makeing my own personal modpack

  • 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

Bickers

New Member
Jul 29, 2019
777
0
0
after playing FTB for a long time ive decided to make my own modpack with mods i like/like to try main problem il be haveing is setting up IDs what would be the best way to do this that wont take forever as im expecting to use 80+ mods
 

ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
3,728
3,004
333
Lost as always
Easy method: Assign each mod a 100's number. Start with 500.

So, mod 1= 500, mod 2=600, etc.

Each mod uses those numbers for their ID's. That way no mod will overlap. Mind you, there's going to be some tricks involved, you actually WANT Railcraft to, for example, over-write the vanilla rails. But largely, this will ensure there are no conflicts.

That would get you up to 8500 or so, which would be getting close to, but within, the limit.

From there, you can condense as needed. Maybe put all the mods which only add one or two ID's into the same hundreds slot. That sort of thing.
 

Bigglesworth

New Member
Jul 29, 2019
1,072
0
1
Unless you want to go though each one and assign new ID (a good method) you can just start up MC and let it error and fix the ID conflicts as they come.
 

mushroom taco

New Member
Jul 29, 2019
571
0
0
Nei is very helpful when adding single mods to big modpacks, but not very useful for building them. (I know, I've built my own modpack ;))
My ONE suggestion to Chickenbones is to be able to check for empty Ids outside of the game. That would be amazing.
 

SpitefulFox

New Member
Jul 29, 2019
1,235
0
0
What I do is add each mod one-at-a-time, and start the game in between each addition to see if the game starts successfully and doesn't give any ID conflicts. When I find a conflict, I remove that mod and use NEI's ID dump to get a list of all the unused IDs, then change the configs for that mod to fit into an unused ID range. Then I re-add that mod and continue the process.
 

mushroom taco

New Member
Jul 29, 2019
571
0
0
What I do is add each mod one-at-a-time, and start the game in between each addition to see if the game starts successfully and doesn't give any ID conflicts. When I find a conflict, I remove that mod and use NEI's ID dump to get a list of all the unused IDs, then change the configs for that mod to fit into an unused ID range. Then I re-add that mod and continue the process.
Well geez, no wonder people say building packs is alot of work ._.
I just dump everything in and fix the Id conflicts as they appear in the crash log (multimc is soooooooo useful for that purpose. It helped me sniff out an Id conflict when I didn't recognize the crash).
Admittedly, this is very sloppy, but hey, so is my modpack ;)
 
  • Like
Reactions: SpitefulFox