• posted a message on Weather, Storms & Tornadoes

    I think its an old bug that was fixed for newer ones, if I recall correctly its when using journeymap or maybe also tough as nails. Unlikely that I'll be pushing bugfixes for that version.

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  • posted a message on Weather, Storms & Tornadoes

    Thats really weird, I have an access transformer that makes that method public. If possible, pastebin the full fml-latest.log so I can see if anything is failing. Something might be wrong with the forge you are using otherwise the mod would crash like that for everyone.

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  • posted a message on Weather, Storms & Tornadoes

    It's a little glitchy with that for the current release due to how i add extra rainfall, but I have good news, for precipitation I have been going over the code and optimizing and tweaking it, I've got a really great version of rain in dev right now that causes zero inside precipitation, I hope to push a rainstorm focused update in the coming weeks that will include that fix.

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  • posted a message on Weather, Storms & Tornadoes

    I like that idea about making what blocks can be grabbed more dynamic, instead of just my 'bigger range and does it more often' style, I shall consider it! I can probably attempt an estimation on mph/kmph of wind based on scale of 1 block being a cubic meter in size, at least I think thats what it was supposed to be.

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  • posted a message on Weather, Storms & Tornadoes

    Open up the ingame gui and change "storms when" to global overcast to make that kind of stuff more consistant

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  • posted a message on Weather, Storms & Tornadoes

    I'd recommend setting block destruction to off in the ingame weather2 config, thats how I prefer to play it these days. Just tosses around you and entities.

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  • posted a message on Weather, Storms & Tornadoes

    Yeah I could see why that all needs more clarification, I'll try to improve the explanation on it when I get back to improving the mod. Looking at it now I think I want to clarify the 'storms when' one too.

     

    For modpacks I would recommend the 'storms when' be set to global overcast, that is basically my mod compatible mode for weather2 so it doesnt try to control the vanilla weather server side. I will probably make that the default mode in the future now that I have fixed the 'strobeing sky' issue when global overcast is on.

     

    But if you choose to use local biomes, for the lock modes, it does this for the server side logic of the game: "on" means rain stays on forever server side, "off" means it will never rain server side, dont lock means vanilla behavior server side, where it might or might not be raining, but the client/visual side of weather rains based on storm clouds above you. So the default setting of lock vanilla weather to "off" means that cauldrons will never fill up in rain, fires will spread more, zombies will still burn even if it looks like its raining.

     

    This is all because of limitations in my ability to localize weather on the server side logic of things without rewriting part of that game that all other mods will freak out over. I'd love to make things work more clearly the same for client/server, I'll probably just improve the global overcast mode more.

     

    Edit: oh and for the rate question. it means the minimum number of days that have to pass before there is a chance of another deadly storm happening, this is considered for each player, they each have their own tracked day delay. Since making this GUI, I added a config to make it a global rate instead of per player rate, so that every x days, theres a chance to spawn a storm, itll randomly choose an active player to start one for, for that mode, open Storm.cfg and set Server_Storm_Deadly_UseGlobalRate to true

     

    I might as well add that option into the ingame gui too, maybe default on too...

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  • posted a message on Weather, Storms & Tornadoes

    Which weather settings specifically? Only OPs have access to change server wide things in that GUI. Are you looking to lock out OPs from that as well? I could see reasons why you would want to, im just curious as to why. I can add in a config to disable access to those.

     

    Once concern I have is that there are client site only performance settings in there I'd like people to have access to always, as some people who play on potatoes would appreciate having the ability to easily tune down the settings so it runs better for them.


    Might make a config to lock out all tabs except client side performance tab.

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  • posted a message on Weather, Storms & Tornadoes

    CoroUtil isnt even listed in the mods in the crash report, you installed it wrong somehow.

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  • posted a message on Weather, Storms & Tornadoes

    Snowstorms and better rainstorms are planned, also it has F1 to F5 but honestly I almost never see anything more than an F2, I'm going to consider increasing the chances of those happening when I start messing with the code again.

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