A weather pack for Climate API by Till Affeldt (TestificateMods)
Not every biome is the same and neither should their weather be. Regional Weather controls its effects with the local climate in mind. Experience the humid air of the rain forest and harsh desert sandstorms.
Regional Weather depends on Climate API in order to function. Generally speaking, most mods should be compatible to it.
If you notice odd movement speeds or jump heights of players, you should check for mods that also modify player physics. Use a compatibility mod like player_monoids or playerphysics to get rid of this problem. This requires the conflicting mod to also support the chosen compatibility layer.
Mods that modify the sky (including skybox, moon, sun, stars and clouds) are sadly not fully compatible because they conflict with Climate API's sky system. You should deactivate the sky features in either mod. You can do this in Climate API's settings using the Override the skybox
option. If you're a mod maker then you can also optionally depend on climate_api and use climate_api.skybox.add_layer(playername, layer_name, options)
to register your skybox change in a compatible way. Note that you need at least Minetest v5.2.0 for skybox changes to have any effect.
Conflicting skybox changes include the weather
mod included in vanilla Minetest Game. You will want to disable that mod in order to use the more advanced cloud system introduced by Climate API. Head to Settings → All Settings → Games → Minetest Game
and set Enable weather
to Disabled
. This setting will only exist if you are using Minetest Game v5.2.0 or higher.
If you experience performance issues, the Performance section of Climate API's configuration section is a great place to start looking for a solution.
The following mods are recommended to be installed alongside Regional Weather:
For easier installation, you can get a lot of these mods as part of my Climate Modpack.
You can find all mod configuration options in your Minetest launcher.
Go to Settings → All Settings → Mods → regional_weather
to change them.
Also check out the options inside the climate_api
section for additional configuration options, including performance tweaks and feature switches.
Place snow layers
(default true):
If set to true, snow layers will stack up during snowy weather.Freeze river water
(default true):
If set to true, river water sources will freeze at low temperatures and melt when it gets warmer again.
This process does not affect regular ice blocks because it adds its own temporary ones.Place rain puddles
(default true):
If set to true, water puddles will form during rain or when snow layers have melted.Hydrate farmland
(default true):
If set to true, rain will cause dry farmland to turn wet.
Requires farming or farming_redo mod.Extinguish fire
(bool true):
If set to true, fires will be extinguished during rain showers.
Requires fire mod.Wetten pedology nodes
(default true):
If set to true, rain will wetten or dry nodes from pedology mod.
Requires pedology mod.Maximum height of weather effects
(default 120):
No visual effects will be applied above this height.
This value defaults to normal cloud height (120 nodes above sea level).Minimum height of weather effects
(default -50):
No visual effects will be applied below this height.
This will prevent unwanted visuals within large underground caves.Cloud height
(default 120)
Average height of cloud basesCloud height variation
(default 40)
Maxmial variation of cloud height from base valueUnless otherwise stated, this source code is written entirely by myself. You are free to use it under a GNU Lesser General Public License version 3. You can find respective rights and conditions in the attached LICENSE file. The entire source code is available on Github.