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LazyJ 2014-06-02 01:15:55 -07:00
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##### LazyJ's Fork of Splizard's "Snow" Mod
This version of 'Snow' is based off of Splizard's 2013_12_25 release.
I started out making a couple tweaks here-and-there and then it just
progressed into something more complex. Since then several things have been
fixed and a few others added.
There is still more to do.
What follows below is a partial and very rough draft of the README.txt file's
contents. I still have to get my scattered notes sorted to make a better
documentation. If things get too wordy, I'll try splitting them off
into seperate files and see if that makes things easier to consume and maintain.
At LinuxGaming.us, we have been using the Snow mod 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.
~ LazyJ, 2014_06_01
Minetest version: 0.4.9
Depends: default
Recommended Additional Mods: MoreBlocks (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
~~~~~~~~~~~~~~~~~~~~
List of Changes
~~~~~~~~~~~~~~~~~~~~
INIT.LUA
* Moved contents to separate lua files
* Checks for "MoreBlocks" mod
##### MapGen
I did *not* fix Snow's mapgen issue with "PlantLife" based mods. That is
far beyond my current skill level.
What little changes I did make were to switch-out Snow nodes that Minetest
now has as defaults (dirt_with_snow, snow, ice). My thoughts being that
texture packs and other mods that use these nodes are more likely
to support default nodes.
I also added a line above and below in the mapgen.lua indicating where to
put the comment symbols to comment-out/disable Snow's mapgen. "PlantLife" based
mods will not produce if Snow's mapgen is active.
*Snow's mapgen is active by default.*
I did not disable it, merely indicated were the comment symbols
are to be placed.
To compensate for the loss of snow resources when Snow's mapgen is disabled,
I created crafting recipes that allows players to craft more snow, ice,
and moss. This not only encourages snow builds, but also allows the
players to create snow biomes where they want and whatever size
they are willing to make them.
##### Fixed
* Pine saplings are now replaced with tree trunks when the tree grows.
* Snowballs no longer pass through solid objects. Griefers can no
longer flood the interiors of builds by throwing snowballs through the
walls hoping to either leave a snowy mess inside or that a heat source
would melt the snow and flood the interior.
* Snowballs no longer destroy nodes when thrown at the sides.
* Falling snow no longer destroys nodes (same problem snowballs had).
* Snow bricks now, instead of disappearing like before, melt
into water sources.
* Christmas tree saplings once again will drop when pine needles
are harvested.
* Dirt_with_snow changes to dirt when a solid, non-light permeating
(sunlight_propagates) block is set on top of it.
FALLING_SNOW.LUA
* Falling snow would destroy nodes it deposited snow on. I figured out
that if I switched the 'snow.place' with 'minetest.place_node' and
increased the y position by 2, then the nodes were nolonger destroyed and
the snow would start to pile up.
##### Changed
* All snow and ice stuff (including the stairs, slabs, panels, and
microblocks) will freeze dirt and dirt_with_grass into dirt_with_snow.
* All snow and most ice stuff will freeze water into ice, including
the stairs, slabs, panels, and microblocks. The exception is the
full-sized ice blocks will not freeze water into ice.
* Snow brick texture reworked and based off of the default stone brick
texture (and less purple in the grout).
* Ice stuff is now semi-transparent.
* Christmas trees now have blinking lights that give off a
low-level of light.
* Christmas tree stars now give off high-level of light and the
light can be punched on or off.
* Combined default snow and snowballs. Now snow can be
thrown (left-click) or placed (right-click).
* Snow stuff now has "snow" sounds instead of "grass" sounds.
* Melting - Full-sized snow blocks, snow brick, snow cobble, and
ice will melt into water sources (big, permanent mess or portable
water method if buckets are disabled on your server). Snow (snowballs),
snow stuff and ice basic stairs and slabs, snow stuff and ice
circular-saw-made stuff will melt into a water source for 2 seconds,
switch to flowing water, and then the water dries-up
(small, temporary mess).
MAPGEN.LUA
* Replaced snow:snow with default:snow and snow:snow_block
with default:snowblock.
##### Added
* New block-type: "Snow Cobble". Just like regular cobble and stone,
snow cobble comes from digging snow blocks.
* All snow and ice blocks can be crafted into basic slabs and stairs.
The default slabs stack into full-sized blocks.
* Soft dependency on a recent release MoreBlocks so all snow and
ice blocks are compatible with the circular saw. If you don't have
MoreBlocks installed, Snow will ignore the code for those fancy blocks
and use basic stairs and slabs instead.
* All snow and ice stuff works with the screwdriver.
* Crafting and recycling recipes for snow blocks, ice, and moss.
* Snow bricks craft-recycle back into 4 snow blocks.
* 2 snow blocks craft into 3 snow blocks. This is to make up
for when the mapgen for snow biomes is disabled.
* 2 snow cobble craft into 3 snow blocks.
* 4 pine needles craft into 1 moss
* Snow blocks, snow cobble, and snow bricks can be cooked in a furnace
to make ice.
* Snowballs can be thrown (left-click) to build up layers. After the
eleventh layer, the bottom 9 layers change into a snow block. At a
very close distance, throwing snowballs can be used as a technique to
build-up gradual slopes. If you have lots and lots of snow balls, with
rapid-fire throwing, you can, very briefly, "white-out" another player's
view if your aim is good enough to hit them in the face.
* Snowballs can be placed (right-click) but will not stack into
multiple layers. Just one layer only. Placing snow is more reliable and
accurate than throwing snow from a distance. By placing snow, players
are able to create their own, personal, snow biomes.
* Vertical clearance check for tree growth. The nine blocks above the
spot where the sapling is placed must be free and clear of all
obstructions or else the sapling will not be allowed to grow.
Griefers could place the saplings in builds and when the tree grows it
may not destroy nodes but it fills the available air space leaving a
mess for the build's owner to clean-up. Now the trees will only grow
inside if there is 9, free-and-clear spaces from floor to ceiling.
* Aliases to help make WorldEdit and "give" commands easier:
SLED.LUA
* The HUD message that displayed when a player sat on the sled would
not go away after the player got off the sled. I spent hours on trial-and-error
while reading the lua_api.txt and scrounging the Internet for a
needle-in-the-haystack solution as to why the hud_remove wasn't working.
Turns out Splizard's code was mostly correct, just assembled in the wrong order.
The key to the solution was found in the code of leetelate's scuba mod:
http://forum.minetest.net/viewtopic.php?id=7175
* Changed the wording of the HUD message for clarity.
"default_snow" = "default:snow"
"snowball" = "default:snow"
"snowballs" = "default:snow"
"snow_ball" = "default:snow"
"ice" = "default:ice"
"default_ice" = "default:ice"
"dirtwithsnow" = "default:dirt_with_snow"
"snowdirt" = "default:dirt_with_snow"
"snowydirt" = "default:dirt_with_snow"
"snowblocks" = "default:snowblock"
"snowbrick" = "snow:snow_brick"
"bricksnow" = "snow:snow_brick"
"snowbricks" = "snow:snow_brick"
"snowybricks" = "snow:snow_brick"
"snowcobble" = "snow:snow_cobble"
"snowycobble" = "snow:snow_cobble"
"cobblesnow" = "snow:snow_cobble"
@ -58,16 +157,17 @@ TODO
~~~~~~
Falling Snow:
* Add code to prevent snowfall from depositing snow on or near torches and lava.
* Add code to prevent snowfall from depositing snow on or near torches,
active furnaces, and lava.
* Add code to prevent snowfall from depositing snow on
* Add code to prevent snowfall from depositing snow on
'walkable = false' defined nodes.
Sled:
* Figure out why the player avatars remain in a seated position, even after
getting off the sled, if they flew while on the sled.
* Figure out why the player avatars remain in a seated position,
even after getting off the sled, if they flew while on the sled.
'default.player_set_animation', where is a better explanation for this and what
are it's available options?