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    posted a message on [1.5.1]ID Resolver (Finally updated!)
    It does!? ROCKING!
    Was patiently waiting. :D

    Only one more mod needs an update and then I'll be squared away!
    Posted in: Minecraft Mods
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    posted a message on [1.5.1]ID Resolver (Finally updated!)
    Quote from Master_Aricitic

    You need not worry about messing up your Minecraft configuration. You need, you MUST always backup your configs when you modify things. When you do this you don't have to worry about 'messing anything up' as simply replacing the modified config files with the old ones will fix any issues you have.


    You're right, I can do that. :D


    NOTE: One thing I just thought of. While ID Resolver does not work in Minecraft > 1.5.1 it is still possible to install the 'newer' mods into Minecraft 1.5.1, use ID Resolver to fix the IDs and then use the properties file to modify the config files of the other mods. This will theoretically allow you to more easily manage your IDs even if ID Resolver is not updated... You just have to be careful to not run anything beyond the ID Resolver setup part.
    I could be wrong though. it could crash with some mods if attempting to do this... but for all others... it might work.


    I'm not sure if that will work, but it's worth a shot.
    I suppose I could run this in some kind of experiment when I have a few hours to spare.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1]ID Resolver (Finally updated!)
    I think I got it.

    Though I understand what you are saying, I'm still hesitant to try it, as I'm fond of minecraft and I don't want to mess up my setup. Anything I do in the client I will have to mimic and do on the server after I get the client to run without issues, too.

    It seems that I should install NEI just as a method of keeping a big NEI item/blockID log.

    Eventually I will have to do it, but again, it's not like I'm horribly in need to update.

    I thought Forge had some kind of id sorter thingie... maybe I just read that somewhere and it was not a fact. It would seem like a no-brainer to add such a function.

    Turns out I cannot update anyway, as one of the mods I use (The Erebus) is stuck on 1.5.1 and won't be going to 1.5.2, but will rather be jumping up to 1.6.x. So regardless I cannot update.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1]ID Resolver (Finally updated!)
    I think NEI is incompatible with Aether II.
    Not sure if that's been fixed.

    Or was that TMI? I forget... blargh...
    Posted in: Minecraft Mods
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    posted a message on [1.5.1]ID Resolver (Finally updated!)
    Quote from Riptiduh

    I hope I don't come off as rude but, as of right now I am running 131 mods. It took me about an hour to setup with MultiMC. So many mods these days have so few ID conflicts, that it is so simple to run this many mods. People just don't want to take the time to learn the first time. I understand that, it's a game and meant to be fun. You are modding it though, unofficially, so it is up to you to take time and learn the "rules" of modding or at least setting up your own modded minecraft.

    With that, upgrade with no fear. It's easy, MultiMC and Forge make it easier, and taking a little time, being a resourceful and somewhat intelligent human being makes this process even easier.

    Again, 131 mods, very few conflicts the first time I set it up. None of the major mods (mostly mods within the big modpacks) have many conflicts, if any anymore. It's the smaller mods that come with more conflicts. After 131 mods, setting it up on multiple computers (my girl friend, brother, friends etc..) it has become so very easy to setup a massive amount of mods, flawlessly.

    Good luck! I hope I gave you enough courage to drop this mod for now and easily, painlessly, with a little time and effort, setup a beautiful Minecraft experience the way you want!

    For teh giggles, haters and doubters, with shaders and all:

    Not to say you can't have fun without all these mods, and not that I've encountered people with so many more mods than this, but to each their own.


    I don't think you're being... too... rude... but I wasn't really gonna have a contest, here. My personal opinion is that 56 mods, what I have, is quite a lot. Your mileage may vary on this one.

    I do have the client set up as well as the server (it's my server), and I give the MultiMC modpack/instance zip to a few friends and we get together and adventure around.

    I suppose my issue would be that if I update to 1.5.2 with the new mods, although there may not be conflicts if the IDs are identified and changed in the config files, new IDs may suffer from shenanigans.

    I'm not in a particularly big hurry to update, so it's just one of those "I can wait a while". If IDResolver doesn't update, you're right, in that I will have to bite the bullet and learn how to manage IDs on my own. But I will worry about that when the time comes.

    @Master_Aricitic:

    So you're saying that if I were to take the IDResolver.properties file, and look at the ID's being changed, then go to the configs for the mods themselves and modify the files to match what IDResolver uses, then essentially I can leave/uninstall IDResolver afterwards? This is good, but should I update the mods afterwards, any new conflicts will have to be handled on a 1-by-1 basis, yes? Really the only reason to do this is to update all the mods so that they're at 1.5.2. Does the new 1.5.2 upgrade have an ID sorter of sorts so that there are no conflicts? I think I heard something about that but I'm not certain about it.

    Again, just a little apprehensive about the process, but as I said earlier, if this mod doesn't update, then you're all correct in that I should learn how to do it manually.
    Posted in: Minecraft Mods
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    posted a message on [1.5.1]ID Resolver (Finally updated!)
    I think a lot of people are getting mixed up about 1.5.1 and 1.5.2 because of this page:
    http://www.minecraftdl.com/id-resolver-mod/?ModPagespeed=noscript

    In that particular page, it's listed as for 1.5.1 and 1.5.2... though admittedly, both download links take you to the same version.

    This is the only mod left on my list of 56, so I'm eagerly awaiting its update, only because I'm afraid if I try to do a manual ID change to all my mods, I'll break the delicate ecosystem of mod IDs I've built over the last few months.

    It is only fear that prevents me from doing it manually. That, and I'm not sure all mods allow the switching of ID's.... that is, from my list. :o

    Great Mod, though! It's certainly helped in cutting down ID headaches.
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    Although it's in early development, the dimension and its world generator, etc. are rather nice, as are the mobs.
    It is a rather nice dimension to visit. ;)

    It sounds like both mods' could benefit from a little interaction, since one is an underground dimension, and another is block types for underground. ;D
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    What happens exactly:

    Seemingly nothing.
    That is, it's as if "Underground Biomes" was not installed.

    The "Erebus: Dimension of the Arthropods" mod makes an entire 'underground' dimension, akin to the 'nether', I suppose, with its own set of biomes.
    It is possible that "Underground Biomes" is just not seeing these mod biomes, and thus, does not interact with them in any way.

    Therefore, when one enters this dimension, it's all stone. Vanilla stone, that is, rather than any underground sediments of UB stone types.

    I put up a comment on his mod thread about this, as well.

    Here's a picture of one of the biomes called "Cavern" that the Erebus mod uses.


    Wouldn't this look even more awesome if the walls were lined with the Underground Biomes stone types? I'd like to think so.

    Let's see if we can make it happen! :D

    I deleted the world and regenerated it just in case that was the problem. It still did not register the UB stone types.
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    I've installed a mod called "The Erebus: Dimension of the Arthropods".
    This mod makes an entire dimension, Dimension 66.

    It is all underground, the entire dimension.

    And there lies the issue: The changes brought on by "Underground Biomes" don't seem to be apparent in a dimension where it's all underground.

    Is it possible to add compatibility here for it? Or do I have something misconfigured?

    Great mod, by the way. The new stone types make for great decorative walls.
    Posted in: Minecraft Mods
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    posted a message on The Betweenlands ~ A dark, hostile environment...
    I'm also eagerly awaiting this to come out.

    Once AetherII has MCPC+ server compatibility (right now it doesn't wanna work with my server), I will add it. Right now I have:
    -Mystcraft
    -Dimensional Doors
    -Atum: Journey Into the Sands
    -The Erebus: Dimension of the Arthropods
    -The Twilight Forest
    ...and I'd like to add this to it when it comes out, hehe.
    Posted in: Minecraft Mods
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    posted a message on [1.6.x/1.5.x/1.4.7] Underground Biomes (Forge, SMP compatible)
    "Safe"... even safe if you did NOT update to 1.5.2?
    Meaning... safe and backwards-compatible? ;)

    I'm interested in the fossils.
    Posted in: Minecraft Mods
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    posted a message on i want a skin made
    Sorry, I've not had time. :(
    I'm only going to be able to upload that one.

    Fathers' Day had me busy.
    Posted in: Skins
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    posted a message on Dimensional Doors v2.2.4
    Quote from Calcifire3691

    you have to go deeper ;P


    BWaaahahaha TUN TUN TUN TUN TUN TUN!

    That was great! xD
    Posted in: Minecraft Mods
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    posted a message on Dimensional Doors v2.2.4
    My buddy made it to limbo by accident.
    I then /tp to his location (my server is on Creative Mode for now).

    It was bizarre! What seem to be clouds upon clouds of infinite "Unraveled Fabric" (which looks like a dark Bedrock) with a sky that looks like "The End". Eerie!

    Good thing I have warps enabled otherwise I wouldn't have known how to get the hellouttathere. :P
    Posted in: Minecraft Mods
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    posted a message on The Betweenlands ~ A dark, hostile environment...
    Quote from Laskeri

    The people talking about how cool this mod are don't have access to the nifty non-existent download button either. They like it because of the concept, screenshots, and stuff.


    Oh! Well then, I agree. The concept and all that other good stuff is indeed, quite nice, yes.
    I thought they knew something I didn't, which would imply that they have something I don't. That, being this mod. :P
    Posted in: Minecraft Mods
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