For some reason, when I started a new world with this mod installed, and it switched to a new season, it stayed in that new season, and it would not cycle to the next. I slept night after night and it was still Winter. I had to manually change the season and then spring as well, would not change. The season clock stayed in the same position throughout my endeavors with this mod. Any ideas how to fix it?
Seasons are long, and each season day is counted 30 secs(it's on the config) after you wake up.
Oooh yeh I forgot about that, so that's another bug lol <.<
Snow not appearing on top of any trees or half blocks in non snow biomes (but the half block thing is a mojang bug right?)
Still an epic mod ^^
They are not bugs. The snowing code prevents snow forming above non-opaque blocks, like glass, leaves, block with non-full models, etc.
But maybe I can make a workaround to make snow form above leaves, without editing a core class.
Only thing turning me off atm is the seed nerf, having to go chase down seeds in long grass after every harvest is kind of annoying, specialy with large scale farming :sad.gif: Not to mention it makes no sense- why would I not save seed stock at harvest? :tongue.gif:
Maybe keep seed drops from wheat, but nerf the drop rate from long grass?
Only thing turning me off atm is the seed nerf, having to go chase down seeds in long grass after every harvest is kind of annoying, specialy with large scale farming :sad.gif: Not to mention it makes no sense- why would I not save seed stock at harvest? :tongue.gif:
Maybe keep seed drops from wheat, but nerf the drop rate from long grass?
You can "disable" the seeds not dropping from ready wheat. Maybe I should consider nerving long grass then :tongue.gif:
I have a suggestion as to how to make leaves "Fall" in autumn and "Grow Back" In Spring, without being tedious and hard to program.
During Autumn, every 100 ticks, a leaf block has a 1 in 10 chance of turning into another block (That is, if it isn't the pine needles from the pine tree, if you can program it like that). This other block would be invisible and would allow the player to walk through it, not unlike the Air block (Actually it could just be a complete copy of the air block). During spring,every 100 this block has a 1 in 10 chance of turning back into a block of leaves. Optionally, the amount of ticks in the interval could be decreased if the block was next more leaves or a wooden log.
If that is workable, the modified blocks would need to keep the leaf decay code. Otherwise, you've got phantom blocks that could potentially mess with tree growth in bizarre ways.
(I almost wonder if it would be reasonable to make them drop saplings on changing over, but this would make an utter mockery of game balance with my mix of mods, even moreso than the whole mess already is.)
Again, assuming something like that is workable. Now I think about it, that's an alteration to the behavior of an existing block. Which means it needs a core class override, which would be inconvenient, unless it's in one of the already-overridden core classes. *shrug*
I have a suggestion as to how to make leaves "Fall" in autumn and "Grow Back" In Spring, without being tedious and hard to program.
During Autumn, every 100 ticks, a leaf block has a 1 in 10 chance of turning into another block (That is, if it isn't the pine needles from the pine tree, if you can program it like that). This other block would be invisible and would allow the player to walk through it, not unlike the Air block (Actually it could just be a complete copy of the air block). During spring,every 100 this block has a 1 in 10 chance of turning back into a block of leaves. Optionally, the amount of ticks in the interval could be decreased if the block was next more leaves or a wooden log.
If that is workable, the modified blocks would need to keep the leaf decay code. Otherwise, you've got phantom blocks that could potentially mess with tree growth in bizarre ways.
(I almost wonder if it would be reasonable to make them drop saplings on changing over, but this would make an utter mockery of game balance with my mix of mods, even moreso than the whole mess already is.)
Again, assuming something like that is workable. Now I think about it, that's an alteration to the behavior of an existing block. Which means it needs a core class override, which would be inconvenient, unless it's in one of the already-overridden core classes. *shrug*
I thought of the same thing when I planned this mod. I think now it's time to try to do it.
Block overrides aren't that bad, I use reflection so it does not edit directly the core class.
I had noticed a little issue : the tall grass appear instantly on the blocks without growing.
Since 1.6.6, the grass is supposed to grow over time no ?
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Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
If there was a way to alter the world generation to do away with snowy biomes I would like that, though I know not everyone would. I just don't like how there's always snow there. Sorry for any idiocy in my post.
If there was a way to alter the world generation to do away with snowy biomes I would like that, though I know not everyone would. I just don't like how there's always snow there. Sorry for any idiocy in my post.
I agree with you. With seasons mod added, it would make more sense to have "tundra" biomes where there is only snow in fall and winter while in spring it melts and in summer you see barren land.
Where are these bunnies? I found this but not only has it been abandoned but it the thread is actually locked !
What bunnies? You mean Mo'Creatures mod?
Something I find kinda odd in this mod is that after fall all the green grass and leaves come back. I don't like it to snow constantly (not realistic and that's what we're going for right?) so I turned off constant winter snow so it will only snow when the game decides to "precipitate". I think winter before a snowfall should look similar to fall.
Oh no! i have to install that mob spam mod just to get bunnies?
Erms..yes. But you can disable every mob but bunnies by setting their spawn frequency to zero. However be warned you might end up with bunny spam :tongue.gif:
heres an idea for this mod make it compaditable with mo creatures and add a patch soonly certinn animals will come out
Seasons mod is compatible with Mo' Creatures, I'm running them both with no problems (mostly). If you're having any issues not already discussed in this thread, they are probably being caused by another mod.
Seasons are long, and each season day is counted 30 secs(it's on the config) after you wake up.
They are not bugs. The snowing code prevents snow forming above non-opaque blocks, like glass, leaves, block with non-full models, etc.
But maybe I can make a workaround to make snow form above leaves, without editing a core class.
Maybe keep seed drops from wheat, but nerf the drop rate from long grass?
I didn't change how snowing works. You should talk to the FiniteLiquid developer about it not freezing on snowfall.
You can "disable" the seeds not dropping from ready wheat. Maybe I should consider nerving long grass then :tongue.gif:
During Autumn, every 100 ticks, a leaf block has a 1 in 10 chance of turning into another block (That is, if it isn't the pine needles from the pine tree, if you can program it like that). This other block would be invisible and would allow the player to walk through it, not unlike the Air block (Actually it could just be a complete copy of the air block). During spring,every 100 this block has a 1 in 10 chance of turning back into a block of leaves. Optionally, the amount of ticks in the interval could be decreased if the block was next more leaves or a wooden log.
(I almost wonder if it would be reasonable to make them drop saplings on changing over, but this would make an utter mockery of game balance with my mix of mods, even moreso than the whole mess already is.)
Again, assuming something like that is workable. Now I think about it, that's an alteration to the behavior of an existing block. Which means it needs a core class override, which would be inconvenient, unless it's in one of the already-overridden core classes. *shrug*
I thought of the same thing when I planned this mod. I think now it's time to try to do it.
Block overrides aren't that bad, I use reflection so it does not edit directly the core class.
Since 1.6.6, the grass is supposed to grow over time no ?
Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
Otherwise
Thanks for this lovely mod.
Lady E
I agree with you. With seasons mod added, it would make more sense to have "tundra" biomes where there is only snow in fall and winter while in spring it melts and in summer you see barren land.
What bunnies? You mean Mo'Creatures mod?
Something I find kinda odd in this mod is that after fall all the green grass and leaves come back. I don't like it to snow constantly (not realistic and that's what we're going for right?) so I turned off constant winter snow so it will only snow when the game decides to "precipitate". I think winter before a snowfall should look similar to fall.
Oh no! i have to install that mob spam mod just to get bunnies?
Erms..yes. But you can disable every mob but bunnies by setting their spawn frequency to zero. However be warned you might end up with bunny spam :tongue.gif:
Seasons mod is compatible with Mo' Creatures, I'm running them both with no problems (mostly). If you're having any issues not already discussed in this thread, they are probably being caused by another mod.
Havn't tested but I think you can just turn it back on in the config file. However be warned this screws up the timing on redstone devices.