Reika, you may wanne go on reddit and adress this before a witchhunt sprawls out of it:
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Apr 14, 2015Posted in: Minecraft Mods
Jan 20, 2015http://i.imgur.com/RKUoXfk.pngPosted in: Minecraft Mods
I doubt this is intended behavior
(look closely at the greatwood tree)
Jan 17, 2015I'm assuming you added the crystal bees yourself (if not,disregard)Posted in: Minecraft Mods
It's a small,but noticeable bug:your hives can be broken by pickaxe,while it should ("forestry lore" wise) be broken with scoops
Jan 14, 2015Posted in: Minecraft Mods
Dammit,ofcourse now you mention it's placed at the bottom,I start noticing it all all the confiq files >.>
Thanks man,completely overlooked them
Jan 14, 2015Well,this is awkwardPosted in: Minecraft Mods
Kind of the same problem,where can change potion IDs? I've looked through the confiqs but cant find it
Jan 14, 2015Posted in: Minecraft Mods
True enough,looking back on old posts really make me cringe :/
reactorcraft page mentions this:
Note: Due to internal game mechanics, active fission reactors in unloaded chunks risk a meltdown. Use chunkloaders or shut down your reactors as necessary.
Does this include SSP logging in/out?
Jan 14, 2015A couple of months ago,I came into this thread and acted pretty unreasonable,and would like to apologize for thisPosted in: Minecraft Mods
Aug 3, 2014Posted in: Minecraft ModsQuote from Reika
Did you read my reply? It is because the crash is so early in the load phase that none of that has initialized.
I find this weird,how come your mod can't,but the ID conflict finder in the FTB packs can find out what mod is conflicting with the other mods?
Aug 3, 2014While I'm not a expert,I'm just making observationsPosted in: Minecraft Mods
As far as i recall forge *usually* automatically allocates IDs (if registered with the proper method,but i could be wrong),I recall that standard logging includes some kind of mod signature (X item wants itemID Y but mod Z already took it),problem being your notation doesn't include the mod it's conflicting from
unlocalised name + no info on the mod that adds it = who the hell is causing this problem?
I'm no noob at reading logs,I can solve a lot off problems,be it ID conflicts or finding the item that causes crashbugs - but i cannot find out whats happening if the log is lacking
Sorry for being so rude in my first post btw,I was a bit pissed about 30 minutes off constant crashes that kept coming from your mods (like also a biome ID problem,which i solved by disabling BoP because i don't really like that one much anyways)
Aug 3, 2014Posted in: Minecraft ModsQuote from Mel1993 »
1. At least Reikas mods are detecting ID conflicts and do not just let you run into glitches/crashes because of ID conflicts.
2. This is more a problem with the wrench than a problem with Reika. Actually in most cases it is easy do determine which mod is conflicting. For example if it were block.grass you would automatically knew that it the vanilla grass block.(stupid example but you see the point)
1. You mean like it does by default? the more helpful default that tells you what mod it's from? Reika replaced the default with a message stating it shouldn't be reported (which i agree with) but in doing so left out important information
2. Nope,there are MANY mods that add the same items,IC2 and forestry both add copper/tin for example (thank god for oredict),or forestry and natura add slabs - the mod identity is there for a reason
Aug 3, 2014No offense,but your way off handling conflicting IDs is just plainly idioticPosted in: Minecraft Mods
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 8/3/14 2:41 PM
Description: Initializing game
Reika.DragonAPI.Exception.IDConflictException: GeoStrata was not installed correctly:
CONFLICT: 10000 item slot already occupied by item.wrench while adding Crystal Shard
Check your IDs and change them if possible.
This is NOT a mod bug. Do not post it to the mod website.
How is this in *any* way helpful? at least 5 mods add a wrench - and either I'm overlooking the confiq or it didn't generate due to the conflict
,I'm seriously wondering why you didn't use the (I'm assuming forge adds it - I modified a existing pack) ID conflict logger
I'm running a old version (MC 1.6.4) so if you since have changed it,disregard this,I'm just frustrated I couldn't get the mods to work because they do seem interesting
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