add paramats snowdrift and tweak the settings to be complicit with solar plains biome system

master
Jordach 2017-11-25 22:59:52 +00:00
parent 9cd57f1925
commit f2b5fa08ee
16 changed files with 390 additions and 2 deletions

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secure.enable_security = false
time_speed = 60
#mapgen_settings_here
time_speed = 60

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@ -694,6 +694,7 @@ minetest.register_node("core:cactus", {
mesh = "core_cactus.b3d",
groups = {choppy=3, flammable=2},
sounds = mcore.sound_wood,
damage_per_second = 1,
})
minetest.register_node("core:grass_1", {

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11
mods/snowdrift/README.txt Normal file
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snowdrift 0.5.1 by paramat
For Minetest 0.4.15 and later
Depends default
Licenses:
Source code:
MIT by paramat
Media:
Textures CC BY-SA (3.0) by paramat
Sounds CC BY (3.0) by inchadney
http://freesound.org/people/inchadney/sounds/58835/

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core
atmos

248
mods/snowdrift/init.lua Normal file
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-- Parameters
local YLIMIT = 1 -- Set to world's water level or level of lowest open area,
-- calculations are disabled below this y.
local PRECSPR = 6 -- Time scale for precipitation variation in minutes
local PRECOFF = -0.4 -- Precipitation offset, higher = rains more often
local GSCYCLE = 0.5 -- Globalstep cycle (seconds)
local FLAKES = 32 -- Snowflakes per cycle
local DROPS = 96 -- Raindrops per cycle
local RAINGAIN = 0.12 -- Rain sound volume
local COLLIDE = false -- Whether particles collide with nodes
local NISVAL = 39 -- Clouds RGB value at night
local DASVAL = 175 -- Clouds RGB value in daytime
local np_prec = {
offset = 0,
scale = 1,
spread = {x = PRECSPR, y = PRECSPR, z = PRECSPR},
seed = 813,
octaves = 1,
persist = 0,
lacunarity = 2.0,
--flags = ""
}
-- These 2 must match biome heat and humidity noise parameters for a world
local np_temp = {
offset = 50,
scale = 50,
spread = {x = 1000, y = 1000, z = 1000},
seed = 5349,
octaves = 3,
persist = 0.5,
lacunarity = 2.0,
--flags = ""
}
local np_humid = {
offset = 50,
scale = 50,
spread = {x = 1000, y = 1000, z = 1000},
seed = 842,
octaves = 3,
persist = 0.5,
lacunarity = 2.0,
--flags = ""
}
-- Stuff
local difsval = DASVAL - NISVAL
local grad = 14 / 95
local yint = 1496 / 95
-- Initialise noise objects to nil
local nobj_temp = nil
local nobj_humid = nil
local nobj_prec = nil
-- Globalstep function
local handles = {}
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < GSCYCLE then
return
end
timer = 0
for _, player in ipairs(minetest.get_connected_players()) do
local player_name = player:get_player_name()
local ppos = player:getpos()
local pposy = math.floor(ppos.y) + 2 -- Precipitation when swimming
if pposy >= YLIMIT then
local pposx = math.floor(ppos.x)
local pposz = math.floor(ppos.z)
local ppos = {x = pposx, y = pposy, z = pposz}
local nobj_temp = nobj_temp or minetest.get_perlin(np_temp)
local nobj_humid = nobj_humid or minetest.get_perlin(np_humid)
local nobj_prec = nobj_prec or minetest.get_perlin(np_prec)
local nval_temp = nobj_temp:get2d({x = pposx, y = pposz})
local nval_humid = nobj_humid:get2d({x = pposx, y = pposz})
local nval_prec = nobj_prec:get2d({x = os.clock() / 60, y = 0})
-- Biome system: Frozen biomes below heat 35,
-- deserts below line 14 * t - 95 * h = -1496
-- h = (14 * t + 1496) / 95
-- h = 14/95 * t + 1496/95
-- where 14/95 is gradient and 1496/95 is y intersection
-- h - 14/95 t = 1496/95 y intersection
-- so area above line is
-- h - 14/95 t > 1496/95
--local freeze = nval_temp < 35
--local precip = nval_prec < (nval_humid - 50) / 50 + PRECOFF and
--nval_humid - grad * nval_temp > yint
-- solar plains biomes to rain in;
--[[
plains
forests
beach?
min temp to rain
40
max temp to rain
60
max humidity to rain
]]--
local precip = false
local freeze = false
if atmos.current_weather == 6 or atmos.current_weather == 7 or atmos.current_weather == 8 or atmos.current_weather == 9 and nval_humid > 24 and nval_temp > 36 and nval_temp < 61 then
precip = true
freeze = false
elseif atmos.current_weather == 9 and nval_temp < 37 then
precip = true
freeze = true
else
precip = false
freeze = false
end
-- Check if player is outside
local outside = minetest.get_node_light(ppos, 0.5) == 15
if not precip or not outside or freeze then
if handles[player_name] then
-- Stop sound if playing
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
end
if precip and outside then
-- Precipitation
if freeze then
-- Snowfall
for flake = 1, FLAKES do
minetest.add_particle({
pos = {
x = pposx - 24 + math.random(0, 47),
y = pposy + 8 + math.random(0, 1),
z = pposz - 20 + math.random(0, 47)
},
vel = {
x = 0.0,
y = -2.0,
z = -1.0
},
acc = {x = 0, y = 0, z = 0},
expirationtime = 8.5,
size = 2.8,
collisiondetection = COLLIDE,
collision_removal = true,
vertical = false,
texture = "snowdrift_snowflake" .. math.random(1, 4) .. ".png",
playername = player:get_player_name()
})
end
else
-- Rainfall
for flake = 1, DROPS do
minetest.add_particle({
pos = {
x = pposx - 8 + math.random(0, 16),
y = pposy + 8 + math.random(0, 5),
z = pposz - 8 + math.random(0, 16)
},
vel = {
x = 0.0,
y = -10.0,
z = 0.0
},
acc = {x = 0, y = 0, z = 0},
expirationtime = 2.1,
size = 2.8,
collisiondetection = COLLIDE,
collision_removal = true,
vertical = true,
texture = "snowdrift_raindrop.png",
playername = player:get_player_name()
})
end
if not handles[player_name] then
-- Start sound if not playing
local handle = minetest.sound_play(
"snowdrift_rain",
{
to_player = player_name,
gain = RAINGAIN,
loop = true,
}
)
if handle then
handles[player_name] = handle
end
end
end
end
elseif handles[player_name] then
-- Stop sound when player goes under y limit
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
end
end)
-- Stop sound and remove player handle on leaveplayer
minetest.register_on_leaveplayer(function(player)
local player_name = player:get_player_name()
if handles[player_name] then
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
end)

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License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2017 paramat
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
License of media (textures)
---------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2017 paramat
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/
License of media (sounds)
-------------------------
Attribution 3.0 Unported (CC BY 3.0)
Copyright (C) 2008 inchadney
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by/3.0/

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34
mods/solarinfusion.txt Normal file
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--solarinfuser, a neat and fancy energy mod
-- namespacing, as per usual.
solarinfuser = {}
-- create the pipe nodeboxes
solarinfuser.pipe_middle = {-0.125, -0.125, -0.125, 0.125, 0.125, 0.125}
solarinfuser.pipe_up = {
{-0.1875, 0.3125, -0.1875, 0.1875, 0.375, 0.1875}, -- ring (will always be this format and )
{-0.125, 0.125, -0.125, }, -- pipe
}
solarinfuser.pipe_down = {
}
solarinfuser.pipe_left = {
}
solarinfuser.pipe_right = {
}
solarinfuser.pipe_front = {
}
solarinfuser.pipe_back = {
}