New modpack in FTB custom.

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MigukNamja

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Jul 29, 2019
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I also made my own 1.6.4 modpack with a pretty decent list of mods - pretty much everything me and my buddy wanted. Have been playing this world for 3 weeks now and it's very stable.

The process is pretty easy, once you know how to do it.

1. Install vanilla Minecraft. Go into profile and change to 1.6.4. Re-start and play MC at least 1 time to force it to download/update.
2. Install Forge 1.6.4 installer. Go into vanilla MC launcher and change profile to Forge. Run 1 time to force it to download/update.
3. Now, the long part. Go and find the mod .tar and .zip files. Put all of them into your .minecraft/mods folder. After installing all mods. Startup Minecraft, use the Forge profile, and start a single-player world. Work through the ID conflicts. To fix these, pick unallocated (guess at random ones if you have to) and modify the files in .minecraft/config .

Eventually, you will work through step 3 and get a successful boot without item/block ID errors. Now you have a working mod/config set. Copy the mods and config folders to the server.

For a server setup, it's similar to 1 and 2 above, but for the server versions.
 

kukaratza

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Jul 29, 2019
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I also made my own 1.6.4 modpack with a pretty decent list of mods - pretty much everything me and my buddy wanted. Have been playing this world for 3 weeks now and it's very stable.

The process is pretty easy, once you know how to do it.

1. Install vanilla Minecraft. Go into profile and change to 1.6.4. Re-start and play MC at least 1 time to force it to download/update.
2. Install Forge 1.6.4 installer. Go into vanilla MC launcher and change profile to Forge. Run 1 time to force it to download/update.
3. Now, the long part. Go and find the mod .tar and .zip files. Put all of them into your .minecraft/mods folder. After installing all mods. Startup Minecraft, use the Forge profile, and start a single-player world. Work through the ID conflicts. To fix these, pick unallocated (guess at random ones if you have to) and modify the files in .minecraft/config .

Eventually, you will work through step 3 and get a successful boot without item/block ID errors. Now you have a working mod/config set. Copy the mods and config folders to the server.

For a server setup, it's similar to 1 and 2 above, but for the server versions.
Thank you ill try this today.. hopefully works great. :) what i want its mods that will give me hours of playing .. like thaum 4.. ic2 with mffs and force field.. twilight forest etc etc dont kjow any new ones expect the one that dire uses
 

whizzball1

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Jul 29, 2019
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Thank you Saice and all.
Last question. WHAT WOULD YOU DO? wait for ftb 1.6.2 with dire's pack or download ATL and manually DL every new pack.
Merge my own modpack with another on the AT Launcher that has the same premise to make it public and get ready for the update to 1.6.4.[DOUBLEPOST=1383077797][/DOUBLEPOST]
I also made my own 1.6.4 modpack with a pretty decent list of mods - pretty much everything me and my buddy wanted. Have been playing this world for 3 weeks now and it's very stable.

The process is pretty easy, once you know how to do it.

1. Install vanilla Minecraft. Go into profile and change to 1.6.4. Re-start and play MC at least 1 time to force it to download/update.
2. Install Forge 1.6.4 installer. Go into vanilla MC launcher and change profile to Forge. Run 1 time to force it to download/update.
3. Now, the long part. Go and find the mod .tar and .zip files. Put all of them into your .minecraft/mods folder. After installing all mods. Startup Minecraft, use the Forge profile, and start a single-player world. Work through the ID conflicts. To fix these, pick unallocated (guess at random ones if you have to) and modify the files in .minecraft/config .

Eventually, you will work through step 3 and get a successful boot without item/block ID errors. Now you have a working mod/config set. Copy the mods and config folders to the server.

For a server setup, it's similar to 1 and 2 above, but for the server versions.
Yeah, in 1.6, Forge has this nifty feature where it tells you the ID Conflicts in a .txt file and good places to put them. No more fooling around with already taken up Ids.
 

kukaratza

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Jul 29, 2019
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Merge my own modpack with another on the AT Launcher that has the same premise to make it public and get ready for the update to 1.6.4.[DOUBLEPOST=1383077797][/DOUBLEPOST]
Yeah, in 1.6, Forge has this nifty feature where it tells you the ID Conflicts in a .txt file and good places to put them. No more fooling around with already taken up Ids.
But dires 1.6 isnt out yet.

Sent from my SCH-I535 using Tapatalk
 

Tristam Izumi

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Jul 29, 2019
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Each item and block has its own ID. If two mods add an item/a block with the same ID the game crashes (or one of the two is not acquiarable ingame.
If you make your own modpack you have to solve those conflicts yourself by editing the config files of conflicting mods. With a larger number of mods this can get very annoying.
Thus I recommend copying Resonant Rise's config files since they include so many mods already.
Just for clarification on ID conflicts:

If it's a block ID conflict, it crashes. Forge now auto-generates a list of block ID conflicts if you have them.

If it's an item ID conflict, it doesn't crash. To find if you have some, search the "ForgeModLoader-client-0.log" file for the word "conflict", and note the item ID and the two mods that are conflicting. Sometimes you'll find that the item IDs listed are offset by 256; I wish I knew why it sometimes does this and sometimes doesn't, but in the end, all that matters is that you change one of the two conflicting IDs to something else.

Special note: If you're using Ars Magica 2 in a pack, it internally creates two "conflicts" that you can ignore for now; Mithion did some weird thing he acknowledges as being inelegant but worked.
 
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