Hey, could you guys help me?
I just got a shaderpack for my first time and I really like it. Because of the wavy trees in the nonexistent wind, I thought the Weather mod would be an awesome addition to my little collection of mods.
But if I've learned anything about modding, it seems Mr. Mantle doesn't exactly get along with Mr. Weathermod. This obviously means I'm going to let go of the weather mod; I care for Treecapitator much more than some extra particles in the sky. But I'm curious- Why don't these mods get along? Is there anything I can do about that? Because having the Weather mod with my shading pack would be awesome! But Treecapitator has become an essential mod for me. I couldn't play Minecraft without it! I'd get so sick of breaking. EVERY. LOG. ONE. BY ONE. Noooooo, thank you!
P.S: I know this issue may seem a little more suited for the Tinkers' Construct/Mantle thread, but that's where I originally posted all this info. I just thought it could be relevant on this thread too. Do you guys have any idea why Weather isn't compatible with TConstruct/Mantle?
P.P.S: Here's my crash report just in case I'm wrong:
P.P.P.S: Welp. Forget EVERYTHING I JUST SAID. I SWEAR it said the errored mod was Mantle before! Now it says it's the Weather Mod!
Grrr..
Well here's my crash report anyway. I'd still like to know why I'm not able to use this awesome mod.
---- Minecraft Crash Report ----
// Ouch. That hurt
Time: 21/01/16 8:30 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: modconfig/IConfigCategory
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: modconfig/IConfigCategory
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.ClassNotFoundException: modconfig.IConfigCategory
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 34 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 36 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Ohhhhh. Wait a minute.. I just realised it says do not report this crash because of Optifine.. Is that my reason then?
Shiiiiit. Sorry, guys. :/
Edit: Welp. Nevermind. I got rid of Optifine and it still says the Weather Mod is preventing it from launching. Whyyyy?! Dx
Why was it working before?! I've had Optifine installed the whole time!
Download CoroUtil, it's needed to run the Localized Weather Mod...
I see. :/ I'm really sorry about that. It's been a long time since I've used this mod and a lot of them seemed to have disappear overtime. I guess I didn't read the instructions closely enough.
Just FYI, updating to 1.8.9 has been underway on and off for a month now, CoroUtil is updated but untested (no point in releasing until a real mod is updated and working), and I am getting close with weather mod, updating the tile renderers is going to be a *****, focused on getting the storm and tornado systems working for now.
Mr. Corosus, can you make rain "wet" again? For some reason when there is a fire, making it rain does nothing to the flames. Could also be a bug? [latest 1.7.10 version]
Hey Coros, I am creating a storm chasing server for the mod where (using the flans mod) they chase storms and tornadoes and recieve currency for each storm they get. As you can see this would be very flawed if storms were not rare. I want storms to be the general control group with wind storm being twice as rare, hail 3 times as rare, f0 4 times, f1 5, f2 6, so on and so forth. Can you give me the suggested settings to make this happen? Thanks for the great mod! -Tanner
Just FYI, updating to 1.8.9 has been underway on and off for a month now, CoroUtil is updated but untested (no point in releasing until a real mod is updated and working), and I am getting close with weather mod, updating the tile renderers is going to be a *****, focused on getting the storm and tornado systems working for now.
The weather2 mod is pretty much a staple for me, so much so that I had refused to use anything above 1.7.10. Seeing that it is being updated is music to my ears. I am in no rush, as I still have fun playing in 1.7.10, as I'm just happy to see it is still alive.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/19/2014
Posts:
44
Member Details
Coros in the 1.8 update could you please try adding some shader support. The original weather mod looked stunning with the shaders an would look amazing with the new tornadoes and cloud system!
The Meaning of Life, the Universe, and Everything.
Join Date:
1/20/2016
Posts:
53
Member Details
Using Move Plus 2.3.1, and having some issues with it.
Mostly with dodging. it keeps happening in inventories and chat. Any time I double jump - even for creatve flight, it also prints it to the console log, which seems unnecessary.
Also, is there a way to only do a dodge if the direction key is double-tapped within a certain time threshold? It seems to "hold state" if I press a direction key, then when it's pressed again, even 10+ seconds later, it will execute the dodge. This is rather irritating for "normal" movement, as I keep getting launched when I don't want to be
That, and I can't find sufficient documentation on how some things work, like wall jump, or what Dolphin skills are.
Rollback Post to RevisionRollBack
Thaumeme Supreme and madman behind Thaumic Dyes (TC4 Addon), and other magical disasters.
Weather 1.8.9 is very close to done, I might fix 1 or 2 more things in it or just release the current state of it.
I am going to be migrating my website to a new host, if you notice the site is down, that is probably why, hoping it wont be down for more than a couple hours.
Hey Corosus and other! When I may to download latest version Local Weather and Stormfronts for Minecraft 1.6.4? Official page download mod only 1.7.10 - 2.3.10. This not work w/ 1.6.4! Pls HELP!
Weather 1.8.9 is very close to done, I might fix 1 or 2 more things in it or just release the current state of it.
I am going to be migrating my website to a new host, if you notice the site is down, that is probably why, hoping it wont be down for more than a couple hours.
Ok website hosting migration finally going to happen (only registration migration was done so far), expect the site to go down for a bit in 30-60 mins, hopefully wont be down for more than 30 mins.
Once thats done I can finally stop stalling on releasing 1.8.9 updates, I've got weather2, CoroUtil and Zombie Awareness in great states for release, and a "new" mod that focuses on invasions nearly ready for release.
Some notes:
Weather2 doesnt have any new features in it yet sorry, some performance improvements that should make client fps during tornadoes ripping up blocks drop a lot less. I might start exploring new features after things calm down, depends on motivation. In the meantime, this mod seems to do some pretty neat things for cosmetic improvements on things especially sandstorms during storms, http://minecraft.curseforge.com/projects/dynamic-surroundings (Not sure how compatible, Id recommend global overcast mode be turned on in my mod with it)
Zombie Awareness has been switched from using my threaded pathfinder to the built in one, instead of doing long distance pathing on a separate thread, it is now processing long paths in small pieces (pathing 16 blocks towards target over and over until it finds you). While the new way is technically "dumber" as they might have issues getting around large complex areas, so far I haven't see much issue with it, if I see people encountering server tick thread issues or other issues I might switch back to using my threaded pathfinder (that needs some serious reworking to keep up with mc features)
I'm going to try and release the 1.8.9 updates for today provided the website migration goes smoothly.
I have an idea for a configuration option (odds to 1 chance of tornado to aim at player on spawn) would you ever consider adding this configuration? I'm just wondering.
Can someone tell me how to make snow pile up?
Command Block enthusiast
I just got a shaderpack for my first time and I really like it. Because of the wavy trees in the nonexistent wind, I thought the Weather mod would be an awesome addition to my little collection of mods.
But if I've learned anything about modding, it seems Mr. Mantle doesn't exactly get along with Mr. Weathermod. This obviously means I'm going to let go of the weather mod; I care for Treecapitator much more than some extra particles in the sky. But I'm curious- Why don't these mods get along? Is there anything I can do about that? Because having the Weather mod with my shading pack would be awesome! But Treecapitator has become an essential mod for me. I couldn't play Minecraft without it! I'd get so sick of breaking. EVERY. LOG. ONE. BY ONE. Noooooo, thank you!
P.S: I know this issue may seem a little more suited for the Tinkers' Construct/Mantle thread, but that's where I originally posted all this info. I just thought it could be relevant on this thread too. Do you guys have any idea why Weather isn't compatible with TConstruct/Mantle?
P.P.S: Here's my crash report just in case I'm wrong:
P.P.P.S: Welp. Forget EVERYTHING I JUST SAID. I SWEAR it said the errored mod was Mantle before! Now it says it's the Weather Mod!
Grrr..
Well here's my crash report anyway. I'd still like to know why I'm not able to use this awesome mod.
// Ouch. That hurt
Time: 21/01/16 8:30 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: modconfig/IConfigCategory
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: modconfig/IConfigCategory
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 10 more
Caused by: java.lang.ClassNotFoundException: modconfig.IConfigCategory
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 34 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
... 36 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_66, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 4158195312 bytes (3965 MB) / 4894228480 bytes (4667 MB) up to 11453595648 bytes (10923 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms4G -Xmx12G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 Optifine OptiFine_1.7.10_HD_U_C1 21 mods loaded, 21 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UC Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UC bspkrsCore{6.15} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.15.jar)
UC ArmorStatusHUD{1.27} [ArmorStatusHUD] ([1.7.10]ArmorStatusHUD-client-1.27.jar)
UC DamageIndicatorsMod{3.2.3} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.3.jar)
UC StatusEffectHUD{1.27} [StatusEffectHUD] ([1.7.10]StatusEffectHUD-client-1.27.jar)
UC Treecapitator{1.7.10} [Treecapitator] ([1.7.10]Treecapitator-universal-2.0.4.jar)
UC CarpentersBlocks{3.3.8_dev_r6} [Carpenter's Blocks] (Carpenter's Blocks v3.3.8_dev_r6 - MC 1.7.10.jar)
UC chocolateQuest{1.0} [Chocolate Quest] (chocolateQuest-1.7.10-1.0.jar)
UC lootablebodies{1.3.3} [DrCyano's Lootable Bodies] (CyanosLootableBodies-1.3.3-backport.jar)
UC inventorytweaks{1.58-147-645ca10} [Inventory Tweaks] (InventoryTweaks-1.58-147.jar)
UC lootbags{1.5.2} [Loot Bags] (LootBags-1.7.10-1.5.2.jar)
UC Mantle{1.7.10-0.3.2.jenkins191} [Mantle] (Mantle-1.7.10-0.3.2b.jar)
UC RadixCore{2.1.1} [RadixCore] (RadixCore-1.7.10-2.1.1-universal.jar)
UC MCA{1.7.10-5.1.1.1} [Minecraft Comes Alive] (MCA-1.7.10-5.1.1.1-universal.jar)
UC OreSpawn{1.7.10.20.3} [OreSpawn] (orespawn-1.7.10-20.3.zip)
UC Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
UC TConstruct{1.7.10-1.8.8.build988} [Tinkers' Construct] (TConstruct-1.7.10-1.8.8.jar)
UE weather2{v2.3.10} [Localized Weather & Storms] (weather2-2.3.10 for MC v1.7.10.jar)
UC XaeroMinimap{1.7.7.2} [Xaero's Minimap] (xaeros_minimap_v1.7.7.2_Forge_1.7.10.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.5.13399 Compatibility Profile Context 15.201.1151.1008' Renderer: 'AMD Radeon HD 6800 Series'
Mantle Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine
TConstruct Environment: Environment healthy.
Shiiiiit. Sorry, guys. :/
Edit: Welp. Nevermind. I got rid of Optifine and it still says the Weather Mod is preventing it from launching. Whyyyy?! Dx Why was it working before?! I've had Optifine installed the whole time!
Is there a way to get this mod to work with the shaders mod?
I see. :/ I'm really sorry about that. It's been a long time since I've used this mod and a lot of them seemed to have disappear overtime. I guess I didn't read the instructions closely enough.
Just FYI, updating to 1.8.9 has been underway on and off for a month now, CoroUtil is updated but untested (no point in releasing until a real mod is updated and working), and I am getting close with weather mod, updating the tile renderers is going to be a *****, focused on getting the storm and tornado systems working for now.
Into the cellar! There's a ternader a'comin!
sounds good no rush. i have a question tho. is it always suppose to be gray skys all the time?
Mr. Corosus, can you make rain "wet" again? For some reason when there is a fire, making it rain does nothing to the flames. Could also be a bug? [latest 1.7.10 version]
Minecraft Fan! And modder wanna be!
Hey Coros, I am creating a storm chasing server for the mod where (using the flans mod) they chase storms and tornadoes and recieve currency for each storm they get. As you can see this would be very flawed if storms were not rare. I want storms to be the general control group with wind storm being twice as rare, hail 3 times as rare, f0 4 times, f1 5, f2 6, so on and so forth. Can you give me the suggested settings to make this happen? Thanks for the great mod! -Tanner
The weather2 mod is pretty much a staple for me, so much so that I had refused to use anything above 1.7.10. Seeing that it is being updated is music to my ears. I am in no rush, as I still have fun playing in 1.7.10, as I'm just happy to see it is still alive.
Coros in the 1.8 update could you please try adding some shader support. The original weather mod looked stunning with the shaders an would look amazing with the new tornadoes and cloud system!
Using Move Plus 2.3.1, and having some issues with it.
Mostly with dodging. it keeps happening in inventories and chat. Any time I double jump - even for creatve flight, it also prints it to the console log, which seems unnecessary.
Also, is there a way to only do a dodge if the direction key is double-tapped within a certain time threshold? It seems to "hold state" if I press a direction key, then when it's pressed again, even 10+ seconds later, it will execute the dodge. This is rather irritating for "normal" movement, as I keep getting launched when I don't want to be
That, and I can't find sufficient documentation on how some things work, like wall jump, or what Dolphin skills are.
Weather 1.8.9 is very close to done, I might fix 1 or 2 more things in it or just release the current state of it.
I am going to be migrating my website to a new host, if you notice the site is down, that is probably why, hoping it wont be down for more than a couple hours.
Into the cellar! There's a ternader a'comin!
Mr. Coro plz! Make rain wet again for 1.7.10 before moving to 1.8.9
Minecraft Fan! And modder wanna be!
I'll post any bugs to the github
Hey Corosus and other! When I may to download latest version Local Weather and Stormfronts for Minecraft 1.6.4? Official page download mod only 1.7.10 - 2.3.10. This not work w/ 1.6.4! Pls HELP!
YEAHHH!
holy crap I'm super excited!!!
Is the updated weather mod going to have a lot of new stuff or is it going to be v2 updated?
Ok website hosting migration finally going to happen (only registration migration was done so far), expect the site to go down for a bit in 30-60 mins, hopefully wont be down for more than 30 mins.
Once thats done I can finally stop stalling on releasing 1.8.9 updates, I've got weather2, CoroUtil and Zombie Awareness in great states for release, and a "new" mod that focuses on invasions nearly ready for release.
Some notes:
Weather2 doesnt have any new features in it yet sorry, some performance improvements that should make client fps during tornadoes ripping up blocks drop a lot less. I might start exploring new features after things calm down, depends on motivation. In the meantime, this mod seems to do some pretty neat things for cosmetic improvements on things especially sandstorms during storms, http://minecraft.curseforge.com/projects/dynamic-surroundings (Not sure how compatible, Id recommend global overcast mode be turned on in my mod with it)
Zombie Awareness has been switched from using my threaded pathfinder to the built in one, instead of doing long distance pathing on a separate thread, it is now processing long paths in small pieces (pathing 16 blocks towards target over and over until it finds you). While the new way is technically "dumber" as they might have issues getting around large complex areas, so far I haven't see much issue with it, if I see people encountering server tick thread issues or other issues I might switch back to using my threaded pathfinder (that needs some serious reworking to keep up with mc features)
I'm going to try and release the 1.8.9 updates for today provided the website migration goes smoothly.
Into the cellar! There's a ternader a'comin!
I think he will release it when he's ready
I have an idea for a configuration option (odds to 1 chance of tornado to aim at player on spawn) would you ever consider adding this configuration? I'm just wondering.