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JankGamer

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  1. Turns out it is confirmed ElectroDynamics, something to do with the order in which it's coded to load things being wrong and causing a crash (the other mods are referenced because the the process has moved on to query them before the previous bit of process is complete). Electro dev says they arent supporting 1.16 anymore so looks like thats that!
  2. So the Astral team say it looks like Reliquary, Reliquary says it's definitely ElectroDynamics and there's nothing that can be done from the Reliquary side. Now to find Electro's team...
  3. I shall ask them and see what they say. Their mods are referenced but they don't crash unless paired with the new mods so I'm just assuming they'll say "ain't our mods causing it chief". I'll leave a resolution if they have one
  4. Thing is, they work totally fine until i put the new mods in. Astral and reliquary are part of the ATM 6 pack and I've had no issues. Literally just occurs when the latter 3 mods are introduced (and, isnt an issue if I remove them again). Ergo, I'm not so sure astral and reliquary are where the issue lies but I can ask the question anyway
  5. First time posting so apologies if I've done it wrong! I'm running CurseForge launcher for ATM6 pack (MC 1.16.5) and all has been working fine. I've thrown in a couple extra mods over time (still working fine) but I've just added a couple mods (Ballistix, ElectroDynamics & Nuclear Science) and it now crashes on the modload process. I've failed to follow the debug profile workaround to get the debug log but I have a crash report if that helps at all (https://pastebin.com/DREdCSM1). I THINK it's an itemhandler issue but I have absolutely no idea why. Originally thought it was an item conflict but since numerical IDs arent really a thing anymore (/they are assigned by the handler anyway) I guess it can't be that. Any ideas? Obviously, when I remove those 3 mods again it works absolutely fine. Thanks in advance

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