ToughAsNails Compatibility
MaegnusTheBlackMage opened this issue ยท 9 comments
As noted in Glitchfiend/ToughAsNails#149, Weather2 overrides vanilla weather and does not allow ToughAsNails season system to alter the weather due to the seasons. I love both mods and would love to see Weather2 have support for mods that also access weather.
I agree. Besides, Weather2 already checks for whether the biome the rain starts at is a snowy biome or not. I don't think that it would be hard to simply give mods the ability to tweak where it rains and where it snows, depending on the biome. With that, it should be relatively easy to make some "if it's winter, it snows everywhere. If it's summer, it rains everywhere. If it's autumn or spring, it goes as usual" tweaks for compatibility.
Or is there something else that would mess with that?
In 1.7.10 when combined with Harder Wildlife, a mod that also adds seasons, snow did fall in the winter. I wonder why Tough as Nails is different.
Yeah I'd love to make an api so others can access or control my systems, as well as me making weather2 more aware of other systems like tough as nails seasons.
From a quick glance they appear to have an api and their own datalayer for the season info, so I problably just need to use their API, note to self: https://github.com/Glitchfiend/ToughAsNails/blob/TAN-1.11.x-2.0.0/src/main/java/toughasnails/api/season/SeasonHelper.java
That hard wildlife mod probably actually modified biomes vanilla temperatures, whereas tough as nails just uses their own info I'm guessing.
I've now got the visual of precipitation and block based snow buildup matching the temperatures for tough as nails Corosauce/CoroUtil@1981d17
For vanilla rain/snow based issues, global overcast is still the recommended compromise to those issues.
Im using them both on 1.10, but i have it set to over cast mode=true in misc.cfg. Seasons seem to work.
i believe the overcast mode=true lets the server have vanilla weather rules that the client responds to maybe that makes it better?
Yeah for now the overcast option is best. At some point in the past months I dug into some ways to make them more compatible, decided I could have much better compatibility if I hook into world.canPrecipitateAt, tough as nails hooks into it too, Once I stop distracting myself with shader code I'm going to update weather to MC 1.11.2 and 1.12 and at the same time PR forge for a way to hook into the above mentioned method, I believe this will greatly improve compatibility for TaN and vanilla / other mods in general and remove the need for overcast mode entirely (I hope). Life got busy weekdays and this is the first weekend I've had in a month to touch code so progress is slow.