I don't know where to post this so, the only 2 maps on zombiecraft that are working for me are nacht der untoten and groozer's last resort. All the other ones do nothing when i double click them.
@Mixmaster1190 1. Hmm yeah someone else noticed the player spawn bug for SSP, ive discovered those of you who run the game with Minecraft.exe has the schematics scanning in the wrong folder, put the .schematic file where your exe is and it might resolve it, ill fix it to use the proper path next release.
2. bug with pvp being off, fixed in dev
3. for bullets, zombies should be getting hurt on every hit, ill keep an eye on it, melee weapons have the original cooldown still though.
4. Hmm yeah, at some point i had 8 rounds of shotgun ammo suddenly, tried to shoot, then it dropped to 0, i think some weird ammo update from other players ammo to you is still happening
5. the drops...... yeah its a sideeffect of the regen, ill eventually be having my regen code delete and readd all entities in the area minus players so that will fix that
6. I should have set monsters spawning to off in the server properties, or ill just make sure all non ZC mobs are instantly removed when game is active, easy enough to do.
7. Yeah all my ai entities are players in disguise, I need to make their names be "Zombie" and fix some internal code dependancies on the name 'fakePlayer'
8. Purchase plates seem to want to cycle their choices after level regen, a strange one..
9. Textures are so very much undone still, i just happened to have these texturepacks around basically, they seriously need some love.
10. I've realized the cause of the barricade weirdness, all players arent getting the info of a barricade being repaired by another player, only the original player, i _think_ thats the cause of it all, zombie breaking of barricades appears to be fine visually, assuming no other player touched them before.
11. Hmmm, I've been noticing lots of gun syncy weirdness, and ive already fixed so many issues with the guns already >_>, I wonder if sdks guns had any of these original oddities
Thanks for the feedback Mixmaster1190 Heres a vid of some ZC action from earlier today
'Really? It never breaks for me. The contents always leak though. That is a known bug though. ' ...... OHHHH, that explains the odd collection of items... ok then, mystery solved on that one, I know what I must do to fix that.
'Now I need help. I am converting one of my old maps from Zombiecraft 2 and I get this error:' Hmmm I'll try doing that myself
Also famerdave got me setup with a VPS :D, so I'll have a public ZC Server up always somewhat soon, I need to add an operatorless feature that uses some sort of 'start game' block, so people can join in, be put in the lobby, with the option to start a game.... Though the server crashed on me with no errors a couple times, need more logging :/
I am using the jar, but moving it to the .minecraft folder has fixed the falling threw the floor problem.
1.When going the path to the box instead of up the stairs, zombies seem to collect at the stairs that aren't opened yet and stay there, so there is no way to get to them.
2. In beginning areas of custom maps with only a few spawners, the game will get stuck with mobs at a random number, but there will be no mobs. This can be fixed by switching the gamemode to peaceful, then going back again before the next wave.
3. The drops bugs happens with dispensers as well, probably with furnaces too but I didn't test that.
4. Not sure if it was intentional, but the zombies get faster as the get closer to you (Maybe remnants of the Tropicraft Koi AI?)
5.The 0 in Wave 10 goes under the Mobs text
Not a bug, but I just have to ask, is there a way to change the map without shutting the server down? Doesn't need to be in game.
EDIT: I tried opening the map from Zombiecraft 2 before, I got this new error
PFQueue detecting new world, updating...java.io.EOFException
at java.util.zip.GZIPInputStream.readUByte(Unknown Source)
at java.util.zip.GZIPInputStream.readUShort(Unknown Source)
at java.util.zip.GZIPInputStream.readHeader(Unknown Source)
at java.util.zip.GZIPInputStream.<init>(Unknown Source)
at java.util.zip.GZIPInputStream.<init>(Unknown Source)
at at.a(SourceFile:9)
at zombiecraft.Core.GameLogic.ZCGame.readGameNBT(ZCGame.java:567)
at zombiecraft.Core.Entities.EntityWorldHook.a(EntityWorldHook.java:82)
at nn.e(SourceFile:900)
at aao.a(SourceFile:114)
at aiv.a(SourceFile:263)
at aiv.a(SourceFile:73)
at aiv.a(SourceFile:61)
at ko.e(ko.java:83)
at ko.c(ko.java:51)
at ko.b(ko.java:75)
at xd.d(SourceFile:359)
at xd.a(SourceFile:889)
at xd.a(SourceFile:266)
at net.minecraft.client.Minecraft.a(SourceFile:1848)
at net.minecraft.client.Minecraft.a(SourceFile:1788)
at net.minecraft.client.Minecraft.a(SourceFile:1676)
at mw.c(SourceFile:171)
at iz.a(SourceFile:220)
at if.a(SourceFile:150)
at mw.a(SourceFile:192)
at lr.b(EntityRenderer.java:1083)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.x(SourceFile:752)
at net.minecraft.client.Minecraft.run(SourceFile:671)
at java.lang.Thread.run(Unknown Source)
worldhook nbt read
Resetting ZombieCraft
new InterfaceManagerSP
java.io.EOFException
at java.util.zip.GZIPInputStream.readUByte(Unknown Source)
at java.util.zip.GZIPInputStream.readUShort(Unknown Source)
at java.util.zip.GZIPInputStream.readHeader(Unknown Source)
at java.util.zip.GZIPInputStream.<init>(Unknown Source)
at java.util.zip.GZIPInputStream.<init>(Unknown Source)
at at.a(SourceFile:9)
at zombiecraft.Core.GameLogic.ZCGame.readGameNBT(ZCGame.java:567)
at zombiecraft.Core.GameLogic.ZCGame.levelInit(ZCGame.java:127)
at zombiecraft.Client.ZCGameSP.tick(ZCGameSP.java:55)
at mod_ZombieCraft.gameTick(mod_ZombieCraft.java:255)
at mod_ZombieCraft.onTickInGame(mod_ZombieCraft.java:204)
at ModLoader.onTick(ModLoader.java:1102)
at EntityRendererProxy.b(EntityRendererProxy.java:22)
at net.minecraft.client.Minecraft.x(SourceFile:752)
at net.minecraft.client.Minecraft.run(SourceFile:671)
at java.lang.Thread.run(Unknown Source)
The game didn't crash though. Should I be worried?
EDIT2: Moving the jar file to the .minecraft folder also fixed the ZC2 map bug. For those who get the item glitch, here is a temporary fix. http://www.mediafire...gz77subtudd5rbj
is weather and tornadoes out for server if you can make it for server please tell me me and my firends are going to make a server called TornadoCraft. When tornadoes can natural spawn and there is a thunderstorm that never ends and admins can use the debug weather menu if don't want to wait for them to spawn
I am really confused. Does Zombiecraft 3.0 have a special launcher? or just play through the minecraft.jar
No special launcher. Just play with the minecraft.jar
I was playing multiplayer Zombiecraft and we got to wave 18, then this error showed up in the console:
java.lang.ArrayIndexOutOfBoundsException: 12
at ed.a(SourceFile:52)
at zp.g(SourceFile:152)
at zp.d(SourceFile:118)
at zombiecraft.Core.Entities.BaseEntAI.z_(BaseEntAI.java:64)
at ne.e(SourceFile:990)
at ij.e(SourceFile:26)
at CoroAI.entity.c_PlayerProxy.e(c_PlayerProxy.java:483)
at CoroAI.entity.c_EnhAI.e(c_EnhAI.java:420)
at zombiecraft.Core.Entities.BaseEntAI.e(BaseEntAI.java:184)
at zombiecraft.Core.Entities.BaseEntAI_Enemy.e(BaseEntAI_Enemy.java:71)
at zombiecraft.Core.Entities.Zombie.e(Zombie.java:70)
at ne.F_(SourceFile:429)
at ij.F_(SourceFile:30)
at ge.a(SourceFile:1348)
at gp.a(SourceFile:43)
at ge.g(SourceFile:1324)
at ge.f(SourceFile:1250)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:572)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:467)
at dn.run(SourceFile:492)
2012-04-11 10:06:55 [SEVERE] Unexpected exception
java.lang.ArrayIndexOutOfBoundsException: 12
at ed.a(SourceFile:52)
at zp.g(SourceFile:152)
at zp.d(SourceFile:118)
at zombiecraft.Core.Entities.BaseEntAI.z_(BaseEntAI.java:64)
at ne.e(SourceFile:990)
at ij.e(SourceFile:26)
at CoroAI.entity.c_PlayerProxy.e(c_PlayerProxy.java:483)
at CoroAI.entity.c_EnhAI.e(c_EnhAI.java:420)
at zombiecraft.Core.Entities.BaseEntAI.e(BaseEntAI.java:184)
at zombiecraft.Core.Entities.BaseEntAI_Enemy.e(BaseEntAI_Enemy.java:71)
at zombiecraft.Core.Entities.Zombie.e(Zombie.java:70)
at ne.F_(SourceFile:429)
at ij.F_(SourceFile:30)
at ge.a(SourceFile:1348)
at gp.a(SourceFile:43)
at ge.g(SourceFile:1324)
at ge.f(SourceFile:1250)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:572)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:467)
at dn.run(SourceFile:492)
Then the server stopped working. What did I do?
EDIT: Another SMP bug I found, Holding down the shoot button and walking with no ammo left will sometimes make the shooting noise anyway, followed by an error from the client's terminal
Received spawn packet for entity with owner, but owner was not found.
The bug in action:
EDIT2: In SMP my text randomly deletes while I'm typing.
This might just be something i've done wrong during the instal but the wind for the tornado mod is seemingly WAYYYY to strong. It just pushes me around like crazy before dying down. I assume thats due to the levels of the storm but when the wind gets up (Which it does alot) it makes playing almost impossible. If this isnt a glitch, Might I suggest that you either make the wind change less frequently or make it so the player isnt thrown about so much by it at lower levels.
Love the mods btw!
Thanks
It's been requested several that the winds be turned down a bit to more realistic levels. No word from Corosus.
java.lang.NullPointerException
at mod_Weather.trimBlocksFromWorld(mod_Weather.java:1273)
at mod_Weather.run(mod_Weather.java:318)
at java.lang.Thread.run(Unknown Source)
java.lang.NullPointerException
at xd.n(World.java:1982)
at net.minecraft.client.Minecraft.k(Minecraft.java:1861)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
I don't know how it happened, but it popped up when I was about to break a dirt block.
I have
ModLoader
Forge
NEI
EE2
Useful Chest
GrowableNetherWart_125a
Laser Mod
Stackable Buckets
Treecapitator
Weather v1.0 1.2.5
Wireless Redstone
World Edit /CUI
Custom Ore Gen
Portal Gun
My Zombiecraft server crashes without an error report! It just stops working and my client crashes. I try to put something in the console and it just sits there and waits. What could be the problem? We want to get past wave 8.
1.) Why is it that when tornadoes spawn that they don't trigger a Thunderstorm to spawn WITH THEM just like they did with version 1.2.3 of that mod?
2.) I got A FEW random crashes with this mod, but usually they're not too common when they DO happen.
The mods I have on are:
1.) OptiFine 1.2.5
2.) ModLoader
3.) AudioMod
4.) Weather & Tornadoes Mod (Obviously)
5.) Sonic Ether's Unbelievable Shader for 1.2.5 + Ultra 0.8 + Waving Trees & Leaves.
6.) TEXTURE PACK: LB Photo Realism 256x.
The weird thing is that it's the "Saving Chunks and then Black Screen" type of Crash that I get.
Does the new version of the Weather & Tornadoes mod possibly CLASH with any of those? O_o
Its not that its not realistic, I have Millianire installed at the moment and watching the villiagers bluster around does look like a scene you'd see on a windy day. But to have that ALL the time, gets annoying. Also, It makes the particle mod unusable when the wind is up.
On an unrelated note, is there a difference between the tornado siren and the tornado detector? Because they both seemed to be making noise at the same time.
I don't recall people being shifted by meters by a calm summer breeze. If they did the wind is the least of their concerns.
Winds should only be strong during a storm, in my opinion. There are the freak random wind gusts, but those gusts are FAAAR too frequent in this mod.
Then again, this may just be where I live.
Should note, though.. I don't judge gusts by the amount it moves leaves and such, but that wind could even move me.
For a wind to move a human like it does in this mod, it'd have to be huge severe storm/tornado-level gusts.
EDIT:
I'm not getting any weather, even with this mod alone (and I do mean alone, not even TMI or SPC). Odd.
Sub-edit: Scratch that, got a freak random thunderstorm (what luck), crashed, though.
And the ModLoader.txt doesn't seem to be helping at all.
Apr 12, 2012 3:50:09 AM ModLoader init
FINE: ModLoader 1.2.5 Initializing...
Apr 12, 2012 3:50:09 AM ModLoader readFromClassPath
FINER: Adding mods from C:\Documents and Settings\owner\Application Data\.minecraft\bin\minecraft.jar
Apr 12, 2012 3:50:09 AM ModLoader readFromClassPath
FINER: Zip found.
Apr 12, 2012 3:50:09 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Documents and Settings\owner\Application Data\.minecraft\mods\Weather v1.0 for MC 1.2.5.zip
Apr 12, 2012 3:50:09 AM ModLoader readFromModFolder
FINER: Zip found.
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: rainRate set to 50
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: smoothRain set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: rainVolumeOutside set to 0.1
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: rainVolumeInside set to 0.05
Apr 12, 2012 3:50:09 AM ModLoader addMod
FINE: Mod Initialized: "mod_ExtendedRenderer Version 1.0 for MC 1.2.5" from mod_ExtendedRenderer.class
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: sensorID set to 210
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: sirenID set to 211
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_maxBlocks set to 1200
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_maxParticles set to 3000
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_height set to 60.0
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_maxYChange set to 10.0
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_rarityOfFirenado set to -1
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_rarityOfDisintegrate set to 5
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_rarityOfBreakOnFall set to 5
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_grabPlayer set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_blockStrengthGrabbing set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_blockBlacklistMode set to false
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_blockList set to 2,3,5,6,12,31,18,20,35,43,44,53,79,87
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_chanceOfTornado set to 0.3
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_noRain set to false
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_safetyCutOffFPS set to 20
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: debug set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_rarityOfIncrease set to 4000
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_maxClusters set to 10
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Wind_active set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Wind_Particle_leafs set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Wind_Particle_air set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Wind_Particle_sand set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_oldParticles set to false
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_makeClouds set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Lightning_active set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_maxActive set to 1
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/hammer.png,38). 84 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/terrain.png,/coro/weather/speaker.png,168). 31 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/terrain.png,/coro/weather/sensor.png,169). 30 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/sharp0.png,102). 83 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/sharp1.png,118). 82 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/sharp2.png,119). 81 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/sharp3.png,120). 80 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/sharp4.png,134). 79 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/blurry16.png,144). 78 left.
Apr 12, 2012 3:50:09 AM ModLoader addMod
FINE: Mod Initialized: "mod_Weather v1.0 for MC 1.2.5" from mod_Weather.class
Apr 12, 2012 3:50:09 AM ModLoader init
FINE: Mod Loaded: "mod_ExtendedRenderer Version 1.0 for MC 1.2.5"
Apr 12, 2012 3:50:09 AM ModLoader init
FINE: Mod Loaded: "mod_Weather v1.0 for MC 1.2.5"
Apr 12, 2012 3:50:09 AM ModLoader addAllRenderers
FINE: Initialized
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/raindrop.png,145). 77 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/hail.png,146). 76 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/leaf1.png,147). 75 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/sand.png,148). 74 left.
F1 = 2x2 Blocks wide at the base.
F2 = 4x4 Blocks wide at the base.
F3 = 8x8 Blocks wide at the base
F4 = 16x16 (or the size of a chunk) Blocks wide at the base
F5 = 32x32 Blocks wide at the base
2. bug with pvp being off, fixed in dev
3. for bullets, zombies should be getting hurt on every hit, ill keep an eye on it, melee weapons have the original cooldown still though.
4. Hmm yeah, at some point i had 8 rounds of shotgun ammo suddenly, tried to shoot, then it dropped to 0, i think some weird ammo update from other players ammo to you is still happening
5. the drops...... yeah its a sideeffect of the regen, ill eventually be having my regen code delete and readd all entities in the area minus players so that will fix that
6. I should have set monsters spawning to off in the server properties, or ill just make sure all non ZC mobs are instantly removed when game is active, easy enough to do.
7. Yeah all my ai entities are players in disguise, I need to make their names be "Zombie" and fix some internal code dependancies on the name 'fakePlayer'
8. Purchase plates seem to want to cycle their choices after level regen, a strange one..
9. Textures are so very much undone still, i just happened to have these texturepacks around basically, they seriously need some love.
10. I've realized the cause of the barricade weirdness, all players arent getting the info of a barricade being repaired by another player, only the original player, i _think_ thats the cause of it all, zombie breaking of barricades appears to be fine visually, assuming no other player touched them before.
11. Hmmm, I've been noticing lots of gun syncy weirdness, and ive already fixed so many issues with the guns already >_>, I wonder if sdks guns had any of these original oddities
Thanks for the feedback Mixmaster1190 Heres a vid of some ZC action from earlier today
'Really? It never breaks for me. The contents always leak though. That is a known bug though. ' ...... OHHHH, that explains the odd collection of items... ok then, mystery solved on that one, I know what I must do to fix that.
'Now I need help. I am converting one of my old maps from Zombiecraft 2 and I get this error:' Hmmm I'll try doing that myself
Also famerdave got me setup with a VPS :D, so I'll have a public ZC Server up always somewhat soon, I need to add an operatorless feature that uses some sort of 'start game' block, so people can join in, be put in the lobby, with the option to start a game.... Though the server crashed on me with no errors a couple times, need more logging :/
Into the cellar! There's a ternader a'comin!
1.When going the path to the box instead of up the stairs, zombies seem to collect at the stairs that aren't opened yet and stay there, so there is no way to get to them.
2. In beginning areas of custom maps with only a few spawners, the game will get stuck with mobs at a random number, but there will be no mobs. This can be fixed by switching the gamemode to peaceful, then going back again before the next wave.
3. The drops bugs happens with dispensers as well, probably with furnaces too but I didn't test that.
4. Not sure if it was intentional, but the zombies get faster as the get closer to you (Maybe remnants of the Tropicraft Koi AI?)
5.The 0 in Wave 10 goes under the Mobs text
Not a bug, but I just have to ask, is there a way to change the map without shutting the server down? Doesn't need to be in game.
EDIT: I tried opening the map from Zombiecraft 2 before, I got this new error
EDIT2: Moving the jar file to the .minecraft folder also fixed the ZC2 map bug. For those who get the item glitch, here is a temporary fix. http://www.mediafire...gz77subtudd5rbj
Zombiecraft Maps!
I was playing multiplayer Zombiecraft and we got to wave 18, then this error showed up in the console:
EDIT: Another SMP bug I found, Holding down the shoot button and walking with no ammo left will sometimes make the shooting noise anyway, followed by an error from the client's terminal
The bug in action:
EDIT2: In SMP my text randomly deletes while I'm typing.
Zombiecraft Maps!
It's been requested several that the winds be turned down a bit to more realistic levels. No word from Corosus.
I don't know how it happened, but it popped up when I was about to break a dirt block.
I have
ModLoader
Forge
NEI
EE2
Useful Chest
GrowableNetherWart_125a
Laser Mod
Stackable Buckets
Treecapitator
Weather v1.0 1.2.5
Wireless Redstone
World Edit /CUI
Custom Ore Gen
Portal Gun
Zombiecraft Maps!
If so, SHENANIGANS! TONS AND TONS OF SHENANIGANS!
Crap. It just crashed on me.
My guess is it clashed with ExtraBiomesXL
EDIT: Crashed again. No ExtraBiomes for this one. Just MCA.
I'm curious if this mod has clashes with TMI and/or SPC because of the weather toggles.
Old signature got imageshack'd.
1.) Why is it that when tornadoes spawn that they don't trigger a Thunderstorm to spawn WITH THEM just like they did with version 1.2.3 of that mod?
2.) I got A FEW random crashes with this mod, but usually they're not too common when they DO happen.
The mods I have on are:
1.) OptiFine 1.2.5
2.) ModLoader
3.) AudioMod
4.) Weather & Tornadoes Mod (Obviously)
5.) Sonic Ether's Unbelievable Shader for 1.2.5 + Ultra 0.8 + Waving Trees & Leaves.
6.) TEXTURE PACK: LB Photo Realism 256x.
The weird thing is that it's the "Saving Chunks and then Black Screen" type of Crash that I get.
Does the new version of the Weather & Tornadoes mod possibly CLASH with any of those? O_o
Old signature got imageshack'd.
I don't recall people being shifted by meters by a calm summer breeze. If they did the wind is the least of their concerns.
Then again, this may just be where I live.
Should note, though.. I don't judge gusts by the amount it moves leaves and such, but that wind could even move me.
For a wind to move a human like it does in this mod, it'd have to be huge severe storm/tornado-level gusts.
EDIT:
I'm not getting any weather, even with this mod alone (and I do mean alone, not even TMI or SPC). Odd.
Sub-edit: Scratch that, got a freak random thunderstorm (what luck), crashed, though.
And the ModLoader.txt doesn't seem to be helping at all.
Apr 12, 2012 3:50:09 AM ModLoader init
FINE: ModLoader 1.2.5 Initializing...
Apr 12, 2012 3:50:09 AM ModLoader readFromClassPath
FINER: Adding mods from C:\Documents and Settings\owner\Application Data\.minecraft\bin\minecraft.jar
Apr 12, 2012 3:50:09 AM ModLoader readFromClassPath
FINER: Zip found.
Apr 12, 2012 3:50:09 AM ModLoader readFromModFolder
FINER: Adding mods from C:\Documents and Settings\owner\Application Data\.minecraft\mods\Weather v1.0 for MC 1.2.5.zip
Apr 12, 2012 3:50:09 AM ModLoader readFromModFolder
FINER: Zip found.
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: rainRate set to 50
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: smoothRain set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: rainVolumeOutside set to 0.1
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: rainVolumeInside set to 0.05
Apr 12, 2012 3:50:09 AM ModLoader addMod
FINE: Mod Initialized: "mod_ExtendedRenderer Version 1.0 for MC 1.2.5" from mod_ExtendedRenderer.class
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: sensorID set to 210
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: sirenID set to 211
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_maxBlocks set to 1200
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_maxParticles set to 3000
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_height set to 60.0
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_maxYChange set to 10.0
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_rarityOfFirenado set to -1
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_rarityOfDisintegrate set to 5
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_rarityOfBreakOnFall set to 5
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_grabPlayer set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_blockStrengthGrabbing set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_blockBlacklistMode set to false
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_blockList set to 2,3,5,6,12,31,18,20,35,43,44,53,79,87
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_chanceOfTornado set to 0.3
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_noRain set to false
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_safetyCutOffFPS set to 20
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: debug set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_rarityOfIncrease set to 4000
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_maxClusters set to 10
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Wind_active set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Wind_Particle_leafs set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Wind_Particle_air set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Wind_Particle_sand set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_oldParticles set to false
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_makeClouds set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Lightning_active set to true
Apr 12, 2012 3:50:09 AM ModLoader setupProperties
FINER: Storm_Tornado_maxActive set to 1
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/hammer.png,38). 84 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/terrain.png,/coro/weather/speaker.png,168). 31 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/terrain.png,/coro/weather/sensor.png,169). 30 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/sharp0.png,102). 83 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/sharp1.png,118). 82 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/sharp2.png,119). 81 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/sharp3.png,120). 80 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/sharp4.png,134). 79 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/blurry16.png,144). 78 left.
Apr 12, 2012 3:50:09 AM ModLoader addMod
FINE: Mod Initialized: "mod_Weather v1.0 for MC 1.2.5" from mod_Weather.class
Apr 12, 2012 3:50:09 AM ModLoader init
FINE: Mod Loaded: "mod_ExtendedRenderer Version 1.0 for MC 1.2.5"
Apr 12, 2012 3:50:09 AM ModLoader init
FINE: Mod Loaded: "mod_Weather v1.0 for MC 1.2.5"
Apr 12, 2012 3:50:09 AM ModLoader addAllRenderers
FINE: Initialized
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/raindrop.png,145). 77 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/hail.png,146). 76 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/leaf1.png,147). 75 left.
Apr 12, 2012 3:50:09 AM ModLoader addOverride
FINER: addOverride(/gui/items.png,/coro/weather/sand.png,148). 74 left.
Old signature got imageshack'd.
F1 = 2x2 Blocks wide at the base.
F2 = 4x4 Blocks wide at the base.
F3 = 8x8 Blocks wide at the base
F4 = 16x16 (or the size of a chunk) Blocks wide at the base
F5 = 32x32 Blocks wide at the base