--adding weather.conf local modpath = minetest.get_modpath(minetest.get_current_modname()) local worldpath = minetest.get_worldpath() local input = io.open(modpath.."/weather.conf", "r") if input then dofile(modpath.."/weather.conf") input:close() input = nil end input = io.open(worldpath.."/weather.conf", "r") if input then dofile(worldpath.."/weather.conf") input:close() input = nil end -- Rain weather_mod.register_downfall("weather:rain",{ min_pos = {x=-9, y=7, z=-9}, max_pos = {x= 9, y=7, z= 9}, falling_speed=10, amount=25, exptime=0.8, size=25, texture="weather_rain.png", enable_lightning=true, }) if minetest.is_yes(minetest.settings:get_bool('snow_covers_abm')) and minetest.get_modpath("waterplus") then minetest.register_abm({ nodenames = {"group:crumbly", "group:snappy", "group:cracky", "group:choppy"}, neighbors = {"default:air"}, interval = 10.0, chance = 80, action = function (pos, node, active_object_count, active_object_count_wider) if weather == "rain" then if minetest.registered_nodes[node.name].drawtype == "normal" or minetest.registered_nodes[node.name].drawtype == "allfaces_optional" then local np = vector.add(pos, {x=0, y=1, z=0}) if minetest.get_node_light(np, 0.5) == 15 and minetest.get_node(np).name == "air" then minetest.add_node(np, {name="waterplus:finite_1"}) --minetest.env:add_node(np, {name="default:water_flowing"}) end end end end }) end