Undead Nights - Zombie Horde Nights

Undead Nights - Zombie Horde Nights

53.4k Downloads

Ad Astra breaks Undead Nights completely

KaiTheReborn opened this issue ยท 20 comments

commented

So I am playing with my duo with tacz, ad astra, undead nights and dungeons and combat installed
We were playing for 20 days and no hordes ever spawned
I tried troubleshooting in single player, and I noticed that whenever I would try to spawn a horde using the command, the game just tells me that its trying to spawn a horde with no result, and in the logs, it would type out that an unexpected error occurred while executing the command, and when I checked the horde nights status, it was always stuck on DayCounter: 5 (max: 5) no matter how many nights pass, or what day it is.

When I removed the mod, the hordes spawned in just fine, I have no clue why this is happening, since Ad Astra only adds ores, planets, armory and tools, it does not touch the aspect of mob spawning in any way shape or form, the mobs themselves (Horde Zombie, Elite Zombie) spawn in just fine when I use their spawn eggs.

commented

I will have a look.
What Minecraft version and what mod loader are you using?
Mod version 1.2.3?

commented

I am having the same issue. Playing Create: Above and Beyond in Newer modpack version 2.0.6 with Undead Nights 1.2.3

Logs show no errors, and if I try to spawn manually with /undeadnights spawn_horde, the chat message displays properly, but no mobs spawn and no errors are thrown.

We're hoping to create a "escape the zombie apocalypse by leaving the planet" modpack. Really like your work, hope we can fix it!

Update
I just disabled Ad Astra in the modpack and the hordes spawn just fine. It's definitely Ad Astra.

commented

I will have a look. What Minecraft version and what mod loader are you using? Mod version 1.2.3?

Yes, I checked everything, from mod versions down to uninstalling and booting with every mod in my modpack, I also checked the config if everything is enabled

commented

I will have a look. What Minecraft version and what mod loader are you using? Mod version 1.2.3?

Yes, I checked everything, from mod versions down to uninstalling and booting with every mod in my modpack, I also checked the config if everything is enabled

I need to know the Minecraft version and the mod loader (Fabric/Forge/NeoForge) ;)

commented

@atomorbit thanks for the info :) @KaiTheReborn are you using Forge 1.20.1 as well?

commented

I will have a look. What Minecraft version and what mod loader are you using? Mod version 1.2.3?

Yes, I checked everything, from mod versions down to uninstalling and booting with every mod in my modpack, I also checked the config if everything is enabled

I need to know the Minecraft version and the mod loader (Fabric/Forge/NeoForge) ;)

For me, it's 1.20.1 / Forge 47.3.0

commented

I will have a look. What Minecraft version and what mod loader are you using? Mod version 1.2.3?

Yes, I checked everything, from mod versions down to uninstalling and booting with every mod in my modpack, I also checked the config if everything is enabled

I need to know the Minecraft version and the mod loader (Fabric/Forge/NeoForge) ;)

I will have a look. What Minecraft version and what mod loader are you using? Mod version 1.2.3?

Yes, I checked everything, from mod versions down to uninstalling and booting with every mod in my modpack, I also checked the config if everything is enabled

I need to know the Minecraft version and the mod loader (Fabric/Forge/NeoForge) ;)

I haven't tested this mod conflict on other loaders but I'm running Forge 1.20.1 as well on the newest version

commented

This seems to be an issue I can't fix alone. This only works together with the ad astra devs.
They are also adding a custom spawner (like me), but they are returning when they are done, so my code can't run.

commented

This seems to be an issue I can't fix alone. This only works together with the ad astra devs. They are also adding a custom spawner (like me), but they are returning when they are done, so my code can't run.

Would making a custom library fix that issue? The individual horde zombies in question spawn in just fine, its only the horde spawn command that doesn't work, this issue would also, by logic, affect any other mod that alters mob spawns in some way, so it would be best if the horde spawning mechanic got tied to a library of some sort to not have this issue pop up ever.

I would love to see your mod in my survival worlds, its so versatile, easy to modify, and adds just enough difficulty to make minecraft feel thrilling, I got hooked onto this mod after seeing many videos and shorts of your mod demolishing end game players with full stacked gear.

commented

This seems to be an issue I can't fix alone. This only works together with the ad astra devs. They are also adding a custom spawner (like me), but they are returning when they are done, so my code can't run.

Interesting, you mean in some sort of a loop/function they are overriding they essentially close it by returning when they are done? (I'm a Java programmer at Oracle). How does Alex's mobs function? What determines the order in which things function? Is there an Ad Astra config we can use to turn off mob spawning for that mod?

commented

I posted a possible fix in the Ad Astra bug tracker:
terrarium-earth/Ad-Astra#716

@atomorbit
Yeah, the way it works in quite a few cases you use "mixins" to insert your code into existing java classes (by mojang) to extend them with your own stuff.
Ad Astra inserted the code but used a return. So if other mods like mine use mixins to insert code into the same class, that code might never be reached. They also did not readd the existing list of customSpawners, which kinda doubles down on the problem.

Hopefully someone will checkout the potential fix I supplied.

commented

I posted a possible fix in the Ad Astra bug tracker: terrarium-earth/Ad-Astra#716

@atomorbit Yeah, the way it works in quite a few cases you use "mixins" to insert your code into existing java classes (by mojang) to extend them with your own stuff. Ad Astra inserted the code but used a return. So if other mods like mine use mixins to insert code into the same class, that code might never be reached. They also did not readd the existing list of customSpawners, which kinda doubles down on the problem.

Hopefully someone will checkout the potential fix I supplied.

I replied +1 to this bug, hopefully that helps. Thanks!

commented

Thanks :)

commented

Hey @MC-Mods-Pete !

Looks like it may be a while and I was thinking about compiling my own version of Ad Astra with your updates to solve the problem. Gradlew build works and compiles a JAR file, but the games crashes if I replace the JAR file. Anything I might be missing? Should I try another JAVA version or something? I'm not sure how to investigate the crash.

commented

as far as I remember, you need to make sure Intellij Idea uses the correct java version, which was not the case for me, when I tested ad astra.

commented

as far as I remember, you need to make sure Intellij Idea uses the correct java version, which was not the case for me, when I tested ad astra.

Yes, this worked. Ad Astra is specifically on Zulu JDK 17. Compiling it with the native JDK did the trick, and your code fix works. For the time being, I am using a self compiled JDK to play with Undead Nights and it's a blast. Hopefully Ad Astra fixes the issue.

@KaiTheReborn I can share the updated JAR file with you if you want.

commented

@atomorbit glad to hear that it works and that you are having fun with my mod :)

commented

as far as I remember, you need to make sure Intellij Idea uses the correct java version, which was not the case for me, when I tested ad astra.

Yes, this worked. Ad Astra is specifically on Zulu JDK 17. Compiling it with the native JDK did the trick, and your code fix works. For the time being, I am using a self compiled JDK to play with Undead Nights and it's a blast. Hopefully Ad Astra fixes the issue.

@KaiTheReborn I can share the updated JAR file with you if you want.

PLEASE if you are still seeeing this can you share the fixed ad astra??
I read the issue tracker history here and saw it's for the latest 1.15.20

but is the jar for forge or fabric? im on fabric 1.20.1 I was looking at your recent comments about recompiling but I haven't touched any of that before so just wondering first if a fabric jar was avail

also maybe this was just a forge problem I didn't think about that because I tried just looking into the ad astra fabric jar and it didnt seem to have the same file paths

commented

@atomorbit do you still have the file to share? :)

commented

Crisis averted, I hopped in to do some testing when I found that the path to the file that needed to be changed wasn't the same, and it seems like Undead Nights & AA (on those versions) seem to work without needing the adjustment for Fabric