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Weather mod needs API to disable it #2913
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👎 on removing it, but it should be ensured that an API is provided for other mods to inhibit this. |
I disagree, as it'd mean that every mod should take in consideration MTG (also, more work to do here). I would have agreed if MTG hadn't been the default game experience, but that's not the case. What I personally see is an unfinished mod that went deprecated by the sky PR, causing more troubles than anything. Disclaimer: it's not a big problem for me, as I only need the sky change for my server, where there are just a couple mods from MTG (meaning that it's bothering me only when testing locally), but this can turn into a problem for people creating singleplayer mods |
Uh yes? Mods are largely game specific so they obviously have to take the defaults and APIs provided by the games it intends to support into account. In the same fashion you could complain that
I don't see how that's relevant here or why it changes anything.
What makes you think the mod is deprecated? It changes the cloud characteristics depending on some parameters including the biome a player is in and it does that well. |
True, thanks for your time sfan5. Closing |
Your need to disable this is valid though so I'll keep this issue open. |
@Zughy: Would you prefer disabling the weather mod entirely (globally, for all players) or rather a more fine-grained per-player control? I suggest the following APIs:
Using metatables the setter could even be removed and replaced with just variable access. Alternatively, if the variable is considered not clean (as it may be changed without notifying the weather mod, bypassing
For players, this would just be parameterized with another |
It needs to be per-player. |
Then I suggest |
I would like two throw in my two cents here as well. The bundled "weather" mod is pretty much the main reason why I stopped active development on my Regional Weather mod. Obviously weather mods have a strong need to tie cloud density, etc. to their own active weather effects. Rain would look pretty stupid otherwise. The inclusion of the "weather" mod breaks compatibility with no easy way to resolve it. Having some kind of API to disable it per-player would be nice to have but I very much prefer a global setting (or both). |
Quoting from minetest/minetest#11915, talking about
weather
mod:Since the introduction of
set_sky()
etc. functions, having a mod that only cycles clouds feels useless in my opinion. There are no atmospheric agents implemented and I doubt any mod depends from something like this. Right now is only something that messes with theset_clouds()
function, and it's not like it'll be expanded anyway (as MTG is in mainteinance mode only)The text was updated successfully, but these errors were encountered: