#mgv6_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50
#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 4, 0.66
mauvebic wrote:I never understood why those features were included in the first place. Much simpler feature suggestions were turned down due to their complexity.
paramat wrote:These basic lua functions for heat/humidity can be done very easily in a mod, so i can help out if you get stuck.
Basic v6 biomes forest and desert: biome noise for desert is temp noise.
However snow mod is very popular and almost standard, but that mod's biome noise also seems to be temp, but the 2 systems don't mesh, also it's biomes have a scale of 150 nodes which i feel is too small.
Personally i would go with the original biome noise as temp because it has deserts above noise = 0.4 which means 1/3 of land area, leaving 1/3 for each of forest and snow biomes, so snow biomes below noise = -0.4.
There is also a standard v6 noise for humidity, which locates jungles. So for mgv6 use these perlin noises:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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#mgv6_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50
#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 4, 0.66
(Apparently the dynamic weather system added another system of heat/humidity independant of these)
For mgv7 i'm sure hmmmm will provide functions for heat and humidity.
#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6
paramat wrote:For mgv7 go to the minetest.conf.example file for your version of Minetest and use the default noise parameters shown there:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6
It's so easily done in a mod there's no need for engine functions :)
If you get stuck trying to do this yourself i'll write the code.
local tperlin = minetest.get_perlin(35293, 1, 0, 500)
local tnoise = tperlin:get2d({x=x,y=z})
local temp = 25 + tnoise * 50
local humid = 50 + hnoise * 31.25
stormchaser3000 wrote:hmmm i have no idea why but how about adding rain and snow in shaders?
paramat wrote:For co-ordinates x, z use:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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local tperlin = minetest.get_perlin(35293, 1, 0, 500)
local tnoise = tperlin:get2d({x=x,y=z})
local temp = 25 + tnoise * 50
likewise for humidity but with:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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local humid = 50 + hnoise * 31.25
'minetest.get_perlin' takes noise params in order: (seed, octaves, persistence, spread)
It would be nice to have a thermometer mod with an item that when used printed temperature and humidity to terminal.
ERROR[ServerThread]: Could not process soil information of node paragenv7:dirt
ERROR[ServerThread]: Could not process soil information of node air
local np_temp = minetest.setting_get("mg_biome_np_heat")
local np_humid = minetest.setting_get("mg_biome_np_humidity")
paramat wrote:Have you seen this? https://forum.minetest.net/viewtopic.php?f=47&t=13278&p=194281#p194281
paramat wrote:Snowdrift is already auto compatible with latest mapgen, however i recently changed the mgv5/v7 biome system so you need to edit lines 43 to 53 to match the biome API temp parameters, and also change the 'tempthr' to -0.45 (for compatibility with latest MT dev).
local temp_table = {}
local temp_string = minetest.setting_get("mg_biome_np_heat")
temp_string:gsub("%d+%.?%d*", function(c) table.insert(temp_table,c) end)
np_temp = {
--flags = "",
lacunarity = temp_table[9],
octaves = temp_table[7],
offset = temp_table[1],
persistence = temp_table[8],
scale = temp_table[2],
seed = temp_table[6],
spread = {temp_table[3], temp_table[4], temp_table[5]},
}
tempthr = -0.45
Gael de Sailly wrote:About weather :
commit 4ec4672 completely breaks some standard groups (hot, melts, snow) for a year. The deletion of these groups (and also the weather functions) is a big step backwards for mods compatibility. Mods try to redefine it how they can. For compatibility, it could be better.
And just a silly question : what is finite liquid ?
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