well now that i've got the world start time to sync up, i'm noticing that the world clock is moving slightly faster than the stellar skies clock... working the config file to fix it, i'm all ears if anyone has any tips...?
The default config file is wrong, when converting ticks to hh:mm…. it should be
D:Minute_Length=16.666
not
D:Minute_Length=20.0
This will be remedied in the next version (probably) of StellarSky after I submit the pull request on my code.
i'm not so concerned with when the sun rises, my issue is what time it is when the world begins. when i create a new world and spawn in, stellar skies tells me that it is 4am, but the clock in minecraft reads 6am. i am trying to get these clocks to sync so that they read the same time.... changing the ticks per min to 16.666 does cause the clocks to tick at the same speed, but they're off by 2 hrs of each other.
i'm not so concerned with when the sun rises, my issue is what time it is when the world begins. when i create a new world and spawn in, stellar skies tells me that it is 4am, but the clock in minecraft reads 6am. i am trying to get these clocks to sync so that they read the same time.... changing the ticks per min to 16.666 does cause the clocks to tick at the same speed, but they're off by 2 hrs of each other.
Tick Offset is what you want then. Although depending on your Longitude and Latitude, and Day of the Year… you may find the sun rises in what you would call the "middle of the night" if you were basing it on the Mojang Clock, or even the "middle of the afternoon". It all depends on what your settings are.
I'm not sure why in your original post, you weren't able to see any changes, when you fiddled with the offset.
Can you post your StellarSky config via pastebin please?
Also, what version are you using?
adjusting the settings in my config seem to be giving me results opposite to what you're telling me. i was just playing with the tick offset and it seemed to affect when the sun rose whereas adjusting latitude seems to to be changing the clock at world start. i've been tweaking the config and generating new worlds all day (something like 80 worlds). i think i've finally got it where i like it and these are the current settings:
clientconfig {
# Limit of magnitude can be seen on naked eye.
# If you want to increase FPS, you can set this property a bit little (e.g. 0.3)
# and FPS will be exponentially improved
D:Mag_Limit=5.0
# Moon is drawn with fragments
# Less fragments will increase FPS, but the moon become more defective
I:Moon_Fragments_Number=16
# Degree of the twinkling effect of star.
# It determines the turbulance of atmosphere, which actually cause the twinkling effect
D:"Twinkling(Turbulance)"=0.3
# Length of minute in tick. (The minute & hour is displayed on HUD as HH:MM format)
D:Minute_Length=16.666
# Length of hour in minute. (The minute & hour is displayed on HUD as HH:MM format)
I:Hour_Length=60
}
# Length of a day, in a tick.
D:Day_Length=24000.0
# Length of a year, in a day.
D:Year_Length=365.25
# Year offset on world starting time.
I:Year_Offset=0
# Day offset on world starting time.
I:Day_Offset=0
# Tick offset on world starting time.
D:Tick_Offset=2000.0
# Lattitude on Overworld, in Degrees.
D:Lattitude_Overworld=45
# Longitude on Overworld, in Degrees. (East is +)
D:Longitude_Overworld=-0.0
# Lattitude on Ender, in Degrees.
D:Lattitude_Ender=-52.5
# Longitude on Ender, in Degrees. (East is +)
D:Longitude_Ender=180.0
# Size of moon. (Default size is 1.0)
D:Moon_Size=1.0
# Brightness of moon. (Default brightness is 1.0)
D:Moon_Brightness=1.0
wake {
# You can choose first or last available wake time among wake properties
S:Wake_Mode=last
wakebybright {
# Enable this wake property.
B:Enabled=true
# Solar azimuth(height) angle to wake up. (in degrees)
D:Sun_Height_for_Wake=10.0
}
wakebyalarm {
# Enable this wake property.
B:Enabled=false
# Wake-up time from midnight, in tick.
I:Wake_Time_from_midnight=6000
}
}
}
at these settings, both clocks are synced and running at the same speed and the sun is coming up between 6.30am and 7.30am
i've tested several versions of stellar sky throughout the day but for at least the last 5 or 6 hrs i've been using stellar sky v0.1.15 with SciAPI v0.5.2
EDIT: i just started a world at these settings and it starts out great but i waited out the day to see what happens and right now it's after 8pm and the sun isn't even close to setting yet! back to the drawing board i guess. i'm determined to get this to work... maybe there's something about how the mod works that i don't understand....
adjusting the settings in my config seem to be giving me results opposite to what you're telling me. i was just playing with the tick offset and it seemed to affect when the sun rose whereas adjusting latitude seems to to be changing the clock at world start. i've been tweaking the config and generating new worlds all day (something like 80 worlds). i think i've finally got it where i like it and these are the current settings:
clientconfig {
# Limit of magnitude can be seen on naked eye.
# If you want to increase FPS, you can set this property a bit little (e.g. 0.3)
# and FPS will be exponentially improved
D:Mag_Limit=5.0
# Moon is drawn with fragments
# Less fragments will increase FPS, but the moon become more defective
I:Moon_Fragments_Number=16
# Degree of the twinkling effect of star.
# It determines the turbulance of atmosphere, which actually cause the twinkling effect
D:"Twinkling(Turbulance)"=0.3
# Length of minute in tick. (The minute & hour is displayed on HUD as HH:MM format)
D:Minute_Length=16.666
# Length of hour in minute. (The minute & hour is displayed on HUD as HH:MM format)
I:Hour_Length=60
}
# Length of a day, in a tick.
D:Day_Length=24000.0
# Length of a year, in a day.
D:Year_Length=365.25
# Year offset on world starting time.
I:Year_Offset=0
# Day offset on world starting time.
I:Day_Offset=0
# Tick offset on world starting time.
D:Tick_Offset=2000.0
# Lattitude on Overworld, in Degrees.
D:Lattitude_Overworld=45
# Longitude on Overworld, in Degrees. (East is +)
D:Longitude_Overworld=-0.0
# Lattitude on Ender, in Degrees.
D:Lattitude_Ender=-52.5
# Longitude on Ender, in Degrees. (East is +)
D:Longitude_Ender=180.0
# Size of moon. (Default size is 1.0)
D:Moon_Size=1.0
# Brightness of moon. (Default brightness is 1.0)
D:Moon_Brightness=1.0
wake {
# You can choose first or last available wake time among wake properties
S:Wake_Mode=last
wakebybright {
# Enable this wake property.
B:Enabled=true
# Solar azimuth(height) angle to wake up. (in degrees)
D:Sun_Height_for_Wake=10.0
}
wakebyalarm {
# Enable this wake property.
B:Enabled=false
# Wake-up time from midnight, in tick.
I:Wake_Time_from_midnight=6000
}
}
}
at these settings, both clocks are synced and running at the same speed and the sun is coming up between 6.30am and 7.30am
i've tested several versions of stellar sky throughout the day but for at least the last 5 or 6 hrs i've been using stellar sky v0.1.15 with SciAPI v0.5.2
V15 is Hella old. V19 is the most current version, but the HUD is broken. Why are you using such an old version, if I might ask?
Tick offset and longitude affect the same thing... The time. Latitude affects the sun's position in the sky. If you want a setting that is most Mojang-like, then set your latitude to 90 degrees, adjust your tick offset to sync your clocks, and change timezone via longitude to make the sun rise at the time you want it to.
What you are not taking into consideration is the current day... Stellar Sky starts its year some time around mid-May, when the sun rises earlier in the AM non-Daylight Savings time, at your latitude. That is why you are seeing a disparity between the Stellar Sky clock and the Mojang clock.
Come September, in-game... You'll wonder where the hell the sun is, in the morning.
Bottom line is this, you don't need to sync the two clocks, they tell you different things. Stellar Sky's clock is for determing the IRL time based on the sun's position. It has no bearing on the mechanics of the game.
ps. You're going to want change the Year length from 365.25 to 365, the 0.25 will have your whole solar cycle out of whack about 8 weeks from now IRL.
Oh, also... You don't need to gen new worlds between SS config changes. Only thing you need to do is restart MC, you can load the same world for each test.
the newest version in the OP is 0.1.15, on curse i saw 0.1.17 and i was testing with that one earlier today but the HUD wasn't working so then i started testing with the next version i could find, which was 0.1.16b. i saw 0.1.9 posted a couple pages back... is this actually 0.1.19? i think there was a typo if that's true. i'm late to this party and wasn't sure of the timing of the releases so i took it at face value, damn now i'm wishing i tried it just in case but i didn't.
ah, i assumed it started the year on january 1st... but adjusting tick offset did not sync the clocks for me, it changed what time the sun rose but the clocks were not telling the same time no matter how i adjusted tick offset. my IRL latitude is actually 29 but setting it to 45 caused both clocks to tell the same time. now i understand that i should not be so focused on the clocks telling the same time.
i thought it may not be necessary to generate new worlds in between adjusting config settings but i decided that was the safest way to do it. other mods i've seen/tested created local per-world configs upon generating a new world and i thought there may be at least a slight chance that stellar mods might work that way. i like to try to do as much as i can on my own before i start bothering the mod developers, in this case it was probably a foolish move.
i really appreciate you taking the time to walk me through all this, i will continue tweaking it and report back.
my ultimate goal is to use/play this mod along side the seasons mod, but on a much shorter time scale than 365 in-game days. ideally each season would last around 30 in-game days but i understand that this time scale may not be possible with stellar sky...
the newest version in the OP is 0.1.15, on curse i saw 0.1.17 and i was testing with that one earlier today but the HUD wasn't working so then i started testing with the next version i could find, which was 0.1.16b. i saw 0.1.9 posted a couple pages back... is this actually 0.1.19? i think there was a typo if that's true. i'm late to this party and wasn't sure of the timing of the releases so i took it at face value, damn now i'm wishing i tried it just in case but i didn't.
ah, i assumed it started the year on january 1st... but adjusting tick offset did not sync the clocks for me, it changed what time the sun rose but the clocks were not telling the same time no matter how i adjusted tick offset. my IRL latitude is actually 29 but setting it to 45 caused both clocks to tell the same time. now i understand that i should not be so focused on the clocks telling the same time.
i thought it may not be necessary to generate new worlds in between adjusting config settings but i decided that was the safest way to do it. other mods i've seen/tested created local per-world configs upon generating a new world and i thought there may be at least a slight chance that stellar mods might work that way. i like to try to do as much as i can on my own before i start bothering the mod developers, in this case it was probably a foolish move.
i really appreciate you taking the time to walk me through all this, i will continue tweaking it and report back.
my ultimate goal is to use/play this mod along side the seasons mod, but on a much shorter time scale than 365 in-game days. ideally each season would last around 30 in-game days but i understand that this time scale may not be possible with stellar sky...
You'll want to blow away your config file before using it though. Let v19 generate a new one, and then you can quit and tweak your settings. SCIAPI needs updating as well: http://minecraft.curseforge.com/projects/sciapi/files
No problem, glad to help. I'm always trying to help Abastro out because he is quite busy.
I only mentioned the "no need to create new worlds" thing because I figured it would help ya troubleshoot and tweak your settings faster :-)
I know why you want to use this mod, a little birdy told me.
You're going to have to make a few other changes to your config in Stellar Sky, and also get into editing NBT Data for Seasons, if you want to make these two mods play nicely together… and keep track of the days semi-accurately. Trust me, it's not easy.
That said, TheWeatherPony, Abastro, CallMeFoxie and myself discussed and created a Calendar API (Foxie did the coding) that will allow all mods to use the same calendar… which will help you achieve exactly what you want to do! The API is now ready, and Pony will look to implement it into Seasons, and I just sent Abastro a reminder earlier tonight about it that our API is good-to-go.
As for Years with only 30 day-seasons… you can absolutely do that. Just make sure you edit StellarSky config, as well as adjust your Seasons NBT data file (which will be a JSON format in the near future).
Everybody… I plan to do a video tutorial series on how to use this mod. I have the world set up and am ready to record. Abastro is working on fixing the HUD (which I'll need to show for demonstration purposes).
The series won't be "exciting", and I'm not a YouTube Vidiot so I'm not going to act like a spaz on camera, or talk in a funny voice to entertain you. The goal of the video series will be to help you all understand the relationship between the Earth and the Sun, as well as the Stars and their brightnesses… and also how to understand the Stellar Sky config, and use it to get the results you desire… so the series will probably be quite dry. I also tend to ramble and over-explain things… so there's a very good chance I'll drill the information into your head.
wow, now i know what to call them! i HATE the over the top overreactions on youtube, and the seemingly endless mod reviews where the reviewer isn't even familiar with the mod s/he is reviewing ("let's see what this does")! waste of my time to watch them test out the mod, i'm more than capable of doing that myself. test out the mod BEFORE you record the video people! i swear after i get this modpack together i'm gonna start doing mod tutorials, much more in depth than the typical youtube 'mod showcase'. bring on the boring!
btw, i could name all 9 planets in order by the time i was 5, i wanted to be an astronaut.
i though i was just out of the loop! ... i just DLed 0.1.19 and the corresponding SciAPI, and the just released beta12c of the seasons mod. now i have a reason to stay up a few more hrs
the most recently released version that i can get the HUD to display is 16b... i think i'll stick with that till the HUD issue is fixed unless there's a really awesome feature added in one of the newer releases that i'm not aware of. anyone recommend any particular configuration(s) for SS? i was going to enter my IRL lat and long to more realistically simulate the stars and constellations as i would see them in real life, but obviously minecraft days are much shorter than real life days and it won't sync up really unless i configure SS to run in real time, which i'm not interested in. speaking of games running in real time, anyone play the original animal crossing for gamecube? i still have my copy. ANYWAY so yeah hit me up here or in PM if you have some interesting configurations you would recommend i try out!
the most recently released version that i can get the HUD to display is 16b... i think i'll stick with that till the HUD issue is fixed unless there's a really awesome feature added in one of the newer releases that i'm not aware of. anyone recommend any particular configuration(s) for SS? i was going to enter my IRL lat and long to more realistically simulate the stars and constellations as i would see them in real life, but obviously minecraft days are much shorter than real life days and it won't sync up really unless i configure SS to run in real time, which i'm not interested in. speaking of games running in real time, anyone play the original animal crossing for gamecube? i still have my copy. ANYWAY so yeah hit me up here or in PM if you have some interesting configurations you would recommend i try out!
The newest version v19 uses a new stellar fading algorithm I wrote to make stars and planets fade properly. You'll notice in previous versions that the planets are visible throughout the day, and in IRL they shouldn't be.
Also, it offers star-magnitude compression that basically allows you to adjust the disparity in brightness between lower mag and higher mag stars. It also scales the brightnesses and cut-off relative to the MagLimit you've chosen.
Abastro and I worked really hard on it, and we had a lot of meetings to discuss things to make sure it looked and worked "just right"!
Also also… the next version v20, if I get a chance to wrap up the code soon, will have a better-looking day-time moon. The moon will stay properly-visible throughout the day when it should… and also have the Pale Blue look about it. I'm also reworking the fade-on-weather stuff to accommodate mods that control variable strengths of rain. I'm pretty stoked for you guys to see it, once the boss-man approves it and merges a PR for it.
The Meaning of Life, the Universe, and Everything.
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Updated Minecraft forum thread. Sorry for being late here
Latest version is v0.1.20;
Update Log:
ver 0.1.20 (Release)
- Fixed HUD being not shown when it supposed to be shown.
- Improved compatibility via WorldProvider. Moon phase things work correctly now.
- Fixed rendering effect of the moon and stars.
* Config settings for effects are changed! Users should rework configs on update.
- Fixed wording of the configuration.
ver 0.1.19 (Alpha)
- Updated for new SciAPI version. YOU SHOULD USE SciAPI v1.1.0.0 IN ORDER TO PLAY THIS MOD WITHOUT ERROR!
* It means much less lags!
- star invisible bug on 0.1.18 fixed. Underneath configuration system changed.
ver 0.1.18 (Alpha)
Changed way of brightness calculation of stars.
(Will lead to massive visual change.)
- New config property: (category clientconfig/optics)
* Brightness_Contrast: Brightness Contrast determines the contrast between bright stars and faint stars. The bigger the value, the less difference between bright stars and faint stars. For real world, 1.0 is right. Though default value is 1.75 for visual effect.
- Limit Magnitude change will lead to contrast change. On small limit magnitude, even bright stars may be seen darker. (Except for brightest)
ver 0.1.17 (Beta)
- Fixed calculation formula of phase of the moon. (Previous one resulted inverse)
- Added configuration for HUD time information.
* Mode_HUD_Time_View: Mode for HUD view. 3 mods available: hhmm, empty, tick. Can also be changed in-game using a key.
- Cleaned and arranged code.
ver 0.1.16b (Beta)
- Fixed Guiconfig bug. (Previously it showed all subcategories)
- Added configuration for disable stellar sky's sleep/wake system.
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Ooh! I love the new logo for Stellar Sky + Stellarium! Can't wait to finally see some new stuffs in Stellarium! This is one of the best mods I've ever seen! Can't wait!
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And now for some things that I'm less proud of:
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
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I'm sure you'll be hearing about this, but there's a rather odd conflict between SciAPI/Stellar Sky and Streams. Streams produces its streams in two stages, the first producing a cobblestone place-holder, and then (I presume) those get replaced with the actual stream blocks in the second part of the world-gen.
Somehow, with Stellar Sky and SciAPI installed, it stops the process after the cobblestone gets laid out. I hope you two are able to work this code-conflict out! These mods belong together!
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"Compatability is King, but configuratiblity is Queen" - InfinityRaider
I'm sure you'll be hearing about this, but there's a rather odd conflict between SciAPI/Stellar Sky and Streams. Streams produces its streams in two stages, the first producing a cobblestone place-holder, and then (I presume) those get replaced with the actual stream blocks in the second part of the world-gen.
Somehow, with Stellar Sky and SciAPI installed, it stops the process after the cobblestone gets laid out. I hope you two are able to work this code-conflict out! These mods belong together!
It shouldn't happen... what i do is just changing WorldProvider. So it should not affect world generation;
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*laughs* The fault could always lie with Streams, truth of the matter is though that's what happens. I take out SciAPI and Stellar Sky, and it works just fine. I'm sure he'll be in contact with you about it.
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"Compatability is King, but configuratiblity is Queen" - InfinityRaider
The default config file is wrong, when converting ticks to hh:mm…. it should be
D:Minute_Length=16.666
not
D:Minute_Length=20.0
This will be remedied in the next version (probably) of StellarSky after I submit the pull request on my code.
i'm not so concerned with when the sun rises, my issue is what time it is when the world begins. when i create a new world and spawn in, stellar skies tells me that it is 4am, but the clock in minecraft reads 6am. i am trying to get these clocks to sync so that they read the same time.... changing the ticks per min to 16.666 does cause the clocks to tick at the same speed, but they're off by 2 hrs of each other.
Tick Offset is what you want then. Although depending on your Longitude and Latitude, and Day of the Year… you may find the sun rises in what you would call the "middle of the night" if you were basing it on the Mojang Clock, or even the "middle of the afternoon". It all depends on what your settings are.
I'm not sure why in your original post, you weren't able to see any changes, when you fiddled with the offset.
Can you post your StellarSky config via pastebin please?
Also, what version are you using?
adjusting the settings in my config seem to be giving me results opposite to what you're telling me. i was just playing with the tick offset and it seemed to affect when the sun rose whereas adjusting latitude seems to to be changing the clock at world start. i've been tweaking the config and generating new worlds all day (something like 80 worlds). i think i've finally got it where i like it and these are the current settings:
clientconfig {
# Limit of magnitude can be seen on naked eye.
# If you want to increase FPS, you can set this property a bit little (e.g. 0.3)
# and FPS will be exponentially improved
D:Mag_Limit=5.0
# Moon is drawn with fragments
# Less fragments will increase FPS, but the moon become more defective
I:Moon_Fragments_Number=16
# Degree of the twinkling effect of star.
# It determines the turbulance of atmosphere, which actually cause the twinkling effect
D:"Twinkling(Turbulance)"=0.3
# Length of minute in tick. (The minute & hour is displayed on HUD as HH:MM format)
D:Minute_Length=16.666
# Length of hour in minute. (The minute & hour is displayed on HUD as HH:MM format)
I:Hour_Length=60
}
serverconfig {
# Enables Server-Side Sky change.
B:Server_Enabled=true
# Length of a day, in a tick.
D:Day_Length=24000.0
# Length of a year, in a day.
D:Year_Length=365.25
# Year offset on world starting time.
I:Year_Offset=0
# Day offset on world starting time.
I:Day_Offset=0
# Tick offset on world starting time.
D:Tick_Offset=2000.0
# Lattitude on Overworld, in Degrees.
D:Lattitude_Overworld=45
# Longitude on Overworld, in Degrees. (East is +)
D:Longitude_Overworld=-0.0
# Lattitude on Ender, in Degrees.
D:Lattitude_Ender=-52.5
# Longitude on Ender, in Degrees. (East is +)
D:Longitude_Ender=180.0
# Size of moon. (Default size is 1.0)
D:Moon_Size=1.0
# Brightness of moon. (Default brightness is 1.0)
D:Moon_Brightness=1.0
wake {
# You can choose first or last available wake time among wake properties
S:Wake_Mode=last
wakebybright {
# Enable this wake property.
B:Enabled=true
# Solar azimuth(height) angle to wake up. (in degrees)
D:Sun_Height_for_Wake=10.0
}
wakebyalarm {
# Enable this wake property.
B:Enabled=false
# Wake-up time from midnight, in tick.
I:Wake_Time_from_midnight=6000
}
}
}
at these settings, both clocks are synced and running at the same speed and the sun is coming up between 6.30am and 7.30am
i've tested several versions of stellar sky throughout the day but for at least the last 5 or 6 hrs i've been using stellar sky v0.1.15 with SciAPI v0.5.2
EDIT: i just started a world at these settings and it starts out great but i waited out the day to see what happens and right now it's after 8pm and the sun isn't even close to setting yet! back to the drawing board i guess. i'm determined to get this to work... maybe there's something about how the mod works that i don't understand....
V15 is Hella old. V19 is the most current version, but the HUD is broken. Why are you using such an old version, if I might ask?
Tick offset and longitude affect the same thing... The time. Latitude affects the sun's position in the sky. If you want a setting that is most Mojang-like, then set your latitude to 90 degrees, adjust your tick offset to sync your clocks, and change timezone via longitude to make the sun rise at the time you want it to.
What you are not taking into consideration is the current day... Stellar Sky starts its year some time around mid-May, when the sun rises earlier in the AM non-Daylight Savings time, at your latitude. That is why you are seeing a disparity between the Stellar Sky clock and the Mojang clock.
Come September, in-game... You'll wonder where the hell the sun is, in the morning.
Bottom line is this, you don't need to sync the two clocks, they tell you different things. Stellar Sky's clock is for determing the IRL time based on the sun's position. It has no bearing on the mechanics of the game.
ps. You're going to want change the Year length from 365.25 to 365, the 0.25 will have your whole solar cycle out of whack about 8 weeks from now IRL.
Oh, also... You don't need to gen new worlds between SS config changes. Only thing you need to do is restart MC, you can load the same world for each test.
the newest version in the OP is 0.1.15, on curse i saw 0.1.17 and i was testing with that one earlier today but the HUD wasn't working so then i started testing with the next version i could find, which was 0.1.16b. i saw 0.1.9 posted a couple pages back... is this actually 0.1.19? i think there was a typo if that's true. i'm late to this party and wasn't sure of the timing of the releases so i took it at face value, damn now i'm wishing i tried it just in case but i didn't.
ah, i assumed it started the year on january 1st... but adjusting tick offset did not sync the clocks for me, it changed what time the sun rose but the clocks were not telling the same time no matter how i adjusted tick offset. my IRL latitude is actually 29 but setting it to 45 caused both clocks to tell the same time. now i understand that i should not be so focused on the clocks telling the same time.
i thought it may not be necessary to generate new worlds in between adjusting config settings but i decided that was the safest way to do it. other mods i've seen/tested created local per-world configs upon generating a new world and i thought there may be at least a slight chance that stellar mods might work that way. i like to try to do as much as i can on my own before i start bothering the mod developers, in this case it was probably a foolish move.
i really appreciate you taking the time to walk me through all this, i will continue tweaking it and report back.
my ultimate goal is to use/play this mod along side the seasons mod, but on a much shorter time scale than 365 in-game days. ideally each season would last around 30 in-game days but i understand that this time scale may not be possible with stellar sky...
EDIT: i'm on 1.7.10 with forge 1448 btw.
v19 is on Curse, as an Alpha. Here's the link to the curseforge page with the downloads: http://minecraft.curseforge.com/projects/stellar-sky/files
You'll want to blow away your config file before using it though. Let v19 generate a new one, and then you can quit and tweak your settings. SCIAPI needs updating as well: http://minecraft.curseforge.com/projects/sciapi/files
No problem, glad to help. I'm always trying to help Abastro out because he is quite busy.
I only mentioned the "no need to create new worlds" thing because I figured it would help ya troubleshoot and tweak your settings faster :-)
I know why you want to use this mod, a little birdy told me.
You're going to have to make a few other changes to your config in Stellar Sky, and also get into editing NBT Data for Seasons, if you want to make these two mods play nicely together… and keep track of the days semi-accurately. Trust me, it's not easy.
That said, TheWeatherPony, Abastro, CallMeFoxie and myself discussed and created a Calendar API (Foxie did the coding) that will allow all mods to use the same calendar… which will help you achieve exactly what you want to do! The API is now ready, and Pony will look to implement it into Seasons, and I just sent Abastro a reminder earlier tonight about it that our API is good-to-go.
As for Years with only 30 day-seasons… you can absolutely do that. Just make sure you edit StellarSky config, as well as adjust your Seasons NBT data file (which will be a JSON format in the near future).
Everybody… I plan to do a video tutorial series on how to use this mod. I have the world set up and am ready to record. Abastro is working on fixing the HUD (which I'll need to show for demonstration purposes).
The series won't be "exciting", and I'm not a YouTube Vidiot so I'm not going to act like a spaz on camera, or talk in a funny voice to entertain you. The goal of the video series will be to help you all understand the relationship between the Earth and the Sun, as well as the Stars and their brightnesses… and also how to understand the Stellar Sky config, and use it to get the results you desire… so the series will probably be quite dry. I also tend to ramble and over-explain things… so there's a very good chance I'll drill the information into your head.
wow, now i know what to call them! i HATE the over the top overreactions on youtube, and the seemingly endless mod reviews where the reviewer isn't even familiar with the mod s/he is reviewing ("let's see what this does")! waste of my time to watch them test out the mod, i'm more than capable of doing that myself. test out the mod BEFORE you record the video people! i swear after i get this modpack together i'm gonna start doing mod tutorials, much more in depth than the typical youtube 'mod showcase'. bring on the boring!
btw, i could name all 9 planets in order by the time i was 5, i wanted to be an astronaut.
I've got copyright on Vidiot ;-)
i though i was just out of the loop! ... i just DLed 0.1.19 and the corresponding SciAPI, and the just released beta12c of the seasons mod. now i have a reason to stay up a few more hrs
the most recently released version that i can get the HUD to display is 16b... i think i'll stick with that till the HUD issue is fixed unless there's a really awesome feature added in one of the newer releases that i'm not aware of. anyone recommend any particular configuration(s) for SS? i was going to enter my IRL lat and long to more realistically simulate the stars and constellations as i would see them in real life, but obviously minecraft days are much shorter than real life days and it won't sync up really unless i configure SS to run in real time, which i'm not interested in. speaking of games running in real time, anyone play the original animal crossing for gamecube? i still have my copy. ANYWAY so yeah hit me up here or in PM if you have some interesting configurations you would recommend i try out!
The newest version v19 uses a new stellar fading algorithm I wrote to make stars and planets fade properly. You'll notice in previous versions that the planets are visible throughout the day, and in IRL they shouldn't be.
Also, it offers star-magnitude compression that basically allows you to adjust the disparity in brightness between lower mag and higher mag stars. It also scales the brightnesses and cut-off relative to the MagLimit you've chosen.
Abastro and I worked really hard on it, and we had a lot of meetings to discuss things to make sure it looked and worked "just right"!
Also also… the next version v20, if I get a chance to wrap up the code soon, will have a better-looking day-time moon. The moon will stay properly-visible throughout the day when it should… and also have the Pale Blue look about it. I'm also reworking the fade-on-weather stuff to accommodate mods that control variable strengths of rain. I'm pretty stoked for you guys to see it, once the boss-man approves it and merges a PR for it.
You can see it here above the tree: https://imgur.com/C2TIQaj
Updated Minecraft forum thread. Sorry for being late here
Latest version is v0.1.20;
Update Log:
ver 0.1.20 (Release)
- Fixed HUD being not shown when it supposed to be shown.
- Improved compatibility via WorldProvider. Moon phase things work correctly now.
- Fixed rendering effect of the moon and stars.
* Config settings for effects are changed! Users should rework configs on update.
- Fixed wording of the configuration.
ver 0.1.19 (Alpha)
- Updated for new SciAPI version. YOU SHOULD USE SciAPI v1.1.0.0 IN ORDER TO PLAY THIS MOD WITHOUT ERROR!
* It means much less lags!
- star invisible bug on 0.1.18 fixed. Underneath configuration system changed.
ver 0.1.18 (Alpha)
Changed way of brightness calculation of stars.
(Will lead to massive visual change.)
- New config property: (category clientconfig/optics)
* Brightness_Contrast: Brightness Contrast determines the contrast between bright stars and faint stars. The bigger the value, the less difference between bright stars and faint stars. For real world, 1.0 is right. Though default value is 1.75 for visual effect.
- Limit Magnitude change will lead to contrast change. On small limit magnitude, even bright stars may be seen darker. (Except for brightest)
ver 0.1.17 (Beta)
- Fixed calculation formula of phase of the moon. (Previous one resulted inverse)
- Added configuration for HUD time information.
* Mode_HUD_Time_View: Mode for HUD view. 3 mods available: hhmm, empty, tick. Can also be changed in-game using a key.
- Cleaned and arranged code.
ver 0.1.16b (Beta)
- Fixed Guiconfig bug. (Previously it showed all subcategories)
- Added configuration for disable stellar sky's sleep/wake system.
- Fixed wording: first/last -< earliest/latest
Photoptics introduces optical instruments in minecraft such as binoculars and telescopes.
+ InvWorks
+ Curse link here(Stellar Sky):
Do not forget to put library mod for stellar sky!
Photoptics introduces optical instruments in minecraft such as binoculars and telescopes.
+ InvWorks
Ooh! I love the new logo for Stellar Sky + Stellarium! Can't wait to finally see some new stuffs in Stellarium! This is one of the best mods I've ever seen! Can't wait!
And now for some things that I'm less proud of:
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
http://minecraftnoobtest.com/test.php
I'm sure you'll be hearing about this, but there's a rather odd conflict between SciAPI/Stellar Sky and Streams. Streams produces its streams in two stages, the first producing a cobblestone place-holder, and then (I presume) those get replaced with the actual stream blocks in the second part of the world-gen.
Somehow, with Stellar Sky and SciAPI installed, it stops the process after the cobblestone gets laid out. I hope you two are able to work this code-conflict out! These mods belong together!
It shouldn't happen... what i do is just changing WorldProvider. So it should not affect world generation;
Photoptics introduces optical instruments in minecraft such as binoculars and telescopes.
+ InvWorks
*laughs* The fault could always lie with Streams, truth of the matter is though that's what happens. I take out SciAPI and Stellar Sky, and it works just fine. I'm sure he'll be in contact with you about it.