[Mod] Snow Biomes [3.2] [snow]

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Dopium
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by Dopium » Thu Dec 26, 2013 03:13

Adding flowers to the depends.txt does not work for me i just get this error: ERROR[main]: mod "snow" has unsatisfied dependencies: "defaultflowers".
Still the same error when syntax is default, flowers
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by Temperest » Thu Dec 26, 2013 04:03

Try putting each mod name on it's own line. Also, if you add a question mark at the end of every line, it will continue to work even if you remove the flowers mod in the future.
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by Dopium » Thu Dec 26, 2013 04:59

Temperest wrote:Try putting each mod name on it's own line. Also, if you add a question mark at the end of every line, it will continue to work even if you remove the flowers mod in the future.


Yeah i get no error now thanks but still flowers are not generating.
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by Neon » Thu Dec 26, 2013 05:53

Dopium wrote:Adding flowers to the depends.txt does not work for me i just get this error: ERROR[main]: mod "snow" has unsatisfied dependencies: "defaultflowers".
Still the same error when syntax is default, flowers


Try "default:flowers". The colon is important.
 

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by Dopium » Thu Dec 26, 2013 06:24

Neon wrote:
Dopium wrote:Adding flowers to the depends.txt does not work for me i just get this error: ERROR[main]: mod "snow" has unsatisfied dependencies: "defaultflowers".
Still the same error when syntax is default, flowers


Try "default:flowers". The colon is important.


I know what you are saying but as far a i know this is different as it depends on the mod folder rather then an item per-say. I tried it anyway to rule it out and yeah a syntax error. The flowers mod i am talking about is part of the default game but not within the default folder itself, if you know what i am saying.

With this mod enabled the default flowers mod will not generate, i have a feeling it is to do with the mapgen files within the snow mod. However i am no coder and this mod looks a little too advanced for me to work out exactly whats causing it. I don't mind giving things a go before asking but yeah i am stuck unfortunately.
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by VanessaE » Sun Jan 19, 2014 16:18

Ok, I've finally dove in and installed this mod and the snowdrift mod onto my Creative and Survival servers. Snow mod is at its default settings, snowdrift has its PROCHA value set to 1 since it barely even touches my server's CPU anyway.
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by paramat » Sun Jan 19, 2014 23:55

That's cool, rain is WIP though since it is continuous within it's defined area. Rain and snow will become intermittent soon. The idea is to match the rain noise parameters to your mapgen's humidity noise parameters.
Last edited by paramat on Sun Jan 19, 2014 23:57, edited 1 time in total.
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by VanessaE » Mon Jan 20, 2014 00:29

Addendum: And...removed both from both servers. Something about them horribly lags the server to the point where no one can connect. The snow mod's particle spawner may be to blame. Maybe I'll re-add these some time, after the engine is capable of doing this without having a heart attack.

Paramat: regarding the rain in your mod - make the drops smaller (maybe 1/3 their current size) and way way way way more numerous - perhaps 10x their current count. Make them fall a little faster also. :-)
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by Splizard » Mon Jan 20, 2014 07:27

VanessaE wrote:Addendum: And...removed both from both servers. Something about them horribly lags the server to the point where no one can connect. The snow mod's particle spawner may be to blame. Maybe I'll re-add these some time, after the engine is capable of doing this without having a heart attack.

Make sure you use the latest GIT version of snow mod and that you disable snowfall in the mods config since you are using snowdrift mod.
Using the latest GIT if you have the server priv you can access the config by running the /snow command.
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by VanessaE » Mon Jan 20, 2014 10:57

I could do that; my copy of snow is up-to-date, using your git repo.

It seems to come down to there being a fatal bug in how the particle spawners are being managed (either in your code or in the engine):

From the server side, I think maybe you're getting caught up in a loop, as something just outright hangs the server's Lua side when a snowstorm starts. I can still issue commands from my IRC bot e.g. to restart the server, and it'll respond and do a graceful restart, but during the hang, no one can log in and no one who is already logged in can actually do anything. The fallen snow is, however, placed on the map properly.

From the client side, last time I used a mod that used spawners (bas080's bees mod, when it was at commit 8dc4d8181a), with even just 30-40 particles visible, the client suffered horrible fps loss, though that didn't seem to be a problem with the snow mod.

I know, it seems like a bunch of random complaints I guess.
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by paramat » Mon Jan 20, 2014 20:19

I'm working in snowdrift mod again, improvements were pushed to github last night and i intend to add an option for snow to collect on the ground in a simple lightweight way.
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by gsmanners » Mon Jan 20, 2014 23:15

I like this mod, but that snowy weather really kills my frame rate. I like to keep it at a silky smooth 60 fps.
 

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by paramat » Mon Jan 20, 2014 23:24

Vanessa, it might not be particle spawners that are the problem, but the fact they spawn large 512x512 textures, could test the effect of the size of them by replacing them with small 7x7 pixel textures.
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by Sokomine » Tue Jan 21, 2014 18:46

The bees mod was devastating to FPS in my client. Admittedly the graphics capabilities of my hardware are rather poor. What I saw of snow recently in MT/freeminer was not to my taste - it was too odd, lagged, and just felt strange. Those individual snowflakes from the old version of the snow mod where strange too, but I got accustomed to them, and they did not cause any problems.
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by jp » Sat Feb 15, 2014 10:31

Hello.

I've tested the Snow Biomes mod in conjunction with MoreTrees & Plantlife mods.

Result : the Snow Biomes mod disable (in game, but not in the configuration) MoreTrees & Plantlife mods. I don't know why...

I've noticed that in several types of mapgen. I've explored far on the maps... same results.
Last edited by jp on Sat Feb 15, 2014 10:34, edited 1 time in total.
 

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by Jordach » Sat Feb 15, 2014 14:14

jp wrote:Hello.

I've tested the Snow Biomes mod in conjunction with MoreTrees & Plantlife mods.

Result : the Snow Biomes mod disable (in game, but not in the configuration) MoreTrees & Plantlife mods. I don't know why...

I've noticed that in several types of mapgen. I've explored far on the maps... same results.
You need to enable them per world.

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by Achilles » Fri Apr 11, 2014 20:00

Can you throw snowballs on this mod? If it the one used on the server that i play on (Xanadu) then i seem to have problems throwing snowballs... It just doesn't seem to work.
Last edited by Achilles on Fri Apr 11, 2014 20:02, edited 1 time in total.
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by Splizard » Fri Apr 11, 2014 22:19

Achilles wrote:Can you throw snowballs on this mod? If it the one used on the server that i play on (Xanadu) then i seem to have problems throwing snowballs... It just doesn't seem to work.

Yes you can. It might not work on servers very well though due to lag.
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by TenPlus1 » Sat Apr 12, 2014 07:15

Achilles wrote:Can you throw snowballs on this mod? If it the one used on the server that i play on (Xanadu) then i seem to have problems throwing snowballs... It just doesn't seem to work.


Xanadu doesn't use the snow biome mod, so no throwing snowballs... Might add it to throwing mod at a later date though...
 

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by alcipri » Sat Apr 12, 2014 18:26

I've been playing minetest with this mod and I would like propose a improvement or a errors :

-When I throw a snowball to a tree, when the snowball hit it, the respective block of wood disappears.
Last edited by alcipri on Sat Apr 12, 2014 18:26, edited 1 time in total.
 

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by Achilles » Mon Apr 14, 2014 17:25

Splizard wrote:
Achilles wrote:Can you throw snowballs on this mod? If it the one used on the server that i play on (Xanadu) then i seem to have problems throwing snowballs... It just doesn't seem to work.

Yes you can. It might not work on servers very well though due to lag.


Sometimes this is true, but i don't think it likely on Xanadu
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by Achilles » Mon Apr 14, 2014 17:28

TenPlus1 wrote:
Achilles wrote:Can you throw snowballs on this mod? If it the one used on the server that i play on (Xanadu) then i seem to have problems throwing snowballs... It just doesn't seem to work.


Xanadu doesn't use the snow biome mod, so no throwing snowballs... Might add it to throwing mod at a later date though...


Oh OK. Just wanted to say that if it is added could it be changed that if a snowball is thrown at a person, the person- who the snowball had been thrown at- would have his screen covered in bits of snow, so he cannot see much.
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Re: [Mod] Snow Biomes [2.0] [snow]

by LazyJ » Fri Apr 25, 2014 22:10

Support for minetest.get_heat(pos) and minetest.get_humidity(pos) was removed from Minetest after the 2014_04_18 unstable release.

This affects "falling_snow.lua" and "util.lua".

Minetest now crashes when attempting to load "falling_snow.lua", even in a new, ungenerated world.

The work-around, at present, is to edit then "init.lua" file and disable the loading of "falling_snow.lua" by commenting out:

Change:
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
dofile(minetest.get_modpath("snow").."/falling_snow.lua")


to:
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
-- dofile(minetest.get_modpath("snow").."/falling_snow.lua")



This means you will no longer have the falling snow visual affect but Minetest will load with the "Snow" mod. If you want/need the falling snow effect, try paramat's "Snowdrift" mod. It was written to work with the "Snow" mod to provide a much lighter snowfall that is easier on the fps.


UPDATE: 2014_04_30

Splizard has fixed the problem so now Mintest worlds and servers that use "Snow" won't crash because of the recent changes to Minetest. \o/

Thanks, Splizard. ;)
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Re: [Mod] Snow Biomes [2.0] [snow]

by VanessaE » Tue May 20, 2014 19:36

Splizard, I have been given a report that this mod still isn't working correctly alongside plants_lib and at least some mods that depend on it.

Apparently as with jp's issue from back in February, nothing that depends on plants_lib, such as moretrees, is able to spawn at mapgen time if the snow biomes mod is also loaded, but nothing crashes and no errors are thrown. Altering depends.txt in any of moretrees, plants_lib, or snow biomes (for example) to alter the load order seems to have any effect according to the person who reported this latest version of the issue.

I've also checked this myself and confirmed it with current git HEAD of your mod, using Dreambuilder game and mapgen v6. What I was able to determine for sure is that plants_lib's mapgen hooks are being called, but the results of those calls are being overwritten by the snow mod.

Can you look into this?
 

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

by paramat » Wed May 21, 2014 20:25

VanessaE, saw your discussion on IRC logs. Im clueless too but ... perhaps 'minetest.after()' could be used to delay plants_lib and moretrees until after snow's on generated mapgen? I seem to remember someone here managed to delay something that way such that it was after even cavegen.
So this is an order-of-mods problem? I have been wanting to order 'on generated' mapgen loops.
 

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

by Splizard » Fri May 23, 2014 01:22

Hey VannessaE, Im not sure why that would be happening.. could it be a minetest bug with voxelmanip? I wouldn't think snow mod is preventing anything else from modifying the map.

@paramat does this happen with any of your mapgen mods?
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Re: [Mod] Snow Biomes [2.0] [snow]

by VanessaE » Fri May 23, 2014 01:45

My first guess was that somehow you are managing to read each map chunk into a vmanip buffer (or however those things work), then plants_lib's calls are run and it makes its changes to the actual map rather than said buffer (since it doesn't know about vmanip), then you make your changes to your vmanip buffer (or maybe at around the same time), then you write your buffer back out *after* plants_lib's changes were made to the map, leaving only your changes visible.
 

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

by HeroOfTheWinds » Fri May 23, 2014 02:47

This is definitely an order of mods problem. What I can say is that the simplest way to fix it is to add "snow" to the list of depends for plants_lib on servers running both mods. Also, changing the mod name to come alphabetically before plants_lib could possibly work...

Have you considered taking the schematic for trees and putting them in minetest.register_decoration since this uses mgv7?
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Re: [Mod] Snow Biomes [2.0] [snow]

by VanessaE » Fri May 23, 2014 04:24

I already tried that, Hero. Order-of-mods apparently doesn't have an appreciable effect on the order that mapgen hooks are executed in this case. Everything that uses plants_lib is affected, not just Moretrees. As for mgv7 support, Moretrees objects don't use schematics but rather L-systems models, but either way Zat is working on it.
 

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

by paramat » Fri May 23, 2014 20:48

Splizard wrote:@paramat does this happen with any of your mapgen mods?

Well i don't run my mapgens alongside snow mod but if i did i expect they would be incompatible.

The problem here is probably not a bug, just an incompatibility, it's to be expected when running multiple mapgens that were not coded with each other in mind. When i run several 'on generated' mapgens at once the result varies greatly depending on the order they are executed.
 

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