Oh, no kidding? Thanks for clearing that up! I think gold gravel in the middle of trees is a bit odd, but, hey, gold!
Yes. YOu can mine it with your fists as well, so Steve's First Tool can be iron based.
Oh, no kidding? Thanks for clearing that up! I think gold gravel in the middle of trees is a bit odd, but, hey, gold!
Don't you need a tool to get cobble for a furnace though?Yes. YOu can mine it with your fists as well, so Steve's First Tool can be iron based.
Don't you need a tool to get cobble for a furnace though?
There are many Twilight rabbits missing legs in my efforts to wish you luckI did it! It's not every mod I want (it's more like a little magic pack), but I did it! *does happy dance*
Huh. Yeah that would work!Blacksmith in a village or of course, a creeper.
Surface Gravel ore is Tinker's Construct and is not an issue. Intended.
Vanilla tools still work =)Don't you need a tool to get cobble for a furnace though?
I'm not seeing any id conflicts in my console. The "issue" I'm having is "unnamed items" showing up in my NEI. I assumed those were ID conflicts, but perhaps I'm incorrect.
Eh, I prefer the method used by the FTB mod pack maintainers. I assign each mod a range of BlockIDs, usually 50, or multiples of 50 for those mods that require it. It is a little bit of work to get it set up, but maintaining is a breeze. If you keep a list of which mods are assigned which set of BlockIDs adding mods is a breeze, you know exactly which IDs are taken at a glance, and can adjust from there.I'm building my own pack, and I'm getting errors out the wazoo.
Lol, NEI makes getting ID conflicts resolved so easy, though. Just add one mod at a time. Launch MC, get into your world and dump item IDs inside NEI options. Add the next mod. If there are conflicts, look at your ID dump and put the IDs for the newest into an empty spot. Repeat until all mods are installed.
For item IDs, just watch the console while it starts. Make a note of which mods are conflicting, and find an empty spot using NEI in-game. For instance, when mousing over items, the ID number is displayed. In my instance, one mod had items in 22000 range and the next closest items were in the 28000 range. My first mod conflict happened at ID 31999, so I change one of the mods to use IDs in the 23000 range. The next conflicting mod got changed to 24000 range and so on.
My issue is that pressing 'u' in NEI crashes the game, but I'm starting fresh to get it fixed. It's my last major error other than the TC3 crash. The latest TC3 looks at the recipes of items it hasn't seen before to see if the components can be used to assign proper aspect values. Pressing shift on an unknown item crashed the game for me, but the error looks suspiciously like the NEI error. (Something to do with gui updates.) So, I'm hoping that this fresh instance will clear up any problems.
When you're doing huge modpacks for yourself, you have to remember that updates can break your game if they change the config files or even file structure within the mod itself. I have a feeling this is what happened to me. When all else fails, start over.
Eh, I prefer the method used by the FTB mod pack maintainers. I assign each mod a range of BlockIDs, usually 50, or multiples of 50 for those mods that require it. It is a little bit of work to get it set up, but maintaining is a breeze. If you keep a list of which mods are assigned which set of BlockIDs adding mods is a breeze, you know exactly which IDs are taken at a glance, and can adjust from there.
As a note, for mods that do world gen, ExtraBiomesXL for instance, any BlockID under 255 is usually used in worldgen. Do not change those IDs unless you absolutely must, and keep them under 255 at all costs, or you can and will break your game.
Out of curiosity, do you know what mod(s) is affected?I'm not seeing any id conflicts in my console. The "issue" I'm having is "unnamed items" showing up in my NEI. I assumed those were ID conflicts, but perhaps I'm incorrect.
Out of curiosity, do you know what mod(s) is affected?
Odd, just double checked and they all show up for me. Are you using the same version of Ars Magica and NEI as I am (version numbers in OP)?Most of the "unknown" items are coming up in Ars Magica. I'm guessing since it's still WIP.
Odd, just double checked and they all show up for me. Are you using the same version of Ars Magica and NEI as I am (version numbers in OP)?
Odd, just double checked and they all show up for me. Are you using the same version of Ars Magica and NEI as I am (version numbers in OP)?
Yep, I sure do.
I wonder what I screwed up :/