While I realize the mod is highly experimental, and therefore not included in the OP, I'll say this anyways. I am absolutely in love with the Block Monster mod. The ability to trample mobs alone had me hooked. I'm quite excited to see where you take this concept, and can't wait to see it become a bit more stable. I actually have a couple of suggestions for potential additions to the mod.
The Nether Star is generally a useless item, as Beacons are its only use in Vanilla. Perhaps you could use them in some way to create a Block Monster in survival.
Instead of relying on the biome's native blocks, maybe you could do a floodfill check in a 16x16x16 area around where the player spawns the monster, and use the blocks detected in that area in the monster.
While I realize the mod is highly experimental, and therefore not included in the OP, I'll say this anyways. I am absolutely in love with the Block Monster mod. The ability to trample mobs alone had me hooked. I'm quite excited to see where you take this concept, and can't wait to see it become a bit more stable. I actually have a couple of suggestions for potential additions to the mod.
The Nether Star is generally a useless item, as Beacons are its only use in Vanilla. Perhaps you could use them in some way to create a Block Monster in survival.
Instead of relying on the biome's native blocks, maybe you could do a floodfill check in a 16x16x16 area around where the player spawns the monster, and use the blocks detected in that area in the monster.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/19/2014
Posts:
44
Member Details
Corosus would you be able to make a small dust cloud at the bottom of the tornado or some swirling particles please?
Also on a rare occasion storms can get really nasty and spawn like 5 tornadoes (be sure to have a config on how frequent these can happen too if thats not to hard)
Another thing can you make that in the eye of a hurricane is it possible to be all nice and calm like IRL.
What is interesting is that I only got the DimensionChunkCache output when using weather2 as well, nor did my game actually crash. Are you using MultiMC5 as well (and are you sure you didn't have weather2 installed?)?
edit: you should also post a complete log, it could contain some pertinent information.
Only the three mods listed above, the minecraft version, and the forge version - that's all that is in the mods folder (I have a tendency to strip out everything until I find a culprit in a log-file, then isolate it). Never heard of MultiMC til today - using stock 'nilla launcher.
Funny thing about these logs. For testing purposes I use a separate profile from my default one, and for the life of me I can NOT find the game output logs anywhere except in the vanilla launcher's game output tab. The game output file isn't in /logs /reports /dumps (nei thing, won't expect it here) /crash-reports ; not in the default profile's output-client.log, output-server.log, forgemodloader-client.log nor are any those being created in the testing profile (Forge issue? Don't know enough about forge). So the excerpts of log messages above (no time-stamps, either), are copy and pasted from the 'nilla launcher game output tab - as these messages show up no where else.
This is why I tried to be as descriptive as I could on how these messages came to be - basically create new world in creative (great for testing) and float in one spot, then create a platform spidies can't reach, and go to survival. In profile, set game launcher to never close, then look at it's game output tab.
how many mods? i have 210 (+/-) in 1.6.4 XD (1.7 is too buggy 4 me atm, personaly gunnu jump to 1.8)
Well, it depends what number you are looking at. On the main screen, it says 320 mods loaded, but some single mods count as multiple mods to Minecraft forge because of how they were coded. I have 258 mod files in my mods folder, but a significant amount of them are core mods. I glanced through the files, and about 30-40 of them are core mods. So I have around 220 actual gameplay mods. I don't know which one of those numbers you are using for your count, but if it is the latter, we have a similar amount of mods. I am also going to be staying in 1.6.4 for quite a while, so I don't know what version mods will be on by the time I'm ready to upgrade.
On a different note, I'm crashing again, but it's for a different reason. It is only with hostile worlds, and it's complaining that it is missing a class. I would really appreciate it if anyone could help, and if it is really obvious, sorry, I'm really bad at reading crash reports. In the meantime, I will see if I can figure anything out.
Here is the crash report: (It crashes on startup)
Funny thing about these logs. For testing purposes I use a separate profile from my default one, and for the life of me I can NOT find the game output logs anywhere except in the vanilla launcher's game output tab.
You're looking in: %appdata%/.minecraft ?
I tested the mod with the same verions as you (except with multimc5) and had no issues. Was able to fly around and punch mobs at night as normal. I also tested w2 and za together and it seems my issues experienced earlier are also gone.
Perhaps it is a biome specific issue?
Rollback Post to RevisionRollBack
Mojang, please prioritize bug fixes before content.
Well, it depends what number you are looking at. On the main screen, it says 320 mods loaded, but some single mods count as multiple mods to Minecraft forge because of how they were coded. I have 258 mod files in my mods folder, but a significant amount of them are core mods. I glanced through the files, and about 30-40 of them are core mods. So I have around 220 actual gameplay mods. I don't know which one of those numbers you are using for your count, but if it is the latter, we have a similar amount of mods. I am also going to be staying in 1.6.4 for quite a while, so I don't know what version mods will be on by the time I'm ready to upgrade.
On a different note, I'm crashing again, but it's for a different reason. It is only with hostile worlds, and it's complaining that it is missing a class. I would really appreciate it if anyone could help, and if it is really obvious, sorry, I'm really bad at reading crash reports. In the meantime, I will see if I can figure anything out.
Here is the crash report: (It crashes on startup)
In /home/user/.minecraft/ looked all around, as well as the /home/user/.minecraft_forge_test
(%appdata% sounds like a ms thing, or mac?)
As for a biome issue? I tried it also in a completely flat map (bedrock, dirt, grass, air) same messages in game output tab. Now it didn't start then until I made it night, so the undead would spawn in.
I'm spawning the tornadoes and stuff, they are there, but I'm not getting picked up by them. Im using version 2.3.5 and everything else mobs get picked up by them. I hope this feature wasn't removed cause that was super cool :/
EDIT: Nevermind I found the advanced option and enabled it
@Tarrot
Ah you are on a Mac, Can't help you much in that regard. I know some mods don't function properly on mac though I can't say with any certainty that would be causing said issues. Setting it to night really shouldn't cause an issue as there are zombies even during sunlight in caves.
Rollback Post to RevisionRollBack
Mojang, please prioritize bug fixes before content.
Hmmmmm, not entirely sure whats up with the DimensionChunkCache related crashes(im not having the issue), but I might have been able to patch the problem with a fallback, anyone getting the issue try this CoroUtil: https://dl.dropboxusercontent.com/u/16326915/new/CoroUtil-1.0 for MC 1.7.10.jar - this is probably compatible with current releases of my mod, if not let me know and ill update the mods to use this one, cant wait till I have CoroUtil with its own mod page so I can avoid updating every mod just to update CoroUtil \>_>/
I'm just going to post over here in addition to poking you on #TinkersConstruct and on the FTB Crash Landing thread. You are SoSexy™. Thanks for fixing the delicious but overdone scent entities with Forge fake players. I still haven't died, so no weather yet. But I'm sure it'll happen eventually. Either that or I'll survive so long I get bored and turn on the block destructive storms.
Hmmmmm, not entirely sure whats up with the DimensionChunkCache related crashes(im not having the issue), but I might have been able to patch the problem with a fallback, anyone getting the issue try this CoroUtil: https://dl.dropboxusercontent.com/u/16326915/new/CoroUtil-1.0 for MC 1.7.10.jar - this is probably compatible with current releases of my mod, if not let me know and ill update the mods to use this one, cant wait till I have CoroUtil with its own mod page so I can avoid updating every mod just to update CoroUtil \>_>/
Whatever was done, has now fixed it with that file, Corosus. Thank you.
Back to testing.
@AKreedz302, Master_Hill_ ahhhhh hmm yes right, I should probably update those, I've been putting off updating those for no real good reason, I'll try to get it done relatively soon, for 1.7.2 and 1.7.10 as well.
Hostile Worlds is borderline ready I just need to stop being lazy and finish the GUI for its quests book and maybe polish the invasion source block breaking / boss killing to have effects
Finally updated my buildmod thing that tropicraft and zombiecraft needs, took carefull consideration to hopefully make old zombiecraft schematics/maps able to cleanly load into a 1.7.x MC game without any crapups, I'll know once I tackle zombiecraft code
ZombieCraft still sitting at 1300 errors for 1.7.x version, I think I'll tackle the mod after I give tropicraft some good code updating in marathon form with Cojo
Will get around to moveplus and other minor mods soonish, just gotta strip them of a pile of old Modloader references I think.
Uhhhh yeah I think thats it for now
................
@MyHingesAreDangling in EZ GUI, hit advanced options, and lower values Storm_OddsTo1OfProgressionBase and Storm_OddsTo1OfProgressionStageMultiplier , lowering first one makes the chance of progression greater, lowering second one reduces the increased rarity for each stage of the storm ..... also if you're on superflat storms might not form, I'm planning on adding some code that will detect and cause random storms when in superflat
@minecraftian1251 i dont use skype, I might designate my own irc channel one of these days but not yet :3, maybe when my zombiecraft server plans come to light..... regarding phone like forecast item, would be handy yeah, maybe one day
@pipitheguineapig err right I should probably test that feature properly xD
@connardman Yikes, sure does, try this, in EZ GUI click advanced config, set Cloud_ParticleSpawnDelay to some really high number like 9999999, and set Misc_ForceVanillaCloudsOff to false so you can reenable them in vanilla configuration menu.
@WackyModder84 good ideas, just quickly skimmed it for now, when I get to the point where I have time and inspiration to really give weather2 a good look over for potential improvements on formations and weather types I'll use your post for more ideas as well as that endguys posts, and also probably get back to you in more detail, thanks for the input!
@pakos2835 upon quick look it should be ok with JAS, looking at Mo' Zombies it probably is, if he extends the EntityZombie class in his code, but if not it can be configured to be compatible with my AITick blacklist/whitelist settings ...... for second question, not sure of an easy way to lower the work ZA does near dungeons, I'd have to actively scan the world and find mob spawner blocks and that itself would add to the cpu usage for ZA. ZA default config really shouldnt cause too much work for dungeons that are closed off from you but I'll keep an eye out for such issues when I playtest things more.
@player1minecraft there is sorda a config to further customize the blocks it grabs and doesnt grab, but it might be bugged, ill be looking into improving and fixing it in the future.
@WJracer errr thats odd, I'll probably have that fixed for next version or at least keep it from crashing out the game
@HellishINC ah looks like a side effect of having weather disabled on overworld, only issue this will cause is some player based data to not get saved but might not matter, anyways catching the issue for next release, for ZA error, I just recently tested a solution and will be out soonish or just download the CoroUtil I posted 2 posts of mine ago
@XenoTerra I made some changes to Zombie Awareness since your post about thaumeter that should resolve the issue, let me know if you can still see the scents through it.
@Timorr hehehehe I played with this idea way back before everything had pathfinding, was neat, makes a huge mess over time though. If enough want the idea I might try to readd it in either ZA or Hostile worlds (but default configured as off)
@PlayerX2000 look in your mods folder for duplicate CoroUtils
@thesuppcreep Hah, yeah that would be awesome @ storm chasing vehicles.
hngggggg thats enough replying for now, will get back to the rest later. Note to self continue near bottom of page 236.
Nice Mod... Now how do I keep from getting hit constantly by lightning? lol... Sometimes when out in the ocean.. I'll walk around some village and CRACK!!! Half my life.. Few minutes laters.. CRACK!!! Ded. This has just happened to me like 4 times........ Is there a way to insulate? lol
Hostile Worlds is borderline ready I just need to stop being lazy and finish the GUI for its quests book and maybe polish the invasion source block breaking / boss killing to have effects
Finally updated my buildmod thing that tropicraft and zombiecraft needs, took carefull consideration to hopefully make old zombiecraft schematics/maps able to cleanly load into a 1.7.x MC game without any crapups, I'll know once I tackle zombiecraft code
ZombieCraft still sitting at 1300 errors for 1.7.x version, I think I'll tackle the mod after I give tropicraft some good code updating in marathon form with Cojo
Will get around to moveplus and other minor mods soonish, just gotta strip them of a pile of old Modloader references I think.
Uhhhh yeah I think thats it for now
................
@MyHingesAreDangling in EZ GUI, hit advanced options, and lower values Storm_OddsTo1OfProgressionBase and Storm_OddsTo1OfProgressionStageMultiplier , lowering first one makes the chance of progression greater, lowering second one reduces the increased rarity for each stage of the storm ..... also if you're on superflat storms might not form, I'm planning on adding some code that will detect and cause random storms when in superflat
@minecraftian1251 i dont use skype, I might designate my own irc channel one of these days but not yet :3, maybe when my zombiecraft server plans come to light..... regarding phone like forecast item, would be handy yeah, maybe one day
@pipitheguineapig err right I should probably test that feature properly xD
@connardman Yikes, sure does, try this, in EZ GUI click advanced config, set Cloud_ParticleSpawnDelay to some really high number like 9999999, and set Misc_ForceVanillaCloudsOff to false so you can reenable them in vanilla configuration menu.
@WackyModder84 good ideas, just quickly skimmed it for now, when I get to the point where I have time and inspiration to really give weather2 a good look over for potential improvements on formations and weather types I'll use your post for more ideas as well as that endguys posts, and also probably get back to you in more detail, thanks for the input!
@pakos2835 upon quick look it should be ok with JAS, looking at Mo' Zombies it probably is, if he extends the EntityZombie class in his code, but if not it can be configured to be compatible with my AITick blacklist/whitelist settings ...... for second question, not sure of an easy way to lower the work ZA does near dungeons, I'd have to actively scan the world and find mob spawner blocks and that itself would add to the cpu usage for ZA. ZA default config really shouldnt cause too much work for dungeons that are closed off from you but I'll keep an eye out for such issues when I playtest things more.
@player1minecraft there is sorda a config to further customize the blocks it grabs and doesnt grab, but it might be bugged, ill be looking into improving and fixing it in the future.
@WJracer errr thats odd, I'll probably have that fixed for next version or at least keep it from crashing out the game
@HellishINC ah looks like a side effect of having weather disabled on overworld, only issue this will cause is some player based data to not get saved but might not matter, anyways catching the issue for next release, for ZA error, I just recently tested a solution and will be out soonish or just download the CoroUtil I posted 2 posts of mine ago
@XenoTerra I made some changes to Zombie Awareness since your post about thaumeter that should resolve the issue, let me know if you can still see the scents through it.
@Timorr hehehehe I played with this idea way back before everything had pathfinding, was neat, makes a huge mess over time though. If enough want the idea I might try to readd it in either ZA or Hostile worlds (but default configured as off)
@PlayerX2000 look in your mods folder for duplicate CoroUtils
@thesuppcreep Hah, yeah that would be awesome @ storm chasing vehicles.
hngggggg thats enough replying for now, will get back to the rest later. Note to self continue near bottom of page 236.
Thanks, bro, and soz about the Skype, but I thought we could be good friend :D, and thanks for considering my idea on Forecast Phone app, i have an idea of what it should look like.
Also on a rare occasion storms can get really nasty and spawn like 5 tornadoes (be sure to have a config on how frequent these can happen too if thats not to hard)
Another thing can you make that in the eye of a hurricane is it possible to be all nice and calm like IRL.
Hope this isn't too hard sorry if it is
Only the three mods listed above, the minecraft version, and the forge version - that's all that is in the mods folder (I have a tendency to strip out everything until I find a culprit in a log-file, then isolate it). Never heard of MultiMC til today - using stock 'nilla launcher.
Funny thing about these logs. For testing purposes I use a separate profile from my default one, and for the life of me I can NOT find the game output logs anywhere except in the vanilla launcher's game output tab. The game output file isn't in /logs /reports /dumps (nei thing, won't expect it here) /crash-reports ; not in the default profile's output-client.log, output-server.log, forgemodloader-client.log nor are any those being created in the testing profile (Forge issue? Don't know enough about forge). So the excerpts of log messages above (no time-stamps, either), are copy and pasted from the 'nilla launcher game output tab - as these messages show up no where else.
This is why I tried to be as descriptive as I could on how these messages came to be - basically create new world in creative (great for testing) and float in one spot, then create a platform spidies can't reach, and go to survival. In profile, set game launcher to never close, then look at it's game output tab.
Well, it depends what number you are looking at. On the main screen, it says 320 mods loaded, but some single mods count as multiple mods to Minecraft forge because of how they were coded. I have 258 mod files in my mods folder, but a significant amount of them are core mods. I glanced through the files, and about 30-40 of them are core mods. So I have around 220 actual gameplay mods. I don't know which one of those numbers you are using for your count, but if it is the latter, we have a similar amount of mods. I am also going to be staying in 1.6.4 for quite a while, so I don't know what version mods will be on by the time I'm ready to upgrade.
On a different note, I'm crashing again, but it's for a different reason. It is only with hostile worlds, and it's complaining that it is missing a class. I would really appreciate it if anyone could help, and if it is really obvious, sorry, I'm really bad at reading crash reports. In the meantime, I will see if I can figure anything out.
Here is the crash report: (It crashes on startup)
You're looking in: %appdata%/.minecraft ?
I tested the mod with the same verions as you (except with multimc5) and had no issues. Was able to fly around and punch mobs at night as normal. I also tested w2 and za together and it seems my issues experienced earlier are also gone.
Perhaps it is a biome specific issue?
no, im refering to forge's mod count... got some work 2 do...
In /home/user/.minecraft/ looked all around, as well as the /home/user/.minecraft_forge_test
(%appdata% sounds like a ms thing, or mac?)
As for a biome issue? I tried it also in a completely flat map (bedrock, dirt, grass, air) same messages in game output tab. Now it didn't start then until I made it night, so the undead would spawn in.
I'm spawning the tornadoes and stuff, they are there, but I'm not getting picked up by them. Im using version 2.3.5 and everything else mobs get picked up by them. I hope this feature wasn't removed cause that was super cool :/
EDIT: Nevermind I found the advanced option and enabled it
Ah you are on a Mac, Can't help you much in that regard. I know some mods don't function properly on mac though I can't say with any certainty that would be causing said issues. Setting it to night really shouldn't cause an issue as there are zombies even during sunlight in caves.
Into the cellar! There's a ternader a'comin!
Librari is: The Wizard formerly known as Genshou
Into the cellar! There's a ternader a'comin!
Whatever was done, has now fixed it with that file, Corosus. Thank you.
Back to testing.
Personally, I would rather see it for 1.7.10. Most servers are running 1.7.10, and it's a much less buggy version overall.
@AKreedz302, Master_Hill_ ahhhhh hmm yes right, I should probably update those, I've been putting off updating those for no real good reason, I'll try to get it done relatively soon, for 1.7.2 and 1.7.10 as well.
Into the cellar! There's a ternader a'comin!
Hostile Worlds is borderline ready I just need to stop being lazy and finish the GUI for its quests book and maybe polish the invasion source block breaking / boss killing to have effects
Finally updated my buildmod thing that tropicraft and zombiecraft needs, took carefull consideration to hopefully make old zombiecraft schematics/maps able to cleanly load into a 1.7.x MC game without any crapups, I'll know once I tackle zombiecraft code
ZombieCraft still sitting at 1300 errors for 1.7.x version, I think I'll tackle the mod after I give tropicraft some good code updating in marathon form with Cojo
Will get around to moveplus and other minor mods soonish, just gotta strip them of a pile of old Modloader references I think.
Uhhhh yeah I think thats it for now
................
@MyHingesAreDangling in EZ GUI, hit advanced options, and lower values Storm_OddsTo1OfProgressionBase and Storm_OddsTo1OfProgressionStageMultiplier , lowering first one makes the chance of progression greater, lowering second one reduces the increased rarity for each stage of the storm ..... also if you're on superflat storms might not form, I'm planning on adding some code that will detect and cause random storms when in superflat
@reddvilzz on my http://coros.us/mods/weather2 page theres a link to a tropicraft for 1.6.4 that should work with latest local weather, direct link: http://coros.us/mods/modsystem/dl/Tropicraft v5.1.7 for MC v1.6.4.zip
@minecraftian1251 i dont use skype, I might designate my own irc channel one of these days but not yet :3, maybe when my zombiecraft server plans come to light..... regarding phone like forecast item, would be handy yeah, maybe one day
@pipitheguineapig err right I should probably test that feature properly xD
@connardman Yikes, sure does, try this, in EZ GUI click advanced config, set Cloud_ParticleSpawnDelay to some really high number like 9999999, and set Misc_ForceVanillaCloudsOff to false so you can reenable them in vanilla configuration menu.
@WackyModder84 good ideas, just quickly skimmed it for now, when I get to the point where I have time and inspiration to really give weather2 a good look over for potential improvements on formations and weather types I'll use your post for more ideas as well as that endguys posts, and also probably get back to you in more detail, thanks for the input!
@pakos2835 upon quick look it should be ok with JAS, looking at Mo' Zombies it probably is, if he extends the EntityZombie class in his code, but if not it can be configured to be compatible with my AITick blacklist/whitelist settings ...... for second question, not sure of an easy way to lower the work ZA does near dungeons, I'd have to actively scan the world and find mob spawner blocks and that itself would add to the cpu usage for ZA. ZA default config really shouldnt cause too much work for dungeons that are closed off from you but I'll keep an eye out for such issues when I playtest things more.
@player1minecraft there is sorda a config to further customize the blocks it grabs and doesnt grab, but it might be bugged, ill be looking into improving and fixing it in the future.
@WJracer errr thats odd, I'll probably have that fixed for next version or at least keep it from crashing out the game
@HellishINC ah looks like a side effect of having weather disabled on overworld, only issue this will cause is some player based data to not get saved but might not matter, anyways catching the issue for next release, for ZA error, I just recently tested a solution and will be out soonish or just download the CoroUtil I posted 2 posts of mine ago
@XenoTerra I made some changes to Zombie Awareness since your post about thaumeter that should resolve the issue, let me know if you can still see the scents through it.
@Timorr hehehehe I played with this idea way back before everything had pathfinding, was neat, makes a huge mess over time though. If enough want the idea I might try to readd it in either ZA or Hostile worlds (but default configured as off)
@PlayerX2000 look in your mods folder for duplicate CoroUtils
@thesuppcreep Hah, yeah that would be awesome @ storm chasing vehicles.
hngggggg thats enough replying for now, will get back to the rest later. Note to self continue near bottom of page 236.
Into the cellar! There's a ternader a'comin!
Thanks, bro, and soz about the Skype, but I thought we could be good friend :D, and thanks for considering my idea on Forecast Phone app, i have an idea of what it should look like.