You installed this in the mods folder as a zip. Rename it to be a .jar or put it into the minecraft.jar. I suspect you did this on your server, too, since you mention clients using it.
Why are you using pasha's build? :3
You have build 497 of Forge (not the cause, but still)
In this case, I can not figure out what is happening. Can I please have more information on what the client was doing at the time of the crash?
You installed this in the mods folder as a zip. Rename it to be a .jar or put it into the minecraft.jar.
Edit: Also, how would my right clicking cause your game to crash?
I got the same crash if i put renamed to .jar mod into mods folder. But while in minecraft.jar it works fine.
And thanks for such full reply to my questions.
While talking about thermometers info and industrial mods i meant that you may disproportionately interpretate mc values to real world ones. Lets say the 0 C will be equal to .15 mc or when the snow particles starts and water freezes. Everything lower will be minus something with some multiplier, so temperaure will vary in different places. And somewhere about 50 C is the 2.0 - desert. Thats not very accurate but its still better than percantage, i think. And a config option for that - calculate in C,F,K
It also will be cool if you implement some heat system like the need to heat your house if its winter in the cold biome or cold underground
And ability to disable seasons in dimensions is very essential since seasons really not fit Twilight Forest - its ice castles will melt and colorful forests all become orange:( And who knows what will happen to DivineRPG palette...
I got the same crash if i put renamed to .jar mod into mods folder. But while in minecraft.jar it works fine.
And thanks for such full reply to my questions.
While talking about thermometers info and industrial mods i meant that you may disproportionately interpretate mc values to real world ones. Lets say the 0 C will be equal to .15 mc or when the snow particles starts and water freezes. Everything lower will be minus something with some multiplier, so temperaure will vary in different places. And somewhere about 50 C is the 2.0 - desert. Thats not very accurate but its still better than percantage, i think. And a config option for that - calculate in C,F,K
It also will be cool if you implement some heat system like the need to heat your house if its winter in the cold biome or cold underground
And ability to disable seasons in dimensions is very essential since seasons really not fit Twilight Forest - its ice castles will melt and colorful forests all become orange:( And who knows what will happen to DivineRPG palette...
I'll have to test the thermometer when installed as a jar, but thank you for telling me.
I'm slowly rewriting everything, and will eventually get to overhauling the vanilla background sections involving both temperature and 'temperature' (melting by biome/light) so that it can be a neater, linear(-ish) definition of it, that makes sense.
The ability to disable seasons in a dimension is important, and I even thought about it partially when coding v1.6, but I hadn't thought it out fully to make it happen. I'll be adding it in for v1.8.1 at the earliest, though, since 1.5 is almost out and I'm starting to get busy irl...
Dunno if this was already stated somewhere, would take forever to read 40-something pages of posts xD;
Where is the Seasons.wpvd? I can't seem to find it. But this is my first time using a mod, so I could have easily overlooked it ^^;
Seasons.wpvd is in <minecraft directory>/config/Seasons, but it's not supposed to be edited or viewed. It only contains all the version information since v1.7, and is used for offline version alerts. It gets rewritten every time the server is started (integrated or dedicated) and the computer can access the internet. Even if you do open it, it shows a couple of lines of junk characters. I have it be like that because I sometimes have to release a version twice (meaning I goofed really badly), and give a different link to those that are already using that version (so already downloaded an earlier edition of that version).
I'll have to test the thermometer when installed as a jar, but thank you for telling me.
I'm slowly rewriting everything, and will eventually get to overhauling the vanilla background sections involving both temperature and 'temperature' (melting by biome/light) so that it can be a neater, linear(-ish) definition of it, that makes sense.
The ability to disable seasons in a dimension is important, and I even thought about it partially when coding v1.6, but I hadn't thought it out fully to make it happen. I'll be adding it in for v1.8.1 at the earliest, though, since 1.5 is almost out and I'm starting to get busy irl...
Seasons.wpvd is in <minecraft directory>/config/Seasons, but it's not supposed to be edited or viewed. It only contains all the version information since v1.7, and is used for offline version alerts. It gets rewritten every time the server is started (integrated or dedicated) and the computer can access the internet. Even if you do open it, it shows a couple of lines of junk characters. I have it be like that because I sometimes have to release a version twice (meaning I goofed really badly), and give a different link to those that are already using that version (so already downloaded an earlier edition of that version).
So there's no way for me to change the length of the seasons? I wanted to make it so they lasted for 90 in-game days to be a bit more realistic :c
So there's no way for me to change the length of the seasons? I wanted to make it so they lasted for 90 in-game days to be a bit more realistic :c
Instead of making those settings (the season durations are four settings - one per season) be the same between all saves, it's per-world (and even per dimension). This makes it so you could make every world (and dimension if using mods such as Mystcraft) completely different from every other, without restarting Minecraft and editing files.
To change the worldly settings, use an NBT editor (such as NBTEdit) on each world(/dimension)'s "SeasonsData.dat" that you want to change. There is a list of all the settings and what they do in the readme, though some of them might not be very clear, so I'm here if you need me.
The four settings for the length of the seasons are named "SpringLength", "SummerLength", "AutumnLength", and "WinterLength".
Rollback Post to RevisionRollBack
If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
I'll have to test the thermometer when installed as a jar, but thank you for telling me.
I'm slowly rewriting everything, and will eventually get to overhauling the vanilla background sections involving both temperature and 'temperature' (melting by biome/light) so that it can be a neater, linear(-ish) definition of it, that makes sense.
The ability to disable seasons in a dimension is important, and I even thought about it partially when coding v1.6, but I hadn't thought it out fully to make it happen. I'll be adding it in for v1.8.1 at the earliest, though, since 1.5 is almost out and I'm starting to get busy irl...
Seasons.wpvd is in <minecraft directory>/config/Seasons, but it's not supposed to be edited or viewed. It only contains all the version information since v1.7, and is used for offline version alerts. It gets rewritten every time the server is started (integrated or dedicated) and the computer can access the internet. Even if you do open it, it shows a couple of lines of junk characters. I have it be like that because I sometimes have to release a version twice (meaning I goofed really badly), and give a different link to those that are already using that version (so already downloaded an earlier edition of that version).
Oh, and I forgot to metion: add please option to configure items id
Instead of making those settings (the season durations are four settings - one per season) be the same between all saves, it's per-world (and even per dimension). This makes it so you could make every world (and dimension if using mods such as Mystcraft) completely different from every other, without restarting Minecraft and editing files.
To change the worldly settings, use an NBT editor (such as NBTEdit) on each world(/dimension)'s "SeasonsData.dat" that you want to change. There is a list of all the settings and what they do in the readme, though some of them might not be very clear, so I'm here if you need me.
The four settings for the length of the seasons are named "SpringLength", "SummerLength", "AutumnLength", and "WinterLength".
Okay, thanks Seems I've got it working right now after a few tries, looking forward to my survival world having a bit more depth to it
now i have made it in the .jar and now it works but now I have two other problem:
i cant see any water or ice and i cant start a new world.
My mods:
forge
optifine
NEI
GuiApi
Reis Minimap
Entchanting +
Netherrocks
Usefulfood
sorry for my bad english
Several other people have complained about invisible water and ice. I do change the code for ice, but I don't change or interact with water's code in any way, so I can't even test for the bug properly.
What version and build number of Forge are you using? (6.6.#.#) If you are using 6.6.2.#, could you please downgrade Forge to 6.6.0.# or 6.6.1.#?
Do not worry about your English, by the way.
Rollback Post to RevisionRollBack
If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
yes i put into mods folder on zip format bc if i put all archives in minecraft.jar game "frost" on screen "generating world" when i enter in..or i change .zip to .jar and put it in mods folder but in .jar format minecraft dont read mod..no exist..
o ..really bad..i updated to 1.5 this mod work in 1.5?
1.5 just came out, so no, it doesn't work with it. The next release of this mod will have a 1.5 version, but until I make the needed changes, this isn't 1.5 compatible.
Further to my previous post. It seems that forge 527 (specified by optifine) has an issue working with version 1.7.4 of the seasons mod. When I install just forge in a fresh jar followed by the seasons all items are invisible as well as entities. i didnt get as far as looking at water. Forge 516 (specified by railcraft) works fine. Thats both without optifine, ive given up on that mod for now. At the minute im playing SSP and im having a different problem.
Not sure if this is to do with the seasons mod or not
I have 2 dimensional anchors loaded. 1 in the nether and 1 next to my home and a millenaire village. Its happened randomly, 3 times in the last hour but maybe only 3 times for the rest of the day (ive left it on). It crashed once while I was not at the keyboard and 3 times whilst I was moving around playing in the last hour. It did not happen whilst traveling between the nether and the overworld. It crashed once while I was making an open sided warehouse building for my coke oven and blast furnace.
Any clues ?
Thanks for telling me about those dimensional anchors, because I wouldn't have been able to figure it out otherwise.
I don't know how it's going wrong, but at least I know what is happening. Somehow, the state of one of the dimensions is in flux - this mod heard the dimension was closed, but Minecraft either didn't close it or re-opened it without telling this mod.
The solution is fairly simple, so thank you for telling me about the problem.
Hey there!
Just wondering if there's any chance an option could be put in the (incoming?) config file about controlling sapling spawning? My plains are disappearing xD
Ill remove the anchors and make sure it runs ok without them. I cant remember if I slapped one down.
Thanks
Alright, and I'll also add it in and deal with any problems later. Maybe I'm just being silly after working on things all day. :S I edited my previous post right before you replied, but I doubt you saw it. (not that important, at least)
Hey there!
Just wondering if there's any chance an option could be put in the (incoming?) config file about controlling sapling spawning? My plains are disappearing xD
You could just change the value of "SpringGrowSapling" in the SeasonsData.dat to zero, and saplings won't spawn (unless in the list of custom plant spawns). :3
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
Edit-
I'm having trouble editing it. I've tried notepad and notepad++ I get "SpringGrowSapling" followed by a string of 'NULL' and 'STX'
Is there a different program I should be using?
Edit-
I'm having trouble editing it. I've tried notepad and notepad++ I get "SpringGrowSapling" followed by a string of 'NULL' and 'STX'
Is there a different program I should be using?
You need to use an NBT editor to change anything. I'm only using the 'old-school' tags, so almost any NBT editor will work. (such as NBTedit)
The_WeatherPony dunnno what made me check in, didnt expect you to be here still ! Reread what youve written.
Thanks for being there.
ConcurrentModificationException
Never mind about what I was thinking. Wrong problem, wrong solution.
Not sure atm where the issue is, but the loaders aren't the problem. I'll try to find what's really the issue, though. (the list of worlds is being changed while it's being looked at, most likely, but I'm not sure how)
v1.8 is almost ready for 1.4.7. I'm going to give the coders of Forge another half to a whole day to work out any problems they might have before I download and port to 1.5. How long it takes from there will depend on how hard it is to adjust the code to the new version, namely if I have to change the texture stuff. If everything goes flawlessly, it should only take 2-3 hours solid to port. Basically, v1.8 should be ready in the next 36 hours or so.
I think a new page of posts will come soon enough, so I might as well say this (it will be ever so sightly important later on): One the normal servers I play on is mcctf.com. Which of the thirty-something mcctf servers, I'm not going to reveal.
Ive updated to 1.5 to take a look at snow drifts, however they dont spawn on they own. But if place a snow cover on another they stack and form nice bank of snow. It defreezes in warm places as normal snow covers and there is hardly must be a problem, only deleting additional snow from cold biomes during warm seasons to avoid forming 256 blocks snow mountains.
So, WeatherPony will you implement snow stacking during winter? Im just imagining how cool will it be return from mine to home and find out that its buried under snow
About putting mod into mod folder/minecraft.jar: Could you make mod work from coremods folder? I cant currently check will it work, but as far as i know mods that editing base classes should be run from coremods. And it will prevent conflicts with mods also editing base classes, cuz its kinda oldschool to overwrite something inside mc.jar and im afraid if i install large heap of mods it will conflict. For example optifine also changes ban.class and im sure many apis are too...
Ive updated to 1.5 to take a look at snow drifts, however they dont spawn on they own. But if place a snow cover on another they stack and form nice bank of snow. It defreezes in warm places as normal snow covers and there is hardly must be a problem, only deleting additional snow from cold biomes during warm seasons to avoid forming 256 blocks snow mountains.
So, WeatherPony will you implement snow stacking during winter? Im just imagining how cool will it be return from mine to home and find out that its buried under snow
About putting mod into mod folder/minecraft.jar: Could you make mod work from coremods folder? I cant currently check will it work, but as far as i know mods that editing base classes should be run from coremods. And it will prevent conflicts with mods also editing base classes, cuz its kinda oldschool to overwrite something inside mc.jar and im afraid if i install large heap of mods it will conflict. For example optifine also changes ban.class and im sure many apis are too...
I downloaded Minecraft 1.5, but haven't tried it yet (I use Magic Launcher, and most of the servers I go on still use 1.4.7 plus MineLP hasn't updated yet, so I haven't seen the new snow logic. The first for 1.5 will be just a ported version of v1.8 for 1.4.7, so I'll adjust it as needed for the following one, which I'll do the new coding for on 1.5. (Or would you like me to do it first, and make you wait? ) I've been working on an (internal) API and tried making it a coremod, but it didn't seem to work correctly (either I derped in coding it, or it didn't make the base-changes I was needing). I'm almost done with mk2 of the API, so I'll try again with it in the coremods folder and see if it's still weaker (different powers are offered to coremods, but for my purposes, it's weaker.) If it works this time 'round, then sure.
Though making Seasons a coremod would take rewriting a few hundred lines of code. ;(
Last I looked, Optifine didn't edit ban.class (EntityRenderer) in 1.4.7, or any other base edits Seasons does, which was making finding issues between the two more difficult. They might have changed since...
The_WeatherPony, just read your latest reply. I left my world running overnight without the dimensional anchors(chunk loaders) and it hasnt crashed.
Looking forward to the new version.
thanks very much
EDIT Actively played for a few hours today without a single crash (no chunkloaders still)
EDIT 2
strange banding observed for snow disappearing in spring. I could understand snow/lack of snow outside the loaded area, but after lurking in a millenaire village for a year or so (most of which was game loaded whilst I slept to test for world crashes) I was surprised to find snow outside the area of the village, and then more surprised again to discover a small millenaire lone buildings with a little snow around it. Strange banding at the edge of loaded areas/just beyond as well.
It wouldn't be the anchors' fault, but they might be causing the problem to manifest. Since most games only have 3 dimensions, the problem is happening by two trains of thought ("threads") trying to get seasonal information at the same time (each looking for under a millisecond... actually much less than a millisecond).
The snow bands might be from visiting different areas in different seasons? It would be more vanilla behavior/behavior of the random number generator than something I intentionally did...
I put the chunk loaders back in, did a 2 hour or so circuit of millenaire villages dropping chunk loaders and adding reis waypoints. As I got back home I set the time to morning in NEI (Coincidence i think) and got the same crash as before.
Thanks
I'll see if maybe that could be the source of the problem (world time). Thanks for the update!
Can't wait for the new 1.5 version have often crashes with 1.7.4 when loading/creating world or close minecraft. Will the new version better works with forge, also no need to integrate in minecraft/-server.jar file? oh... and one other question. Can you make the Autumn little bit different? now all leaves will color in other colors, but i have a tunnel with leaves as decorations... don't looks nice in Autumn will be nice if only leaves on Trees will change color if possible
Unless Forge improved their mod loading significantly, installation will be the same. Using MagicLauncher or the FTB launcher could help, though.
Could I please see the log that is made when the game crashes? Worst I can do is try to fix it/find the problem.
The leaves idea is not currently possible, but I want to do that, too, so there can be localized seasons.
Rollback Post to RevisionRollBack
If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
You installed this in the mods folder as a zip. Rename it to be a .jar or put it into the minecraft.jar. I suspect you did this on your server, too, since you mention clients using it.
Why are you using pasha's build? :3
You have build 497 of Forge (not the cause, but still)
In this case, I can not figure out what is happening. Can I please have more information on what the client was doing at the time of the crash?
Thank you. ^^
Edit: derped and forgot the end spoiler tag
I program
I got the same crash if i put renamed to .jar mod into mods folder. But while in minecraft.jar it works fine.
And thanks for such full reply to my questions.
While talking about thermometers info and industrial mods i meant that you may disproportionately interpretate mc values to real world ones. Lets say the 0 C will be equal to .15 mc or when the snow particles starts and water freezes. Everything lower will be minus something with some multiplier, so temperaure will vary in different places. And somewhere about 50 C is the 2.0 - desert. Thats not very accurate but its still better than percantage, i think. And a config option for that - calculate in C,F,K
It also will be cool if you implement some heat system like the need to heat your house if its winter in the cold biome or cold underground
And ability to disable seasons in dimensions is very essential since seasons really not fit Twilight Forest - its ice castles will melt and colorful forests all become orange:( And who knows what will happen to DivineRPG palette...
Where is the Seasons.wpvd? I can't seem to find it... Though this is my first time using a mod, so I could have easily overlooked it ^^;
I'm slowly rewriting everything, and will eventually get to overhauling the vanilla background sections involving both temperature and 'temperature' (melting by biome/light) so that it can be a neater, linear(-ish) definition of it, that makes sense.
The ability to disable seasons in a dimension is important, and I even thought about it partially when coding v1.6, but I hadn't thought it out fully to make it happen. I'll be adding it in for v1.8.1 at the earliest, though, since 1.5 is almost out and I'm starting to get busy irl...
I program
So there's no way for me to change the length of the seasons? I wanted to make it so they lasted for 90 in-game days to be a bit more realistic :c
To change the worldly settings, use an NBT editor (such as NBTEdit) on each world(/dimension)'s "SeasonsData.dat" that you want to change. There is a list of all the settings and what they do in the readme, though some of them might not be very clear, so I'm here if you need me.
I program
Oh, and I forgot to metion: add please option to configure items id
I program
Okay, thanks Seems I've got it working right now after a few tries, looking forward to my survival world having a bit more depth to it
How did you two install this? In the mods folder as a .zip? (Did you just download this and put into your mods folder?)
I program
What version and build number of Forge are you using? (6.6.#.#) If you are using 6.6.2.#, could you please downgrade Forge to 6.6.0.# or 6.6.1.#?
Do not worry about your English, by the way.
I program
1.5 just came out, so no, it doesn't work with it. The next release of this mod will have a 1.5 version, but until I make the needed changes, this isn't 1.5 compatible.
I don't know how it's going wrong, but at least I know what is happening. Somehow, the state of one of the dimensions is in flux - this mod heard the dimension was closed, but Minecraft either didn't close it or re-opened it without telling this mod.
The solution is fairly simple, so thank you for telling me about the problem.
I program
Just wondering if there's any chance an option could be put in the (incoming?) config file about controlling sapling spawning? My plains are disappearing xD
You could just change the value of "SpringGrowSapling" in the SeasonsData.dat to zero, and saplings won't spawn (unless in the list of custom plant spawns). :3
I program
Edit-
I'm having trouble editing it. I've tried notepad and notepad++ I get "SpringGrowSapling" followed by a string of 'NULL' and 'STX'
Is there a different program I should be using?
I program
Not sure atm where the issue is, but the loaders aren't the problem. I'll try to find what's really the issue, though. (the list of worlds is being changed while it's being looked at, most likely, but I'm not sure how)
v1.8 is almost ready for 1.4.7. I'm going to give the coders of Forge another half to a whole day to work out any problems they might have before I download and port to 1.5. How long it takes from there will depend on how hard it is to adjust the code to the new version, namely if I have to change the texture stuff. If everything goes flawlessly, it should only take 2-3 hours solid to port. Basically, v1.8 should be ready in the next 36 hours or so.
I think a new page of posts will come soon enough, so I might as well say this (it will be ever so sightly important later on): One the normal servers I play on is mcctf.com. Which of the thirty-something mcctf servers, I'm not going to reveal.
I program
So, WeatherPony will you implement snow stacking during winter? Im just imagining how cool will it be return from mine to home and find out that its buried under snow
About putting mod into mod folder/minecraft.jar: Could you make mod work from coremods folder? I cant currently check will it work, but as far as i know mods that editing base classes should be run from coremods. And it will prevent conflicts with mods also editing base classes, cuz its kinda oldschool to overwrite something inside mc.jar and im afraid if i install large heap of mods it will conflict. For example optifine also changes ban.class and im sure many apis are too...
Though making Seasons a coremod would take rewriting a few hundred lines of code. ;(
Last I looked, Optifine didn't edit ban.class (EntityRenderer) in 1.4.7, or any other base edits Seasons does, which was making finding issues between the two more difficult. They might have changed since...
The snow bands might be from visiting different areas in different seasons? It would be more vanilla behavior/behavior of the random number generator than something I intentionally did...
I'll see if maybe that could be the source of the problem (world time). Thanks for the update!
Could I please see the log that is made when the game crashes? Worst I can do is try to fix it/find the problem.
The leaves idea is not currently possible, but I want to do that, too, so there can be localized seasons.
I program