A bit tired to search though all 68 pages, is there a program/mod I can use to find/fix all conflicting ids when I start installing everything?
Also, I have installed most of them already, and I notice some ids are the same in different configs yet minecraft still loads and works, an example of this is golden pipes and a sensor from another mod both have id 148, yet everything still loads, what's the deal here? Should I change them?
Thanks.
*Does it matter at all which set of tin and copper I want to use? I'm sure the generation is different, however I like the redpower ores better than the IC2 ores that direwolf uses. Also, what is up with that purple tin ore?
There is a setting for 'releasing the old tin ore', that direwolf enabled, what does that do exactly?
There is but sadly the 1.2.3 update screwed it up, so its pretty much useless; unless you want to use 1.1 till the next time mods update to the current MC version. Which I don't tend to use the same well not exactly the same mods at Direwolf so while the current mod for fixing conflicting IDs is down even if that option was open as its not we're all pretty much stuck shifting through config files and fixing the conflicts by "hand." So good luck, as far as conflicts go I dont have so much as block id conflicts, mostly dealing with item conflicts grass dropping builders etc which then you just have to go through by hand and correct them.
As for the tin and copper if they are gen both from redpower and IC2 just throw the ores into the macerator and smelt the dust, which will help to reduce space being taken up by two types of ores that are the same but from two mods.
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"Nulpe" - Jerk
Supporter of "Build Craft, Industrial Craft, Finite Liquid, Power Craft"
Well, there's yer problem! As Holly-head said, you have some config files in the wrong place. Buildcraft keeps its config files in Minecraft/buildcraft, while the MFFS config file should be in Minecraft/config
And that is exactly where I found it. (in spite of having looked there several times before)
Having finally found it I started trying to remap the conflicting block id to something else. In doing so I managed to map it to a number of IC2 things and finally to something that Redpower wanted to use. The error message from Redpower said that the autoAssign function was disabled. I turned it on and the conflict was automatically resolved by Redpower on the next startup.
There is a setting for 'releasing the old tin ore', that direwolf enabled, what does that do exactly?
That setting in Forestry is for updating worlds created with older versions of Forestry. There's still an old block ID that tin ore used to have in that mod, which is no longer used. So if you don't have an old world built with an old version of Forestry, you will want to release the block ID that the mod uses to update the old ore to the new version. That way there's one more ID free for other mods to use.
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"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
I remember reading about a bug related to these mods where you suddenly cannot jump up even a block, and i recently suffered it. Doe's anyone know what I'm talking about and remember what causes it?
I remember reading about a bug related to these mods where you suddenly cannot jump up even a block, and i recently suffered it. Doe's anyone know what I'm talking about and remember what causes it?
I haven't had the jump bug but using the Mods to change conflicting IDs I've found that its mostly because of Robinton's 4096IDs which causes things such as forestry and bc engines/machines to show up as fire and cause crashes however there is a fix for the 4096IDs which another person has made compatible with every mod the downside is that the mod that fixes the conflicting IDs doesn't support that style of coding I'm guessing in which makes the mod at the current state useless. And the 4096IDs allow you to have up to 30+ mods where to before the 4096IDs only allowed up to if your lucky 13 or so mods. While people ask themselves why so many block IDs needed and why the need for so many mods most mods like Forestry have addons or IC2 has addons which you can hook into the main mod which allows more objects to be used in your worlds hence the need for more block IDs and from the looks of my last download forestry has pretty much taken all of the official addons and put them together in the main mod itself.
But as I said before this post/in this post that mod has become useless till Mojang fixes the 4096IDs which was supposed to be implanted into MC 1.2.3 some where along the line the code wasn't finished or broke either way doesn't matter.
And as for the jump bug I recall it vaguely cant say I ran across the problem myself. I've ran across much worse bugs then jumping.
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"Nulpe" - Jerk
Supporter of "Build Craft, Industrial Craft, Finite Liquid, Power Craft"
Having two issues with the set of mods, asked on the redpower topic, but apparently my issue with being unable to craft covers and such is rare and they cannot find what causes it.
Also, why do engines seem to have to warm up after the power is toggled? It messes up the sync for the visuals and pumping...
*Okay, ignore this post both issues have been solved. Why can't I delete posts?
I hope DireWolf20 uses ThaumCraft in his next season; The world-effects alone will be well worth it...! Plus, ANY mod that lets you pipe magic around like water in your plumbing is a good one IMHO ....
Which forcefield version do I download? I have all the mods except for that one (i made a test world - works perfectly) but DireWolf's worlds won't work.
Due to losing my config files as well as confusion with thaumcraft and NEI (IC2 recipes crash the client with the new nei), I'll probably wait until Direwolf releases the updated files when he starts season 4.
Man, I hope all 88 pages in his NEI window were from the mods he is going to use in season 4, don't hold out on us dire!
Will Dire be starting a new forum for Season 4 or continue to use this one?
Bust out the Red Bull Dire and get cracking on Season 4. I'm off from work these next 2 days and wanna get started on a new world. Loving your Let's Play Series!!!!
Most were probably from the redpower microblocks, they take up a load of space in NEI unless you disable them.
That's actually something I do out of habit now. If I see microblocks in NEI, I turn them off if at all possible. I know how to make them, I don't need all those extra pages.
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"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
Best bet is to wait for Direwolf to update this thread with his latest mod build
Hopefully, it'll be early
Though, I just don't know how he just change block ID
There is but sadly the 1.2.3 update screwed it up, so its pretty much useless; unless you want to use 1.1 till the next time mods update to the current MC version. Which I don't tend to use the same well not exactly the same mods at Direwolf so while the current mod for fixing conflicting IDs is down even if that option was open as its not we're all pretty much stuck shifting through config files and fixing the conflicts by "hand." So good luck, as far as conflicts go I dont have so much as block id conflicts, mostly dealing with item conflicts grass dropping builders etc which then you just have to go through by hand and correct them.
As for the tin and copper if they are gen both from redpower and IC2 just throw the ores into the macerator and smelt the dust, which will help to reduce space being taken up by two types of ores that are the same but from two mods.
Or you can simply turn off the copper and tin ore generation function in either Redpower2 or IC2 via the config files for each one. (Not both at the same time obviously.) That's what I did, and it eliminated the duplicate ores problem altogether. Everything still smelts like normal, and there are no conflicts between the two mods.
On a side note: Is there a way to disable the warning level button on my posts? I'm not trying to spam or flame anybody here.
Best bet is to wait for Direwolf to update this thread with his latest mod build
Hopefully, it'll be early
Though, I just don't know how he just change block ID
He goes into the config files and changes the numbers there. RedPower has an auto-config option, too.
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"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
The "mod_XXXXX" files are generated by ModLoader, and usually not used by the mods themselves, but some mods do use those files. Which mod are you trying to alter? Forestry keeps its config in the .Minecraft/config/forestry folder while RP2 keeps its config in the .Minecraft/redpower folder.
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"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
The "mod_XXXXX" files are generated by ModLoader, and usually not used by the mods themselves, but some mods do use those files. Which mod are you trying to alter? Forestry keeps its config in the .Minecraft/config/forestry folder while RP2 keeps its config in the .Minecraft/redpower folder.
Any mods that Direwolf telling me to change block ID, such as the Additional Buildcraft, IC2 Advanced Machine
There is but sadly the 1.2.3 update screwed it up, so its pretty much useless; unless you want to use 1.1 till the next time mods update to the current MC version. Which I don't tend to use the same well not exactly the same mods at Direwolf so while the current mod for fixing conflicting IDs is down even if that option was open as its not we're all pretty much stuck shifting through config files and fixing the conflicts by "hand." So good luck, as far as conflicts go I dont have so much as block id conflicts, mostly dealing with item conflicts grass dropping builders etc which then you just have to go through by hand and correct them.
As for the tin and copper if they are gen both from redpower and IC2 just throw the ores into the macerator and smelt the dust, which will help to reduce space being taken up by two types of ores that are the same but from two mods.
Supporter of "Build Craft, Industrial Craft, Finite Liquid, Power Craft"
And that is exactly where I found it. (in spite of having looked there several times before)
Having finally found it I started trying to remap the conflicting block id to something else. In doing so I managed to map it to a number of IC2 things and finally to something that Redpower wanted to use. The error message from Redpower said that the autoAssign function was disabled. I turned it on and the conflict was automatically resolved by Redpower on the next startup.
Problem solved.
My Gaming Channel:https://www.youtube.com/c/TinfoilChefsGamingChannel
That setting in Forestry is for updating worlds created with older versions of Forestry. There's still an old block ID that tin ore used to have in that mod, which is no longer used. So if you don't have an old world built with an old version of Forestry, you will want to release the block ID that the mod uses to update the old ore to the new version. That way there's one more ID free for other mods to use.
"Well then, let's get awesome!"
I haven't had the jump bug but using the Mods to change conflicting IDs I've found that its mostly because of Robinton's 4096IDs which causes things such as forestry and bc engines/machines to show up as fire and cause crashes however there is a fix for the 4096IDs which another person has made compatible with every mod the downside is that the mod that fixes the conflicting IDs doesn't support that style of coding I'm guessing in which makes the mod at the current state useless. And the 4096IDs allow you to have up to 30+ mods where to before the 4096IDs only allowed up to if your lucky 13 or so mods. While people ask themselves why so many block IDs needed and why the need for so many mods most mods like Forestry have addons or IC2 has addons which you can hook into the main mod which allows more objects to be used in your worlds hence the need for more block IDs and from the looks of my last download forestry has pretty much taken all of the official addons and put them together in the main mod itself.
But as I said before this post/in this post that mod has become useless till Mojang fixes the 4096IDs which was supposed to be implanted into MC 1.2.3 some where along the line the code wasn't finished or broke either way doesn't matter.
And as for the jump bug I recall it vaguely cant say I ran across the problem myself. I've ran across much worse bugs then jumping.
Supporter of "Build Craft, Industrial Craft, Finite Liquid, Power Craft"
Also, why do engines seem to have to warm up after the power is toggled? It messes up the sync for the visuals and pumping...
*Okay, ignore this post both issues have been solved. Why can't I delete posts?
I hope DireWolf20 uses ThaumCraft in his next season; The world-effects alone will be well worth it...! Plus, ANY mod that lets you pipe magic around like water in your plumbing is a good one IMHO ....
Later .... Peace ....
So that the evidence is preserved. As they say, post in haste, repent at your leisure.
Man, I hope all 88 pages in his NEI window were from the mods he is going to use in season 4, don't hold out on us dire!
Bust out the Red Bull Dire and get cracking on Season 4. I'm off from work these next 2 days and wanna get started on a new world. Loving your Let's Play Series!!!!
Most were probably from the redpower microblocks, they take up a load of space in NEI unless you disable them.
He kept this one from Season 2 at least anyway, so this will probalby be used for Season 4 aswell
That's actually something I do out of habit now. If I see microblocks in NEI, I turn them off if at all possible. I know how to make them, I don't need all those extra pages.
"Well then, let's get awesome!"
Hopefully, it'll be early
Though, I just don't know how he just change block ID
Or you can simply turn off the copper and tin ore generation function in either Redpower2 or IC2 via the config files for each one. (Not both at the same time obviously.) That's what I did, and it eliminated the duplicate ores problem altogether. Everything still smelts like normal, and there are no conflicts between the two mods.
On a side note: Is there a way to disable the warning level button on my posts? I'm not trying to spam or flame anybody here.
He goes into the config files and changes the numbers there. RedPower has an auto-config option, too.
"Well then, let's get awesome!"
All I see is Checksum =0
The "mod_XXXXX" files are generated by ModLoader, and usually not used by the mods themselves, but some mods do use those files. Which mod are you trying to alter? Forestry keeps its config in the .Minecraft/config/forestry folder while RP2 keeps its config in the .Minecraft/redpower folder.
"Well then, let's get awesome!"
Any mods that Direwolf telling me to change block ID, such as the Additional Buildcraft, IC2 Advanced Machine