[Mod] Weather (Snow, Rain) [weather]

paramat
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by paramat » Sat Nov 02, 2013 07:11

MirceaKitsune wrote:3 - Rain particles should only face the camera horizontally, not vertically (snow is good as it is). If you look forward as it rains, you see the rain fall correctly. But if you look up, you see panels of blue lines coming toward you. Proller said a vertical parameter for particles already exists, so this should be fixed soon.

Until then this can be solved by drawing rain droplets as spheres instead of elongated lines, this will also increase visibility in rain = make it less annoying.
Perhaps i will release a 'light rain / raindrift' mod that will have 1 particle per rain droplet, with rain triggered by high humidity and temperature ... might combine it with snowdrift mod ...
Last edited by paramat on Sat Nov 02, 2013 07:12, edited 1 time in total.
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by Silent-Hunter » Wed Nov 06, 2013 23:35

Any idea why this might happen?:

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
GUIConfigureWorld: Not allowing focus change.
18:30:51: ERROR[main]: mod "digilines_inventory" has unsatisfied dependencies:  "require"
[moreores] loaded.
[Mod] Memorandum [0.0.9] [memorandum] Loaded...
[Mod] Inventory Tweak _loaded
[Plantlife Library] Loaded
[Moretrees] Loaded (2013-02-11)
[Mod] Ferns [0.1.2] [ferns] Loaded...
[Poison Ivy] Loaded.
[Junglegrass] Loaded.
[Flowers] Loaded.
[Bushes] Loaded.
[OK] Mesecons
Pipeworks loaded!
18:30:51: ACTION[main]:         .__               __                   __   
18:30:51: ACTION[main]:   _____ |__| ____   _____/  |_  ____   _______/  |_
18:30:51: ACTION[main]:  /     \|  |/    \_/ __ \   __\/ __ \ /  ___/\   __\
18:30:51: ACTION[main]: |  Y Y  \  |   |  \  ___/|  | \  ___/ \___ \  |  | 
18:30:51: ACTION[main]: |__|_|  /__|___|  /\___  >__|  \___  >____  > |__| 
18:30:51: ACTION[main]:       \/        \/     \/          \/     \/       
18:30:51: ACTION[main]: World at [/home/silent/.minetest/worlds/Original_Home]
18:30:51: ACTION[main]: Server for gameid="minetest" listening on port 30000.
creative inventory size: 489
18:30:51: ACTION[ServerThread]: Silent-Hunter joins game. List of players: Silent-Hunter
Font size: 8 16
18:31:16: ACTION[ServerThread]: Silent-Hunter leaves game. List of players:
18:31:16: ERROR[main]: ServerError: LuaError: error: /home/silent/.minetest/mods/weather/weather/rain.lua:16: bad argument #1 to 'add_particlespawner' (number expected, got table)
18:31:16: ERROR[main]: stack traceback:


I probably have too old a version. I have the 0.4.7 that came in the Gentoo repos.
 

kwalters-price
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by kwalters-price » Thu Nov 07, 2013 06:03

can i get this mod?
 

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by LionsDen » Thu Nov 07, 2013 17:47

kwalters-price wrote:can i get this mod?


Just go to the first post and click the download link. If you aren't sure how to install a mod, there are numerous answers to people with the same questions all over the forum. There is also a FAQ somewhere. Just use your favorite search engine to find the answers you are looking for.
 

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Silent-Hunter
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by Silent-Hunter » Fri Nov 08, 2013 06:47

I doublechecked, I have particles enabled. And yet I still get the error I posted above.
 

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by zyy571137 » Mon Dec 09, 2013 02:14

open the rain.lua, replace the add_particlespawner as follow :)
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

        minetest.add_particlespawner(25, 0.5,
            minp, maxp,
            vel, vel,
            acc, acc,
            0.8, 0.8,
            25, 25,
            false,  "weather_rain.png", player:get_player_name())

 

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by zyy571137 » Mon Dec 09, 2013 02:15

open the rain.lua, replace the add_particlespawner as follow :)
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
 minetest.add_particlespawner(25, 0.5,
            minp, maxp,
            vel, vel,
            acc, acc,
            0.8, 0.8,
            25, 25,
            false,  "weather_rain.png", player:get_player_name())


Silent-Hunter wrote:I doublechecked, I have particles enabled. And yet I still get the error I posted above.
 

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Re: [Mod] Weather (Snow, Rain) [weather]

by davidforsure!!! » Mon Apr 21, 2014 07:57

can i say something..... your mod is awesome but the rain and the snow is so buggy pls fixed it in the next update...i mean the rain/snow is glitching in some node so it feels wet even if you are in your own house.....but anyway +10 i will make it +infinite if you fixed it!!!!!
 

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Re: [Mod] Weather (Snow, Rain) [weather]

by SAMIAMNOT » Mon Sep 08, 2014 21:29

This mod is nice but it doesn't always work. Like I can be playing on my Windows 8.1 laptop and not get any weather after an hour and a half and yet on my Windows XP desktop with 256 MB I can get weather after 20 mins. Is there some sorta menu where I can choose how often there's weather?
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Re: [Mod] Weather (Snow, Rain) [weather]

by Minetestforfun » Tue Sep 09, 2014 10:07

Someone can tell me what is the better "weather mod" for minetest 0.4.10 (compatibility, stability, less performence use) ?

[weather] or [snowdrift] or an other ?
 

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Re: [Mod] Weather (Snow, Rain) [weather]

by SAMIAMNOT » Tue Sep 09, 2014 12:21

This mod is good though I haven't used any other mod.
I'd like to see a feature where it only eains or snows under clouds. Also I think gray raindrops would be better looking.
And I think it should rain or snow depending on the date and snow all day on Christmas.
What do you think of my ideas?
*EDIT* Does snow pile up?
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Re: [Mod] Weather (Snow, Rain) [weather]

by Nathan.S » Thu Oct 30, 2014 17:45

Looks like the particle spawner needs an update.
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
12:33:52: ACTION[ServerThread]: Deprecated add_particlespawner call with individual parameters instead of definition
12:33:52: ACTION[ServerThread]: stack traceback:
12:33:52: ACTION[ServerThread]:    [C]: in function 'add_particlespawner'
12:33:52: ACTION[ServerThread]:    ...han/.minetest/mods/minetest-mod-weather/weather/snow.lua:19: in function <...han/.minetest/mods/minetest-mod-weather/weather/snow.lua:2>
12:33:52: ACTION[ServerThread]:    /usr/share/minetest/builtin/game/register.lua:348: in function </usr/share/minetest/builtin/game/register.lua:336>
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Re: [Mod] Weather (Snow, Rain) [weather]

by SAMIAMNOT » Fri Oct 31, 2014 02:46

Also in this world I have there is always this little cloud that rains in a 30x30 space and never moves. That's not supposed to happen, is it?
I test mines.
 

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Re: [Mod] Weather (Snow, Rain) [weather]

by Fredrick01 » Tue Nov 11, 2014 05:54

I have been looking for a weather mod for awhile now, no clue one already existed!! Thanks for posting!
 

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Re: [Mod] Weather (Snow, Rain) [weather]

by dgm5555 » Wed Feb 04, 2015 12:23

Adding this code to Snow.lua under the -- Snow cover section means the snow will gradually melt rather than forming a permanant white square on the ground...

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
minetest.register_abm({
   nodenames = {"weather:snow_cover"},
   interval = 10.0,
   chance = 20,
   action = function(pos, node, active_object_count, active_object_count_wider)
      minetest.env:set_node(pos, {name = "default:water_flowing"})
   end,
})
 

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Re: [Mod] Weather (Snow, Rain) [weather]

by dgm5555 » Thu Feb 05, 2015 21:00

Just a thought about the 30x30 cloud/square on the ground. If you randomly added snow to the ground further out without processing the falling snow. That way there wouldn't be any processor load, but it wouldn't look so artificial.
If you use voxel_manip then you force minetest to load the block which would be a bit safer than just hoping a distant block would be correctly set
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 manip = minetest.get_voxel_manip()
manip:read_from_map(p, p)


Actually on the processor load front. Would it be possible to have a non-particle weather option (using animated walkable nodes). Every computer I've tried it on (including multi-processor pcs) have ground to a halt when the rain or snow starts.

Finally, as it is particularly uncool when it rains inside buildings, what about a quick height check? Something like this would work, you probably only need to check within 5-10 nodes of a player, and if wanted to be really efficient and kept it in an array and only tested unknown columns the speed cost should be pretty negligible:

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
-- This will fail if ground level is below -100 or an obsticle above 96 (but this doesn't happen very often)
--if more robust code is needed then could start at cloud level and keep going down til you hit non-air
local manip = minetest.get_voxel_manip()
for i = 96, -100, -1 do   
   p = {x=targetX, y=i, z=targetZ}
   manip:read_from_map(p, p)
   if minetest.get_node(p).name ~= "air" and minetest.get_node(p).name ~= "ignore" then
      groundLevel = i
      break
   end
end
 

paramat
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Re: [Mod] Weather (Snow, Rain) [weather]

by paramat » Fri Feb 06, 2015 11:10

dgm5555 wrote:Actually on the processor load front. Would it be possible to have a non-particle weather option (using animated walkable nodes).

https://forum.minetest.net/viewtopic.php?f=9&t=9915 this may have some issues, needs more work, and no snow, but uses animated nodes, a method that has many advantages.
 

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Re: [Mod] Weather (Snow, Rain) [weather]

by Samson1 » Fri Aug 21, 2015 15:01

When I first looked at this mod I thought that it would be really good but as soon as I load the map it rained every five minuets, now that would be fine if the rain could not go though every block in the world. If your sanding out side your house and it's raining then go in side your house then all the stuff in your house gets whet.
The same goes for snow, it would be better if it could work of the same system as in Minecraft that way you could enjoy the mod
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Re: [Mod] Weather (Snow, Rain) [weather]

by TenPlus1 » Fri Aug 21, 2015 17:27

Samson1: that's easier said than done but we would need to see minecraft code to see how THEY do it... lol... mods here start off glitchy but over time get better...
 

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Re: [Mod] Weather (Snow, Rain) [weather]

by Silwncer » Sun Aug 23, 2015 12:33

That raining in houses issue is serious and it needs to be fixed
 

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Re: [Mod] Weather (Snow, Rain) [weather]

by Konrad » Sat Aug 29, 2015 23:48

I like having weather in Minetest, but I have one suggestion for improvement. I don't know how easily it can be done, but it would be cool if the clouds and sky could turn grey during rain or snow.
 

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Re: [Mod] Weather (Snow, Rain) [weather]

by benrob0329 » Sun Aug 30, 2015 05:57

Could the rain or snow be controlled by the biom? E.g. if someone was in a snow biom there would ocationally be snowfall, and if they were in a rain forest there would be heavy rain every day, possibly even flash floods every blue moon.

Maybe even have seasons? Like every 180 days change the season?
 

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Re: [Mod] Weather (Snow, Rain) [weather]

by Samson1 » Thu Sep 10, 2015 17:50

benrob0329 wrote:Could the rain or snow be controlled by the biom? E.g. if someone was in a snow biom there would ocationally be snowfall, and if they were in a rain forest there would be heavy rain every day, possibly even flash floods every blue moon.

Maybe even have seasons? Like every 180 days change the season?


Yes, it could, I am thinking of making a mod like this one thats more to Minecraft standards, like the rain falls into houses and it snows on the grass biom.
What would be good is to have a command so instead of it snowing/raining when I am making videos or when I don't want it to I can just type in "/downfall"
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Re: [Mod] Weather (Snow, Rain) [weather]

by nm0i » Wed Oct 14, 2015 06:38

(Not) the same mod mechanics with sound, skybox changes,storms and thunder added.

No weather transition code. Use /help weather

Download (1M)

+ Screenshots
 

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Re: [Mod] Weather (Snow, Rain) [weather]

by mahmutelmas06 » Wed Oct 14, 2015 12:30

nm0i wrote:(Not) the same mod mechanics with sound, skybox changes,storms and thunder added.


+1 for thunder
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Re: [Mod] Weather (Snow, Rain) [weather]

by swordpaint12 » Mon Oct 19, 2015 02:02

Don't particles slow down the game? Is there a build that just kind of stains the screen like when underwater? Would that make the game faster? Could anyone do that?
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Re: [Mod] Weather (Snow, Rain) [weather]

by Don » Mon Oct 19, 2015 03:33

I have made a mod that adds months. The weather is dependent on the month. It is still under development so don't expect it to be perfect. I used parts of this mod to make the weather. If anyone is brave enough to give it a try then the link is below.

Also if you are interested in helping me develop the mod then please PM me. I still have to add the credit to Jeija for the weather. I will do that very soon. I also plan on adding thunder.

https://github.com/DonBatman/mymonths
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Re: [Mod] Weather (Snow, Rain) [weather]

by nm0i » Mon Oct 19, 2015 16:06

Another attempt to add more lag to the game.

This time I added rainbox for indoors weather. Idea is to draw additional particle spawners at 4,8,12 nodes if player is inside.
Download (800532)

+ Spoiler


License: Unilicense for code (WTFPL without swearing), CC0/CCA for sound (credits included), CC0 for textures.
 

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Re: [Mod] Weather (Snow, Rain) [weather]

by kaadmy » Mon Oct 19, 2015 16:31

swordpaint12 wrote:Don't particles slow down the game? Is there a build that just kind of stains the screen like when underwater? Would that make the game faster? Could anyone do that?

That would be quite useful, and so would having a mod-changeable fog color/distance per client, like skyboxes.
Stains would be possible, but couldn't be animated.
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Re: [Mod] Weather (Snow, Rain) [weather]

by Don » Mon Oct 19, 2015 17:29

kaadmy wrote:Stains would be possible, but couldn't be animated.

How do you tint the screen?
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