KeeperMaster - Would you be willing to test them again once I get the next version of PML and TSM ready?
The "Seasonal Refresh Code" is about re-rendering the world more efficiently than the vanilla way, and errors when another mod edits relevant execution code poorly - the only mod I'm aware of that does this is Optifine, though there could more. The Seasons Mod has always had issues with Optifine, both directly and indirectly. (Optifine adds a couple "optimizations" that actually de-optimize the game and break compatibility with other mods (direct issues), and optimizes other sections to reduce CPU load by not calling code which The Seasons Mod ends up hooking through (indirect issues).) The Seasons Mod can still function when the "Seasonal Refresh Code" doesn't work, because it's nothing more than a preferred, optimized refresher - when it fails, the slow, ugly, vanilla refresh is used instead... which drops the frame rate to zero fps until the refresh is done. (The vanilla way does way too much, such as completely refreshing the resource pack(s) - stuff that isn't really needed but is done anyways.)
The Seasons Mod alters textures, colors, and logic by dynamically hooking general sections of the game. As long as other mods were well coded, then there shouldn't be an issue. (Though I have come across a stumper here and there...)
I can't really read logs when they're solid walls of text - if you guys post your crash reports, logs, and/or stack traces, please make sure that the new line feeds are copied as well. Having everything strung together makes it a nightmare to work with.
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xLightspark - I just noticed the 1.7.2. If it's possible, please upgrade to 1.7.10 - the 1.7.10 version of the mod is much, much more complete.
It would be possible to "compile" the latest version of the mod for 1.7.2 ?. I would like able to have the new improvements added on my server 1.7.2. Update to 1.7.10 it is impossible for many reasons, so it would be very grateful if you could make a updated version for which we still keep in version 1.7.2.
I suppose, but I'm sitting with the 1.6.4 version, if that changes it. I have no plans moving over to 1.7 or 1.8 in the closest future, so I guess I won't be of too much use.
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Started playing Minecraft classic in 2010, bought the game in 2011. Still playing in 2023.
Q2Lummox - I'll go and back-port as a final task before going to 1.8 (which will be kind of soon). It's just too much work to maintain multiple copies of the code when I make tons of changes all over the place and maintain everything by hand...
Keepermaster - Alrighties, then. Quite a few code changes since the last 1.6.4 version I released, so I'm not really in the same mindset as I was over a year ago. The bit about the Seasonal Refresh code still holds, though.
koffer82 - I guess your right that I didn't document the new/changed settings... which would actually be a really good idea...
Here are some of the settings' details. There's plenty more, and would take way too long to explain them all.
snowLogic: everything in this compound deals with snow's added logic. It's good to note that snow tiles now stack when it snows, thanks to a bunch of code from the mod.
- compress: should stacking snow tiles compress when possible? (I suggest keeping this as true, otherwise you'll get really ugly landscapes)
- logic: which form of logic would you like snow placement to use? [-1 = absolute vanilla/no changes; 0 = vanilla, with a tiny change involving ice; 1 = pre 1.7 vanilla (not as efficient; but easy to follow, code-wise); 2 = lengthened pre 1.7 vanilla (should be the same as '1', but is even easier to follow, code-wise; 3 = near fully customizable version, provided by the mod, based on option '2', expanded even more (more details/conditions). This ('3') is where the stuff about leaves, plants, slabs, etc. comes into play.]
-tileLayerM: M is short for "Max" - how many snow tiles should the snow stack, normally? 8 tiles = 1 block
WinterSnow: When it's Winter, should it snow; always snow; constantly snow; nothing but snow; never stopping for anything else; snow? (did I mention snow?) Nandonalt's code had this as true, but I didn't agree with it, so changed it. Some people would want it, so I kept it as an option. Having it as false would keep vanilla-esk logic (it's colder in winter... but check if it's cold enough to snow, rather than assume it. Plus, only snow if it's normally supposed to be raining). If true, it never, ever, ever, ever, EVER stops freaking snowing (in Winter)! (this one's actually on the older side)
You can change the <insert season name here> grass spawns easily, though the art of customizing the spawns for use with a lot of other mods is hard to master. To remove the tree spawns, just clear all the tree spawn lists, or change the tree override chances to 0. I put quite a bit of time into this part, making it both hard to understand (oops) and super customizable.
OK, for now i have error with ELN mod ( Electrical Age mod ). It's pretty good mod and i don't want to remove it. Can you fix please bug with loading class ( in eln ) located in "ElectricalAge_BETA-1.9_r45.jar\mods\eln\simplenode\energyconverter" named "EnergyConverterElnToOtherEntity.class" ? Thank you a lot. This is really good mod. for you
Does the mod work without The Seasons Mod? If not then i would ask the maker of Electrical Age Mod. If so, then ignore me, it's just a compatibility issue.
Sorry for the enormous wait... those of you that had asked to try beta6 will be getting the new version, beta6, in a day or two. This one fixes a ton of issues from beta5... including the ones that stopped it from working. The installer is doing well, and I'll be using the beta6 private test to also test that code
In totally separate news, happy March 32nd / 32nd of March.
Edit: realized I incremented the version number one time too many. fixed it.
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
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Thank you very much for all your effort, i really appreciate! =D i have a question though... is there any way to put leaves of other mods to work with the seasons colors changes ? any way you are amazing!
foreverplayergames - The changes for the leaves are done through (pseudo-) base edits, so other mods can (but don't have to) override them. If you had asked a week ago, I would have said that what I was currently doing was the best possible; but I found another way that might lead to more possibilities, which I'll start tinkering with after I start the next beta build's private testing.
For those that asked to join the private tests, I'll be sharing the next versions with you within an hour or so.
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
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RoosterInASuit - don't worry: compatibility won't be an issue (except with Optifine, but that won't go away until that mod finally gets fixed... which I doubt will ever happen, since The Seasons Mod is the only conflict at this point for that section of code, and nobody really complains to him about it [just to me]). The test is mostly about checking that it works and a quick run through for obvious issues. If all goes well, it'll become a public beta by the end of the day. ("beta" because I'm still making tons of changes to the code, and I don't want to deal with the forum's awful editor to change the opening post )
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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
Wow, this is exciting, I can't wait for a good stable 1.7.10 version. I'm wanting some hardcore features like TFC farming where crops only harvest in certain seasons, forcing you to really plan things out. I'd like to also see some powerful configs, maybe some stuff like the B3M mod, alterable timescale, variable sun declination based on the date, custom week, months years, or at least a decent default one...Just watching the seasons change througout playthrough is awesome as is though...Perhaps winter would force us into hunting because we didnt plant enough crops that year ? lol idk...I'm babbling in excitement...
I shared with my primary tester, and he found a couple of issues with the installer and Technic installs. Things then went nutty IRL, and I haven't been on the internet reliably since.
Because of how things went, I'm starting another overhaul. This one is much simpler than the previous ones, though, so it won't take me long to finish the code changes. (As an added bonus, it will also reduce the download size by quite a bit by switching to a better-refined/tested setup.
I really wish issues would stop coming up, because I have a lot of code plans that I want to start on which would make The Seasons Mod even more magical (especially from a configuration perspective)... It also irks me that I haven't had any kind of a release in a while, yet have changed/added a couple thousand lines of code to PML/TSM.
Since I'm taking too long, I'll start adding more secondary testers (ask in a PM to join; you'd get an update a bit before I know for certain that it's perfectly ready)
My testing goes in this order, atm
basic Eclipse (development) testing (focusing on areas I think need it)
my primary tester (added this a few months ago)
my secondary testers (the people that asked; added this a month ago, or so; I need to streamline this)
everyone else (release)
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
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Not all areas of the world are super-cold in the winter (even in Minecraft with this mod - such as Jungles and Deserts), so stopping players from farming in these areas isn't all that realistic... but since when was any of this? (I'm not going to stop players from farming, though I do add stuff to make it more difficult, even though much of it takes custom configuring.)
The growth rates of crops are customizable on a per-crop, per-season basis - as are bonemeal growth boosts, crop final growth rate (the final step of the growth; separate from the normal development), crop produce bonus potential and chance, and a bit more. Settings are for both traditional crops (wheat-like) and stem crops (melon/pumpkin-like). The settings aren't on a per-biome basis, but there's a small chance I'll make it so it is by the time I'm messing with that stuff. (The default settings for all crops is currently "no change")
Thank goodness my setup will make porting to 1.8 easy... when I finally get to that point... Soon(TM) T.T
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
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The Seasons Mod is incompatible with Tinkerer's Workshop and Ancient Warfare 2 in 1.7.10, though it might just be the PartialModLoader. I'm wondering if there's a way you or I can fix this, because I want to include Seasons into my modpack.
I should have the next build of The Seasons Mod (pre3.0-beta7) ready for my primary and secondary testers in a couple of days (I'll share with both of them at the same time, to help spread the joy). Unless things are wrong with the mod's code, I'll backport to 1.7.2 and port to 1.8, which will hopefully be the last pre3.0 betas - I'll then start on the changes to go to 3.0 betas. For those that haven't been followig this mod for eons (or at least a long time) -- v3.0 will mark the first version that doesn't have any code from Nandonalt's or Trac/Rawrmad's eras, meaning it's all code from me/my era.
After I get to 3.0, I'll then start on making a lot of new content changes/additions, since it'll truly be my mod (I won't have reservations anymore from it containing code that I didn't put in). Since I'll be doing a lot of changes, I'll probably be doing themes for each of the pre-releases leading up to each new major edition. I already have the first theme planned, and it will add plenty of fun, new content inspired by the most recent episode of MLP:FiM (S5E5 - "Tanks for the Memories"). I think Twilight puts it best...
(Before anyone gets concerned - The Seasons Mod will not be adding any [more] pony content [than it already has in the current public beta edition] for a long time...)
(In case the link dies, which I wouldn't notice since I'm not the uploader, I'm planning Winter-themed content)
I've been getting a couple of questions about why this mod is using another loader when it could do without it, and be just a Forge mod. While this mod could be a pure-Forge mod, doing so would require merging the mod with the loader since the loader is for dealing with the mod's numerous base edits; having the loader separate from the mod is better for reusability. PartialModificationLoader is a lot like PlayerAPI, but is for everything instead of only one file (it's also very dynamic, which lets me hook in to code that I don't have the source code for, such as stuff from other mods). While The Seasons Mod is currently the only mod that's available for use right now that uses PML, I've coded three other mods that take advantage of it, which vastly reduces their complexity and improves their compatibility with other mods. I'll also be teaching the system to four interested modders in the coming days, since it offers several tens of thousands of hooks in a normal Minecraft install (more than Forge) without Forge's bureaucracy/idiocy for requesting new hooks. (It also builds on top of other API, including Forge, to provide even more opportunities for modding) - it's possible that it'll be used by some other modders, since it's hooks without the drama of Forge. (Forge's producers have a lot of issues when it comes to "small" [underdog] modders requesting new hooks.)
For those of you that like EnviroMine, the latest build of that mod includes a fix for compatibility with The Seasons Mod's changes to temperature (which is the most important change this mod makes). While I don't fully appreciate with how they work with the temperature, this is still a big improvement for compatibility.
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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
KeeperMaster - Would you be willing to test them again once I get the next version of PML and TSM ready?
The "Seasonal Refresh Code" is about re-rendering the world more efficiently than the vanilla way, and errors when another mod edits relevant execution code poorly - the only mod I'm aware of that does this is Optifine, though there could more. The Seasons Mod has always had issues with Optifine, both directly and indirectly. (Optifine adds a couple "optimizations" that actually de-optimize the game and break compatibility with other mods (direct issues), and optimizes other sections to reduce CPU load by not calling code which The Seasons Mod ends up hooking through (indirect issues).) The Seasons Mod can still function when the "Seasonal Refresh Code" doesn't work, because it's nothing more than a preferred, optimized refresher - when it fails, the slow, ugly, vanilla refresh is used instead... which drops the frame rate to zero fps until the refresh is done. (The vanilla way does way too much, such as completely refreshing the resource pack(s) - stuff that isn't really needed but is done anyways.)
The Seasons Mod alters textures, colors, and logic by dynamically hooking general sections of the game. As long as other mods were well coded, then there shouldn't be an issue. (Though I have come across a stumper here and there...)
I can't really read logs when they're solid walls of text - if you guys post your crash reports, logs, and/or stack traces, please make sure that the new line feeds are copied as well. Having everything strung together makes it a nightmare to work with.
I program
It would be possible to "compile" the latest version of the mod for 1.7.2 ?. I would like able to have the new improvements added on my server 1.7.2. Update to 1.7.10 it is impossible for many reasons, so it would be very grateful if you could make a updated version for which we still keep in version 1.7.2.
Thanks and best regards
I suppose, but I'm sitting with the 1.6.4 version, if that changes it. I have no plans moving over to 1.7 or 1.8 in the closest future, so I guess I won't be of too much use.
Started playing Minecraft classic in 2010, bought the game in 2011. Still playing in 2023.
Q2Lummox - I'll go and back-port as a final task before going to 1.8 (which will be kind of soon). It's just too much work to maintain multiple copies of the code when I make tons of changes all over the place and maintain everything by hand...
Keepermaster - Alrighties, then. Quite a few code changes since the last 1.6.4 version I released, so I'm not really in the same mindset as I was over a year ago. The bit about the Seasonal Refresh code still holds, though.
koffer82 - I guess your right that I didn't document the new/changed settings... which would actually be a really good idea...
snowLogic: everything in this compound deals with snow's added logic. It's good to note that snow tiles now stack when it snows, thanks to a bunch of code from the mod.
- compress: should stacking snow tiles compress when possible? (I suggest keeping this as true, otherwise you'll get really ugly landscapes)
- logic: which form of logic would you like snow placement to use? [-1 = absolute vanilla/no changes; 0 = vanilla, with a tiny change involving ice; 1 = pre 1.7 vanilla (not as efficient; but easy to follow, code-wise); 2 = lengthened pre 1.7 vanilla (should be the same as '1', but is even easier to follow, code-wise; 3 = near fully customizable version, provided by the mod, based on option '2', expanded even more (more details/conditions). This ('3') is where the stuff about leaves, plants, slabs, etc. comes into play.]
-tileLayerM: M is short for "Max" - how many snow tiles should the snow stack, normally? 8 tiles = 1 block
WinterSnow: When it's Winter, should it snow; always snow; constantly snow; nothing but snow; never stopping for anything else; snow? (did I mention snow?) Nandonalt's code had this as true, but I didn't agree with it, so changed it. Some people would want it, so I kept it as an option. Having it as false would keep vanilla-esk logic (it's colder in winter... but check if it's cold enough to snow, rather than assume it. Plus, only snow if it's normally supposed to be raining). If true, it never, ever, ever, ever, EVER stops freaking snowing (in Winter)! (this one's actually on the older side)
You can change the <insert season name here> grass spawns easily, though the art of customizing the spawns for use with a lot of other mods is hard to master. To remove the tree spawns, just clear all the tree spawn lists, or change the tree override chances to 0. I put quite a bit of time into this part, making it both hard to understand (oops) and super customizable.
I program
Does the mod work without The Seasons Mod? If not then i would ask the maker of Electrical Age Mod. If so, then ignore me, it's just a compatibility issue.
Sorry for the enormous wait... those of you that had asked to try beta6 will be getting the new version, beta6, in a day or two. This one fixes a ton of issues from beta5... including the ones that stopped it from working. The installer is doing well, and I'll be using the beta6 private test to also test that code
In totally separate news, happy March 32nd / 32nd of March.
Edit: realized I incremented the version number one time too many. fixed it.
I program
Thank you very much for all your effort, i really appreciate! =D i have a question though... is there any way to put leaves of other mods to work with the seasons colors changes ? any way you are amazing!
foreverplayergames - The changes for the leaves are done through (pseudo-) base edits, so other mods can (but don't have to) override them. If you had asked a week ago, I would have said that what I was currently doing was the best possible; but I found another way that might lead to more possibilities, which I'll start tinkering with after I start the next beta build's private testing.
For those that asked to join the private tests, I'll be sharing the next versions with you within an hour or so.
I program
RoosterInASuit - don't worry: compatibility won't be an issue (except with Optifine, but that won't go away until that mod finally gets fixed... which I doubt will ever happen, since The Seasons Mod is the only conflict at this point for that section of code, and nobody really complains to him about it [just to me]). The test is mostly about checking that it works and a quick run through for obvious issues. If all goes well, it'll become a public beta by the end of the day. ("beta" because I'm still making tons of changes to the code, and I don't want to deal with the forum's awful editor to change the opening post )
I program
Wow, this is exciting, I can't wait for a good stable 1.7.10 version. I'm wanting some hardcore features like TFC farming where crops only harvest in certain seasons, forcing you to really plan things out. I'd like to also see some powerful configs, maybe some stuff like the B3M mod, alterable timescale, variable sun declination based on the date, custom week, months years, or at least a decent default one...Just watching the seasons change througout playthrough is awesome as is though...Perhaps winter would force us into hunting because we didnt plant enough crops that year ? lol idk...I'm babbling in excitement...
I shared with my primary tester, and he found a couple of issues with the installer and Technic installs. Things then went nutty IRL, and I haven't been on the internet reliably since.
Because of how things went, I'm starting another overhaul. This one is much simpler than the previous ones, though, so it won't take me long to finish the code changes. (As an added bonus, it will also reduce the download size by quite a bit by switching to a better-refined/tested setup.
I really wish issues would stop coming up, because I have a lot of code plans that I want to start on which would make The Seasons Mod even more magical (especially from a configuration perspective)... It also irks me that I haven't had any kind of a release in a while, yet have changed/added a couple thousand lines of code to PML/TSM.
Since I'm taking too long, I'll start adding more secondary testers (ask in a PM to join; you'd get an update a bit before I know for certain that it's perfectly ready)
My testing goes in this order, atm
I program
Not all areas of the world are super-cold in the winter (even in Minecraft with this mod - such as Jungles and Deserts), so stopping players from farming in these areas isn't all that realistic... but since when was any of this? (I'm not going to stop players from farming, though I do add stuff to make it more difficult, even though much of it takes custom configuring.)
The growth rates of crops are customizable on a per-crop, per-season basis - as are bonemeal growth boosts, crop final growth rate (the final step of the growth; separate from the normal development), crop produce bonus potential and chance, and a bit more. Settings are for both traditional crops (wheat-like) and stem crops (melon/pumpkin-like). The settings aren't on a per-biome basis, but there's a small chance I'll make it so it is by the time I'm messing with that stuff. (The default settings for all crops is currently "no change")
Thank goodness my setup will make porting to 1.8 easy... when I finally get to that point... Soon(TM) T.T
I program
The Seasons Mod is incompatible with Tinkerer's Workshop and Ancient Warfare 2 in 1.7.10, though it might just be the PartialModLoader. I'm wondering if there's a way you or I can fix this, because I want to include Seasons into my modpack.
will it be updated to 1.7.10?
I should have the next build of The Seasons Mod (pre3.0-beta7) ready for my primary and secondary testers in a couple of days (I'll share with both of them at the same time, to help spread the joy). Unless things are wrong with the mod's code, I'll backport to 1.7.2 and port to 1.8, which will hopefully be the last pre3.0 betas - I'll then start on the changes to go to 3.0 betas. For those that haven't been followig this mod for eons (or at least a long time) -- v3.0 will mark the first version that doesn't have any code from Nandonalt's or Trac/Rawrmad's eras, meaning it's all code from me/my era.
After I get to 3.0, I'll then start on making a lot of new content changes/additions, since it'll truly be my mod (I won't have reservations anymore from it containing code that I didn't put in). Since I'll be doing a lot of changes, I'll probably be doing themes for each of the pre-releases leading up to each new major edition. I already have the first theme planned, and it will add plenty of fun, new content inspired by the most recent episode of MLP:FiM (S5E5 - "Tanks for the Memories"). I think Twilight puts it best...
(Before anyone gets concerned - The Seasons Mod will not be adding any [more] pony content [than it already has in the current public beta edition] for a long time...)
(In case the link dies, which I wouldn't notice since I'm not the uploader, I'm planning Winter-themed content)
I've been getting a couple of questions about why this mod is using another loader when it could do without it, and be just a Forge mod. While this mod could be a pure-Forge mod, doing so would require merging the mod with the loader since the loader is for dealing with the mod's numerous base edits; having the loader separate from the mod is better for reusability. PartialModificationLoader is a lot like PlayerAPI, but is for everything instead of only one file (it's also very dynamic, which lets me hook in to code that I don't have the source code for, such as stuff from other mods). While The Seasons Mod is currently the only mod that's available for use right now that uses PML, I've coded three other mods that take advantage of it, which vastly reduces their complexity and improves their compatibility with other mods. I'll also be teaching the system to four interested modders in the coming days, since it offers several tens of thousands of hooks in a normal Minecraft install (more than Forge) without Forge's bureaucracy/idiocy for requesting new hooks. (It also builds on top of other API, including Forge, to provide even more opportunities for modding) - it's possible that it'll be used by some other modders, since it's hooks without the drama of Forge. (Forge's producers have a lot of issues when it comes to "small" [underdog] modders requesting new hooks.)
I program
Just found this mod, it looks like a cool one to have. So i am going to follow it for a while to see how it goes.
Check out my modpack if you are looking for a tough modpack, though its still having stuff changed here and there: http://minecraft.curseforge.com/projects/deadly-encounters
Also using agricraft and pam's harvestcraft and want to fix the sesame seed issue? I know how to check my bio for link to see how to fix it.
For those of you that like EnviroMine, the latest build of that mod includes a fix for compatibility with The Seasons Mod's changes to temperature (which is the most important change this mod makes). While I don't fully appreciate with how they work with the temperature, this is still a big improvement for compatibility.
I program
i cant wait for bite the new update ,The_wheatherPony your mod its amazing
Cuando la magia estalla,nada puede pararte.
Can you add more stuff like:
Umbrellas for summer
More flowers on spring
More trees on autumn
and add christmas decorations on Winter
really love your mod by the way
I'm on that testing list, right?