Largely depends on the pack I'm playing at the time. If it's a general modded pack, anywhere from 180 - 220+ mods, specific pack for a server, 100 - 150ish mods, pack based around a specific "genre", not much, maybe 50-100 mods, maybe.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
From 1.7 onwards you shouldn't have to worry about block and item conflicts, just FYI.
Largely depends on the pack I'm playing at the time. If it's a general modded pack, anywhere from 180 - 220+ mods, specific pack for a server, 100 - 150ish mods, pack based around a specific "genre", not much, maybe 50-100 mods, maybe.
It's still possible to get conflicts with enchants and entities (enchants are possible, entities are only possible if the modder is doing something seriously wrong, because entity IDs are mod unique). I personally don't know why Mojang would swap block and item IDs over to the new ID format, but not other things like biomes, enchants, entities, etc.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
It's still possible to get conflicts with enchants and entities (enchants are possible, entities are only possible if the modder is doing something seriously wrong, because entity IDs are mod unique). I personally don't know why Mojang would swap block and item IDs over to the new ID format, but not other things like biomes, enchants, entities, etc.
Honestly I Also Dunno Why No One Had Ever Created A Mod Wich Resolve That -Except One That Was For 1.5.2- :V
Honestly I Also Dunno Why No One Had Ever Created A Mod Wich Resolve That -Except One That Was For 1.5.2- :V
Mainly because of technical issues. Most ID-fixing mods keep a record of IDs they've given out.
Say you delete one of those, the mod would then need to delete the entries in the record, which is not hard, but when in specific scenarios can cause problems. Say you have a mod which dynamically sets the IDs (Forge has methods available for mods to look at the current ID list, and then set their IDs to any free IDs at the time, it's up to the mod to comply with these methods and utilise them). The IDFix mod or whatever would detect this mod doesnt have the IDs set, so it would then attempt to set them, and can mess up the system in place within the mod. And more issues. Generally ID fixing mods tend to cause more issues in modded games than they fix.
It's also not hard to manually fix ID conflicts, just grab which ID is conflicting and with what mods, change the ID used in one of the mods. Done. Most mods also try to keep away from other's ranges too.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Mainly because of technical issues. Most ID-fixing mods keep a record of IDs they've given out.
Say you delete one of those, the mod would then need to delete the entries in the record, which is not hard, but when in specific scenarios can cause problems. Say you have a mod which dynamically sets the IDs (Forge has methods available for mods to look at the current ID list, and then set their IDs to any free IDs at the time, it's up to the mod to comply with these methods and utilise them). The IDFix mod or whatever would detect this mod doesnt have the IDs set, so it would then attempt to set them, and can mess up the system in place within the mod. And more issues. Generally ID fixing mods tend to cause more issues in modded games than they fix.
It's also not hard to manually fix ID conflicts, just grab which ID is conflicting and with what mods, change the ID used in one of the mods. Done. Most mods also try to keep away from other's ranges too.
Thats all fine and dandy but what about entity problems like Orespawns? 101 is always taken and none of the mods have a config for the entities.
From 1.7 onwards you shouldn't have to worry about block and item conflicts, just FYI.
Largely depends on the pack I'm playing at the time. If it's a general modded pack, anywhere from 180 - 220+ mods, specific pack for a server, 100 - 150ish mods, pack based around a specific "genre", not much, maybe 50-100 mods, maybe.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Unfortunately i do But i know the source .
It's still possible to get conflicts with enchants and entities (enchants are possible, entities are only possible if the modder is doing something seriously wrong, because entity IDs are mod unique). I personally don't know why Mojang would swap block and item IDs over to the new ID format, but not other things like biomes, enchants, entities, etc.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Honestly I Also Dunno Why No One Had Ever Created A Mod Wich Resolve That -Except One That Was For 1.5.2- :V
Mainly because of technical issues. Most ID-fixing mods keep a record of IDs they've given out.
Say you delete one of those, the mod would then need to delete the entries in the record, which is not hard, but when in specific scenarios can cause problems. Say you have a mod which dynamically sets the IDs (Forge has methods available for mods to look at the current ID list, and then set their IDs to any free IDs at the time, it's up to the mod to comply with these methods and utilise them). The IDFix mod or whatever would detect this mod doesnt have the IDs set, so it would then attempt to set them, and can mess up the system in place within the mod. And more issues. Generally ID fixing mods tend to cause more issues in modded games than they fix.
It's also not hard to manually fix ID conflicts, just grab which ID is conflicting and with what mods, change the ID used in one of the mods. Done. Most mods also try to keep away from other's ranges too.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Thats all fine and dandy but what about entity problems like Orespawns? 101 is always taken and none of the mods have a config for the entities.
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That's because entities are mod-unique. The only time they aren't is if an author does it stupidly wrong.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!