The Master Configs VS New IDs in Mods

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Jadedcat

New Member
Jul 29, 2019
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How does ID allocation go, anyway? On the surface it seemed like a straightforward affair.

I wanted to add Chococraft so I used the NEI dumps to find a nice block of empty IDs in the 8100s region, then changed all the IDs in Chococraft's config file.

I ended up not being able to launch the game because it would crash with an ArrayIndexOutOfBounds error.

To get to the point, I had to move all the IDs into a block of empty space in the 200s in order to make it work.

I gather the reason is that 4096 is the max number of IDs, and I can understand what that means.

What I don't understand is what makes the difference that allows some of the other the mods to have IDs set in the 9000-10000+ range but what I did wouldn't work?

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Block - Limited to the first 4096 ID's
Terrain Blocks - must be under 256 (I think I got that number right)
Item Id's - unless a mod specifically codes them to be restricted should be able to go anywhere except the blocks range.
 

portablejim

New Member
Jul 29, 2019
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Is it true that in 1.7 won't need integer id's, they will be the combination of mod+item name?
Yes, but no. Mods wont (or at least shouldn't) reference item IDs because they will be auto-managed by forge (and may not be consistent between saves). In-game (using F3+H) you there will still be IDs, but all the mods will refer to blocks by their name (i.e. in config files).