certif Posted November 12, 2025 Share Posted November 12, 2025 I would like snowflakes to not spawn above wood/carpet. I don't mind if the turf still visibly shows snow, I just dont want the snowflake effect to spawn. If that's not possible then, is there a way to kill all snow particles and stop them from spawning once a player steps on the turf? If none of this is possible then is it possible to use Remove() on other players snow particles? I may be able to attach it to an invisible object with a radius if it is. Link to comment https://forums.kleientertainment.com/forums/topic/168749-is-there-a-way-to-prevent-snowflakes-from-spawning-above-certain-tiles/ Share on other sites More sharing options...
oregu Posted November 13, 2025 Share Posted November 13, 2025 (edited) The way snow tiles are put into the game is in SetOverlayTexture function while in-game, which puts the snow overlay on each texture considered as ground. Spoiler [00:03:18]: ReceiveRemoteExecute(dumptable(debug.getinfo(TheWorld.Map.SetOverlayTexture))) @(5.23, -17.03) [00:03:18]: K: currentline V: -1 [00:03:18]: K: func V: function: 000000000BDED920 [00:03:18]: K: lastlinedefined V: -1 [00:03:18]: K: linedefined V: -1 [00:03:18]: K: namewhat V: [00:03:18]: K: nups V: 1 [00:03:18]: K: short_src V: [C] [00:03:18]: K: source V: =[C] [00:03:18]: K: what V: C This is written in C however, so my knowledge on how to rewrite the function is limited. Intuitively, this function considers everything that's not water or invalid/void as ground. You can probably work around this by making it so manmade tiles are not considered ground yet you can still walk on them, but that might break a lot of other things (like for example, functions that depend on checking if a tile is ground). You'd have to fix everything relating to that accordingly or know how to rewrite the C function if you wanted to continue using SetOverlayTexture. Since that function would probably best not be used for making custom snow tiles, you'd probably have to make your client make your own snow overlay on the ground on its own using textured entity fx where you may have more control over where these snow on ground fx entities appear. It is very well possible to stop rain particle effects when stepping on an area because the particle effects are handled in Lua. You can refer to weather.lua, rain.lua, and raindome.lua for more on that. You'd have to create a function similar to the ones in raindome.lua that handles a square area (instead of a radius) and make it so each tile with manmade turf on it is considered a safe area for snow (and other fx if you desire). You can't exactly remove other player's snow particles ideally because each player has their own snow particles that they only render, generously described it in weather.lua. Saving particles on the server would create unnecessary lag. --[[ Client updates temperature, moisture, precipitation effects, and snow level on its own while server force syncs values periodically. Client cannot start, stop, or change precipitation on its own, and must wait for server syncs to trigger these events. --]] Edited November 13, 2025 by oregu 1 Link to comment https://forums.kleientertainment.com/forums/topic/168749-is-there-a-way-to-prevent-snowflakes-from-spawning-above-certain-tiles/#findComment-1842902 Share on other sites More sharing options...
certif Posted November 13, 2025 Author Share Posted November 13, 2025 Yes, the disabling of snow particles was what I was looking for. And thank you, I'll look into raindome.lua for that. I forgot that item existed! Link to comment https://forums.kleientertainment.com/forums/topic/168749-is-there-a-way-to-prevent-snowflakes-from-spawning-above-certain-tiles/#findComment-1842903 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now