I'm deleting this, its on pastebin
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--taken from my own modified version of weather mod, https://github.com/sloantothebone/minetest-mod-weather
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--there is no default:water_flowing seen during rain and RAIN_DROPS = true, and weather:snow_cover when SNOW_COVER = true and USE_DEFAULT_SNOW = true
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--config file description of what the code is supposed to do:
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--This controls whether the ground is covered with precipitation.
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--If the waterplus mod is activated, rain will drop waterplus:finite_1.
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--Otherwise, it will use default:water_flowing which will most likely disappear immediately.
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--It should look like rain drops soaking into the ground or something.
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--SNOW_COVER activates snow covering the ground when it falls.
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--By default the mod uses its own snow, weather:snow_cover so I added the option USE_DEFAULT_SNOW which makes the mod use default:snow.
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--broken code
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if RAIN_DROPS then
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--if RAIN_DROPS and minetest.get_modpath("waterplus") then
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minetest.register_abm({
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nodenames = {"group:crumbly", "group:snappy", "group:cracky", "group:choppy"},
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neighbors = {"default:air"},
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interval = 10.0,
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chance = 80,
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action = function (pos, node, active_object_count, active_object_count_wider)
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if weather == "rain" then
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if minetest.registered_nodes[node.name].drawtype == "normal"
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or minetest.registered_nodes[node.name].drawtype == "allfaces_optional" then
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local np = addvectors(pos, {x=0, y=1, z=0})
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if minetest.env:get_node_light(np, 0.5) == 15
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and minetest.env:get_node(np).name == "air" then
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if minetest.get_modpath("waterplus") then
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minetest.env:add_node(np, {name="waterplus:finite_1"})
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else
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minetest.env:add_node(np, {name="default:water_flowing"})
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end
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end
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end
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end
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end
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})
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end
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if SNOW_COVER then
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minetest.register_abm({
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nodenames = {"group:crumbly", "group:snappy", "group:cracky", "group:choppy"},
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neighbors = {"default:air"},
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interval = 10.0,
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chance = 80,
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action = function (pos, node, active_object_count, active_object_count_wider)
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if weather == "snow" then
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if minetest.registered_nodes[node.name].drawtype == "normal"
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or minetest.registered_nodes[node.name].drawtype == "allfaces_optional" then
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local np = addvectors(pos, {x=0, y=1, z=0})
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if minetest.env:get_node_light(np, 0.5) == 15
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and minetest.env:get_node(np).name == "air" then
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if USE_DEFAULT_SNOW then
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minetest.env:add_node(np, {name="default:snow"})
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else
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minetest.env:add_node(np, {name="weather:snow_cover"})
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end
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end
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end
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end
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end
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})
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end
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--working code
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--if RAIN_DROPS then
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if RAIN_DROPS and minetest.get_modpath("waterplus") then
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minetest.register_abm({
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nodenames = {"group:crumbly", "group:snappy", "group:cracky", "group:choppy"},
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neighbors = {"default:air"},
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interval = 10.0,
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chance = 80,
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action = function (pos, node, active_object_count, active_object_count_wider)
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if weather == "rain" then
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if minetest.registered_nodes[node.name].drawtype == "normal"
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or minetest.registered_nodes[node.name].drawtype == "allfaces_optional" then
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local np = addvectors(pos, {x=0, y=1, z=0})
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if minetest.env:get_node_light(np, 0.5) == 15
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and minetest.env:get_node(np).name == "air" then
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--if minetest.get_modpath("waterplus") then
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--minetest.env:add_node(np, {name="waterplus:finite_1"})
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--else
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minetest.env:add_node(np, {name="default:water_flowing"})
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--end
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end
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end
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end
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end
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})
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end
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if SNOW_COVER then
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minetest.register_abm({
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nodenames = {"group:crumbly", "group:snappy", "group:cracky", "group:choppy"},
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neighbors = {"default:air"},
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interval = 10.0,
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chance = 80,
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action = function (pos, node, active_object_count, active_object_count_wider)
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if weather == "snow" then
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if minetest.registered_nodes[node.name].drawtype == "normal"
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or minetest.registered_nodes[node.name].drawtype == "allfaces_optional" then
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local np = addvectors(pos, {x=0, y=1, z=0})
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if minetest.env:get_node_light(np, 0.5) == 15
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and minetest.env:get_node(np).name == "air" then
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--if USE_DEFAULT_SNOW then
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minetest.env:add_node(np, {name="default:snow"})
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--else
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--minetest.env:add_node(np, {name="weather:snow_cover"})
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--end
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end
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end
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end
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end
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})
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end
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