Do not demand help (or even ask for it) when you are not even willing to do basic reading.
I'm sorry you think I'm a lazy idiot who didn't read anything, but I'm not sure what you mean by "The actual Corosus" page. I read both the forum post and the website, but after your reply I carefully re-read both of them. The only thing I saw that was relevant was something in the change log "Renamed CoroAI to CoroUtil" I kind of already knew that, so if that's what you are trying to show me, I'm not sure how that helps. I could me misreading the log for all I know. Obviously I must be blatantly missing something that's right under my nose. I would appreciate if you could point it out to me, no matter how rudely you do it.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/30/2013
Posts:
53
Minecraft:
TornadoChaser
Member Details
I HATE THE TORNADO MOD, I PUT IT ON MY DESKTOP, AFTER I TOOK IT OFF MY MODS FOLDER AND MY CITY MAP IVE BEEN WORKING ON IS BUGGED UP, AND I FOUND IT WAS IN A weather2 FOLDER IN MY MAP, AND I GOT THE MOD BACK, AND IT WONT OPEN NO MORE 2 WEEKS OF WORK GONE! HERE'S THE CRASH ERROR, if you can fix it, i'd be happy.
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 8/5/14 12:51 PM
Description: Exception in server tick loop
java.lang.ArrayIndexOutOfBoundsException: -1
at net.minecraft.world.chunk.NibbleArray.func_76582_a(SourceFile:28)
at net.minecraft.world.chunk.storage.ExtendedBlockStorage.func_76665_b(SourceFile:75)
at net.minecraft.world.chunk.Chunk.func_76628_c(Chunk.java:548)
at net.minecraft.world.chunk.Chunk.func_150812_a(Chunk.java:870)
at net.minecraft.world.chunk.Chunk.func_150813_a(Chunk.java:854)
at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:500)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:41)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12)
at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:344)
at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:302)
at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:120)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:95)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:257)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:129)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:152)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:670)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I HATE THE TORNADO MOD, I PUT IT ON MY DESKTOP, AFTER I TOOK IT OFF MY MODS FOLDER AND MY CITY MAP IVE BEEN WORKING ON IS BUGGED UP, AND I FOUND IT WAS IN A weather2 FOLDER IN MY MAP, AND I GOT THE MOD BACK, AND IT WONT OPEN NO MORE 2 WEEKS OF WORK GONE! HERE'S THE CRASH ERROR, if you can fix it, i'd be happy.
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 8/5/14 12:51 PM
Description: Exception in server tick loop
java.lang.ArrayIndexOutOfBoundsException: -1
at net.minecraft.world.chunk.NibbleArray.func_76582_a(SourceFile:28)
at net.minecraft.world.chunk.storage.ExtendedBlockStorage.func_76665_b(SourceFile:75)
at net.minecraft.world.chunk.Chunk.func_76628_c(Chunk.java:548)
at net.minecraft.world.chunk.Chunk.func_150812_a(Chunk.java:870)
at net.minecraft.world.chunk.Chunk.func_150813_a(Chunk.java:854)
at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:500)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:41)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12)
at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:344)
at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:302)
at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:120)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:95)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:257)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:129)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:152)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:670)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
People gotta stop complaining about the mod, its not corous fault, and you should of backed your city up, knowing the fact the mod has tornadoes that damage your builds. I hope that helps a bit
People gotta stop complaining about the mod, its not corous fault, and you should of backed your city up, knowing the fact the mod has tornadoes that damage your builds. I hope that helps a bit
If I'm not mistaken, he's not complaining that a tornado destroyed his city, but that the map has bugged out after installing the mod and now crashes whenever he logs in. I'm not very good at reading crash reports, but if this helps clear up what he was ssaying for anyone who can help, then maybe you can help this guy.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/30/2013
Posts:
53
Minecraft:
TornadoChaser
Member Details
Thank you PlayerX2000. I tried opening it, and a backup.dat file was in there, from the tornado mod, and i couldn't it, and i need it back, 2 weeks of work gone.
Thank you PlayerX2000. I tried opening it, and a backup.dat file was in there, from the tornado mod, and i couldn't it, and i need it back, 2 weeks of work gone.
OK, I would recommend keeping your saves and files wih important saves backed up just so you don't run into these issues, sorry I was trying to help.
I'm sorry you think I'm a lazy idiot who didn't read anything, but I'm not sure what you mean by "The actual Corosus" page. I read both the forum post and the website, but after your reply I carefully re-read both of them. The only thing I saw that was relevant was something in the change log "Renamed CoroAI to CoroUtil" I kind of already knew that, so if that's what you are trying to show me, I'm not sure how that helps. I could me misreading the log for all I know. Obviously I must be blatantly missing something that's right under my nose. I would appreciate if you could point it out to me, no matter how rudely you do it.
Ah, thank you. Not sure how I missed that. Actually, now that I think about it, I remember reading that, but I have so many mods that I can't remember every mod I have installed, so I completely forgot I had Tropicraft installed. Whoops. Probably means I have too many mods.
Evening Corus, in response to @MorrinChivay, I also desire in Weather2 to have a list of blocks tornadoes can pickup. Very simply, I would like it to pickup grass blocks and dirt.
This is a newly created \Config\Weather2\Misc.cfg and then the file modified with the following:
For whatever reason it does not seem to ever want to pickup entire dirt or glass blocks. I've tried all combos of true vs. false on both Storm_Tornado_GrabCond_StrengthGrabbing and Storm_Tornado_GrabListBlacklistMode.
I also think the mod is hard coded to always pickup leaves off trees. I also would like to try with it being able to pickup tree logs (id 17), is this possible or hardcoded not to?
Could you or someone please point where the error in my config is please? Thank you all
I've run into an annoying-to-make-occur-but-reproduceable (for me anyways) sound related crash (a "ConcurrentModificationException" to be precise) involving wide (min 6) and tall (min 13) waterfalls. Discovered it by accident while in a test world, have been more and more successful at reproducing the conditions for it to occur.
Test layout consists of a ledge with water-source blocks, that pour off one side. At the base of this a C shape to hold the player in position, so as to not be pushed too far from the volume, one block away from the falling water.
Then just sit there, open inventory so that the water noise keeps going (NOT esc menu system, as this actually halts changes in water noises). With the minimum block sizes, it may take upwards of 30 or so minutes.
13 blocks tall, 4 blocks wide :
Waterfall whoosh keeps up, but on occasion seems to come in a wave rather than steady stream. (No crash, waited 60 min.)
13 Blocks tall, 6 blocks wide :
The waves occur more frequently. Took 20 minutes before the crash took place.
The more blocks wide, the sooner the wave-like sound begins and the soonerish the error. (The time until crash seems erratic.)
This error can be completely stopped by setting "D:volWaterfallScale=0.5" to "0", at the cost of a giant waterfall sounding more like a tinkle.
Evening Corus. I know you hear it a lot, but you deserve it: Weather2 (and since Weather1) is an awesome mod.
I noticed the fine print on the WIP for volcanos (/weather2 volcano create). I'm sure we are all excited to see what awesome feature this will become. Currently, I like your smoke stacks you have in. Only recommendation I would give would be to do something similar to this mod whereby it generates by spewing blocks into the air. The Natural Disaster mod seems to just generate blocks by building them up out of thin air but I tend to think of that as unrealistic. I'm beyond convinced through your algorithm logic experience you can create a formation system that makes the typical/classic cone and tapers up and using black/grey/basalt like blocks. Lava pooling/rising, over flow, etc. It would be another cornerstone in your experience and reputation I'm sure!
I'm a bit behind on forum posts, stuff wearing me down, bouncing back a bit, will reply to posts sometime later.
I've gotten enough complains about mod conflicts with Zombie Awareness to give it a little bit of work, should resolve the entity scent spam some other mods cause with it, as well as them being hidden from Thaumcrafts entity viewer thing, also respects the players max health better for the constant bleed when low on health mechanic. These fixes are for MC versions 1.6.4, 1.7.2, and 1.7.10, I didnt feel like testing in 3 different mc versions outside my eclipse so let me know if theres any crapups.... v1.9.3: http://coros.us/mods/zombieawareness
I've had a weather2 fix for the sound crash for a while, going to package that up and release it now.
Edit: Weather2 2.3.5 with ConcurrentModificationException fix is now out, get it! http://coros.us/mods/weather2 - for the record, there was 1 guy in irc that stated he still had the issue despite turning off what I said to turn off, so if you still get the crash with this version, let me know, pretty sure it cant happen anymore though.
Also, I've decided that I will be eventually switching how you need to install my mods, nowadays most mods just have a download to their mod jar itself that you pop into mods whereas I require extraction of a zip and so on, I'm going to change to the 'just a jar' way at some point.
So CoroUtil will have to get its own mod page, which should be easier to manage for me as I won't have to update every mod with the proper CoroUtil every time I make changes to it, you guys will of course have to start downloading it too when you download one of my mods but thats life, I'll have to make some changes to the modsystem on my website first before I go ahead with this.
The coffee is doing its job well! I just released a second update for Zombie Awareness today! I even documented every configurable feature in the cfg files too! (FINALLY!)
Notable changes: I disable child zombies and the 'zombies getting hit summoning a second zombie' feature, of course this can be configured to be back on, see config files for more details
Ah, thank you. Not sure how I missed that. Actually, now that I think about it, I remember reading that, but I have so many mods that I can't remember every mod I have installed, so I completely forgot I had Tropicraft installed. Whoops. Probably means I have too many mods.
how many mods? i have 210 (+/-) in 1.6.4 XD (1.7 is too buggy 4 me atm, personaly gunnu jump to 1.8)
ZombieAwareness 1.9.4
CoroUtil 1.0
OpenEye 0.6
mc 1.7.10
forge 10.13.0.1199
Tested on random generated map, in creative mode, just floated up to let the map generate a bit, then stayed up there. Set time to dark 18000. Default generated config.
Game Output:
Sixteen (16) of these:
java.lang.NullPointerException
at CoroUtil.DimensionChunkCache.func_147439_a(DimensionChunkCache.java:219)
at CoroUtil.pathfinding.PFQueue.getBlock(PFQueue.java:1653)
at CoroUtil.pathfinding.PFQueue.createPathTo(PFQueue.java:879)
at CoroUtil.pathfinding.PFQueue.manageQueue(PFQueue.java:292)
at CoroUtil.pathfinding.PFQueue.run(PFQueue.java:160)
at java.lang.Thread.run(Thread.java:744)
Followed by three (3) of these:
java.lang.NullPointerException
at CoroUtil.DimensionChunkCache.<init>(DimensionChunkCache.java:103)
at CoroUtil.DimensionChunkCache.updateAllWorldCache(DimensionChunkCache.java:73)
at CoroUtil.pathfinding.PFQueue.tryPath(PFQueue.java:689)
at CoroUtil.pathfinding.PFQueue.tryPath(PFQueue.java:559)
at CoroUtil.pathfinding.PFQueue.getPath(PFQueue.java:532)
at ZombieAwareness.ZAUtil.ai_FindSense(ZAUtil.java:366)
at ZombieAwareness.ZAUtil.ai_FindSense(ZAUtil.java:352)
at ZombieAwareness.ZAUtil.aiTick(ZAUtil.java:259)
at ZombieAwareness.ZombieAwareness.worldTick(ZombieAwareness.java:228)
at ZombieAwareness.ZombieAwareness.onTickInGame(ZombieAwareness.java:185)
at ZombieAwareness.ZombieAwareness.onTick(ZombieAwareness.java:157)
at ZombieAwareness.ZAEventHandlerFML.tickServer(ZAEventHandlerFML.java:19)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_26_ZAEventHandlerFML_tickServer_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
DimensionChunkCache crash, tell Corosus
Now, made a nice platfrom so spiders wouldn't eat me, switched to survival mode, and the output changed slightly.
Amongst the above "DimensionChunkCache crash" messages, were three (3) of these, followed by more of the above.
( The only differences I could see, are separated out for clarity. )
java.lang.NullPointerException
at CoroUtil.DimensionChunkCache.<init>(DimensionChunkCache.java:103)
at CoroUtil.DimensionChunkCache.updateAllWorldCache(DimensionChunkCache.java:73)
at CoroUtil.pathfinding.PFQueue.tryPath(PFQueue.java:689)
at CoroUtil.pathfinding.PFQueue.tryPath(PFQueue.java:559)
at CoroUtil.pathfinding.PFQueue.getPath(PFQueue.java:548)
at ZombieAwareness.ZAUtil.ai_FindLightSource(ZAUtil.java:317)
at ZombieAwareness.ZAUtil.aiTick(ZAUtil.java:251)
at ZombieAwareness.ZombieAwareness.worldTick(ZombieAwareness.java:228)
at ZombieAwareness.ZombieAwareness.onTickInGame(ZombieAwareness.java:185)
at ZombieAwareness.ZombieAwareness.onTick(ZombieAwareness.java:157)
at ZombieAwareness.ZAEventHandlerFML.tickServer(ZAEventHandlerFML.java:19)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_26_ZAEventHandlerFML_tickServer_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
DimensionChunkCache crash, tell Corosus
What is interesting is that I only got the DimensionChunkCache output when using weather2 as well, nor did my game actually crash. Are you using MultiMC5 as well (and are you sure you didn't have weather2 installed?)?
edit: you should also post a complete log, it could contain some pertinent information.
Rollback Post to RevisionRollBack
Mojang, please prioritize bug fixes before content.
I'm sorry you think I'm a lazy idiot who didn't read anything, but I'm not sure what you mean by "The actual Corosus" page. I read both the forum post and the website, but after your reply I carefully re-read both of them. The only thing I saw that was relevant was something in the change log "Renamed CoroAI to CoroUtil" I kind of already knew that, so if that's what you are trying to show me, I'm not sure how that helps. I could me misreading the log for all I know. Obviously I must be blatantly missing something that's right under my nose. I would appreciate if you could point it out to me, no matter how rudely you do it.
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 8/5/14 12:51 PM
Description: Exception in server tick loop
java.lang.ArrayIndexOutOfBoundsException: -1
at net.minecraft.world.chunk.NibbleArray.func_76582_a(SourceFile:28)
at net.minecraft.world.chunk.storage.ExtendedBlockStorage.func_76665_b(SourceFile:75)
at net.minecraft.world.chunk.Chunk.func_76628_c(Chunk.java:548)
at net.minecraft.world.chunk.Chunk.func_150812_a(Chunk.java:870)
at net.minecraft.world.chunk.Chunk.func_150813_a(Chunk.java:854)
at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:500)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:41)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12)
at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:344)
at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:302)
at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:120)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:95)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:257)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:129)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:152)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:670)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8 (x86) version 6.2
Java Version: 1.7.0_65, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 89341288 bytes (85 MB) / 284725248 bytes (271 MB) up to 523501568 bytes (499 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP v9.03 FML v7.2.217.1147 Minecraft Forge 10.12.2.1147 Optifine OptiFine_1.7.2_HD_U_C2 14 mods loaded, 14 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
FML{7.2.217.1147} [Forge Mod Loader] (forge-1.7.2-10.12.2.1147.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forge{10.12.2.1147} [Minecraft Forge] (forge-1.7.2-10.12.2.1147.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
CodeChickenCore{1.0.1.7} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
NotEnoughItems{1.0.2.14} [Not Enough Items] (Not-Enough-Items-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
weaponmod{1.7.2 v1.14.2} [Balkon's WeaponMod] (Balkons-Weapon-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BiblioCraft{1.7.1} [BiblioCraft] (BiblioCraft-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
CoroAI{v1.0} [CoroAI] (CoroUtil-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ExtendedRenderer{v1.0} [Extended Renderer] (CoroUtil-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
ConfigMod{v1.0} [Extended Mod Config] (CoroUtil-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
DamageIndicatorsMod{3.1.2} [Damage Indicators] (Damage-Indicators-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
lucky{5.0.0} [Lucky Block] (Lucky-Block-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
voxelmap{1.7.2} [VoxelMap] (VoxelMap-1.7.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
weather2{v2.3.4} [weather2] (Weather-2.3.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
People gotta stop complaining about the mod, its not corous fault, and you should of backed your city up, knowing the fact the mod has tornadoes that damage your builds. I hope that helps a bit
If I'm not mistaken, he's not complaining that a tornado destroyed his city, but that the map has bugged out after installing the mod and now crashes whenever he logs in. I'm not very good at reading crash reports, but if this helps clear up what he was ssaying for anyone who can help, then maybe you can help this guy.
OK, I would recommend keeping your saves and files wih important saves backed up just so you don't run into these issues, sorry I was trying to help.
This is a newly created \Config\Weather2\Misc.cfg and then the file modified with the following:
B:Storm_Tornado_GrabCond_List=true
B:Storm_Tornado_GrabCond_StrengthGrabbing=false
S:Storm_Tornado_GrabList=2
B:Storm_Tornado_GrabListBlacklistMode=false
For whatever reason it does not seem to ever want to pickup entire dirt or glass blocks. I've tried all combos of true vs. false on both Storm_Tornado_GrabCond_StrengthGrabbing and Storm_Tornado_GrabListBlacklistMode.
I also think the mod is hard coded to always pickup leaves off trees. I also would like to try with it being able to pickup tree logs (id 17), is this possible or hardcoded not to?
Could you or someone please point where the error in my config is please? Thank you all
Test layout consists of a ledge with water-source blocks, that pour off one side. At the base of this a C shape to hold the player in position, so as to not be pushed too far from the volume, one block away from the falling water.
Then just sit there, open inventory so that the water noise keeps going (NOT esc menu system, as this actually halts changes in water noises). With the minimum block sizes, it may take upwards of 30 or so minutes.
13 blocks tall, 4 blocks wide :
Waterfall whoosh keeps up, but on occasion seems to come in a wave rather than steady stream. (No crash, waited 60 min.)
13 Blocks tall, 6 blocks wide :
The waves occur more frequently. Took 20 minutes before the crash took place.
The more blocks wide, the sooner the wave-like sound begins and the soonerish the error. (The time until crash seems erratic.)
This error can be completely stopped by setting "D:volWaterfallScale=0.5" to "0", at the cost of a giant waterfall sounding more like a tinkle.
http://openeye.openmods.info/crashes/3227bc09c58cd53220c617b84089fb4a
Aside from that, lovely mod. Got hooked from the 164 version, had to try the newer one.
Evening Corus. I know you hear it a lot, but you deserve it: Weather2 (and since Weather1) is an awesome mod.
I noticed the fine print on the WIP for volcanos (/weather2 volcano create). I'm sure we are all excited to see what awesome feature this will become. Currently, I like your smoke stacks you have in. Only recommendation I would give would be to do something similar to this mod whereby it generates by spewing blocks into the air. The Natural Disaster mod seems to just generate blocks by building them up out of thin air but I tend to think of that as unrealistic. I'm beyond convinced through your algorithm logic experience you can create a formation system that makes the typical/classic cone and tapers up and using black/grey/basalt like blocks. Lava pooling/rising, over flow, etc. It would be another cornerstone in your experience and reputation I'm sure!
Thank you so much for the read and consideration!
I've gotten enough complains about mod conflicts with Zombie Awareness to give it a little bit of work, should resolve the entity scent spam some other mods cause with it, as well as them being hidden from Thaumcrafts entity viewer thing, also respects the players max health better for the constant bleed when low on health mechanic. These fixes are for MC versions 1.6.4, 1.7.2, and 1.7.10, I didnt feel like testing in 3 different mc versions outside my eclipse so let me know if theres any crapups.... v1.9.3: http://coros.us/mods/zombieawareness
I've had a weather2 fix for the sound crash for a while, going to package that up and release it now.
Edit: Weather2 2.3.5 with ConcurrentModificationException fix is now out, get it! http://coros.us/mods/weather2 - for the record, there was 1 guy in irc that stated he still had the issue despite turning off what I said to turn off, so if you still get the crash with this version, let me know, pretty sure it cant happen anymore though.
Also, I've decided that I will be eventually switching how you need to install my mods, nowadays most mods just have a download to their mod jar itself that you pop into mods whereas I require extraction of a zip and so on, I'm going to change to the 'just a jar' way at some point.
So CoroUtil will have to get its own mod page, which should be easier to manage for me as I won't have to update every mod with the proper CoroUtil every time I make changes to it, you guys will of course have to start downloading it too when you download one of my mods but thats life, I'll have to make some changes to the modsystem on my website first before I go ahead with this.
Into the cellar! There's a ternader a'comin!
(I thought your username was coros)
Thanks a heap for the Weather2 mod! Everyone on my server loves it and will be happy to know they can turn sound back on now!
ZA 1.9.4: http://coros.us/mods/zombieawareness
Notable changes: I disable child zombies and the 'zombies getting hit summoning a second zombie' feature, of course this can be configured to be back on, see config files for more details
Into the cellar! There's a ternader a'comin!
how many mods? i have 210 (+/-) in 1.6.4 XD (1.7 is too buggy 4 me atm, personaly gunnu jump to 1.8)
ZombieAwareness 1.9.4
CoroUtil 1.0
OpenEye 0.6
mc 1.7.10
forge 10.13.0.1199
Tested on random generated map, in creative mode, just floated up to let the map generate a bit, then stayed up there. Set time to dark 18000. Default generated config.
Game Output:
Sixteen (16) of these:
Followed by three (3) of these:
Now, made a nice platfrom so spiders wouldn't eat me, switched to survival mode, and the output changed slightly.
Amongst the above "DimensionChunkCache crash" messages, were three (3) of these, followed by more of the above.
( The only differences I could see, are separated out for clarity. )
I also had this issue and posted about it here.
What is interesting is that I only got the DimensionChunkCache output when using weather2 as well, nor did my game actually crash. Are you using MultiMC5 as well (and are you sure you didn't have weather2 installed?)?
edit: you should also post a complete log, it could contain some pertinent information.