FTB Horizons - General Feedback Thread

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Hoff

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Oct 30, 2012
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There are not enough IDs to allow this.

What do you mean? It's not like anything submitted would be automatically added. They would have to be screened of course(Would be very intensive tedious work which is why I ask if they've already considered it and pushed it away). Sure it's not possible to have every mod but it is possible to add a huge number of them.
 

Hoff

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Oct 30, 2012
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Ok I am a bit vague on the details. How full us the ID space in the FTB configs?
~60 Generateable block IDs (Below 256)
Upwards of 1000 placeable block IDs
Probably upwards of 15000 item IDs
 

Mevansuto

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Jul 29, 2019
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I'm unsure how many of each ID DRPG uses but I doubt it could consume as many blocks as are available.

I was half-joking, but big mods like that would take up alot. I think that is about how many blocks it generates into the world.
 

Hoff

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I was half-joking, but big mods like that would take up alot. I think that is about how many blocks it generates into the world.
True. Though if the blocks generate in a different dimension I believe they can be 4096 or below.
 

Mevansuto

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True. Though if the blocks generate in a different dimension I believe they can be 4096 or below.

That's cool then. But in modpacks I normally see the IDs of ore being fairly high, do they also have to be below 256?
 

Hoff

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That's cool then. But in modpacks I normally see the IDs of ore being fairly high, do they also have to be below 256?
I believe that depends on if the mod itself does the generation. Though they should be below 4096 to be placeable blocks.
 

Lathanael

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Jul 29, 2019
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That's cool then. But in modpacks I normally see the IDs of ore being fairly high, do they also have to be below 256?
I believe that depends on if the mod itself does the generation. Though they should be below 4096 to be placeable blocks.
Pretty much this ^
If a mod does not rely on Vanilla MC functions to generate blocks during world generation it can be (almost) any number between 0 and 4095. There are of course some IDs which are blocked(175 and below are used by MC itself as of 1.7.x, 176-255 are not recommended unless it is needed, 256-422[items] and 2256-2267[music discs] are blocked by Forge)
€dit: With 1.7 and onwards this system will be deprecated and phased out and more likely than not we won't have to worry TOO much about IDs anymore in 1.8.
I hope that Horizons pack is only considered as a sample of what will we see in upcoming mod packs. I cannot imagine playing without BC and IC2 and I look forward to have ALL the mods, both the new and old ones within one, large modpack!
That is very unlikely considering such a pack will not be useable by the vast majority of users as FPS, CPU and GPU demands increase drastically with each mod added.
It is more likely that you'll get a pack themed like Unleashed with some mods removed and others added and some(not too many) new additions.
 
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Mevansuto

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€dit: With 1.7 and onwards this system will be deprecated and phased out and more likely than not we won't have to worry TOO much about IDs anymore in 1.8.

What's the likelyhood of forward compatibility now? Will any current Forge mods work in 1.7 when 1.7 Forge is released? Will we lose all of our worlds?
 

Dravarden

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Jul 29, 2019
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I know that in 1.7 instead of IDs we will have names instead, which is much better and can't almost never conflict.

10 types of copper? Well, one is called ic2:copperOre, the other one is called te3:copperOre and the other one is called tic:copperOre, so 0 conflicts there (unless 2 mods have the same names) and I bet forge will adapt it to the ore dictionary so it can only spawn one type of mod:copperOre and it becomes mod:copperIngot when smelted and both the ore and ingot are compatible with all recipes, they might implement that with some sort of system check or whatever magic they come up with (at least that's how I hope it will be)

What's the likelyhood of forward compatibility now? Will any current Forge mods work in 1.7 when 1.7 Forge is released? Will we lose all of our worlds?

Every update this is asked and not a single update we were able to keep worlds, sadly.

Mods go, worlds go to hell (red power, te2, thaumcraft 3) so unless not a single mod from the pack you are using gets outdated I think it should be fine.
 

Mevansuto

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Every update this is asked and not a single update we were able to keep worlds, sadly.

Mods go, worlds go to hell (red power, te2, thaumcraft 3) so unless not a single mod from the pack you are using gets outdated I think it should be fine.

I'm not talking about packs, I'm asking can we keep individual mods. It's not like we lose a world with just BoP in, going from 1.5 to 1.6, but might there be a chance that that won't happen to 1.7.
My question only applies to the changes made in 1.7. Will it be like when you change the ids for a mod and everything disappears? That's what I'm asking.
 

Dravarden

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I'm not talking about packs, I'm asking can we keep individual mods. It's not like we lose a world with just BoP in, going from 1.5 to 1.6, but might there be a chance that that won't happen to 1.7.
My question only applies to the changes made in 1.7. Will it be like when you change the ids for a mod and everything disappears? That's what I'm asking.

From minecraft 1.6 to 1.7 also ids disappeared but worlds did not get corrupted so I am almost 90% sure they should not break
 

Mevansuto

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From minecraft 1.6 to 1.7 also ids disappeared but worlds did not get corrupted so I am almost 90% sure they should not break

But with vanilla everybody has the same ids, so it must have been easier to convert, or am I looking at this all wrong?
 

Yosomith

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Jul 29, 2019
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Personally I love some of the choices for mods in Horizons and think they make awesome additions to FTB in general. What I am confused about is the inclusion of some staples, I.E. AE, Mystcraft, TiCo, etc, but no IC2, Railcraft, Buildcraft. I would also love to see some of these new to FTB mods, in particular Ender IO and Blood Magic, to become staples in a main FTB pack.
 

DREVL

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Jul 10, 2013
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Personally I love some of the choices for mods in Horizons and think they make awesome additions to FTB in general. What I am confused about is the inclusion of some staples, I.E. AE, Mystcraft, TiCo, etc, but no IC2, Railcraft, Buildcraft. I would also love to see some of these new to FTB mods, in particular Ender IO and Blood Magic, to become staples in a main FTB pack.
Well they are. They are coming within the next 2 or 3 days...
 

Lathanael

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Jul 29, 2019
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I know that in 1.7 instead of IDs we will have names instead, which is much better and can't almost never conflict.

10 types of copper? Well, one is called ic2:copperOre, the other one is called te3:copperOre and the other one is called tic:copperOre, so 0 conflicts there (unless 2 mods have the same names) and I bet forge will adapt it to the ore dictionary so it can only spawn one type of mod:copperOre and it becomes mod:copperIngot when smelted and both the ore and ingot are compatible with all recipes, they might implement that with some sort of system check or whatever magic they come up with (at least that's how I hope it will be)
In the code there will be IDs still but we as mod pack creators/players will not see them anymore hopefully.

I'm not talking about packs, I'm asking can we keep individual mods. It's not like we lose a world with just BoP in, going from 1.5 to 1.6, but might there be a chance that that won't happen to 1.7.
My question only applies to the changes made in 1.7. Will it be like when you change the ids for a mod and everything disappears? That's what I'm asking.
That largely depends on the mod. Some will transit fine some won't.
 
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