The Master Configs VS New IDs in Mods

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Physicist

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Jul 29, 2019
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IC², Carpenter's Blocks and GT are getting additional IDs as of versions after the beta FTB packs. I presume other mods will as well.

This presents a number of problems for early adopters:
  1. can't predict what IDs the FTB team will allocate the new blocks/items to
  2. don't know when the master configs are updated
  3. don't know which versions of mods the master configs cover
  4. ?
  5. no profit
To give this thread even more productive discussion, I present Possible Solutions:
  1. official changelogs for the master configs
  2. the "FTB ID Keeper" looks at the most current versions of mods to add the IDs ASAP (While this isn't a trifling amount of work, the work *does* need to get done anyway before packs can be updated, so it's more work-now-to-save-time-later)
  3. early adopters could notify FTB staff (IRC PM?) that a mod has grabbed new ID (thus splitting the load of step 2)
  4. ?
  5. profit
 

GreenZombie

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Jul 29, 2019
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Official changelogs would rule.

Then, the question is, when would the master config be updated? As each individual mod is updated? On the release of "core" mods? Only when required for an official FTB pack update? On a bi-weekly schedule?

Whatever, its quite a lot of work checking every two weeks, the update status of over 200 mods, updating them and then doing a diff on the config to see if they allocated a new id, and if it fitted the desired progression or not.

I would say that, ultimately, there are two classes of mods (for as long as we still have item id issues at all (which are reputededly going away come MC 1.7 anyway).

There are mods that FTB has not moved to a new item id range. These mods will probably choose a default id that the FTB team will stick with.
And there are mods that the FTB team has remapped to a new range. These mods will choose an id that WON'T be what the FTB master config team would choose.

I would suggest that early adopters stick to mods in list #1.
OR
the master lists get posted to,and maintained on hithub. And the more zealous early adopters can contribute their configs as the proposed new master config. Which means the FTB team would only have to review the sanity of pull requests. And everyone can use githubs diff tools to view the explicit difference between each version of master config.
 

GreenZombie

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You clearly misunderstand the fundamental purpose of forums, and the motivation of people who post on them :p
 

Physicist

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My understanding is that we'll be sitting on 1.6.4 for a long while, maybe making this version another golden age of modded MC.

Sure, I bet a few good stable mods will start coming out for 1.7 in a few months, but we'll be waiting on some holdouts for a while.

Meanwhile in the land of FTB, where I'm sure we will wait until ALL the core mods are 1.7 before upgrading...

I think there is a lot to gain by keeping current while creative devs continue to implement ideas in their 1.6 mods. For one, we early adopters will be able to spot issues in our own private betas of updated packs, and pester devs to fix while the fixing is good, so we don't end up with recommended release packs that have bugs but are no longer supported by the mod authors.

TL;DR: More bleeding-edge current users means better mods in release packs, and solving the problems in part 1 of the OP will increase the ability to migrate super-current worlds into official beta and release packs.
 
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IMarvinTPA

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Use MidasGold to migrate the IDs that are changed when made official. I have an improved verison that deals with AE storage, DSUs, and barrels in my Ultimate Monster thread.

IMarv
 

Physicist

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Use MidasGold...

I saw that you used it to great effect for Ultimate -> Monster. Don't you have to manually enter IDs, or is there a .cfg file compare tool that does things for you? It needs to be a similar level of effort to installing your own mods/building your own packs, and not much more tedious.
 

IMarvinTPA

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It is easier to compare the NEI data dumps than the config files.
(And I'll need to do it for future versions of Monster)
IMarv
 

Eyamaz

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I include a modlist now when I update the FTB Master configs and give them to jaded. She then takes any ID changes into the universal public configs.
She can probably include the modlist.txt in with the universals so you know exactly what versions I build against.
I push them to her on Mondays. I have no idea when she updates for you guys.
 

Physicist

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Oh wow, you're checking for new IDs weekly already? Then #2 of my proposed solutions is already a thing and #3 isn't necessary.

Ok, so now how can we get the new ID config updates after you two have played with them? Or... Do they already automatically get saved into that Google Drive link Slowpoke linked in that pinned thread? Does that happen regularly when Eyamaz pushes updates to Jadedcat?

---------

As a special note, and maybe warning, using Default IDs for the new IC2 and GT with what were FTB configs caused new GT (which just introduced a WHOLE lot of new dusts and combined several forms of materials into one Meta Item) to conflict with something in new IC2: Now I get Tiny Piles of Ender Pearl dust from my Ferru plants, and my Aurelia plants don't seem to drop anything. There was no sign that I was getting a conflict here until my Ferru matured, and I'm still a little confused as to which ID(s) needs changing to solve it. I suspect this wouldn't occur with freshly generated configs, but I've got a long-term world to play.

I presume you guys will detect that as soon as you see the new IDs, but I don't know how you do it if the game doesn't tell you about some kinds of ID conflicts.
 

Jadedcat

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I include a modlist now when I update the FTB Master configs and give them to jaded. She then takes any ID changes into the universal public configs.
She can probably include the modlist.txt in with the universals so you know exactly what versions I build against.
I push them to her on Mondays. I have no idea when she updates for you guys.


The last 2 versions of the universal configs have include the modlist text file with all the mods and version numbers. And I ussually update them within 24 hours of you handing the files to me.

Oh wow, you're checking for new IDs weekly already? Then #2 of my proposed solutions is already a thing and #3 isn't necessary.

Ok, so now how can we get the new ID config updates after you two have played with them? Or... Do they already automatically get saved into that Google Drive link Slowpoke linked in that pinned thread? Does that happen regularly when Eyamaz pushes updates to Jadedcat?

---------

As a special note, and maybe warning, using Default IDs for the new IC2 and GT with what were FTB configs caused new GT (which just introduced a WHOLE lot of new dusts and combined several forms of materials into one Meta Item) to conflict with something in new IC2: Now I get Tiny Piles of Ender Pearl dust from my Ferru plants, and my Aurelia plants don't seem to drop anything. There was no sign that I was getting a conflict here until my Ferru matured, and I'm still a little confused as to which ID(s) needs changing to solve it. I suspect this wouldn't occur with freshly generated configs, but I've got a long-term world to play.

I presume you guys will detect that as soon as you see the new IDs, but I don't know how you do it if the game doesn't tell you about some kinds of ID conflicts.

Mods we actually use in packs get their ID's updated before mods that we don't use in packs. Tech 2 will not be updating past IC2 316 anytime soon.

Anytime we update a mod we check the config files against the old config files. Its fairly easy to see if new ID's have been added.
 
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Jadedcat

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As to how it works....

We have a Master list. A minecraft instance with every mod we include in the Universal configs. Currently I believe I am the only staff member capable of actually running the darn thing on my pc (as in playing) and even then I get like 70 fps compared to the 240 I get from Monster when starting. Its very large and very heavy even without placing any blocks. That Master list is only used for ID's.

To keep from having us overwrite each others ID's, Eyamaz is the one that adds new mods and versions to the Master file and assigns most ID's. (Sometimes I get impatient) This file also includes allot of the balance config changes but not recipe changes.

Eyamaz then uploads the Master file to dropbox. I double check it and make sure none of the modpack specific config options got left on, and that the default changes are in place. Then I upload it to the google site and delete the outdated version.

Then when we create new modpack versions we copy over any ID changes and double check modpack specific config options. Then we test mod interaction, tweak configs/recipes more.
 

Physicist

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Thanks for the details. I'm glad to see that the official repository is so current and accessible.
 

IMarvinTPA

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I saw that you used it to great effect for Ultimate -> Monster. Don't you have to manually enter IDs, or is there a .cfg file compare tool that does things for you? It needs to be a similar level of effort to installing your own mods/building your own packs, and not much more tedious.
NEI's dumps have changed since 1.4.7 so the first trick was getting a 1.6.4 Ultimate pack going using the same IDs. I made dump files using that then I did the same with Monster. I used LibreOffice Base and loaded the item dumps. Did a little name cleanup, some mods had multiple identical looking names. Then I did a join between the two tables and built a little conversion table. This was the easy part. The hard part was remapping missing mod's items to items in the new pack (RP2 -> PR and others.) It also didn't help that I had been playing my 1.6.4 ultimate for a while, so I actually had to write two slightly different conversions. I also have biome and enchantment conversion going on in my plugin.

There is just enough room in the biomes list for BiomesXL.

IMarv
 

Physicist

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After looking through the text file and the configs themselves, I'm seeing that the version for the GT ID file version isn't listed in the text file, but it's at least a few weeks old, and also that IC² Exp is at 354, which is about two weeks behind.

When you get to them, a warning for ID deconflicting during these latest versions: I'm currently having a minor issue using later versions with mod-generated IDs added to the FTB stock IDs. Ferru and Aurelia no longer give their products; Ferru gives Tiny Piles of Ender Pearl Dust, and Aurelia doesn't drop anything. I haven't been able to make it go away by changing IDs, but I haven't ruled out the possibility that I'm just not changing the right ones.

----

Related question: Except between major versions of mods, how often does using a new config and older mod version cause a mod to break?

----

IMarvinTPA: That's a ton of work.
 

Jadedcat

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After looking through the text file and the configs themselves, I'm seeing that the version for the GT ID file version isn't listed in the text file, but it's at least a few weeks old, and also that IC² Exp is at 354, which is about two weeks behind.

When you get to them, a warning for ID deconflicting during these latest versions: I'm currently having a minor issue using later versions with mod-generated IDs added to the FTB stock IDs. Ferru and Aurelia no longer give their products; Ferru gives Tiny Piles of Ender Pearl Dust, and Aurelia doesn't drop anything. I haven't been able to make it go away by changing IDs, but I haven't ruled out the possibility that I'm just not changing the right ones.

----

Related question: Except between major versions of mods, how often does using a new config and older mod version cause a mod to break?

----

IMarvinTPA: That's a ton of work.

Depends on the mod. Some mods don't break some mods move all their configs around with almost every version.
 

Physicist

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a warning for ID deconflicting during these latest versions: ... Ferru and Aurelia no longer give their products; Ferru gives Tiny Piles of Ender Pearl Dust...
I finally convinced Greg that it was not an ID problem, and he fixed it for IC² Exp version 379. All is well in the gardens now.
 

unknown zombie

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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?

Sent from my SAMSUNG-SGH-I337 using Tapatalk
 

Shirkit

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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?