FML has detected item discrepancies

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RelieveTheMind

New Member
Jul 29, 2019
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I have the Ultimate Pack 1.0.1 on my server and I'm trying to add a couple of mods (Ars Magica, Doggy Talents, Hats, and Tinkers Construct) all I did was add the mods to the servers 'mod' folder which is probably the wrong thing to do. The server starts up fine, no errors or anything but when I try to connect with the same mods I get this error. It seems it only has problems with Ars Magica and Tinkers Construct.
http://pastebin.com/UUeFvvcu
 

lavarthan

New Member
Jul 29, 2019
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Does your client have the same mods/configs as the server? It looks like the mods are not there or it is an item ID conflict.
 

RelieveTheMind

New Member
Jul 29, 2019
21
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Does your client have the same mods/configs as the server? It looks like the mods are not there or it is an item ID conflict.
Yes my client does and I'm pretty sure you're right it's an item ID conflict. I downloaded a mod called ID Resolver to change the ids of all the mods to make them compatible with each other but it is having trouble with the Buildcraft oil I'm getting this error.
http://pastebin.com/0TXGtDJv
 

lavarthan

New Member
Jul 29, 2019
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From the first line sounds like the mod Buildcraft being picky about its IDs. Change the ID for Moving Oil to 1+ of the Still Oil ID. So for example if Moving Oil is 39, then Still Oil must be 40. This is just an example so you might need to fool around with the IDs to find a pair that are free.
 

DZCreeper

New Member
Jul 29, 2019
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IDResolver = Shoot me now.

Putting the mods in the mods folder is correct procedure unless the install instructions say it goes in coremods or its a jar mod.
Editing ID's is really easy, just get a text editor and find the config named after the mod.
 

BlueShark

New Member
Jul 29, 2019
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I've tried IDResolver in the past and it just didn't work out very well. I suggest disabling whatever mod is conflicting then load up a world and press E then go to Options then Block/Item ID Settings and dump the unused item and block ids. Then put back in whatever mod is conflicting and see what ids need changing. You can either do it one by one or just replace all the ids with ones not used from the ID dump you just did.