Hate to be the guy but... Is a 1.11.2 port being worked on? This looks incredibly cool. I was going to install Tough as Nails for seasons, but this doesn't add body temperature or thirst, and this offers a whole lot more in terms of seasons.
bosky2102 - Thanks for letting me know. I've fixed it for the next version, which is getting closer every day to being ready. Sad that this is the first time I hear about the issue...
Since the code has been greatly altered since the last release, etc., here is a bugfix patch to fix it manually -- just replace this singular .class file in the official release (.jar = .zip (but sometimes with special text files included to ensure authentication, though my mod doesn't have such files)).
The Seasons Mod 3.0-alpha for 1.8.9 (I'll backport the changes to 1.7.10) is almost ready -- right now I'm just finishing up the conversion of the snow code to use the new Json-based config settings, rather than the old NBT ones. After that comes revisiting the seasonal commands, removing the unconverted plant spawning code (to bring it back in a later release, once the inbound Json stuff is fully stabilized), and initial testing. pre-3.0 is almost a finished memory!
After getting 3.0 stabilized, I'll get started on updating to newer versions of MC, where maybe I won't be developing solo anymore... but only if I haven't taken too long already...
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bosky2102 - Thanks for letting me know. I've fixed it for the next version, which is getting closer every day to being ready. Sad that this is the first time I hear about the issue...
Since the code has been greatly altered since the last release, etc., here is a bugfix patch to fix it manually -- just replace this singular .class file in the official release (.jar = .zip (but sometimes with special text files included to ensure authentication, though my mod doesn't have such files)).
The Seasons Mod 3.0-alpha for 1.8.9 (I'll backport the changes to 1.7.10) is almost ready -- right now I'm just finishing up the conversion of the snow code to use the new Json-based config settings, rather than the old NBT ones. After that comes revisiting the seasonal commands, removing the unconverted plant spawning code (to bring it back in a later release, once the inbound Json stuff is fully stabilized), and initial testing. pre-3.0 is almost a finished memory!
After getting 3.0 stabilized, I'll get started on updating to newer versions of MC, where maybe I won't be developing solo anymore... but only if I haven't taken too long already...
So how is the seasons mod doing? Did you figure out the temperature bugs/Dimensional temperature bugs?
bosky2102 - joy... that's in one of the files I changed a fair degree. Just like the last one, it's caused by a side-culling annotation, if you want to remove it yourself with some kind of bytecode editor. Sorry for the troubles... I've fixed it for the future, though.
TMPM - I figured out those bugs long ago, and asked for detailed information whenever you (or anyone else) came across such conditions again -- I even added detailed info of what happened to the error/exception so I could track the issue to specific parts of the specific mod(s) that led to it.
However, you will be getting a couple of things that you've been wanting with this upcoming version... one of which being simpler multiworld commands for consoles.
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
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Zigeris - PML is currently incompatible with MultiMC:
"This does not currently support use with MultiMC. Support is being developed."
I recommend Technic. Using Curse/FTB is technically possible, but they bring their own problems for your clients. The vanilla launcher also works, and I recommend it more than Curse/FTB (Curse/FTB has yet to achieve feature-parity, yet loves to claim it's superiority), but I recommend all less than Technic. (I am not related to the Technic project, and only recommend it for it's features. I get no reward/benefit from suggesting it nor from other's use of it in any way, other than the potential for continued use of my modding code from my existing, non-Technic users that would stop using it otherwise.)
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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
Dang I like MMC the best of all of them. Erg welllllll I'll try to get the others to work. I've had issues with other launchers in the past. But thanks for the heads up!
Woooooo finally got the client AND server to work together. The scary thing is? Apparently the seasons are in line with my calendar mod. >_> Like...how....
Found out, thanks to Wpony, that my launcher wasn't compatible. BUT my server host wasn't making the process easy at all either. Though trying this new server host is a bit expensive for what you get in resources (CPU,RAM).
Zigeris - Servers have different possible ways of setting things up with the mod. You could try the alternate (Apple/Mac) server installation, if you're allowed to use a custom server jar on your old (and cheaper) server... I might also be able to get someone that has previously set up some servers with the mod firsthand to assist you, if you need.
As for the calendar mod being in line, that might be from something on that mod's side, or could just be a happy coincidence.
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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've uploaded a new build of the mod - "3.0-alpha" for 1.8.9. As usual, it is available on the mod's Curse pages. Just like the current normal releases, this build still requires PML 10.1+. I'll begin backporting to 1.7.10 in a couple of days, to allow for issues to be reported (and for me to address them before spreading them around). After that, I'll be porting to newer versions of Minecraft.
This version isn't perfect, and I even know of a couple of minor bugs. But it does address the mod's NBT settings -- they are all now Json-based, minus the plant spawning which hasn't been converted yet. All-in-all, it's a few steps forward in the right direction.
Special Note: One of the minor bugs in this non-full-release is an occasional crash on client world-load. The information Java provides is completely useless nonsense, so it may take me a bit to figure it out (also, no need to provide it to me, as it's completely useless nonsense). On the plus side, the crash is very inconsistent, and doesn't corrupt the save -- just relaunch the game and reload that world, and it usually won't crash again on this second time. Don't give up hope on the build because of it, as it doesn't mean the build is broken beyond use.
If you're able, please try out the new "3.0-alpha" for MC 1.8.9 and let me know how things go. The more I know what is and isn't working, the less time I'll waste trying to figure such things out. Despite the name containing "alpha", the build should be generally stable, especially as about 3/4 of the mod hasn't been altered from "pre-3.0-beta14".
The dropping of the "pre-" from "pre-3.0" is about the volume of cumulative changes in the last several years.
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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've now uploaded [MC]PML-10.3. It includes compatibility fixes for generated code, etc. (so if you find some stuff is incompatible with The Seasons Mod, try updating to the newest PML build). A fair bit has changed since PML-10.1! Included is also rewritten installation instructions that have been designed to be easier to understand (aka, I didn't write them ).
vrackfall - The Java/Linux seems to be the same as the old one (though a larger size, so they've changed some things somewhere) and I got the native Windows launcher to work for [1.8.9 + Forge], 1.12, as well as 1.11.2.
There was an early error that I saw when I launched with 1.11.2 about no available obfuscations, but that's because the MCP team hasn't added it to their obfuscation lists (as seen here). The game still launched, though, and PML was still functioning perfectly (other than the PML info entry in the main menu, which is due to that lack of obfuscations).
Not much has changed since PML-10.2, which I never released... not worth updating, vrackfall, as I only added a tiny bit of code which isn't really relevant to anything yet.
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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
For those of you that have been concerned about whether or not I plan to continue updating the 1.7.10 line of this mod, I'd like to put your mind at ease and fears to rest; I've now uploaded a new build for both 1.8.9 AND 1.7.10. The new builds share the same name (other than the MC version they belong to), though the code is somewhat different -- the differences are mostly for version-specific things, such as MC-compatibility and some features (such as 1.7.10's customizable seasonal icons). Both require PML 10.1+, though the latest (PML 10.3) contains the better optimizations in the initialization process as well as more-compatible generated code.
As usual, these new builds are found on the mod's Curse pages and please report bugs or issues on the mod's github issue tracker.
The next focus for the mod will be writing the code to support the seasonal plant spawns, which will be used in both lines of the mod.
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
For those of you that have been concerned about whether or not I plan to continue updating the 1.7.10 line of this mod, I'd like to put your mind at ease and fears to rest; I've now uploaded a new build for both 1.8.9 AND 1.7.10. The new builds share the same name (other than the MC version they belong to), though the code is somewhat different -- the differences are mostly for version-specific things, such as MC-compatibility and some features (such as 1.7.10's customizable seasonal icons). Both require PML 10.1+, though the latest (PML 10.3) contains the better optimizations in the initialization process as well as more-compatible generated code.
As usual, these new builds are found on the mod's Curse pages and please report bugs or issues on the mod's github issue tracker.
The next focus for the mod will be writing the code to support the seasonal plant spawns, which will be used in both lines of the mod.
Thank God have some severe Errors I need attending to.
/seasons set season summer
.json configed forest to to be really cold in summer and it is
TMPM, does that "really cold" temperature happen to "0.15" by any chance? And are you still using that realism mod(s) from your pictures?
Able to reproduce without any other mods on the temperature you specified. I see that it doesn't even show that the grass and leaves foliage haven't gotten any colder. Defiantly shows raining animation.
TMPM - I was trying to find causes. The temperature "0.15" is a taboo temperature (I haven't checked to see if they've actually fixed the issue like they claim or not, but either way, it still impacts all MC versions this mod is coded to at this time). In other words, using the temperature "0.15" would be a direct cause of a bug like that, not a solution or test case.
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
Como ele faz para instalar, já tentou de todas as formas ... Eu realmente quero jogar este mod.
Se é possível fazer um pequeno tutorial
Hate to be the guy but... Is a 1.11.2 port being worked on? This looks incredibly cool. I was going to install Tough as Nails for seasons, but this doesn't add body temperature or thirst, and this offers a whole lot more in terms of seasons.
bosky2102 - Thanks for letting me know. I've fixed it for the next version, which is getting closer every day to being ready. Sad that this is the first time I hear about the issue...
Since the code has been greatly altered since the last release, etc., here is a bugfix patch to fix it manually -- just replace this singular .class file in the official release (.jar = .zip (but sometimes with special text files included to ensure authentication, though my mod doesn't have such files)).
The Seasons Mod 3.0-alpha for 1.8.9 (I'll backport the changes to 1.7.10) is almost ready -- right now I'm just finishing up the conversion of the snow code to use the new Json-based config settings, rather than the old NBT ones. After that comes revisiting the seasonal commands, removing the unconverted plant spawning code (to bring it back in a later release, once the inbound Json stuff is fully stabilized), and initial testing.
pre-3.0 is almost a finished memory!
After getting 3.0 stabilized, I'll get started on updating to newer versions of MC, where maybe I won't be developing solo anymore... but only if I haven't taken too long already...
I program
So how is the seasons mod doing? Did you figure out the temperature bugs/Dimensional temperature bugs?
bosky2102 - joy... that's in one of the files I changed a fair degree. Just like the last one, it's caused by a side-culling annotation, if you want to remove it yourself with some kind of bytecode editor. Sorry for the troubles... I've fixed it for the future, though.
TMPM - I figured out those bugs long ago, and asked for detailed information whenever you (or anyone else) came across such conditions again -- I even added detailed info of what happened to the error/exception so I could track the issue to specific parts of the specific mod(s) that led to it.
However, you will be getting a couple of things that you've been wanting with this upcoming version... one of which being simpler multiworld commands for consoles.
I program
I keep getting this error;
The specified java binary didn't work with the arguments you provided:
Error opening zip file or JAR manifest missing : PMLCore/PMLPremain.jar
Using:
-javaagent:PMLCore/PMLPremain.jar=-MCSide:Client
FINNALLLY got the server to load the mod, but the clients using Multi MC keep getting this error.
The manifest is definitely in the PMLPremain.jar.
Zigeris - PML is currently incompatible with MultiMC:
"This does not currently support use with MultiMC. Support is being developed."
I recommend Technic. Using Curse/FTB is technically possible, but they bring their own problems for your clients. The vanilla launcher also works, and I recommend it more than Curse/FTB (Curse/FTB has yet to achieve feature-parity, yet loves to claim it's superiority), but I recommend all less than Technic. (I am not related to the Technic project, and only recommend it for it's features. I get no reward/benefit from suggesting it nor from other's use of it in any way, other than the potential for continued use of my modding code from my existing, non-Technic users that would stop using it otherwise.)
I program
Dang I like MMC the best of all of them. Erg welllllll I'll try to get the others to work. I've had issues with other launchers in the past. But thanks for the heads up!
lol client works, server now broken
Woooooo finally got the client AND server to work together. The scary thing is? Apparently the seasons are in line with my calendar mod. >_> Like...how....
Found out, thanks to Wpony, that my launcher wasn't compatible. BUT my server host wasn't making the process easy at all either. Though trying this new server host is a bit expensive for what you get in resources (CPU,RAM).
I love this mod adds such depth to the world.
Zigeris - Servers have different possible ways of setting things up with the mod. You could try the alternate (Apple/Mac) server installation, if you're allowed to use a custom server jar on your old (and cheaper) server... I might also be able to get someone that has previously set up some servers with the mod firsthand to assist you, if you need.
As for the calendar mod being in line, that might be from something on that mod's side, or could just be a happy coincidence.
I program
Can you update it to 1.11.2? It looks awesome and I want to use it, but I only run 1.11
Life isn't about working, its about having fun while you do it! - Spongebob Squarepants
Hypixel Fanatic
I've uploaded a new build of the mod - "3.0-alpha" for 1.8.9. As usual, it is available on the mod's Curse pages. Just like the current normal releases, this build still requires PML 10.1+. I'll begin backporting to 1.7.10 in a couple of days, to allow for issues to be reported (and for me to address them before spreading them around). After that, I'll be porting to newer versions of Minecraft.
This version isn't perfect, and I even know of a couple of minor bugs. But it does address the mod's NBT settings -- they are all now Json-based, minus the plant spawning which hasn't been converted yet. All-in-all, it's a few steps forward in the right direction.
Special Note: One of the minor bugs in this non-full-release is an occasional crash on client world-load. The information Java provides is completely useless nonsense, so it may take me a bit to figure it out (also, no need to provide it to me, as it's completely useless nonsense). On the plus side, the crash is very inconsistent, and doesn't corrupt the save -- just relaunch the game and reload that world, and it usually won't crash again on this second time. Don't give up hope on the build because of it, as it doesn't mean the build is broken beyond use.
If you're able, please try out the new "3.0-alpha" for MC 1.8.9 and let me know how things go. The more I know what is and isn't working, the less time I'll waste trying to figure such things out. Despite the name containing "alpha", the build should be generally stable, especially as about 3/4 of the mod hasn't been altered from "pre-3.0-beta14".
The dropping of the "pre-" from "pre-3.0" is about the volume of cumulative changes in the last several years.
I program
I've now uploaded [MC]PML-10.3. It includes compatibility fixes for generated code, etc. (so if you find some stuff is incompatible with The Seasons Mod, try updating to the newest PML build). A fair bit has changed since PML-10.1! Included is also rewritten installation instructions that have been designed to be easier to understand (aka, I didn't write them ).
vrackfall - The Java/Linux seems to be the same as the old one (though a larger size, so they've changed some things somewhere) and I got the native Windows launcher to work for [1.8.9 + Forge], 1.12, as well as 1.11.2.
There was an early error that I saw when I launched with 1.11.2 about no available obfuscations, but that's because the MCP team hasn't added it to their obfuscation lists (as seen here). The game still launched, though, and PML was still functioning perfectly (other than the PML info entry in the main menu, which is due to that lack of obfuscations).
Not much has changed since PML-10.2, which I never released... not worth updating, vrackfall, as I only added a tiny bit of code which isn't really relevant to anything yet.
I program
Realism Approves with Seasons at Dawn:
More
http://imgur.com/a/7qgCo
For those of you that have been concerned about whether or not I plan to continue updating the 1.7.10 line of this mod, I'd like to put your mind at ease and fears to rest; I've now uploaded a new build for both 1.8.9 AND 1.7.10. The new builds share the same name (other than the MC version they belong to), though the code is somewhat different -- the differences are mostly for version-specific things, such as MC-compatibility and some features (such as 1.7.10's customizable seasonal icons). Both require PML 10.1+, though the latest (PML 10.3) contains the better optimizations in the initialization process as well as more-compatible generated code.
As usual, these new builds are found on the mod's Curse pages and please report bugs or issues on the mod's github issue tracker.
The next focus for the mod will be writing the code to support the seasonal plant spawns, which will be used in both lines of the mod.
I program
Thank God have some severe Errors I need attending to.
/seasons set season summer
.json configed forest to to be really cold in summer and it is
/toggle downfall = displays raining animation places snow blocks
Um this is that thread
TMPM, does that "really cold" temperature happen to "0.15" by any chance? And are you still using that realism mod(s) from your pictures?
I program
Able to reproduce without any other mods on the temperature you specified. I see that it doesn't even show that the grass and leaves foliage haven't gotten any colder. Defiantly shows raining animation.
https://github.com/TheWeatherPony/TheSeasonsMod/issues/92
TMPM - I was trying to find causes. The temperature "0.15" is a taboo temperature (I haven't checked to see if they've actually fixed the issue like they claim or not, but either way, it still impacts all MC versions this mod is coded to at this time). In other words, using the temperature "0.15" would be a direct cause of a bug like that, not a solution or test case.
I program