So I really love some of the features of this mod and would hate to have to get rid of it from my custom pack I put together but I'm moving to a hosted server solution that doesn't let me add jvm arguments to my startup. Currently I circumvent the issue with the jvm argument -DenableAsmTemplates=false but without that I get a noclassdeffounderror for the flux point tile entities preventing my server from even fully constructing the mods to initialize. I am running 1.7.10 with latest of both calculator and sonarcore and before anyone suggests no I won't upgrade to a more recent version of minecraft as I have several mods I enjoy playing with that haven't updated for newer versions. I remember being told somewhere to put that argument in to correct an issue that i do remember stemmed from somewhere else but I have searched for days and can't find it again unless I literally back through to re-download my entire pack again which I will admit is a bit large. I was hoping someone else may have encountered this before and can give me a clue as to where to go or what to look at. At this point basically any help would be appreciated as again I really don't want to be rid of this mod but it is also just one mod and as much as I love several things it adds I'm not going to rebuild a whole 200+ mod pack for the sake of one that isn't working. Link to crash report follows: https://drive.google.com/open?id=0BzhpdtinRUiBd2E3eEd2ZVdfZlU
There's a small trouble caused by the way the weather controller handles changing time.
It seems to be acting equal to the vanilla consul command of "/time set 0" with a known problem that this also resets the DAY to 0.
Sadly, the day function in minecraft now has a few important functions, including the difficulty calculations of spawning mobs.
In a world where the day is being set back with the weather controller, ExU ender lillies will never grow because time is never really passing.
The moon is also constantly locked in the same phase, never to change.
I just watched mobs going from spawning with valuable high level armor with enchants that could be used for many things, or broken down into valuable resources, to not spawning with any equipment at all.
It looks like the only safe way to change time is a little more system intensive. You would need to /time query daytime, and then /time add (X + 1,000), where math has to be done so that daytime + X is equal to 24,000. (The +1,000 is because while 24000 is the technical start of day, the day command sets it to 1,000 where the sunrise and sunset don't show on the world's horizon for consistency in the world sky and lightlevel. So in adding 1,000 you make it consistent to the command you can't safely use.).
And yes, I know, this isn't the only mod that does not do this safely, but you seem to be the only one who wouldn't ignore me completely for saying it.