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?
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?
I guess you will have to yell at the developer, replacing something as big as the entire music system without a config option is not good practice :/
at java.lang.Class.getDeclaredConstructors0(Native Method) ~[?:1.8.0_45]
at java.lang.Class.privateGetDeclaredConstructors(Class.java:2671) ~[?:1.8.0_45]
at java.lang.Class.getConstructor0(Class.java:3075) ~[?:1.8.0_45]
at java.lang.Class.getConstructor(Class.java:1825) ~[?:1.8.0_45]
at jas.spawner.modern.spawner.creature.handler.LivingHelper.instantiateEntity(LivingHelper.java:36) ~[LivingHelper.class:?]
at jas.spawner.modern.spawner.creature.handler.LivingHelper.createCreature(LivingHelper.java:24) ~[LivingHelper.class:?]
at jas.spawner.modern.spawner.creature.handler.LivingHandlerRegistry.guessCreatureTypeOfGroup(LivingHandlerRegistry.java:191) ~[LivingHandlerRegistry.class:?]
at jas.spawner.modern.spawner.creature.handler.LivingHandlerRegistry.loadFromConfig(LivingHandlerRegistry.java:143) ~[LivingHandlerRegistry.class:?]
at jas.spawner.modern.world.WorldSettings.loadWorldSettings(WorldSettings.java:90) ~[WorldSettings.class:?]
at jas.spawner.modern.world.WorldSettings.<init>(WorldSettings.java:50) ~[WorldSettings.class:?]
at jas.spawner.modern.MVELProfile.loadFromConfig(MVELProfile.java:65) ~[MVELProfile.class:?]
at jas.spawner.modern.MVELProfile.serverStart(MVELProfile.java:53) ~[MVELProfile.class:?]
at jas.common.JustAnotherSpawner.serverStart(JustAnotherSpawner.java:120) ~[JustAnotherSpawner.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_45]
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_45]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_45]
at java.lang.reflect.Method.invoke(Method.java:497) ~[?:1.8.0_45]
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532) ~[FMLModContainer.class:?]
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source) ~[?:?]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_45]
at java.lang.reflect.Method.invoke(Method.java:497) ~[?:1.8.0_45]
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[guava-17.0.jar:?]
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[guava-17.0.jar:?]
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212) ~[LoadController.class:?]
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190) ~[LoadController.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_45]
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_45]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_45]
at java.lang.reflect.Method.invoke(Method.java:497) ~[?:1.8.0_45]
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[guava-17.0.jar:?]
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[guava-17.0.jar:?]
at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[guava-17.0.jar:?]
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119) ~[LoadController.class:?]
at cpw.mods.fml.common.Loader.serverStarting(Loader.java:789) ~[Loader.class:?]
... 4 more
After that my Server crashes, this is only a Server Problem, my Client runs fine.
Did you need the Server-Log? It ist to big for Pastebin.
HEE v1.8.4 with JAS 0.17.6 and forge-1.7.10-10.13.4.1566 runs fine.
By the Way thank you for your awsome Mod, we have a lot of fun with the New End.
Sorry for my bad english.
Greetings
DasOffertorium
Something has gone horribly wrong, remove all coremods and mods that require them because it looks like something's corrupting the code. It could be a coremod that is incompatible with new Forge, and is editing vanilla code it's not supposed to. There's also a reference to AsieLib which is required by Computronics.
wired, the Error only occours on my Linux Server, on Windows it runs without an Error, I will test it with another Java Version.
I have found another Problem,
on my Server i have a Memory leak in the combination with the LycanitesMobs Mod.
I have testing it, only this two Mods are in my Mods Folder and i have the memory leak in a new World.
[13:31:13] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save world
[13:31:38] [Server thread/DEBUG] [FML/]: The world 94207c0 (world) may have leaked: seen 25 times.
[13:31:58] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save world
[13:32:28] [Server thread/DEBUG] [FML/]: The world 94207c0 (world) may have leaked: seen 30 times.
[13:32:43] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save world
[13:33:18] [Server thread/DEBUG] [FML/]: The world 94207c0 (world) may have leaked: seen 35 times.
[13:33:28] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save world
[13:34:08] [Server thread/DEBUG] [FML/]: The world 94207c0 (world) may have leaked: seen 40 times.
HEE: v1.8.5
LycanitesMobs: 1.13.0.5
I use Forge 10.13.4.1614 but the leak is in Forge 10.13.4.1566 too.
okay chances are this has been answered SOMEWHERE in this thread but as i dont want to go through all 115 pages to find an answer to a possibly common question ill just ask it here and hope for the best:
where exactly does the [HEE-ORB] log save to? ive searched my entire PC and nothing shows up.
i do have a feeling i know what caused it though (recently added additional block types to use as "frame blocks" for the Colorful portals mod, game ran fine until after i saved that config)
okay chances are this has been answered SOMEWHERE in this thread but as i dont want to go through all 115 pages to find an answer to a possibly common question ill just ask it here and hope for the best:
where exactly does the [HEE-ORB] log save to? ive searched my entire PC and nothing shows up.
i do have a feeling i know what caused it though (recently added additional block types to use as "frame blocks" for the Colorful portals mod, game ran fine until after i saved that config)
.minecraft/logs/fml-client-latest (not sure what the extension is, probably .txt or .log)
I happen to know that Lycanite will be skipping the 1.8 cycle and return his mod to the scene in 1.9 and beyond. It seems to be a common theme going around due to the code changes. I may need help with using HEE with other 1.7.10 mods at some point later. It's unusually picky about what other mods it will work with and why. It seems mostly due to its recipe detection system. Oddly enough sometimes this only happens after purchasing research in the Ender Compendium and it works just fine until then.
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
Is there an April fools module in HardCore Ender Expansion that adds or removes blocks from the GameRegistry?
And does that make it impossible for other mods to generate other blocks, like Multiparts from them?
And if your server is running in another part of the world, does this de-synch the installation of the server and the client?
And does this actively prevent all players from connecting to your server on April 1st?
Because that's what I experienced yesterday. Just thought you should know.
There is no registry desync. The only thing is a language name change, and if any mod is using that to track blocks instead of the registry, they're doing it wrong (Forge Multipart did that about a year ago, that has been fixed for a long time).
Whenever I explore a Hidden Celler in the Enchanted Biome Island, I sometimes hear random sounds, such as the opening/closing of chests, pigs dying, player's sprinting etc, but I cannot locate the source. Anyone know what's making those noises?
I know that, being this is apparently going to show up on page 116, this post probably won't be seen, but I just wanted to say thanks for the great mod, and the great laugh I had today. I've had my eye on this mod for a while to use on my server, but I couldn't because of a glitch between cauldron and thaumcraft making the EnderDragon's firebreath into a one-shot kill. Now that I found a work-a-around, I finally got to try out the mod! I've been having a blast, but when I found a new music disk, I noticed that I needed something more to get the music to work.
So, I got on google, found the music portion, installed it, figured out how I messed up the installation (go figure), installed it correctly, and then went and played the music disk. Seeing as how I've always had my own music running in the background, this was the very first of the new music to even try to listen to. The disk is named "In The End". Well, naturally, I thought this was a reference to the End, the dimension this is from. When I heard it, I just cracked up laughing. Nice one. You can pass my thanks for that onto qwertygiy, too. =)
P.S. It just so happens that the song I mentioned, I mean the real version, is one of my favorite songs of all time. So, I guess that has something to do with it too. =)
Whenever I explore a Hidden Celler in the Enchanted Biome Island, I sometimes hear random sounds, such as the opening/closing of chests, pigs dying, player's sprinting etc, but I cannot locate the source. Anyone know what's making those noises?
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.
I guess you will have to yell at the developer, replacing something as big as the entire music system without a config option is not good practice :/
My Website ~ Twitter ~ Patreon


Something has gone horribly wrong, remove all coremods and mods that require them because it looks like something's corrupting the code. It could be a coremod that is incompatible with new Forge, and is editing vanilla code it's not supposed to. There's also a reference to AsieLib which is required by Computronics.
My Website ~ Twitter ~ Patreon


The second error said AsieLib is already missing, not to remove it.
My Website ~ Twitter ~ Patreon


No idea, haven't been able to reproduce this just with HEE and someone had reported this earlier with various mods that were causing the leak - https://github.com/chylex/Hardcore-Ender-Expansion/issues/110
My Website ~ Twitter ~ Patreon


okay chances are this has been answered SOMEWHERE in this thread but as i dont want to go through all 115 pages to find an answer to a possibly common question ill just ask it here and hope for the best:
where exactly does the [HEE-ORB] log save to? ive searched my entire PC and nothing shows up.
i do have a feeling i know what caused it though (recently added additional block types to use as "frame blocks" for the Colorful portals mod, game ran fine until after i saved that config)
.minecraft/logs/fml-client-latest (not sure what the extension is, probably .txt or .log)
My Website ~ Twitter ~ Patreon


lol just found it myself.im thinking i mis-typed the block names which is why orb triggered
The crash report just told me that this isnt compatible with ars magica 2, is there any way to fix this?
How about you give us the crash report so we can figure out the issue.
Will this be updated to Minecraft 1.8?
No, 1.8 will be skipped.
My Website ~ Twitter ~ Patreon


I happen to know that Lycanite will be skipping the 1.8 cycle and return his mod to the scene in 1.9 and beyond. It seems to be a common theme going around due to the code changes. I may need help with using HEE with other 1.7.10 mods at some point later. It's unusually picky about what other mods it will work with and why. It seems mostly due to its recipe detection system. Oddly enough sometimes this only happens after purchasing research in the Ender Compendium and it works just fine until then.
If regular is Vanilla then what flavor is your Minecraft?
There is no registry desync. The only thing is a language name change, and if any mod is using that to track blocks instead of the registry, they're doing it wrong (Forge Multipart did that about a year ago, that has been fixed for a long time).
My Website ~ Twitter ~ Patreon


Whenever I explore a Hidden Celler in the Enchanted Biome Island, I sometimes hear random sounds, such as the opening/closing of chests, pigs dying, player's sprinting etc, but I cannot locate the source. Anyone know what's making those noises?
I am an administrator on the Advent of Ascension Wiki.
Oooh I know! A ghost! BOO!..... Sorry, I have no clue. XD
I know that, being this is apparently going to show up on page 116, this post probably won't be seen, but I just wanted to say thanks for the great mod, and the great laugh I had today. I've had my eye on this mod for a while to use on my server, but I couldn't because of a glitch between cauldron and thaumcraft making the EnderDragon's firebreath into a one-shot kill. Now that I found a work-a-around, I finally got to try out the mod! I've been having a blast, but when I found a new music disk, I noticed that I needed something more to get the music to work.
So, I got on google, found the music portion, installed it, figured out how I messed up the installation (go figure), installed it correctly, and then went and played the music disk. Seeing as how I've always had my own music running in the background, this was the very first of the new music to even try to listen to. The disk is named "In The End". Well, naturally, I thought this was a reference to the End, the dimension this is from. When I heard it, I just cracked up laughing. Nice one. You can pass my thanks for that onto qwertygiy, too. =)
P.S. It just so happens that the song I mentioned, I mean the real version, is one of my favorite songs of all time. So, I guess that has something to do with it too. =)
Yes, it was from Linkin Park's "In The End", apparently it was a remix done by qwertygiy.
I remember asking about this a while ago, apparently it's the Ender Goo making noises to amuse itself. No, seriously.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~