I was wondering, is there a breakdown of what the various config options in the Hostile Worlds configs mean?
Is coolDownFirstTime the delay before the first meteor hits? I tried increasing that to around three days (real-time), but I started getting invasions within hours of starting. And why is coolDownFirstTime lower than coolDownBetweenInvasionsPortal?
What exactly does invasionBaseInvaderCount do? It's 6 by default, but the numbers I'm getting seem to be way, way higher than that.
What does timeBasedInvasions do, and why is it false by default? Don't invasions already happen according to time elapsed?
Also, is there any way to make block wielder zombies have a range shorter than 100m? They appear to be able to kill you before you even know they're there.
for the people who want tornadoes to pick up dirt go to refined_grab_rules and set it to false
and if you want it to pick up every single block do strength grabbing and set it to false
i hope the dimension is back for hostile worlds i don't like fighting the block wilder in the over world plus he only has 250 health not 1000 anymore ):
using your mod, really like it. I discovered that zombieawarness is crashing when in nether :
java.lang.RuntimeException: Cannot Hotload Dim: Overworld is not Loaded!
java.lang.RuntimeException: Cannot Hotload Dim: Overworld is not Loaded!
at net.minecraftforge.common.DimensionManager.initDimension(DimensionManager.java:230)
at net.minecraft.server.MinecraftServer.func_71218_a(MinecraftServer.java:705)
at ZombieAwareness.ZombieAwareness.onTickInGame(ZombieAwareness.java:183)
at ZombieAwareness.ZombieAwareness.onTick(ZombieAwareness.java:157)
at ZombieAwareness.ZAEventHandlerFML.tickServer(ZAEventHandlerFML.java:19)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_0_ZAEventHandlerFML_tickServer_ServerTickEvent.invoke(.dynamic:-1)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Java
Oracle Corporation 1.7.0_67
Minecraft
Minecraft 1.7.10
FML
7.10.85.1231
MCP
MCP v9.05
Forge
10.13.2.1231
Branding
Minecraft 1.7.10
MCP v9.05
FML v7.10.85.1231
Minecraft Forge 10.13.2.1231
According to the crash log, it said the error was in the overworld not being loaded. I've seen this happen and not been able to tie it directly to coroutil or zombieawareness (though I do use them). This can be overcome by ensuring the overworld is never unloaded using something such as a railcraft admin anchor or a chickenchunks chunkloader somewhere in the overworld dimension.
What you're seeing is zombieawareness checking for something that needs the overworld (even when you are in the nether) and, upon finding the dimension unloaded, it crashes.
I'm quite certain that whoever thought programming a method to unload the overworld didn't realize that this should NEVER be done.
Hey, I have a problem. I'm trying to protect a whole village, and have it walled with a roof of solid air from the secret rooms mod (I had normal vanilla glass, but it wasn't working either) and it only has one opening at a gate that is actually sealed, but every time a tornado comes, all the animals and mobs and stuff inside still get picked up. Is it the gate as a hole? Am I using the wrong materials for the roof? Please help, I want to protect them... All the other buildings hold up fine without picking them up, and block destruction is off, though I don't want to turn off picking up players.
i don't like the new hostile worlds fighting the block wilder ahas so much more fun in the other dimension it is zoo easy to kill him now blue he has less health and destroys your world/what happen to AuraCurse block and bleeding moss and the turret and all that other cool stuff in the mod before ):
Is there a flag I can use to have tornadoes bypass block damage on protected land using world guard or something similar?
the only way to not have a tornadoe not destroy blocks in an amont id land is to use weather deflector but it just kill any storm inside of a 150 block radius, sorry
I remember back with TropiCraft the weather aspect had many parts, such as tornadoes, wind, water sounds, and such. It's good to see them all up to date, but I was wondering if it were possible to split them all up? I love the wind and waterfall aspects, but the weather not so much. Is there a way to just have the wind/waterfalls toggled on and have all other aspects "vanilla default"? Or as a separate mod in itself, perhaps?
Has anyone managed to get weather 2 working at a tolerable level a server? Locally, it runs flawlessly. Hosting the server on a 20mbp/s upload server has tolerable lag during calm weather, but the second a storm can be heard in the distance the performance drops to about 6 seconds of lag. When a tornado appeared, I just lagged out of the server after about 4 minutes of delay. What configuration options might help reduce the network load to a reasonable level?
Yo Corosus? okay so my friend and i had an idea can you make weather sensors so you can set the weather they sence
for Example( you walk up to it click on it and a GUI comes up with all the diffrent kinda of weather you click rain and when ever it starts to rain the sensor turn on the red stone signal) we use weather sensors with command blocks and when the tornado is close the sincere go off and the command block tells us we really want them to tell use when its raining ans stuff and make the weather system a little more awesome instead of just being able to look at the forcaster
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12/21/2011
Posts:
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Minecraft:
thr33p10
Member Details
According to your crash log you do not have Coroutil mod installed. Zombie awareness needs that in order to run... That caused your "no such method" error
coros, do you think you could ever make it so it picks up everything but dirt/grass because it would be cool if it picked up everything except dirt and grass. Because i can get it to pick up everything but wood. Is their a way to get tornadoes to pick up wood and everything else but grass/dirt
java.lang.ClassCastException: weather2.entity.EntityMovingBlock cannot be cast to net.minecraft.entity.EntityLivingBase
at sqr.entity.EntityHatchedSpider.func_70785_a(EntityHatchedSpider.java:390)
at sqr.entity.EntityHatchedSpider.func_70071_h_(EntityHatchedSpider.java:147)
at net.minecraft.world.World.func_72866_a(World.java:2068)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2032)
at WorldServerOF.func_72870_g(WorldServerOF.java:394)
at net.minecraft.world.World.func_72939_s(World.java:1885)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
your mod is incompatible with spider queen mod
Rollback Post to RevisionRollBack
GENERATION 9001: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
Is coolDownFirstTime the delay before the first meteor hits? I tried increasing that to around three days (real-time), but I started getting invasions within hours of starting. And why is coolDownFirstTime lower than coolDownBetweenInvasionsPortal?
What exactly does invasionBaseInvaderCount do? It's 6 by default, but the numbers I'm getting seem to be way, way higher than that.
What does timeBasedInvasions do, and why is it false by default? Don't invasions already happen according to time elapsed?
Also, is there any way to make block wielder zombies have a range shorter than 100m? They appear to be able to kill you before you even know they're there.
for the people who want tornadoes to pick up dirt go to refined_grab_rules and set it to false
and if you want it to pick up every single block do strength grabbing and set it to false
i hope the dimension is back for hostile worlds i don't like fighting the block wilder in the over world plus he only has 250 health not 1000 anymore ):
According to the crash log, it said the error was in the overworld not being loaded. I've seen this happen and not been able to tie it directly to coroutil or zombieawareness (though I do use them). This can be overcome by ensuring the overworld is never unloaded using something such as a railcraft admin anchor or a chickenchunks chunkloader somewhere in the overworld dimension.
What you're seeing is zombieawareness checking for something that needs the overworld (even when you are in the nether) and, upon finding the dimension unloaded, it crashes.
I'm quite certain that whoever thought programming a method to unload the overworld didn't realize that this should NEVER be done.
thr33p10
http://www.artifactovol.ca
Okay, another question. Can Coros team's Zombie Awareness and Hostile World be used in unison?
the only way to not have a tornadoe not destroy blocks in an amont id land is to use weather deflector but it just kill any storm inside of a 150 block radius, sorry
for Example( you walk up to it click on it and a GUI comes up with all the diffrent kinda of weather you click rain and when ever it starts to rain the sensor turn on the red stone signal) we use weather sensors with command blocks and when the tornado is close the sincere go off and the command block tells us we really want them to tell use when its raining ans stuff and make the weather system a little more awesome instead of just being able to look at the forcaster
thr33p10
http://www.artifactovol.ca
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/
java.lang.ClassCastException: weather2.entity.EntityMovingBlock cannot be cast to net.minecraft.entity.EntityLivingBase
at sqr.entity.EntityHatchedSpider.func_70785_a(EntityHatchedSpider.java:390)
at sqr.entity.EntityHatchedSpider.func_70071_h_(EntityHatchedSpider.java:147)
at net.minecraft.world.World.func_72866_a(World.java:2068)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
at net.minecraft.world.World.func_72870_g(World.java:2032)
at WorldServerOF.func_72870_g(WorldServerOF.java:394)
at net.minecraft.world.World.func_72939_s(World.java:1885)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
your mod is incompatible with spider queen mod
GENERATION 9001: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
Thunder. But only at sometimes.
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