This is my absolute favorite Minecraft Mod of All Time. It is so amazingly detailed and professionally made that it just blows my mind that any of these things are actually possible with Minecraft in the first place.
After playing the living crap out of this mod for weeks now, I wish to add some of my personal advice for you, Corosus. I've been fascinated by tornadoes since I was 5 years old, and I've learned a lot about them. You probably know a lot of what I'm about to say, but hey, I still think maybe I should post my thoughts just in case, y'know?
Ok so here I go:
I LOVE what you did with the fact that Mesocyclones w/ Wall Clouds w/ Rapid Rotation form. You got that part down pretty damn solid. But perhaps maybe you can expand on that by adding even more realistic features to simulate an actual Supercell Storm.
Here are some additions & suggestions I have that can help expand and make this mod even more mindblowing:
1.) The "Bear's Cage" Region.
This region is made up of the rainbands that spiral around the mesocyclone that act as the "cage" that houses the "bear"; which would be the Tornado. It would be great if there was a way for you to simulate that effect since you've already blown all of our minds with these tornadoes you've created in this game as it is.
2.) Rear Inflow Jets.
Inflow Jets are a focus jet of inflow that often feeds into the tornado from any direction, but are typically seen in the direction of the Rear-Flanking Downdraft usually from the South-West going into the tornado.
Inflow Jets usually are seen as a long line of mist that can be only just tens of feet wide and tall. They can even do tornadic wind damage, since they have winds in access of 100 MPH and contain debris like Small Rocks.
I noticed that you had something kind of like that. In the 1.6.4 Version of this mod, I see random tufts of grey mist from all directions get sucked into the center of the Mesocyclone. You seem to have got the right idea for it, but it can definitely be expanded on.:P
3.) Rear Flanking Downdrafts.
The area that wraps around the tornado and fans out south of the tornado. Blinding Rain, Damaging Straight-Line Winds, and Large Hail can be found in this region. This is usually what causes Tornadoes to become wrapped in rain and obscure your vision of the tornado itself.
4.) Satellite & Anticyclonic Tornadoes.
I noticed that you chosen to have Tornadoes and Mesocyclones spin in an Anticyclonic Rotation. I found this to be very interesting, actually.
But one thing you could do to take advantage of that, is to find a way for Larger and More Powerful Tornadoes, I would say at least F3 or Higher, to have the ability to spawn Satellite Tornadoes if the storm gets enough strength. These Satellite Tornadoes don't have to be that strong. They could be something like just F0's orbiting the main tornado. How many Satellites can spawn can be determined by how strong the tornado itself is. That sounds like a good idea, does it not?
But as I was also saying, if you were to change the direction of rotation from Clockwise to Counter-Clockwise, you can then take advantage of Anticyclonic Tornadoes that spin clockwise in a different way.
On the southern end of a Supercell's Rear-Flank, sometimes the Rear-Flanking Downdraft curls in a Clockwise Direction, which is opposite to the direction that occurs on the northern end of the Rear-Flanking Downdraft. The circulation caused by this can sometimes produce an Anticyclonic Tornado.
These types of Tornadoes are usually smaller and less common than normal tornadoes.
But it is something you could maybe think about for the future.
5.) Multi-Vortex Tornadoes.
This one might be a bit tricky to accomplish. Have a larger rotating Condensation Funnel that can drop multiple smaller funnels that skip along the ground at random underneath it.
If you actually can pull this one off, then Color Me AMAZED.
7.) Tornado Forward Movement Speed Changes.
One thing I've noticed is that each tornado appears to have a specific speed that it always moves at.
Perhaps you could design a feature where Torandoes, no matter how large or small they are, actually have the potential to increase or decrease their forward movement speeds at random, and even have the option to stop completely become completely stationary while on the ground as well.
Tornadoes do this all the time, and it would make them even more unpredictable for the player and more realistic in how they behave as well.
8.) Have it where Hail can Shatter Glass.
I mean, it makes perfect sense, am I right? What happens when driving through a hailstorm?
Your car's windows are gonna get #$@!'ed up. lol
9.) Landspouts.
This mod already has Waterspouts just fine and dandy, but why not throw in Landspouts as well??
Landspouts are usually very week tornadoes that do not spawn from Supercells, but can spawn from any ordinary thunderstorms. You could probably make something like that happen as well if you think about it.
10.) Dust Devils.
Why not, am I right?
They're pretty much harmless and they can happen without a storm in progress. It would be GREAT to have for Desert Biomes as an aesthetic, y'know?!
Of course, this is all just my personal advice. This IS your mod and you can do whatever you want. But you seem to be geared toward getting these storms to be as realistic as possible to the real thing. These tips should help you accomplish that.
This is my absolute favorite Minecraft Mod of All Time. It is so amazingly detailed and professionally made that it just blows my mind that any of these things are actually possible with Minecraft in the first place.
After playing the living crap out of this mod for weeks now, I wish to add some of my personal advice for you, Corosus. I've been fascinated by tornadoes since I was 5 years old, and I've learned a lot about them. You probably know a lot of what I'm about to say, but hey, I still think maybe I should post my thoughts just in case, y'know?
Ok so here I go:
I LOVE what you did with the fact that Mesocyclones w/ Wall Clouds w/ Rapid Rotation form. You got that part down pretty damn solid. But perhaps maybe you can expand on that by adding even more realistic features to simulate an actual Supercell Storm.
Here are some additions & suggestions I have that can help expand and make this mod even more mindblowing:
1.) The "Bear's Cage" Region.
This region is made up of the rainbands that spiral around the mesocyclone that act as the "cage" that houses the "bear"; which would be the Tornado. It would be great if there was a way for you to simulate that effect since you've already blown all of our minds with these tornadoes you've created in this game as it is.
2.) Rear Inflow Jets.
Inflow Jets are a focus jet of inflow that often feeds into the tornado from any direction, but are typically seen in the direction of the Rear-Flanking Downdraft usually from the South-West going into the tornado.
Inflow Jets usually are seen as a long line of mist that can be only just tens of feet wide and tall. They can even do tornadic wind damage, since they have winds in access of 100 MPH and contain debris like Small Rocks.
I noticed that you had something kind of like that. In the 1.6.4 Version of this mod, I see random tufts of grey mist from all directions get sucked into the center of the Mesocyclone. You seem to have got the right idea for it, but it can definitely be expanded on.:P
3.) Rear Flanking Downdrafts.
The area that wraps around the tornado and fans out south of the tornado. Blinding Rain, Damaging Straight-Line Winds, and Large Hail can be found in this region. This is usually what causes Tornadoes to become wrapped in rain and obscured your vision of the tornado itself.
4.) Satellite & Anticyclonic Tornadoes.
I noticed that you chosen to have Tornadoes and Mesocyclones spin in an Anticyclonic Rotation. I found this to be very interesting, actually.
But one thing you could do to take advantage of that, is to find a way for Larger and More Powerful Tornadoes, I would say at least F3 or Higher, to have the ability to spawn Satellite Tornadoes if the storm gets enough strength. These Satellite Tornadoes don't have to be that strong. They could be something like just F0's orbiting the main tornado. How many Satellites can spawn can be determined by how strong the tornado itself is. That sounds like a good idea, does it not?
But as I was also saying, if you were to change the direction of rotation from Clockwise to Counter-Clockwise, you can then take advantage of Anticyclonic Tornadoes that spin clockwise in a different way.
On the southern end of a Supercell's Rear-Flank, sometimes the Rear-Flanking Downdraft curls in a Clockwise Direction, which is opposite to the direction that occurs on the northern end of the Rear-Flanking Downdraft. The circulation caused by this can sometimes produce an Anticyclonic Tornado.
These types of Tornadoes are usually smaller and less common than normal tornadoes.
But it is something you could maybe think about for the future.
5.) Multi-Vortex Tornadoes.
This one might be a bit tricky to accomplish. Have a larger rotating Condensation Funnel that can drop multiple smaller funnels that skip along the ground at random underneath it.
If you actually can pull this one off, then Color Me AMAZED.
7.) Tornado Forward Movement Speed Changes.
One thing I've noticed is that each tornado appears to have a specific speed that it always moves at.
Perhaps you could design a feature where Torandoes, no matter how large or small they are, actually have the potential to increase or decrease their forward movement speeds at random, and even have the option to stop completely become completely stationary while on the ground as well.
Tornadoes do this all the time, and it would make them even more unpredictable for the player and more realistic in how they behave as well.
8.) Have it where Hail can Shatter Glass.
I mean, it makes perfect sense, am I right? What happens when driving through a hailstorm?
Your car's windows are gonna get #$@!'ed up. lol
9.) Landspouts & Waterspouts.
I know that you had Waterspouts in the Weather and Tornadoes mod, but it seems like they disappeared from the Localized Weather Mod.
Waterspouts and Landspouts don't spawn from Major Storm Systems or Supercells and are generally much weaker than Tornadoes that develop from Supercells. I can definitely see you doing something with this, am I right?
10.) Dust Devils.
Why not, am I right?
They're pretty much harmless and they can happen without a storm in progress. It would be GREAT to have for Desert Biomes!
Of course, this is all just my personal advice. This IS your mod and you can do whatever you want. But you seem to be geared toward getting these storms to be as realistic as possible to the real thing. These tips should help you accomplish that.
I hope my ideas help for Future Versions!
My opinions, great ideas about 9, there are technically waterspouts, the F0, when it spawns on water, possibly the same for landspouts. dust devils, excellent, but there is already a dust devil mod, surprisingly. lol, and the hail, yes i agree to that, even since i'm building a green house, if you know what i mean xD The the inflow jets, that would take alot of coding and directional stuff, since it correlates with the tornado's general direction, then the Multi vortex, and satellite, I LOVE IT, but to a player, it would be unpredictably as our own tornadoes, a small tornado orbiting a bigger one, thats the El Reno, OK tornado all over again. And Bridge Creek-Moore OK Tornado too. I think it should be implemented, good idea's WackyModder
Quote from minecraftian1251
My opinions, great ideas about 9, there are technically waterspouts, the F0, when it spawns on water, possibly the same for landspouts. dust devils, excellent.
But that's the thing:
F0's still end up spawning from a Mesocyclone/Wall Cloud and they have a bit of a Rope-Like Structure to them.
Landspouts, however, have a bit of a "dusty" structure to them. Here are some examples of Landspouts to see what I'm talking about:
Landspouts and Waterspouts can happen with only Normal Storms that do not have any type of Mesocyclone whatsoever. They can happen in just Normal Rainstorms. In addition, Waterspouts in the Weather & Tornadoes Mod dissipate when they touch land.
That's why I'm saying, implementing Waterspouts and Landspouts as weaker tornadoes that do not require a Mesocyclone to form would be even more interesting and add more variety to what types of Tornadoes can spawn.
Quote from minecraftian1251
but there is already a dust devil mod, surprisingly. lol
Wait, WHAT?
When did this happen and what's the name of that mod?!
Now you got me Really Curious!
Quote from minecraftian1251»
The the inflow jets, that would take alot of coding and directional stuff, since it correlates with the tornado's general direction
Well as I said, this mod already has something kind of like that. It's just that instead of a specific direction that the Inflow Jet goes in, it's just Random Patches of Condensation getting sucked into the center from random directions. That definitely shows that it is possible to do this, And yes, I do agree that it could take a lot of coding to do this, but in the end, the results could be extremely promising!
Also, can someone explain to me the rate of storms per each player = setday# here. I'm not understanding what its saying. I feel like this is something that can be easily understood lol
Also, can someone explain to me the rate of storms per each player = setday# here. I'm not understanding what its saying. I feel like this is something that can be easily understood lol
java.util.ConcurrentModificationException
at com.google.common.collect.HashBiMap$Itr.checkForConcurrentModification(HashBiMap.java:339)
at com.google.common.collect.HashBiMap$Itr.hasNext(HashBiMap.java:345)
at net.minecraft.client.audio.SoundManager.func_148605_d(SoundManager.java:212)
at net.minecraft.client.audio.SoundHandler.func_73660_a(SourceFile:179)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2001)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.google.common.collect.HashBiMap$Itr.checkForConcurrentModification(HashBiMap.java:339)
at com.google.common.collect.HashBiMap$Itr.hasNext(HashBiMap.java:345)
at net.minecraft.client.audio.SoundManager.func_148605_d(SoundManager.java:212)
at net.minecraft.client.audio.SoundHandler.func_73660_a(SourceFile:179)
The Meaning of Life, the Universe, and Everything.
Join Date:
12/30/2013
Posts:
53
Minecraft:
TornadoChaser
Member Details
I have an excellent idea, how about a portable Weather Forecast, looks like a phone, because the regular block version of the forecaster takes a while to see the forecast, bad example to see where a tornado is moving at a quick pace. :c Here's the crafting idea, pretty cheap. EDIT: I used MCreator to make the image, ignore the arrow and X's.
java.util.ConcurrentModificationException
at com.google.common.collect.HashBiMap$Itr.checkForConcurrentModification(HashBiMap.java:339)
at com.google.common.collect.HashBiMap$Itr.hasNext(HashBiMap.java:345)
at net.minecraft.client.audio.SoundManager.func_148605_d(SoundManager.java:212)
at net.minecraft.client.audio.SoundHandler.func_73660_a(SourceFile:179)
**********************************************************************************
how about fake ores battle mechanics? its look too easy - begin with pickaxe and then toggle to sword and kill (still) stationary ores (ores dont attack players after breacking - it is bug?)
But that's the thing:
F0's still end up spawning from a Mesocyclone/Wall Cloud and they have a bit of a Rope-Like Structure to them.
Landspouts, however, have a bit of a "dusty" structure to them. Here are some examples of Landspouts to see what I'm talking about:
Landspouts and Waterspouts can happen with only Normal Storms that do not have any type of Mesocyclone whatsoever. They can happen in just Normal Rainstorms. In addition, Waterspouts in the Weather & Tornadoes Mod dissipate when they touch land.
That's why I'm saying, implementing Waterspouts and Landspouts as weaker tornadoes that do not require a Mesocyclone to form would be even more interesting and add more variety to what types of Tornadoes can spawn.
Wait, WHAT?
When did this happen and what's the name of that mod?!
Now you got me Really Curious!
Well as I said, this mod already has something kind of like that. It's just that instead of a specific direction that the Inflow Jet goes in, it's just Random Patches of Condensation getting sucked into the center from random directions. That definitely shows that it is possible to do this, And yes, I do agree that it could take a lot of coding to do this, but in the end, the results could be extremely promising!
I like your ideas, I have been interested in tornadoes as well for a while, I also think it would be neat to see more advanced lightning, like cloud to cloud and maybe a color to lightning like you see sometimes, as well it would be cool if there was a lighting rod to put on buildings. anyway, I think what you have said is good content to be added in the future. This mod is my favorite mod, Its lived up to so much and has so much more potential, keep up the good work corous!!
Corosus i just gotta say i love tornado mod soo much and think the tornadoes and storms are soo realstic and the clouds look awesome but do you think you could make a config so you could make it pick up wood put not dirt/grass because my idea was like kinda in real life tornadoes do not pick up grass and make it like dirt kinda too WHICH IS AMAZING but they do pickup wood though so could you make it so wood could be picked up but not grass, its your mod so you can if you want its just my idea (:
but do you think you could make a config so you could make it pick up wood put not dirt/grass because my idea was like kinda in real life tornadoes do not pick up grass and make it like dirt kinda too WHICH IS AMAZING but they do pickup wood though so could you make it so wood could be picked up but not grass, its your mod so you can if you want its just my idea (:
There already is one available for you to choose what blocks tornadoes pick up manually.
And tornadooes not sucking up grass is extremely debatable.
Some tornadoes are so strong in terms of windspeeds that they actually DO rip up grass and dirt and leaves scars in the terrain that they travel over.
The El Reno, OK 2.6 Mile Wide Tornado left a scar on the terrain that was so large that it was actually visable from space.
3.Type weather2 storm create spout while over the water.
4.Watch it go!
I've actually made a new map today, making a city near the ocean, in less than an hours time, i had 6 waterspouts, all of them near my city lighthouse. Luckily it was made of Block of quartz.
I've actually made a new map today, making a city near the ocean, in less than an hours time, i had 6 waterspouts, all of them near my city lighthouse. Luckily it was made of Block of quartz.
Well okay then! Touche!
Waterspouts do appear to be in this mod after all.
HOWEVER, there is one problem with them that I noticed:
They still appear to require a Mesocyclone to Spawn underneath. This is not something that Waterspouts require to spawn.
That's the biggest issue that I have with Waterspouts here. That they still require a massively powerful storm system to spawn in.
If they're updated so that they can spawn in normal rainstorms and/or thunderstorms, that would be perfect!
And as I said before, Landspouts would be a fantastic variant of this as well.
Well okay then! Touche!
Waterspouts do appear to be in this mod after all.
HOWEVER, there is one problem with them that I noticed:
They still appear to require a Mesocyclone to Spawn underneath. This is not something that Waterspouts require to spawn.
That's the biggest issue that I have with Waterspouts here. That they still require a massively powerful storm system to spawn in.
If they're updated so that they can spawn in normal rainstorms and/or thunderstorms, that would be perfect!
And as I said before, Landspouts would be a fantastic variant of this as well.
For dry biomes what about dust devils?/dust storms?
First off, I just gotta say:
This is my absolute favorite Minecraft Mod of All Time. It is so amazingly detailed and professionally made that it just blows my mind that any of these things are actually possible with Minecraft in the first place.
After playing the living crap out of this mod for weeks now, I wish to add some of my personal advice for you, Corosus. I've been fascinated by tornadoes since I was 5 years old, and I've learned a lot about them. You probably know a lot of what I'm about to say, but hey, I still think maybe I should post my thoughts just in case, y'know?
Ok so here I go:
I LOVE what you did with the fact that Mesocyclones w/ Wall Clouds w/ Rapid Rotation form. You got that part down pretty damn solid. But perhaps maybe you can expand on that by adding even more realistic features to simulate an actual Supercell Storm.
Here are some additions & suggestions I have that can help expand and make this mod even more mindblowing:
1.) The "Bear's Cage" Region.
This region is made up of the rainbands that spiral around the mesocyclone that act as the "cage" that houses the "bear"; which would be the Tornado. It would be great if there was a way for you to simulate that effect since you've already blown all of our minds with these tornadoes you've created in this game as it is.
2.) Rear Inflow Jets.
Inflow Jets are a focus jet of inflow that often feeds into the tornado from any direction, but are typically seen in the direction of the Rear-Flanking Downdraft usually from the South-West going into the tornado.
Inflow Jets usually are seen as a long line of mist that can be only just tens of feet wide and tall. They can even do tornadic wind damage, since they have winds in access of 100 MPH and contain debris like Small Rocks.
I noticed that you had something kind of like that. In the 1.6.4 Version of this mod, I see random tufts of grey mist from all directions get sucked into the center of the Mesocyclone. You seem to have got the right idea for it, but it can definitely be expanded on.:P
3.) Rear Flanking Downdrafts.
The area that wraps around the tornado and fans out south of the tornado. Blinding Rain, Damaging Straight-Line Winds, and Large Hail can be found in this region. This is usually what causes Tornadoes to become wrapped in rain and obscure your vision of the tornado itself.
4.) Satellite & Anticyclonic Tornadoes.
I noticed that you chosen to have Tornadoes and Mesocyclones spin in an Anticyclonic Rotation. I found this to be very interesting, actually.
But one thing you could do to take advantage of that, is to find a way for Larger and More Powerful Tornadoes, I would say at least F3 or Higher, to have the ability to spawn Satellite Tornadoes if the storm gets enough strength. These Satellite Tornadoes don't have to be that strong. They could be something like just F0's orbiting the main tornado. How many Satellites can spawn can be determined by how strong the tornado itself is. That sounds like a good idea, does it not?
But as I was also saying, if you were to change the direction of rotation from Clockwise to Counter-Clockwise, you can then take advantage of Anticyclonic Tornadoes that spin clockwise in a different way.
On the southern end of a Supercell's Rear-Flank, sometimes the Rear-Flanking Downdraft curls in a Clockwise Direction, which is opposite to the direction that occurs on the northern end of the Rear-Flanking Downdraft. The circulation caused by this can sometimes produce an Anticyclonic Tornado.
These types of Tornadoes are usually smaller and less common than normal tornadoes.
But it is something you could maybe think about for the future.
5.) Multi-Vortex Tornadoes.
This one might be a bit tricky to accomplish. Have a larger rotating Condensation Funnel that can drop multiple smaller funnels that skip along the ground at random underneath it.
If you actually can pull this one off, then Color Me AMAZED.
7.) Tornado Forward Movement Speed Changes.
One thing I've noticed is that each tornado appears to have a specific speed that it always moves at.
Perhaps you could design a feature where Torandoes, no matter how large or small they are, actually have the potential to increase or decrease their forward movement speeds at random, and even have the option to stop completely become completely stationary while on the ground as well.
Tornadoes do this all the time, and it would make them even more unpredictable for the player and more realistic in how they behave as well.
8.) Have it where Hail can Shatter Glass.
I mean, it makes perfect sense, am I right? What happens when driving through a hailstorm?
Your car's windows are gonna get #$@!'ed up. lol
9.) Landspouts.
This mod already has Waterspouts just fine and dandy, but why not throw in Landspouts as well??
Landspouts are usually very week tornadoes that do not spawn from Supercells, but can spawn from any ordinary thunderstorms. You could probably make something like that happen as well if you think about it.
10.) Dust Devils.
Why not, am I right?
They're pretty much harmless and they can happen without a storm in progress. It would be GREAT to have for Desert Biomes as an aesthetic, y'know?!
Of course, this is all just my personal advice. This IS your mod and you can do whatever you want. But you seem to be geared toward getting these storms to be as realistic as possible to the real thing. These tips should help you accomplish that.
I hope my ideas help for Future Versions!
My opinions, great ideas about 9, there are technically waterspouts, the F0, when it spawns on water, possibly the same for landspouts. dust devils, excellent, but there is already a dust devil mod, surprisingly. lol, and the hail, yes i agree to that, even since i'm building a green house, if you know what i mean xD The the inflow jets, that would take alot of coding and directional stuff, since it correlates with the tornado's general direction, then the Multi vortex, and satellite, I LOVE IT, but to a player, it would be unpredictably as our own tornadoes, a small tornado orbiting a bigger one, thats the El Reno, OK tornado all over again. And Bridge Creek-Moore OK Tornado too. I think it should be implemented, good idea's WackyModder
But that's the thing:
F0's still end up spawning from a Mesocyclone/Wall Cloud and they have a bit of a Rope-Like Structure to them.
Landspouts, however, have a bit of a "dusty" structure to them. Here are some examples of Landspouts to see what I'm talking about:
- https://upload.wikimedia.org/wikipedia/commons/c/c3/GID_Landspout.jpg
- https://i.imgur.com/9gCiAbP.jpg
- http://cdn.c.photoshelter.com/img-get/I00000dCG9Gy6ZBA/s/750/750/tornado-twister-001.jpg
Landspouts and Waterspouts can happen with only Normal Storms that do not have any type of Mesocyclone whatsoever. They can happen in just Normal Rainstorms. In addition, Waterspouts in the Weather & Tornadoes Mod dissipate when they touch land.
That's why I'm saying, implementing Waterspouts and Landspouts as weaker tornadoes that do not require a Mesocyclone to form would be even more interesting and add more variety to what types of Tornadoes can spawn.
Wait, WHAT?
When did this happen and what's the name of that mod?!
Now you got me Really Curious!
Well as I said, this mod already has something kind of like that. It's just that instead of a specific direction that the Inflow Jet goes in, it's just Random Patches of Condensation getting sucked into the center from random directions. That definitely shows that it is possible to do this, And yes, I do agree that it could take a lot of coding to do this, but in the end, the results could be extremely promising!
just configure misc.cfg
***********************************************************************
i got a big problem with zombie awareness and dungeons mods
too many fps decrease near dungeons , how i can turn off ZA selectively for dungeon locations?
need be editable
---- Minecraft Crash Report ----
// You should try our sister game, Minceraft!
Time: 7/26/14 11:17 PM
Description: Unexpected error
java.util.ConcurrentModificationException
at com.google.common.collect.HashBiMap$Itr.checkForConcurrentModification(HashBiMap.java:339)
at com.google.common.collect.HashBiMap$Itr.hasNext(HashBiMap.java:345)
at net.minecraft.client.audio.SoundManager.func_148605_d(SoundManager.java:212)
at net.minecraft.client.audio.SoundHandler.func_73660_a(SourceFile:179)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2001)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.google.common.collect.HashBiMap$Itr.checkForConcurrentModification(HashBiMap.java:339)
at com.google.common.collect.HashBiMap$Itr.hasNext(HashBiMap.java:345)
at net.minecraft.client.audio.SoundManager.func_148605_d(SoundManager.java:212)
at net.minecraft.client.audio.SoundHandler.func_73660_a(SourceFile:179)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['Mr10crossing'/183066, l='MpServer', x=8852.26, y=70.62, z=4559.61]]
Chunk stats: MultiplayerChunkCache: 1080, 1080
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (13391,79,4549), Chunk: (at 15,4,5 in 836,284; contains blocks 13376,0,4544 to 13391,255,4559), Region: (26,8; contains chunks 832,256 to 863,287, blocks 13312,0,4096 to 13823,255,4607)
Level time: 248498 game time, 273385 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: true), thunder time: 0 (now: true)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 136 total; [EntityCreeper['Creeper'/253538, l='MpServer', x=8812.50, y=23.00, z=4587.50], EntityIceBall['entity.weather2.Weather Hail.name'/257542, l='MpServer', x=8901.00, y=198.50, z=4584.00], EntityIceBall['entity.weather2.Weather Hail.name'/257551, l='MpServer', x=8814.00, y=199.00, z=4508.00], EntityIceBall['entity.weather2.Weather Hail.name'/257064, l='MpServer', x=8818.00, y=90.48, z=4520.00], EntityCreeper['Creeper'/256604, l='MpServer', x=8863.25, y=6.00, z=4596.50], EntityCreeper['Creeper'/256605, l='MpServer', x=8862.50, y=6.00, z=4597.50], EntityCreeper['Creeper'/256606, l='MpServer', x=8863.44, y=6.00, z=4599.00], EntitySpider['Spider'/256607, l='MpServer', x=8866.03, y=6.00, z=4597.88], EntityCreeper['Creeper'/227251, l='MpServer', x=8836.50, y=6.00, z=4507.50], EntityWitch['Witch'/256601, l='MpServer', x=8866.50, y=6.00, z=4599.50], EntityWitch['Witch'/256602, l='MpServer', x=8865.50, y=6.00, z=4593.84], EntityBat['Bat'/183071, l='MpServer', x=8835.56, y=62.10, z=4538.16], EntityCreeper['Creeper'/256603, l='MpServer', x=8867.50, y=6.00, z=4598.50], EntityEnderman['Enderman'/253510, l='MpServer', x=8901.50, y=56.00, z=4561.50], EntityZombie['Zombie'/253511, l='MpServer', x=8921.50, y=4.00, z=4608.50], EntitySkeleton['Skeleton'/256621, l='MpServer', x=8775.50, y=13.00, z=4631.50], EntityZombie['Zombie'/244909, l='MpServer', x=8873.50, y=48.00, z=4538.50], EntityCreeper['Creeper'/253505, l='MpServer', x=8926.50, y=5.00, z=4613.50], EntityCreeper['Creeper'/244908, l='MpServer', x=8880.75, y=46.00, z=4535.94], EntityEnderman['Enderman'/253518, l='MpServer', x=8920.50, y=4.00, z=4609.50], EntityBat['Bat'/251120, l='MpServer', x=8896.44, y=42.68, z=4508.72], EntityEnderman['Enderman'/253519, l='MpServer', x=8924.63, y=4.00, z=4612.28], EntityZombie['Zombie'/253514, l='MpServer', x=8920.50, y=4.00, z=4604.50], EntityBat['Bat'/183078, l='MpServer', x=8853.66, y=57.10, z=4583.25], EntityIceBall['entity.weather2.Weather Hail.name'/257032, l='MpServer', x=8854.00, y=84.48, z=4537.00], EntityZombie['Zombie'/253512, l='MpServer', x=8916.97, y=6.00, z=4606.47], EntitySpider['Spider'/256608, l='MpServer', x=8864.72, y=6.00, z=4600.03], EntityZombie['Zombie'/253513, l='MpServer', x=8921.50, y=4.00, z=4606.50], EntityBat['Bat'/183077, l='MpServer', x=8853.25, y=57.10, z=4583.25], EntitySheep['Sheep'/183098, l='MpServer', x=8809.53, y=71.00, z=4529.53], EntityChicken['Chicken'/183097, l='MpServer', x=8842.50, y=69.00, z=4607.50], EntityIceBall['entity.weather2.Weather Hail.name'/257284, l='MpServer', x=8809.00, y=156.48, z=4569.00], EntitySkeleton['Skeleton'/251596, l='MpServer', x=8865.50, y=31.00, z=4504.50], EntityCreeper['Creeper'/251595, l='MpServer', x=8810.50, y=62.00, z=4609.50], EntityCreeper['Creeper'/251594, l='MpServer', x=8813.50, y=62.00, z=4612.50], EntityIceBall['entity.weather2.Weather Hail.name'/257589, l='MpServer', x=8911.00, y=200.00, z=4552.00], EntityEnderman['Enderman'/253520, l='MpServer', x=8921.50, y=6.00, z=4614.16], EntityBat['Bat'/251118, l='MpServer', x=8837.94, y=24.12, z=4591.98], EntityZombie['Zombie'/253535, l='MpServer', x=8806.50, y=23.00, z=4605.50], EntitySkeleton['Skeleton'/244914, l='MpServer', x=8900.50, y=37.00, z=4614.50], EntityWaypointContainer['unknown'/183917, l='MpServer', x=0.00, y=0.00, z=0.00], EntityIceBall['entity.weather2.Weather Hail.name'/257292, l='MpServer', x=8880.00, y=159.38, z=4509.00], EntityChicken['Chicken'/183093, l='MpServer', x=8851.50, y=71.00, z=4498.50], EntityZombie['Zombie'/243315, l='MpServer', x=8847.25, y=4.00, z=4536.66], EntityChicken['Chicken'/183116, l='MpServer', x=8850.50, y=70.00, z=4495.50], EntityChicken['Chicken'/183117, l='MpServer', x=8862.41, y=72.00, z=4483.56], EntityItem['item.item.dyePowder.black'/240872, l='MpServer', x=8883.69, y=44.13, z=4543.81], EntityItem['item.item.dyePowder.black'/223538, l='MpServer', x=8830.81, y=39.13, z=4531.88], EntityPig['Pig'/183114, l='MpServer', x=8791.50, y=71.00, z=4557.50], EntityChicken['Chicken'/183115, l='MpServer', x=8858.41, y=71.00, z=4492.53], EntitySkeleton['Skeleton'/244933, l='MpServer', x=8872.50, y=54.00, z=4516.50], EntitySheep['Sheep'/183108, l='MpServer', x=8800.38, y=71.00, z=4519.47], EntityBat['Bat'/252517, l='MpServer', x=8872.49, y=35.81, z=4484.42], EntitySkeleton['Skeleton'/244932, l='MpServer', x=8867.50, y=54.00, z=4518.50], EntityCow['Cow'/183111, l='MpServer', x=8902.91, y=73.00, z=4515.81], EntitySheep['Sheep'/183105, l='MpServer', x=8809.31, y=70.00, z=4513.19], EntityZombie['Zombie'/244931, l='MpServer', x=8861.91, y=54.00, z=4517.28], EntitySheep['Sheep'/183106, l='MpServer', x=8801.06, y=72.00, z=4523.50], EntityBat['Bat'/252515, l='MpServer', x=8839.48, y=37.43, z=4637.85], EntitySheep['Sheep'/183107, l='MpServer', x=8805.09, y=72.00, z=4525.72], EntityPig['Pig'/183133, l='MpServer', x=8787.31, y=70.00, z=4564.13], EntityPig['Pig'/183132, l='MpServer', x=8792.81, y=70.00, z=4564.72], EntityChicken['Chicken'/183135, l='MpServer', x=8785.53, y=71.00, z=4531.44], EntityPig['Pig'/183134, l='MpServer', x=8785.03, y=70.00, z=4567.97], EntitySheep['Sheep'/183128, l='MpServer', x=8845.22, y=70.00, z=4612.22], EntitySheep['Sheep'/183125, l='MpServer', x=8844.47, y=70.00, z=4610.78], EntitySkeleton['Skeleton'/243307, l='MpServer', x=8862.50, y=42.00, z=4606.50], EntityClientPlayerMP['Mr10crossing'/183066, l='MpServer', x=8852.26, y=70.62, z=4559.61], EntitySheep['Sheep'/183124, l='MpServer', x=8838.25, y=70.00, z=4614.25], EntityChicken['Chicken'/183127, l='MpServer', x=8847.41, y=70.00, z=4615.44], EntitySheep['Sheep'/183126, l='MpServer', x=8845.19, y=69.00, z=4609.53], EntityCow['Cow'/183121, l='MpServer', x=8925.41, y=72.00, z=4547.38], EntityCow['Cow'/183120, l='MpServer', x=8923.50, y=72.00, z=4557.50], EntityChicken['Chicken'/183123, l='MpServer', x=8843.50, y=69.00, z=4608.50], EntityChicken['Chicken'/183122, l='MpServer', x=8836.56, y=70.00, z=4615.34], EntityCow['Cow'/183148, l='MpServer', x=8907.53, y=73.00, z=4511.34], EntityCow['Cow'/183149, l='MpServer', x=8905.19, y=73.00, z=4509.47], EntitySkeleton['Skeleton'/255439, l='MpServer', x=8906.50, y=54.00, z=4597.50], EntityCow['Cow'/183147, l='MpServer', x=8902.75, y=73.00, z=4507.47], EntityCow['Cow'/183138, l='MpServer', x=8910.50, y=71.00, z=4553.75], EntityCow['Cow'/183137, l='MpServer', x=8923.75, y=72.00, z=4563.22], EntityIceBall['entity.weather2.Weather Hail.name'/257347, l='MpServer', x=8919.00, y=169.98, z=4553.00], EntityZombie['Zombie'/249393, l='MpServer', x=8784.50, y=40.00, z=4488.50], EntitySkeleton['Skeleton'/247465, l='MpServer', x=8842.56, y=21.00, z=4582.94], EntitySkeleton['Skeleton'/247466, l='MpServer', x=8848.13, y=23.00, z=4589.69], EntityCreeper['Creeper'/255448, l='MpServer', x=8800.97, y=27.00, z=4621.63], EntityCreeper['Creeper'/247467, l='MpServer', x=8843.34, y=22.00, z=4585.50], EntitySkeleton['Skeleton'/255454, l='MpServer', x=8812.50, y=37.00, z=4566.50], EntitySkeleton['Skeleton'/247469, l='MpServer', x=8865.50, y=55.00, z=4520.50], EntityIceBall['entity.weather2.Weather Hail.name'/257348, l='MpServer', x=8876.00, y=172.38, z=4487.00], EntitySquid['Squid'/252017, l='MpServer', x=8889.50, y=46.00, z=4563.88], EntitySkeleton['Skeleton'/255442, l='MpServer', x=8778.50, y=39.00, z=4486.50], EntityChicken['Chicken'/183157, l='MpServer', x=8792.34, y=72.00, z=4516.16], EntitySquid['Squid'/252018, l='MpServer', x=8894.50, y=47.31, z=4561.31], EntitySheep['Sheep'/183156, l='MpServer', x=8792.72, y=72.00, z=4520.78], EntityZombie['Zombie'/255447, l='MpServer', x=8799.50, y=27.00, z=4617.50], EntitySquid['Squid'/252021, l='MpServer', x=8888.53, y=47.00, z=4565.53], EntitySheep['Sheep'/183155, l='MpServer', x=8796.47, y=72.00, z=4519.53], EntitySquid['Squid'/252020, l='MpServer', x=8889.72, y=47.31, z=4565.53], EntitySheep['Sheep'/183154, l='MpServer', x=8798.16, y=71.00, z=4510.16], EntityIceBall['entity.weather2.Weather Hail.name'/257118, l='MpServer', x=8895.00, y=108.48, z=4554.00], EntityChicken['Chicken'/183153, l='MpServer', x=8791.59, y=72.00, z=4516.59], EntityChicken['Chicken'/183152, l='MpServer', x=8787.63, y=71.00, z=4524.44], EntityIceBall['entity.weather2.Weather Hail.name'/257457, l='MpServer', x=8862.00, y=190.87, z=4506.00], EntitySheep['Sheep'/183189, l='MpServer', x=8865.50, y=72.00, z=4632.50], EntitySheep['Sheep'/183190, l='MpServer', x=8865.66, y=75.00, z=4638.44], EntitySheep['Sheep'/183191, l='MpServer', x=8866.50, y=71.00, z=4636.50], EntitySheep['Sheep'/183192, l='MpServer', x=8870.47, y=76.00, z=4624.88], EntityBat['Bat'/253376, l='MpServer', x=8878.48, y=23.00, z=4541.47], EntityChicken['Chicken'/183198, l='MpServer', x=8921.56, y=73.00, z=4487.41], EntityBat['Bat'/249307, l='MpServer', x=8785.59, y=59.10, z=4511.66], EntitySkeleton['Skeleton'/254992, l='MpServer', x=8790.53, y=16.00, z=4507.03], EntityCreeper['Creeper'/254994, l='MpServer', x=8780.50, y=17.00, z=4505.50], EntityZombie['Zombie'/244572, l='MpServer', x=8779.50, y=9.00, z=4577.50], EntityIceBall['entity.weather2.Weather Hail.name'/257155, l='MpServer', x=8817.00, y=117.48, z=4547.00], EntityIceBall['entity.weather2.Weather Hail.name'/257420, l='MpServer', x=8833.00, y=182.88, z=4492.00], EntityCreeper['Creeper'/239945, l='MpServer', x=8808.50, y=11.00, z=4598.50], EntitySpider['Spider'/239944, l='MpServer', x=8803.25, y=10.00, z=4596.97], EntityZombie['Zombie'/239943, l='MpServer', x=8820.50, y=52.00, z=4606.50], EntityItem['item.item.egg'/256766, l='MpServer', x=8793.19, y=72.13, z=4516.34], EntityChicken['Chicken'/183249, l='MpServer', x=8919.53, y=73.00, z=4484.44], EntityIceBall['entity.weather2.Weather Hail.name'/257276, l='MpServer', x=8823.00, y=153.48, z=4535.00], EntityChicken['Chicken'/183251, l='MpServer', x=8929.50, y=78.00, z=4486.50], EntityZombie['Zombie'/248302, l='MpServer', x=8882.50, y=13.00, z=4571.50], EntityZombie['Zombie'/248301, l='MpServer', x=8886.50, y=13.00, z=4566.50], EntityBat['Bat'/253374, l='MpServer', x=8903.35, y=39.06, z=4619.98], E
ntityCreeper['Creeper'/244025, l='MpServer', x=8831.41, y=35.00, z=4524.03], EntityItem['item.item.egg'/230129, l='MpServer', x=8850.53, y=71.13, z=4497.88], EntityBat['Bat'/253371, l='MpServer', x=8808.01, y=25.81, z=4613.66], EntityBat['Bat'/253368, l='MpServer', x=8813.50, y=26.72, z=4607.53], EntityBat['Bat'/253369, l='MpServer', x=8812.57, y=26.25, z=4606.47], EntityCreeper['Creeper'/248287, l='MpServer', x=8881.50, y=39.00, z=4586.50], EntityCreeper['Creeper'/248286, l='MpServer', x=8879.50, y=39.00, z=4586.50], EntityIceBall['entity.weather2.Weather Hail.name'/257484, l='MpServer', x=8892.00, y=193.37, z=4494.00], EntityBat['Bat'/253349, l='MpServer', x=8864.33, y=55.00, z=4513.84], EntityIceBall['entity.weather2.Weather Hail.name'/257234, l='MpServer', x=8893.00, y=138.48, z=4508.00]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2432)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:916)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.7.0_60, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 349852304 bytes (333 MB) / 936185856 bytes (892 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP v9.05 FML v7.10.24.1187 Minecraft Forge 10.13.0.1187 10 mods loaded, 10 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
FML{7.10.24.1187} [Forge Mod Loader] (forge-1.7.10-10.13.0.1187.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
Forge{10.13.0.1187} [Minecraft Forge] (forge-1.7.10-10.13.0.1187.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
CodeChickenCore{1.0.2.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
NotEnoughItems{1.0.2.15} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.2.15-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
CoroAI{v1.0} [CoroAI] (CoroUtil-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
ExtendedRenderer{v1.0} [Extended Renderer] (CoroUtil-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
ConfigMod{v1.0} [Extended Mod Config] (CoroUtil-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
weather2{v2.3.4} [weather2] (Weather-2.3.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
voxelmap{1.7.10} [VoxelMap No Radar] (Zans-Minimap-No-Radar-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
Launched Version: 1.7.10-Forge10.13.0.1187
LWJGL: 2.9.1
OpenGL: Intel(R) HD Graphics GL version 4.0.0 - Build 10.18.10.3412, Intel
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Can you tell me what's causing this?
its not zombie awareness its global Coros mods /may be coreUtil issue - as far i understand - because Weather caused this crash too - and i make this fix - read this - http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272336-july-20th-coros-mods-zombie-awareness-and?comment=4756
- but crashes continued (i have both mods installed)
so we mast wait
**********************************************************************************
how about fake ores battle mechanics? its look too easy - begin with pickaxe and then toggle to sword and kill (still) stationary ores (ores dont attack players after breacking - it is bug?)
I like your ideas, I have been interested in tornadoes as well for a while, I also think it would be neat to see more advanced lightning, like cloud to cloud and maybe a color to lightning like you see sometimes, as well it would be cool if there was a lighting rod to put on buildings. anyway, I think what you have said is good content to be added in the future. This mod is my favorite mod, Its lived up to so much and has so much more potential, keep up the good work corous!!
1.Find a large body of water.
2.Open command chat (do this by pressing /)
3.Type weather2 storm create spout while over the water.
4.Watch it go!
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/
There already is one available for you to choose what blocks tornadoes pick up manually.
And tornadooes not sucking up grass is extremely debatable.
Some tornadoes are so strong in terms of windspeeds that they actually DO rip up grass and dirt and leaves scars in the terrain that they travel over.
The El Reno, OK 2.6 Mile Wide Tornado left a scar on the terrain that was so large that it was actually visable from space.
ohh its not important problem , just use default eng locale
im confused
I've actually made a new map today, making a city near the ocean, in less than an hours time, i had 6 waterspouts, all of them near my city lighthouse. Luckily it was made of Block of quartz.
Well okay then! Touche!
Waterspouts do appear to be in this mod after all.
HOWEVER, there is one problem with them that I noticed:
They still appear to require a Mesocyclone to Spawn underneath. This is not something that Waterspouts require to spawn.
That's the biggest issue that I have with Waterspouts here. That they still require a massively powerful storm system to spawn in.
If they're updated so that they can spawn in normal rainstorms and/or thunderstorms, that would be perfect!
And as I said before, Landspouts would be a fantastic variant of this as well.
For dry biomes what about dust devils?/dust storms?