The Master Configs VS New IDs in Mods

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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.
 
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).