Ah really. Seeing it as August 17th I just assumedwhere does it say updated? http://extrabees.accudio.com/downloads.html still lists as MC 1.5.2 not 1.6
That is a Block ID problem, which is very easily fixed by going into the configs and changing it manually.It looks like there will be map compatibility issues when updating to 1.6. The new vanilla hay bale has the ID 170, which is currently used by Natura's heat sand.
Code:170: hayBlock from Unknown - HeatSand from Natura
That is a Block ID problem, which is very easily fixed by going into the configs and changing it manually.
looks like its almost ready for 1.6.2, wasnt sure about dimensional doors though, has anyone seen evidence of a dev version?
I have to agree, but I'll take the it's done when it's done stance as it likely will take a bit for the FTB team to get compatibility settled as we saw with Unleashed/hinged.
So change the Hay Block ID and done.I was talking about taking existing worlds from 1.5.2 to 1.6.2.
The worlds will work fine, you'll just lose liquids in tanks.I think the liquid changes and some others will preclude any worlds being taken from 1.5 to 1.6, afaik. So luckily that shouldn't be an issue.
I must have missed the vanilla config file.So change the Hay Block ID and done.
No doubt, there might also be additions to the mod list etc and beta versions.
I made up my own 1.6.2 pack using all the available mods i could get my hands on, and it wasnt easy!
NEI has the ability to dump all ID's etc to txt file, but you have to actually get in game for that, which means, loading it many times with different sets of mods then combining the lists etc.
someone needs to make a simple java app that parses the config files and spits out the ID's into a csv file.
that way you could do them all at once.
and even when you get all the id's sorted theres occasional issues between mods etc.
if only they could make forge hand out id's during first time load, ie mod x requests 2 id's and mod y requests 10 id's and it just assigns them from a pool of available id's and the mod sets its config (otherwise it could change every time you loaded the game)
that way you wouldnt have any issues, unless you hit the id caps.
It's called IDResolver.I must have missed the vanilla config file.