Yeesh, who new changing the version slightly would cause so much anguish
reuploaded Tropicraft, Weather mod once again, and also Hostile Worlds due to a versionbounds bug in fml. Fixes issues connecting to server, both client and server will need to update.
Scratch the 1.7.6 forge version, 1.7.7 official minecraft just came out!
Most people play MC version 1.7.2 because this is where mods, forge, optifine etc. are all stable. Getting the weather mod to 1.7.2 is really all that's needed. If you jump too far ahead, problems will surely ensue.
Most people play MC version 1.7.2 because this is where mods, forge, optifine etc. are all stable. Getting the weather mod to 1.7.2 is really all that's needed. If you jump too far ahead, problems will surely ensue.
Plus, 1.8 is coming soon. Would be pretty crappy to update to 1.7.x then just have 1.8 come out a little while after.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/19/2014
Posts:
57
Member Details
Sorry if this is a stupid question, or has already been answered, but I ran many searches and found no answer.
I'm trying to configure the grab list for the tornadoes to grab wood, logs, leaves, grass, gravel and sand blocks only. I can't seem to figure out how to word it in the config file and have found no info on it anywhere.
It's bug hunting time! Just implemented 2 fixes for the 'entity stuck in a fence/gate/pane' issue mainly occuring in ZombieCraft but also all my mods. Going to start putting together a list of things to fix from posts in this thread today I think.
Cool! Wasn't sure if you were still updating these mods. You tend to disappear for extended periods.
Got an issue to report though - I seem to be haunted by an invisible entity from the ZA mod named 'scent'. Even when I disable zombie scent sensing, it's there. I only see it when I try to scan something with the Thaumameter from Thaumcraft. The 'scent' entity always finds a way to stand exactly on the block I'm trying to scan, so it becomes very difficult to scan anything. If we disable scent tracking, could you have the entity not follow us?
Regarding ZombieAwareness, 'Scent' entities are counted as normal mobs which interferes with mob spawning limiters like most servers are. I understand it would be complicated to replace them with another algorythm, it would be cool if we could adjust them like:
- refresh existing nearby 'scent' entity instead of spawning a new one (for example, when mining with a tinker's construct hammer, you will generate hundreds of scent entity in your trail)
- add an option to configure the life span of scent entity so they de-spawn faster
- add a console command to remove them (the existing /za command only works in-game, which is impractical for server maintenance)
That being said, I love the concept behind ZA and I'm eager to see more of it
Rollback Post to RevisionRollBack
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I've been playing in FTB Horizons, and I wanted to try to spawn a tornado. But when I spawned it, I could hear it and various things around me were being sucked into... something (but only about 2 blocks), but there was no tornado anywhere. There were no particles, the siren went off, but as far as I could tell the invisble tornado passed right through me and nothing happened at all.
Here's the config setup:
"weather: storm & tornado" {
B:Storm_FlyingBlocksHurt=true
B:Storm_Lightning_active=true
B:Storm_Tornado_GrabCond_List=false
B:Storm_Tornado_GrabCond_StrengthGrabbing=true
S:Storm_Tornado_GrabList=
B:Storm_Tornado_GrabListBlacklistMode=false
B:Storm_Tornado_blockBlacklistMode=false
S:Storm_Tornado_blockList=2,3,5,6,12,31,18,20,35,43,44,53,79,87
B:Storm_Tornado_blockStrengthGrabbing=true
B:Storm_Tornado_grabBlocks=true
B:Storm_Tornado_grabPlayer=true
D:Storm_Tornado_height=60.0
B:Storm_Tornado_makeClouds=true
I:Storm_Tornado_maxActive=0
I:Storm_Tornado_maxBlocks=800
I:Storm_Tornado_maxParticles=3000
D:Storm_Tornado_maxYChange=10.0
D:Storm_Tornado_minDaysBetweenTornado=10.0
D:Storm_Tornado_oddsOfTornadoTo1=20.0
B:Storm_Tornado_oldParticles=false
I:Storm_Tornado_rarityOfBreakOnFall=5
I:Storm_Tornado_rarityOfDisintegrate=15
I:Storm_Tornado_rarityOfFirenado=-1
I:Storm_rarityOfIncrease=4000
I:TropicraftRealm_Storm_Tornado_maxActive=0
B:smoothRain=true
}
Crash when placing tornado siren/sensor. World is a superflat test world which is reset frequently.
Forge Mod Loader version 9.11.1.965 Minecraft 1.6.4 Java is OpenJDK 64-Bit Server VM, version 1.7.0_51, running on Linux:amd64:3.5.0-17-generic WeatherMod v1.591
2014-05-03 21:06:38 [INFO] [STDERR] net.minecraft.util.ReportedException: Ticking tile entity 2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.world.World.func_72939_s(World.java:2224) 2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1921) 2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910) 2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838) 2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.client.main.Main.main(SourceFile:101) 2014-05-03 21:06:38 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) 2014-05-03 21:06:38 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) 2014-05-03 21:06:38 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) 2014-05-03 21:06:38 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:606) 2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.launchwrapper.Launch.launch(Launch.java:131) 2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.launchwrapper.Launch.main(Launch.java:27) 2014-05-03 21:06:38 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) 2014-05-03 21:06:38 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) 2014-05-03 21:06:38 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) 2014-05-03 21:06:38 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:606) 2014-05-03 21:06:38 [INFO] [STDERR] at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:214) 2014-05-03 21:06:38 [INFO] [STDERR] at org.multimc.EntryPoint.listen(EntryPoint.java:165) 2014-05-03 21:06:38 [INFO] [STDERR] at org.multimc.EntryPoint.main(EntryPoint.java:54) 2014-05-03 21:06:38 [INFO] [STDERR] Caused by: java.lang.NullPointerException 2014-05-03 21:06:38 [INFO] [STDERR] at paulscode.sound.SoundSystem.setVolume(SoundSystem.java:980) 2014-05-03 21:06:38 [INFO] [STDERR] at weather.WeatherMod.setVolume(WeatherMod.java:482) 2014-05-03 21:06:38 [INFO] [STDERR] at weather.blocks.TileEntityTSiren.herp(TileEntityTSiren.java:64) 2014-05-03 21:06:38 [INFO] [STDERR] at weather.blocks.TileEntityTSiren.func_70316_g(TileEntityTSiren.java:23) 2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.world.World.func_72939_s(World.java:2209) 2014-05-03 21:06:38 [INFO] [STDERR] ... 17 more
2014-05-03 21:06:38 [INFO] [STDOUT] ---- Minecraft Crash Report ---- 2014-05-03 21:06:38 [INFO] [STDOUT] // I bet Cylons wouldn't have this problem. 2014-05-03 21:06:38 [INFO] [STDOUT] 2014-05-03 21:06:38 [INFO] [STDOUT] Time: 5/3/14 9:06 PM 2014-05-03 21:06:38 [INFO] [STDOUT] Description: Ticking tile entity 2014-05-03 21:06:38 [INFO] [STDOUT] 2014-05-03 21:06:38 [INFO] [STDOUT] java.lang.NullPointerException 2014-05-03 21:06:38 [INFO] [STDOUT] at paulscode.sound.SoundSystem.setVolume(SoundSystem.java:980) 2014-05-03 21:06:38 [INFO] [STDOUT] at weather.WeatherMod.setVolume(WeatherMod.java:482) 2014-05-03 21:06:38 [INFO] [STDOUT] at weather.blocks.TileEntityTSiren.herp(TileEntityTSiren.java:64) 2014-05-03 21:06:38 [INFO] [STDOUT] at weather.blocks.TileEntityTSiren.func_70316_g(TileEntityTSiren.java:23) 2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.world.World.func_72939_s(World.java:2209) 2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1921) 2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910) 2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838) 2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.client.main.Main.main(SourceFile:101) 2014-05-03 21:06:38 [INFO] [STDOUT] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) 2014-05-03 21:06:38 [INFO] [STDOUT] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) 2014-05-03 21:06:38 [INFO] [STDOUT] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) 2014-05-03 21:06:38 [INFO] [STDOUT] at java.lang.reflect.Method.invoke(Method.java:606) 2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.launchwrapper.Launch.launch(Launch.java:131) 2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.launchwrapper.Launch.main(Launch.java:27) 2014-05-03 21:06:38 [INFO] [STDOUT] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) 2014-05-03 21:06:38 [INFO] [STDOUT] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) 2014-05-03 21:06:38 [INFO] [STDOUT] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) 2014-05-03 21:06:38 [INFO] [STDOUT] at java.lang.reflect.Method.invoke(Method.java:606) 2014-05-03 21:06:38 [INFO] [STDOUT] at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:214) 2014-05-03 21:06:38 [INFO] [STDOUT] at org.multimc.EntryPoint.listen(EntryPoint.java:165) 2014-05-03 21:06:38 [INFO] [STDOUT] at org.multimc.EntryPoint.main(EntryPoint.java:54) 2014-05-03 21:06:38 [INFO] [STDOUT] 2014-05-03 21:06:38 [INFO] [STDOUT] 2014-05-03 21:06:38 [INFO] [STDOUT] A detailed walkthrough of the error, its code path and all known details is as follows: 2014-05-03 21:06:38 [INFO] [STDOUT] --------------------------------------------------------------------------------------- 2014-05-03 21:06:38 [INFO] [STDOUT] 2014-05-03 21:06:38 [INFO] [STDOUT] -- Head -- 2014-05-03 21:06:38 [INFO] [STDOUT] Stacktrace: 2014-05-03 21:06:38 [INFO] [STDOUT] at paulscode.sound.SoundSystem.setVolume(SoundSystem.java:980) 2014-05-03 21:06:38 [INFO] [STDOUT] at weather.WeatherMod.setVolume(WeatherMod.java:482) 2014-05-03 21:06:38 [INFO] [STDOUT] at weather.blocks.TileEntityTSiren.herp(TileEntityTSiren.java:64) 2014-05-03 21:06:38 [INFO] [STDOUT] at weather.blocks.TileEntityTSiren.func_70316_g(TileEntityTSiren.java:23) 2014-05-03 21:06:38 [INFO] [STDOUT] 2014-05-03 21:06:38 [INFO] [STDOUT] -- Tile entity being ticked -- 2014-05-03 21:06:38 [INFO] [STDOUT] Details: 2014-05-03 21:06:38 [INFO] [STDOUT] Name: c_w_TileEntityTSiren // weather.blocks.TileEntityTSiren 2014-05-03 21:06:38 [INFO] [STDOUT] Block type: ID #1901 (tile.weathermod:TornadoSiren // weather.blocks.BlockTSiren) 2014-05-03 21:06:38 [INFO] [STDOUT] Block data value: 0 / 0x0 / 0b0000 2014-05-03 21:06:38 [INFO] [STDOUT] Block location: World: (-865,4,153), Chunk: (at 15,0,9 in -55,9; contains blocks -880,0,144 to -865,255,159), Region: (-2,0; contains chunks -64,0 to -33,31, blocks -1024,0,0 to -513,255,511) 2014-05-03 21:06:38 [INFO] [STDOUT] Actual block type: ID #1901 (tile.weathermod:TornadoSiren // weather.blocks.BlockTSiren) 2014-05-03 21:06:38 [INFO] [STDOUT] Actual block data value: 0 / 0x0 / 0b0000 2014-05-03 21:06:38 [INFO] [STDOUT] Stacktrace: 2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.world.World.func_72939_s(World.java:2209) 2014-05-03 21:06:38 [INFO] [STDOUT]
I've having difficulties with some mods expecting entities to move vertically while your WeatherMod is simulating wind on them.
For example, the MeteorMod throw a light to the sky to activate its shield and it won't succeed unless there's no wind in the area.
Another case is a physics mod (namely EnviroMine) where the falling blocks are glitching around due to wind.
Could we have an entity black list for the Wind effect to avoid such effects?
Rollback Post to RevisionRollBack
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On your Zombiecraft 3 mod, I've spotted a few bugs and exploits that you should fix. There is a bug in the zombie menu/map config where if you press "E" That it will bring up your inventory instead of typing out the letter "E". There is an exploit as well where the you can just keep right clicking it until you have the gun you want... So what I think is that you should pay in the beginning and what ever you get is what ever you get instead "choosing" what you want from the "Mystery" box.
The bouncing back into my programming grove continues!
@Mr_Kluczownik, I'm going to wait until forge is up to date with mc version, so most likely 1.8 or whatever.
@Reelzerz I want to make it so you have to pay at start of use of mysterybox yeah, given the design of ZombieCraft its difficult to make something liek that a quick easy update, still pondering what to do with ZombieCraft, a small bugfix update is pending though.
Also regarding some other stuff asked in most recent page, I'm planning on lots of rewrites, going to bail on ZA scents as entities at some point and make them just pure data for less issues with mcpc+ and so on (probably for 1.8 update push)
I'm also a week into a complete rewrite of weather mod (for 1.6.4, which is still the more popular to use mc with mods, will make updating a rewritten weather mod to 1.8 much less of a nightmare too), with a focus on localized weather, the better design will also let me make it more multi dimensional friendly (so you can choose what dimensions have what features), current 1.591 weather mods code is a huge mess (has remnants of code/bugs from pre client/server mc update)
Been able to code every day, my knee is considerably less b i t c h y, outlook for progress life and code wise is improving.
Random pic of me derping around with actual storm formations:
For good measure I'll reiterate my plans for weather 2:
Weather is going to become localized, not all across the dimension mc style. This means you will actually see a stormfront coming your way before it actually starts to rain and so on, hearing the rumbling of distant thunder from it etc (if its an actual thunderstorm type)
The progression and development of storms is going to be more comprehensive as well, ranging from a forming storm that does nothing, to rain, thunder, high winds (global wind flow + storm based wind for effect), hail, and the dreaded tornado if the storm gets spinny enough and has a touchdown.
To start im going to try to keep the 'weather system' as basic as possible and just have chance of stormfronts in a semi random manner, in addition to allowing tropical storms / hurricanes to form over ocean that might eventually hit land.
Going to do my best to profile the area around players so I can take advantage of oceans/lakes/rainforests for higher chance of formations, maybe deserts for killing them off (unless it becomes an annoying issue)
With my ability to override the default rain render I will use that to enable rain if an actual storm is overtop of you, and stop when it passes etc.
(I keep thinking of adding stuff like volcanoes for more crazy fun but no promises)
Back to the grueling task of converting over my funky tornado spin code!
The progression and development of storms is going to be more comprehensive as well, ranging from a forming storm that does nothing, to rain, thunder, high winds (global wind flow + storm based wind for effect), hail, and the dreaded tornado if the storm gets spinny enough and has a touchdown.
I've always disliked the whole 'timer till rain commences' in minecraft. Your description sounds like my dream mod I've always wanted for minecraft since beta, and surprising no ones done it already (afaik). Cloudy weather (No rain) like the desert when it DOES rain, or heat lightning (again....no rain).
Or different values for how long rain actually lasts since it always seems to last days as it is (sleeping is a must to rid of it). Really anything at this point is a plus to the dreaded rain being the only storm/weather option.
Sounds interresting.
How do you plan to address the numerous existing mods that relies on the global raining attribute? For example, solar panels or plants growth?
Rollback Post to RevisionRollBack
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Sounds interresting.
How do you plan to address the numerous existing mods that relies on the global raining attribute? For example, solar panels or plants growth?
Yeah, it's a tough problem, I'm going to start with a config that lets you choose if my weather mod will fully deactivate vanilla 'global rain/thunder', default will keep it off for both client side visuals and server side state (act of spawning mobs in storm and them not burning). Maybe a setting to not change the server side state, but having mobs spawn while it appears to be day doesn't make much sense...
In addition to that, to help curb the problem of mod compatibility I could perhaps provide an API that lets mods check the weather state at a specific location (as all the vanilla methods are global only), and hope that one day they choose to support use of the API, but I don't want to depend on that. Another option might be to submit a clever PR to forge that adds support for location specific data on raining/thundering with backwards compatibility, but again the other mods would have to still adjust their code for this.
It's not a huge drawback if it messes with mods, would just be always sunny to their mod. I always provide configuration for stuff like this so the server owner can decide whats more important, global rain on + my storm clouds causing more stuff wouldnt be all that bad, just less impressive :>
Hey everybody, the post is above my signature...
reuploaded Tropicraft, Weather mod once again, and also Hostile Worlds due to a versionbounds bug in fml. Fixes issues connecting to server, both client and server will need to update.
Into the cellar! There's a ternader a'comin!
[INFO] [STDOUT] CoroAI: 'fakePool' field not found, mcp mode disabled
I reinstalled the server, running SolitaryCraft. Even after redownloading everything the error still shows up.
before i go ape crap on this mod i will test on smp, sp, and with changed rarity settings on both.
Hey everybody, the post is above my signature...
Link Here http://www.minecraftforum.net/topic/1900143-162-planets-mod-would-you-like-to-travel-to-all-the-suns-planets-many-new-dimensions-new-ores-and-more/
Most people play MC version 1.7.2 because this is where mods, forge, optifine etc. are all stable. Getting the weather mod to 1.7.2 is really all that's needed. If you jump too far ahead, problems will surely ensue.
Zombiecraft Maps!
I'm trying to configure the grab list for the tornadoes to grab wood, logs, leaves, grass, gravel and sand blocks only. I can't seem to figure out how to word it in the config file and have found no info on it anywhere.
Any help would be appreciated, thanks.
Into the cellar! There's a ternader a'comin!
Got an issue to report though - I seem to be haunted by an invisible entity from the ZA mod named 'scent'. Even when I disable zombie scent sensing, it's there. I only see it when I try to scan something with the Thaumameter from Thaumcraft. The 'scent' entity always finds a way to stand exactly on the block I'm trying to scan, so it becomes very difficult to scan anything. If we disable scent tracking, could you have the entity not follow us?
- refresh existing nearby 'scent' entity instead of spawning a new one (for example, when mining with a tinker's construct hammer, you will generate hundreds of scent entity in your trail)
- add an option to configure the life span of scent entity so they de-spawn faster
- add a console command to remove them (the existing /za command only works in-game, which is impractical for server maintenance)
That being said, I love the concept behind ZA and I'm eager to see more of it
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Here's the config setup:
"weather: storm & tornado" {
B:Storm_FlyingBlocksHurt=true
B:Storm_Lightning_active=true
B:Storm_Tornado_GrabCond_List=false
B:Storm_Tornado_GrabCond_StrengthGrabbing=true
S:Storm_Tornado_GrabList=
B:Storm_Tornado_GrabListBlacklistMode=false
B:Storm_Tornado_blockBlacklistMode=false
S:Storm_Tornado_blockList=2,3,5,6,12,31,18,20,35,43,44,53,79,87
B:Storm_Tornado_blockStrengthGrabbing=true
B:Storm_Tornado_grabBlocks=true
B:Storm_Tornado_grabPlayer=true
D:Storm_Tornado_height=60.0
B:Storm_Tornado_makeClouds=true
I:Storm_Tornado_maxActive=0
I:Storm_Tornado_maxBlocks=800
I:Storm_Tornado_maxParticles=3000
D:Storm_Tornado_maxYChange=10.0
D:Storm_Tornado_minDaysBetweenTornado=10.0
D:Storm_Tornado_oddsOfTornadoTo1=20.0
B:Storm_Tornado_oldParticles=false
I:Storm_Tornado_rarityOfBreakOnFall=5
I:Storm_Tornado_rarityOfDisintegrate=15
I:Storm_Tornado_rarityOfFirenado=-1
I:Storm_rarityOfIncrease=4000
I:TropicraftRealm_Storm_Tornado_maxActive=0
B:smoothRain=true
}
Forge Mod Loader version 9.11.1.965
Minecraft 1.6.4
Java is OpenJDK 64-Bit Server VM, version 1.7.0_51, running on Linux:amd64:3.5.0-17-generic
WeatherMod v1.591
2014-05-03 21:06:38 [INFO] [STDERR] net.minecraft.util.ReportedException: Ticking tile entity
2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.world.World.func_72939_s(World.java:2224)
2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1921)
2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.client.main.Main.main(SourceFile:101)
2014-05-03 21:06:38 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2014-05-03 21:06:38 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
2014-05-03 21:06:38 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2014-05-03 21:06:38 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:606)
2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
2014-05-03 21:06:38 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2014-05-03 21:06:38 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
2014-05-03 21:06:38 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2014-05-03 21:06:38 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:606)
2014-05-03 21:06:38 [INFO] [STDERR] at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:214)
2014-05-03 21:06:38 [INFO] [STDERR] at org.multimc.EntryPoint.listen(EntryPoint.java:165)
2014-05-03 21:06:38 [INFO] [STDERR] at org.multimc.EntryPoint.main(EntryPoint.java:54)
2014-05-03 21:06:38 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2014-05-03 21:06:38 [INFO] [STDERR] at paulscode.sound.SoundSystem.setVolume(SoundSystem.java:980)
2014-05-03 21:06:38 [INFO] [STDERR] at weather.WeatherMod.setVolume(WeatherMod.java:482)
2014-05-03 21:06:38 [INFO] [STDERR] at weather.blocks.TileEntityTSiren.herp(TileEntityTSiren.java:64)
2014-05-03 21:06:38 [INFO] [STDERR] at weather.blocks.TileEntityTSiren.func_70316_g(TileEntityTSiren.java:23)
2014-05-03 21:06:38 [INFO] [STDERR] at net.minecraft.world.World.func_72939_s(World.java:2209)
2014-05-03 21:06:38 [INFO] [STDERR] ... 17 more
2014-05-03 21:06:38 [INFO] [STDOUT] ---- Minecraft Crash Report ----
2014-05-03 21:06:38 [INFO] [STDOUT] // I bet Cylons wouldn't have this problem.
2014-05-03 21:06:38 [INFO] [STDOUT]
2014-05-03 21:06:38 [INFO] [STDOUT] Time: 5/3/14 9:06 PM
2014-05-03 21:06:38 [INFO] [STDOUT] Description: Ticking tile entity
2014-05-03 21:06:38 [INFO] [STDOUT]
2014-05-03 21:06:38 [INFO] [STDOUT] java.lang.NullPointerException
2014-05-03 21:06:38 [INFO] [STDOUT] at paulscode.sound.SoundSystem.setVolume(SoundSystem.java:980)
2014-05-03 21:06:38 [INFO] [STDOUT] at weather.WeatherMod.setVolume(WeatherMod.java:482)
2014-05-03 21:06:38 [INFO] [STDOUT] at weather.blocks.TileEntityTSiren.herp(TileEntityTSiren.java:64)
2014-05-03 21:06:38 [INFO] [STDOUT] at weather.blocks.TileEntityTSiren.func_70316_g(TileEntityTSiren.java:23)
2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.world.World.func_72939_s(World.java:2209)
2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1921)
2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.client.main.Main.main(SourceFile:101)
2014-05-03 21:06:38 [INFO] [STDOUT] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2014-05-03 21:06:38 [INFO] [STDOUT] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
2014-05-03 21:06:38 [INFO] [STDOUT] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2014-05-03 21:06:38 [INFO] [STDOUT] at java.lang.reflect.Method.invoke(Method.java:606)
2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
2014-05-03 21:06:38 [INFO] [STDOUT] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2014-05-03 21:06:38 [INFO] [STDOUT] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
2014-05-03 21:06:38 [INFO] [STDOUT] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2014-05-03 21:06:38 [INFO] [STDOUT] at java.lang.reflect.Method.invoke(Method.java:606)
2014-05-03 21:06:38 [INFO] [STDOUT] at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:214)
2014-05-03 21:06:38 [INFO] [STDOUT] at org.multimc.EntryPoint.listen(EntryPoint.java:165)
2014-05-03 21:06:38 [INFO] [STDOUT] at org.multimc.EntryPoint.main(EntryPoint.java:54)
2014-05-03 21:06:38 [INFO] [STDOUT]
2014-05-03 21:06:38 [INFO] [STDOUT]
2014-05-03 21:06:38 [INFO] [STDOUT] A detailed walkthrough of the error, its code path and all known details is as follows:
2014-05-03 21:06:38 [INFO] [STDOUT] ---------------------------------------------------------------------------------------
2014-05-03 21:06:38 [INFO] [STDOUT]
2014-05-03 21:06:38 [INFO] [STDOUT] -- Head --
2014-05-03 21:06:38 [INFO] [STDOUT] Stacktrace:
2014-05-03 21:06:38 [INFO] [STDOUT] at paulscode.sound.SoundSystem.setVolume(SoundSystem.java:980)
2014-05-03 21:06:38 [INFO] [STDOUT] at weather.WeatherMod.setVolume(WeatherMod.java:482)
2014-05-03 21:06:38 [INFO] [STDOUT] at weather.blocks.TileEntityTSiren.herp(TileEntityTSiren.java:64)
2014-05-03 21:06:38 [INFO] [STDOUT] at weather.blocks.TileEntityTSiren.func_70316_g(TileEntityTSiren.java:23)
2014-05-03 21:06:38 [INFO] [STDOUT]
2014-05-03 21:06:38 [INFO] [STDOUT] -- Tile entity being ticked --
2014-05-03 21:06:38 [INFO] [STDOUT] Details:
2014-05-03 21:06:38 [INFO] [STDOUT] Name: c_w_TileEntityTSiren // weather.blocks.TileEntityTSiren
2014-05-03 21:06:38 [INFO] [STDOUT] Block type: ID #1901 (tile.weathermod:TornadoSiren // weather.blocks.BlockTSiren)
2014-05-03 21:06:38 [INFO] [STDOUT] Block data value: 0 / 0x0 / 0b0000
2014-05-03 21:06:38 [INFO] [STDOUT] Block location: World: (-865,4,153), Chunk: (at 15,0,9 in -55,9; contains blocks -880,0,144 to -865,255,159), Region: (-2,0; contains chunks -64,0 to -33,31, blocks -1024,0,0 to -513,255,511)
2014-05-03 21:06:38 [INFO] [STDOUT] Actual block type: ID #1901 (tile.weathermod:TornadoSiren // weather.blocks.BlockTSiren)
2014-05-03 21:06:38 [INFO] [STDOUT] Actual block data value: 0 / 0x0 / 0b0000
2014-05-03 21:06:38 [INFO] [STDOUT] Stacktrace:
2014-05-03 21:06:38 [INFO] [STDOUT] at net.minecraft.world.World.func_72939_s(World.java:2209)
2014-05-03 21:06:38 [INFO] [STDOUT]
I've having difficulties with some mods expecting entities to move vertically while your WeatherMod is simulating wind on them.
For example, the MeteorMod throw a light to the sky to activate its shield and it won't succeed unless there's no wind in the area.
Another case is a physics mod (namely EnviroMine) where the falling blocks are glitching around due to wind.
Could we have an entity black list for the Wind effect to avoid such effects?
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@Mr_Kluczownik, I'm going to wait until forge is up to date with mc version, so most likely 1.8 or whatever.
@Reelzerz I want to make it so you have to pay at start of use of mysterybox yeah, given the design of ZombieCraft its difficult to make something liek that a quick easy update, still pondering what to do with ZombieCraft, a small bugfix update is pending though.
Also regarding some other stuff asked in most recent page, I'm planning on lots of rewrites, going to bail on ZA scents as entities at some point and make them just pure data for less issues with mcpc+ and so on (probably for 1.8 update push)
I'm also a week into a complete rewrite of weather mod (for 1.6.4, which is still the more popular to use mc with mods, will make updating a rewritten weather mod to 1.8 much less of a nightmare too), with a focus on localized weather, the better design will also let me make it more multi dimensional friendly (so you can choose what dimensions have what features), current 1.591 weather mods code is a huge mess (has remnants of code/bugs from pre client/server mc update)
Been able to code every day, my knee is considerably less b i t c h y, outlook for progress life and code wise is improving.
Random pic of me derping around with actual storm formations:
For good measure I'll reiterate my plans for weather 2:
Weather is going to become localized, not all across the dimension mc style. This means you will actually see a stormfront coming your way before it actually starts to rain and so on, hearing the rumbling of distant thunder from it etc (if its an actual thunderstorm type)
The progression and development of storms is going to be more comprehensive as well, ranging from a forming storm that does nothing, to rain, thunder, high winds (global wind flow + storm based wind for effect), hail, and the dreaded tornado if the storm gets spinny enough and has a touchdown.
To start im going to try to keep the 'weather system' as basic as possible and just have chance of stormfronts in a semi random manner, in addition to allowing tropical storms / hurricanes to form over ocean that might eventually hit land.
Going to do my best to profile the area around players so I can take advantage of oceans/lakes/rainforests for higher chance of formations, maybe deserts for killing them off (unless it becomes an annoying issue)
With my ability to override the default rain render I will use that to enable rain if an actual storm is overtop of you, and stop when it passes etc.
(I keep thinking of adding stuff like volcanoes for more crazy fun but no promises)
Back to the grueling task of converting over my funky tornado spin code!
Edit: hey that was easy! html5 link: http://gfycat.com/SardonicGrippingAfricanaugurbuzzard
Into the cellar! There's a ternader a'comin!
I've always disliked the whole 'timer till rain commences' in minecraft. Your description sounds like my dream mod I've always wanted for minecraft since beta, and surprising no ones done it already (afaik). Cloudy weather (No rain) like the desert when it DOES rain, or heat lightning (again....no rain).
Or different values for how long rain actually lasts since it always seems to last days as it is (sleeping is a must to rid of it). Really anything at this point is a plus to the dreaded rain being the only storm/weather option.
Really looking forward towards seeing more
How do you plan to address the numerous existing mods that relies on the global raining attribute? For example, solar panels or plants growth?
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Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
Join the PvE survival challenge on FunSquareGames Arcania craft.
Yeah, it's a tough problem, I'm going to start with a config that lets you choose if my weather mod will fully deactivate vanilla 'global rain/thunder', default will keep it off for both client side visuals and server side state (act of spawning mobs in storm and them not burning). Maybe a setting to not change the server side state, but having mobs spawn while it appears to be day doesn't make much sense...
In addition to that, to help curb the problem of mod compatibility I could perhaps provide an API that lets mods check the weather state at a specific location (as all the vanilla methods are global only), and hope that one day they choose to support use of the API, but I don't want to depend on that. Another option might be to submit a clever PR to forge that adds support for location specific data on raining/thundering with backwards compatibility, but again the other mods would have to still adjust their code for this.
It's not a huge drawback if it messes with mods, would just be always sunny to their mod. I always provide configuration for stuff like this so the server owner can decide whats more important, global rain on + my storm clouds causing more stuff wouldnt be all that bad, just less impressive :>
Into the cellar! There's a ternader a'comin!