It seems mod somehow conflict with Tinkers Construct rendering, because items from TC became invisible after installing Necromancy...
Upd: Oh and any other rendering too. Many default items in creative menu also invisible.
Hello, so I have this mod and biomes o plenty installed. I have been experiencing issues which I think this mod is the culprit for.
I have seen gravel beaches of bop, and in the tmi item lists there are items for bop's mod. However, the biomes are not showing up in my worlds of the other mod, only of this mod. While other people in bop have been having the same issue, and I believe I may have a way to fix it, in a world I was testing out for compatibility issues, I came across two of your biomes. However, while one of them had the correct name corresponding to it in the F3 thingy, while going on a wasteland (full of cracked sand correct?) the F3 info thingy displayed "Ocean" for the biome type. Would this be a biome id conflict with bop or something? Also this image is whacky and may be something to do with item id conflicts? Thanks for reading and suggesting fixes =)
Did you selected biomes o plenty world type or changed config option to generate biomes in the default world type?
Is there no fix for this? Did I mess up my world completely?
There is an option to recreate your map to the new one and manually transfer chunks where your base was. Its in the menu where you choose your world.
Also i saw a rejuvenation rockets in ICBM which regenerates chunks ingame without need to recreate whole map, so you can try it out.
Also back up world just in case.
So, while looking for uses for the new gems, someone suggested that they be used for the Ancient Staff recipe. I liked the idea a lot, so now the recipe is a bit different. It requires all 5 new gems, endstone, and a nether star. No iron, diamond, emerald, or redstone anymore.
Also, here's a preview of the gems and their blocks:
Are they modular? Half of them exist already in tech mods...
One of the other new features is a file in the config folder for "default" settings for worlds, and the no-seasons setting can be set there. It might not be the best solution possible, but it's a huge improvement.
The lag is caused by the renderers refreshing, since the seasons changed from nothing to <insert name of season here>. I'll add in a secondary overrider so it's not a problem when joining a world. I made it refresh when opening any gui (after a season change) because people used to complain that they got killed when the seasons changed (and the renderers refreshed) while they were fighting mobs. Delaying it should let them fight, then let them refresh it when it's safe and their lives aren't at risk. :3
I'm not going to add a client-based override for seasons, if that's what you're asking for. If a server wants it's clients to have something, I feel that the clients should obey. The server should have the final say on anything it has any say on. (How the seasons are done is a different matter for now, though.)
What is client and server season override, whats it all about? Im asked for default dimension seasons.
So SeasonsDataTemplate.dat contain options to disable seasons in all new dimensions, except vanilla, right?
The_WeatherPony, as i understand dimension ban works via nbt edit of SeasonsData.dat in each dimension save? Could it be done via cfg file for all dimensions? It will be more userfriendly then.
And can you change the default setting to no seasons in all non vanilla new worlds, because its annoyng to first go to dimension ingame, then delete world and configure setting to no season for it.
Also now mc lagging much while opening inventory gui for the first time.
Corosus, can you please add ability for to break doors via hostile worlds or zombie awareness on any difficulty not only for miner?
And about Zombie Awareness why you deleted ability to damage animals to attract zombies?
Interesting ideas for new blocks. I'll try to implement them, but it'll take a while. If you remember it, could you remind me in about a month or two, just in case I forget it?
Sure, i can poke you with my wishlist as many times as you wish to hear it and even more.
If you follow the "mods" folder section of the mod's files, you'll get to the textures. Renaming the thermometer texture to "thermometer"(.png), the texture will be the normal no-animation texture. Doing the same with the Seasons Watch ("seasonwatch"(.png)) will bring that one back. They're like that because I commented out the animation code that I'm working on for them. The code will be included in the next version, though the texture page might not be complete. (I'm just a programmer. For me, textures are torturous to make.)
Some things are still coming. Sorry for taking so long, but I sensed that I had to get whatever I could out. It's not complete, but there are some sections for disabling seasons in dimensions.
Textures for the added items are broken more than before because I was working on restoring the animation when I released, so didn't include it.
The textures within chunks has been a problem I'm trying to solve, but it has a really easy solution that can be done in-game. (Switching between fast and fancy will fix them. Switching back will not re-break it.)
The four seasonal Seasons achievements have been bugged for a while, but I haven't managed to track down what's the cause. (I'm beginning to suspect Forge is remembering that an achievement was previously obtained, but I'm not positive.) The other achievements are still working, though... (Back when I added them, I said, "Added at least 7 achievements.")
Thank you for telling me about Winter... I could have sworn I fixed that already. :/
Season popups are only sent from the server to the client when a season actually changes, and it changes normally. Unlike achievements, which are purely handled by the client, the overlays are given by the server.
SMP is supported, and there is support for dedicated server usage. MCPC+ (and other Bukkit-Forge hybrids) are still missing some features, but the differences are lessening.
"B:Autumn_AutumnLeaves_Jungle=false" is a boolean setting for rendering. It's for if Jungle leaves should look to the vanilla foliage texture sheet or the Autumn texture sheet from Seasons when the season is Autumn. If it's false (which I made the default), then the leaves will stay mostly green. If it's true, they turn a shade of orange. Usually Jungle and Oak leaves are treated identically, but I changed it since I had to manipulate code there for the other options.
Thx for the answer! Always amazed by your... maybe thats wrong word, wordiness. Not many modders answer personally to every complaining player.
Take your time and we players will look for the future updates
Oh, and i have an idea about thermometer and season clock - instead of using non convinient vanilla frames make them placeable on the vertical side of the block on shift+right click and just right click to activate like while it in the hand.
Hmm, looks like 1.5 port passed not very well...
Still no custom dimension ban, no snowdrifts and percentage thermometer
And I also found couple bugs:
Its a single biome with same wood and vines.
Note: destroying any block will reset texture in a whole chunk.
No textures on thermometer and season clock and achievements:
Also achievments popup randomly, once i clear installed mod and started a world i already had 3 of 4 season achievements and last one poped up couple minutes ago(without actually passing a mc day).
Being in creative mode changes nothing - you still will freeze during winter.
No popups with season name too?
BTW, does this support smp and what config oprions such as B:Autumn_AutumnLeaves_Jungle=false supposed to do?
But what about jar mods? Better Snow forge is technically not a forge mod, and forge does not recognize it.
Well, forge modloader pretty much similar to the risugami's modloader. However, for jar mods there are two ways: to place them in the jar(thats sad but its the way of some api's) and to place them in coremods folder(its folder for mods which override vanilla classes). I dont know exactly how coremods folder works, but mods that some time ago required placing in the jar now moved to coremods.
I suggest you to go to forge official forum and ask the creators themself about porting your mod.
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version 1.1
http://pastebin.com/8ECY6Z3d
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Upd: Oh and any other rendering too. Many default items in creative menu also invisible.
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Did you selected biomes o plenty world type or changed config option to generate biomes in the default world type?
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There is an option to recreate your map to the new one and manually transfer chunks where your base was. Its in the menu where you choose your world.
Also i saw a rejuvenation rockets in ICBM which regenerates chunks ingame without need to recreate whole map, so you can try it out.
Also back up world just in case.
Are they modular? Half of them exist already in tech mods...
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What is client and server season override, whats it all about? Im asked for default dimension seasons.
So SeasonsDataTemplate.dat contain options to disable seasons in all new dimensions, except vanilla, right?
Using nbt tags still not very convenient though
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And can you change the default setting to no seasons in all non vanilla new worlds, because its annoyng to first go to dimension ingame, then delete world and configure setting to no season for it.
Also now mc lagging much while opening inventory gui for the first time.
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And about Zombie Awareness why you deleted ability to damage animals to attract zombies?
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Sure, i can poke you with my wishlist as many times as you wish to hear it and even more.
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Thx for the answer! Always amazed by your... maybe thats wrong word, wordiness. Not many modders answer personally to every complaining player.
Take your time and we players will look for the future updates
Oh, and i have an idea about thermometer and season clock - instead of using non convinient vanilla frames make them placeable on the vertical side of the block on shift+right click and just right click to activate like while it in the hand.
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Still no custom dimension ban, no snowdrifts and percentage thermometer
And I also found couple bugs:
Its a single biome with same wood and vines.
Note: destroying any block will reset texture in a whole chunk.
No textures on thermometer and season clock and achievements:
Also achievments popup randomly, once i clear installed mod and started a world i already had 3 of 4 season achievements and last one poped up couple minutes ago(without actually passing a mc day).
Being in creative mode changes nothing - you still will freeze during winter.
No popups with season name too?
BTW, does this support smp and what config oprions such as B:Autumn_AutumnLeaves_Jungle=false supposed to do?
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Please change the recipe
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Well, forge modloader pretty much similar to the risugami's modloader. However, for jar mods there are two ways: to place them in the jar(thats sad but its the way of some api's) and to place them in coremods folder(its folder for mods which override vanilla classes). I dont know exactly how coremods folder works, but mods that some time ago required placing in the jar now moved to coremods.
I suggest you to go to forge official forum and ask the creators themself about porting your mod.