Yes! It's updated! Will download when I get back home, can't wait to add this to the server. We've almost finoshed our spawn city, once it's done I'll post a screenshot of it using this mod. Thanks for this, we really did need a mod like this.
Yes! It's updated! Will download when I get back home, can't wait to add this to the server. We've almost finoshed our spawn city, once it's done I'll post a screenshot of it using this mod. Thanks for this, we really did need a mod like this.
I'm glad you like it! I have actually not tried bettersnow on a server so If you encounter issues please tell me! Also I probably don't need to tell you but if you are using forge make sure to install bettersnow into the jar, not into the mods folder.
1.4.7 a forge: 2082 downloads. When I uploaded the 1.5.2 versions of bettersnow, there were only about 1900 downloads. That means at least 100 people are still in 1.4.X. This version also has the biggest gap between forge and vanilla downloads.
1.5.1 a vanilla: 269 downloads.
1.5.2 a vanilla: 33. Ironically, this version has the least downloads and is also the least buggy.
First off I would like to thank you for the time and effort you have put into this mod. It is definitely interesting and I am going to be playing around with it to see how it fits.
One thing I would like to point out, not sure if it is just me being derpy or what, but the installation instructions from the OP don't technically work for the 1.5.2a Forge version. Inside of the zip archive is a folder named 'minecraft,' and inside that are the necessary class files. At least in MultiMC installing via the mod utility as a JAR mod does not work with this layout. If you remove the files from the 'minecraft' folder and repackage with the class files and net folder in the root of the archive it works fine.
Just thought I would point that out to help others as it got me for a minute; not sure if that is how you intended to package the mod but it means that you can't just 'drag the contents of the zip' into your JAR; since you actually need to copy the files inside the included folder (not the folder itself), this could confuse some people who would likely just copy the folder.
Overall a nice mod and I look forward to testing it out some more!
First off I would like to thank you for the time and effort you have put into this mod. It is definitely interesting and I am going to be playing around with it to see how it fits.
One thing I would like to point out, not sure if it is just me being derpy or what, but the installation instructions from the OP don't technically work for the 1.5.2a Forge version. Inside of the zip archive is a folder named 'minecraft,' and inside that are the necessary class files. At least in MultiMC installing via the mod utility as a JAR mod does not work with this layout. If you remove the files from the 'minecraft' folder and repackage with the class files and net folder in the root of the archive it works fine.
Just thought I would point that out to help others as it got me for a minute; not sure if that is how you intended to package the mod but it means that you can't just 'drag the contents of the zip' into your JAR; since you actually need to copy the files inside the included folder (not the folder itself), this could confuse some people who would likely just copy the folder.
Overall a nice mod and I look forward to testing it out some more!
" Inside of the zip archive is a folder named 'minecraft,'" Now how did that get in there... Sorry about that, I will repackage the zip. Thanks for pointing that out!
EDIT: It should be fixed now. I do not use forge so I have no way to test the compiled forge versions of bettersnow outside of MCP.
" Inside of the zip archive is a folder named 'minecraft,'" Now how did that get in there... Sorry about that, I will repackage the zip. Thanks for pointing that out!
EDIT: It should be fixed now. I do not use forge so I have no way to test the compiled forge versions of bettersnow outside of MCP.
Awesome! It wasn't a big deal anyway, if you know enough about modding it only took a minute of troubleshooting to figure out, but I thought I would warn you in case you started getting inundated with bug-reports that didn't really make sense.
Awesome! It wasn't a big deal anyway, if you know enough about modding it only took a minute of troubleshooting to figure out, but I thought I would warn you in case you started getting inundated with bug-reports that didn't really make sense.
Thanks, I probably would have loaded up intelli-j,failed to dupe the bug, and spent the next 5 hours staring at an obfuscated stack trace trying to see what went wrong. You likely just saved me a ton of grief!
Thanks, I probably would have loaded up intelli-j,failed to dupe the bug, and spent the next 5 hours staring at an obfuscated stack trace trying to see what went wrong. You likely just saved me a ton of grief!
I have put it there, and I included a link to your page. I am trying to find another place to mention it that looks nice, I may put a link somewhere in the downloads section as well.
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Mac OS X (x86_64) version 10.8.3
Java Version: 1.6.0_45, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 460792544 bytes (439 MB) / 534708224 bytes (509 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.51 FML v5.2.11.707 Minecraft Forge 7.8.0.707 Optifine OptiFine_1.5.2_HD_U_D3 14 mods loaded, 14 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{5.2.11.707} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge{7.8.0.707} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
mod_BACR{v4} [Better Animations Collection Revived] (minecraft.jar) Unloaded->Constructed->Pre-initialized
mod_TooManyItems{1.5.2 2013-04-25} [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized
DynamicLights{1.2.0} [Dynamic Lights] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_onFire{1.0.2} [Dynamic Lights on burning] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_creepers{1.0.2} [Dynamic Lights on Creepers] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_dropItems{1.0.3} [Dynamic Lights on ItemEntities] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_mobEquipment{1.0.0} [Dynamic Lights on Mob Equipment] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_otherPlayers{1.0.3} [Dynamic Lights Other Player Light] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_thePlayer{1.0.5} [Dynamic Lights Player Light] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
GuiAPI{0.15.6} [GuiAPI] (GuiAPI-0.15.6-1.5.2.jar) Unloaded->Constructed->Pre-initialized
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 6770M OpenGL Engine GL version 2.1 ATI-1.6.37, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Better than Default 1.5
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.RuntimeException: Couldn't load config! Was looking for: /Users/JakeHassan/Library/Application Support/minecraft/bin/shader/config.txt
at Water_Config.<init>(Water_Config.java:55)
at net.minecraft.client.renderer.EntityRenderer.<init>(EntityRenderer.java:217)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:422)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT f6e0574c ----------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Mac OS X (x86_64) version 10.8.3
Java Version: 1.6.0_45, Apple Inc.
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 460792544 bytes (439 MB) / 534708224 bytes (509 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.51 FML v5.2.11.707 Minecraft Forge 7.8.0.707 Optifine OptiFine_1.5.2_HD_U_D3 14 mods loaded, 14 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{5.2.11.707} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge{7.8.0.707} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
mod_BACR{v4} [Better Animations Collection Revived] (minecraft.jar) Unloaded->Constructed->Pre-initialized
mod_TooManyItems{1.5.2 2013-04-25} [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized
DynamicLights{1.2.0} [Dynamic Lights] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_onFire{1.0.2} [Dynamic Lights on burning] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_creepers{1.0.2} [Dynamic Lights on Creepers] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_dropItems{1.0.3} [Dynamic Lights on ItemEntities] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_mobEquipment{1.0.0} [Dynamic Lights on Mob Equipment] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_otherPlayers{1.0.3} [Dynamic Lights Other Player Light] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_thePlayer{1.0.5} [Dynamic Lights Player Light] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
GuiAPI{0.15.6} [GuiAPI] (GuiAPI-0.15.6-1.5.2.jar) Unloaded->Constructed->Pre-initialized
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 6770M OpenGL Engine GL version 2.1 ATI-1.6.37, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Better than Default 1.5
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.RuntimeException: Couldn't load config! Was looking for: /Users/JakeHassan/Library/Application Support/minecraft/bin/shader/config.txt
at Water_Config.<init>(Water_Config.java:55)
at net.minecraft.client.renderer.EntityRenderer.<init>(EntityRenderer.java:217)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:422)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT f6e0574c ----------
That is a bug with shaders mod. I have seen this bug before, but I cannot remember how to fix it. Talk to the developer of your shaders mod about this.
That is a bug with shaders mod. I have seen this bug before, but I cannot remember how to fix it. Talk to the developer of your shaders mod about this.
But I don't have a shaders mod installed, only a folder that I used back in 1.4.7. I deleted the shader inside it.
But I don't have a shaders mod installed, only a folder that I used back in 1.4.7. I deleted the shader inside it.
It may be forge trying to load it anyway. Forge is bad about not checking mod version or requirements. Are you using LiteLoader or running from MCP or a de-obfuscated environment? A lot of methods referenced in the stacktrace are only partially obfuscated. Can you post me a copy or link to your output-client.log file?
It may be forge trying to load it anyway. Forge is bad about not checking mod version or requirements. Are you using LiteLoader or running from MCP or a de-obfuscated environment? A lot of methods referenced in the stacktrace are only partially obfuscated. Can you post me a copy or link to your output-client.log file?
Ah, I thought something like that. I wish forge would just do what bukkit does and just unloads a mod when it crashes, as opposed to doing what forge does and blowing up.
By the way, I have an idea. Basically, you could redo snow so that it actually makes sense. Wind will take part in the direction it moves, and, unlike the vanilla snow that makes different parts of the snow fly in completely different directions at once (I even see snow flying upwards! Seriously, look for yourself), all parts of snow would flow in the same direction. Also, where snow particles land will now make a difference; you could make an alternative to texture packs in which you could make multiple types and shapes of snowflakes, but they would all be in a separate image. Sure, texture packs would have to be compatible, but it would be easy to make compatible with and it would be worth it. There could be no limit to how many different types of snow that someone making a texture pack could create, as the mod would randomly choose which one to assign to a spawned snowflake. You could make it so that snow particles would fall just like they do in the default texture pack, so there won't be any less or any more snowflakes in the air than there was without this mod. If enough snow particles land on a certain block (it doesn’t have to be a specific amount for each block, and it could be completely random how many snowflakes need to hit a different block), the block will have snow on it. The wind makes a difference too, as snow can now go underneath blocks if the wind is guiding it to. This feature could even be client-side and work on servers, if only the direction and wind of the snowflakes is used and where it is placed is not used. This would allow snow to make much more sense.
By the way, I have an idea. Basically, you could redo snow so that it actually makes sense. Wind will take part in the direction it moves, and, unlike the vanilla snow that makes different parts of the snow fly in completely different directions at once (I even see snow flying upwards! Seriously, look for yourself), all parts of snow would flow in the same direction. Also, where snow particles land will now make a difference; you could make an alternative to texture packs in which you could make multiple types and shapes of snowflakes, but they would all be in a separate image. Sure, texture packs would have to be compatible, but it would be easy to make compatible with and it would be worth it. There could be no limit to how many different types of snow that someone making a texture pack could create, as the mod would randomly choose which one to assign to a spawned snowflake. You could make it so that snow particles would fall just like they do in the default texture pack, so there won't be any less or any more snowflakes in the air than there was without this mod. If enough snow particles land on a certain block (it doesn’t have to be a specific amount for each block, and it could be completely random how many snowflakes need to hit a different block), the block will have snow on it. The wind makes a difference too, as snow can now go underneath blocks if the wind is guiding it to. This feature could even be client-side and work on servers, if only the direction and wind of the snowflakes is used and where it is placed is not used. This would allow snow to make much more sense.
That would be really cool, but it would require a complete rewrite of the snowfall render system. Currently, minecraft uses a tall skinny image of snowflakes to handle the texture, and then scrolls that in a random direction (hence creating the upside-down snowfall you mentioned). It would be possible to change the code to use individual snowflakes, but every particle on the screen increases lag, and currently each column of snow is one particle. Having snow build up by counting hits by snow particles would be even cooler, but it would require a lot of memory to keep up with how many particles had already been counted, and could potentially lag.
I'm glad you like it! I have actually not tried bettersnow on a server so If you encounter issues please tell me! Also I probably don't need to tell you but if you are using forge make sure to install bettersnow into the jar, not into the mods folder.
One thing I would like to point out, not sure if it is just me being derpy or what, but the installation instructions from the OP don't technically work for the 1.5.2a Forge version. Inside of the zip archive is a folder named 'minecraft,' and inside that are the necessary class files. At least in MultiMC installing via the mod utility as a JAR mod does not work with this layout. If you remove the files from the 'minecraft' folder and repackage with the class files and net folder in the root of the archive it works fine.
Just thought I would point that out to help others as it got me for a minute; not sure if that is how you intended to package the mod but it means that you can't just 'drag the contents of the zip' into your JAR; since you actually need to copy the files inside the included folder (not the folder itself), this could confuse some people who would likely just copy the folder.
Overall a nice mod and I look forward to testing it out some more!
" Inside of the zip archive is a folder named 'minecraft,'" Now how did that get in there... Sorry about that, I will repackage the zip. Thanks for pointing that out!
EDIT: It should be fixed now. I do not use forge so I have no way to test the compiled forge versions of bettersnow outside of MCP.
Awesome! It wasn't a big deal anyway, if you know enough about modding it only took a minute of troubleshooting to figure out, but I thought I would warn you in case you started getting inundated with bug-reports that didn't really make sense.
Thanks, I probably would have loaded up intelli-j,failed to dupe the bug, and spent the next 5 hours staring at an obfuscated stack trace trying to see what went wrong. You likely just saved me a ton of grief!
Happy to help!
http://www.minecraftforum.net/topic/1729582-152-forge-allsnow-mod-snow-worlds/
I have put it there, and I included a link to your page. I am trying to find another place to mention it that looks nice, I may put a link somewhere in the downloads section as well.
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Mac OS X (x86_64) version 10.8.3
Java Version: 1.6.0_45, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 460792544 bytes (439 MB) / 534708224 bytes (509 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.51 FML v5.2.11.707 Minecraft Forge 7.8.0.707 Optifine OptiFine_1.5.2_HD_U_D3 14 mods loaded, 14 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{5.2.11.707} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge{7.8.0.707} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
mod_BACR{v4} [Better Animations Collection Revived] (minecraft.jar) Unloaded->Constructed->Pre-initialized
mod_TooManyItems{1.5.2 2013-04-25} [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized
DynamicLights{1.2.0} [Dynamic Lights] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_onFire{1.0.2} [Dynamic Lights on burning] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_creepers{1.0.2} [Dynamic Lights on Creepers] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_dropItems{1.0.3} [Dynamic Lights on ItemEntities] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_mobEquipment{1.0.0} [Dynamic Lights on Mob Equipment] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_otherPlayers{1.0.3} [Dynamic Lights Other Player Light] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
DynamicLights_thePlayer{1.0.5} [Dynamic Lights Player Light] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized
GuiAPI{0.15.6} [GuiAPI] (GuiAPI-0.15.6-1.5.2.jar) Unloaded->Constructed->Pre-initialized
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 6770M OpenGL Engine GL version 2.1 ATI-1.6.37, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Better than Default 1.5
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.RuntimeException: Couldn't load config! Was looking for: /Users/JakeHassan/Library/Application Support/minecraft/bin/shader/config.txt
at Water_Config.<init>(Water_Config.java:55)
at net.minecraft.client.renderer.EntityRenderer.<init>(EntityRenderer.java:217)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:422)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT f6e0574c ----------
That is a bug with shaders mod. I have seen this bug before, but I cannot remember how to fix it. Talk to the developer of your shaders mod about this.
But I don't have a shaders mod installed, only a folder that I used back in 1.4.7. I deleted the shader inside it.
It may be forge trying to load it anyway. Forge is bad about not checking mod version or requirements. Are you using LiteLoader or running from MCP or a de-obfuscated environment? A lot of methods referenced in the stacktrace are only partially obfuscated. Can you post me a copy or link to your output-client.log file?
Never mind, I figured it out. Thanks!
I'm glad you got it working! Do you mind telling me what fixed it in case someone else asks?
It was a 1.4.7 mod in my mods folder
Ah, I thought something like that. I wish forge would just do what bukkit does and just unloads a mod when it crashes, as opposed to doing what forge does and blowing up.
That would be really cool, but it would require a complete rewrite of the snowfall render system. Currently, minecraft uses a tall skinny image of snowflakes to handle the texture, and then scrolls that in a random direction (hence creating the upside-down snowfall you mentioned). It would be possible to change the code to use individual snowflakes, but every particle on the screen increases lag, and currently each column of snow is one particle. Having snow build up by counting hits by snow particles would be even cooler, but it would require a lot of memory to keep up with how many particles had already been counted, and could potentially lag.