First Commit

master
LazyJ 2014-06-01 19:30:54 -07:00
commit caf683fb29
68 changed files with 4247 additions and 0 deletions

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README.txt Normal file
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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.
~ LazyJ, 2014_06_01
~~~~~~~~~~~~~~~~~~~~
List of Changes
~~~~~~~~~~~~~~~~~~~~
INIT.LUA
* Moved contents to separate lua files
* Checks for "MoreBlocks" mod
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.
MAPGEN.LUA
* Replaced snow:snow with default:snow and snow:snow_block
with default:snowblock.
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.
~~~~~~
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
'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.
'default.player_set_animation', where is a better explanation for this and what
are it's available options?

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--Backwards Compatability.
minetest.register_abm({
nodenames = {"snow:snow1","snow:snow2","snow:snow3","gsnow4","snow:snow5","snow:snow6","snow:snow7","snow:snow8"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local level = 7*(tonumber(node.name:sub(-1)))
minetest.add_node(pos,{name="default:snow"})
minetest.set_node_level(pos, level)
end,
})
-- Added to change dirt_with_snow to dirt if covered with blocks that don't let light through (sunlight_propagates) or have a light paramtype and liquidtype combination. ~ LazyJ, 2014_03_08
minetest.register_abm({
nodenames = {"default:dirt_with_snow"},
interval = 2,
chance = 20,
action = function(pos, node)
local above = {x=pos.x, y=pos.y+1, z=pos.z}
local name = minetest.get_node(above).name
local nodedef = minetest.registered_nodes[name]
if name ~= "ignore" and nodedef
and not ((nodedef.sunlight_propagates or nodedef.paramtype == "light")
and nodedef.liquidtype == "none") then
minetest.set_node(pos, {name = "default:dirt"})
end
end
})
--Melting
--Any node part of the group melting will melt when near warm nodes such as lava, fire, torches, etc.
--The amount of water that replaces the node is defined by the number on the group:
--1: one water_source
--2: four water_flowings
--3: one water_flowing
minetest.register_abm({
nodenames = {"group:melts"},
neighbors = {"group:igniter","default:torch","default:furnace_active","group:hot"},
interval = 2,
chance = 2,
action = function(pos, node, active_object_count, active_object_count_wider)
local intensity = minetest.get_item_group(node.name,"melts")
if intensity == 1 then
minetest.add_node(pos,{name="default:water_source"})
elseif intensity == 2 then
--[[ This was causing "melts=2" nodes to just disappear so I changed it to replace the
node with a water_source for a couple seconds and then replace the water_source with
air. This way it made a watery mess that quickly evaporated. ~ LazyJ 2014_04_24
local check_place = function(pos,node)
if minetest.get_node(pos).name == "air" then
minetest.place_node(pos,node)
end
end
minetest.add_node(pos,{name="default:water_flowing"})
check_place({x=pos.x+1,y=pos.y,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x-1,y=pos.y,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x,y=pos.y+1,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x,y=pos.y-1,z=pos.z},{name="default:water_flowing"})
elseif intensity == 3 then
--]]
minetest.add_node(pos,{name="default:water_source"})
minetest.after(2, function() -- 2 seconds gives just enough time for
-- the water to flow and spread before the
-- water_source is changed to air. ~ LazyJ
if minetest.get_node(pos).name == "default:water_source" then
minetest.add_node(pos,{name="air"})
end
end)
end
nodeupdate(pos)
end,
})
--Freezing
--Water freezes when in contact with snow.
minetest.register_abm({
nodenames = {"default:water_source"},
-- Added "group:icemaker" and snowbrick. ~ LazyJ
neighbors = {"default:snow", "default:snowblock", "snow:snow_brick", "group:icemaker"},
interval = 20,
chance = 4,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.add_node(pos,{name="default:ice"})
end,
})
--Spread moss to cobble.
minetest.register_abm({
nodenames = {"default:cobble"},
neighbors = {"snow:moss"},
interval = 20,
chance = 6,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.add_node(pos,{name="default:mossycobble"})
end,
})
--Grow Pine Saplings
minetest.register_abm({
nodenames = {"snow:sapling_pine"},
interval = 10,
chance = 50,
action = function(pos, node, active_object_count, active_object_count_wider)
-- Check if there is enough vertical-space for the sapling to grow without
-- hitting anything else. ~ LazyJ, 2014_04_10
if -- 'If' there is air in each of the 8 nodes dirctly above the sapling,... ~LazyJ
minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+2, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+3, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+4, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+5, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+6, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+7, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+8, z=pos.z}).name == "air"
then -- 'then' let the sapling grow into a tree. ~ LazyJ
snow.make_pine(pos,false)
-- This finds the sapling under the grown tree. ~ LazyJ
if minetest.get_node({x = pos.x, y = pos.y, z = pos.z}).name == "snow:sapling_pine" then
-- This switches the sapling to a tree trunk. ~ LazyJ
minetest.set_node(pos, {name="default:tree"})
-- This is more for testing but it may be useful info to some admins when
-- grepping the server logs too. ~ LazyJ
minetest.log("action", "A pine sapling grows into a tree at "..minetest.pos_to_string(pos))
end
else
end
end
})
--Grow Christmas Tree Saplings
minetest.register_abm({
nodenames = {"snow:xmas_tree"},
interval = 10,
chance = 50,
action = function(pos, node, active_object_count, active_object_count_wider)
if -- 'If' there is air in each of the 8 nodes dirctly above the sapling,... ~LazyJ
minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+2, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+3, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+4, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+5, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+6, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+7, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+8, z=pos.z}).name == "air"
then -- 'then' let the sapling grow into a tree. ~ LazyJ
snow.make_pine(pos,false,true)
minetest.log("action", "A pine sapling grows into a Christmas tree at "..minetest.pos_to_string(pos)) -- ~ LazyJ
else -- 'Else', if there isn't air in each of the 8 nodes above the sapling,
-- then don't anything; including not allowing the sapling to grow.
-- ~ LazyJ, 2014_04_10
end
end
})

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-- Some aliases for compatibility switches and some to make "/give" commands a little easier
minetest.register_alias("snow:snow", "default:snow")
minetest.register_alias("default_snow", "default:snow")
minetest.register_alias("snow:snowball", "default:snow")
minetest.register_alias("snowball", "default:snow")
minetest.register_alias("snowballs", "default:snow")
minetest.register_alias("snow_ball", "default:snow")
minetest.register_alias("snow:ice", "default:ice")
minetest.register_alias("ice", "default:ice")
minetest.register_alias("default_ice", "default:ice")
minetest.register_alias("snow:dirt_with_snow", "default:dirt_with_snow")
minetest.register_alias("dirtwithsnow", "default:dirt_with_snow")
minetest.register_alias("snowdirt", "default:dirt_with_snow")
minetest.register_alias("snowydirt", "default:dirt_with_snow")
minetest.register_alias("snow:snow_block", "default:snowblock")
minetest.register_alias("default:snow_block", "default:snowblock")
--minetest.register_alias("snow_block", "default:snowblock")
minetest.register_alias("snowblocks", "default:snowblock")
minetest.register_alias("snowbrick", "snow:snow_brick")
minetest.register_alias("bricksnow", "snow:snow_brick")
minetest.register_alias("snowbricks", "snow:snow_brick")
--minetest.register_alias("snow_brick", "snow:snow_brick")
--minetest.register_alias("snow_bricks", "snow:snow_brick")
minetest.register_alias("snowybricks", "snow:snow_brick")
minetest.register_alias("snowcobble", "snow:snow_cobble")
--minetest.register_alias("snow_cobble", "snow:snow_cobble")
minetest.register_alias("snowycobble", "snow:snow_cobble")
minetest.register_alias("cobblesnow", "snow:snow_cobble")
-- To clean up my first stairsplus attempt.
-- Stair
minetest.register_alias(":default:stair_snowblock", "moreblocks:stair_snowblock")
minetest.register_alias(":default:stair_snowblock_half", "moreblocks:stair_snowblock_half")
minetest.register_alias(":default:stair_snowblock_right_half", "moreblocks:stair_snowblock_right_half")
minetest.register_alias(":default:stair_snowblock_inner", "moreblocks:stair_snowblock_inner")
minetest.register_alias(":default:stair_snowblock_outer", "moreblocks:stair_snowblock_outer")
minetest.register_alias(":default:stair_snowblock_alt", "moreblocks:stair_snowblock_alt")
minetest.register_alias(":default:stair_snowblock_alt_1", "moreblocks:stair_snowblock_alt_1")
minetest.register_alias(":default:stair_snowblock_alt_2", "moreblocks:stair_snowblock_2")
minetest.register_alias(":default:stair_snowblock_alt_4", "moreblocks:stair_snowblock_alt_4")
minetest.register_alias(":default:stair_ice", "moreblocks:stair_ice")
minetest.register_alias(":default:stair_ice_half", "moreblocks:stair_ice_half")
minetest.register_alias(":default:stair_ice_right_half", "moreblocks:stair_ice_right_half")
minetest.register_alias(":default:stair_ice_inner", "moreblocks:stair_ice_inner")
minetest.register_alias(":default:stair_ice_outer", "moreblocks:stair_ice_outer")
minetest.register_alias(":default:stair_ice_alt", "moreblocks:stair_ice_alt")
minetest.register_alias(":default:stair_ice_alt_1", "moreblocks:stair_ice_alt_1")
minetest.register_alias(":default:stair_ice_alt_2", "moreblocks:stair_ice_2")
minetest.register_alias(":default:stair_ice_alt_4", "moreblocks:stair_ice_alt_4")
-- Slab
minetest.register_alias(":default:slab_snowblock", "moreblocks:slab_snowblock")
minetest.register_alias(":default:slab_snowblock_quarter", "moreblocks:slab_snowblock_quarter")
minetest.register_alias(":default:slab_snowblock_three_quarter", "moreblocks:slab_snowblock_three_quarter")
minetest.register_alias(":default:slab_snowblock_1", "moreblocks:slab_snowblock_1")
minetest.register_alias(":default:slab_snowblock_2", "moreblocks:slab_snowblock_2")
minetest.register_alias(":default:slab_snowblock_14", "moreblocks:slab_snowblock_14")
minetest.register_alias(":default:slab_snowblock_15", "moreblocks:slab_snowblock_15")
minetest.register_alias(":default:slab_ice", "moreblocks:slab_ice")
minetest.register_alias(":default:slab_ice_quarter", "moreblocks:slab_ice_quarter")
minetest.register_alias(":default:slab_ice_three_quarter", "moreblocks:slab_ice_three_quarter")
minetest.register_alias(":default:slab_ice_1", "moreblocks:slab_ice_1")
minetest.register_alias(":default:slab_ice_2", "moreblocks:slab_ice_2")
minetest.register_alias(":default:slab_ice_14", "moreblocks:slab_ice_14")
minetest.register_alias(":default:slab_ice_15", "moreblocks:slab_ice_15")
-- Panel
minetest.register_alias(":default:panel_snowblock", "moreblocks:panel_snowblock")
minetest.register_alias(":default:panel_snowblock_1", "moreblocks:panel_snowblock_1")
minetest.register_alias(":default:panel_snowblock_2", "moreblocks:panel_snowblock_2")
minetest.register_alias(":default:panel_snowblock_4", "moreblocks:panel_snowblock_4")
minetest.register_alias(":default:panel_snowblock_12", "moreblocks:panel_snowblock_12")
minetest.register_alias(":default:panel_snowblock_14", "moreblocks:panel_snowblock_14")
minetest.register_alias(":default:panel_snowblock_15", "moreblocks:panel_snowblock_15")
minetest.register_alias(":default:panel_ice", "moreblocks:panel_ice")
minetest.register_alias(":default:panel_ice_1", "moreblocks:panel_ice_1")
minetest.register_alias(":default:panel_ice_2", "moreblocks:panel_ice_2")
minetest.register_alias(":default:panel_ice_4", "moreblocks:panel_ice_4")
minetest.register_alias(":default:panel_ice_12", "moreblocks:panel_ice_12")
minetest.register_alias(":default:panel_ice_14", "moreblocks:panel_ice_14")
minetest.register_alias(":default:panel_ice_15", "moreblocks:panel_ice_15")
-- Micro
minetest.register_alias(":default:micro_snowblock", "moreblocks:micro_snowblock")
minetest.register_alias(":default:micro_snowblock_1", "moreblocks:micro_snowblock_1")
minetest.register_alias(":default:micro_snowblock_2", "moreblocks:micro_snowblock_2")
minetest.register_alias(":default:micro_snowblock_4", "moreblocks:micro_snowblock_4")
minetest.register_alias(":default:micro_snowblock_12", "moreblocks:micro_snowblock_12")
minetest.register_alias(":default:micro_snowblock_14", "moreblocks:micro_snowblock_14")
minetest.register_alias(":default:micro_snowblock_15", "moreblocks:micro_snowblock_15")
minetest.register_alias(":default:micro_ice", "moreblocks:micro_ice")
minetest.register_alias(":default:micro_ice_1", "moreblocks:micro_ice_1")
minetest.register_alias(":default:micro_ice_2", "moreblocks:micro_ice_2")
minetest.register_alias(":default:micro_ice_4", "moreblocks:micro_ice_4")
minetest.register_alias(":default:micro_ice_12", "moreblocks:micro_ice_12")
minetest.register_alias(":default:micro_ice_14", "moreblocks:micro_ice_14")
minetest.register_alias(":default:micro_ice_15", "moreblocks:micro_ice_15")

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-- Based on
-- Minetest 0.4 mod: stairs
-- See README.txt for licensing and other information.
-- ADD CHECK FOR MOREBLOCKS/SKIP IF NOT FOUND CODE STUFF HERE
snow_stairs = {} -- This is a little trick. Without it Minetest will complain
-- "attempt to index global 'snow' (a nil value)" and
-- refuse to load. So a value without definition "={}"is assigned to snow.
-- Node will be called snow:stair_<subname>
function snow_stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
minetest.register_node("snow:stair_" .. subname, {
description = description,
drawtype = "nodebox",
tiles = images,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = true,
groups = groups,
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, 0, 0.5, 0.5, 0.5},
},
},
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local p0 = pointed_thing.under
local p1 = pointed_thing.above
local param2 = 0
local placer_pos = placer:getpos()
if placer_pos then
local dir = {
x = p1.x - placer_pos.x,
y = p1.y - placer_pos.y,
z = p1.z - placer_pos.z
}
param2 = minetest.dir_to_facedir(dir)
end
if p0.y-1 == p1.y then
param2 = param2 + 20
if param2 == 21 then
param2 = 23
elseif param2 == 23 then
param2 = 21
end
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end,
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
-- Thinking in terms of layers, dirt_with_snow could also double as
-- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04
or minetest.get_node(pos).name == "default:dirt" then
minetest.set_node(pos, {name="default:dirt_with_snow"})
end
end
})
--[[
-- for replace ABM
minetest.register_node("snow:stair_" .. subname.."upside_down", {
replace_name = "snow:stair_" .. subname,
groups = {slabs_replace=1},
})
--]]
minetest.register_craft({
output = 'snow:stair_' .. subname .. ' 6',
recipe = {
{recipeitem, "", ""},
{recipeitem, recipeitem, ""},
{recipeitem, recipeitem, recipeitem},
},
})
-- Flipped recipe
minetest.register_craft({
output = 'snow:stair_' .. subname .. ' 6',
recipe = {
{"", "", recipeitem},
{"", recipeitem, recipeitem},
{recipeitem, recipeitem, recipeitem},
},
})
end
-- Node will be called snow:slab_<subname>
function snow_stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
minetest.register_node("snow:slab_" .. subname, {
description = description,
drawtype = "nodebox",
tiles = images,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = true,
groups = groups,
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
},
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
-- If it's being placed on an another similar one, replace it with
-- a full block
local slabpos = nil
local slabnode = nil
local p0 = pointed_thing.under
local p1 = pointed_thing.above
local n0 = minetest.get_node(p0)
local n1 = minetest.get_node(p1)
local param2 = 0
local n0_is_upside_down = (n0.name == "snow:slab_" .. subname and
n0.param2 >= 20)
if n0.name == "snow:slab_" .. subname and not n0_is_upside_down and p0.y+1 == p1.y then
slabpos = p0
slabnode = n0
elseif n1.name == "snow:slab_" .. subname then
slabpos = p1
slabnode = n1
end
if slabpos then
-- Remove the slab at slabpos
minetest.remove_node(slabpos)
-- Make a fake stack of a single item and try to place it
local fakestack = ItemStack(recipeitem)
fakestack:set_count(itemstack:get_count())
pointed_thing.above = slabpos
local success
fakestack, success = minetest.item_place(fakestack, placer, pointed_thing)
-- If the item was taken from the fake stack, decrement original
if success then
itemstack:set_count(fakestack:get_count())
-- Else put old node back
else
minetest.set_node(slabpos, slabnode)
end
return itemstack
end
-- Upside down slabs
if p0.y-1 == p1.y then
-- Turn into full block if pointing at a existing slab
if n0_is_upside_down then
-- Remove the slab at the position of the slab
minetest.remove_node(p0)
-- Make a fake stack of a single item and try to place it
local fakestack = ItemStack(recipeitem)
fakestack:set_count(itemstack:get_count())
pointed_thing.above = p0
local success
fakestack, success = minetest.item_place(fakestack, placer, pointed_thing)
-- If the item was taken from the fake stack, decrement original
if success then
itemstack:set_count(fakestack:get_count())
-- Else put old node back
else
minetest.set_node(p0, n0)
end
return itemstack
end
-- Place upside down slab
param2 = 20
end
-- If pointing at the side of a upside down slab
if n0_is_upside_down and p0.y+1 ~= p1.y then
param2 = 20
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end,
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
-- Thinking in terms of layers, dirt_with_snow could also double as
-- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04
or minetest.get_node(pos).name == "default:dirt" then
minetest.set_node(pos, {name="default:dirt_with_snow"})
end
end
})
--[[
-- for replace ABM
minetest.register_node("snow:slab_" .. subname.."upside_down", {
replace_name = "snow:slab_"..subname,
groups = {slabs_replace=1},
})
--]]
minetest.register_craft({
output = 'snow:slab_' .. subname .. ' 6',
recipe = {
{recipeitem, recipeitem, recipeitem},
},
})
end
--[[
-- Replace old "upside_down" nodes with new param2 versions
minetest.register_abm({
nodenames = {"group:slabs_replace"},
interval = 1,
chance = 1,
action = function(pos, node)
node.name = minetest.registered_nodes[node.name].replace_name
node.param2 = node.param2 + 20
if node.param2 == 21 then
node.param2 = 23
elseif node.param2 == 23 then
node.param2 = 21
end
minetest.set_node(pos, node)
end,
})
--]]
-- Snow stairs and slabs require extra definitions because of their extra
-- features (freezing, melting, and how they change dirt and dirt_with_grass). ~ LazyJ
-- Nodes will be called snow:{stair,slab}_<subname>
function snow_stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, freezemelt, liquidtype, paramtype, sunlight_propagates)
snow_stairs.register_stair(subname, recipeitem, groups, images, desc_stair, freezemelt, liquidtype, paramtype, sunlight_propagates)
snow_stairs.register_slab(subname, recipeitem, groups, images, desc_slab, freezemelt, liquidtype, paramtype, sunlight_propagates)
end
list_of_snow_stuff = {
--{"row[1] = first item in row",
-- "row[2] = second item in row",
-- "row[3] = third item in row", and so on, and so on...}, ~ LazyJ
{"ice", "default:ice", "default_ice.png", "Ice Stairs", "Ice Slabs"},
{"snowblock", "default:snowblock", "default_snow.png", "Snowblock Stairs", "Snowblock Slabs"},
{"snow_cobble", "snow:snow_cobble", "snow_snow_cobble.png", "Snow Cobble Stairs", "Snow Cobble Slabs"},
{"snow_brick", "snow:snow_brick", "snow_snow_brick.png", "Snow Brick Stair", "Snow Brick Slab"},
}
for _, row in ipairs(list_of_snow_stuff) do
local snow_subname = row[1]
local snow_recipeitem = row[2]
local snow_images = row[3]
local snow_desc_stair = row[4]
local snow_desc_slab = row[5]
snow_stairs.register_stair_and_slab(snow_subname, snow_recipeitem,
{cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=1, icemaker=1},
{snow_images},
snow_desc_stair,
snow_desc_slab,
"default:water_source",
"none",
"light",
true
)
end -- End the "list of snow stuff" part of the above section. ~ LazyJ
-- Snow stairs and slabs should be easier to break than the more dense and
-- manufactured, other snow-type nodes in the list above. ~ lazyJ
minetest.override_item("snow:stair_snowblock", {
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=2, icemaker=1},
})
minetest.override_item("snow:slab_snowblock", {
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=2, icemaker=1},
})
-- Everything above is made of snow and uses snow sounds, ice, however, should sound more like glass
-- and be harder to dig. ~ LazyJ
minetest.override_item("snow:stair_ice", {
groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1, melts=2, icemaker=1},
use_texture_alpha = true,
sounds = default.node_sound_glass_defaults(),
})
minetest.override_item("snow:slab_ice", {
groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1, melts=2, icemaker=1},
use_texture_alpha = true,
sounds = default.node_sound_glass_defaults(),
})

18
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# Whether you are running a legacy minetest version (auto-detected).
legacy = false
# Enables falling snow.
enable_snowfall = false
# Disable this to stop snow from being smoothed.
smooth_snow = true
# Disable this to remove christmas saplings from being found.
christmas_content = true
# The minumum height a snow biome will generate.
min_height = 3
# Disable this to prevent sleds from being riden.
sleds = true
# Enables debug output.
debug = false
# Reduces the amount of resources and fps used by snowfall.
lighter_snowfall = false
# Enables smooth transition of biomes
smooth_biomes = true

185
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--[[
Crafting Sections (in order, top to bottom):
1. Fuel
2. Cooking
3. Crafting and Recycling
The crafting recipe for the sled is in the sled.lua file.
~ LazyJ
--]]
-- 1. Fuel
minetest.register_craft({
type = "fuel",
recipe = "snow:needles",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "snow:sapling_pine",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "snow:needles_decorated",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "snow:xmas_tree",
burntime = 10,
})
-- 2. Cooking
--[[
"Cooks_into_ice" is a custom group I assigned to full-sized, snow-stuff nodes
(snow bricks, snow cobble, snow blocks, etc.) so I wouldn't have to write an individual cooking
recipe for each one.
~ LazyJ
--]]
minetest.register_craft({
type = "cooking",
cooktime = 12,
output = "default:ice",
recipe = "group:cooks_into_ice",
})
-- 3. Crafting and Recycling
-- Let's make moss craftable so players can more easily create mossycobble and
-- gives another useful purpose to pine needles. ~ LazyJ
minetest.register_craft({
output = 'snow:moss',
recipe = {
{'snow:needles', 'snow:needles'},
{'snow:needles', 'snow:needles'},
},
})
--[[
Most snow biomes are too small to provide enough snow as a building material and
still have enough landscape snow to create the wintry surroundings of a
snow village or castle. So I added this snowblock crafting recipe as a way for
players to increase their snow supply in small increments. I considered making
the output 9 but that would make it all too quick and easy (especially for griefers) to create lots
of snowblocks (and then use them to water-grief by melting the snow blocks).
~ LazyJ
--]]
minetest.register_craft({
type = "shapeless",
output = 'default:snowblock 3',
recipe = {
'snow:snow_cobble',
'snow:snow_cobble'
}
})
minetest.register_craft({
type = "shapeless",
output = 'default:snowblock 3',
recipe = {
'default:snowblock',
'default:snowblock'
}
})
minetest.register_craft({
output = 'snow:snow_brick',
recipe = {
{'default:snowblock', 'default:snowblock'},
{'default:snowblock', 'default:snowblock'}
}
})
-- Why not recycle snow_bricks back into snowblocks? ~ LazyJ
minetest.register_craft({
output = 'default:snowblock 4',
recipe = {
{'snow:snow_brick'}
}
})
-- Recycle basic, half-block, slabs back into full blocks
-- A little "list" magic here. Instead of writing four crafts I only have to write two. ~ LazyJ
local recycle_default_slabs = {
"ice",
"snowblock",
}
for _, name in pairs(recycle_default_slabs) do
local subname_default = name
-- This craft is for default snowblocks and default ice.
-- 1 crafting recipe handles 2, default blocks. ~ LazyJ
minetest.register_craft({
type = "shapeless",
output = "default:"..subname_default,
recipe = {
"snow:slab_"..subname_default,
"snow:slab_"..subname_default,
}
})
end
-- Similar list magic here too. I couldn't successfully combine these in the first list
-- because we are dealing with slabs/blocks from two different mods, the "Snow" mod and
-- minetest_game's "Default" mod. ~ LazyJ
local recycle_snowmod_slabs = {
"snow_brick",
"snow_cobble",
}
for _, name in pairs(recycle_snowmod_slabs) do
local subname_snowmod = name
-- This craft is for the Snow mod's full-sized blocks.
-- 1 crafting recipe handles 2, or more, Snow mod blocks. ~ LazyJ
minetest.register_craft({
type = "shapeless",
output = "snow:"..subname_snowmod,
recipe = {
"snow:slab_"..subname_snowmod,
"snow:slab_"..subname_snowmod,
}
})
end

2
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default
moreblocks?

201
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--[[
--=================
--======================================
LazyJ's Fork of Splizard's "Snow" Mod
by LazyJ
version: Umpteen and 7/5ths something or another.
2014_04_12
--======================================
--=================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THE LIST OF CHANGES I'VE MADE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* 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.
~~~~~~
TODO
~~~~~~
* Add code to prevent snowfall from depositing snow on or
near torches and lava.
* Add code to prevent snowfall from depositing snow on
'walkable = false' defined nodes.
--]]
--=============================================================
-- CODE STUFF
--=============================================================
if snow.enable_snowfall then
local weather_legacy
local read_weather_legacy = function ()
local file = io.open(minetest.get_worldpath().."/weather_v6", "r")
if not file then return end
local readweather = file:read()
file:close()
return readweather
end
--Weather for legacy versions of minetest.
local save_weather_legacy = function ()
local file = io.open(minetest.get_worldpath().."/weather_v6", "w+")
file:write(weather_legacy)
file:close()
end
weather_legacy = read_weather_legacy() or ""
minetest.register_globalstep(function(dtime)
if weather_legacy == "snow" then
if math.random(1, 10000) == 1 then
weather_legacy = "none"
save_weather_legacy()
end
else
if math.random(1, 50000) == 2 then
weather_legacy = "snow"
save_weather_legacy()
end
end
end)
--Get snow at position.
local get_snow = function(pos)
--Legacy support.
if weather_legacy == "snow" then
local perlin1 = minetest.env:get_perlin(112,3, 0.5, 150)
if perlin1:get2d( {x=pos.x, y=pos.z} ) > 0.53 then
return true
else
return false
end
else
return false
end
end
local addvectors = vector and vector.add
--Returns a random position between minp and maxp.
local randpos = function (minp, maxp)
local x,y,z
if minp.x > maxp.x then
x = math.random(maxp.x,minp.x) else x = math.random(minp.x,maxp.x) end
y = minp.y
if minp.z > maxp.z then
z = math.random(maxp.z,minp.z) else z = math.random(minp.z,maxp.z) end
return {x=x,y=y,z=z}
end
local snow_fall=function (pos, player, animate)
local ground_y = nil
for y=pos.y+10,pos.y+20,1 do
local n = minetest.env:get_node({x=pos.x,y=y,z=pos.z}).name
if n ~= "air" and n ~= "ignore" then
return
end
end
for y=pos.y+10,pos.y-15,-1 do
local n = minetest.env:get_node({x=pos.x,y=y,z=pos.z}).name
if n ~= "air" and n ~= "ignore" then
ground_y = y
break
end
end
if not ground_y then return end
pos = {x=pos.x, y=ground_y, z=pos.z}
local spos = {x=pos.x, y=ground_y+10, z=pos.z}
if get_snow(pos) then
if animate then
local minp = addvectors(spos, {x=-9, y=3, z=-9})
local maxp = addvectors(spos, {x= 9, y=5, z= 9})
local vel = {x=0, y= -1, z=-1}
local acc = {x=0, y= 0, z=0}
minetest.add_particlespawner(3, 0.5,
minp, maxp,
vel, vel,
acc, acc,
5, 5,
50, 50,
false, "weather_snow.png", player:get_player_name())
end
--snow.place(pos, true)
minetest.place_node({x=pos.x, y=pos.y+2, z=pos.z}, {name="default:snow"}) -- LazyJ
end
end
-- Snow
minetest.register_globalstep(function(dtime)
for _, player in ipairs(minetest.get_connected_players()) do
local ppos = player:getpos()
local sminp = addvectors(ppos, {x=-20, y=0, z=-20})
local smaxp = addvectors(ppos, {x= 20, y=0, z= 20})
-- Make sure player is not in a cave/house...
if get_snow(ppos) and minetest.env:get_node_light(ppos, 0.5) == 15 then
local minp = addvectors(ppos, {x=-9, y=3, z=-9})
local maxp = addvectors(ppos, {x= 9, y=5, z= 9})
local minp_deep = addvectors(ppos, {x=-5, y=3.2, z=-5})
local maxp_deep = addvectors(ppos, {x= 5, y=1.6, z= 5})
local vel = {x=0, y= -1, z=-1}
local acc = {x=0, y= 0, z=0}
if not snow.lighter_snowfall then
minetest.add_particlespawner(5, 0.5,
minp, maxp,
vel, vel,
acc, acc,
5, 5,
25, 25,
false, "weather_snow.png", player:get_player_name())
minetest.add_particlespawner(4, 0.5,
minp_deep, maxp_deep,
vel, vel,
acc, acc,
4, 4,
25, 25,
false, "weather_snow.png", player:get_player_name())
if math.random(1,5) == 4 then
snow_fall(randpos(sminp, smaxp), player)
end
else
if math.random(1,5) == 4 then
snow_fall(randpos(sminp, smaxp), player, true)
end
end
else
if math.random(1,5) == 4 then
snow_fall(randpos(sminp, smaxp), player, true)
end
end
end
end)
end

127
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--[[
--==============================
--==========================================================
LazyJ's Fork of Splizard's "Snow Biomes" Mod
by LazyJ
version: Umpteen-hundred and 7/5ths something or another.
2014_04_12
~~~
"Snow Biomes" Mod
By Splizard
Download:
http//forum.minetest.net/viewtopic.php?id=2290
http://github.com/Splizard/minetest-mod-snow/
--==========================================================
--==============================
Snow Biomes
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
MA 02110-1301, USA.
]]--
-- Original Lua Files
--dofile(minetest.get_modpath("snow").."/util.lua")
--dofile(minetest.get_modpath("snow").."/mapgen.lua")
--dofile(minetest.get_modpath("snow").."/sled.lua")
-- "falling_snow.lua" disabled since weather functions minetest.get_heat(pos) and minetest.get_humidity(pos)
-- have been removed from Minetest.
-- Until something else can be figured out, use paramat's "Snowdrift" mod instead.
-- dofile(minetest.get_modpath("snow").."/falling_snow.lua")
-- Original init.lua File Broken into Smaller Files
dofile(minetest.get_modpath("snow").."/abms.lua")
dofile(minetest.get_modpath("snow").."/aliases.lua")
dofile(minetest.get_modpath("snow").."/basic_stairs_slabs.lua")
dofile(minetest.get_modpath("snow").."/crafting.lua")
dofile(minetest.get_modpath("snow").."/snowball.lua")
-- The formspec menu didn't work when util.lua was the very first "dofile" so I moved
-- it and all the other original "dofiles", in order, to the bottom of the list. ~ LazyJ
-- Minetest would crash if the mapgen was called upon before the rest of other snow lua files so
-- I put it lower on the list and that seems to do the trick. ~ LazyJ
dofile(minetest.get_modpath("snow").."/util.lua")
-- To get Xmas tree saplings, the "christmas_content", true or false, in "util.lua" has to be determined first.
-- That means "nodes.lua", where the saplings are controlled, has to come after "util.lua". ~ LazyJ
dofile(minetest.get_modpath("snow").."/nodes.lua")
dofile(minetest.get_modpath("snow").."/mapgen.lua")
dofile(minetest.get_modpath("snow").."/sled.lua")
dofile(minetest.get_modpath("snow").."/falling_snow.lua")
-- Check for "MoreBlocks". If not found, skip this next "dofile".
if (minetest.get_modpath("moreblocks")) then
dofile(minetest.get_modpath("snow").."/stairsplus.lua")
else
end
-- Checks if the snow level is even at any given pos.
-- Smooth Snow
local smooth_snow = snow.smooth_snow
snow.is_uneven = function(pos)
if smooth_snow then
local num = minetest.get_node_level(pos)
local get_node = minetest.get_node
local add_node = minetest.add_node
local found
local foundx
local foundy
for x=-1,1 do
for z=-1,1 do
local node = get_node({x=pos.x+x,y=pos.y,z=pos.z+z})
local bnode = get_node({x=pos.x+x,y=pos.y-1,z=pos.z+z})
local drawtype = minetest.registered_nodes[node.name].drawtype
if drawtype == "plantlike" then
if bnode.name == "default:dirt_with_grass" then
add_node({x=pos.x+x,y=pos.y-1,z=pos.z+z}, {name="default:dirt_with_snow"})
return true
end
end
if (not(x == 0 and y == 0)) and node.name == "default:snow" and minetest.get_node_level({x=pos.x+x,y=pos.y,z=pos.z+z}) < num then
found = true
foundx = x
foundz=z
elseif node.name == "air" and bnode.name ~= "air" then
if not (bnode.name == "default:snow") then
snow.place({x=pos.x+x,y=pos.y-1,z=pos.z+z})
return true
end
end
end
end
if found then
local node = get_node({x=pos.x+foundx,y=pos.y,z=pos.z+foundz})
if snow.is_uneven({x=pos.x+foundx,y=pos.y,z=pos.z+foundz}) ~= true then
minetest.add_node_level({x=pos.x+foundx,y=pos.y,z=pos.z+foundz}, 7)
end
return true
end
end
end

674
license.txt Normal file
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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
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protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
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have designed this version of the GPL to prohibit the practice for those
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stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
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avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
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"The Program" refers to any copyrightable work licensed under this
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To "modify" a work means to copy from or adapt all or part of the work
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181
mapgen.lua Normal file
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@ -0,0 +1,181 @@
--[[
If you want to run PlantLife and mods that depend on it, i.e. MoreTrees, Disable the mapgen by
commenting-out the lines starting with "local mgname = " through "end" (I left a note were to start
and stop) Disabling "Snow's" mapgen allows MoreTrees and PlantLife to do their thing until the
issue is figured out. However, the pine and xmas tree code is still needed for when those
saplings grow into trees.
The *starting* comment looks like this: --[[
The *closing* comment looks like this: --]]
-- ~ LazyJ, 2014_05_13
-- Part 1: To disable the mapgen, add the *starting* comment under this line.
local mgname = ""
--Identify the mapgen.
minetest.register_on_mapgen_init(function(MapgenParams)
if MapgenParams.mgname then
mgname = MapgenParams.mgname
else
io.write("[MOD] Snow Biomes: WARNING! mapgen could not be identifyed!\n")
end
if mgname == "v7" then
--Load mapgen_v7 compatibility.
dofile(minetest.get_modpath("snow").."/mapgen_v7.lua")
else
--Load mapgen_v6 compatibility.
dofile(minetest.get_modpath("snow").."/mapgen_v6.lua")
end
end)
-- To complete the commenting-out add the *closing* comment under this line.
local pine_tree = {
axiom="TABff",
rules_a="[&T+f+ff+ff+ff+f]GA",
rules_b="[&T+f+Gf+Gf+Gf]GB",
trunk="default:tree",
leaves="snow:needles",
angle=90,
iterations=1,
random_level=0,
trunk_type="single",
thin_branches=true,
}
local xmas_tree = {
axiom="TABff",
rules_a="[&T+f+ff+ff+ff+f]GA",
rules_b="[&T+f+Gf+Gf+Gf]GB",
trunk="default:tree",
leaves="snow:needles_decorated",
angle=90,
iterations=1,
random_level=0,
trunk_type="single",
thin_branches=true,
}
--Makes pine tree
function snow.make_pine(pos,snow,xmas)
local env = minetest.env
local perlin1 = env:get_perlin(112,3, 0.5, 150)
local try_node = function(pos, node)
local n = env:get_node(pos).name
if n == "air" or n == "ignore" then
env:add_node(pos,node)
end
end
--Clear ground.
for x=-1,1 do
for z=-1,1 do
if env:get_node({x=pos.x+x,y=pos.y,z=pos.z+z}).name == "default:snow" then
env:remove_node({x=pos.x+x,y=pos.y,z=pos.z+z})
end
if env:get_node({x=pos.x+x,y=pos.y,z=pos.z+z}).name == "default:snowblock" then
env:remove_node({x=pos.x+x,y=pos.y,z=pos.z+z})
end
end
end
if xmas then
env:remove_node(pos)
minetest.env:spawn_tree(pos, xmas_tree)
else
minetest.env:spawn_tree(pos, pine_tree)
end
if snow then
local x,z = pos.x,pos.z
try_node({x=x+1,y=pos.y+3,z=z+1},{name="default:snow"})
try_node({x=x-1,y=pos.y+3,z=z-1},{name="default:snow"})
try_node({x=x-1,y=pos.y+3,z=z+1},{name="default:snow"})
try_node({x=x+1,y=pos.y+3,z=z-1},{name="default:snow"})
try_node({x=x+1,y=pos.y+5,z=z},{name="default:snow"})
try_node({x=x-1,y=pos.y+5,z=z},{name="default:snow"})
try_node({x=x,y=pos.y+5,z=z+1},{name="default:snow"})
try_node({x=x,y=pos.y+5,z=z-1},{name="default:snow"})
end
if xmas then
try_node({x=pos.x,y=pos.y+7,z=pos.z},{name="snow:star_lit"}) -- Added lit star. ~ LazyJ
elseif snow and perlin1:get2d({x=pos.x,y=pos.z}) > 0.53 then
try_node({x=pos.x,y=pos.y+7,z=pos.z},{name="default:snow"})
end
end
--Makes pine tree
function snow.voxelmanip_pine(pos,a,data)
local c_snow = minetest.get_content_id("default:snow")
local c_pine_needles = minetest.get_content_id("snow:needles")
local c_tree = minetest.get_content_id("default:tree")
local c_air = minetest.get_content_id("air")
local perlin1 = minetest.get_perlin(112,3, 0.5, 150)
--Clear ground.
for x=-1,1 do
for z=-1,1 do
local node = a:index(pos.x+x,pos.y,pos.z+z)
if data[node] == c_snow then
data[node] = c_air
end
end
end
--Make tree.
for i=0, 4 do
if i==1 or i==2 then
for x=-1,1 do
for z=-1,1 do
local x = pos.x + x
local z = pos.z + z
local node = a:index(x,pos.y+i,z)
data[node] = c_pine_needles
if snow and x ~= 0 and z ~= 0 and perlin1:get2d({x=x,y=z}) > 0.53 then
local abovenode = a:index(x,pos.y+i+1,z)
data[abovenode] = c_snow
end
end
end
end
if i==3 or i==4 then
local x = pos.x
local y = pos.y+i
local z = pos.z
data[a:index(x+1,y,z)] = c_pine_needles
data[a:index(x-1,y,z)] = c_pine_needles
data[a:index(x,y,z+1)] = c_pine_needles
data[a:index(x,y,z-1)] = c_pine_needles
if snow then
if perlin1:get2d({x=x+1,y=z}) > 0.53 then
data[a:index(x+1,y+1,z)] = c_snow
end
if perlin1:get2d({x=x+1,y=z}) > 0.53 then
data[a:index(x-1,y+1,z)] = c_snow
end
if perlin1:get2d({x=x,y=z+1}) > 0.53 then
data[a:index(x,y+1,z+1)] = c_snow
end
if perlin1:get2d({x=x,y=z-1}) > 0.53 then
data[a:index(x,y+1,z-1)] = c_snow
end
end
end
data[a:index(pos.x,pos.y+i,pos.z)] = c_tree
end
data[a:index(pos.x,pos.y+5,pos.z)] = c_pine_needles
data[a:index(pos.x,pos.y+6,pos.z)] = c_pine_needles
if snow and perlin1:get2d({x=pos.x,y=pos.z}) > 0.53 then
data[a:index(pos.x,pos.y+7,pos.z)] = c_snow
end
end

278
mapgen_v6.lua Normal file
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@ -0,0 +1,278 @@
--Identify content ID's of nodes
local c_dirt_with_grass = minetest.get_content_id("default:dirt_with_grass")
local c_snow = minetest.get_content_id("default:snow")
local c_snow_block = minetest.get_content_id("default:snowblock")
local c_dirt_with_snow = minetest.get_content_id("default:dirt_with_snow")
local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local c_stone = minetest.get_content_id("default:stone")
local c_dry_shrub = minetest.get_content_id("default:dry_shrub")
local c_leaves = minetest.get_content_id("default:leaves")
local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
local c_junglegrass = minetest.get_content_id("default:junglegrass")
local c_ice = minetest.get_content_id("default:ice")
local c_water = minetest.get_content_id("default:water_source")
local c_papyrus = minetest.get_content_id("default:papyrus")
local c_sand = minetest.get_content_id("default:sand")
--Snow biomes are found at 0.53 and greater perlin noise.
minetest.register_on_generated(function(minp, maxp, seed)
--if maxp.y >= -10 and maxp.y > snow.min_height then
--Start timer
local t1 = os.clock()
local in_biome = false
--Load Voxel Manipulator
local vm, emin, emax = minetest.get_mapgen_object("voxelmanip")
local a = VoxelArea:new{
MinEdge={x=emin.x, y=emin.y, z=emin.z},
MaxEdge={x=emax.x, y=emax.y, z=emax.z},
}
local data = vm:get_data()
local debug = snow.debug
local min_height = snow.min_height
--Should make things a bit faster.
local env = minetest.env
-- Assume X and Z lengths are equal
local divlen = 16
local divs = (maxp.x-minp.x)+1;
local x0 = minp.x
local z0 = minp.z
local x1 = maxp.x
local z1 = maxp.z
--Get map specific perlin noise.
local perlin1 = env:get_perlin(112,3, 0.5, 150)
--Speed hack: checks the corners and middle of the chunk for "snow biome".
--[[if not ( perlin1:get2d( {x=x0, y=z0} ) > 0.53 ) --top left
and not ( perlin1:get2d( { x = x0 + ( (x1-x0)/2), y=z0 } ) > 0.53 )--top middle
and not (perlin1:get2d({x=x1, y=z1}) > 0.53) --bottom right
and not (perlin1:get2d({x=x1, y=z0+((z1-z0)/2)}) > 0.53) --right middle
and not (perlin1:get2d({x=x0, y=z1}) > 0.53) --bottom left
and not (perlin1:get2d({x=x1, y=z0}) > 0.53) --top right
and not (perlin1:get2d({x=x0+((x1-x0)/2), y=z1}) > 0.53) --left middle
and not (perlin1:get2d({x=(x1-x0)/2, y=(z1-z0)/2}) > 0.53) --middle
and not (perlin1:get2d({x=x0, y=z1+((z1-z0)/2)}) > 0.53) then --bottom middle
return
end]]
--Choose a biome types.
local pr = PseudoRandom(seed+57)
local biome
--Land biomes
biome = pr:next(1, 5)
local snowy = biome == 1 --spawns alot of snow
local plain = biome == 2 --spawns not much
local alpine = biome == 3 --rocky terrain
-- biome == 4 or biome == 5 -- normal biome
--Water biomes
biome2 = pr:next(1, 5)
local cool = biome == 1 --only spawns ice on edge of water
local icebergs = biome == 2
local icesheet = biome == 3
local icecave = biome == 4
local icehole = biome == 5 --icesheet with holes
--Misc biome settings.
local icy = pr:next(1, 2) == 2 --If enabled spawns ice in sand instead of snow blocks.
local mossy = pr:next(1,2) == 1 --Spawns moss in snow.
local shrubs = pr:next(1,2) == 1 --Spawns dry shrubs in snow.
local pines = pr:next(1,2) == 1 --spawns pines.
--Debugging function
local biomeToString = function(num,num2)
local biome, biome2
if num == 1 then biome = "snowy"
elseif num == 2 then biome = "plain"
elseif num == 3 then biome = "alpine"
elseif num == 4 or num == 5 then biome = "normal"
else biome = "unknown "..num end
if num2 == 1 then biome2 = "cool"
elseif num2 == 2 then biome2 = "icebergs"
elseif num2 == 3 then biome2 = "icesheet"
elseif num2 == 4 then biome2 = "icecave"
elseif num2 == 5 then biome2 = "icehole"
else biome2 = "unknown "..num end
return biome, biome2
end
local spawn_pine = snow.voxelmanip_pine
local smooth = snow.smooth_biomes
local legacy = snow.legacy
--Reseed random.
pr = PseudoRandom(seed+68)
--[[if alpine then
local trees = env:find_nodes_in_area(minp, maxp, {"default:leaves","default:tree"})
for i,v in pairs(trees) do
env:remove_node(v)
end
end]]
--Loop through chunk.
for x = minp.x, maxp.x do
for z = minp.z, maxp.z do
--Check if we are in a "Snow biome"
local in_biome = false
local test = perlin1:get2d({x=x, y=z})
if smooth and (not snowy) and (test > 0.73 or (test > 0.43 and pr:next(0,29) > (0.73 - test) * 100 )) then
in_biome = true
elseif (not smooth or snowy) and test > 0.53 then
in_biome = true
end
if in_biome then
local perlin2 = env:get_perlin(322345,3, 0.5, 80)
local icetype = perlin2:get2d({x=x, y=z})
local cool = icetype > 0 --only spawns ice on edge of water
local icebergs = icetype > -0.2 and icetype <= 0
local icehole = icetype > -0.4 and icetype <= -0.2
local icesheet = icetype > -0.6 and icetype <= -0.4
local icecave = icetype <= -0.6
--if not plain or pr:next(1,12) == 1 then
-- Find ground level (0...15)
local ground_y = nil
for y=maxp.y,minp.y,-1 do
local n = data[a:index(x, y, z)]
if n ~= c_air and n ~= c_ignore then
ground_y = y
break
end
end
if ground_y then --and ground_y > min_height then
-- Snowy biome stuff
local node = a:index(x, ground_y, z)
local abovenode = a:index(x, ground_y+1, z)
local belownode = a:index(x, ground_y+2, z)
if ground_y and data[node] == c_dirt_with_grass then
--local veg
--if legacy and mossy and pr:next(1,10) == 1 then veg = 1 end
if alpine then
--Gets rid of dirt
data[abovenode] = c_snow
for y=ground_y,-6,-1 do
local stone = a:index(x, y, z)
if data[stone] == "default:stone" then
break
else
data[stone] = c_stone
end
end
elseif (shrubs and pr:next(1,28) == 1) then
--Spawns dry shrubs.
data[node] = c_dirt_with_snow
data[abovenode] = c_dry_shrub
elseif pines and pr:next(1,36) == 1 then
--Spawns pines.
data[node] = c_dirt_with_snow
spawn_pine({x=x, y=ground_y+1, z=z},a,data)
--elseif snowy then
--Spawns snow blocks.
--env:add_node({x=x,y=ground_y+1,z=z}, {name="snow:snow_block"})
--data[aanode] = c_snow
else
--Spawns snow.
data[node] = c_dirt_with_snow
data[abovenode] = c_snow
end
elseif ground_y and data[belownode] == c_sand then
--Spawns ice in sand if icy, otherwise spawns snow on top.
if not icy then
data[node] = c_snow
else
data[belownode] = c_ice
end
elseif ground_y and data[node] == c_leaves or data[node] == c_jungleleaves then
data[abovenode] = c_snow
elseif ground_y and data[node] == c_junglegrass then
data[node] = c_dry_shrub
elseif ground_y and data[node] == c_papyrus then
for i=ground_y, ground_y-4, -1 do
local papyrus = a:index(x, y, z)
if data[papyrus] == c_papyrus then
local papyrusabove = a:index(x, ground_y, z)
data[papyrusabove] = c_snow
data[papyrus] = c_snow_block
end
end
elseif ground_y and data[node] == c_water then
if not icesheet and not icecave and not icehole then
--Coastal ice.
local x1 = data[a:index(x+1,ground_y,z)]
local z1 = data[a:index(x,ground_y,z+1)]
local xz1 = data[a:index(x+1,ground_y,z+1)]
local xz2 = data[a:index(x-1,ground_y,z-1)]
local x2 = data[a:index(x-1,ground_y,z)]
local z2 = data[a:index(x,ground_y,z-1)]
local y = data[a:index(x,ground_y-1,z)]
local rand = pr:next(1,4) == 1
if
((x1 and x1 ~= c_water and x1 ~= c_ice and x1 ~= c_air and x1 ~= c_ignore) or ((cool or icebergs) and x1 == c_ice and rand)) or
((z1 and z1 ~= c_water and z1 ~= c_ice and z1 ~= c_air and z1 ~= c_ignore) or ((cool or icebergs) and z1 == c_ice and rand)) or
((xz1 and xz1 ~= c_water and xz1 ~= c_ice and xz1 ~= c_air and xz1 ~= c_ignore) or ((cool or icebergs) and xz1 == c_ice and rand)) or
((xz2 and xz2 ~= c_water and xz2 ~= c_ice and xz2 ~= c_air and xz2 ~= c_ignore) or ((cool or icebergs) and xz2 == c_ice and rand)) or
((x2 and x2 ~= c_water and x2 ~= c_ice and x2 ~= c_air and x2 ~= c_ignore) or ((cool or icebergs) and x2 == c_ice and rand)) or
((z2 and z2 ~= c_water and z2 ~= c_ice and z2 ~= c_air and z2 ~= c_ignore) or ((cool or icebergs) and z2 == c_ice and rand)) or
(y ~= c_water and y ~= c_ice and y ~= "air") or (pr:next(1,6) == 1 and icebergs) then
data[node] = c_ice
end
else
--Icesheets, Broken icesheet, Icecaves
if (icehole and pr:next(1,10) > 1) or icecave or icesheet then
data[node] = c_ice
end
if icecave then
--Gets rid of water underneath ice
for y=ground_y-1,-60,-1 do
local water = a:index(x, y, z)
if data[water] ~= c_water then
break
else
data[water] = c_air
end
end
end
end
end
end
--end
end
end
end
vm:set_data(data)
vm:calc_lighting(
{x=minp.x-16, y=minp.y, z=minp.z-16},
{x=maxp.x+16, y=maxp.y, z=maxp.z+16}
)
vm:write_to_map(data)
if debug then
biome_string,biome2_string = biomeToString(biome,biome2)
print(biome_string.." and "..biome2_string..": Snow Biome Genarated near x"..minp.x.." z"..minp.z)
print(string.format("elapsed time: %.2fms", (os.clock() - t1) * 1000))
end
--end
end)

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minetest.register_biome({
name = "snow_biome_default",
node_top = "default:dirt_with_snow",
depth_top = 1,
node_filler = "default:dirt",
depth_filler = 2,
height_min = snow.min_height,
height_max = snow.min_height+60,
heat_point = 10.0,
humidity_point = 40.0,
})
minetest.register_biome({
name = "snow_biome_forest",
node_top = "default:dirt_with_snow",
depth_top = 1,
node_filler = "default:dirt",
depth_filler = 2,
height_min = snow.min_height,
height_max = snow.min_height+60,
heat_point = 10.0,
humidity_point = 55.0,
})
minetest.register_biome({
name = "snow_biome_lush",
node_top = "default:dirt_with_snow",
depth_top = 1,
node_filler = "default:dirt",
depth_filler = 2,
height_min = snow.min_height,
height_max = snow.min_height+60,
heat_point = 10.0,
humidity_point = 70.0,
})
minetest.register_biome({
name = "snow_biome_alpine",
node_top = "default:stone",
depth_top = 1,
node_filler = "default:stone",
height_min = snow.min_height+60,
height_max = 31000,
heat_point = 10.0,
humidity_point = 40.0,
})
minetest.register_biome({
name = "base_normal",
height_min = 3,
height_max = 40,
heat_point = 40.0,
humidity_point = 40.0,
})
minetest.register_biome({
name = "snow_biome_sand",
node_top = "default:sand",
depth_top = 3,
node_filler = "default:stone",
depth_filler = 0,
height_min = -31000,
height_max = 2,
heat_point = 10.0,
humidity_point = 40.0,
})
--Pine tree.
minetest.register_decoration({
deco_type = "schematic",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 0.005,
biomes = {"snow_biome_default"},
schematic = minetest.get_modpath("snow").."/schematics/pine.mts",
flags = "place_center_x, place_center_z",
})
minetest.register_decoration({
deco_type = "schematic",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 0.05,
biomes = {"snow_biome_forest"},
schematic = minetest.get_modpath("snow").."/schematics/pine.mts",
flags = "place_center_x, place_center_z",
})
minetest.register_decoration({
deco_type = "schematic",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 0.1,
biomes = {"snow_biome_lush"},
schematic = minetest.get_modpath("snow").."/schematics/pine.mts",
flags = "place_center_x, place_center_z",
})
--Dry shrubs.
minetest.register_decoration({
deco_type = "simple",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 0.005,
biomes = {"snow_biome_default"},
decoration = "default:dry_shrub",
})
minetest.register_decoration({
deco_type = "simple",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 0.05,
biomes = {"snow_biome_forest", "snow_biome_lush"},
decoration = "default:dry_shrub",
})
--Snow.
minetest.register_decoration({
deco_type = "simple",
place_on = "default:dirt_with_snow",
sidelen = 16,
fill_ratio = 10,
biomes = {"snow_biome_default", "snow_biome_forest", "snow_biome_lush"},
decoration = "default:snow",
})
minetest.register_decoration({
deco_type = "simple",
place_on = "default:stone",
sidelen = 16,
fill_ratio = 10,
biomes = {"snow_biome_alpine"},
decoration = "default:snow",
})

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Frame Root {
FrameTransformMatrix {
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}
Frame Cube_001 {
FrameTransformMatrix {
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0.000000, 0.000000, 0.149813, 0.000000,
0.025244, 3.853863,-2.133818, 1.000000;;
}
Mesh { //Cube_003 Mesh
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MeshMaterialList { //Cube_003 Material List
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} //End of Cube_003 Material List
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} //End of Cube_001
} //End of Root Frame

355
nodes.lua Normal file
View File

@ -0,0 +1,355 @@
-- NODES
-- Pine Needles
minetest.register_node("snow:needles",{
description = "Pine Needles",
drawtype = "allfaces_optional",
visual_scale = 1.3,
tiles = {"snow_needles.png"},
waving = 1,
paramtype = "light",
groups = {snappy=3, leafdecay=5},
drop = {
max_items = 1,
items = {
{
-- player will get sapling with 1/20 chance
items = {'snow:sapling_pine'},
rarity = 20,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = {'snow:needles'},
}
}
},
sounds = default.node_sound_leaves_defaults(),
})
--[[
If christmas_content is enabled, then this next part will override the pine needles' drop code
(in the code section above) and adds Xmas tree saplings to the items that are dropped.
The Xmas tree needles are registred and defined a farther down in this nodes.lua file.
~ LazyJ
--]]
if snow.christmas_content then
--Christmas trees
minetest.override_item("snow:needles", {
drop = {
max_items = 1,
items = {
{
-- player will get xmas tree with 1/120 chance
items = {'snow:xmas_tree'},
rarity = 120,
},
{
-- player will get sapling with 1/20 chance
items = {'snow:sapling_pine'},
rarity = 20,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = {'snow:needles'},
}
}
}
})
end
--Christmas easter egg
minetest.register_on_mapgen_init( function()
if skins then
skins.add("character_snow_man")
end
end
)
--[[
Original, static Xmas lights. Keep so people can "turn off" the
animation if it is too much for them. ~ LazyJ
--Decorated Pine leaves
minetest.register_node("snow:needles_decorated", {
description = "Decorated Pine Needles",
drawtype = "allfaces_optional",
tiles = {"snow_needles_decorated.png"},
paramtype = "light",
groups = {snappy=3, leafdecay=3},
drop = {
max_items = 1,
items = {
{
-- player will get xmas tree with 1/20 chance
items = {'snow:xmas_tree'},
rarity = 50,
},
{
-- player will get sapling with 1/20 chance
items = {'snow:sapling_pine'},
rarity = 20,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = {'snow:needles_decorated'},
}
}
},
sounds = default.node_sound_leaves_defaults(),
})
--]]
-- Animated, "blinking lights" version. ~ LazyJ
-- Decorated Pine Leaves
minetest.register_node("snow:needles_decorated", {
description = "Decorated Pine Needles",
drawtype = "allfaces_optional",
light_source = 5,
inventory_image = minetest.inventorycube("snow_needles_decorated.png"),
--tiles = {"snow_needles_decorated.png"},
tiles = {
{name="snow_needles_decorated_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=20.0}}
},
paramtype = "light",
groups = {snappy=3, leafdecay=5},
drop = {
max_items = 1,
items = {
{
-- player will get xmas tree with 1/120 chance
items = {'snow:xmas_tree'},
rarity = 120,
},
{
-- player will get sapling with 1/20 chance
items = {'snow:sapling_pine'},
rarity = 20,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = {'snow:needles_decorated'},
}
}
},
sounds = default.node_sound_leaves_defaults(),
})
-- Xmas Tree Sapling
minetest.register_node("snow:xmas_tree", {
description = "Christmas Tree",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"snow_xmas_tree.png"},
inventory_image = "snow_xmas_tree.png",
wield_image = "snow_xmas_tree.png",
paramtype = "light",
walkable = false,
groups = {snappy=2,dig_immediate=3},
sounds = default.node_sound_defaults(),
})
-- Pine Sapling
minetest.register_node("snow:sapling_pine", {
description = "Pine Sapling",
drawtype = "plantlike",
visual_scale = 1.0,
tiles = {"snow_sapling_pine.png"},
inventory_image = "snow_sapling_pine.png",
wield_image = "snow_sapling_pine.png",
paramtype = "light",
walkable = false,
groups = {snappy=2,dig_immediate=3},
sounds = default.node_sound_defaults(),
})
-- Star on Xmas Trees
minetest.register_node("snow:star", {
description = "Star",
--drawtype = "torchlike",
drawtype = "plantlike", -- Stars disappeared when viewed at the right angle. "Plantlike" solved the visual problem. ~ LazyJ
tiles = {"snow_star.png"},
inventory_image = "snow_star.png",
wield_image = "snow_star.png",
paramtype = "light",
walkable = false,
--groups = {snappy=2,dig_immediate=3},
groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1}, -- Don't want the ornament breaking too easily because you have to punch it to turn it on and off. ~ LazyJ
sounds = default.node_sound_glass_defaults({dig = {name="default_glass_footstep", gain=0.2}}), -- Breaking "glass" sound makes it sound like a real, broken, Xmas tree ornament (Sorry, Mom!). ;)- ~ LazyJ
on_punch = function(pos, node, puncher) -- Added a "lit" star that can be punched on or off depending on your preference. ~ LazyJ
minetest.set_node(pos, {name = "snow:star_lit"})
nodeupdate(pos)
end,
})
-- Star (Lit Version) on Xmas Trees
minetest.register_node("snow:star_lit", {
description = "Star Lighted",
drawtype = "plantlike",
light_source = LIGHT_MAX,
tiles = {"snow_star_lit.png"},
wield_image = "snow_star.png",
paramtype = "light",
walkable = false,
drop = "snow:star",
groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1, not_in_creative_inventory=1},
sounds = default.node_sound_glass_defaults({dig = {name="default_glass_footstep", gain=0.2}}),
on_punch = function(pos, node, puncher)
minetest.set_node(pos, {name = "snow:star"})
nodeupdate(pos)
end,
})
-- Moss
minetest.register_node("snow:moss", {
description = "Moss",
tiles = {"snow_moss.png"},
drawtype = "signlike",
paramtype = "light",
paramtype2 = "wallmounted",
walkable = false,
selection_box = {
type = "wallmounted",
},
is_ground_content = true,
groups = {crumbly=3, attached_node=1},
})
-- Snow Brick
minetest.register_node("snow:snow_brick", {
description = "Snow Brick",
tiles = {"snow_snow_brick.png"},
is_ground_content = true,
freezemelt = "default:water_source",
liquidtype = "none",
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "facedir", -- Allow blocks to be rotated with the screwdriver or
-- by player position. ~ LazyJ
-- I made this a little harder to dig than snow blocks because
-- I imagine snow brick as being much more dense and solid than fluffy snow. ~ LazyJ
groups = {cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=1, icemaker=1, cooks_into_ice=1},
--Let's use the new snow sounds instead of the old grass sounds. ~ LazyJ
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
-- The "on_construct" part below, thinking in terms of layers, dirt_with_snow could also
-- double as dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
-- Thinking in terms of layers, dirt_with_snow could also double as
-- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04
or minetest.get_node(pos).name == "default:dirt" then
minetest.set_node(pos, {name="default:dirt_with_snow"})
end
end
})
-- Snow Cobble ~ LazyJ
minetest.register_node("snow:snow_cobble", {
description = "Snow Cobble",
tiles = {"snow_snow_cobble.png"},
is_ground_content = true,
freezemelt = "default:water_source",
liquidtype = "none",
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "facedir",
-- I made this a little harder to dig than snow blocks because
-- I imagine snow brick as being much more dense and solid than fluffy snow. ~ LazyJ
groups = {cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=1, icemaker=1, cooks_into_ice},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
-- The "on_construct" part below, thinking in terms of layers, dirt_with_snow could also
-- double as dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
or minetest.get_node(pos).name == "default:dirt" then
minetest.set_node(pos, {name="default:dirt_with_snow"})
end
end
})
-- Override Default Nodes to Add Extra Functions
-- This adds code to the existing default ice. ~ LazyJ
minetest.override_item("default:ice", {
-- The Lines: 1. Alpah to make semi-transparent ice, 2 to work with
-- the dirt_with_grass/snow/just dirt ABMs. ~ LazyJ, 2014_03_09
use_texture_alpha = true, -- 1
sunlight_propagates = true, -- 2
drawtype = "glasslike",
inventory_image = minetest.inventorycube("default_ice.png"),
liquidtype = "none",
-- I made this a lot harder to dig than snow blocks because ice is much more dense
-- and solid than fluffy snow. ~ LazyJ
groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1, melts=1},
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
or minetest.get_node(pos).name == "default:dirt" then
minetest.set_node(pos, {name="default:dirt_with_snow"})
end
end
})
-- This adds code to the existing, default snowblock. ~ LazyJ
minetest.override_item("default:snowblock", {
liquidtype = "none", -- LazyJ to make dirt below change to dirt_with_snow (see default, nodes.lua, dirt ABM)
paramtype = "light", -- LazyJ to make dirt below change to dirt_with_snow (see default, nodes.lua, dirt ABM)
sunlight_propagates = true, -- LazyJ to make dirt below change to dirt_with_snow (see default, nodes.lua, dirt ABM)
-- Snow blocks should be easy to dig because they are just fluffy snow. ~ LazyJ
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=1, icemaker=1, cooks_into_ice=1},
drop = "snow:snow_cobble",
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
-- Thinking in terms of layers, dirt_with_snow could also double as
-- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04
or minetest.get_node(pos).name == "default:dirt" then
minetest.set_node(pos, {name="default:dirt_with_snow"})
end
end
})

View File

@ -0,0 +1,73 @@
_____ __ __ _
/ ____| | \/ | | |
| (___ _ __ _____ __ | \ / | ___ __| |
\___ \| '_ \ / _ \ \ /\ / / | |\/| |/ _ \ / _` |
____) | | | | (_) \ V V / | | | | (_) | (_| |
|_____/|_| |_|\___/ \_/\_/ |_| |_|\___/ \__,_|
By Splizard.
Forum post: http://minetest.net/forum/viewtopic.php?id=2290
Github: https://github.com/Splizard/minetest-mod-snow
INSTALL:
----------
Place this folder in your minetest mods folder.
(http://dev.minetest.net/Installing_Mods)
NOTICE
While this mod is installed you may experience slow map loading while a snow biome is generated.
USAGE:
-------
If you walk around a bit you will find snow biomes scattered around the world.
There are nine biome types:
* Normal
* Icebergs
* Icesheet
* Broken icesheet
* Icecave
* Coast
* Alpine
* Snowy
* Plain
Snow can be picked up and thrown as snowballs or crafted into snow blocks.
Snow and ice melts when near warm blocks such as torches or igniters such as lava.
Snow blocks freeze water source blocks around them.
Moss can be found in the snow, when moss is placed near cobble it spreads.
Christmas trees can be found when digging pine needles.
Sleds allow for faster travel on snow.
CRAFTING:
-----------
Snow Block:
Snowball Snowball
Snowball Snowball
Snow Brick:
Snow Block Snow Block
Snow Block Snow Block
Sled:
Stick
Wood Wood Wood
MAPGEN_V7:
------------
If you are using minetest 0.4.8 or the latest dev version of minetest you can choose to generate a v7 map.
This option can be found when creating a new map from the menu.
Snow Biomes has support for this and includes a base grass biome for this.
There are a couple of bugs and limitations with this such as no ice being generated at the moment.
Config file:
------------
After starting a game in minetest with snow mod, a config file will be placed in this folder that contains the various options for snow mod.
UNINSTALL:
------------
Simply delete the folder snow from the mods folder.

BIN
schematics/pine.mts Normal file

Binary file not shown.

203
sled.lua Normal file
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@ -0,0 +1,203 @@
--[[
--=================
--======================================
LazyJ's Fork of Splizard's "Snow" Mod
by LazyJ
version: Umpteen and 7/5ths something or another.
2014_04_12
--======================================
--=================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THE LIST OF CHANGES I'VE MADE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* 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 not assembled in the right 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.
~~~~~~
TODO
~~~~~~
* 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?
* Go through, clean-up my notes and get them better sorted. Some are in the code, some are
scattered in my note-taking program. This "Oh, I'll just make a little tweak here and a
little tweak there" project has evolved into something much bigger and more complex
than I originally planned. :p ~ LazyJ
--]]
--=============================================================
-- CODE STUFF
--=============================================================
--
-- Helper functions
--
local function is_water(pos)
local nn = minetest.env:get_node(pos).name
return minetest.get_item_group(nn, "water") ~= 0
end
--
-- Sled entity
--
local sled = {
physical = false,
collisionbox = {-0.6,-0.25,-0.6, 0.6,0.3,0.6},
visual = "mesh",
mesh = "sled.x",
textures = {"sled.png"},
driver = nil,
sliding = false,
}
local players_sled = {}
function sled:on_rightclick(clicker)
if (not self.driver) and snow.sleds then
players_sled[clicker:get_player_name()] = true
self.driver = clicker
self.object:set_attach(clicker, "", {x=0,y=-9,z=0}, {x=0,y=90,z=0})
clicker:set_physics_override({
speed = 2, -- multiplier to default value
jump = 0, -- multiplier to default value
gravity = 1
})
--[[
local HUD =
{
hud_elem_type = "text", -- see HUD element types
position = {x=0.5, y=0.89},
name = "sled",
scale = {x=2, y=2},
text = "You are sledding, hold sneak to stop.",
direction = 0,
}
clicker:hud_add(HUD)
--]]
-- Here is part 1 of the fix. ~ LazyJ
HUD = clicker:hud_add({
hud_elem_type = "text",
position = {x=0.5, y=0.89},
name = "sled",
scale = {x=2, y=2},
text = "You are on the sled! Press the sneak key to get off the sled.", -- LazyJ
direction = 0,
})
-- End part 1
end
end
function sled:on_activate(staticdata, dtime_s)
self.object:set_armor_groups({immortal=1})
if staticdata then
self.v = tonumber(staticdata)
end
end
function sled:get_staticdata()
return tostring(v)
end
function sled:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
self.object:remove()
if puncher and puncher:is_player() then
puncher:get_inventory():add_item("main", "snow:sled")
end
end
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
if players_sled[player:get_player_name()] then
default.player_set_animation(player, "sit", 0)
end
end
end)
function sled:on_step(dtime)
if self.driver then
local p = self.object:getpos()
p.y = p.y+0.4
local s = self.object:getpos()
s.y = s.y -0.5
local keys = self.driver:get_player_control()
if keys["sneak"] or is_water(p) or (not minetest.find_node_near(s, 1, {"default:snow","default:snowblock","default:ice","default:dirt_with_snow", "group:icemaker"})) then -- LazyJ
self.driver:set_physics_override({
speed = 1, -- multiplier to default value
jump = 1, -- multiplier to default value
gravity = 1
})
players_sled[self.driver:get_player_name()] = false
self.object:set_detach()
--self.driver:hud_remove("sled")
self.driver:hud_remove(HUD) -- And here is part 2. ~ LazyJ
self.driver = nil
self.object:remove()
end
end
end
minetest.register_entity("snow:sled", sled)
minetest.register_craftitem("snow:sled", {
description = "Sled",
inventory_image = "snow_sled.png",
wield_image = "snow_sled.png",
wield_scale = {x=2, y=2, z=1},
liquids_pointable = true,
stack_max = 1,
on_use = function(itemstack, placer)
local pos = {x=0,y=-1000, z=0}
local name = placer:get_player_name()
if not players_sled[name] then
local sled = minetest.env:add_entity(pos, "snow:sled")
sled:get_luaentity():on_rightclick(placer)
end
end,
})
minetest.register_craft({
output = "snow:sled",
recipe = {
{"", "", ""},
{"group:stick", "", ""},
{"group:wood", "group:wood", "group:wood"},
},
})
minetest.register_craft({
output = "snow:sled",
recipe = {
{"", "", ""},
{"", "", "group:stick"},
{"group:wood", "group:wood", "group:wood"},
},
})

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--============
--Snowballs
--============
-- Snowballs were destroying nodes if the snowballs landed just right.
-- Quite a bit of trial-and-error learning here and it boiled down to a
-- small handful of code lines making the difference. ~ LazyJ
local snowball_GRAVITY=9
local snowball_VELOCITY=19
--Shoot snowball
local snow_shoot_snowball=function (item, player, pointed_thing)
local playerpos=player:getpos()
local obj=minetest.add_entity({x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, "snow:snowball_entity")
local dir=player:get_look_dir()
obj:setvelocity({x=dir.x*snowball_VELOCITY, y=dir.y*snowball_VELOCITY, z=dir.z*snowball_VELOCITY})
obj:setacceleration({x=dir.x*-3, y=-snowball_GRAVITY, z=dir.z*-3})
item:take_item()
return item
end
--The snowball Entity
snow_snowball_ENTITY={
physical = false,
timer=0,
textures = {"default_snowball.png"},
lastpos={},
collisionbox = {0,0,0,0,0,0},
}
--Snowball_entity.on_step()--> called when snowball is moving.
snow_snowball_ENTITY.on_step = function(self, dtime)
self.timer=self.timer+dtime
local pos = self.object:getpos()
local node = minetest.get_node(pos)
--Become item when hitting a node.
if self.lastpos.x~=nil then --If there is no lastpos for some reason. ~ Splizard
-- Check to see what is one node above where the snow is
-- going to be placed. ~ LazyJ, 2014_04_08
local abovesnowballtarget = {x=pos.x, y=pos.y+1, z=pos.z}
-- Identify the name of the node that was found above. ~ LazyJ, 2014_04_08
local findwhatisabove = minetest.get_node(abovesnowballtarget).name
-- If the node above is air, then it's OK to go on to the next step. ~ LazyJ, 2014_04_08
if findwhatisabove == "air" then
-- If the node where the snow is going is anything except air, then it's OK to put
-- the snow on it. ~ Original line of code by Splizard, comment by LazyJ so I can
-- keep track of what this code does. ~ LazyJ, 2014_04_07
if node.name ~= "air" then
--snow.place(pos) -- this is the original code, I replaced it with
-- minetest.place_node and bumped the y position up by 2 (make the snow drop
-- from a node above and pile up). ~ LazyJ, 2014_04_07
minetest.place_node({x=pos.x, y=pos.y+2, z=pos.z}, {name="default:snow"})
self.object:remove()
end
else -- If findwhatisabove is not equal to "air" then cancel the snowball
-- with self.object:remove() ~ LazyJ, 2014_04_08
self.object:remove()
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z}
end
minetest.register_entity("snow:snowball_entity", snow_snowball_ENTITY)
-- Snowball and Default Snowball Merged
-- They both look the same, they do basically the same thing (except one is a leftclick throw
-- and the other is a rightclick drop),... Why not combine snow:snowball with default:snow and
-- benefit from both? ~ LazyJ, 2014_04_08
--[[ Save this for reference and occasionally compare to the default code for any updates.
minetest.register_node(":default:snow", {
description = "Snow",
tiles = {"default_snow.png"},
inventory_image = "default_snowball.png",
wield_image = "default_snowball.png",
is_ground_content = true,
paramtype = "light",
buildable_to = true,
leveled = 7,
drawtype = "nodebox",
freezemelt = "default:water_flowing",
node_box = {
type = "leveled",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.5+2/16, 0.5},
},
},
groups = {crumbly=3,falling_node=1, melts=1, float=1},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dug = {name="default_snow_footstep", gain=0.75},
}),
on_construct = function(pos)
if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt_with_grass" or minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt" then
minetest.set_node({x=pos.x, y=pos.y-1, z=pos.z}, {name="default:dirt_with_snow"})
end
-- Now, let's turn the snow pile into a snowblock. ~ LazyJ
if minetest.get_node({x=pos.x, y=pos.y-2, z=pos.z}).name == "default:snow" and -- Minus 2 because at the end of this, the layer that triggers the change to a snowblock is the second layer more than a full block, starting into a second block (-2) ~ LazyJ, 2014_04_11
minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow" then
minetest.set_node({x=pos.x, y=pos.y-2, z=pos.z}, {name="default:snowblock"})
end
end,
on_use = snow_shoot_snowball -- This line is from the 'Snow' mod, the reset is default Minetest.
})
--]]
minetest.override_item("default:snow", {
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3,falling_node=1, melts=2, float=1},
on_construct = function(pos)
if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt_with_grass"
or minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt" then
minetest.set_node({x=pos.x, y=pos.y-1, z=pos.z}, {name="default:dirt_with_snow"})
end
-- Now, let's turn the snow pile into a snowblock.
if minetest.get_node({x=pos.x, y=pos.y-2, z=pos.z}).name == "default:snow" and
-- Minus 2 because at the end of this, the layer that triggers the change to a snowblock
-- is the second snowball layer more than the full block below. That second layer,from
-- what I've observed, seems to push into a third node box above so by subracting 2,
-- the swap_node target is moved back down to the first get_node y=pos.
-- ~ LazyJ, 2014_04_24
minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:snow" then
minetest.set_node({x=pos.x, y=pos.y-2, z=pos.z}, {name="default:snowblock"})
end
end,
on_use = snow_shoot_snowball -- This line is from the 'Snow' mod,
-- the reset is default Minetest. ~ LazyJ
})
--[[
A note about default torches, melting, and "buildable_to = true" in default snow.
On servers where buckets are disabled, snow and ice stuff is used to set water for crops and
water stuff like fountains, pools, ponds, ect.. It is a common practice to set a default torch on
the snow placed where the players want water to be.
If you place a default torch *on* default snow to melt it, instead of melting the snow is
*replaced* by the torch. Using "buildable_to = false" would fix this but then the snow would no
longer pile-up in layers; the snow would stack like thin shelves in a vertical column.
I tinkered with the default torch's code (see below) to check for snow at the position and one
node above (layered snow logs as the next y position above) but default snow's
"buildable_to = true" always happened first. An interesting exercise to better learn how Minetest
works, but otherwise not worth it. If you set a regular torch near snow, the snow will melt
and disappear leaving you with nearly the same end result anyway. I say "nearly the same"
because if you set a default torch on layered snow, the torch will replace the snow and be
lit on the ground. If you were able to set a default torch *on* layered snow, the snow would
melt and the torch would become a dropped item.
~ LazyJ
--]]
-- Some of the ideas I tried. ~ LazyJ
--[[
local can_place_torch_on_top = function(pos)
if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow"
or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow" then
minetest.override_item("default:snow", {buildable_to = false,})
end
end
--]]
--[[
minetest.override_item("default:torch", {
--on_construct = function(pos)
on_place = function(itemstack, placer, pointed_thing)
--if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow"
-- Even though layered snow doesn't look like it's in the next position above (y+1)
-- it registers in that position. Check the terminal's output to see the coord change.
--or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow"
if pointed_thing.name == "default:snow"
then minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z}, {name="default:torch"})
end
end
})
--]]

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-- ===============================================================================
-- StairsPlus Bonus!
-- ===============================================================================
--[[
This section of code that makes blocks compatible with MoreBlocks' circular saw.
I've added circular saw compatible code for default snowblocks and ice. :D
A big thanks to Calinou and ShadowNinja for making this possible.
Because StairsPlus creates partial blocks, it didn't seem quite right that the
smallest microblocks would produce a full-sized water_source node when melted.
So I toned them down a bit by changing their melt to a temporary,
2-second water_source. See "melts" in abms.lua file for the various intensities.
___...::: ATTENTION MINETEST SERVER OPERATORS :::...___
You may or may not have noticed in your server logs that MoreBlocks stairs/slabs/
panels/microblocks are not recorded as to when, who, what, and where. This is
important information when trying to determine if a player who dug these blocks
is the owner (the player who placed the block) or is a griefer stealing the block.
There is an option that will log when these blocks are placed but it comes at the
cost of losing the auto-rotation of those blocks when placed. They can still be
rotated with a screwdriver but if screwdrivers are disabled on your server your
players won't be able to position MoreBlocks, saw-made blocks.
To enable logging the placement of these blocks, un-comment these lines:
--on_place = minetest.item_place
There is one in each of the "stairsplus.register_all" sections.
~ LazyJ
-- ===============================================================================
--]]
--snow_stairsplus = {}
-- Check for infinite stacks
--if minetest.get_modpath("unified_inventory") or not minetest.setting_getbool("creative_mode") then
-- snow_stairsplus.expect_infinite_stacks = false
--else
-- snow_stairsplus.expect_infinite_stacks = true
--end
-- First, let's run a check to see if MoreBlocks is installed; we're going to need it for the
-- next section of stairsplus stuff. ~LazyJ
if (minetest.get_modpath("moreblocks"))
-- 'If' MoreBlocks was found, well, 'then' go ahead with this next part:
then
--[[ Leave commented out - For reference only. ~ LazyJ
function stairsplus.register_all(modname, subname, recipeitem, fields)
--stairsplus.register_stair_slab_panel_micro(modname, subname, recipeitem, fields)
stairsplus:register_stair(modname, subname, recipeitem, fields)
stairsplus:register_slab(modname, subname, recipeitem, fields)
stairsplus:register_panel(modname, subname, recipeitem, fields)
stairsplus:register_micro(modname, subname, recipeitem, fields)
end
Leave commented out
--]]
-- Leave commented out. Another, possible piece of the puzzle, as to why the placement of
-- stairsplus nodes aren't recorded in the logs. Shelved till I can concentrate on it again.
-- ~ LazyJ
--ItemStack({name=nodename}):get_definition()
--itemstack ={}
--[[
local def = itemstack:get_definition()
function minetest.item_place_node(itemstack, placer, pointed_thing, param2)
minetest.log("action", placer:get_player_name() .. " places node "
.. def.name .. " at " .. minetest.pos_to_string(place_to))
end
Leave commented out
--]]
-- Leave commented out
--[[ FIGURE OUT HOW TO GET THE SLABS TO SHOW UP IN THE LOG ON PLACEMENT
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
-- If it's being placed on an another similar one, replace it with
-- a full block
local slabpos = nil
local slabnode = nil
local p0 = pointed_thing.under
local p1 = pointed_thing.above
local n0 = minetest.get_node(p0)
local n1 = minetest.get_node(p1)
local param2 = 0
local n0_is_upside_down = (n0.name == "snow:slab_" .. subname and
n0.param2 >= 20)
if n0.name == "snow:slab_" .. subname and not n0_is_upside_down and p0.y+1 == p1.y then
slabpos = p0
slabnode = n0
elseif n1.name == "snow:slab_" .. subname then
slabpos = p1
slabnode = n1
end
if slabpos then
-- Remove the slab at slabpos
minetest.remove_node(slabpos)
-- Make a fake stack of a single item and try to place it
local fakestack = ItemStack(recipeitem)
fakestack:set_count(itemstack:get_count())
pointed_thing.above = slabpos
local success
fakestack, success = minetest.item_place(fakestack, placer, pointed_thing)
-- If the item was taken from the fake stack, decrement original
if success then
itemstack:set_count(fakestack:get_count())
-- Else put old node back
else
minetest.set_node(slabpos, slabnode)
end
return itemstack
end
-- Upside down slabs
if p0.y-1 == p1.y then
-- Turn into full block if pointing at a existing slab
if n0_is_upside_down then
-- Remove the slab at the position of the slab
minetest.remove_node(p0)
-- Make a fake stack of a single item and try to place it
local fakestack = ItemStack(recipeitem)
fakestack:set_count(itemstack:get_count())
pointed_thing.above = p0
local success
fakestack, success = minetest.item_place(fakestack, placer, pointed_thing)
-- If the item was taken from the fake stack, decrement original
if success then
itemstack:set_count(fakestack:get_count())
-- Else put old node back
else
minetest.set_node(p0, n0)
end
return itemstack
end
-- Place upside down slab
param2 = 20
end
-- If pointing at the side of a upside down slab
if n0_is_upside_down and p0.y+1 ~= p1.y then
param2 = 20
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end
Leave commented out
--]]
--[[
Below, in the "groups" line there is a "melts" category. Back in the ABMs lua file, melting
code, melts=1 will produce a water_source when the full-sized snow/ice block is melted making
a big, watery mess. melts=2 will produce a water_source only for a moment, then it changes back
to water_flowing and then dries-up and disappears. I gave these stairs/slabs/panels/microblocks
a melts value of 2 instead of 1 because they are not full blocks.
~ LazyJ
--]]
-- Default snowblock and ice stairs/slabs/panels/microblocks.
local ndef = minetest.registered_nodes["default:ice"]
local groups = {}
for k, v in pairs(ndef.groups) do groups[k] = v end
stairsplus:register_all("moreblocks", "ice", "default:ice", {
description = ndef.description,
paramtype2 = "facedir",
-- Added "icemaker=1" in groups. This ties into the freezing
-- function in the ABMs.lua file. ~ LazyJ
groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1, melts=2, icemaker=1},
sounds = default.node_sound_glass_defaults(),
tiles = ndef.tiles,
-- Because of the "use_texture_alpha" line, that gives ice transparency, I couldn't combine
-- default ice and default snowblocks in a list like MoreBlocks does. ~ LazyJ
use_texture_alpha = true,
sunlight_propagates = true,
-- This "on_place" line makes placing these nodes recorded in the logs.
-- Useful for investigating griefings and determining ownership
-- BUT these nodes will nolonger auto-rotate into position. ~ LazyJ
--on_place = minetest.item_place,
-- The "on_construct" part below, thinking in terms of layers, dirt_with_snow could
-- also double as dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
or minetest.get_node(pos).name == "default:dirt" then
minetest.set_node(pos, {name="default:dirt_with_snow"})
end
end
})
--end
local ndef = minetest.registered_nodes["default:snowblock"]
local groups = {}
for k, v in pairs(ndef.groups) do groups[k] = v end
stairsplus:register_all("moreblocks", "snowblock", "default:snowblock", {
description = ndef.description,
paramtype2 = "facedir",
-- Added "icemaker=1" in groups. This ties into the freezing function
-- in the ABMs.lua file. ~ LazyJ
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=2, icemaker=1},
tiles = ndef.tiles,
sunlight_propagates = true,
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
-- This "on_place" line makes placing these nodes recorded in the logs.
-- Useful for investigating griefings and determining ownership
-- BUT these nodes will nolonger auto-rotate into position. ~ LazyJ
--on_place = minetest.item_place,
-- The "on_construct" part below, thinking in terms of layers,
-- dirt_with_snow could also double as dirt_with_frost
-- which adds subtlety to the winterscape. ~ LazyJ
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
or minetest.get_node(pos).name == "default:dirt" then
minetest.set_node(pos, {name="default:dirt_with_snow"})
end
end
})
-- Snow stairs/slabs/panels/microblocks.
local snow_nodes = {
"snow_brick",
"snow_cobble",
}
for _, name in pairs(snow_nodes) do
local nodename = "snow:"..name
local ndef = minetest.registered_nodes[nodename]
local groups = {}
for k, v in pairs(ndef.groups) do groups[k] = v end
stairsplus:register_all("moreblocks", name, nodename, {
description = ndef.description,
drop = drop,
groups = {cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=2, icemaker=1},
tiles = ndef.tiles,
--paramtype2 = "facedir",
sunlight_propagates = true,
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
-- This "on_place" line makes placing these nodes recorded in the logs.
-- Useful for investigating griefings and determining ownership
-- BUT these nodes will nolonger auto-rotate into position. ~ LazyJ
--on_place = minetest.item_place,
-- Some attempts to have both, the recording in the logs of the placing of
-- the stairplus stuff *and* have the auto-rotation work. No luck yet.
-- ~ LazyJ
--[[
on_place = function (i, p, t)
minetest.item_place(i, p, t, 0)
minetest.rotate_node(i, p, t)
end,
--]]
--[[
on_place = function (i, p, t)
minetest.rotate_node(i, p, t, 0)
minetest.item_place(i, p, t)
end,
--]]
-- Picking up were we left off... ~ LazyJ
-- The "on_construct" part below, thinking in terms of layers, dirt_with_snow could
-- also double as dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
or minetest.get_node(pos).name == "default:dirt"
then minetest.set_node(pos, {name="default:dirt_with_snow"})
end
-- Some ideas I've tried. Leaving for future reference till I can figure out a workable solution. ~ LazyJ
--minetest.log("action", sender:get_player_name().." places" ..minetest.get_node(pos).name.. "at" ..minetest.pos_to_string(pos))
--minetest.log("action", minetest.get_player_name().." places" ..minetest.get_node(pos).name.. "at" ..minetest.pos_to_string(pos))
--minetest.log("action", "BINGO places "..minetest.get_name().." at "..minetest.pos_to_string(pos))
--minetest.log("action", minetest.get_player_name().." places "..minetest.get_name().." at "..minetest.pos_to_string(pos))
--minetest.log("action", placer:get_player_name().." places moreblocks-something at "..minetest.pos_to_string(pos))
--minetest.log("action", " BINGO places "..minetest.get_pointed_thing().." at "..minetest.pos_to_string(pos))
--minetest.log("action", "BINGO places moreblocks"..ndef.." at "..minetest.pos_to_string(pos))
--minetest.log("action", "A pine sapling grows into a Christmas tree at "..minetest.pos_to_string(pos))
--return minetest.item_place(itemstack, placer, pointed_thing, param2)
--return minetest.item_place(itemstack, pointed_thing, param2)
end,
})
end
else -- from clear up at the top, the MoreBlocks check. "Else", if MoreBlocks wasn't found, skip
-- down to here, "return" nothing and "end" this script. ~ LazyJ
return
end

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--Global config and function table.
snow = {
legacy = true,
sleds = true,
enable_snowfall = true,
lighter_snowfall = false,
debug = false,
smooth_biomes = true,
christmas_content = true,
smooth_snow = true,
min_height = 3,
}
--Config documentation.
local doc = {
legacy = "Whether you are running a legacy minetest version (auto-detected).",
sleds = "Disable this to prevent sleds from being riden.",
enable_snowfall = "Enables falling snow.",
lighter_snowfall = "Reduces the amount of resources and fps used by snowfall.",
debug = "Enables debug output.",
smooth_biomes = "Enables smooth transition of biomes",
christmas_content = "Disable this to remove christmas saplings from being found.",
smooth_snow = "Disable this to stop snow from being smoothed.",
min_height = "The minumum height a snow biome will generate.",
}
--Manage config.
--Saves contents of config to file.
local function saveConfig(path, config, doc)
local file = io.open(path,"w")
if file then
for i,v in pairs(config) do
local t = type(v)
if t == "string" or t == "number" or t == "boolean" then
if doc and doc[i] then
file:write("# "..doc[i].."\n")
end
file:write(i.." = "..tostring(v).."\n")
end
end
end
end
--Loads config and returns config values inside table.
local function loadConfig(path)
local config = {}
local file = io.open(path,"r")
if file then
io.close(file)
for line in io.lines(path) do
if line:sub(1,1) ~= "#" then
i, v = line:match("^(%S*) = (%S*)")
if i and v then
if v == "true" then v = true end
if v == "false" then v = false end
if tonumber(v) then v = tonumber(v) end
config[i] = v
end
end
end
return config
else
--Create config file.
return nil
end
end
minetest.register_on_shutdown(function() saveConfig(minetest.get_modpath("snow").."/config.txt", snow, doc) end)
local config = loadConfig(minetest.get_modpath("snow").."/config.txt")
if config then
for i,v in pairs(config) do
if type(snow[i]) == type(v) then
snow[i] = v
end
end
else
saveConfig(minetest.get_modpath("snow").."/config.txt", snow, doc)
end
for i,v in pairs(snow) do
local t = type(v)
if t == "string" or t == "number" or t == "boolean" then
local v = minetest.setting_get("snow_"..i)
if v ~= nil then
if v == "true" then v = true end
if v == "false" then v = false end
if tonumber(v) then v = tonumber(v) end
snow[i] = v
end
end
end
--AUTO DETECT and/or OVERIDEN values--
--legacy--
--Detect if we are running the latest minetest.
if minetest.register_on_mapgen_init then
snow.legacy = false
else
snow.legacy = true
end
if config and snow.legacy ~= config.legacy then
saveConfig(minetest.get_modpath("snow").."/config.txt", snow, doc)
end
--MENU
local get_formspec = function()
local p = -0.5
local formspec = "label[0,-0.3;Settings:]"
for i,v in pairs(snow) do
local t = type(v)
if t == "string" or t == "number" then
p = p + 1.5
formspec = formspec.."field[0.3,"..p..";2,1;snow:"..i..";"..i..";"..v.."]"
elseif t == "boolean" then
p = p + 0.5
formspec = formspec.."checkbox[0,"..p..";snow:"..i..";"..i..";"..tostring(v).."]"
end
end
p = p + 1
formspec = "size[4,"..p..";]\n"..formspec
return formspec
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname == "snow:menu" then
for i,v in pairs(snow) do
local t = type(v)
if t == "string" or t == "number" or t == "boolean" then
if fields["snow:"..i] then
if t == "string" then
snow[i] = fields["snow:"..i]
end
if t == "number" then
snow[i] = tonumber(fields["snow:"..i])
end
if t == "boolean" then
if fields["snow:"..i] == "true" then snow[i] = true end
if fields["snow:"..i] == "false" then snow[i] = false end
end
end
end
end
end
end)
minetest.register_chatcommand("snow", {
description = "Show a menu for various actions",
privs = {server=true},
func = function(name, param)
minetest.show_formspec(name, "snow:menu", get_formspec())
end,
})