How To Add Mods To FTB Packs

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
So, just to make sure I understand it correctly, to fix an ID conflict, you can only guess until you find an unused number?

If it is a mod like Portal Gun or Gravity Gun, that only have a couple IDs, yes, that is fine. Or, you can do what Golrith said.
 

namiasdf

New Member
Jul 29, 2019
2,183
0
0
1a. Golrith's suggestion is for when you are anticipating a large number of ID conflicts and it would be more efficient to find the empty IDs, simply because there's too many to trial an error.
1b. Golrith's suggestion does not show you which IDs are in conflict.

Using Golrith's suggestion to obtain a list of which IDs are taken, then Satanics to determine which IDs are in conflict is probably the best strategy.
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
1a. Golrith's suggestion is for when you are anticipating a large number of ID conflicts and it would be more efficient to find the empty IDs, simply because there's too many to trial an error.
1b. Golrith's suggestion does not show you which IDs are in conflict.

Using Golrith's suggestion to obtain a list of which IDs are taken, then Satanics to determine which IDs are in conflict is probably the best strategy.

Or, you can completely remake the FTB pack and create your own IDs starting at 400... Then, you can find that it doesn't work for some reason. :/
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
3,834
2,137
248
32000. Anything that is created at world gen time must be below 256, although many mods add their world gen content to the world after the initial chunk has been generated (such as trees, ores, etc) as they replace/placed on existing blocks such as stone/dirt.