--adding weather.conf print("Lol print works") 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 minetest.register_globalstep(function(dtime) if weather ~= "rain" then return end for _, player in ipairs(minetest.get_connected_players()) do local ppos = player:getpos() -- Make sure player is not in a cave/house... if minetest.env:get_node_light(ppos, 0.5) ~= 15 then return end local minp = addvectors(ppos, {x=-9, y=7, z=-9}) local maxp = addvectors(ppos, {x= 9, y=7, z= 9}) local vel = {x=0, y= -4, z=0} local acc = {x=0, y=-9.81, z=0} minetest.add_particlespawner({amount=25, time=0.5, minpos=minp, maxpos=maxp, minvel=vel, maxvel=vel, minacc=acc, maxacc=acc, minexptime=0.8, maxexptime=0.8, minsize=25, maxsize=25, collisiondetection=false, vertical=true, texture="weather_rain.png", player=player:get_player_name()}) end end) -- Might want to comment this section out if you don't have a fast computer --if RAIN_DROPS then if RAIN_DROPS 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 = addvectors(pos, {x=0, y=1, z=0}) if minetest.env:get_node_light(np, 0.5) == 15 and minetest.env:get_node(np).name == "air" then --if minetest.get_modpath("waterplus") then --minetest.env:add_node(np, {name="waterplus:finite_1"}) --else minetest.env:add_node(np, {name="default:water_flowing"}) --end end end end end }) end