Thanks for the words of encouragement...
I believe the general return of modder intelligence would help to advance the modding community back closer to what it used to be. As much as the ancient base-edit age stunk for mod compatibility, mod developers had to understand code interactions on a deeper level than nowadays, and so wrote code in a more learned way - something that's progressively being lost as more people learn modding instead of programming. ("I want to update my code to the new MC version, and I use base edits -- what is and what isn't 'my code?' Simply replacing the new MC code with the old MC code with my added changes is not a proper thing to do, as that would remove the new changes from the new version. Therefore, I need to keep track of what I am doing, how I am doing it, and most importantly why I am doing it the way I am -- that way I can port only what I, myself add/change."
Axeladalidez78 -
Biome temperatures extending past the edge of the biome is on my wish-list, but I have way too many things to tackle first... the joys of developing solo...
The 16 spawn lists are just the beginning... while each of them functions and is set up the same way, they are complicated all on their own. When I get to converting all the NBT settings to json, sharing custom spawn configs will be easy (and fully supported/encouraged).
The thermometer's temperature is in Minecraftian degrees, rounded to two decimal places. 0.15 is water's freezing point (essentially), snowgolems stop placing snow at/above 0.8 and take fire damage above 1.0, etc.
Some of the snow is placed by the worldgen code when generating new chunks. After that, snow is placed in the vanilla way (modified, to allow stacking) and melts under base vanilla mechanics (block ticks, with modified snow tick code).
Snow under trees doesn't fit with the strange way TSM currently handles snow. I previously wrote (and seriously need to update) another snow-manipulating mod that just does snow under trees. (Even though both TSM and this other mod alter snow tick logic, they will be perfectly compatible with one another.) This would be a temporary solution to that concern until I overhaul the snow code again.
As for branches, this is more likely to be done in MC 1.8+, since I expect that would make block modelling easier for me.
Or I could completely overhaul the tree system in general, which might not be a bad thing...
Nemetos - I tried to solve this over Skype, expecting that to be fastest. Since you didn't pick up on my PM nor my comment that I PM'ed you, I'll continue trying to do it the long, slow, and blind way... As for that guy on the last page, English is not his primary language.
After you've launched to the main menu and closed the game:
In the 'PML' folder, is there a file named "PML-selfErrorReport.txt"? If so, would you please copy-paste it's contents here?
If the selfErrorReport file isn't there, is there a "PML-OUTERR_log.txt" file there? If so, could you please upload its' contents to pastebin and link me to it?
If neither file is there, does the game refuse to launch when you remove the 'PMLCore' folder, but keep the jvm argument?
My "Mega Slimes" mod is now updated to the brand new MC 1.9, if anyone wants to try it out.
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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 like your mod very much. But before dropping it in my personal modpack I have several questions:
- Does season change cycle impact on ALL of the biomes? Like, suppose I live in cold taiga biome, where is snow everywhere by default. Will it melt in summer?
- Is there a different weather behavior for each vanilla biome? Because if it will inflict some snowfall in jungle... That wont be cool
- Does ambient temperature drop when height is increasing, and vice versa if one gets deeper under ground?
The seasons modify all biomes, although the seasonal colors don't always work on biomes added/modified by mods (some biomes override the seasonal colors that this mod adds to the base-biome definition).
There are two snow/ice-melting systems in the mod. This first is always enabled, and slowly melts things based on the temperature (higher temperatures melt faster), using block ticks. The second is disabled by default, and melts snow solely based on what season it is, and whether or not the biome is considered "cold" (which is one of the few uses of the "cold" biome list). This second one melts very quickly, and can only be enabled or disabled (no configuring the speed).
The seasonal biome temperatures can be customized, which directly impacts the temperature-based melting rates, grass/leaf colors, snow/ice placement, as well as everything else that uses the vanilla biome temperatures (uses it properly, at least).
Snow and Ice form at/below temperatures of 0.15, snowgolems stop placing snow at/above 0.8 and take fire damage above 1.0, etc. The temperature-based melting chance linearly grows from nothing at 0.15 to it's maximum at 0.75 (although the speed is slow, so it's not guaranteed to melt, at least by default).
By default, vanilla's temperature height/perlin-noise degradation is disabled, but this can be turned back on via NBT config.
Axeladalidez78 -
The temperature system seems to be originally centered around textures, and crudely adapted for weather... blame Mojang. (The color texture sheets use temperatures capped between 0 and 1, etc.)
Assuming I can figure out a seamless way to implement seasonal models in MC 1.8, then branches wouldn't be too terribly far of a stretch.
I've been modding TSM for almost three and a half years now-- there's not much I haven't thought up at this point.. though I don't always know which ideas to work on, nor which ones will be well received. No harm in tossing up ideas -- it would help me know which things to focus towards
Any way I can get this working with a hosted server? I'm not sure where I would put the JVM arguments. I have access to the files through multicraft/FileZilla but am not sure where I should be looking.
Budzilla420 - It looks like only the MCProHosting support department can do it at the moment, though I'm almost finished with an (optional) update that would let it use only an alternate start jar (currently it always requires a jvm argument (or a few), and can require an alternate start jar). https://clients.mcprohosting.com/knowledgebase/94/How-to-Install-Forge.html
Rollback Post to RevisionRollBack
If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
Budzilla420 - It looks like only the MCProHosting support department can do it at the moment, though I'm almost finished with an (optional) update that would let it use only an alternate start jar (currently it always requires a jvm argument (or a few), and can require an alternate start jar). https://clients.mcprohosting.com/knowledgebase/94/How-to-Install-Forge.html
Would this be compatible with all other forge mods? I sent in a ticket asking if they can add the arguments for now I guess I will wait and see what they say. This mod looks absolutely amazing though.
Budzilla420 - I had to quickly test the mod with the massive FTB InfinityEvolved modpack, not long ago. Other than a long loading time (due to many mods), I didn't spot any obvious concerns.
There's lots of seasonal configuring to be done though, since most settings have a default of "vanilla"... but settings can be tweaked along the way
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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
MrD0ge - Unless you configure EnviroMine to use custom EnviroMine temperatures, then EnviroMine will be effected by the Seasonal temperatures (which are configurable).Any build of EnviroMine from within the past year or so should be good - that was around the time when support was added.
Just remember that EnviroMine temperature and Seasonal temperature aren't the same thing - TSM's temperature changes EM's temperature, and TSM's temperature isn't changed by EM...
EM temperature is normally based on vanilla temperature (unless you use EM temperature overrides). TSM temperature makes itself vanilla temperature. So... EM temperature is normally based on vanillaTSM temperature (unless you use EM temperature overrides).
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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
EM is effected by TSM for temperature, but only for the newer 1.7.10 builds and only without using EM's biome temperature overrides....
...If you are using a newer build of EM for 1.7.10, EM will be effected by TSM if you don't change EM's config.
When using EM and TSM together, I don't suggest using EM's temperature overrides... your custom season-independent overrides will... override the season-dependent defaults for within EM.
Use TSM's customizable seasonal biome temperatures overwrites, instead of EM's custom biome temperature overrides
The temperature according to EM will be different from what TSM (as well as everything else) says.
EM looks at TSM/vanilla temperature and uses a modified version of it. Everything else looks at TSM/vanilla temperature and uses it directly.
EM temperature is a fake temperature: water can freeze above and melt below EM's "0C"/"32F"
Also, with EM's temperature overrides, you can die of hyperthermia (excessive heat) while naked at night in a tundra biome, in Winter, while it snows... And die of hypothermia (too little heat) while bundled up, outside, in the middle of a clear day, while in a desert, in the middle of Summer.
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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
hubszo2000 - perhaps dropbox had a little hiccup - I just downloaded from it to double check it, no problem. But that's one of the reasons I make the ads avoidable, in case something goes wrong
Rollback Post to RevisionRollBack
If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
is there any chance I could get concise written directions on how to install this mod(and all it's requirements) with MultiMC?
I would like to add it as part of a Harvest Moon/Story of Seasons based personal pack, but it is extremely confusing trying to get any information on how to install it.
Please don't point me to the video in the first post, I am unable to understand what is being said in the video hence wanting it written please.
Kaiser_will -
I believe the general return of modder intelligence would help to advance the modding community back closer to what it used to be. As much as the ancient base-edit age stunk for mod compatibility, mod developers had to understand code interactions on a deeper level than nowadays, and so wrote code in a more learned way - something that's progressively being lost as more people learn modding instead of programming. ("I want to update my code to the new MC version, and I use base edits -- what is and what isn't 'my code?' Simply replacing the new MC code with the old MC code with my added changes is not a proper thing to do, as that would remove the new changes from the new version. Therefore, I need to keep track of what I am doing, how I am doing it, and most importantly why I am doing it the way I am -- that way I can port only what I, myself add/change."
Axeladalidez78 -
The 16 spawn lists are just the beginning... while each of them functions and is set up the same way, they are complicated all on their own. When I get to converting all the NBT settings to json, sharing custom spawn configs will be easy (and fully supported/encouraged).
The thermometer's temperature is in Minecraftian degrees, rounded to two decimal places. 0.15 is water's freezing point (essentially), snowgolems stop placing snow at/above 0.8 and take fire damage above 1.0, etc.
Some of the snow is placed by the worldgen code when generating new chunks. After that, snow is placed in the vanilla way (modified, to allow stacking) and melts under base vanilla mechanics (block ticks, with modified snow tick code).
Snow under trees doesn't fit with the strange way TSM currently handles snow. I previously wrote (and seriously need to update) another snow-manipulating mod that just does snow under trees. (Even though both TSM and this other mod alter snow tick logic, they will be perfectly compatible with one another.) This would be a temporary solution to that concern until I overhaul the snow code again.
As for branches, this is more likely to be done in MC 1.8+, since I expect that would make block modelling easier for me.
Or I could completely overhaul the tree system in general, which might not be a bad thing...
Nemetos - I tried to solve this over Skype, expecting that to be fastest. Since you didn't pick up on my PM nor my comment that I PM'ed you, I'll continue trying to do it the long, slow, and blind way... As for that guy on the last page, English is not his primary language.
My "Mega Slimes" mod is now updated to the brand new MC 1.9, if anyone wants to try it out.
I program
Hello!
I like your mod very much. But before dropping it in my personal modpack I have several questions:
- Does season change cycle impact on ALL of the biomes? Like, suppose I live in cold taiga biome, where is snow everywhere by default. Will it melt in summer?
- Is there a different weather behavior for each vanilla biome? Because if it will inflict some snowfall in jungle... That wont be cool
- Does ambient temperature drop when height is increasing, and vice versa if one gets deeper under ground?
Hi hi hi hi. Minecraft 1.9 exits! GO new Update? i wait ur season mod 1.9 , fast fast fast!
Overjay -
There are two snow/ice-melting systems in the mod. This first is always enabled, and slowly melts things based on the temperature (higher temperatures melt faster), using block ticks. The second is disabled by default, and melts snow solely based on what season it is, and whether or not the biome is considered "cold" (which is one of the few uses of the "cold" biome list). This second one melts very quickly, and can only be enabled or disabled (no configuring the speed).
The seasonal biome temperatures can be customized, which directly impacts the temperature-based melting rates, grass/leaf colors, snow/ice placement, as well as everything else that uses the vanilla biome temperatures (uses it properly, at least).
Snow and Ice form at/below temperatures of 0.15, snowgolems stop placing snow at/above 0.8 and take fire damage above 1.0, etc. The temperature-based melting chance linearly grows from nothing at 0.15 to it's maximum at 0.75 (although the speed is slow, so it's not guaranteed to melt, at least by default).
By default, vanilla's temperature height/perlin-noise degradation is disabled, but this can be turned back on via NBT config.
Axeladalidez78 -
Assuming I can figure out a seamless way to implement seasonal models in MC 1.8, then branches wouldn't be too terribly far of a stretch.
I've been modding TSM for almost three and a half years now-- there's not much I haven't thought up at this point.. though I don't always know which ideas to work on, nor which ones will be well received. No harm in tossing up ideas -- it would help me know which things to focus towards
ZODIK105 - You act like I didn't know MC 1.9 is out... but I actually wrote the first mod for it, already.
I program
Any way I can get this working with a hosted server? I'm not sure where I would put the JVM arguments. I have access to the files through multicraft/FileZilla but am not sure where I should be looking.
Budzilla420 - it would depend on how your hosted server is set up. How do you start your server?
I program
Currently using MCProHosting. They simply have a button for "Start" "Stop" and "Restart"
Budzilla420 - It looks like only the MCProHosting support department can do it at the moment, though I'm almost finished with an (optional) update that would let it use only an alternate start jar (currently it always requires a jvm argument (or a few), and can require an alternate start jar).
https://clients.mcprohosting.com/knowledgebase/94/How-to-Install-Forge.html
I program
Would this be compatible with all other forge mods? I sent in a ticket asking if they can add the arguments for now I guess I will wait and see what they say. This mod looks absolutely amazing though.
Budzilla420 - I had to quickly test the mod with the massive FTB InfinityEvolved modpack, not long ago. Other than a long loading time (due to many mods), I didn't spot any obvious concerns.
There's lots of seasonal configuring to be done though, since most settings have a default of "vanilla"... but settings can be tweaked along the way
I program
Awesome! Can't wait to try it out.
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It would be cool if seasons effected enviromine!
MrD0ge - Unless you configure EnviroMine to use custom EnviroMine temperatures, then EnviroMine will be effected by the Seasonal temperatures (which are configurable).Any build of EnviroMine from within the past year or so should be good - that was around the time when support was added.
Just remember that EnviroMine temperature and Seasonal temperature aren't the same thing - TSM's temperature changes EM's temperature, and TSM's temperature isn't changed by EM...
EM temperature is normally based on vanilla temperature (unless you use EM temperature overrides). TSM temperature makes itself vanilla temperature. So... EM temperature is normally based on
vanillaTSM temperature (unless you use EM temperature overrides).I program
What does this mean in layman terms?
Budzilla420 - My last post?
I program
hubszo2000 - perhaps dropbox had a little hiccup - I just downloaded from it to double check it, no problem. But that's one of the reasons I make the ads avoidable, in case something goes wrong
I program
is there any chance I could get concise written directions on how to install this mod(and all it's requirements) with MultiMC?
I would like to add it as part of a Harvest Moon/Story of Seasons based personal pack, but it is extremely confusing trying to get any information on how to install it.
Please don't point me to the video in the first post, I am unable to understand what is being said in the video hence wanting it written please.
Its not working help !! after copy paste -javaagent:PMLCore/PMLPremain.jar=-MCSide:Client and get java error offlinee what should i do then?