...none are related to the other.
I've been playing Tech World 2 and I've noticed a few things.
1. Why are there configs for mods that aren't even in the pack and from what I've seen, at least in the public releases, never have been? For example: Thaumcraft, Twilight Forest, Doggy Talents, just to name a few.
I get it's not a big deal and they don't take up much space but to me it doesn't looks professional and kind of confusing when I go looking in the configs and see configs for mods that aren't even included.
2. I updated from v1.1.1 to 1.1.2 and from what I saw of the update info RotaryCraft changed a few IDs. Ok fine, annoying but that's on them. Where I get confused was that the game tells me that ID 3511 and 3112 from JABBA are missing which makes no sense because they aren't and when I look them up in the 1.1.1 version (I always backup the instance folder just in-case) and then in 1.1.2 they are exactly the same.
Even more confusing it that told me at one point that ID 334 was either a mismatch or missing (I forget which), which is vanilla leather.
It also tells me that ID 9281 is missing from factorization and yet that ID wasn't used by anything in 1.1.1 much less in 1.1.2.
3. Why is when we do update does the launcher have basically delete everything in the mods and config folders just to be rewritten again? Now if the mod was updated I get that the config could be written but even then not really since the mod will do that on it's own anyway. But why delete everything to begin with?
This is made further annoying for some of use that might have added an extra mod or 2 or 3 or however many. I add DamageIndicators for example and have to add it back each time.
For some reason I think I had another question but can't think of it now. But this will do for a start.
I've been playing Tech World 2 and I've noticed a few things.
1. Why are there configs for mods that aren't even in the pack and from what I've seen, at least in the public releases, never have been? For example: Thaumcraft, Twilight Forest, Doggy Talents, just to name a few.
I get it's not a big deal and they don't take up much space but to me it doesn't looks professional and kind of confusing when I go looking in the configs and see configs for mods that aren't even included.
2. I updated from v1.1.1 to 1.1.2 and from what I saw of the update info RotaryCraft changed a few IDs. Ok fine, annoying but that's on them. Where I get confused was that the game tells me that ID 3511 and 3112 from JABBA are missing which makes no sense because they aren't and when I look them up in the 1.1.1 version (I always backup the instance folder just in-case) and then in 1.1.2 they are exactly the same.
Even more confusing it that told me at one point that ID 334 was either a mismatch or missing (I forget which), which is vanilla leather.
It also tells me that ID 9281 is missing from factorization and yet that ID wasn't used by anything in 1.1.1 much less in 1.1.2.
3. Why is when we do update does the launcher have basically delete everything in the mods and config folders just to be rewritten again? Now if the mod was updated I get that the config could be written but even then not really since the mod will do that on it's own anyway. But why delete everything to begin with?
This is made further annoying for some of use that might have added an extra mod or 2 or 3 or however many. I add DamageIndicators for example and have to add it back each time.
For some reason I think I had another question but can't think of it now. But this will do for a start.
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