good things and a few, not-as-good things but overall the Snow mod has taken a leap forward in progress.

Here's what I've found.



Snowball Layers and Water-Freezing Ice
I had a devil of time trying to figure out how to get snowballs to stack into a snow block. Splizard was able to fix that so now nine, layered snowballs automatically switch to a snow block. Another issue was not allowing ice blocks to freeze water_sources into more ice blocks due to the concern that eventually the ice would freeze-over all connected bodies of water. Splizard was able to fix this so the ice, when placed in water, will freeze nearby water_sources but only within a limited range.


Sleds
For this test I used a local server setup so I could see myself from another players' point-of-view. Originally there was a bug in the sled code where, if a player used fly while on the sled, the player would remain stuck in the seated postion even though sled had been removed. During this test the sleds only glitched one time when I was on the sled and used fly. I was not able to duplicate that glitch again and afterwards the sleds were removed immediately as soon as I had flown a couple blocks higher, away from the snow.



Alpine Biomes and Stone Pillars
These are generated but had I not known that they were inteneded to be there, I would have thought they were a mapgen bug. In my opinion (and it's only that) the alpine biomes and stone pillars are not aesthetically pleasing and do not fit in well with the rest of the Minetest landscape.

My experience as a server operator and admin tells me that players will less likely utilize these because:
  • there are easier and more abundant places to get snow from,
  • players don't like leveling dirt to create build areas; they loath having to level stone,
  • the alpine biomes and stone pillars do not contain minerals nor ores so they won't even be worth the players' time and effort to bother with.



PlantLIfe and MoreTrees
The conflict between PlantLife/MoreTrees and Snow has been a long-standing issue. Splizard's work-around for PlantLife is working. Berry bushes and ivy spawned on spots of dirt_with_grass inside the snow biomes and lily pads spawned on water between ice blocks. MoreTrees still won't generate in snow biomes but outside of snow biomes MoreTrees giant trees were sprouting across the landscape. Before, PlantLife and MoreTrees would not produce anything from either of the mods if the Snow mod's mapgen was active.

Encouraged by this new development, I did some digging through MoreTree's code. I found that MoreTree's "biome_defs.lua" file was using "snow:snow" and "snow:dirt_with_snow" instead of the default versions. I added "default:snow" and "default:dirt_with_snow" to every tree's "surface =" line just to increase the chances of something from MoreTrees popping up during the mapgen of a snow biome.

MoreTrees still wouldn't generate in snow biomes but at least now the placed tree saplings would grow (even palm trees). "Placed" saplings - just to renenforce that it was saplings I planted myself. As I went through snow biomes, at new teleoport points, I looked for mapgen spawned saplings inside of the snow biomes I came across. No spawned saplings appeared, not even the douglas fir tree saplings that were coded to work with Snow.

The next thing I tried was adding Snow as a dependency to plant_lib and MoreTrees. That didn't make a difference so I switched the dependencies around and that too made no difference.

Then I remembered that MoreTrees has a setting to switch between spawning saplings or spawning full-grown trees at mapgen. So I switched to spawning full-grown trees and ran through the mapgen drill again. MoreTrees still didn't generate any of its trees in the snow biomes but another clue to this puzzle was revealed - MoreTrees trees that spawned along the edges of snow biomes were sheared-off on their sides by the snow biome. I tried adding and swapping the dependencies again but it still didn't make a difference, the MoreTrees' trees were still getting a severe, side pruning.



Conclusion
Splizard has made a flurry of improvements in recent days and the Snow mod has been greatly improved. There are still some things to work out. The biggest among them, the conflict between the three Minetest standards, PlantLife, MoreTrees, and Snow has finally come to a workable resolution. At least now PlantLife and MoreTrees are able to produce when the Snow mod is installed and players can enjoy the benefits of all three together.
.: Minetest 0.4.14 ~ Linux Mint ~ A moka pot, a French press, a dirty coffee cup, and a spoiled-rotten kitty :.
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Re: [Mod] Snow Biomes [2.0] [snow]

by Kanabris » Sat Jun 07, 2014 17:55

Personal'm having trouble with this mod does not activate an error thus the "init.lua error" and "Check for details debug.txt" I wonder what's going on?? Can you help me with this mod?
 

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Re: [Mod] Snow Biomes [2.0] [snow]

by Splizard » Sat Jun 07, 2014 22:15

Kanabris wrote:Personal'm having trouble with this mod does not activate an error thus the "init.lua error" and "Check fowriteupr details debug.txt" I wonder what's going on?? Can you help me with this mod?

version 2.0 of snow is not compatible with the current minetest, you need to use the latest dev link of snow mod.
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Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
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Re: [Mod] Snow Biomes [2.0] [snow]

by VanessaE » Sun Jun 08, 2014 02:02

LazyJ wrote:Encouraged by this new development, I did some digging through MoreTree's code. I found that MoreTree's "biome_defs.lua" file was using "snow:snow" and "snow:dirt_with_snow" instead of the default versions.

*cowers slightly and hides*

Sorry about that, I never got around to adapting the mod to use the default node names :-)

MoreTrees still wouldn't generate in snow biomes but at least now the placed tree saplings would grow (even palm trees). "Placed" saplings - just to renenforce that it was saplings I planted myself.


Palm trees being able to grow there is actually a bug in Moretrees or plants_lib, I'm not sure which (and I'm too lazy to look into it now ;-) ). Probably the latter - it's supposed to check the node under the grow target to make sure it's a suitable surface, in addition to checking the general biome conditions around it.

MoreTrees still didn't generate any of its trees in the snow biomes but another clue to this puzzle was revealed - MoreTrees trees that spawned along the edges of snow biomes were sheared-off on their sides by the snow biome.


Ouch. Well, now we know of an automated topiary mod! :-D

Conclusion
Splizard has made a flurry of improvements in recent days and the Snow mod has been greatly improved. There are still some things to work out. The biggest among them, the conflict between the three Minetest standards, PlantLife, MoreTrees, and Snow has finally come to a workable resolution. At least now PlantLife and MoreTrees are able to produce when the Snow mod is installed and players can enjoy the benefits of all three together.

I'm glad this is working better. Thanks for all the hard work, both of you!
 

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Version 3.0

by Splizard » Mon Jun 09, 2014 02:36

Well I went ahead and released 3.0, I hope all goes well.
Most of these changes have made it into the new version, plus other changes. try it out!
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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Re: [Mod] Snow Biomes [3.0] [snow]

by heavy gale » Mon Jun 09, 2014 11:48

I just got the following error:
13:29:04: ERROR[main]: ERROR: An unhandled exception occurred: /home/minetest/bin/../mods/snow/init.lua:91: attempt to index local 'node' (a nil value)
13:29:04: ERROR[main]: stack traceback:
13:29:04: ERROR[main]: /home/minetest/bin/../mods/snow/init.lua:91: in function 'place'
13:29:04: ERROR[main]: /home/minetest/bin/../mods/landrush/snow.lua:20: in function </home/minetest/bin/../mods/landrush/snow.lua:12>

This may be a bug in landrush, but the snow mod shouldn't cause a nil pointer exception which shuts down the server either. (Maybe just leave the function when minetest.get_node_or_nil(pos) returns nil.)

EDIT: I added this as an issue on github but i can't delete this forum entry.
 

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Re: [Mod] Snow Biomes [3.0] [snow]

by paramat » Fri Aug 22, 2014 04:03

Okay testing snow alongside plantlife modpack i get the same problem everyone else does, i tried cleaning up splizard's code and deleting the unnecessary 'update_map()' but with no success. Also tried adding snow as a dependancy to all plantlife mods with no success.
Here's the weird thing, reedmace in water (an entity i believe) does actually appear but with no reedmace nodes in the air above it, perhaps this may be a clue to the problem.
I tried all sorts of other stuff to make this work with no success.
 

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Re: [Mod] Snow Biomes [3.0] [snow]

by jp » Fri Aug 22, 2014 06:02

To optimize the association Snow-Plantlife, I think that when 'Snow' mod is activated, 'Plantlife' outght set some "snow-ized" leaves/plants, all in texture-side by a replacement, near or onto a frozen area - instead that 'Snow Biomes' generate some snow's nodes above the trees.

Same way that the 'nature_classic' (blossoming on leaves) in Plantlife.
 

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Re: [Mod] Snow Biomes [3.0] [snow]

by VanessaE » Fri Aug 22, 2014 14:23

That is easily done, but until the bug in the engine is fixed that prevents snow and plants_lib from working together properly inside a snowy area, it'll have to wait - at least as far as mapgen-based plants are concerned. Adding "snow" to a plant via an ABM is doable now, though.
 

Sokomine
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Posts: 2980
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Re: [Mod] Snow Biomes [3.0] [snow]

by Sokomine » Fri Aug 22, 2014 15:03

My moresnow mod allows plants and snow to visually share the same block. It does not add snow on its own. It'd be great if the engine could handle multiple mods which change the map better.
A list of my mods can be found here.
 

paramat
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GitHub: paramat

Re: [Mod] Snow Biomes [3.0] [snow]

by paramat » Fri Sep 19, 2014 00:53

The incompatibility between snow and plantlife/moretrees is fixed thanks to hmmm's commit https://github.com/minetest/minetest/commit/9e4e7072da8f565eef37da7558053a436b9cbba3 it works even without setting dependancies, however mapgen will run much faster if snow mod is chosen to run first.

We had misunderstood the mapgen object voxelmanip, it had been erasing changes made by other mods use of 'add node'.
On-generated functions are run in the order they were registered, which is the order mods are loaded, this order is controlled by dependancies, or if no dependancies are set some currently unknown order.
The mapgen object voxelmanip is so fast because it is just an extension of the core mapgen voxelmanip, so it always reads the map as it was immediately after core mapgen. When it writes back to the map it could erase any changes made by earlier-run on-generated functions.

Hmmm's recent solution is for 'add node' to update the mapgen object voxelmanip.
Last edited by paramat on Sun Nov 09, 2014 09:21, edited 1 time in total.
 

paramat
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GitHub: paramat

Re: [Mod] Snow Biomes [3.0] [snow]

by paramat » Fri Sep 19, 2014 02:26

Splizard, i found a bug at line 252:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
for i=ground_y, ground_y-4, -1 do

should be
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
for y=ground_y, ground_y-4, -1 do


I think the debugging function definition is best moved outside the on-generated function, otherwise you're redefining it every chunk. However the 'minetest.get_content_id()' lines are apparently best moved inside the on-generated function, on advice from hmmmm.

Line 195:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
local belownode = a:index(x, ground_y+2, z)

should perhaps be
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
local belownode = a:index(x, ground_y-1, z)


Line 227:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
elseif ground_y and data[belownode] == c_sand then
if not icy then
data[node] = c_snow
else
data[belownode] = c_ice
end

should perhaps be
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
elseif ground_y and data[node] == c_sand then
if not icy then
data[abovenode] = c_snow
else
data[node] = c_ice
end


Line 316:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
vm:update_map()

Should be deleted, that's only used by the non-mapgen object voxelmanip.


However i have recently rewritten this lua file to use perlinmaps, much faster mapgen, the code is here (license WTFPL) https://github.com/paramat/wieldhandsam2/blob/113f9f4aee4a87608eff34a653d305f78006245e/snow/src/mapgen_v6.lua
Download the repo and it's in there with some other various stuff https://github.com/paramat/wieldhandsam2/archive/113f9f4aee4a87608eff34a653d305f78006245e.zip
I left out the 'biome to string' function.
 

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