ftb friendly mods?

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

jumpfight5

New Member
Jul 29, 2019
1,750
0
1
So did you listen to what anyone said, or are you just ignoring the multiple "use notepad" comments?
 

KILLAKAN10

New Member
Jul 29, 2019
15
0
0
So did you listen to what anyone said, or are you just ignoring the multiple "use notepad" comments?
i replied to you saying i used notepad from experience i said:
i DID do that...i did it from experience (i edited gta vice city and made everything crazy(like smarter cops (they run away>:D))[DOUBLEPOST=1363498546][/DOUBLEPOST]
Load the game (in a working state)
Hit E, click options, hit item id options, click dump item ids, go to your ftb pack folder and open the itemdump text file and look for a nice block of unused ids. Replace the ones that are conflicting in the mod config you're trying to load

Tips:

Try loading a mod, if the game starts up, you're probably very close to being good. Check the FTB console for STDOUT CONFLICT statements to see if any item ids are clashing..an item id clash won't cause the game to crash/not start up, but it's important to fix these.

If you try loading an extra mod and the client won't start up, the config file for the mod should be created anyway, you can go in and edit the ids. Usually the BLOCK ids are the ones that mess things up. Block ids are generally below 4095, and some blocks need to be in the 256 and below range. Generally whenever i change a config, if the id is below 256, i look for another non-used id in that range. If it's below 4095 then look for another id in that range. I then go to the items and change all of their IDs to a nice unused block..then start up the FTB console and check for errors. I have 219 mods running using this method and am now stripping out the ones that just plain conflict with each other.

I'm also developing a program that will parse the config files and replace item/block id values with valid values that you specify. (this is because re-iding all 5000 freaken items in the divinerpg config was a PAIN!)

Another thing to look out for is Entity ID clashes...generally i've found you're pretty screwed here...for some reason most mods don't offer support to change these
thankyou because im looking at loading stuff like scpcraft and galacticraft
 

KILLAKAN10

New Member
Jul 29, 2019
15
0
0
Load the game (in a working state)
Hit E, click options, hit item id options, click dump item ids, go to your ftb pack folder and open the itemdump text file and look for a nice block of unused ids. Replace the ones that are conflicting in the mod config you're trying to load

Tips:

Try loading a mod, if the game starts up, you're probably very close to being good. Check the FTB console for STDOUT CONFLICT statements to see if any item ids are clashing..an item id clash won't cause the game to crash/not start up, but it's important to fix these.

If you try loading an extra mod and the client won't start up, the config file for the mod should be created anyway, you can go in and edit the ids. Usually the BLOCK ids are the ones that mess things up. Block ids are generally below 4095, and some blocks need to be in the 256 and below range. Generally whenever i change a config, if the id is below 256, i look for another non-used id in that range. If it's below 4095 then look for another id in that range. I then go to the items and change all of their IDs to a nice unused block..then start up the FTB console and check for errors. I have 219 mods running using this method and am now stripping out the ones that just plain conflict with each other.

I'm also developing a program that will parse the config files and replace item/block id values with valid values that you specify. (this is because re-iding all 5000 freaken items in the divinerpg config was a PAIN!)

Another thing to look out for is Entity ID clashes...generally i've found you're pretty screwed here...for some reason most mods don't offer support to change these
i like the console for finding out problems but it can REALLY be VAGUE!!!
 

slay_mithos

New Member
Jul 29, 2019
1,288
0
0
ID resolver does have at least one major problem though.

If you start using it, you will need extensive modifications to the configs the day it is not updated or you remove it, or else your world will be a mess.

That, and the fact that your blocks and items won't necessarily be grouped by mod, so it makes things much harder.

I do strongly advise against using it, having been screwed by it already.


Let's take an easy example:

Some time from now, the packs will update to MC 1.5.
This update adds several blocks, using some more IDs. For the sake of the example, let's say that it used to use up to 199 in 1.4 (completely arbitrary number, just for the sake of the example).

ID resolver saw a conflict, and put some mod blocks on 200 and up, because it detected it was a free ID.

When you update to 1.5, the few blocks that get their ID overtaken by the Redstone block and such will be replaced in your world.
How fun would it be if all your MFSU would be transformed into an other block? (still, example).


At least, with NEI, we have the ability to dump unused IDs, so we can go to newly added configs and put the IDs from that pool, keeping a resonable space between the existing IDs too.