I think it may be intentional. Historically, most Category 5 hurricanes have been of a smaller size than their weaker brethren, but obviously far more destructive should they make landfall.
Never really payed attention to that one.....interesting......
Speaking of Hurricanes, Corosus. I've been analyzing how Hurricanes in this mod work, and just like my analysis of Tornadoes on my last major post, I've come up with a list of possible improvements on how Hurricanes in this mod could work. Allow me to elaborate:
1.) Their Appearance & Behavior:
My biggest issue with Hurricanes currently is their appearance. When I first saw a hurricane, I didn't even know it was a hurricane. I thought it was a Very Large F2/F3 Tornado that immediately touched down. Tornadoes and Hurricanes look way too similar to each other that it causes confusion between the two sometimes.
In addition, they also act way too similarly to each other. Both of them suck up blocks. Both of them pick up mobs / players. Both of them have rapid rotating clouds. Both of them are spawned from a Lowered Mesocyclone.......for some reason? O_o
I think a better way to distinguish hurricanes from tornadoes is to not only change the way they act, but the way they look as well.
Hurricanes should not spawn from a lowered rotating mesocyclone/wall cloud. Instead, they should be seen as MASSIVE Slowly Rotating Storm with a Large Eye that takes up a large portion of the sky that ONLY SPAWNS in Ocean Biomes. It should have all parts of a Hurricane. The Eye (Center), the Eye Wall, etc....
Hurricanes never "touch ground" like Tornadoes do. But in this mod, they actually do. Hurricanes should mainly be massively rotating storms with Wind that can blow out Glass, have blinding rain, sometimes hail, and flooding as well. And most importantly, when The Eye passes over, all precipitation should immediately stop and everything should get as calm as a sunny day. But when The Eye leaves the area and the Eye Wall passes over again, the precipitation and wind should start up again.
2.) Storm Surges:
This is one of the biggest things about Hurricanes that is missing from the equation here. You already got Waves to be possible in Minecraft, so if you were to expand on it by having some hurricanes, depending on how strong they are, come with Storm Surges that cause MASSIVE Flooding. The flooding would only need to be temporary until the storm passes over, but it's still a great way to simulate the effects of an actual hurricane.
Hurricanes in this mod can currently rip up terrain from the ground just like a tornado can. This is something that is completely baffling to me and basically proves my claim that hurricanes are currently nothing but "supertornadoes" that cover a larger area than normal tornadoes do.
Hurricanes should be distinguished from Tornadoes by NOT being able to rip up terrain in the same way that Tornadoes do, but instead still be able to defoliate trees, blow out windows / break glass, and most important, Water-Damage via Flooding / Storm Surges.
That's why I'm saying, Hurricanes are something that really need to be reworked instead of being just "supertornadoes".
I hope you see this post and take into consideration new options for the future, Corosus.
I've studied meteorology since I was 5 years old as a hobby. Whenever everyone else was watching Barney on TV, I was "that guy" in the back watching Discovery Channel & Weather Channel.
This mod has so much more potential, and I hope to help you bring that out with my knowledge to help you.
Woot, next release of weather2 will have "API" support through forges Inter Mod Communication System. So other modders can listen for the data and make use of weather mod if they want. Sending data for wind, lightning, deadly storms and rain storms. A raw dump of the data for those curious:
Every time a tornado spawns, it crashes my game, saying this:
"java.lang.IllegalArgumentException: n must be positive at java.util.Random.nextInt(Unknown Source) at weather2.entity.EntityMovingBlock.func_70071_h_(EntityMovingBlock.java:146) at net.minecraft.world.World.func_72866_a(World.java:2019) at net.minecraft.world.World.func_72870_g(World.java:1983) at net.minecraft.world.World.func_72939_s(World.java:1836) at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1995) at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962) 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)"
Hey! Love the weather mod! But it wont suck anything but leaves and planks? Even when i add items to the list! Would love to see that fixed! Thanks for the great mod! I also have a server with this mod (it is the newest 1.7.10 version) and I still cant get it to work on the server either. help?
Update: After playing around with it I got it to work! Someone should make a server for everyone who plays ^.^
Specifically the strength (what criteria did you have in mind when the strength of a storm is present to certain blocks) and blacklist mode (what true does vs. false). These two options can vary wildly to non-Corosus people's minds. Thanks man!
Again, would LOVE to hear if you have volcanos on your debut horizon soon.
hey corosis, the volcano feature you added I have some things I need t tell you about. the volcanoes will NOT erupt, grow, spew lava or ash. the blocks are not replaced by the obsidian or lava so in the next update you have please have ways to fix these?
Weather 2 question, its probably a dumb one so I apologize in advance... And to make matters worse I'm posting from my phone, so I'll probably have some horrible formatting that'll just compound the stupid....
First though: Thanks, this is a really interesting mod! I'm looking forward to playing with it some more.
Question: I'm running a shader pack, everything seems to be playing pretty nice together, however the shader pack has some awesome looking clouds during calm weather... Is there any way to have weather2's particle-ly looking clouds spawn in the event of a storm, and keep the sky free for the shaders clouds during nice weather?
I have set overcast mode to true and have a feeling I'm just missing a setting...
I hope that makes sense... For reference I'm using gsgl with seus shader, your clouds look like a particle field blocking the shaders parallaxed sky background, extremely awesome during rain and worse, but unnecessary (meant in the nicest way possible) during clear skies... I have normal vanilla clouds turned off.
if you need any thing to add in volcanoes that is very well more deadly than lava flows, add the pyroclassic flow. it is a cloud of ash 500 degrees farenheight and travels more than 300 mph. here is an example of a pyroclassic flow at unzen volcano
Hmm... I've been using Weather 2 on the Crash Landing FTB modpack, trying to get a setup where it's storming much more frequently and violently than normal, but there are actually calm periods sometimes. So far, I'm just getting constant storms. Those 'hurricanes' are sure fun to watch when they pick up iChun's Mob Dismemberment body parts lol! But the constant lightning is a bit much for my tendency to get headaches. D:
Part of it might just be biome. The map's all Ocean in version 1.1.1 and earlier, and the area near the ship is all Ocean I think in 1.1.2 (but there's a new 'Dust World' biome for the rest of the world, not sure what biome type it registers as). But I'd like suggestions on how to tweak the config so I have frequent storms, but spread out between shorter calm weather.
On a different note, I'm crashing again, but it's for a different reason. It is only with hostile worlds, and it's complaining that it is missing a class. I would really appreciate it if anyone could help, and if it is really obvious, sorry, I'm really bad at reading crash reports. In the meantime, I will see if I can figure anything out.
Here is the crash report: (It crashes on startup)
Also curious. We've had to remove weather from the server and clients for the moment while we sort out this issue. In the meantime it appears the server now has no weather at all. The corosutil is still there for zombieawareness. Any idea how to get the vanilla weather back?