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User added mods and blockids

Discussion in 'The Mod Pack Bugs' started by winthrowe, Nov 6, 2012.

  1. winthrowe New Member

    Member Since:
    Nov 6, 2012
    Is there a section of blockids that have been reserved for user added mods so that we can minimize conflicts in the future?
  2. Morvelaira Global moderator

    Member Since:
    Aug 20, 2012
    There is not one currently, but in the final configuration there will be. What those specific id's are, we don't know yet, but that information will be available on the public release of the full launcher.
  3. zepanv New Member

    Member Since:
    Aug 28, 2012
    Thanks for the update on this, I know it was asked many times in the past and never addressed.
    christophocles likes this.
  4. zepanv New Member

    Member Since:
    Aug 28, 2012
    Any update of this, launcher has been out for a while now and there are a few other posts asking about IDs?
  5. Sephrik Member

    Member Since:
    Nov 5, 2012
  6. zepanv New Member

    Member Since:
    Aug 28, 2012
    You can dump the ID's currently in use, but we were promised a list. IE when (if) rp2 comes out there is supposedly a config already made that will be compatible with ftb. Now if you dump your ids and use them in an extra mod now, how will you know that you didn't just use the rp2 reserved ones. There is supposed to be a range that ftb will not use, that is all we are really looking for.
  7. Vauthil Trusted user

    Member Since:
    Aug 20, 2012
    They're still evaluating some additional mods to be added to the pack. Additionally, even with all the RP2 configs, there are items that probably don't even exist yet in Thaumcraft, XyCraft, and EE3 that'll need assignment and such. It'd be really crappy if they gave you your list and then went "just kidding" and overrode it a month later.

    We're still in the "beta" pack stage, per what the launcher itself even says. The launcher is released; the mod pack is not. As stated, when the pack is released you'll get your range.

    As an additional aside, I haven't seen an announcement that the folks who are going to manage the mod pack aggregation have been selected (please show me where it is if I have missed it). Without those folks officially on board, and without knowing what their chosen Item/Block ID methodology going forward is (which I believe was a big part of what you had to articulate if you were applying for the position), it's really hard to pin down a range.

    TL;DR: Hold your horses, it's still a work in progress. If you want to be safe, you might want to try some IDs out in the middle of nowhere after running a dump, though, but until they have a better idea of the aggregate pack's ID requirements it's too hard to give you what you want right now.
  8. zepanv New Member

    Member Since:
    Aug 28, 2012
    This is what I was referring to, I understand that things change just looking for some kind of update. If "each and every mod" already has a block of ids set, can we get a list.
  9. Misticblade7 New Member

    Member Since:
    Nov 6, 2012
    Now, obviously it's impractical for us to be getting a list of which IDs mods will be using.

    It is, however, perfectly reasonable to ask for the team to set aside some range of IDs which FTB definitely will not be using. That would be essential for anyone looking to add more mods to their FTB game. When more mod( feature)s are added to the Pack, it's easy to just avoid putting those now official FTB IDs into that range.
  10. DaveSW Member

    Member Since:
    Aug 24, 2012
    Considering that it's still the beta mod pack, you should either just wait, or realize that you will be changing block IDs again in the future. I know I am going to be redoing everything soon. I'll just deal with it when it happens.
    The FTB community is really great with helping to figure all this stuff out, so it won't be very hard to do it again.

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