I read that support had dropped for 1.7.10. I figured it relates to all version, however, since it seems to be a property of Stellar Sky's atmosphere.. I went and watched the youtube videos that discuss config setup but they didn't cover atmospheric height, etc.
To answer your questions regarding other mods, I'm using quite a few, though that is not a problem in and of itself. I'm using the Weather2 mod, which is responsible for the whispy clouds in the screenshots. I'm also using Hardcore darkness (and have Minimum_Sky_Render_Brightness in Stellar Sky set to 0. I want my nights to be dark). I'm also using Fastcraft, but have tried with and without it. I've tried with and without hardcore darkness and Weather2 as well. None of those mods affect the apparent whiteness on the horizon. Stellar Sky does.
The "whiteness" I'm seeing of objects on or near the horizon seems to come from Stellar Sky's atmosphere. It's highly likely that Stellar Sky already includes settings that can adjust the white band I'm seeing. I'm just asking for help to understand those settings so I know how I ought to set them.
I noticed a definite relationship between the "whiteness" of objects on the horizon and altitude. Sorry to give more screenshots but I really think they describe the issue better than I can. My best effort to explain what I'm seeing is that you have removed Vanilla fog and (possibly?) replaced it with a spherical atmosphere in Stellar Sky. You've added options such as total Height of the atmosphere relative to the radius, but I'm not sure how to best adjust those options so that the arc of this atmosphere extends just beyond my current view distance (which is 12).
The following screenshots were taken in ascending altitude, starting from y=90, up to y=140. As I ascend, the white band gets nearer until, at y=125, the whiteness covers everything below me. As I continue to ascend, the white recedes. By y=140, it has returned to it's starting place on the horizon. It seems I have now "left the atmosphere", although the clouds added by Weather2 are still above me. I would like for the Stellar Sky atmosphere to be at about the same height as these clouds, if possible. This thing I'm calling "whiteness" is very similar to the behaviour of Vanilla fog.
See how the trees and landscape in the distance look a greyish white? Those features remain the same colour at night, as you can see from my previous post.
Here's a screenshot taken with Stellar Sky and Stellar Api removed (but otherwise all the same mods), to highlight the difference between Vanilla Fog and what I'm seeing in Stellar Sky.
It might not seem like a big deal. The Vanilla fog effectively just reduces my view distance. Importantly, at night, that fog darkens to black
Actually.. I may have stumbled onto the answer. I wanted to start the game up to get screenshots taken at night, with and without Stellar Sky. Before starting up with Stellar Sky, I changed config settings to double Atmosphere_Height_Increase_Scale and Atmosphere_Scale_Height. At this point I'm just trying anything.
# Determine whether or not hide objects under horizon.
B:Hide_Objects_Under_Horizon=true
# Scale Height of the atmosphere relative to the radius.
# This determines the thickness of the atmosphere.
D:Atmosphere_Scale_Height=0.00250
# Total Height of the atmosphere relative to the radius.
# This determines the accuracy of the atmosphere, relative to the scale height.
D:Atmosphere_Total_Height=0.015
# Height on horizon in the Atmosphere, in Scale Height unit.
D:Atmosphere_Height_Offset=0.1
# Increase scale of height in the atmosphere, with Default 1.0.
D:Atmosphere_Height_Increase_Scale=2.0
# Extinction Factor for RVB(or RGB) of the atmosphere,affects both sky rendering and extinction of stellar objects.
D:Sky_Extinction_Factors <
0.1
0.2
0.3
>
# Determine whether or not apply the atmospheric refraction.
B:Allow_Atmospheric_Refraction=true
# Relative amount of sunlight on the dimension.
# Setting this to 0.0 will make the world very dark.
D:SunLight_Multiplier=1.0
# Relative strength of sky dispersion on the dimension.
# The effect is similar with sunlight multiplier on client, but usually don't affect the server, e.g. do not spawn mobs.
D:Sky_Dispersion_Rate=0.2
# Relative strength of light pollution on the dimension.
# Only affects the sky color and visibility of stars/milky way.
D:Light_Pollution_Rate=0.5
# Minimum brightness of skylight which (only) affects the rendering.
D:Minimum_Sky_Render_Brightness=0.0
# Whether landscape rendering on this world is enabled.
B:Landscape_Enabled=false
The results:
at night (yes, it's very dark. That's exactly how I wanted it). The trees on the horizon are as black as those nearer to the viewer - as they should be
and daytime..
No fog
I flew up to see just how high I'd pushed it and it's a little too high now. This was taken at y=300.
I guess I can lower it a bit ..but at least I have a better idea of what's going on now.
So now I'm fully ready to move on to the observational tasks (using Photoptics). Thanks for your reply regarding that on Curse. That's brilliant. I'm trying to recreate the observations of Eratosthenes, Hipparchus, Cook, etc. I have advanced maps and an atlas to add as a reward there. Other observational tasks will allow for progression in Galacticraft. But I also have a little trick that allows me to display a minimap only when a certain item (GPS) is in the player's hotbar. The best observational task I can think of for this would be a satellite. Something in a semi-synchronous orbit would be ideal. Is it possible to create a satellite in your celestial objects, I wonder? Is that something I can do?
Finally, I understand I may need to make an additional pack in the latest version of MC to take full advantage of your mods going forward. That is on my todo list, however I'm still working in 1.7.10 for now, as many of the other educational mods (including Reika's Rotarycraft, Reactorcraft, Electricraft) are still in 1.7.10. I'm very impressed with the tools you currently have, though. They could keep me going for a long time yet. Thanks again
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Wow, I was going to ask about how Stellar API was going, but I see that stellar sky is already 1.10. That is pretty impressive for what I would think would be a pretty content-heavy mod. But then again, my try at modding was... Poor.
Anyway, I'm gonna go get that and maybe use it for my standard minecraft.
By the way, I'd like to know 2 things,
1. What is the development status of the api? Just the api, as I belive you said Stellarium was not going to be made until the api was done, which I'm fine with.
2. What version(s?) will Stellarium when it eventually comes out be for? I know 1.11 maybe coming out sometime close to October, so would you still be making it for 1.10, or would it depend on the api again?
Thank you for making these 2 wonderfull mods. I hope they recive the attention from the mc community that they rightfully deserve.
How do I set up stellar sky for sunrise is at 6:00 and sunset at 18:00?
That's going to depend on tick offset and longitude. This video should help
If someone can help me, my problem's related to latitude. I want to be in the Southern Hemisphere as I love the southern skies. I did have it working by setting my latitude to -27.5, however it's now no longer working. I wondered if it was perhaps because I had a negative longitude. I tried changing that and it made no difference. Now I'm very confused. I'd hoped to get the game to start:
at sunrise
in the southern hemisphere at 27.5 degrees South
with the time of year in spring or early summer, given a year length of 208 days.
I was so proud of myself having worked all this out in a test world. Then I transferred the settings, started my game ..and only after a few days, I noticed that the milky way looked like it's sad Northern counterpart. Sure enough, I recreated the world in creative mode, flew up to where I could peer over the horizon, and I saw the beautiful Southern arm of the Milky Way that I was hoping to have above me. I'm definitely able to switch between summer and winter, using the negative latitude (Yes, I'm changing latitude. Not axial tilt). So at this stage I'm just terribly confused.
Edit- My working hypothesis as to the cause of my Northern latitude (despite my Southern config settings) is that I was recreating the world that was created with latitude 0. When creating a new wold from scratch, using my same settings, I get the Southern skies back.
This means I will have to restart my world - 6 days in - but at least I get my skies back
Another Edit: Further testing and now I suspect year length is the cause. That's how baffled I am. I know it doesn't make sense, but I alter the year length to 208, start a new world (using just Stellar Sky and Stellar api) and I get Northern Skies. Put the year length back to 365, start a new world and I get Southern Skies. I'm feeling like a complete mathtard here. There's no way that could be the reason. Has anyone else encountered this?
How do I set up stellar sky for sunrise is at 6:00 and sunset at 18:00?
The video tutorial Dulciphi linked you to should help, but I was also asking Abastro about your question, because I had asked for the feature you're asking about. You can read about it here: https://github.com/Abastro/StellarSky/issues/45
He said he's added the feature, and that if a client wants to achieve the effect in single-player, you can do so by setting "Server_Enabled" to "false". Test it out and let us know if it works for you. I'm on an earlier version of the mod, and it doesn't have the feature yet.
That's going to depend on tick offset and longitude. This video should help
If someone can help me, my problem's related to latitude. I want to be in the Southern Hemisphere as I love the southern skies. I did have it working by setting my latitude to -27.5, however it's now no longer working. I wondered if it was perhaps because I had a negative longitude. I tried changing that and it made no difference. Now I'm very confused. I'd hoped to get the game to start:
at sunrise
in the southern hemisphere at 27.5 degrees South
with the time of year in spring or early summer, given a year length of 208 days.
I was so proud of myself having worked all this out in a test world. Then I transferred the settings, started my game ..and only after a few days, I noticed that the milky way looked like it's sad Northern counterpart. Sure enough, I recreated the world in creative mode, flew up to where I could peer over the horizon, and I saw the beautiful Southern arm of the Milky Way that I was hoping to have above me. I'm definitely able to switch between summer and winter, using the negative latitude (Yes, I'm changing latitude. Not axial tilt). So at this stage I'm just terribly confused.
Edit- My working hypothesis as to the cause of my Northern latitude (despite my Southern config settings) is that I was recreating the world that was created with latitude 0. When creating a new wold from scratch, using my same settings, I get the Southern skies back.
This means I will have to restart my world - 6 days in - but at least I get my skies back
Another Edit: Further testing and now I suspect year length is the cause. That's how baffled I am. I know it doesn't make sense, but I alter the year length to 208, start a new world (using just Stellar Sky and Stellar api) and I get Northern Skies. Put the year length back to 365, start a new world and I get Southern Skies. I'm feeling like a complete mathtard here. There's no way that could be the reason. Has anyone else encountered this?
I was going to reply to your question by asking you to run some other tests... but it looks like you're actively working on the problem. If you've narrowed it down to Year_Length, then you're probably on to some weird bug or something. I wish I knew the answer off the top of my head. I'm running Stellar Sky-v0.1.22b[1.7.10], what version are you using? I might be able to try a few tests out for ya, throw me your latitude and longitude so I can make sure I'm using the same settings as you. PM your skype info if you want me to work with ya in 'real-time', and you can transfer me your config on there too.
I love that could travel through outer space, galaxies, planets see nebulae and black holes. to create a universe from galaxies to solar systems with planets of all kinds. and also to choose the physics of our universe
hey, i have a question: is it normal that the sun is setting at 4pm and rising at 1am? here's my config for celestial skies (inside .minecraft>config>stellarsky)
# Configuration file
##########################################################################################################
# clientconfig
#--------------------------------------------------------------------------------------------------------#
# Configurations for client modifications.
# Most of them are for rendering/view.
##########################################################################################################
clientconfig {
# Limit of magnitude can be seen on naked eye.
# If you want to increase FPS, lower the Mag_Limit.
# (Realistic = 6.5, Default = 6.0)
# The lower you set it, the fewer stars you will see
# but the better FPS you will get
D:Mag_Limit=1.0
##########################################################################################################
# atmosphere
#--------------------------------------------------------------------------------------------------------#
# Configurations for the atmosphere accuracy.
##########################################################################################################
atmosphere {
# Level of atmosphere cache texture size. Less level will increase FPS, but the atmosphere will become EXPONENTIALLY defective.
I:Atmosphere_Cache_Level=9
# Atmosphere is drawn with fragments
# Less fragments will increase FPS, but the atmosphere will become more defective.
I:Atmosphere_Fragment_Number=128
# Enabling this will interpolate texture for better view, but there could be some trivial issues like 'black line' with this.
B:Atmosphere_Interpolation=false
}
##########################################################################################################
# milkyway
#--------------------------------------------------------------------------------------------------------#
# Configurations for milky way.
##########################################################################################################
milkyway {
# Brightness of milky way.
# For real world it should be much lower than 1.0, but default is set to 1.5 for visual effect.
D:Milkyway_Brightness=0.5
# Milky way is drawn with fragments
# Less fragments will increase FPS, but the milky way will become more defective
I:Milkyway_Fragments_Number=10
}
##########################################################################################################
# solarsystem
#--------------------------------------------------------------------------------------------------------#
# Configurations for solar system.
##########################################################################################################
solarsystem {
# Surfaces of Sun & Moon is drawn with fragments
# Less fragments will increase FPS, but the moon will become more defective
I:Moon_Fragments_Number=14
}
##########################################################################################################
# landscape
#--------------------------------------------------------------------------------------------------------#
# Configurations for Landscape.
##########################################################################################################
landscape {
# Number of fragments of landscape in direction of height.Less fragments will increase FPS, but the landscape will become more defective
I:Landscape_Fragments_Number=14
}
##########################################################################################################
# display
#--------------------------------------------------------------------------------------------------------#
# Configurations for additional display.
##########################################################################################################
display {
##########################################################################################################
# horizontal_coordinate_grid
#--------------------------------------------------------------------------------------------------------#
# Configurations for Display of Horizontal Coordinate Grid.
##########################################################################################################
horizontal_coordinate_grid {
# Set to true to enable display of horizontal coordinate grid.
B:Display_Enabled=false
# Alpha(Brightness) of the display.
D:Display_Alpha=0.05
# Number of fragments of display grids in direction of height.
I:Display_Fragments_Number=16
# Set to true to enable display of horizon.
B:Display_Horizon_Enabled=true
# Set to true to enable display of horizontal grid.
B:Display_Grid_Enabled=true
# Base color factor, the grid tends to have this color as base.
D:Display_Base_Color <
0.25
0.25
0.5
>
# Color factor for height, the grid tends to have this color when height gets bigger.
D:Display_Height_Color <
0.0
0.0
1.0
>
# Color factor for azimuth(horizontal position), the grid tends to have this color when azimuth gets bigger.
D:Display_Azimuth_Color <
0.5
0.5
0.0
>
}
##########################################################################################################
# equatorial_coordinate_grid
#--------------------------------------------------------------------------------------------------------#
# Configurations for Display of Equatorial Coordinate Grid.
##########################################################################################################
equatorial_coordinate_grid {
# Set to true to enable display of equatorial coordinates.
B:Display_Enabled=true
# Alpha(Brightness) of the display.
D:Display_Alpha=0.05
# Number of fragments of display grids in horizontal direction.
I:Display_Fragments_Number=16
# Set to true to enable display of equator.
B:Display_Equator_Enabled=true
# Set to true to enable display of equatorial grid.
B:Display_Grid_Enabled=true
# Base color factor, the grid tends to have this color as base.
D:Display_Base_Color <
0.5
0.25
0.25
>
# Color factor for declination, the grid tends to have this color when declination gets bigger.
D:Display_Declination_Color <
0.0
0.5
0.5
>
# Color factor for right ascension, the grid tends to have this color when right ascension gets bigger.
D:Display_Right_Ascension_Color <
1.0
0.0
0.0
>
}
##########################################################################################################
# ecliptic_coordinate_grid
#--------------------------------------------------------------------------------------------------------#
# Configurations for Display of ecliptictal Coordinate Grid.
##########################################################################################################
ecliptic_coordinate_grid {
# Set to true to enable display of ecliptictal coordinates.
B:Display_Enabled=false
# Alpha(Brightness) of the display.
D:Display_Alpha=0.05
# Number of fragments of display grids in direction of latitude.
I:Display_Fragments_Number=16
# Set to true to enable display of ecliptic.
B:Display_Ecliptic_Enabled=true
# Set to true to enable display of ecliptictal grid.
B:Display_Grid_Enabled=true
# Base color factor, the grid tends to have this color as base.
D:Display_Base_Color <
0.5
0.5
0.0
>
# Color factor for latitude, the grid tends to have this color when latitude gets bigger.
D:Display_Latitude_Color <
1.0
0.0
0.0
>
# Color factor for longitude, the grid tends to have this color when longitude gets bigger.
D:Display_Longitude_Color <
0.0
1.0
0.0
>
}
}
##########################################################################################################
# optics
#--------------------------------------------------------------------------------------------------------#
# Configuration for Optical settings.
##########################################################################################################
optics {
# Brightness Contrast determines the contrast between bright stars and faint stars. The bigger the value, the less difference between bright stars and faint stars. Real world (minimum) = 1.0. Default = 2.0 for visual effect.
D:Brightness_Contrast=1.0
# Degree of the twinkling effect of star.
# It determines the turbulance of atmosphere, which actually cause the twinkling effect. The greater the value, the more the stars will twinkle. Default is 1.0. To disable set to 0.0
D:"Twinkling(Turbulance)"=1.0
# Sprite Scale determines the size of stars and planets. The bigger the value, the fuzzier stars/planets gets. Real world = 1.0. Default = 0.8 for visual effect.
D:Sprite_Scale=0.8
}
}
##########################################################################################################
# serverconfig
#--------------------------------------------------------------------------------------------------------#
# Configurations for server modifications.
##########################################################################################################
# Length of a day, in a tick.
D:Day_Length=24000.0
# Length of a year, in a day.
D:Year_Length=365.0
# Year offset on world starting time.
I:Year_Offset=0
# Day offset on world starting time.
I:Day_Offset=0
# Tick offset on world starting time.
D:Tick_Offset=0.0
# Axial tilt in degrees. Always 0.0 when Server_Enabled is false.
D:Axial_Tilt=23.5
# Precession in degrees per year.
D:Precession=0.0
##########################################################################################################
# solarsystem
#--------------------------------------------------------------------------------------------------------#
# Configurations for solar system.
##########################################################################################################
solarsystem {
# Size of moon. (Default size is 1.0)
# Note that the default size is 4 times bigger than realistic size.
D:Moon_Size=0.25
# Brightness of moon. (Default brightness is 1.0)
D:Moon_Brightness=1.0
}
##########################################################################################################
# dimension
#--------------------------------------------------------------------------------------------------------#
# Configurations for Dimension Settings.
##########################################################################################################
dimension {
# Dimensions which will get applied the stellar sky settings.
S:Applied_Dimensions <
Overworld
The End
>
##########################################################################################################
# overworld
#--------------------------------------------------------------------------------------------------------#
# Configurations for this dimension.
##########################################################################################################
overworld {
# Determine whether or not patch provider. Cannot adjust longitude and latitude when this is false.
B:Patch_Provider=true
# Sky renderer type for this dimension.
# There are 'Overworld Sky', 'End Sky' type by default.
S:Sky_Renderer_Type=Overworld Sky
# Latitude on this world, in Degrees.
D:Latitude=60.0
# Longitude on this world, in Degrees. (East is +)
D:Longitude=25.0
# Determine whether or not hide objects under horizon.
B:Hide_Objects_Under_Horizon=true
# Scale Height of the atmosphere relative to the radius.
# This determines the thickness of the atmosphere.
D:Atmosphere_Scale_Height=0.00125
# Total Height of the atmosphere relative to the radius.
# This determines the accuracy of the atmosphere, relative to the scale height.
D:Atmosphere_Total_Height=0.025
# Height on horizon in the Atmosphere, in Scale Height unit.
D:Atmosphere_Height_Offset=0.2
# Increase scale of height in the atmosphere, with Default 1.0.
D:Atmosphere_Height_Increase_Scale=1.0
# Extinction Factor for RVB(or RGB) of the atmosphere,affects both sky rendering and extinction of stellar objects.
D:Sky_Extinction_Factors <
0.1
0.2
0.3
>
# Determine whether or not apply the atmospheric refraction.
B:Allow_Atmospheric_Refraction=true
# Relative amount of sunlight on the dimension.
# Setting this to 0.0 will make the world very dark.
D:SunLight_Multiplier=1.0
# Relative strength of sky dispersion on the dimension.
# The effect is similar with sunlight multiplier on client, but usually don't affect the server, e.g. do not spawn mobs.
D:Sky_Dispersion_Rate=1.0
# Relative strength of light pollution on the dimension.
# Only affects the sky color and visibility of stars/milky way.
D:Light_Pollution_Rate=1.0
# Minimum brightness of skylight which (only) affects the rendering.
D:Minimum_Sky_Render_Brightness=0.2
# Whether landscape rendering on this world is enabled.
B:Landscape_Enabled=false
}
##########################################################################################################
# the end
#--------------------------------------------------------------------------------------------------------#
# Configurations for this dimension.
##########################################################################################################
"the end" {
# Determine whether or not patch provider. Cannot adjust longitude and latitude when this is false.
B:Patch_Provider=true
# Sky renderer type for this dimension.
# There are 'Overworld Sky', 'End Sky' type by default.
S:Sky_Renderer_Type=End Sky
# Latitude on this world, in Degrees.
D:Latitude=-52.5
# Longitude on this world, in Degrees. (East is +)
D:Longitude=180.0
# Determine whether or not hide objects under horizon.
B:Hide_Objects_Under_Horizon=false
# Scale Height of the atmosphere relative to the radius.
# This determines the thickness of the atmosphere.
D:Atmosphere_Scale_Height=0.00125
# Total Height of the atmosphere relative to the radius.
# This determines the accuracy of the atmosphere, relative to the scale height.
D:Atmosphere_Total_Height=0.025
# Height on horizon in the Atmosphere, in Scale Height unit.
D:Atmosphere_Height_Offset=0.2
# Increase scale of height in the atmosphere, with Default 1.0.
D:Atmosphere_Height_Increase_Scale=1.0
# Extinction Factor for RVB(or RGB) of the atmosphere,affects both sky rendering and extinction of stellar objects.
D:Sky_Extinction_Factors <
0.0
0.0
0.0
>
# Determine whether or not apply the atmospheric refraction.
B:Allow_Atmospheric_Refraction=false
# Relative amount of sunlight on the dimension.
# Setting this to 0.0 will make the world very dark.
D:SunLight_Multiplier=1.0
# Relative strength of sky dispersion on the dimension.
# The effect is similar with sunlight multiplier on client, but usually don't affect the server, e.g. do not spawn mobs.
D:Sky_Dispersion_Rate=0.0
# Relative strength of light pollution on the dimension.
# Only affects the sky color and visibility of stars/milky way.
D:Light_Pollution_Rate=1.0
# Minimum brightness of skylight which (only) affects the rendering.
D:Minimum_Sky_Render_Brightness=0.3
# Whether landscape rendering on this world is enabled.
B:Landscape_Enabled=false
}
}
}
some important things are that i set my latitude to 60 and my longitude to 25, axis tilt 23.5, 24000 tick days and 365.0 day years.
it feels wrong because it seems like its supposed to be winter since it sets at 4pm, but the night isn't very long since it rises again at 1am...
hey, i have a question: is it normal that the sun is setting at 4pm and rising at 1am? here's my config for celestial skies (inside .minecraft>config>stellarsky)
# Configuration file
##########################################################################################################
# clientconfig
#--------------------------------------------------------------------------------------------------------#
# Configurations for client modifications.
# Most of them are for rendering/view.
##########################################################################################################
clientconfig {
# Limit of magnitude can be seen on naked eye.
# If you want to increase FPS, lower the Mag_Limit.
# (Realistic = 6.5, Default = 6.0)
# The lower you set it, the fewer stars you will see
# but the better FPS you will get
D:Mag_Limit=1.0
##########################################################################################################
# atmosphere
#--------------------------------------------------------------------------------------------------------#
# Configurations for the atmosphere accuracy.
##########################################################################################################
atmosphere {
# Level of atmosphere cache texture size. Less level will increase FPS, but the atmosphere will become EXPONENTIALLY defective.
I:Atmosphere_Cache_Level=9
# Atmosphere is drawn with fragments
# Less fragments will increase FPS, but the atmosphere will become more defective.
I:Atmosphere_Fragment_Number=128
# Enabling this will interpolate texture for better view, but there could be some trivial issues like 'black line' with this.
B:Atmosphere_Interpolation=false
}
##########################################################################################################
# milkyway
#--------------------------------------------------------------------------------------------------------#
# Configurations for milky way.
##########################################################################################################
milkyway {
# Brightness of milky way.
# For real world it should be much lower than 1.0, but default is set to 1.5 for visual effect.
D:Milkyway_Brightness=0.5
# Milky way is drawn with fragments
# Less fragments will increase FPS, but the milky way will become more defective
I:Milkyway_Fragments_Number=10
}
##########################################################################################################
# solarsystem
#--------------------------------------------------------------------------------------------------------#
# Configurations for solar system.
##########################################################################################################
solarsystem {
# Surfaces of Sun & Moon is drawn with fragments
# Less fragments will increase FPS, but the moon will become more defective
I:Moon_Fragments_Number=14
}
##########################################################################################################
# landscape
#--------------------------------------------------------------------------------------------------------#
# Configurations for Landscape.
##########################################################################################################
landscape {
# Number of fragments of landscape in direction of height.Less fragments will increase FPS, but the landscape will become more defective
I:Landscape_Fragments_Number=14
}
##########################################################################################################
# display
#--------------------------------------------------------------------------------------------------------#
# Configurations for additional display.
##########################################################################################################
display {
##########################################################################################################
# horizontal_coordinate_grid
#--------------------------------------------------------------------------------------------------------#
# Configurations for Display of Horizontal Coordinate Grid.
##########################################################################################################
horizontal_coordinate_grid {
# Set to true to enable display of horizontal coordinate grid.
B:Display_Enabled=false
# Alpha(Brightness) of the display.
D:Display_Alpha=0.05
# Number of fragments of display grids in direction of height.
I:Display_Fragments_Number=16
# Set to true to enable display of horizon.
B:Display_Horizon_Enabled=true
# Set to true to enable display of horizontal grid.
B:Display_Grid_Enabled=true
# Base color factor, the grid tends to have this color as base.
D:Display_Base_Color <
0.25
0.25
0.5
>
# Color factor for height, the grid tends to have this color when height gets bigger.
D:Display_Height_Color <
0.0
0.0
1.0
>
# Color factor for azimuth(horizontal position), the grid tends to have this color when azimuth gets bigger.
D:Display_Azimuth_Color <
0.5
0.5
0.0
>
}
##########################################################################################################
# equatorial_coordinate_grid
#--------------------------------------------------------------------------------------------------------#
# Configurations for Display of Equatorial Coordinate Grid.
##########################################################################################################
equatorial_coordinate_grid {
# Set to true to enable display of equatorial coordinates.
B:Display_Enabled=true
# Alpha(Brightness) of the display.
D:Display_Alpha=0.05
# Number of fragments of display grids in horizontal direction.
I:Display_Fragments_Number=16
# Set to true to enable display of equator.
B:Display_Equator_Enabled=true
# Set to true to enable display of equatorial grid.
B:Display_Grid_Enabled=true
# Base color factor, the grid tends to have this color as base.
D:Display_Base_Color <
0.5
0.25
0.25
>
# Color factor for declination, the grid tends to have this color when declination gets bigger.
D:Display_Declination_Color <
0.0
0.5
0.5
>
# Color factor for right ascension, the grid tends to have this color when right ascension gets bigger.
D:Display_Right_Ascension_Color <
1.0
0.0
0.0
>
}
##########################################################################################################
# ecliptic_coordinate_grid
#--------------------------------------------------------------------------------------------------------#
# Configurations for Display of ecliptictal Coordinate Grid.
##########################################################################################################
ecliptic_coordinate_grid {
# Set to true to enable display of ecliptictal coordinates.
B:Display_Enabled=false
# Alpha(Brightness) of the display.
D:Display_Alpha=0.05
# Number of fragments of display grids in direction of latitude.
I:Display_Fragments_Number=16
# Set to true to enable display of ecliptic.
B:Display_Ecliptic_Enabled=true
# Set to true to enable display of ecliptictal grid.
B:Display_Grid_Enabled=true
# Base color factor, the grid tends to have this color as base.
D:Display_Base_Color <
0.5
0.5
0.0
>
# Color factor for latitude, the grid tends to have this color when latitude gets bigger.
D:Display_Latitude_Color <
1.0
0.0
0.0
>
# Color factor for longitude, the grid tends to have this color when longitude gets bigger.
D:Display_Longitude_Color <
0.0
1.0
0.0
>
}
}
##########################################################################################################
# optics
#--------------------------------------------------------------------------------------------------------#
# Configuration for Optical settings.
##########################################################################################################
optics {
# Brightness Contrast determines the contrast between bright stars and faint stars. The bigger the value, the less difference between bright stars and faint stars. Real world (minimum) = 1.0. Default = 2.0 for visual effect.
D:Brightness_Contrast=1.0
# Degree of the twinkling effect of star.
# It determines the turbulance of atmosphere, which actually cause the twinkling effect. The greater the value, the more the stars will twinkle. Default is 1.0. To disable set to 0.0
D:"Twinkling(Turbulance)"=1.0
# Sprite Scale determines the size of stars and planets. The bigger the value, the fuzzier stars/planets gets. Real world = 1.0. Default = 0.8 for visual effect.
D:Sprite_Scale=0.8
}
}
##########################################################################################################
# serverconfig
#--------------------------------------------------------------------------------------------------------#
# Configurations for server modifications.
##########################################################################################################
# Length of a day, in a tick.
D:Day_Length=24000.0
# Length of a year, in a day.
D:Year_Length=365.0
# Year offset on world starting time.
I:Year_Offset=0
# Day offset on world starting time.
I:Day_Offset=0
# Tick offset on world starting time.
D:Tick_Offset=0.0
# Axial tilt in degrees. Always 0.0 when Server_Enabled is false.
D:Axial_Tilt=23.5
# Precession in degrees per year.
D:Precession=0.0
##########################################################################################################
# solarsystem
#--------------------------------------------------------------------------------------------------------#
# Configurations for solar system.
##########################################################################################################
solarsystem {
# Size of moon. (Default size is 1.0)
# Note that the default size is 4 times bigger than realistic size.
D:Moon_Size=0.25
# Brightness of moon. (Default brightness is 1.0)
D:Moon_Brightness=1.0
}
##########################################################################################################
# dimension
#--------------------------------------------------------------------------------------------------------#
# Configurations for Dimension Settings.
##########################################################################################################
dimension {
# Dimensions which will get applied the stellar sky settings.
S:Applied_Dimensions <
Overworld
The End
>
##########################################################################################################
# overworld
#--------------------------------------------------------------------------------------------------------#
# Configurations for this dimension.
##########################################################################################################
overworld {
# Determine whether or not patch provider. Cannot adjust longitude and latitude when this is false.
B:Patch_Provider=true
# Sky renderer type for this dimension.
# There are 'Overworld Sky', 'End Sky' type by default.
S:Sky_Renderer_Type=Overworld Sky
# Latitude on this world, in Degrees.
D:Latitude=60.0
# Longitude on this world, in Degrees. (East is +)
D:Longitude=25.0
# Determine whether or not hide objects under horizon.
B:Hide_Objects_Under_Horizon=true
# Scale Height of the atmosphere relative to the radius.
# This determines the thickness of the atmosphere.
D:Atmosphere_Scale_Height=0.00125
# Total Height of the atmosphere relative to the radius.
# This determines the accuracy of the atmosphere, relative to the scale height.
D:Atmosphere_Total_Height=0.025
# Height on horizon in the Atmosphere, in Scale Height unit.
D:Atmosphere_Height_Offset=0.2
# Increase scale of height in the atmosphere, with Default 1.0.
D:Atmosphere_Height_Increase_Scale=1.0
# Extinction Factor for RVB(or RGB) of the atmosphere,affects both sky rendering and extinction of stellar objects.
D:Sky_Extinction_Factors <
0.1
0.2
0.3
>
# Determine whether or not apply the atmospheric refraction.
B:Allow_Atmospheric_Refraction=true
# Relative amount of sunlight on the dimension.
# Setting this to 0.0 will make the world very dark.
D:SunLight_Multiplier=1.0
# Relative strength of sky dispersion on the dimension.
# The effect is similar with sunlight multiplier on client, but usually don't affect the server, e.g. do not spawn mobs.
D:Sky_Dispersion_Rate=1.0
# Relative strength of light pollution on the dimension.
# Only affects the sky color and visibility of stars/milky way.
D:Light_Pollution_Rate=1.0
# Minimum brightness of skylight which (only) affects the rendering.
D:Minimum_Sky_Render_Brightness=0.2
# Whether landscape rendering on this world is enabled.
B:Landscape_Enabled=false
}
##########################################################################################################
# the end
#--------------------------------------------------------------------------------------------------------#
# Configurations for this dimension.
##########################################################################################################
"the end" {
# Determine whether or not patch provider. Cannot adjust longitude and latitude when this is false.
B:Patch_Provider=true
# Sky renderer type for this dimension.
# There are 'Overworld Sky', 'End Sky' type by default.
S:Sky_Renderer_Type=End Sky
# Latitude on this world, in Degrees.
D:Latitude=-52.5
# Longitude on this world, in Degrees. (East is +)
D:Longitude=180.0
# Determine whether or not hide objects under horizon.
B:Hide_Objects_Under_Horizon=false
# Scale Height of the atmosphere relative to the radius.
# This determines the thickness of the atmosphere.
D:Atmosphere_Scale_Height=0.00125
# Total Height of the atmosphere relative to the radius.
# This determines the accuracy of the atmosphere, relative to the scale height.
D:Atmosphere_Total_Height=0.025
# Height on horizon in the Atmosphere, in Scale Height unit.
D:Atmosphere_Height_Offset=0.2
# Increase scale of height in the atmosphere, with Default 1.0.
D:Atmosphere_Height_Increase_Scale=1.0
# Extinction Factor for RVB(or RGB) of the atmosphere,affects both sky rendering and extinction of stellar objects.
D:Sky_Extinction_Factors <
0.0
0.0
0.0
>
# Determine whether or not apply the atmospheric refraction.
B:Allow_Atmospheric_Refraction=false
# Relative amount of sunlight on the dimension.
# Setting this to 0.0 will make the world very dark.
D:SunLight_Multiplier=1.0
# Relative strength of sky dispersion on the dimension.
# The effect is similar with sunlight multiplier on client, but usually don't affect the server, e.g. do not spawn mobs.
D:Sky_Dispersion_Rate=0.0
# Relative strength of light pollution on the dimension.
# Only affects the sky color and visibility of stars/milky way.
D:Light_Pollution_Rate=1.0
# Minimum brightness of skylight which (only) affects the rendering.
D:Minimum_Sky_Render_Brightness=0.3
# Whether landscape rendering on this world is enabled.
B:Landscape_Enabled=false
}
}
}
some important things are that i set my latitude to 60 and my longitude to 25, axis tilt 23.5, 24000 tick days and 365.0 day years.
it feels wrong because it seems like its supposed to be winter since it sets at 4pm, but the night isn't very long since it rises again at 1am...
Seems really strange, will fix that.
Rollback Post to RevisionRollBack
Photoptics introduces optical instruments in minecraft such as binoculars and telescopes.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/14/2016
Posts:
41
Member Details
[20:20:34] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[20:20:34] [main/INFO] [LaunchWrapper]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[20:20:34] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker
[20:20:34] [main/INFO] [FML]: Forge Mod Loader version 7.99.36.1558 for Minecraft 1.7.10 loading
[20:20:34] [main/INFO] [FML]: Java is Java HotSpot(TM) Client VM, version 1.8.0_65, running on Windows 7:x86:6.1, installed at C:\Program Files\Java\jre1.8.0_65
[20:20:34] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[20:20:34] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLDeobfTweaker
[20:20:34] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[20:20:34] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[20:20:34] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[20:20:37] [main/INFO] [FML]: Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557
[20:20:37] [main/INFO] [FML]: Found valid fingerprint for Minecraft. Certificate fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc
[20:20:37] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[20:20:37] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLDeobfTweaker
[20:20:37] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.TerminalTweaker
[20:20:37] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.TerminalTweaker
[20:20:37] [main/INFO] [LaunchWrapper]: Launching wrapped minecraft {net.minecraft.client.main.Main}
[20:20:39] [main/INFO]: Setting user: Leik714
[20:20:41] [Client thread/INFO]: LWJGL Version: 2.9.1
[20:20:43] [Client thread/INFO] [STDOUT]: [cpw.mods.fml.client.SplashProgress:start:188]: ---- Minecraft Crash Report ----
// I blame Dinnerbone.
Time: 06/12/16 20:20
Description: Loading screen debug info
This is just a prompt for computer specs to be printed. THIS IS NOT A ERROR
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 7 (x86) version 6.1
Java Version: 1.8.0_65, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 57290120 bytes (54 MB) / 111747072 bytes (106 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
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:
GL info: ' Vendor: 'Intel' Version: '4.0.0 - Build 10.18.10.3345' Renderer: 'Intel(R) HD Graphics 2500'
[20:20:43] [Client thread/INFO] [MinecraftForge]: Attempting early MinecraftForge initialization
[20:20:43] [Client thread/INFO] [FML]: MinecraftForge v10.13.4.1558 Initialized
[20:20:43] [Client thread/INFO] [FML]: Replaced 183 ore recipies
[20:20:43] [Client thread/INFO] [MinecraftForge]: Completed early MinecraftForge initialization
[20:20:43] [Client thread/INFO] [FML]: Found 0 mods from the command line. Injecting into mod discoverer
[20:20:43] [Client thread/INFO] [FML]: Searching C:\Users\PC-1\AppData\Roaming\.minecraft\mods for mods
[20:20:55] [Client thread/INFO] [FML]: Forge Mod Loader has identified 5 mods to load
[20:20:56] [Client thread/INFO] [FML]: Attempting connection with missing mods [mcp, FML, Forge, StellarAPI, stellarsky] at CLIENT
[20:20:56] [Client thread/INFO] [FML]: Attempting connection with missing mods [mcp, FML, Forge, StellarAPI, stellarsky] at SERVER
[20:20:57] [Client thread/INFO]: Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:Stellar API, FMLFileResourcePack:Stellar Sky
[20:20:57] [Client thread/INFO] [FML]: Processing ObjectHolder annotations
[20:20:57] [Client thread/INFO] [FML]: Found 341 ObjectHolder annotations
[20:20:57] [Client thread/INFO] [FML]: Identifying ItemStackHolder annotations
[20:20:57] [Client thread/INFO] [FML]: Found 0 ItemStackHolder annotations
[20:20:57] [Client thread/INFO] [FML]: Configured a dormant chunk cache size of 0
[20:20:57] [Client thread/INFO] [StellarAPI]: Initializing Math class...
[20:20:57] [Client thread/INFO] [StellarAPI]: Math Class Initialized!
[20:20:58] [Client thread/INFO] [FML]: Applying holder lookups
[20:20:58] [Client thread/INFO] [FML]: Holder lookups applied
[20:20:58] [Client thread/INFO] [FML]: Injecting itemstacks
[20:20:58] [Client thread/INFO] [FML]: Itemstack injection complete
[20:20:58] [Sound Library Loader/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]:
[20:20:58] [Sound Library Loader/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]: Starting up SoundSystem...
[20:20:59] [Client thread/INFO]: Created: 16x16 textures/blocks-atlas
[20:20:59] [Client thread/INFO]: Created: 16x16 textures/items-atlas
[20:20:59] [Client thread/INFO] [FML]: Injecting itemstacks
[20:20:59] [Client thread/INFO] [FML]: Itemstack injection complete
[20:21:00] [Client thread/INFO] [stellarsky]: Initializing Celestial Layers with Client Settings...
[20:21:00] [Client thread/INFO] [stellarsky]: Loading Bright Stars Data...
[20:21:00] [Client thread/INFO] [stellarsky]: Bright Stars are Loaded!
[20:21:00] [Client thread/INFO] [stellarsky]: Loading Messier Objects...
[20:21:00] [Client thread/INFO] [stellarsky]: Loaded Messier Objects.
[20:21:00] [Client thread/INFO] [stellarsky]: Successfully initialized Celestial Layers with Client Settings!
[20:21:00] [Client thread/INFO] [FML]: Forge Mod Loader has successfully loaded 5 mods
[20:21:00] [Client thread/INFO]: Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:Stellar API, FMLFileResourcePack:Stellar Sky
[20:21:01] [Client thread/INFO]: Created: 512x256 textures/blocks-atlas
[20:21:01] [Client thread/INFO]: Created: 256x256 textures/items-atlas
[20:21:02] [Sound Library Loader/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]:
[20:21:02] [Sound Library Loader/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]: Starting up SoundSystem...
[20:21:03] [Thread-9/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]: Initializing LWJGL OpenAL
[20:21:03] [Thread-9/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
[20:21:03] [Thread-9/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]: OpenAL initialized.
[20:21:03] [Thread-8/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]: Initializing LWJGL OpenAL
[20:21:03] [Thread-8/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
Exception in thread "Thread-8" [20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: java.lang.IllegalStateException: Only one OpenAL context may be instantiated at any one time.
[20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at org.lwjgl.openal.AL.create(AL.java:113)
[20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at org.lwjgl.openal.AL.create(AL.java:102)
[20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at org.lwjgl.openal.AL.create(AL.java:201)
[20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at paulscode.sound.libraries.LibraryLWJGLOpenAL.init(LibraryLWJGLOpenAL.java:164)
[20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at paulscode.sound.SoundSystem.CommandNewLibrary(SoundSystem.java:1576)
[20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at paulscode.sound.SoundSystem.CommandQueue(SoundSystem.java:2572)
[20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at paulscode.sound.CommandThread.run(CommandThread.java:121)
[20:21:24] [Server thread/INFO]: Starting integrated minecraft server version 1.7.10
[20:21:24] [Server thread/INFO]: Generating keypair
[20:21:24] [Server thread/INFO]: Converting map!
[20:21:24] [Server thread/INFO]: Scanning folders...
[20:21:24] [Server thread/INFO]: Total conversion count is 0
[20:21:24] [Server thread/INFO] [FML]: Injecting existing block and item data into this server instance
[20:21:24] [Server thread/INFO] [FML]: Applying holder lookups
[20:21:24] [Server thread/INFO] [FML]: Holder lookups applied
[20:21:25] [Server thread/INFO] [FML]: Loading dimension 0 (Mundo nuevo) (net.minecraft.server.integrated.IntegratedServer@7303bc)
[20:21:25] [Server thread/INFO] [FML]: Loading dimension 1 (Mundo nuevo) (net.minecraft.server.integrated.IntegratedServer@7303bc)
[20:21:25] [Server thread/INFO] [stellarsky]: Starting Common Initialization...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Celestial Layers with Common Settings...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Solar System...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Sun...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Earth...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Moon...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Mercury...
[20:21:25] [Server thread/INFO] [stellarsky]: Initizlizing Venus...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Mars...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Jupiter...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Saturn...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Uranus...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Neptune...
[20:21:25] [Server thread/INFO] [stellarsky]: Solar System Initialized!
[20:21:25] [Server thread/INFO] [stellarsky]: Successfully initialized Celestial Layers with Common Settings!
[20:21:25] [Server thread/INFO] [stellarsky]: Common Initialization Ended.
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Dimension Settings on Dimension The End...
[20:21:25] [Server thread/INFO] [stellarsky]: Initialized Dimension Settings on Dimension The End.
[20:21:25] [Server thread/INFO] [stellarsky]: Startng Construction of Celestial Images...
[20:21:25] [Server thread/INFO] [stellarsky]: Evaluating Stellar Collections from Celestial State...
[20:21:25] [Server thread/INFO] [stellarsky]: Starting Test Update.
[20:21:25] [Server thread/INFO] [stellarsky]: Test Update Ended.
[20:21:25] [Server thread/INFO] [stellarsky]: Evaluated Stellar Collections.
[20:21:25] [Server thread/INFO] [stellarsky]: Finished Construction of Celestial Images.
[20:21:25] [Server thread/INFO] [FML]: Loading dimension -1 (Mundo nuevo) (net.minecraft.server.integrated.IntegratedServer@7303bc)
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Dimension Settings on Dimension Overworld...
[20:21:25] [Server thread/INFO] [stellarsky]: Initialized Dimension Settings on Dimension Overworld.
[20:21:25] [Server thread/INFO] [stellarsky]: Startng Construction of Celestial Images...
[20:21:25] [Server thread/INFO] [stellarsky]: Evaluating Stellar Collections from Celestial State...
[20:21:25] [Server thread/INFO] [stellarsky]: Starting Test Update.
[20:21:25] [Server thread/INFO] [stellarsky]: Test Update Ended.
[20:21:25] [Server thread/INFO] [stellarsky]: Evaluated Stellar Collections.
[20:21:25] [Server thread/INFO] [stellarsky]: Finished Construction of Celestial Images.
[20:21:25] [Server thread/INFO]: Preparing start region for level 0
[20:21:26] [Server thread/INFO]: Preparing spawn area: 6%
[20:21:27] [Server thread/INFO]: Preparing spawn area: 12%
[20:21:28] [Server thread/INFO]: Preparing spawn area: 18%
[20:21:29] [Server thread/INFO]: Preparing spawn area: 24%
[20:21:30] [Server thread/INFO]: Preparing spawn area: 31%
[20:21:31] [Server thread/INFO]: Preparing spawn area: 38%
[20:21:32] [Server thread/INFO]: Preparing spawn area: 46%
[20:21:33] [Server thread/INFO]: Preparing spawn area: 53%
[20:21:34] [Server thread/INFO]: Preparing spawn area: 61%
[20:21:35] [Server thread/INFO]: Preparing spawn area: 68%
[20:21:36] [Server thread/INFO]: Preparing spawn area: 75%
[20:21:37] [Server thread/INFO]: Preparing spawn area: 82%
[20:21:38] [Server thread/INFO]: Preparing spawn area: 88%
[20:21:39] [Server thread/INFO]: Preparing spawn area: 96%
[20:21:40] [Server thread/INFO]: Changing view distance to 8, from 10
[20:21:41] [Netty Client IO #0/INFO] [FML]: Server protocol version 2
[20:21:41] [Netty IO #1/INFO] [FML]: Client protocol version 2
[20:21:41] [Netty IO #1/INFO] [FML]: Client attempting to join with 5 mods : [email protected],[email protected],[email protected],[email protected],[email protected]
[20:21:41] [Netty IO #1/INFO] [FML]: Attempting connection with missing mods [] at CLIENT
[20:21:41] [Netty Client IO #0/INFO] [FML]: Attempting connection with missing mods [] at SERVER
[20:21:41] [Client thread/INFO] [FML]: [Client thread] Client side modded connection established
[20:21:41] [Server thread/INFO] [FML]: [Server thread] Server side modded connection established
[20:21:41] [Server thread/INFO]: Leik714[local:E:43795d0f] logged in with entity id 118 at (-73.5, 70.0, 252.5)
[20:21:41] [Server thread/INFO]: Leik714 se ha unido a la partida
[20:21:43] [Client thread/INFO] [stellarsky]: Starting Common Initialization...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Celestial Layers with Common Settings...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Solar System...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Sun...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Earth...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Moon...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Mercury...
[20:21:43] [Client thread/INFO] [stellarsky]: Initizlizing Venus...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Mars...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Jupiter...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Saturn...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Uranus...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Neptune...
[20:21:43] [Client thread/INFO] [stellarsky]: Solar System Initialized!
[20:21:43] [Client thread/INFO] [stellarsky]: Successfully initialized Celestial Layers with Common Settings!
[20:21:43] [Client thread/INFO] [stellarsky]: Common Initialization Ended.
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Dimension Settings on Dimension Overworld...
[20:21:43] [Client thread/INFO] [stellarsky]: Initialized Dimension Settings on Dimension Overworld.
[20:21:43] [Client thread/INFO] [stellarsky]: Startng Construction of Celestial Images...
[20:21:43] [Client thread/INFO] [stellarsky]: Evaluating Stellar Collections from Celestial State...
[20:21:43] [Client thread/INFO] [stellarsky]: Starting Test Update.
[20:21:43] [Client thread/INFO] [stellarsky]: Test Update Ended.
[20:21:43] [Client thread/INFO] [stellarsky]: Evaluated Stellar Collections.
[20:21:43] [Client thread/INFO] [stellarsky]: Finished Construction of Celestial Images.
An unrecoverable stack overflow has occurred.
#
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_STACK_OVERFLOW (0xc00000fd) at pc=0x46ba1b47, pid=5276, tid=3448
#
# JRE version: Java(TM) SE Runtime Environment (8.0_65-b17) (build 1.8.0_65-b17)
# Java VM: Java HotSpot(TM) Client VM (25.65-b01 mixed mode windows-x86 )
# Problematic frame:
# C [ig7icd32.dll+0x3a1b47]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# An error report file with more information is saved as:
# C:\Users\PC-1\AppData\Roaming\.minecraft\hs_err_pid5276.log
#
# If you would like to submit a bug report, please visit:
# http://bugreport.java.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
AL lib: (EE) alc_cleanup: 1 device not closed
Hey! i really love the mod, but every time i go to the nether from the overworld, or from the nether to the overworld, i have to restart the game because if i don't, the game has huge lag spikes and i move really slowly. i use optifine, stellar sky and api, and better HUD, all for 1.11. this issue began when i began to use this mod (i was using just better hud and optifine for a while before). i had this issue in the 1.10.2 version too. ive only seen this on singleplayer, but thats because ive never used it on multiplayer. can you try to fix it?
Hey, just installed the Stellar Sky + API mods so I could adjust the day length. LOVING it. I am curious though, I've had none of my visuals changed, even though I've poked through the config files and couldn't find anything relevant switches to toggle. Any idea why I wouldn't be getting the stars/sun/moon/etc visual modifications while still able to change the day length? Server seems to run fine. I'm running 1.10.2, and have 56 other mods...can't see any of them getting in the way though, aside from perhaps Astral Sorcery?
Astral Sorcery will do it, since it replaces the sky renderer.
There is a setting in the astral config file that allows you to override the default behavior, at first glance it seems to work, but I have not tried to play any of the astral sorcery content while using this setting yet.
# IF a dimensionId is listed in 'skySupportedDimensions' you can add it here to keep its sky render, but AS will try to render only constellations on top of its existing sky render. [default: ]
S:weakSkyRenders <
Stellar Sky + Coros weather mod (when they update to 1.11.2) = AWESOMENESS!
These are the sorts of mods I really love. Mods that improve on Minecraft's visuals without being super annoying, buggy or laggy, and without ruining the overall Minecraft vibe.
And Stellarium? Sweet baby Stevie, that mod has me more excited than... um... insert NSFW joke here.
I'm a big Kerbal Space Program fan so the more simulator-ish that mod gets, the happier I'll be. I've been using a lesser-known space exploration mod called Space Age Mod, and that's pretty fun, but this sounds a bit more science-oriented. I can't wait to see what you come up with!
The Meaning of Life, the Universe, and Everything.
Join Date:
7/12/2013
Posts:
194
Minecraft:
Abastro
Member Details
Glad you like it!
I'll be working on Stellarium after overhaul of Stellar API. Rendering & Configuration part (of celestial objects) will be worked first, and exploration part will be the next. It could take time, but I guarantee it to be realistic, incomparable with either Galacticraft or Advanced Rocketry!
Rollback Post to RevisionRollBack
Photoptics introduces optical instruments in minecraft such as binoculars and telescopes.
I read that support had dropped for 1.7.10. I figured it relates to all version, however, since it seems to be a property of Stellar Sky's atmosphere.. I went and watched the youtube videos that discuss config setup but they didn't cover atmospheric height, etc.
To answer your questions regarding other mods, I'm using quite a few, though that is not a problem in and of itself. I'm using the Weather2 mod, which is responsible for the whispy clouds in the screenshots. I'm also using Hardcore darkness (and have Minimum_Sky_Render_Brightness in Stellar Sky set to 0. I want my nights to be dark). I'm also using Fastcraft, but have tried with and without it. I've tried with and without hardcore darkness and Weather2 as well. None of those mods affect the apparent whiteness on the horizon. Stellar Sky does.
The "whiteness" I'm seeing of objects on or near the horizon seems to come from Stellar Sky's atmosphere. It's highly likely that Stellar Sky already includes settings that can adjust the white band I'm seeing. I'm just asking for help to understand those settings so I know how I ought to set them.
I noticed a definite relationship between the "whiteness" of objects on the horizon and altitude. Sorry to give more screenshots but I really think they describe the issue better than I can. My best effort to explain what I'm seeing is that you have removed Vanilla fog and (possibly?) replaced it with a spherical atmosphere in Stellar Sky. You've added options such as total Height of the atmosphere relative to the radius, but I'm not sure how to best adjust those options so that the arc of this atmosphere extends just beyond my current view distance (which is 12).
The following screenshots were taken in ascending altitude, starting from y=90, up to y=140. As I ascend, the white band gets nearer until, at y=125, the whiteness covers everything below me. As I continue to ascend, the white recedes. By y=140, it has returned to it's starting place on the horizon. It seems I have now "left the atmosphere", although the clouds added by Weather2 are still above me. I would like for the Stellar Sky atmosphere to be at about the same height as these clouds, if possible. This thing I'm calling "whiteness" is very similar to the behaviour of Vanilla fog.
See how the trees and landscape in the distance look a greyish white? Those features remain the same colour at night, as you can see from my previous post.
Here's a screenshot taken with Stellar Sky and Stellar Api removed (but otherwise all the same mods), to highlight the difference between Vanilla Fog and what I'm seeing in Stellar Sky.
It might not seem like a big deal. The Vanilla fog effectively just reduces my view distance. Importantly, at night, that fog darkens to black
Actually.. I may have stumbled onto the answer. I wanted to start the game up to get screenshots taken at night, with and without Stellar Sky. Before starting up with Stellar Sky, I changed config settings to double Atmosphere_Height_Increase_Scale and Atmosphere_Scale_Height. At this point I'm just trying anything.
The results:
at night (yes, it's very dark. That's exactly how I wanted it). The trees on the horizon are as black as those nearer to the viewer - as they should be
and daytime..
No fog
I flew up to see just how high I'd pushed it and it's a little too high now. This was taken at y=300.
I guess I can lower it a bit ..but at least I have a better idea of what's going on now.
So now I'm fully ready to move on to the observational tasks (using Photoptics). Thanks for your reply regarding that on Curse. That's brilliant. I'm trying to recreate the observations of Eratosthenes, Hipparchus, Cook, etc. I have advanced maps and an atlas to add as a reward there. Other observational tasks will allow for progression in Galacticraft. But I also have a little trick that allows me to display a minimap only when a certain item (GPS) is in the player's hotbar. The best observational task I can think of for this would be a satellite. Something in a semi-synchronous orbit would be ideal. Is it possible to create a satellite in your celestial objects, I wonder? Is that something I can do?
Finally, I understand I may need to make an additional pack in the latest version of MC to take full advantage of your mods going forward. That is on my todo list, however I'm still working in 1.7.10 for now, as many of the other educational mods (including Reika's Rotarycraft, Reactorcraft, Electricraft) are still in 1.7.10. I'm very impressed with the tools you currently have, though. They could keep me going for a long time yet. Thanks again
How do I set up stellar sky for sunrise is at 6:00 and sunset at 18:00?
Wow, I was going to ask about how Stellar API was going, but I see that stellar sky is already 1.10. That is pretty impressive for what I would think would be a pretty content-heavy mod. But then again, my try at modding was... Poor.
Anyway, I'm gonna go get that and maybe use it for my standard minecraft.
By the way, I'd like to know 2 things,
1. What is the development status of the api? Just the api, as I belive you said Stellarium was not going to be made until the api was done, which I'm fine with.
2. What version(s?) will Stellarium when it eventually comes out be for? I know 1.11 maybe coming out sometime close to October, so would you still be making it for 1.10, or would it depend on the api again?
Thank you for making these 2 wonderfull mods. I hope they recive the attention from the mc community that they rightfully deserve.
And now for some things that I'm less proud of:
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
http://minecraftnoobtest.com/test.php
That's going to depend on tick offset and longitude. This video should help
If someone can help me, my problem's related to latitude. I want to be in the Southern Hemisphere as I love the southern skies. I did have it working by setting my latitude to -27.5, however it's now no longer working. I wondered if it was perhaps because I had a negative longitude. I tried changing that and it made no difference. Now I'm very confused. I'd hoped to get the game to start:
I was so proud of myself having worked all this out in a test world. Then I transferred the settings, started my game ..and only after a few days, I noticed that the milky way looked like it's sad Northern counterpart. Sure enough, I recreated the world in creative mode, flew up to where I could peer over the horizon, and I saw the beautiful Southern arm of the Milky Way that I was hoping to have above me. I'm definitely able to switch between summer and winter, using the negative latitude (Yes, I'm changing latitude. Not axial tilt). So at this stage I'm just terribly confused.
Edit- My working hypothesis as to the cause of my Northern latitude (despite my Southern config settings) is that I was recreating the world that was created with latitude 0. When creating a new wold from scratch, using my same settings, I get the Southern skies back.
This means I will have to restart my world - 6 days in - but at least I get my skies back
Another Edit: Further testing and now I suspect year length is the cause. That's how baffled I am. I know it doesn't make sense, but I alter the year length to 208, start a new world (using just Stellar Sky and Stellar api) and I get Northern Skies. Put the year length back to 365, start a new world and I get Southern Skies. I'm feeling like a complete mathtard here. There's no way that could be the reason. Has anyone else encountered this?
The video tutorial Dulciphi linked you to should help, but I was also asking Abastro about your question, because I had asked for the feature you're asking about. You can read about it here: https://github.com/Abastro/StellarSky/issues/45
He said he's added the feature, and that if a client wants to achieve the effect in single-player, you can do so by setting "Server_Enabled" to "false". Test it out and let us know if it works for you. I'm on an earlier version of the mod, and it doesn't have the feature yet.
I was going to reply to your question by asking you to run some other tests... but it looks like you're actively working on the problem. If you've narrowed it down to Year_Length, then you're probably on to some weird bug or something. I wish I knew the answer off the top of my head. I'm running Stellar Sky-v0.1.22b[1.7.10], what version are you using? I might be able to try a few tests out for ya, throw me your latitude and longitude so I can make sure I'm using the same settings as you. PM your skype info if you want me to work with ya in 'real-time', and you can transfer me your config on there too.
I love that could travel through outer space, galaxies, planets see nebulae and black holes. to create a universe from galaxies to solar systems with planets of all kinds. and also to choose the physics of our universe
Was gonna let you know this mod fights pretty bad with the shader mod. But I chose this one over the shader mod!
hey, i have a question: is it normal that the sun is setting at 4pm and rising at 1am? here's my config for celestial skies (inside .minecraft>config>stellarsky)
# Configuration file
##########################################################################################################
# clientconfig
#--------------------------------------------------------------------------------------------------------#
# Configurations for client modifications.
# Most of them are for rendering/view.
##########################################################################################################
clientconfig {
# Limit of magnitude can be seen on naked eye.
# If you want to increase FPS, lower the Mag_Limit.
# (Realistic = 6.5, Default = 6.0)
# The lower you set it, the fewer stars you will see
# but the better FPS you will get
D:Mag_Limit=1.0
##########################################################################################################
# atmosphere
#--------------------------------------------------------------------------------------------------------#
# Configurations for the atmosphere accuracy.
##########################################################################################################
atmosphere {
# Level of atmosphere cache texture size. Less level will increase FPS, but the atmosphere will become EXPONENTIALLY defective.
I:Atmosphere_Cache_Level=9
# Atmosphere is drawn with fragments
# Less fragments will increase FPS, but the atmosphere will become more defective.
I:Atmosphere_Fragment_Number=128
# Enabling this will interpolate texture for better view, but there could be some trivial issues like 'black line' with this.
B:Atmosphere_Interpolation=false
}
##########################################################################################################
# milkyway
#--------------------------------------------------------------------------------------------------------#
# Configurations for milky way.
##########################################################################################################
milkyway {
# Brightness of milky way.
# For real world it should be much lower than 1.0, but default is set to 1.5 for visual effect.
D:Milkyway_Brightness=0.5
# Milky way is drawn with fragments
# Less fragments will increase FPS, but the milky way will become more defective
I:Milkyway_Fragments_Number=10
}
##########################################################################################################
# solarsystem
#--------------------------------------------------------------------------------------------------------#
# Configurations for solar system.
##########################################################################################################
solarsystem {
# Surfaces of Sun & Moon is drawn with fragments
# Less fragments will increase FPS, but the moon will become more defective
I:Moon_Fragments_Number=14
}
##########################################################################################################
# landscape
#--------------------------------------------------------------------------------------------------------#
# Configurations for Landscape.
##########################################################################################################
landscape {
# Number of fragments of landscape in direction of height.Less fragments will increase FPS, but the landscape will become more defective
I:Landscape_Fragments_Number=14
}
##########################################################################################################
# display
#--------------------------------------------------------------------------------------------------------#
# Configurations for additional display.
##########################################################################################################
display {
##########################################################################################################
# horizontal_coordinate_grid
#--------------------------------------------------------------------------------------------------------#
# Configurations for Display of Horizontal Coordinate Grid.
##########################################################################################################
horizontal_coordinate_grid {
# Set to true to enable display of horizontal coordinate grid.
B:Display_Enabled=false
# Alpha(Brightness) of the display.
D:Display_Alpha=0.05
# Number of fragments of display grids in direction of height.
I:Display_Fragments_Number=16
# Set to true to enable display of horizon.
B:Display_Horizon_Enabled=true
# Set to true to enable display of horizontal grid.
B:Display_Grid_Enabled=true
# Base color factor, the grid tends to have this color as base.
D:Display_Base_Color <
0.25
0.25
0.5
>
# Color factor for height, the grid tends to have this color when height gets bigger.
D:Display_Height_Color <
0.0
0.0
1.0
>
# Color factor for azimuth(horizontal position), the grid tends to have this color when azimuth gets bigger.
D:Display_Azimuth_Color <
0.5
0.5
0.0
>
}
##########################################################################################################
# equatorial_coordinate_grid
#--------------------------------------------------------------------------------------------------------#
# Configurations for Display of Equatorial Coordinate Grid.
##########################################################################################################
equatorial_coordinate_grid {
# Set to true to enable display of equatorial coordinates.
B:Display_Enabled=true
# Alpha(Brightness) of the display.
D:Display_Alpha=0.05
# Number of fragments of display grids in horizontal direction.
I:Display_Fragments_Number=16
# Set to true to enable display of equator.
B:Display_Equator_Enabled=true
# Set to true to enable display of equatorial grid.
B:Display_Grid_Enabled=true
# Base color factor, the grid tends to have this color as base.
D:Display_Base_Color <
0.5
0.25
0.25
>
# Color factor for declination, the grid tends to have this color when declination gets bigger.
D:Display_Declination_Color <
0.0
0.5
0.5
>
# Color factor for right ascension, the grid tends to have this color when right ascension gets bigger.
D:Display_Right_Ascension_Color <
1.0
0.0
0.0
>
}
##########################################################################################################
# ecliptic_coordinate_grid
#--------------------------------------------------------------------------------------------------------#
# Configurations for Display of ecliptictal Coordinate Grid.
##########################################################################################################
ecliptic_coordinate_grid {
# Set to true to enable display of ecliptictal coordinates.
B:Display_Enabled=false
# Alpha(Brightness) of the display.
D:Display_Alpha=0.05
# Number of fragments of display grids in direction of latitude.
I:Display_Fragments_Number=16
# Set to true to enable display of ecliptic.
B:Display_Ecliptic_Enabled=true
# Set to true to enable display of ecliptictal grid.
B:Display_Grid_Enabled=true
# Base color factor, the grid tends to have this color as base.
D:Display_Base_Color <
0.5
0.5
0.0
>
# Color factor for latitude, the grid tends to have this color when latitude gets bigger.
D:Display_Latitude_Color <
1.0
0.0
0.0
>
# Color factor for longitude, the grid tends to have this color when longitude gets bigger.
D:Display_Longitude_Color <
0.0
1.0
0.0
>
}
}
##########################################################################################################
# optics
#--------------------------------------------------------------------------------------------------------#
# Configuration for Optical settings.
##########################################################################################################
optics {
# Brightness Contrast determines the contrast between bright stars and faint stars. The bigger the value, the less difference between bright stars and faint stars. Real world (minimum) = 1.0. Default = 2.0 for visual effect.
D:Brightness_Contrast=1.0
# Degree of the twinkling effect of star.
# It determines the turbulance of atmosphere, which actually cause the twinkling effect. The greater the value, the more the stars will twinkle. Default is 1.0. To disable set to 0.0
D:"Twinkling(Turbulance)"=1.0
# Sprite Scale determines the size of stars and planets. The bigger the value, the fuzzier stars/planets gets. Real world = 1.0. Default = 0.8 for visual effect.
D:Sprite_Scale=0.8
}
}
##########################################################################################################
# serverconfig
#--------------------------------------------------------------------------------------------------------#
# Configurations for server modifications.
##########################################################################################################
serverconfig {
# Enables Server-Side Sky change.
B:Server_Enabled=true
# Length of a day, in a tick.
D:Day_Length=24000.0
# Length of a year, in a day.
D:Year_Length=365.0
# Year offset on world starting time.
I:Year_Offset=0
# Day offset on world starting time.
I:Day_Offset=0
# Tick offset on world starting time.
D:Tick_Offset=0.0
# Axial tilt in degrees. Always 0.0 when Server_Enabled is false.
D:Axial_Tilt=23.5
# Precession in degrees per year.
D:Precession=0.0
##########################################################################################################
# solarsystem
#--------------------------------------------------------------------------------------------------------#
# Configurations for solar system.
##########################################################################################################
solarsystem {
# Size of moon. (Default size is 1.0)
# Note that the default size is 4 times bigger than realistic size.
D:Moon_Size=0.25
# Brightness of moon. (Default brightness is 1.0)
D:Moon_Brightness=1.0
}
##########################################################################################################
# dimension
#--------------------------------------------------------------------------------------------------------#
# Configurations for Dimension Settings.
##########################################################################################################
dimension {
# Dimensions which will get applied the stellar sky settings.
S:Applied_Dimensions <
Overworld
The End
>
##########################################################################################################
# overworld
#--------------------------------------------------------------------------------------------------------#
# Configurations for this dimension.
##########################################################################################################
overworld {
# Determine whether or not patch provider. Cannot adjust longitude and latitude when this is false.
B:Patch_Provider=true
# Sky renderer type for this dimension.
# There are 'Overworld Sky', 'End Sky' type by default.
S:Sky_Renderer_Type=Overworld Sky
# Latitude on this world, in Degrees.
D:Latitude=60.0
# Longitude on this world, in Degrees. (East is +)
D:Longitude=25.0
# Determine whether or not hide objects under horizon.
B:Hide_Objects_Under_Horizon=true
# Scale Height of the atmosphere relative to the radius.
# This determines the thickness of the atmosphere.
D:Atmosphere_Scale_Height=0.00125
# Total Height of the atmosphere relative to the radius.
# This determines the accuracy of the atmosphere, relative to the scale height.
D:Atmosphere_Total_Height=0.025
# Height on horizon in the Atmosphere, in Scale Height unit.
D:Atmosphere_Height_Offset=0.2
# Increase scale of height in the atmosphere, with Default 1.0.
D:Atmosphere_Height_Increase_Scale=1.0
# Extinction Factor for RVB(or RGB) of the atmosphere,affects both sky rendering and extinction of stellar objects.
D:Sky_Extinction_Factors <
0.1
0.2
0.3
>
# Determine whether or not apply the atmospheric refraction.
B:Allow_Atmospheric_Refraction=true
# Relative amount of sunlight on the dimension.
# Setting this to 0.0 will make the world very dark.
D:SunLight_Multiplier=1.0
# Relative strength of sky dispersion on the dimension.
# The effect is similar with sunlight multiplier on client, but usually don't affect the server, e.g. do not spawn mobs.
D:Sky_Dispersion_Rate=1.0
# Relative strength of light pollution on the dimension.
# Only affects the sky color and visibility of stars/milky way.
D:Light_Pollution_Rate=1.0
# Minimum brightness of skylight which (only) affects the rendering.
D:Minimum_Sky_Render_Brightness=0.2
# Whether landscape rendering on this world is enabled.
B:Landscape_Enabled=false
}
##########################################################################################################
# the end
#--------------------------------------------------------------------------------------------------------#
# Configurations for this dimension.
##########################################################################################################
"the end" {
# Determine whether or not patch provider. Cannot adjust longitude and latitude when this is false.
B:Patch_Provider=true
# Sky renderer type for this dimension.
# There are 'Overworld Sky', 'End Sky' type by default.
S:Sky_Renderer_Type=End Sky
# Latitude on this world, in Degrees.
D:Latitude=-52.5
# Longitude on this world, in Degrees. (East is +)
D:Longitude=180.0
# Determine whether or not hide objects under horizon.
B:Hide_Objects_Under_Horizon=false
# Scale Height of the atmosphere relative to the radius.
# This determines the thickness of the atmosphere.
D:Atmosphere_Scale_Height=0.00125
# Total Height of the atmosphere relative to the radius.
# This determines the accuracy of the atmosphere, relative to the scale height.
D:Atmosphere_Total_Height=0.025
# Height on horizon in the Atmosphere, in Scale Height unit.
D:Atmosphere_Height_Offset=0.2
# Increase scale of height in the atmosphere, with Default 1.0.
D:Atmosphere_Height_Increase_Scale=1.0
# Extinction Factor for RVB(or RGB) of the atmosphere,affects both sky rendering and extinction of stellar objects.
D:Sky_Extinction_Factors <
0.0
0.0
0.0
>
# Determine whether or not apply the atmospheric refraction.
B:Allow_Atmospheric_Refraction=false
# Relative amount of sunlight on the dimension.
# Setting this to 0.0 will make the world very dark.
D:SunLight_Multiplier=1.0
# Relative strength of sky dispersion on the dimension.
# The effect is similar with sunlight multiplier on client, but usually don't affect the server, e.g. do not spawn mobs.
D:Sky_Dispersion_Rate=0.0
# Relative strength of light pollution on the dimension.
# Only affects the sky color and visibility of stars/milky way.
D:Light_Pollution_Rate=1.0
# Minimum brightness of skylight which (only) affects the rendering.
D:Minimum_Sky_Render_Brightness=0.3
# Whether landscape rendering on this world is enabled.
B:Landscape_Enabled=false
}
}
}
some important things are that i set my latitude to 60 and my longitude to 25, axis tilt 23.5, 24000 tick days and 365.0 day years.
it feels wrong because it seems like its supposed to be winter since it sets at 4pm, but the night isn't very long since it rises again at 1am...
Command Block enthusiast
Seems really strange, will fix that.
Photoptics introduces optical instruments in minecraft such as binoculars and telescopes.
+ InvWorks
[20:20:34] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[20:20:34] [main/INFO] [LaunchWrapper]: Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker
[20:20:34] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker
[20:20:34] [main/INFO] [FML]: Forge Mod Loader version 7.99.36.1558 for Minecraft 1.7.10 loading
[20:20:34] [main/INFO] [FML]: Java is Java HotSpot(TM) Client VM, version 1.8.0_65, running on Windows 7:x86:6.1, installed at C:\Program Files\Java\jre1.8.0_65
[20:20:34] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[20:20:34] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.FMLDeobfTweaker
[20:20:34] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[20:20:34] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker
[20:20:34] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[20:20:37] [main/INFO] [FML]: Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557
[20:20:37] [main/INFO] [FML]: Found valid fingerprint for Minecraft. Certificate fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc
[20:20:37] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper
[20:20:37] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.FMLDeobfTweaker
[20:20:37] [main/INFO] [LaunchWrapper]: Loading tweak class name cpw.mods.fml.common.launcher.TerminalTweaker
[20:20:37] [main/INFO] [LaunchWrapper]: Calling tweak class cpw.mods.fml.common.launcher.TerminalTweaker
[20:20:37] [main/INFO] [LaunchWrapper]: Launching wrapped minecraft {net.minecraft.client.main.Main}
[20:20:39] [main/INFO]: Setting user: Leik714
[20:20:41] [Client thread/INFO]: LWJGL Version: 2.9.1
[20:20:43] [Client thread/INFO] [STDOUT]: [cpw.mods.fml.client.SplashProgress:start:188]: ---- Minecraft Crash Report ----
// I blame Dinnerbone.
Time: 06/12/16 20:20
Description: Loading screen debug info
This is just a prompt for computer specs to be printed. THIS IS NOT A ERROR
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 7 (x86) version 6.1
Java Version: 1.8.0_65, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 57290120 bytes (54 MB) / 111747072 bytes (106 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
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:
GL info: ' Vendor: 'Intel' Version: '4.0.0 - Build 10.18.10.3345' Renderer: 'Intel(R) HD Graphics 2500'
[20:20:43] [Client thread/INFO] [MinecraftForge]: Attempting early MinecraftForge initialization
[20:20:43] [Client thread/INFO] [FML]: MinecraftForge v10.13.4.1558 Initialized
[20:20:43] [Client thread/INFO] [FML]: Replaced 183 ore recipies
[20:20:43] [Client thread/INFO] [MinecraftForge]: Completed early MinecraftForge initialization
[20:20:43] [Client thread/INFO] [FML]: Found 0 mods from the command line. Injecting into mod discoverer
[20:20:43] [Client thread/INFO] [FML]: Searching C:\Users\PC-1\AppData\Roaming\.minecraft\mods for mods
[20:20:55] [Client thread/INFO] [FML]: Forge Mod Loader has identified 5 mods to load
[20:20:56] [Client thread/INFO] [FML]: Attempting connection with missing mods [mcp, FML, Forge, StellarAPI, stellarsky] at CLIENT
[20:20:56] [Client thread/INFO] [FML]: Attempting connection with missing mods [mcp, FML, Forge, StellarAPI, stellarsky] at SERVER
[20:20:57] [Client thread/INFO]: Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:Stellar API, FMLFileResourcePack:Stellar Sky
[20:20:57] [Client thread/INFO] [FML]: Processing ObjectHolder annotations
[20:20:57] [Client thread/INFO] [FML]: Found 341 ObjectHolder annotations
[20:20:57] [Client thread/INFO] [FML]: Identifying ItemStackHolder annotations
[20:20:57] [Client thread/INFO] [FML]: Found 0 ItemStackHolder annotations
[20:20:57] [Client thread/INFO] [FML]: Configured a dormant chunk cache size of 0
[20:20:57] [Client thread/INFO] [StellarAPI]: Initializing Math class...
[20:20:57] [Client thread/INFO] [StellarAPI]: Math Class Initialized!
[20:20:58] [Client thread/INFO] [FML]: Applying holder lookups
[20:20:58] [Client thread/INFO] [FML]: Holder lookups applied
[20:20:58] [Client thread/INFO] [FML]: Injecting itemstacks
[20:20:58] [Client thread/INFO] [FML]: Itemstack injection complete
[20:20:58] [Sound Library Loader/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]:
[20:20:58] [Sound Library Loader/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]: Starting up SoundSystem...
[20:20:59] [Client thread/INFO]: Created: 16x16 textures/blocks-atlas
[20:20:59] [Client thread/INFO]: Created: 16x16 textures/items-atlas
[20:20:59] [Client thread/INFO] [FML]: Injecting itemstacks
[20:20:59] [Client thread/INFO] [FML]: Itemstack injection complete
[20:21:00] [Client thread/INFO] [stellarsky]: Initializing Celestial Layers with Client Settings...
[20:21:00] [Client thread/INFO] [stellarsky]: Loading Bright Stars Data...
[20:21:00] [Client thread/INFO] [stellarsky]: Bright Stars are Loaded!
[20:21:00] [Client thread/INFO] [stellarsky]: Loading Messier Objects...
[20:21:00] [Client thread/INFO] [stellarsky]: Loaded Messier Objects.
[20:21:00] [Client thread/INFO] [stellarsky]: Successfully initialized Celestial Layers with Client Settings!
[20:21:00] [Client thread/INFO] [FML]: Forge Mod Loader has successfully loaded 5 mods
[20:21:00] [Client thread/INFO]: Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:Stellar API, FMLFileResourcePack:Stellar Sky
[20:21:01] [Client thread/INFO]: Created: 512x256 textures/blocks-atlas
[20:21:01] [Client thread/INFO]: Created: 256x256 textures/items-atlas
[20:21:02] [Sound Library Loader/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]:
[20:21:02] [Sound Library Loader/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]: Starting up SoundSystem...
[20:21:03] [Thread-9/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]: Initializing LWJGL OpenAL
[20:21:03] [Thread-9/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
[20:21:03] [Thread-9/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]: OpenAL initialized.
[20:21:03] [Thread-8/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]: Initializing LWJGL OpenAL
[20:21:03] [Thread-8/INFO] [STDOUT]: [paulscode.sound.SoundSystemLogger:message:69]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
Exception in thread "Thread-8" [20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: java.lang.IllegalStateException: Only one OpenAL context may be instantiated at any one time.
[20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at org.lwjgl.openal.AL.create(AL.java:113)
[20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at org.lwjgl.openal.AL.create(AL.java:102)
[20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at org.lwjgl.openal.AL.create(AL.java:201)
[20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at paulscode.sound.libraries.LibraryLWJGLOpenAL.init(LibraryLWJGLOpenAL.java:164)
[20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at paulscode.sound.SoundSystem.CommandNewLibrary(SoundSystem.java:1576)
[20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at paulscode.sound.SoundSystem.CommandQueue(SoundSystem.java:2572)
[20:21:03] [Thread-8/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at paulscode.sound.CommandThread.run(CommandThread.java:121)
[20:21:24] [Server thread/INFO]: Starting integrated minecraft server version 1.7.10
[20:21:24] [Server thread/INFO]: Generating keypair
[20:21:24] [Server thread/INFO]: Converting map!
[20:21:24] [Server thread/INFO]: Scanning folders...
[20:21:24] [Server thread/INFO]: Total conversion count is 0
[20:21:24] [Server thread/INFO] [FML]: Injecting existing block and item data into this server instance
[20:21:24] [Server thread/INFO] [FML]: Applying holder lookups
[20:21:24] [Server thread/INFO] [FML]: Holder lookups applied
[20:21:25] [Server thread/INFO] [FML]: Loading dimension 0 (Mundo nuevo) (net.minecraft.server.integrated.IntegratedServer@7303bc)
[20:21:25] [Server thread/INFO] [FML]: Loading dimension 1 (Mundo nuevo) (net.minecraft.server.integrated.IntegratedServer@7303bc)
[20:21:25] [Server thread/INFO] [stellarsky]: Starting Common Initialization...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Celestial Layers with Common Settings...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Solar System...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Sun...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Earth...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Moon...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Mercury...
[20:21:25] [Server thread/INFO] [stellarsky]: Initizlizing Venus...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Mars...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Jupiter...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Saturn...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Uranus...
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Neptune...
[20:21:25] [Server thread/INFO] [stellarsky]: Solar System Initialized!
[20:21:25] [Server thread/INFO] [stellarsky]: Successfully initialized Celestial Layers with Common Settings!
[20:21:25] [Server thread/INFO] [stellarsky]: Common Initialization Ended.
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Dimension Settings on Dimension The End...
[20:21:25] [Server thread/INFO] [stellarsky]: Initialized Dimension Settings on Dimension The End.
[20:21:25] [Server thread/INFO] [stellarsky]: Startng Construction of Celestial Images...
[20:21:25] [Server thread/INFO] [stellarsky]: Evaluating Stellar Collections from Celestial State...
[20:21:25] [Server thread/INFO] [stellarsky]: Starting Test Update.
[20:21:25] [Server thread/INFO] [stellarsky]: Test Update Ended.
[20:21:25] [Server thread/INFO] [stellarsky]: Evaluated Stellar Collections.
[20:21:25] [Server thread/INFO] [stellarsky]: Finished Construction of Celestial Images.
[20:21:25] [Server thread/INFO] [FML]: Loading dimension -1 (Mundo nuevo) (net.minecraft.server.integrated.IntegratedServer@7303bc)
[20:21:25] [Server thread/INFO] [stellarsky]: Initializing Dimension Settings on Dimension Overworld...
[20:21:25] [Server thread/INFO] [stellarsky]: Initialized Dimension Settings on Dimension Overworld.
[20:21:25] [Server thread/INFO] [stellarsky]: Startng Construction of Celestial Images...
[20:21:25] [Server thread/INFO] [stellarsky]: Evaluating Stellar Collections from Celestial State...
[20:21:25] [Server thread/INFO] [stellarsky]: Starting Test Update.
[20:21:25] [Server thread/INFO] [stellarsky]: Test Update Ended.
[20:21:25] [Server thread/INFO] [stellarsky]: Evaluated Stellar Collections.
[20:21:25] [Server thread/INFO] [stellarsky]: Finished Construction of Celestial Images.
[20:21:25] [Server thread/INFO]: Preparing start region for level 0
[20:21:26] [Server thread/INFO]: Preparing spawn area: 6%
[20:21:27] [Server thread/INFO]: Preparing spawn area: 12%
[20:21:28] [Server thread/INFO]: Preparing spawn area: 18%
[20:21:29] [Server thread/INFO]: Preparing spawn area: 24%
[20:21:30] [Server thread/INFO]: Preparing spawn area: 31%
[20:21:31] [Server thread/INFO]: Preparing spawn area: 38%
[20:21:32] [Server thread/INFO]: Preparing spawn area: 46%
[20:21:33] [Server thread/INFO]: Preparing spawn area: 53%
[20:21:34] [Server thread/INFO]: Preparing spawn area: 61%
[20:21:35] [Server thread/INFO]: Preparing spawn area: 68%
[20:21:36] [Server thread/INFO]: Preparing spawn area: 75%
[20:21:37] [Server thread/INFO]: Preparing spawn area: 82%
[20:21:38] [Server thread/INFO]: Preparing spawn area: 88%
[20:21:39] [Server thread/INFO]: Preparing spawn area: 96%
[20:21:40] [Server thread/INFO]: Changing view distance to 8, from 10
[20:21:41] [Netty Client IO #0/INFO] [FML]: Server protocol version 2
[20:21:41] [Netty IO #1/INFO] [FML]: Client protocol version 2
[20:21:41] [Netty IO #1/INFO] [FML]: Client attempting to join with 5 mods : [email protected],[email protected],[email protected],[email protected],[email protected]
[20:21:41] [Netty IO #1/INFO] [FML]: Attempting connection with missing mods [] at CLIENT
[20:21:41] [Netty Client IO #0/INFO] [FML]: Attempting connection with missing mods [] at SERVER
[20:21:41] [Client thread/INFO] [FML]: [Client thread] Client side modded connection established
[20:21:41] [Server thread/INFO] [FML]: [Server thread] Server side modded connection established
[20:21:41] [Server thread/INFO]: Leik714[local:E:43795d0f] logged in with entity id 118 at (-73.5, 70.0, 252.5)
[20:21:41] [Server thread/INFO]: Leik714 se ha unido a la partida
[20:21:43] [Client thread/INFO] [stellarsky]: Starting Common Initialization...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Celestial Layers with Common Settings...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Solar System...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Sun...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Earth...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Moon...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Mercury...
[20:21:43] [Client thread/INFO] [stellarsky]: Initizlizing Venus...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Mars...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Jupiter...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Saturn...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Uranus...
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Neptune...
[20:21:43] [Client thread/INFO] [stellarsky]: Solar System Initialized!
[20:21:43] [Client thread/INFO] [stellarsky]: Successfully initialized Celestial Layers with Common Settings!
[20:21:43] [Client thread/INFO] [stellarsky]: Common Initialization Ended.
[20:21:43] [Client thread/INFO] [stellarsky]: Initializing Dimension Settings on Dimension Overworld...
[20:21:43] [Client thread/INFO] [stellarsky]: Initialized Dimension Settings on Dimension Overworld.
[20:21:43] [Client thread/INFO] [stellarsky]: Startng Construction of Celestial Images...
[20:21:43] [Client thread/INFO] [stellarsky]: Evaluating Stellar Collections from Celestial State...
[20:21:43] [Client thread/INFO] [stellarsky]: Starting Test Update.
[20:21:43] [Client thread/INFO] [stellarsky]: Test Update Ended.
[20:21:43] [Client thread/INFO] [stellarsky]: Evaluated Stellar Collections.
[20:21:43] [Client thread/INFO] [stellarsky]: Finished Construction of Celestial Images.
An unrecoverable stack overflow has occurred.
#
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_STACK_OVERFLOW (0xc00000fd) at pc=0x46ba1b47, pid=5276, tid=3448
#
# JRE version: Java(TM) SE Runtime Environment (8.0_65-b17) (build 1.8.0_65-b17)
# Java VM: Java HotSpot(TM) Client VM (25.65-b01 mixed mode windows-x86 )
# Problematic frame:
# C [ig7icd32.dll+0x3a1b47]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# An error report file with more information is saved as:
# C:\Users\PC-1\AppData\Roaming\.minecraft\hs_err_pid5276.log
#
# If you would like to submit a bug report, please visit:
# http://bugreport.java.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
AL lib: (EE) alc_cleanup: 1 device not closed
I think that is no longer going to do the stellarium mod to travel the universe or other planets
Hey! i really love the mod, but every time i go to the nether from the overworld, or from the nether to the overworld, i have to restart the game because if i don't, the game has huge lag spikes and i move really slowly. i use optifine, stellar sky and api, and better HUD, all for 1.11. this issue began when i began to use this mod (i was using just better hud and optifine for a while before). i had this issue in the 1.10.2 version too. ive only seen this on singleplayer, but thats because ive never used it on multiplayer. can you try to fix it?
Command Block enthusiast
Hey, just installed the Stellar Sky + API mods so I could adjust the day length. LOVING it. I am curious though, I've had none of my visuals changed, even though I've poked through the config files and couldn't find anything relevant switches to toggle. Any idea why I wouldn't be getting the stars/sun/moon/etc visual modifications while still able to change the day length? Server seems to run fine. I'm running 1.10.2, and have 56 other mods...can't see any of them getting in the way though, aside from perhaps Astral Sorcery?
Astral Sorcery will do it, since it replaces the sky renderer.
There is a setting in the astral config file that allows you to override the default behavior, at first glance it seems to work, but I have not tried to play any of the astral sorcery content while using this setting yet.
# IF a dimensionId is listed in 'skySupportedDimensions' you can add it here to keep its sky render, but AS will try to render only constellations on top of its existing sky render. [default: ]
S:weakSkyRenders <
0
>
Ah ok, I'll have to poke around there. Thanks!
your pictures aren't working, might want to check that out on photobucket... just thought i'd let you know, it isnt working on your other page either
Command Block enthusiast
Updated for MC 1.12.
1.12
Needs
Edit: well forgot to deal with issues here. Please post it again if it is still happening, and you'll be able to get the help. Thanks.
Edit2: please let me know if this mod is leggy with the default config settings. Thanks!
Photoptics introduces optical instruments in minecraft such as binoculars and telescopes.
+ InvWorks
Stellar Sky + Coros weather mod (when they update to 1.11.2) = AWESOMENESS!
These are the sorts of mods I really love. Mods that improve on Minecraft's visuals without being super annoying, buggy or laggy, and without ruining the overall Minecraft vibe.
And Stellarium? Sweet baby Stevie, that mod has me more excited than... um... insert NSFW joke here.
I'm a big Kerbal Space Program fan so the more simulator-ish that mod gets, the happier I'll be. I've been using a lesser-known space exploration mod called Space Age Mod, and that's pretty fun, but this sounds a bit more science-oriented. I can't wait to see what you come up with!
Tutorial: How to create a server economy with Forge mods
Glad you like it!
I'll be working on Stellarium after overhaul of Stellar API. Rendering & Configuration part (of celestial objects) will be worked first, and exploration part will be the next. It could take time, but I guarantee it to be realistic, incomparable with either Galacticraft or Advanced Rocketry!
Photoptics introduces optical instruments in minecraft such as binoculars and telescopes.
+ InvWorks