I do not understand why the mod does not work with KCauldron or because they appear all those error messages. There is no other mod or plugin to interfere, because it is a clean install, and use the executable that is also fine.
I'm just having a little problem with the mod, it does not start with the minecraft forge, it has a specific version he can run the forge? or a specific version of java? I really want to play this mod, but it does not start out, what should I do? Thank you.
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Bom, as vezes pensamos em coisas boas, mas também em coisas ruins, e você sabia que nem sempre a facilidade é um bom caminho? O importante é tentar e se esforçar.
Q2Lummox - The latest version of KBootstrap (0.3.1) requires Java 8. I see that the one you're using doesn't, though... thankfully.
...After working around, I've found it: Forge Universal has client-sided code with vanilla obfuscations. When Apache Logging core goes and searches for logging plugins, it tries to load up those classes. When those classes then try to load, PML tries to figure out their ancestry information... which it can't because it's client-based.
I'll slip something to deal with that in the next PML update.
LeandroLuiz2210 - This mod needs both Forge and another specific modding platform to properly load and function. Forge is used when possible, the other one is used when needed.
To start, you need Java 7 or Java 8 (or be using the newest launcher, I suspect).
Any version of Forge for MC 1.7.10 will work.
You'll also need the following:
TSM version "pre-3.0 beta12c" ("beta" is part of the name - it's a full release; a '.pmlm' file; downloaded from this thread)
-Extract the PML zip into your .minecraft folder -- NOT the mods folder!
-Put this mod and the MCP-DEV thing into the "mods" folder or "PMLMods" folder - it makes no difference which one.
-In the Minecraft launcher's 'Edit Profile' section, add "-javaagent:PMLCore/PMLPremain.jar=-MCSide:Client" (without quotes) to the Java Arguments section. You will likely need to check the box next to it to be able to add it.
-Optional: while editing the profile, set the launcher visibility to keep open after launching the game.
There is a video in the opening post showing how to install it, if my written instructions didn't help.
For now, the FTB Launcher doesn't support distributing modpacks with this (unlike the Technic Launcher, which does). I'll be starting to lightly discuss this with the FTB devs this weekend -- the absolute best-case would be an automated installation (which would then need to be added in the beta Curse Client to continue FTB support -- meaning some/all of this could be automated for most people, in the best-case); worst-case is that nothing changes and more of the modding community thinks I'm nuts ('more' = Forge's devs seem to think I'm near [or have already gladly leaped off] the deep end [especially cpw]).
My text-based instructions from before didn't help, I take it?
Client:
install any client dependencies you need (such as Forge) or start with an existing modpack
extract the PML download zip folder directly into the minecraft directory you are using (the modpack's/minecraft folder)
open the FTB launcher, and click the "Options" button at the top of the main window. Near the bottom of the new screen is a button labeled "Advanced Options" - click it. In the "Additional Java Parameters" box, add the following line. Go back and remove this whenever you want to switch to a pack without PML.
-javaagent:PMLCore/PMLPremain.jar=-MCSide:Client
Put TSM and the MCP-DEV mods into either the regular mods folder or the new PMLMods folder - it makes no difference.
[end of client install]
Server
FTB servers look to be just normal Forge servers... so just a "normal" server installation would work...
Non-Mac:
extract the zip folder directly into the minecraft server directory you are using
whenever you run the server, add what's on the following code line directly after the "java" command - this can be done via scripts instead of requiring you to go through the terminal/console/command-prompt all the time. Again, put this directly after the "java" part of the command, in the same place as the memory arguments.
-javaagent:PMLCore/PMLPremain.jar=-MCSide:Server
Put TSM and the MCP-DEV mods into either the regular mods folder or the new PMLMods folder - it makes no difference.
[end of non-Mac server install]
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
Sorry for that last one... saw your original and started typing... should have refreshed the page before posting. :s
The mod has way too many settings to cover, and a couple are super-complex. Instead, these are all of the configuration files that the mod uses; I'll cover any questions you have about specific settings in them, as needed.
config/Seasons/Settings.cfg -- contains some general, non-world specific settings. Part of this file includes where to load world-specific json config data from
config/Seasons/SeasonsDataTemplate.dat -- contains NBT-based worldly settings to be used as a template when the mod needs to generate new worldly settings for a world/dimension. The season and day are randomized when the template is copied.
[save folder]/[dim folder]/SeasonsData.dat -- contains the world-specific NBT settings for this specific dimension. If you load a world without this file, a new one will be generated automatically, based on the template file at the exact moment it's needed.
[save folder]/SeasonsData.dat -- same as the dimension-specific version, but for the overworld (dim 0 doesn't have a dimension subfolder)
config/Seasons/"json settings" -- contains worldly json settings, for things like crop growth behavior and customizable seasonal temperature. (This folder is only relevant with the "jsons/cropSettings_general" setting in Settings.cfg as true)
[save folder]/SeasonSettings_world -- same as the config folder json setting folder, but in each save so that each save can be different. (This folder is only relevant with the "json/cropSettings_world" setting in Settings.cfg as true)
[save folder]/[dim folder]/SeasonSettings_dimension -- same as the config folder json setting folder, but in each dimension so that each dimension can be different. (This folder is only relevant with the "json/cropSettings_dimension" setting in Settings.cfg as true)
[save folder]/SeasonSettings_dimension -- same as the dimension-specific version, but for the overworld (dim 0 doesn't have a dimension subfolder)
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
Because so many people are not understanding how to install PML (TSM's dependency), I went against my previous development path/plans and wrote a super-simple installer for it for Minecraft (just the standard client). However, I absolutely loathe writing java GUIs, so it's currently all command-prompt/terminal based (and so acts like it doesn't work when just double clicked, because of it) -- if anyone would be willing to write super-simple GUI code to go with it, I'd really appreciate it. (All of the installation logic is finished; I just have absolutely no patience for writing GUIs, even with tools like NetBeans.) Please Private Message me if you're willing and able.
In other news, TSM's port to MC 1.8 is slowly coming along. There's still a lot to do, but most of the non-graphic stuff is already finished.
Da9L
Pre-generated dimension disabling has already been requested on the new GitHub issue tracker for the mod -- it's not included yet, but is on my radar Other than that, there's currently just disabling seasons in all future-generated worlds/dimensions by changing the setting template in the config folder... though that doesn't help much for what you're after.
On a cheerier note, snow can now be made to crush plants when just a single tile thick by changing the "crushPlantsWhenNotFull" setting to true. There are also plenty of newer settings for what snow can fall on top of (ice, glass, farmland, etc.)
Thanks for the offer
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
LunariusH - The changes between MC 1.7 and 1.8 are too harsh to support both in a practical way, so I'll only develop one of them at a time. If big issues or tiny feature additions come up, I should be able to make small patches as needed to the 1.7 versions (at least for a good while), so support won't be fully gone. (This is in contrast with the MC 1.6 and earlier versions, which are beyond ancient history at this point, at least for me (though I still keep those downloads up, and sometimes have to dig up the links).)
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
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Admittedly, I'm mostly just waiting for the rest of my mods to update to 1.8 ;)... Then it'll be another year or two long wait for them to hit 1.9 and that tasty combat update.
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"Compatability is King, but configuratiblity is Queen" - InfinityRaider
Thankfully, the Combat Update shouldn't make too many changes to disrupt TSM from MC 1.8... though I do hope that they fix their blunder from 1.7 involving temperature (which is based on an even older mishap from 1.2)... though I'm starting to seriously suspect they won't... =P
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
I don't quite understand how to install the file. When I place the file into the mods folder directly after downloading, it doesn't even load in the game. It doesn't prevent the game from starting, nor does it refuse me to enter a world. It just doesn't work. I attempted converting the .pmlm to a .jar, but that prevented the game from loading up, saying that the mod was 'Errored' in the crash report.
I don't see anyone else having this problem, is there a fix someone may elude to?
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Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.
I don't quite understand how to install the file. When I place the file into the mods folder directly after downloading, it doesn't even load in the game. It doesn't prevent the game from starting, nor does it refuse me to enter a world. It just doesn't work. I attempted converting the .pmlm to a .jar, but that prevented the game from loading up, saying that the mod was 'Errored' in the crash report.
I don't see anyone else having this problem, is there a fix someone may elude to?
I'm all but certain that reading the installation instructions will help you.
Kaiser_will - Tinkers Construct should be compatible... what is the crash that you get (what's the error), and which versions of everything are you using?
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
@The_WeatherPony In this way I was doing it in the post (10 messages above):
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1285986-the-seasons-mod-minecraft-1-7-10-build-pre-3?comment=2282
I do not understand why the mod does not work with KCauldron or because they appear all those error messages. There is no other mod or plugin to interfere, because it is a clean install, and use the executable that is also fine.
Q2Lummox - I only have Java 7 on my Win machine... I'll get my old Linux VirtualBox up again and put Java 8 on it so I can work through this better.
I program
@The_WeatherPony ,on my server I'm using Java 7.
I'm just having a little problem with the mod, it does not start with the minecraft forge, it has a specific version he can run the forge? or a specific version of java? I really want to play this mod, but it does not start out, what should I do? Thank you.
Bom, as vezes pensamos em coisas boas, mas também em coisas ruins, e você sabia que nem sempre a facilidade é um bom caminho? O importante é tentar e se esforçar.
Q2Lummox - The latest version of KBootstrap (0.3.1) requires Java 8. I see that the one you're using doesn't, though... thankfully.
...After working around, I've found it: Forge Universal has client-sided code with vanilla obfuscations. When Apache Logging core goes and searches for logging plugins, it tries to load up those classes. When those classes then try to load, PML tries to figure out their ancestry information... which it can't because it's client-based.
I'll slip something to deal with that in the next PML update.
LeandroLuiz2210 - This mod needs both Forge and another specific modding platform to properly load and function. Forge is used when possible, the other one is used when needed.
Any version of Forge for MC 1.7.10 will work.
You'll also need the following:
TSM version "pre-3.0 beta12c" ("beta" is part of the name - it's a full release; a '.pmlm' file; downloaded from this thread)
PML for Minecraft (current version)
MCP-DEV obfuscation provider(the spoiler at the top of the screen when you click this link)
-Extract the PML zip into your .minecraft folder -- NOT the mods folder!
-Put this mod and the MCP-DEV thing into the "mods" folder or "PMLMods" folder - it makes no difference which one.
-In the Minecraft launcher's 'Edit Profile' section, add "-javaagent:PMLCore/PMLPremain.jar=-MCSide:Client" (without quotes) to the Java Arguments section. You will likely need to check the box next to it to be able to add it.
-Optional: while editing the profile, set the launcher visibility to keep open after launching the game.
There is a video in the opening post showing how to install it, if my written instructions didn't help.
I program
@The_WeatherPony Thank you very much for answering and interest in trying to fix it.
I will be alert to this new PML update.
Thanks and regards.
Alright... Disregard that question, I've figured it out.
A far more important question now exists... Any idea if Agricraft/Seasons/Hunger Overhaul will play nice?
For now, the FTB Launcher doesn't support distributing modpacks with this (unlike the Technic Launcher, which does). I'll be starting to lightly discuss this with the FTB devs this weekend -- the absolute best-case would be an automated installation (which would then need to be added in the beta Curse Client to continue FTB support -- meaning some/all of this could be automated for most people, in the best-case); worst-case is that nothing changes and more of the modding community thinks I'm nuts ('more' = Forge's devs seem to think I'm near [or have already gladly leaped off] the deep end [especially cpw]).
My text-based instructions from before didn't help, I take it?
Put TSM and the MCP-DEV mods into either the regular mods folder or the new PMLMods folder - it makes no difference.
[end of client install]
Non-Mac:
Put TSM and the MCP-DEV mods into either the regular mods folder or the new PMLMods folder - it makes no difference.
[end of non-Mac server install]
I program
I actually got it figured out after putting it all together. Yes, your instructions helped... Ultimately.
The next question I have for you is:
"Can you provide clear instructions on what the Config Files do?"
A walk-through for those would be fantabulous.
Sorry for that last one... saw your original and started typing... should have refreshed the page before posting. :s
The mod has way too many settings to cover, and a couple are super-complex. Instead, these are all of the configuration files that the mod uses; I'll cover any questions you have about specific settings in them, as needed.
I program
I give up, I can not install this mod on my minecraft! I do not know! to make matters worse I do not intendo the video! I'm brazilian. I GIVE UP.
> Dragões de gelo e fogo Mod ♡
> Fósseis e Arqueologia Revival Mod ♡
> JurassicCraft Mod ♡
> Animania ♡
Because so many people are not understanding how to install PML (TSM's dependency), I went against my previous development path/plans and wrote a super-simple installer for it for Minecraft (just the standard client). However, I absolutely loathe writing java GUIs, so it's currently all command-prompt/terminal based (and so acts like it doesn't work when just double clicked, because of it) -- if anyone would be willing to write super-simple GUI code to go with it, I'd really appreciate it. (All of the installation logic is finished; I just have absolutely no patience for writing GUIs, even with tools like NetBeans.) Please Private Message me if you're willing and able.
In other news, TSM's port to MC 1.8 is slowly coming along. There's still a lot to do, but most of the non-graphic stuff is already finished.
Da9L
On a cheerier note, snow can now be made to crush plants when just a single tile thick by changing the "crushPlantsWhenNotFull" setting to true. There are also plenty of newer settings for what snow can fall on top of (ice, glass, farmland, etc.)
Thanks for the offer
I program
That's amazing! Please tell me you'll be supporting both 1.7.10 and 1.8 >.>
LunariusH - The changes between MC 1.7 and 1.8 are too harsh to support both in a practical way, so I'll only develop one of them at a time. If big issues or tiny feature additions come up, I should be able to make small patches as needed to the 1.7 versions (at least for a good while), so support won't be fully gone. (This is in contrast with the MC 1.6 and earlier versions, which are beyond ancient history at this point, at least for me (though I still keep those downloads up, and sometimes have to dig up the links).)
I program
Admittedly, I'm mostly just waiting for the rest of my mods to update to 1.8 ;)... Then it'll be another year or two long wait for them to hit 1.9 and that tasty combat update.
Thankfully, the Combat Update shouldn't make too many changes to disrupt TSM from MC 1.8... though I do hope that they fix their blunder from 1.7 involving temperature (which is based on an even older mishap from 1.2)... though I'm starting to seriously suspect they won't...
=P
I program
does this work with tinkers construct?, i launch these two mods together and it crashes, anything i can fix?
I don't quite understand how to install the file. When I place the file into the mods folder directly after downloading, it doesn't even load in the game. It doesn't prevent the game from starting, nor does it refuse me to enter a world. It just doesn't work. I attempted converting the .pmlm to a .jar, but that prevented the game from loading up, saying that the mod was 'Errored' in the crash report.
I don't see anyone else having this problem, is there a fix someone may elude to?
Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.
I'm all but certain that reading the installation instructions will help you.
Kaiser_will - Tinkers Construct should be compatible... what is the crash that you get (what's the error), and which versions of everything are you using?
I program