Some mods don't notice weather
RiverC opened this issue ยท 8 comments
I've noticed two mods that rely on special weather states for functionality not detecting weather from Weather2.
- Tough As Nails should make you colder in rain or snow, but this doesn't seem to happen. (I have not tried the rain collector yet.)
- Drying and barrel water collection in Primal Core are not affected by weather states (primarily, rain)
I had thought to contact the mod devs of the other mods, but since I noticed it in two mods w/ Weather2 on, thought it might be an issue with how Weather2 indicates the weather state in the world.
This has been on the developer's mind for a while. The problem is Weather2 overrides the vanilla system those two mods rely on, and also those two mods affect the temperature and dryness of biomes which has both positive (realistic weather patterns during seasons) and negative (storms not dropping snow or producing precipitation during winter) effects on weather2. I can't speak for Corosus, but I think compatibility has been a very tough nut to crack and would require him to work with the other devs on some sort of "bridge" between the mods.
I think a simple temporary solution is to add a switch that allows Weather2 to "turn on" the weather state that those mods look for when weather is severe enough, which would at least allow us to collect rain, etc, even though it might not be locally raining. Obviously it would be optional, since it could result in rain collecting when no rain is falling on the item; which might then cause people to report another bug...
That actually sounds like a great idea! The weather state turns on when it's locally raining or storming over or near the player.
For single player at least this would provide a stop-gap, though obviously it could produce some --extreme weirdness-- in multiplayer settings.
I do have one other question, and that is, will Weather2 respect seasons from say, Tough as Nails? I seem to recall still seeing rain during the winter, Anyway, it's not a huge deal, but I feel like both requests might be easy to implement (but since I don't know the code, I obviously can't say!)
The TAN seasons issue is from the same problem where the vanilla weather system is overridden by Weather2. Having the vanilla weather state change when it's raining or storming over or near the player would solve this problem as well.
As for Multiplayer? Multiplayer could use Global Overcast mode until something is worked out.
My recent exploration for vanilla focused compat didn't go well, more issues cropped up that made me second think my PR to forge. I think the next thing I'm going to do is implement TANs api into my stuff so I can at least be more compatible with them.
I've now got the visual of precipitation and block based snow buildup matching the temperatures for tough as nails Corosauce/CoroUtil@1981d17
For the original issues mentioned those are ongoing still, global overcast is still the recommended compromise to those issues.
Is this the type of compatibility that would re-enable Lycanite mobs to spawn during rain? I haven't been seeing those mobs since I installed Weather2, as far as I understand Lycanite's explanation, they depend on vanilla weather triggers for the spawner to activate (they're weather-dependent mobs).