I don't see how your world provider is critical for the mod to function properly seeing as all island additions within this mod are 'scattered features' and the custom biome decorator script could be done outside the provider class using purpose made events. Nor do I see it necessary to enforce your way of dimension programming/design by intentionally crashing the game if anyone interferes or tries to extend upon it.
I don't see how your world provider is critical for the mod to function properly seeing as all island additions within this mod are 'scattered features' and the custom biome decorator script could be done outside the provider class using purpose made events. Nor do I see it necessary to enforce your way of dimension programming/design by intentionally crashing the game if anyone interferes or tries to extend upon it.
The source code is available, so you can see why I'm changing the world and chunk provider. Also for HEE 2, I'm changing pretty much everything about the End's structure, so enforcing my generation is not going to be optional.
If you have structures you generate in the End, I'll be glad to make it compatible - in fact, the new End cannot generate modded content at all because modded worldgen is unpredictable with no good way of categorizing it, so I've been trying to find all mods that add anything to the End and include them in the new design manually. I did look at Epic Siege Mod too, but I noticed it was replacing the world provider which is inherently incompatible, so I didn't dig deeper to see what exactly it was doing.
Got a pretty weird issue (just registered to help me out and searched this thread for some keywords but couldn't find anything helpfull).
I started playing the FTB modpack Departed with HEE and lately the Ender Compendium keep popping up when i click on a certain area of my screen. I finished my first armor set, this granting me a permanent buff changing the space between the outer borders of my inventory ui and thats when I first encountered this "bug". For the time beeing i keep swapping an armor piece off, reopen inventory to access the 2 right sided bars of items, put my piece of armor on again and can continue with whatever i was doing. Gettin' routined with it but its still annoying.
Is there any fix to that or any help? I know this information about that issue is pretty vague but as the one guy many many posts before said, there has nothing else changed and it's not just the Inventory crafting grid having this issue.
Greetings LP Ascobol!
I suspect something weird going on with NEI integration, try updating to latest version of HEE and see if the issue persists.
i think draconic evolution conflicts with this mod. the dragon fight is the same as vanilla with that mod installed, but the terrain and other stuff works fine
i think draconic evolution conflicts with this mod. the dragon fight is the same as vanilla with that mod installed, but the terrain and other stuff works fine
Yogscast's playing with both HEE and DE and it's working fine, haven't had any other conflict reports either, so not sure what's going on.
=w=; im going to point out the LAST BIT RIGHT THERE the "after first run when i got this it worked after i changed the config file to disable the broken recipes so im going to just chalk this up to a known bug". if i EVER get a crash report i look at the last 2 pages (or 1 weeks worth of posts whichever is longer) to see if someone had this same issue and how they fixed it. if i dont see it i post the report then i do whatever logical action comes to mind. i then post my solution if i figure it out fairly quickly.
but again you seemed to have missed that very last sentence which specifically states that i had fixed it and that i had just simply chalked it up to a known issue, which if it has been going for a while i must wonder how has it not really been fixed. <-- last bit not to be taken negatively by the mod creator, just stating my personal opinion.
so next time
you read.
thank you and have a nice day =)
The point is that some other mod is adding an erroring recipe, which is what the report is telling you. It also tells you to report it to THAT mod, NOT here. I did read.
It's not a "known issue", it's the mod's handling of other mods having broken recipes. It stops it from breaking the game, tells you what mod caused it, and allows you to disable the recipe.
Also it seems my previous post is gone for some reason...
Most of dragon's changes are disabled on peaceful.
oh ._. i'll try it on other difficulties and see if that helps. and could you maybe add a map or something to the 1.8 version when that comes out to help find those end tower things, they're really hard to find. and maybe a really hard recipe for the temple caller? i'm playing on a heavily modified version of the direwolf20 pack for 1.7, and i'm using his world, so the stronghold has already been generated, so the chests won't contain the callers
oh ._. i'll try it on other difficulties and see if that helps. and could you maybe add a map or something to the 1.8 version when that comes out to help find those end tower things, they're really hard to find. and maybe a really hard recipe for the temple caller? i'm playing on a heavily modified version of the direwolf20 pack for 1.7, and i'm using his world, so the stronghold has already been generated, so the chests won't contain the callers
You can make it using eye of ender, dragon essence altar and energy.
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?
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
~~~~~~~~
I don't see how your world provider is critical for the mod to function properly seeing as all island additions within this mod are 'scattered features' and the custom biome decorator script could be done outside the provider class using purpose made events. Nor do I see it necessary to enforce your way of dimension programming/design by intentionally crashing the game if anyone interferes or tries to extend upon it.
The source code is available, so you can see why I'm changing the world and chunk provider. Also for HEE 2, I'm changing pretty much everything about the End's structure, so enforcing my generation is not going to be optional.
If you have structures you generate in the End, I'll be glad to make it compatible - in fact, the new End cannot generate modded content at all because modded worldgen is unpredictable with no good way of categorizing it, so I've been trying to find all mods that add anything to the End and include them in the new design manually. I did look at Epic Siege Mod too, but I noticed it was replacing the world provider which is inherently incompatible, so I didn't dig deeper to see what exactly it was doing.
My Website ~ Twitter ~ Patreon
I suspect something weird going on with NEI integration, try updating to latest version of HEE and see if the issue persists.
My Website ~ Twitter ~ Patreon
i think draconic evolution conflicts with this mod. the dragon fight is the same as vanilla with that mod installed, but the terrain and other stuff works fine
Yogscast's playing with both HEE and DE and it's working fine, haven't had any other conflict reports either, so not sure what's going on.
My Website ~ Twitter ~ Patreon
i was on peaceful, if that's an issue.
The point is that some other mod is adding an erroring recipe, which is what the report is telling you. It also tells you to report it to THAT mod, NOT here. I did read.
It's not a "known issue", it's the mod's handling of other mods having broken recipes. It stops it from breaking the game, tells you what mod caused it, and allows you to disable the recipe.
Also it seems my previous post is gone for some reason...
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
check last page.
Most of dragon's changes are disabled on peaceful.
My Website ~ Twitter ~ Patreon
oh ._. i'll try it on other difficulties and see if that helps. and could you maybe add a map or something to the 1.8 version when that comes out to help find those end tower things, they're really hard to find. and maybe a really hard recipe for the temple caller? i'm playing on a heavily modified version of the direwolf20 pack for 1.7, and i'm using his world, so the stronghold has already been generated, so the chests won't contain the callers
You can make it using eye of ender, dragon essence altar and energy.
My Website ~ Twitter ~ Patreon
thanks, and will there be an easier way of finding the end tower dungeons in 1.8?
Not in HEE 1.
My Website ~ Twitter ~ Patreon
i meant for HEE 2, which i suspect will be for 1.8
No HEE will be released for 1.8.
My Website ~ Twitter ~ Patreon
oh ._. then will HEE 2 be for 1.8 or 1.9?
1.7.10
My Website ~ Twitter ~ Patreon
1.7.10
My Website ~ Twitter ~ Patreon
awesome!
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?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~