So HEE2 is basically a re-write for 1.7.10, correct? How compatible will worlds/saves be when making the switch? Or will it be too different? Will the End need to be reset? Will Overworld content be added, such as Stronghold modification?
There will be a confirmation screen before you can enter an old world. The End, Ender Compendium (and other server-side data) will be reset, old Strongholds will be disabled (if you activated one, the portal will disappear), but you can find new Strongholds in new chunks - the Eye of Ender will lead you.
It's a one-way conversion only, you cannot go back to HEE 1 without some major issues.
Hey guys.. was wondering where I can find HEE-orb to find which mod is causing my problem. It says to check the file for the conflict, but the for life of me I can't find it anywhere. My computer isn't even showing it in file search, So im assuming it's not being indexed or for some reason, it's not being output..
Hey guys.. was wondering where I can find HEE-orb to find which mod is causing my problem. It says to check the file for the conflict, but the for life of me I can't find it anywhere. My computer isn't even showing it in file search, So im assuming it's not being indexed or for some reason, it's not being output..
The Meaning of Life, the Universe, and Everything.
Join Date:
7/7/2015
Posts:
63
Member Details
Good looking out, chylex. I came here with the awesome HEE-ORB error and was reading through trying to find something similar. I'm new to making modpacks, but I'm going to be launching a server soon and wanted to learn from the ground up so I had some idea of what I was doing. I was going to ask where HEE stores its logs, because I just started this project a few days ago, and here was the answer.
Outstanding mod, by the way. It gives me a reason to go to the End more than once, and it's all kinds of fun. Thanks for all your hard work!
EDIT - My issue was with some sort of incompatibility regarding BiblioWoods Forestry edition. Specifically about three and a half pages of this. Currently attempting to resolve.
Good looking out, chylex. I came here with the awesome HEE-ORB error and was reading through trying to find something similar. I'm new to making modpacks, but I'm going to be launching a server soon and wanted to learn from the ground up so I had some idea of what I was doing. I was going to ask where HEE stores its logs, because I just started this project a few days ago, and here was the answer.
Outstanding mod, by the way. It gives me a reason to go to the End more than once, and it's all kinds of fun. Thanks for all your hard work!
EDIT - My issue was with some sort of incompatibility regarding BiblioWoods Forestry edition. Specifically about three and a half pages of this. Currently attempting to resolve.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/7/2015
Posts:
63
Member Details
Yeah, I gathered that much, considering a quarter of the posts in this thread are 'HEE-ORB DOES BROKEN! Y UR MOD IS CORRUPT!?' followed by 'Read.' Now I'm just trying to figure out how to fix it. Mostly just wanted to say thanks.
Yeah, I gathered that much, considering a quarter of the posts in this thread are 'HEE-ORB DOES BROKEN! Y UR MOD IS CORRUPT!?' followed by 'Read.' Now I'm just trying to figure out how to fix it. Mostly just wanted to say thanks.
LOL... same... I don't know how people don't understand the text when they read it. It's plain English.. lol.. Thanks from me as well Chylex, I found the file I was looking for.
[02:44:44] [Client thread/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at cpw.mods.fml.relauncher.FMLSecurityManager.checkPermission(FMLSecurityManager.java:21)
[02:44:44] [Client thread/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.lang.SecurityManager.checkExit(Unknown Source)
[02:44:44] [Client thread/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.lang.Runtime.exit(Unknown Source)
[02:44:44] [Client thread/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at java.lang.System.exit(Unknown Source)
[02:44:44] [Client thread/INFO] [STDERR]: [java.lang.Throwable$WrappedPrintStream:println:-1]: at org.multimc.EntryPoint.main(EntryPoint.java:58)
Exception in thread "Client thread"
If it crashed, post the actual crash report. If not, post the client log, the FULL log. Also, sites like pastebin or hastebin work better than relying on the derpy forum spoilers.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
"A defective recipe has crashed the game! Another mod is creating recipes with non-existent blocks or items, which is a serious error that will cause item or even world loss when crafting these recipes. Corrupted recipes have been saved in the log with tag [HEE-ORB], please try to find which mod they belong to and report them to the respective modder. Then enable the 'overrideRemoveBrokenRecipes' option in Hardcore Ender Expansion and the game will start."
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Request: a way to restrict either specific items, or all items/mobs from a specific mod, from the Instability Orbs. Also a config for the chance to explode or spawn a mob.
I've gotten some interesting results from these. Varying from cobblestone or carpenter's torches, to Botania's Rod of the Unstable Reservoir or a full Heart Container from Zelda Sword Skills.
ATTACHMENTS
2015-12-07_03.01.17
2015-12-07_03.24.20
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Request: a way to restrict either specific items, or all items/mobs from a specific mod, from the Instability Orbs. Also a config for the chance to explode or spawn a mob.
I've gotten some interesting results from these. Varying from cobblestone or carpenter's torches, to Botania's Rod of the Unstable Reservoir or a full Heart Container from Zelda Sword Skills.
I don't understand the recent music update along with v1.8.5. I don't see the need to split the previous mod into two different kinds of files, but I especially don't understand this:
If another mod that changes music is installed, HEE music will be disabled.
Why do this? As of v1.8.4, I could listen to all the music tracks from all the mods I'm using. Now, a third of the music discs my game (HEE) refuse to play.
I don't understand the recent music update along with v1.8.5. I don't see the need to split the previous mod into two different kinds of files, but I especially don't understand this:
Why do this? As of v1.8.4, I could listen to all the music tracks from all the mods I'm using. Now, a third of the music discs my game (HEE) refuse to play.
Music was taking 2/3 of the size, it doesn't make sense to redownload it every time if the music only changes once a year.
And no, you could not listen to music from all of the mods because the music system doesn't work that way, mods fight to replace the music system and only one can end up "winning". If HEE music doesn't play, it means another mod replaced the music system, HEE just refused to replace theirs. If you want HEE music, look into the logs, search for Another mod has already replaced the music system and disable music in that mod.
HEE music discs are different because they use damage values, instead of taking like 10 item IDs, but vanilla music system is stupid and cannot handle that. Since HEE already replaced it to add new features, I just added a special case; either way, even if it wasn't done like that, you would only be able to use the music discs, you would not hear the music in the End because another mod took priority.
Thanks for the advice. I meant I could play all the music discs. It did not occur to me that there is separate ambient music. Regardless, since updating HEE, the new flag has caused 10 of my discs to stop playing in the jukebox.
Is there a way to force another mod to disable its music if there is no option in its config?
There will be a confirmation screen before you can enter an old world. The End, Ender Compendium (and other server-side data) will be reset, old Strongholds will be disabled (if you activated one, the portal will disappear), but you can find new Strongholds in new chunks - the Eye of Ender will lead you.
It's a one-way conversion only, you cannot go back to HEE 1 without some major issues.
My Website ~ Twitter ~ Patreon
Hey guys.. was wondering where I can find HEE-orb to find which mod is causing my problem. It says to check the file for the conflict, but the for life of me I can't find it anywhere. My computer isn't even showing it in file search, So im assuming it's not being indexed or for some reason, it's not being output..
All logs are in .minecraft/logs/.
My Website ~ Twitter ~ Patreon
Good looking out, chylex. I came here with the awesome HEE-ORB error and was reading through trying to find something similar. I'm new to making modpacks, but I'm going to be launching a server soon and wanted to learn from the ground up so I had some idea of what I was doing. I was going to ask where HEE stores its logs, because I just started this project a few days ago, and here was the answer.
Outstanding mod, by the way. It gives me a reason to go to the End more than once, and it's all kinds of fun. Thanks for all your hard work!
EDIT - My issue was with some sort of incompatibility regarding BiblioWoods Forestry edition. Specifically about three and a half pages of this. Currently attempting to resolve.
Corrupted shaped recipe: [BiblioWoodsForestry]tile.BiblioWoodFstBookcase/0 <= {[Forestry]tile.for.planks/2, <error:null>, [Forestry]tile.for.planks/2, [Forestry]tile.for.planks/2, <error:null>, [Forestry]tile.for.planks/2, [Forestry]tile.for.planks/2, <error:null>, [Forestry]tile.for.planks/2}
It's not incompatibility, just another mod doing stupid things and corrupting the game's recipe registry.
My Website ~ Twitter ~ Patreon
Yeah, I gathered that much, considering a quarter of the posts in this thread are 'HEE-ORB DOES BROKEN! Y UR MOD IS CORRUPT!?' followed by 'Read.' Now I'm just trying to figure out how to fix it. Mostly just wanted to say thanks.
LOL... same... I don't know how people don't understand the text when they read it. It's plain English.. lol.. Thanks from me as well Chylex, I found the file I was looking for.
Chylex, this mod is incredible! And could you make like the Advanced Brewing Stand compatible with Et Futurum potions? Will be super cool
Thanks; I'll look into potions for HEE 2.
My Website ~ Twitter ~ Patreon
There's no demon, it was removed at least a year ago.
My Website ~ Twitter ~ Patreon
It didn't work conceptually.
My Website ~ Twitter ~ Patreon
Greatly enjoyed this, have a upvote!
If it crashed, post the actual crash report. If not, post the client log, the FULL log. Also, sites like pastebin or hastebin work better than relying on the derpy forum spoilers.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Taken from the log:
"A defective recipe has crashed the game! Another mod is creating recipes with non-existent blocks or items, which is a serious error that will cause item or even world loss when crafting these recipes. Corrupted recipes have been saved in the log with tag [HEE-ORB], please try to find which mod they belong to and report them to the respective modder. Then enable the 'overrideRemoveBrokenRecipes' option in Hardcore Ender Expansion and the game will start."
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Request: a way to restrict either specific items, or all items/mobs from a specific mod, from the Instability Orbs. Also a config for the chance to explode or spawn a mob.
I've gotten some interesting results from these. Varying from cobblestone or carpenter's torches, to Botania's Rod of the Unstable Reservoir or a full Heart Container from Zelda Sword Skills.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
http://hee-api.chylex.com/#imc-orb
My Website ~ Twitter ~ Patreon
Got another one of those ORB deals for you...
http://paste.ee/p/rsexG
I don't understand the recent music update along with v1.8.5. I don't see the need to split the previous mod into two different kinds of files, but I especially don't understand this:
Why do this? As of v1.8.4, I could listen to all the music tracks from all the mods I'm using. Now, a third of the music discs my game (HEE) refuse to play.
Check out my survival series, Galaxy Odyssey. You can download the modpack on the Technic launcher here!
My series also incorporates my mods: Village Names, ChocoCraft Plus, Not Enough Pets, and ASMC.
Music was taking 2/3 of the size, it doesn't make sense to redownload it every time if the music only changes once a year.
And no, you could not listen to music from all of the mods because the music system doesn't work that way, mods fight to replace the music system and only one can end up "winning". If HEE music doesn't play, it means another mod replaced the music system, HEE just refused to replace theirs. If you want HEE music, look into the logs, search for Another mod has already replaced the music system and disable music in that mod.
HEE music discs are different because they use damage values, instead of taking like 10 item IDs, but vanilla music system is stupid and cannot handle that. Since HEE already replaced it to add new features, I just added a special case; either way, even if it wasn't done like that, you would only be able to use the music discs, you would not hear the music in the End because another mod took priority.
My Website ~ Twitter ~ Patreon
Thanks for the advice. I meant I could play all the music discs. It did not occur to me that there is separate ambient music. Regardless, since updating HEE, the new flag has caused 10 of my discs to stop playing in the jukebox.
Is there a way to force another mod to disable its music if there is no option in its config?
Check out my survival series, Galaxy Odyssey. You can download the modpack on the Technic launcher here!
My series also incorporates my mods: Village Names, ChocoCraft Plus, Not Enough Pets, and ASMC.