ID conflict [ FTB server]

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ChocolateCharlie

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Jul 29, 2019
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Hi !
smile.png


My server can't start after installing Mo'creatures I get a ID conflict between ThaumCraft and Mo's creatures..
It works in singleplayer but don't know if works properly can't find any animals and i don't know how to find them in my inventory? :(

So far I know that the ID's needs to change in order for the server to start..
Do I need to change both mod ID's in both ThaumC and Mo'C on the server AND the mods I've added to the FTB client..?
Or..
Do I (only) need to change the mods I've added to my server OR in the FTB client ..??

Ps! How do I prevent other players from having the same problems when joining my server..?? I'm very confused right now..

Server console : 200 is already occupied by thaumcraft.common.world.BlockCustomOre@7c651424 when adding drzhark.mocreatures.block.MoCBlockDirt@500d8749

http://pastebin.com/5Bnr8MiT <-- Error Report..

Kind regards ;)
 

UnionCraft

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Jul 29, 2019
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ID changes need to be on both Client and Server

The only way you can do it is to have your players download and install the config file from the mods whose IDs you have changed.
 

ChocolateCharlie

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Jul 29, 2019
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Ok thanks ;)

Regarding to installing configs..
Wouldn't it be easier to make a download file, with mods already configured and a install.txt..? Instead of making them install all the configs one at the time for each mod, if that's what you mean..??
 

UnionCraft

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Jul 29, 2019
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I believe you would need to edit the java code to change default IDs when it generates the config file, which requires a lot of knowledge regarding editing class files and recompiling jar files etc, it's much easier to get the players to download the config files and install it that way, it doesnt really make any difference as even if you edited the class files, they would still need to download it and install it not to mention you would have a hard time getting permission to edit mods.

We added a few mods which needed ID changes, while it adds a hurdle regarding access to the server, once you have it you can add more mods easily with little extra effort (from the players perspective) for example we have a UnionCraft Client Pack, everytime we add/change something they only need to redownload the clientpack (which unzips directly into their mindcrack folder) and they are good to go.
 

ChocolateCharlie

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Jul 29, 2019
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Okay I see.. So what you are saying is: I need to change the config files not the mods them self, on both server and client.. and then make them available for download..

"We added a few mods which needed ID changes, while it adds a hurdle regarding access to the server, once you have it you can add more mods easily with little extra effort (from the players perspective) for example we have a UnionCraft Client Pack, everytime we add/change something they only need to redownload the clientpack (which unzips directly into their mindcrack folder) and they are good to go."

So far i understand but what are you talking about.. but above lines confuses me, I don't get the point, you start off saying that I need to make config files available for download and then you are talking of a clientpack?
Are you referring to the mods them self, in a Zip file = Clientpack (with all the extra mods, that's need to be added) OR are you referring to the FTB-Modpack it self (with the mods added to the Modpack/FTBclient) ready for download..?? ;)

Because the easiest way to do it, would be to download the Modpack it self with all the necessary things already added to the modpack.. I read this in a post on FTB forums.. That adding mods to the FTB client and making it available for download would make it less complex to share with players, instead of making a pack that's need to be added.. ???
 

UnionCraft

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Jul 29, 2019
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Our client pack is a zipped file that has the specific edited config files already set up to match the servers config files, we added the actual specific mod itself for convenience making it a all-in-one addon.

As an example, our server has Superslopes (adds sloped blocks to the game) however, the default IDs that are generated when the mod is installed conflict with some FTB items, What we did was edit the config files (which lists all the IDs) and then zip those config files and the superslopes mod itself into a file with the proper file structure to download (aka our Client Pack). Which our players then unzip directly into their MindCrack folder.

Im not sure what you mean but are you saying you think its easier to take the entire FTB modpack, add the custom mods, config files etc and zip the entire thing up?
In that case you would need to get permission from every single mod author thats included in FTB before you can start giving it out to others, remember mods are the intellectual property of the mod authors.
 

ChocolateCharlie

New Member
Jul 29, 2019
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Well first of, I'm not going to edit any mods or client, ain't got the skill for that (yet) and yes I know about permissions BUT I can still add mods to the FTB Launcher and then edit the ID's in the config folder located in :/Ultimate/minecraft/config and edit the given mod ID conflict.. AND then make it available for download..

That would be legal... I ain't taking the mods from the FTB Launcher and putting them in to my "own" launcher.. I'm just adding mods, like I'm able to do in the launcher.. Anyway, I've read that is perfectly legal to add mods to-the-FTB-Launcher-it-self no permissions needed and play on a server with other players, as long I'm not making my own launcher with mods from the FTB launcher and other mods available for download in my launcher..
 

UnionCraft

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Jul 29, 2019
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You can add mods from the FTB launcher to create a private pack, you can't add mods to the FTB without permissions.

Mo'Creatures for example, you need permission to distribute that.
 

ChocolateCharlie

New Member
Jul 29, 2019
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You are very confusing.. I'll contact the support team and get ti clear it out with them.. Any way, thanks for the help...
 

UnionCraft

New Member
Jul 29, 2019
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Just trying to help.

I've been pretty clear in what you were asking, even citing examples, I haven't at any point said the opposite to anything.
FTB comes with a series of mods already included with permissions, these are listed in each of the modpacks.

Mo'Creatures which you stated you added in your first post is not included in any of the FTB modpacks. If you were to add Mo'Creatures to your server AND create a private modpack AND provide a download for it, you need to get permission.

From Mo'Creatures minecraft.net thread.
This mod can not be distributed in any other way than through this thread. You don't have the permission to distribute this mod through 'mod packages', installers or pluggins.

To summarise:
IDs need to match on both server and client
Configs files include IDs and allow you to change/set them
Creating a zipped file with configs changed, lets your players download a file to join your server easier/quicker than editing the config files themselves.
Creating a private modpack is also an option
Adding and distributing mods not included in default FTB modpacks require permissions.

Simple stuff tbh.
 

ChocolateCharlie

New Member
Jul 29, 2019
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I'm sorry okay.. I know you just trying to help me, i'm just being a jerk... Don't take it personally, you been a big help to me! :) As you quoted, you even citing examples for me..
It's just.. That I've read in FTB forum (can't remember where) that's it's legal to add mods to your FTB client and play friends or other people, like on a server.. They didn't mention nothing about permission, in fact they pretty much said it was piece of cake, to setup a multiplayer server.. So that's why I'm pretty surprised and confused at the same time.. I'v been working on this for the last 3 months, so it's bit of a chock.. but I at the same time I got some things cleared out with the FTB support and with you.. ;)

Regarding to the mod Mo'creatures.. Damnnn..

Thank you..