4096BlockIDs: (Requires ModLoader and Forge)
NOTE: After MC 1.2.5, I am no longer planning to maintain this mod. I have released the source code (see Developer Notes below), and I hereby give permission (and, in fact, thanks) for anyone to do whatever they like with the 4096IDs source code, so long as they give my code credit.
Have you installed a lot of mods? Ever been annoyed by how few IDs 256 really is? Especially with the addition of Forge, which allows you infinite sprites?
No more! Now, with 4096BlockIDs Mod, you have 4096 (duh!) available Block IDs. That means you can have 4096 different Blocks! How could anyone ever run out?
Quote from RMob »
I want 100 different types of liquid, preferably most of them dangerous or deadly; I want 500 new ores to mine or blow up at my leisure, I want...
Well, maybe it's possible to run out, but it sure isn't easy. It does make saves almost 1/5 bigger, and increase memory usage slightly, but that shouldn't be a big problem, especially not if you have a good enough computer to run all of those mods in the first place...
Quote from RMob »
Oh, yes. I built a portal to the Matrix, hacked into the Source; now I have 2^5000 flops of computation power! And that's so small, the robots don't even notice!
I had to modify ContainerCreative.java (afp.class) anyway, so I decided to include compatibility with a couple of CreativeItemGuiAPIs, including one of my own. Forge added a CreativeItemGuiAPI sometime before 1.2.4, so there isn't much of a point anymore in me adding another one.
Also, for those of you who haven't looked into Minecraft 1.2.3's code, Anvil format supports saving up to 4096 block IDs, but Minecraft 1.2.3 is still incapable of actually using those extra IDs. I rest assured that this will be fixed in Minecraft 1.3.*, but until then, I'll keep updating this mod.
The following source code downloads are merges of Mojang code and my code. Mojang's code is governed by them, however they see fit. As such, it falls under exactly the same license as any other mod, or any other code decompiled by MCP. My code is available under the following license:
/*
** 2012 June 5
**
** The author disclaims copyright to this source code. In place of
** a legal notice, here is a blessing:
**
** May you do good and not evil.
** May you find forgiveness for yourself and forgive others.
** May you share freely, never taking more than you give.
**/
With an additional disclaimer: if something is broken or outdated, don't sue me or demand I fix it or update it; fix it yourself.
4096_IDs stores block data in a tag called "Blocks" of type NBTTagShortArray (NBTTag ID=12). The "Data" tag is no longer used. CREDIT: The NBTTagShortArray class was originally based off of YMod's NBTTagIntArray (NBTTag ID=11). I have also included a slightly modified version of NBTTagIntArray for YMod compatibility. Now I can just base it off of Mojang's official NBTTagIntArray... whose code was either inspired by YMod's, or eerily similar.
4096_IDs shifts all Item IDs upward by (4096 - 256) when loaded from compounds, to allow for ItemBlocks. It correspondingly increases the itemsList array size. ItemIDs are stored in 4096_IDs using the (id & 0xffff) trick both on saving and loading to make their short stored data type cover 0 to 2^16.
Some day, I may make an IDs mod that gives 32768 (or possibly even 65536) Block IDs, but removes MetaDatas. Thus, you would have to allocate multiple IDs for one block, to get the equivalent functionality. That and incompatibility are of course this system's disadvantages.
The advantages to are:
1. No metadata waste! Stone, CobbleStone, and such, still only take up 1 ID, or 1/16th as much of the available ID pool.
2. No more 0-15 metadata limit! If you want to allocate 17 IDs (effectively 17 metadatas) for your block, you can. Actually, you could get away with allocating 1024 IDs for your block if you really wanted to...
3. Faster data access! One simple array lookup! No more bit-shifting to figure out what is a metadata, and what is an ID!
4. Faster computation! Forge would no longer have to include all sorts of hooks allowing blocks to check what their metadata is to figure out their various values! One simple ID check is all that would be needed.
As of Minecraft 1.2.3, Cubic Chunks will offer built-in support for 4096 IDs. So, first, you only have one mod update to wait for if you want them both; and second, don't expect a 4096IDs CubicChunks patch here.
* Forge, as of Build3.3.8.139, now automatically supports 4096IDs!
[ 4096 IDs Newest Downloads ] - Please put error reports into spoilers. Do what I show inside the spoiler below. Someone from the community might try to help you, but no guarentees. Please read the rest of the thread as your question may have already been answered for someone else.
- How to make a Spoiler [ Click Below ]
Error Report below:
[spoiler]
The actual Error Report (Any Length)
[/spoiler]
[ Mega Modding: A How To ] - M4tt1994 has written, and is continuing to write, this linked comprehensive Tutorial and Guide for "Mega-Modding" (Combining many mods with Minecraft).
- If you need to use the 4096IDs Mod then you need to check out his post on this subject.
- Let us know if there is any more useful guidance and info regarding Mega-Modding that could be added.
- Please check out his post and +1 him for all the hard work he is doing on this project.
[ Robinton's other Mods ] - Robinton has made several other Mods and will be making even more. Perhaps you've heard of the Cubic Chunks Mod or the Coordinates Info Mod? Follow this link to check out his other mods.
- If this Mod, or any of his other Mods are of use to you then please give him a +1 for his trouble.
4096IDs is a licensed open source mod now with the source code available for Download in Robinton's OP above (in the 'Developer notes' spoiler). Robinton is no longer planning on supporting this as it is expected that the 4096IDs support in Vanilla Minecraft v1.3 will have been fixed and fully implemented (along with multiple sprite sheets), so a mod version will no longer be needed.
For now, if you wish to update this Mod for use with newer versions of Forge, or whatever, feel free to update it and post the link to it in this thread. If Robinton is too busy to see it I will be happy to Add a link to your build in this post, just PM me.
-- 4096ID Source Code for MCv1.2.5 is now in the OP and below!
In NEI/TMI you may see some blocks appearing as Fire in their lists. The following explains it:
This is caused by NEI/TMI not being able to accept blocks with an ID higher than 255 using a custom renderer (eg: not wholly square blocks like the BC engines). This has been reported many times, and only the NEI author can fix it (I think). You can still craft the items normally, or get them from the creative inventory.
Most Recent Versions of 4096ID's
* Install this into the minecraft.jar file per standard mod installation practices.
For Minecraft v1.3.2(And Hopefully Higher)
SihkStar97 has updated Robinton's 4096ID's Non-Forge Source Code for use with Minecraft 1.3.2. He plans to keep updating it for future versions too.
* A patch made by LeonBlade which is reported to make MCv1.2.5 4096ID's Forge version compatible with newer versions of Forge than 3.1.2.97, specifically for .105, though it works up to 3.2.3.108 as well.
Here's an update on the status of Mojang's 4096IDs for Vanilla development:
* Jeb says that 4096IDs support is still on their task list but he can't say yet when it will be done. Hopefully he will open and respond to any of Robinton's more recent emails, that would speed up the development.
The Tweet this information comes from is [ HERE ] and occurred about 14 hours ago. Thanks go to dave11 for the heads up about this tweet. Thanks!
I'm getting an array out of bounds exception when I install this mod with the forge patch and I haven't even used any ID's higher than 255...?
The current version of 4096 ID's was made for an older version of Forge (3.0.1.75) though it is reported to also work fine with (3.1.2.97). LeonBladeposted a modified pb.class file that seems to let the current 4096ID's Mod work with versions of Forge newer than 3.1.2.97. Just replace the "pb.class" file in 4096ID's with this patched version in order to try it. (Thank you LeonBlade!)
Hopefully getting the right versions of 4096ID and Forge together will fix the problem. If not then I hope one of the 4096 community members will be able to help further.
@chaosrik: Post the error report, we can probably tell you which mod (and which ID) causes the problem. Btw, did you add it in the correct order? (Forge .105 -> 4096 ID's, -> pb.class)
@cubby989: There's no need to get the mods out of the mods folder for ID Resolver (strictly speaking), but I agree it would make everything go easier. You could also try just deleting all the configs, it works too. If you're using TMI in post #14, try switching to NEI, it generally plays nicer with 4096 ID's. If you are using NEI, try to play around a bit with the ID's. (I'm not an expert on NEI, I've never used it...)
UPDATE! : Robinton has found and added the newest versions of the 4096ID Source Code for Minecraft v1.2.5 to the OP (Developer notes spoiler)!
This includes the separate source for the No Forge version and the For Forge version.
* Please let us know if it looks like any files or anything got missed for the source so that he can track them down asap.
-------------------------------
M4tt1994: You have proven yourself to be an experienced and helpful user of this mod as well as a Mega-Modder in terms of running a massive number of mods at the same time successfully.
Would you be willing to compile your knowledge of the subject and PM it to me, or spoiler it here or something so that I can add it (with attribution) to my sub-OP above for everyone? I'll anchor it too and post the anchor link in my post so that your info can be directly linked to from anywhere.
It doesn't have to be perfectly formed as a tutorial or anything, so long as the info is there I can work it into a useful format and get a feel for what I may want to ask more questions on.
The 4096ID info would include:
Installation requirements and good practices
What common problems (errors ID conflicts etc) may arise and how to deal with them
Other complementary Tools useful for successful Mega-Modding, and when to use them etc
How best to approach adding many mods together for the first time
An example of a proven Mega-Mod list of solidly functioning Mods (versions + Initial install dependencies and order)
Compiling all that info into the sub-op might not stop all questions on the subject from being reasked, but it will be an incredible service to the community. In fact; it'll be something I will learn from and use when compiling my dream-version of Minecraft for myself and others.
If you don't have time to type up the info (it doesn't have to be in final format) please let me know, I'll understand. I know we'd all very much appreciate and benefit from your know-how and experience on this subject.
I am using the 1.2.5 4096 mod with the forge patch.
I attempted to load my world and I received this error.
java.lang.NoSuchMethodError: forge.ForgeHooks.onChunkLoadData(Lxd;Lack;Lady;)V
at aiv.a(AnvilChunkLoader.java:99)
at aiv.a(AnvilChunkLoader.java:71)
at ko.e(ChunkProvider.java:142)
at ko.c(ChunkProvider.java:90)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:636)
at xd.a(World.java:551)
at net.minecraft.client.Minecraft.e(Minecraft.java:2214)
at net.minecraft.client.Minecraft.a(Minecraft.java:2101)
at net.minecraft.client.Minecraft.a(Minecraft.java:2048)
at net.minecraft.client.Minecraft.a(Minecraft.java:1965)
at mw.c(SourceFile:162)
at mw.a(SourceFile:119)
at vp.a(SourceFile:68)
at vp.f(SourceFile:116)
at vp.i(SourceFile:104)
at net.minecraft.client.Minecraft.k(Minecraft.java:1584)
at net.minecraft.client.Minecraft.x(Minecraft.java:842)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ba0626ff ----------
In response to MineCrak's request on the previous, here is my experience with Mega Modding - running a whole collection of mods at the same time. While current setup has over eighty mods all working and running together, and I could add another twenty if I want (which I won't, because of gameplay reasons), I am in no means perfect, and this will post will most likely contain errors or things you disagree with. If anyone else has experience on making Mega Mod Collections, I request them to share their experiences. My apologies for the wall-of-text format, I will try to add pictures as much as I can.
Good practices
The first thing someone who wants to make a Mega Mod Collection needs is Patience. When a new Minecraft version comes out, it'll take a few mods only a day to update, most mods will take a week, or maybe two, but some mods can easily take three or more weeks to be updated. Industrialcraft and Redpower are both (in my opinion) notoriously late updaters, but they are also insanely huge mods, which can contain many thousands of bugs which the modders (need to) work out before releasing. Therefore I advise anyone who wants to make a Mod Collection train his/her patience.
The second thing that would benefit a Mod Collection maker is Orderliness. In opposition to having multiple folders spread out all over your computer where you store your mods, try and put everything down so it is neat and orderly. Like this:
(or maybe something a little less long, but at least orderly)
Also helpful is the practice of making Back-ups. It'll save you loads of time if you just have a backup of Vanilla Minecraft. And you won't have to redownload each and every mod if you put it in a folder first before dropping it in your .jar or mods folder.
The fourth, and last, thing to train is Acceptance. You are going to make a collection of maybe hundreds of mods that are trying to work together, but most of them won't be designed for it. That means that there will be bugs in your minecraft, sometimes pretty nasty ones as well. But if you want a big, working mod collection, you will sometimes have to leave mods out because they are incompatible, or because they ruin your gameplay.
Requirements
There are many things that a Mega Mod Collection maker needs. First among those is A Good Computer. Running Minecraft can be hard on some low-end systems, especially if you have an older one. But running more than a hundred mods on minecraft increases the load on your computer exponentially. Instead of only a close 140 kinds of blocks, and some 100 items, your computer suddenly has to run sometimes 5000 kinds of blocks (Metadata!), and sometimes even more items. Couple that with mods that are heavy on the CPU because they generate things that move (like Millenaire, but also Buildcraft pipes and Industrialcraft machines), and your previously-barely-running-Minecraft-smoothly computer will have suddenly turned into a 10-fps computer.
That means you'll have to be realistic about your computer's capacity. If you have a very high end system, you'll have an higher chance of running massive factories on far render distance without your system crashing than a low end system. Low end systems will most probably need mods like Optifine, and even then play on the lowest graphical settings. If you don't mind it (like me), then it's no problem. But if you do, you'll either need a high-end system, or you'll need to drop most mods.
Beyond the hardware requirements, there are also some software requirements. These are many, and some only require a short explanation. The right version of Vanilla Minecraft. It seems obvious, but sometimes people forget which version they have (or to make backups of it) and install mods in the wrong one. Modloader: Every single mod worth downloading either requires it or is compatible with it. This is the absolute basic necessity for every serious mod-collection maker. Forge (or here). Unlimited item sprites are a must-have. You can't have a mod collection without it, and many mods require it's function. That means any mod incompatible with it will have to go (Yes, I mean Better Than Wolves!) 4096 ID's. There are working versions for 1.2.5 (Mdiyo's and Robinton's), and hopefully Mojang will make it work in 1.3.0, since both have stopped updating these mods. Archiving Program. like Winrar or something. It's necessary to edit the minecraft .jar and to open some mods. SDK's Errortest (windows only). Without an error report, most people can't help you if you have problems. Saving it on your computer is a must for as far as I'm concerned, since you won't have to search for it and download it every time when your minecraft crashes.
Helpful tools
Beyond the bare-boned requirements, there are many helpful mods and tools that will make your life easier. ID Resolver helps stop ID conflicts, even when your minecraft doesn't notice them (like Item-Item ID conflicts) Optifine can easily get another 20-30 fps out of your computer, and reduces lag spikes.
Notepad or other note-taker: This is easily one of the most important tools. You can write down which mods overwrite which classes, which ones are compatible with what and which ones require this or that.
Standard Error reports
Error reports come in many shapes and sizes, and they are most useful to modders and thread-lurkers that are trying to help you. Most of them are simple to read, if you know where to look. In this section, I'll add those reports that I find easy to read/fix. All of the errors are taken from somewhere around the Minecraft forums.
The ID-error:
--- BEGIN ERROR REPORT 1370b4ba --------
Generated 5/24/12 6:16 PM
Minecraft: Minecraft 1.2.5
OS: Mac OS X (i386) version 10.6.8
Java: 1.6.0_29, Apple Inc.
VM: Java HotSpot™ Client VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 4670 OpenGL Engine version 2.1 ATI-1.6.36, ATI Technologies Inc.
java.lang.ArrayIndexOutOfBoundsException: 33840
at ModLoader.initStats(ModLoader.java:918)
at ModLoader.init(ModLoader.java:878)
at ModLoader.addAllRenderers(ModLoader.java:157)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT eb19be33 ----------
This is one of the simplest errors, yet it makes up 90% of all error reports. The line I singled out just states: There is an ID too high. Minecraft ID's run between 0-255 for blocks (0-4095 for 4096 ID's), and Item ID's run from 255 (or 4096) to 32000. The number in the error report is bigger than 32000, so it's too high. This particular error was caused because Robinton's 4096 ID's adds 4096 to every item ID (Item ID 256 (Iron shovel) becomes Item ID 4096). The simple fix: Change the ID.
The ID conflict
--- BEGIN ERROR REPORT a19ffdc1 --------
Generated 5/27/12 3:45 PM
Minecraft: Minecraft 1.2.5
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot™ Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon 3000 Graphics version 3.3.11631 Compatibility Profile Context, ATI Technologies Inc.
java.lang.IllegalArgumentException: Slot 200 is already occupied by myst_BlockLinkbookStand@1696e4c when adding DogFoodBowl@c84361
at pb.<init>(Block.java:249)
at agy.<init>(BlockContainer.java:7)
at DogFoodBowl.<init>(DogFoodBowl.java:9)
at mod_DoggyTalents.load(mod_DoggyTalents.java:79)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 24cee53c ----------
The singled-out line basically says that two blocks (or items) are trying to occupy the same ID. People with ID Resolver will hardly ever see this error, but to people without it, it means they'll have to change the conflicting ID's. Taking a good look at the line will tell you which mod or mods cause the ID conflict, in this case they are caused by Mystcraft and Doggy Talents.
The missing/incorrect .class error:
java.lang.NoSuchMethodError: pb.canCreatureSpawn(Lacf;Lxd;III)Z
at vf.a(SpawnerAnimals.java:207)
at vf.a(SpawnerAnimals.java:271)
at aly.a(SourceFile:462)
at ko.a(ChunkProvider.java:203)
at ack.a(Chunk.java:1187)
at ko.c(ChunkProvider.java:113)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:647)
at xd.a(World.java:562)
at eloraam.world.WorldGenMarble.searchBlock(WorldGenMarble.java:32)
at eloraam.world.WorldGenMarble.a(WorldGenMarble.java:65)
at RedPowerWorld.GenerateSurface(RedPowerWorld.java:805)
at mod_RedPowerWorld.generateSurface(mod_RedPowerWorld.java:44)
at ModLoader.populateChunk(ModLoader.java:1217)
at ko.a(ChunkProvider.java:204)
at ack.a(Chunk.java:1192)
at ko.c(ChunkProvider.java:113)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:647)
at xd.a(World.java:562)
at net.minecraft.client.Minecraft.e(Minecraft.java:2191)
at net.minecraft.client.Minecraft.a(Minecraft.java:2078)
at net.minecraft.client.Minecraft.a(Minecraft.java:2025)
at net.minecraft.client.Minecraft.a(Minecraft.java:1942)
at mw.c(SourceFile:171)
at mw.a(SourceFile:128)
at vp.a(SourceFile:74)
at vp.f(SourceFile:122)
at vp.i(SourceFile:110)
at net.minecraft.client.Minecraft.k(Minecraft.java:1561)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
Stopping!
SoundSystem shutting down...
Author: Paul Lamb, www.paulscode.com
The singled-out line states: There is something wrong with pb.class. That means that either two mods both have overwritten pb.class, which makes them incompatible, or that something requires a different version of something that overwrites pb.class (as was the case here). The simple fix: Check which mods edit pb.class, check their respective threads for incompatabilities between the two and post in them if there isn't. This'll alert the mod author (hopefully), so that maybe a new merge can be made to ensure compatability.
A step by step approach
For those who are making a Massive Mod Collection for their first time, I can write out a very basic plan of steps to follow for if you want a guideline. These are just my own preferences, you can vary them (or skip some) if you wish.
1. Minecraft updates. Don't beg for updates. Maybe compile a list of mods that have already updated, and that you find interesting.
2. Make a folder somewhere on your computer with a recognizable title (say the version number)
3. Download Vanilla Minecraft
4. Run it, once, clean, and set all the options to your preferences (I hate view bobbing, so I switch that off.) Saves time on having to do it every time.
5. If several mods have updated, you can download them (into your folder created at step 2).
6. For every base editing mod: take note of which base class it edits. Make a list, somewhere. It saves having to go through hundreds of .class files, trying to find the incompatability.
7. Find all the mods that go into the .jar, add them and retry until you find a good working order. Take note of the classes edited, this may hint you into the correct direction of which mods must be added in a specific order, and which ones don't care about the order. Try and write the correct installing sequence down somewhere, you'll forget it within the day otherwise.
8. If you don't have ID-Resolver, now is the time to test out which mods can and which mods can't work with 4096 ID's. Just try and change one of the ID's to 255+, and if it crashes, change it back and write it down somewhere. If it doesn't crash, allocate the ID's to 255+ to make more room.
9. If you have established a working .jar, add the mods one by one (or two by two, at least not all at the same time unless you're sure what you're doing). Test them every time afterwards to see if there are serious gamecrashing bugs.
10. Playtest through worlds (both creative and single player), move around a bit and check for errors carefully. If you find any, try and find which mod causes the problem, and how to solve it.
SinglePlayer vs Multiplayer
I'm a notoriously single player, so I only have experience with SSP mods and mod collections. Most of the big mods offer SMP support as well, but you will have to drop some of the smaller mods that don't. Another problem is that you have double the workload, since you'll need to make a working server and a working client version (I have no experience at all with the server-version, it would be helpful if someone who does, can write something about it). On top of that you'll need a working server (and quite a good one as well, since the load'll be very heavy).
Final Touches
The things that make your modpack different from just an assembled mess of mods, are actually the most important ones. Some of them are the small mods that tweak things (like More Paintings and Sign Edit/Teleport Signs in my setup), because they show that you took great care in selecting your mods. These Tweaks can greatly enhance your Minecrafting pleasure, because they get rid of minor annoyances.
Other things that help your Mod Collection greatly are content packs. Some mods provide a workspace for user-created mods, and these small mods and fixes can sometimes be very helpful. Millenaire has a content Library for many civilizations, Industrialcraft and Buildcraft have Addon sections in their forums. I have a large directory full of blueprints for Ruins that I copied from the originalthreads.
Mod Integration is another thing that can help a modpack. Some mods (like TC/RP/BC/IC/Forestry/EE/RC) are designed to interact well, so the recipes can be interchangeable, and the machines can output into pipes or other things, or because there are crossover mods. But for those that don't have this functionality already built-in, you can sometimes add it by changing the config.
I'll take Inventory Tweaks as an example. Inventory Tweaks offers the functionality of sorting your items based on category, but you'll have to define these categories. It'll be a lot of work, but it is rewarding to do. The Technic Pack has a large forum with multiple threads on it on how to make mods work together, and also contains a thread with Inventory Tweaks trees. This is but one example of how to make mods work together better.
But besides Inventory Tweaks, there are many other instances where mods are better with a bit of customization. Forestry needs you to change the values of Buildcraft Blocks in its config, otherwise it won't recognize them. Likewise, you can add new ores, ingots, logs, loot and other stuff to the 'accepted'-list, to they can be inserted into Forestry Backpacks.
The IC-miner needs to have new ore ID's added to the 'valuables'-list. Treecapitator needs you to add al the new ID's of the axes before it'll work (with the new axes). Items can be added to the Thaumcraft config so they are smeltable in Crucibles. Copper and Tin spawning from various mods (IC/BC/Forestry) can be turned on or off, so that your chests won't be flooded with Copper and Tin. The Ruins config will most likely need adjusting, so that it doesn't clutter your world with ruins (unless that's what you want, of course). Rei's Minimap-keys need adjusting so that they don't conflict with Millenaire's keys anymore.
These things are all things that you'll need to take care of, as a Mega-Mod-Collection-Maker, to make the mods play nice together.
Texture Packs
I haven't experimenten with texture packs a lot, but I know you can make custom packs (not how, though), and that most mods have at least one or two texturepacks supporting them. This'll probably be something I'm going to experiment with in MC 1.3.0.
MineCrak has more experience with textures than me, so I added his pm to me in this post. All credit goes to him.
Regarding Textures; There is one really good 64x Texture that is a Fan supported project. It has a version with many many mods supported by it and more being added. It seems perfect for mega-modding.
Shoeboxama is the main contact for the Texture Pack project.
Here is the list of mods supported by their mod version of the texture pack:
Spoiler
Complete, may be outdated:
-RedPower 2 (Prerelease 5b1)- in "Eloraam"
-Risugami's Elemental Arrows (1.2.5)- in "arrows"
-Connected Textures Mod- in root and "ctm"
-Freerunner's Mod (3.0)- in "freerun"
-Additional Pipes (34.0)- in "ic2"
-Advanced machines (4.0)- in "ic2"
-PowerConverters (1.3.2)- in "PowerConverterSprites"
-Wireless redstone mod (1.5)- in "WirelessSprites"
-Ironchest mod (3.3.1)- in "cpw"
-Parachute (1.1)- in "parachute"
-Experium Ore (1.1)- located in customBlock.png
-Obsidian Tools (unknown)- located in "FGS" and "armor"
-Too Many Items (1.2.5)- located in tmi.png
-Laser Mod (1.3)- located in "PigbearLaser"
-Elemental Creepers (2.0)- located in "mob"
-Compact Solar Arrays for IC2 (2.0.0)- located in "cpw"
-ICBC2 Crossover (1.27)- located "ic2"
-Ender Chest (1.0.3)- located in "chickenbones"
-Furniture Mod (1.2.5)- located in "furniture" and "gui"
-Nuclear Control for IC2 (1.1.3)
-Not Enough Items (1.2.5)- located in "chickenbones"
Incomplete:
-IndustrialCraft 2 (1.95b)- only items left, located in "ic2" and "armor/ic2"
-Better Than Wolves (3.60)- 75% complete, located in "btwmodtextures"
-BuildCraft 2 (unknown)- 80% complete, located in "net"
-PowerCraft (2.0)- 60% complete, located in "PowerCraft"
-Aether (1.04_1)- 40% complete, located in aetherBlocks.png
-PlasticCraft (3.0.2)- 40% complete, located in "plasticcraft"
-GLSL Bumpmapping (2.1.0)- Ores complete, located in root
-Forestry (1.4.4.5)- 60% done, located in "gfx"
-Randomobs - located in "mob"
-New Natural Materials (2.0)- located in "nnm"
-ComputerCraft (1.32)- 30% complete, located in "ComputerCraft"
-ThaumCraft (2.1.5)- 20% complete, located in "thaumcraft"
-Millenare (2.7.2)- Just started, automatically shipped in Millenare mod
-More Furnaces (1.1.7)- 50% complete, located in "morefurnaces"
-Equal Exchange (1.4.0.3)- just started, located in "eqex"
-Railcraft (5.2.1)- 30% done, located in "railcraft"
-Nether Expansion (v0.3)- blocks started, located in "NetherEX"
-Orizon (1.0.6)- 75% complete, locate in "oretex"
-ComputerCraft (1.32)- located in "terrain" THANK YOU REDLED!
-Rocket Science (0.89)- 50% complete, located in "rocketScience" MADE BY REDLED72
Not Included:
-Military Shovel (Japanese)- complete
-Handheld Pistons + Redstone Remote (0.3)- complete
-Checkpoints (1.2)- complete, not supported by the mod
Go to Soartex.org for the mods not included in this download.
Shoeboxama will even help you install them!
Something installed incorrectly? Let Shoeboxama know at Soartex.org or on the Minecraft Forums.
Special thanks to Warbaque, Dreamreaver23, Haylio81, Kirazy, Redled72, N0ugat and Neoboy11.
A Long List of Collection-Capable Mods
This is by no means a complete list, and results may vary depending on version number, but these mods will most probably work in most setups.
Every mod above here goes into the .jar. Most of it are required mods, others are small tweaks. Below this line, everything goes into the 'mods' folder, and will most likely be compatible with eachother. If you've managed to get your .jar setup working correctly, there'll be almost no fatal errors from these mods.
In response to MineCrak's request on the previous, here is my experience with Mega Modding - running a whole collection of mods at the same time.
While current setup has over eighty mods all working and running together, and I could add another twenty if I want (which I won't, because of gameplay reasons), I am in no means perfect, and this will post will most likely contain errors or things you disagree with. If anyone else has experience on making Mega Mod Collections, I request them to share their experiences. My apologies for the wall-of-text format, I will try to add pictures as much as I can.
Good practices
The first thing someone who wants to make a Mega Mod Collection needs is Patience. When a new Minecraft version comes out, it'll take a few mods only a day to update, most mods will take a week, or maybe two, but some mods can easily take three or more weeks to be updated. Industrialcraft and Redpower are both (in my opinion) notoriously late updaters, but they are also insanely huge mods, which can contain many thousands of bugs which the modders (need to) work out before releasing. Therefore I advise anyone who wants to make a Mod Collection train his/her patience.
The second thing that would benefit a Mod Collection maker is Orderliness. In opposition to having multiple folders spread out all over your computer where you store your mods, try and put everything down so it is neat and orderly. Like this:
(or maybe something a little less long, but at least orderly)
Also helpful is the practice of making Back-ups. It'll save you loads of time if you just have a backup of Vanilla Minecraft. And you won't have to redownload each and every mod if you put it in a folder first before dropping it in your .jar or mods folder.
The fourth, and last, thing to train is Acceptance. You are going to make a collection of maybe hundreds of mods that are trying to work together, but most of them won't be designed for it. That means that there will be bugs in your minecraft, sometimes pretty nasty ones as well. But if you want a big, working mod collection, you will sometimes have to leave mods out because they are incompatible, or because they ruin your gameplay.
Requirements
There are many things that a Mega Mod Collection maker needs. First among those is A Good Computer. Running Minecraft can be hard on some low-end systems, especially if you have an older one. But running more than a hundred mods on minecraft increases the load on your computer exponentially. Instead of only a close 140 kinds of blocks, and some 100 items, your computer suddenly has to run sometimes 5000 kinds of blocks (Metadata!), and sometimes even more items. Couple that with mods that are heavy on the CPU because they generate things that move (like Millenaire, but also Buildcraft pipes and Industrialcraft machines), and your previously-barely-running-Minecraft-smoothly computer will have suddenly turned into a 10-fps computer.
That means you'll have to be realistic about your computer's capacity. If you have a very high end system, you'll have an higher chance of running massive factories on far render distance without your system crashing than a low end system. Low end systems will most probably need mods like Optifine, and even then play on the lowest graphical settings. If you don't mind it (like me), then it's no problem. But if you do, you'll either need a high-end system, or you'll need to drop most mods.
Beyond the hardware requirements, there are also some software requirements. These are many, and some only require a short explanation. The right version of Vanilla Minecraft. It seems obvious, but sometimes people forget which version they have (or to make backups of it) and install mods in the wrong one.
Modloader: Every single mod worth downloading either requires it or is compatible with it. This is the absolute basic necessity for every serious mod-collection maker.
Forge (or here). Unlimited item sprites are a must-have. You can't have a mod collection without it, and many mods require it's function. That means any mod incompatible with it will have to go (Yes, I mean Better Than Wolves!) 4096 ID's. There are working versions for 1.2.5 (Mdiyo's and Robinton's), and hopefully Mojang will make it work in 1.3.0, since both have stopped updating these mods.
Archiving Program. like Winrar or something. It's necessary to edit the minecraft .jar and to open some mods.
SDK's Errortest (windows only). Without an error report, most people can't help you if you have problems. Saving it on your computer is a must for as far as I'm concerned, since you won't have to search for it and download it every time when your minecraft crashes.
Helpful tools
Beyond the bare-boned requirements, there are many helpful mods and tools that will make your life easier.
ID Resolver helps stop ID conflicts, even when your minecraft doesn't notice them (like Item-Item ID conflicts)
Optifine can easily get another 20-30 fps out of your computer, and reduces lag spikes. Notepad or other note-taker: This is easily one of the most important tools. You can write down which mods overwrite which classes, which ones are compatible with what and which ones require this or that.
Standard Error reports
Error reports come in many shapes and sizes, and they are most useful to modders and thread-lurkers that are trying to help you. Most of them are simple to read, if you know where to look. In this section, I'll add those reports that I find easy to read/fix. All of the errors are taken from somewhere around the Minecraft forums.
The ID-error:
--- BEGIN ERROR REPORT 1370b4ba --------
Generated 5/24/12 6:16 PM
Minecraft: Minecraft 1.2.5
OS: Mac OS X (i386) version 10.6.8
Java: 1.6.0_29, Apple Inc.
VM: Java HotSpot™ Client VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 4670 OpenGL Engine version 2.1 ATI-1.6.36, ATI Technologies Inc.
java.lang.ArrayIndexOutOfBoundsException: 33840
at ModLoader.initStats(ModLoader.java:918)
at ModLoader.init(ModLoader.java:878)
at ModLoader.addAllRenderers(ModLoader.java:157)
at ahu.&--#60;init&--#62;(ahu.java:77)
at ahu.&--#60;clinit&--#62;(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT eb19be33 ----------
This is one of the simplest errors, yet it makes up 90% of all error reports. The line I singled out just states: There is an ID too high. Minecraft ID's run between 0-255 for blocks (0-4095 for 4096 ID's), and Item ID's run from 255 (or 4096) to 32000. The number in the error report is bigger than 32000, so it's too high. This particular error was caused because Robinton's 4096 ID's adds 4096 to every item ID (Item ID 256 (Iron shovel) becomes Item ID 4096). The simple fix: Change the ID.
The ID conflict
--- BEGIN ERROR REPORT a19ffdc1 --------
Generated 5/27/12 3:45 PM
Minecraft: Minecraft 1.2.5
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot™ Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: ATI Radeon 3000 Graphics version 3.3.11631 Compatibility Profile Context, ATI Technologies Inc.
java.lang.IllegalArgumentException: Slot 200 is already occupied by myst_BlockLinkbookStand@1696e4c when adding DogFoodBowl@c84361
at pb.&--#60;init&--#62;(Block.java:249)
at agy.&--#60;init&--#62;(BlockContainer.java:7)
at DogFoodBowl.&--#60;init&--#62;(DogFoodBowl.java:9)
at mod_DoggyTalents.load(mod_DoggyTalents.java:79)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.&--#60;init&--#62;(RenderManager.java:86)
at ahu.&--#60;clinit&--#62;(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 24cee53c ----------
The singled-out line basically says that two blocks (or items) are trying to occupy the same ID. People with ID Resolver will hardly ever see this error, but to people without it, it means they'll have to change the conflicting ID's. Taking a good look at the line will tell you which mod or mods cause the ID conflict, in this case they are caused by Mystcraft and Doggy Talents.
The missing/incorrect .class error:
java.lang.NoSuchMethodError: pb.canCreatureSpawn(Lacf;Lxd;III)Z
at vf.a(SpawnerAnimals.java:207)
at vf.a(SpawnerAnimals.java:271)
at aly.a(SourceFile:462)
at ko.a(ChunkProvider.java:203)
at ack.a(Chunk.java:1187)
at ko.c(ChunkProvider.java:113)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:647)
at xd.a(World.java:562)
at eloraam.world.WorldGenMarble.searchBlock(WorldGenMarble.java:32)
at eloraam.world.WorldGenMarble.a(WorldGenMarble.java:65)
at RedPowerWorld.GenerateSurface(RedPowerWorld.java:805)
at mod_RedPowerWorld.generateSurface(mod_RedPowerWorld.java:44)
at ModLoader.populateChunk(ModLoader.java:1217)
at ko.a(ChunkProvider.java:204)
at ack.a(Chunk.java:1192)
at ko.c(ChunkProvider.java:113)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:647)
at xd.a(World.java:562)
at net.minecraft.client.Minecraft.e(Minecraft.java:2191)
at net.minecraft.client.Minecraft.a(Minecraft.java:2078)
at net.minecraft.client.Minecraft.a(Minecraft.java:2025)
at net.minecraft.client.Minecraft.a(Minecraft.java:1942)
at mw.c(SourceFile:171)
at mw.a(SourceFile:128)
at vp.a(SourceFile:74)
at vp.f(SourceFile:122)
at vp.i(SourceFile:110)
at net.minecraft.client.Minecraft.k(Minecraft.java:1561)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
Stopping!
SoundSystem shutting down...
Author: Paul Lamb, www.paulscode.com
The singled-out line states: There is something wrong with pb.class. That means that either two mods both have overwritten pb.class, which makes them incompatible, or that something requires a different version of something that overwrites pb.class (as was the case here). The simple fix: Check which mods edit pb.class, check their respective threads for incompatabilities between the two and post in them if there isn't. This'll alert the mod author (hopefully), so that maybe a new merge can be made to ensure compatability.
A step by step approach
For those who are making a Massive Mod Collection for their first time, I can write out a very basic plan of steps to follow for if you want a guideline. These are just my own preferences, you can vary them (or skip some) if you wish.
1. Minecraft updates. Don't beg for updates. Maybe compile a list of mods that have already updated, and that you find interesting.
2. Make a folder somewhere on your computer with a recognizable title (say the version number)
3. Download Vanilla Minecraft
4. Run it, once, clean, and set all the options to your preferences (I hate view bobbing, so I switch that off.) Saves time on having to do it every time.
5. If several mods have updated, you can download them (into your folder created at step 2).
6. For every base editing mod: take note of which base class it edits. Make a list, somewhere. It saves having to go through hundreds of .class files, trying to find the incompatability.
7. Find all the mods that go into the .jar, add them and retry until you find a good working order. Take note of the classes edited, this may hint you into the correct direction of which mods must be added in a specific order, and which ones don't care about the order. Try and write the correct installing sequence down somewhere, you'll forget it within the day otherwise.
8. If you don't have ID-Resolver, now is the time to test out which mods can and which mods can't work with 4096 ID's. Just try and change one of the ID's to 255+, and if it crashes, change it back and write it down somewhere. If it doesn't crash, allocate the ID's to 255+ to make more room.
9. If you have established a working .jar, add the mods one by one (or two by two, at least not all at the same time unless you're sure what you're doing). Test them every time afterwards to see if there are serious gamecrashing bugs.
10. Playtest through worlds (both creative and single player), move around a bit and check for errors carefully. If you find any, try and find which mod causes the problem, and how to solve it.
SinglePlayer vs Multiplayer
I'm a notoriously single player, so I only have experience with SSP mods and mod collections. Most of the big mods offer SMP support as well, but you will have to drop some of the smaller mods that don't. Another problem is that you have double the workload, since you'll need to make a working server and a working client version (I have no experience at all with the server-version, it would be helpful if someone who does, can write something about it). On top of that you'll need a working server (and quite a good one as well, since the load'll be very heavy).
Final Touches
The things that make your modpack different from just an assembled mess of mods, are actually the most important ones. Some of them are the small mods that tweak things (like More Paintings and Sign Edit/Teleport Signs in my setup), because they show that you took great care in selecting your mods. These Tweaks can greatly enhance your Minecrafting pleasure, because they get rid of minor annoyances.
Other things that help your Mod Collection greatly are content packs. Some mods provide a workspace for user-created mods, and these small mods and fixes can sometimes be very helpful. Millenaire has a content Library for many civilizations, Industrialcraft and Buildcraft have Addon sections in their forums. I have a large directory full of blueprints for Ruins that I copied from the originalthreads.
Mod Integration is another thing that can help a modpack. Some mods (like TC/RP/BC/IC/Forestry/EE/RC) are designed to interact well, so the recipes can be interchangeable, and the machines can output into pipes or other things, or because there are crossover mods. But for those that don't have this functionality already built-in, you can sometimes add it by changing the config.
I'll take Inventory Tweaks as an example. Inventory Tweaks offers the functionality of sorting your items based on category, but you'll have to define these categories. It'll be a lot of work, but it is rewarding to do. The Technic Pack has a large forum with multiple threads on it on how to make mods work together, and also contains a thread with Inventory Tweaks trees. This is but one example of how to make mods work together better.
Texture Packs
I haven't experimenten with texture packs a lot, but I know you can make custom packs (not how, though), and that most mods have at least one or two texturepacks supporting them. This'll probably be something I'm going to experiment with in MC 1.3.0, so hopefully I can update this section then.
A Long List of Collection-Capable Mods
This is by no means a complete list, and results may vary depending on version number, but these mods will most probably work in most setups.
Every mod above here goes into the .jar. Most of it are required mods, others are small tweaks. Below this line, everything goes into the 'mods' folder, and will most likely be compatible with eachother. If you've managed to get your .jar setup working correctly, there'll be almost no fatal errors from these mods.
Does this/is there a way to get this to work with SMP? If it does work I am unsure on how to implement it, either way thanks! My mods have been slowly consuming that small amount of space and I needed extra room.
MineCrak has a second opening post directly below. It will likely be kept much-more-frequently updated, with all the newest-and-best versions, tips, etc.
4096BlockIDs: (Requires ModLoader and Forge)
NOTE: After MC 1.2.5, I am no longer planning to maintain this mod. I have released the source code (see Developer Notes below), and I hereby give permission (and, in fact, thanks) for anyone to do whatever they like with the 4096IDs source code, so long as they give my code credit.
Have you installed a lot of mods? Ever been annoyed by how few IDs 256 really is? Especially with the addition of Forge, which allows you infinite sprites?
No more! Now, with 4096BlockIDs Mod, you have 4096 (duh!) available Block IDs. That means you can have 4096 different Blocks! How could anyone ever run out?
Well, maybe it's possible to run out, but it sure isn't easy. It does make saves almost 1/5 bigger, and increase memory usage slightly, but that shouldn't be a big problem, especially not if you have a good enough computer to run all of those mods in the first place...
I had to modify ContainerCreative.java (afp.class) anyway, so I decided to include compatibility with a couple of CreativeItemGuiAPIs, including one of my own.Forge added a CreativeItemGuiAPI sometime before 1.2.4, so there isn't much of a point anymore in me adding another one.Also, for those of you who haven't looked into Minecraft 1.2.3's code, Anvil format supports saving up to 4096 block IDs, but Minecraft 1.2.3 is still incapable of actually using those extra IDs. I rest assured that this will be fixed in Minecraft 1.3.*, but until then, I'll keep updating this mod.
Current Mod compatibility.
Source code:
/*
** 2012 June 5
**
** The author disclaims copyright to this source code. In place of
** a legal notice, here is a blessing:
**
** May you do good and not evil.
** May you find forgiveness for yourself and forgive others.
** May you share freely, never taking more than you give.
**/
With an additional disclaimer: if something is broken or outdated, don't sue me or demand I fix it or update it; fix it yourself.
4096_IDs Version 1.0.1 (for MC1.0.0) source code.
4096_IDs Version 1.0.1 (for MC1.2.3) source code.
4096_IDs Version 1.0.1 (for MC1.2.5_NoForge) source code.
4096_IDs Version 1.0.1 (for MC1.2.5_Forge3.0.1.75) source code.
(Source code moved up, into its own spoiler.)
4096_IDs stores block data in a tag called "Blocks" of type NBTTagShortArray (NBTTag ID=12). The "Data" tag is no longer used.
CREDIT: The NBTTagShortArray class was originally based off of YMod's NBTTagIntArray (NBTTag ID=11). I have also included a slightly modified version of NBTTagIntArray for YMod compatibility.Now I can just base it off of Mojang's official NBTTagIntArray... whose code was either inspired by YMod's, or eerily similar.4096_IDs shifts all Item IDs upward by (4096 - 256) when loaded from compounds, to allow for ItemBlocks. It correspondingly increases the itemsList array size. ItemIDs are stored in 4096_IDs using the (id & 0xffff) trick both on saving and loading to make their short stored data type cover 0 to 2^16.
Some day, I may make an IDs mod that gives 32768 (or possibly even 65536) Block IDs, but removes MetaDatas. Thus, you would have to allocate multiple IDs for one block, to get the equivalent functionality. That and incompatibility are of course this system's disadvantages.
The advantages to are:
1. No metadata waste! Stone, CobbleStone, and such, still only take up 1 ID, or 1/16th as much of the available ID pool.
2. No more 0-15 metadata limit! If you want to allocate 17 IDs (effectively 17 metadatas) for your block, you can. Actually, you could get away with allocating 1024 IDs for your block if you really wanted to...
3. Faster data access! One simple array lookup! No more bit-shifting to figure out what is a metadata, and what is an ID!
4. Faster computation! Forge would no longer have to include all sorts of hooks allowing blocks to check what their metadata is to figure out their various values! One simple ID check is all that would be needed.
4096IDs Standalone Client for MC1.0.0 (Forge 1.2.4) - this may also require ModLoaderMP.
-Alternative MediaFire Link
4096IDs Standalone Client for MC1.0.0 (Forge 1.2.0) - this may also require ModLoaderMP.
Client 4096IDs for V1.5.3 test versions 4 and 5 (Beta1.8.1) - Beta 1.8.1 Cubic Chunks compatible Patch for Cubic Chunks V1.5.3 T4 & T5. (Not Vanilla compatible!)
4096IDs Standalone Client for MC1.2.3 (no Forge).
Warning: for some reason, there have been various bugs (that I've been having a hard time finding the causes of) in 4096IDs Standalone for MC1.2.3 Forge1.4. I advise you to back up your saves. (NOTE: If you are a modder, and want to try your hand at figuring out what's wrong, feel free to look into the source code in the developer notes spoiler).
4096 IDs Standalone Client for MC1.2.3 (Forge 1.4) direct link.
4096 IDs Standalone Client for MC1.2.3 (Forge 1.4) AdF.ly link.
(Not sure what was the problem in the MC1.2.3 version, but I've tested, and it is fixed in the 1.2.5 version.)
4096 IDs Standalone Client for MC1.2.5 (No Forge) direct link.
4096 IDs Standalone Client for MC1.2.5 (No Forge) AdF.ly link.
4096 IDs Standalone Client for MC1.2.5 (Forge 3.0.1.75) direct link.
This is apparently a patch for 4096 IDs Standalone Client for MC1.2.5 (Forge 3.0.1.75) that should update it for more recent versions of Forge. If it doesn't work, tell me, but don't blame me.
As of Minecraft 1.2.3, Cubic Chunks will offer built-in support for 4096 IDs. So, first, you only have one mod update to wait for if you want them both; and second, don't expect a 4096IDs CubicChunks patch here.
[ 4096 IDs Newest Downloads ] - Please put error reports into spoilers. Do what I show inside the spoiler below. Someone from the community might try to help you, but no guarentees. Please read the rest of the thread as your question may have already been answered for someone else.
- How to make a Spoiler [ Click Below ]
[ Mega Modding: A How To ] - M4tt1994 has written, and is continuing to write, this linked comprehensive Tutorial and Guide for "Mega-Modding" (Combining many mods with Minecraft).
- If you need to use the 4096IDs Mod then you need to check out his post on this subject.
- Let us know if there is any more useful guidance and info regarding Mega-Modding that could be added.
- Please check out his post and +1 him for all the hard work he is doing on this project.
[ Robinton's other Mods ] - Robinton has made several other Mods and will be making even more. Perhaps you've heard of the Cubic Chunks Mod or the Coordinates Info Mod? Follow this link to check out his other mods.
- If this Mod, or any of his other Mods are of use to you then please give him a +1 for his trouble.
4096IDs is a licensed open source mod now with the source code available for Download in Robinton's OP above (in the 'Developer notes' spoiler). Robinton is no longer planning on supporting this as it is expected that the 4096IDs support in Vanilla Minecraft v1.3 will have been fixed and fully implemented (along with multiple sprite sheets), so a mod version will no longer be needed.
For now, if you wish to update this Mod for use with newer versions of Forge, or whatever, feel free to update it and post the link to it in this thread. If Robinton is too busy to see it I will be happy to Add a link to your build in this post, just PM me.
-- 4096ID Source Code for MCv1.2.5 is now in the OP and below!
In NEI/TMI you may see some blocks appearing as Fire in their lists. The following explains it:
Most Recent Versions of 4096ID's
* Install this into the minecraft.jar file per standard mod installation practices.
For Minecraft v1.3.2 (And Hopefully Higher)
SihkStar97 has updated Robinton's 4096ID's Non-Forge Source Code for use with Minecraft 1.3.2. He plans to keep updating it for future versions too.
[ SihkStar's 4096IDs thread + Downloads are here ]
For Minecraft v1.2.5 [ All versions prior to MC v1.2.5 can be found in Robinton's OP ]
[Click below]
Robinton's Final versions of 4096IDs for Minecraft v1.2.5:
No Forge version
4096 IDs Standalone Client for MC v1.2.5 (NO Forge) - by Robinton [AdF.ly Link]
4096 IDs Standalone Client for MC v1.2.5 (NO Forge) - by Robinton [Direct Link]
[ Source Code - 4096IDs for MC v1.2.5 (Standalone) ] - Read Developer Notes in Robinton's OP.
[Patch] 4096 Offset Fix- For original copies of above Mod *This was added to the main version above (Better to just download full Mod from above)For Forge version 3.0.1.75 (Should also work with 3.1.2.97)
4096 IDs Forge Client for MC v1.2.5 - by Robinton [Direct Link]
[ Source Code - 4096IDs for MC v1.2.5 (FORGE) ] - Read Developer Notes in Robinton's OP.
* A patch made by LeonBlade which is reported to make MCv1.2.5 4096ID's Forge version compatible with newer versions of Forge than 3.1.2.97, specifically for .105, though it works up to 3.2.3.108 as well.
[Patch] 4096ID Forge .105 Compatibility (by LeonBlade) [pb.class] - replace old pb.class with this one
Forge 3.2.3.108
[ Source Code - 4096IDs for MC v1.2.5 (Standalone) ] - Read Developer Notes in Robinton's OP.
[ Source Code - 4096IDs for MC v1.2.5 (FORGE) ] - Read Developer Notes in Robinton's OP.
----------------------------------------------------------------------------------------------------
2012-05-31 @ 16:22
Here's an update on the status of Mojang's 4096IDs for Vanilla development:
* Jeb says that 4096IDs support is still on their task list but he can't say yet when it will be done. Hopefully he will open and respond to any of Robinton's more recent emails, that would speed up the development.
The Tweet this information comes from is [ HERE ] and occurred about 14 hours ago. Thanks go to dave11 for the heads up about this tweet. Thanks!
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Really no point in continuing it since it suppose to be fixed in 1.3.
MineCrak?
FHAST FHOD FOHR DEH EMPRAH!
Should it go in the mods folder or into the minecraft.jar
The current version of 4096 ID's was made for an older version of Forge (3.0.1.75) though it is reported to also work fine with (3.1.2.97). LeonBlade posted a modified pb.class file that seems to let the current 4096ID's Mod work with versions of Forge newer than 3.1.2.97. Just replace the "pb.class" file in 4096ID's with this patched version in order to try it. (Thank you LeonBlade!)
Hopefully getting the right versions of 4096ID and Forge together will fix the problem. If not then I hope one of the 4096 community members will be able to help further.
Hello?
It goes into the minecraft.jar file.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
<--click or nah
Hmmm... Still doesn't work?
Get IDresolver, move your mods out of the mods folder, trim everything, and add the mods one at a time, and set their IDs to something suitable.
@cubby989: There's no need to get the mods out of the mods folder for ID Resolver (strictly speaking), but I agree it would make everything go easier. You could also try just deleting all the configs, it works too. If you're using TMI in post #14, try switching to NEI, it generally plays nicer with 4096 ID's. If you are using NEI, try to play around a bit with the ID's. (I'm not an expert on NEI, I've never used it...)
This includes the separate source for the No Forge version and the For Forge version.
* Please let us know if it looks like any files or anything got missed for the source so that he can track them down asap.
-------------------------------
M4tt1994: You have proven yourself to be an experienced and helpful user of this mod as well as a Mega-Modder in terms of running a massive number of mods at the same time successfully.
Would you be willing to compile your knowledge of the subject and PM it to me, or spoiler it here or something so that I can add it (with attribution) to my sub-OP above for everyone? I'll anchor it too and post the anchor link in my post so that your info can be directly linked to from anywhere.
It doesn't have to be perfectly formed as a tutorial or anything, so long as the info is there I can work it into a useful format and get a feel for what I may want to ask more questions on.
The 4096ID info would include:
Installation requirements and good practices
What common problems (errors ID conflicts etc) may arise and how to deal with them
Other complementary Tools useful for successful Mega-Modding, and when to use them etc
How best to approach adding many mods together for the first time
An example of a proven Mega-Mod list of solidly functioning Mods (versions + Initial install dependencies and order)
Compiling all that info into the sub-op might not stop all questions on the subject from being reasked, but it will be an incredible service to the community. In fact; it'll be something I will learn from and use when compiling my dream-version of Minecraft for myself and others.
If you don't have time to type up the info (it doesn't have to be in final format) please let me know, I'll understand. I know we'd all very much appreciate and benefit from your know-how and experience on this subject.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
I attempted to load my world and I received this error.
java.lang.NoSuchMethodError: forge.ForgeHooks.onChunkLoadData(Lxd;Lack;Lady;)V
at aiv.a(AnvilChunkLoader.java:99)
at aiv.a(AnvilChunkLoader.java:71)
at ko.e(ChunkProvider.java:142)
at ko.c(ChunkProvider.java:90)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:636)
at xd.a(World.java:551)
at net.minecraft.client.Minecraft.e(Minecraft.java:2214)
at net.minecraft.client.Minecraft.a(Minecraft.java:2101)
at net.minecraft.client.Minecraft.a(Minecraft.java:2048)
at net.minecraft.client.Minecraft.a(Minecraft.java:1965)
at mw.c(SourceFile:162)
at mw.a(SourceFile:119)
at vp.a(SourceFile:68)
at vp.f(SourceFile:116)
at vp.i(SourceFile:104)
at net.minecraft.client.Minecraft.k(Minecraft.java:1584)
at net.minecraft.client.Minecraft.x(Minecraft.java:842)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ba0626ff ----------
In response to MineCrak's request on the previous, here is my experience with Mega Modding - running a whole collection of mods at the same time. While current setup has over eighty mods all working and running together, and I could add another twenty if I want (which I won't, because of gameplay reasons), I am in no means perfect, and this will post will most likely contain errors or things you disagree with. If anyone else has experience on making Mega Mod Collections, I request them to share their experiences. My apologies for the wall-of-text format, I will try to add pictures as much as I can.
Good practices
The second thing that would benefit a Mod Collection maker is Orderliness. In opposition to having multiple folders spread out all over your computer where you store your mods, try and put everything down so it is neat and orderly. Like this:
(or maybe something a little less long, but at least orderly)
Also helpful is the practice of making Back-ups. It'll save you loads of time if you just have a backup of Vanilla Minecraft. And you won't have to redownload each and every mod if you put it in a folder first before dropping it in your .jar or mods folder.
The fourth, and last, thing to train is Acceptance. You are going to make a collection of maybe hundreds of mods that are trying to work together, but most of them won't be designed for it. That means that there will be bugs in your minecraft, sometimes pretty nasty ones as well. But if you want a big, working mod collection, you will sometimes have to leave mods out because they are incompatible, or because they ruin your gameplay.
Requirements
That means you'll have to be realistic about your computer's capacity. If you have a very high end system, you'll have an higher chance of running massive factories on far render distance without your system crashing than a low end system. Low end systems will most probably need mods like Optifine, and even then play on the lowest graphical settings. If you don't mind it (like me), then it's no problem. But if you do, you'll either need a high-end system, or you'll need to drop most mods.
Beyond the hardware requirements, there are also some software requirements. These are many, and some only require a short explanation.
The right version of Vanilla Minecraft. It seems obvious, but sometimes people forget which version they have (or to make backups of it) and install mods in the wrong one.
Modloader: Every single mod worth downloading either requires it or is compatible with it. This is the absolute basic necessity for every serious mod-collection maker.
Forge (or here). Unlimited item sprites are a must-have. You can't have a mod collection without it, and many mods require it's function. That means any mod incompatible with it will have to go (Yes, I mean Better Than Wolves!)
4096 ID's. There are working versions for 1.2.5 (Mdiyo's and Robinton's), and hopefully Mojang will make it work in 1.3.0, since both have stopped updating these mods.
Archiving Program. like Winrar or something. It's necessary to edit the minecraft .jar and to open some mods.
SDK's Errortest (windows only). Without an error report, most people can't help you if you have problems. Saving it on your computer is a must for as far as I'm concerned, since you won't have to search for it and download it every time when your minecraft crashes.
Helpful tools
ID Resolver helps stop ID conflicts, even when your minecraft doesn't notice them (like Item-Item ID conflicts)
Optifine can easily get another 20-30 fps out of your computer, and reduces lag spikes.
Notepad or other note-taker: This is easily one of the most important tools. You can write down which mods overwrite which classes, which ones are compatible with what and which ones require this or that.
Standard Error reports
The ID-error:
The ID conflict
The missing/incorrect .class error:
A step by step approach
For those who are making a Massive Mod Collection for their first time, I can write out a very basic plan of steps to follow for if you want a guideline. These are just my own preferences, you can vary them (or skip some) if you wish.
1. Minecraft updates. Don't beg for updates. Maybe compile a list of mods that have already updated, and that you find interesting.
2. Make a folder somewhere on your computer with a recognizable title (say the version number)
3. Download Vanilla Minecraft
4. Run it, once, clean, and set all the options to your preferences (I hate view bobbing, so I switch that off.) Saves time on having to do it every time.
5. If several mods have updated, you can download them (into your folder created at step 2).
6. For every base editing mod: take note of which base class it edits. Make a list, somewhere. It saves having to go through hundreds of .class files, trying to find the incompatability.
7. Find all the mods that go into the .jar, add them and retry until you find a good working order. Take note of the classes edited, this may hint you into the correct direction of which mods must be added in a specific order, and which ones don't care about the order. Try and write the correct installing sequence down somewhere, you'll forget it within the day otherwise.
8. If you don't have ID-Resolver, now is the time to test out which mods can and which mods can't work with 4096 ID's. Just try and change one of the ID's to 255+, and if it crashes, change it back and write it down somewhere. If it doesn't crash, allocate the ID's to 255+ to make more room.
9. If you have established a working .jar, add the mods one by one (or two by two, at least not all at the same time unless you're sure what you're doing). Test them every time afterwards to see if there are serious gamecrashing bugs.
10. Playtest through worlds (both creative and single player), move around a bit and check for errors carefully. If you find any, try and find which mod causes the problem, and how to solve it.
SinglePlayer vs Multiplayer
I'm a notoriously single player, so I only have experience with SSP mods and mod collections. Most of the big mods offer SMP support as well, but you will have to drop some of the smaller mods that don't. Another problem is that you have double the workload, since you'll need to make a working server and a working client version (I have no experience at all with the server-version, it would be helpful if someone who does, can write something about it). On top of that you'll need a working server (and quite a good one as well, since the load'll be very heavy).
Final Touches
Other things that help your Mod Collection greatly are content packs. Some mods provide a workspace for user-created mods, and these small mods and fixes can sometimes be very helpful. Millenaire has a content Library for many civilizations, Industrialcraft and Buildcraft have Addon sections in their forums. I have a large directory full of blueprints for Ruins that I copied from the original threads.
Mod Integration is another thing that can help a modpack. Some mods (like TC/RP/BC/IC/Forestry/EE/RC) are designed to interact well, so the recipes can be interchangeable, and the machines can output into pipes or other things, or because there are crossover mods. But for those that don't have this functionality already built-in, you can sometimes add it by changing the config.
I'll take Inventory Tweaks as an example. Inventory Tweaks offers the functionality of sorting your items based on category, but you'll have to define these categories. It'll be a lot of work, but it is rewarding to do. The Technic Pack has a large forum with multiple threads on it on how to make mods work together, and also contains a thread with Inventory Tweaks trees. This is but one example of how to make mods work together better.
But besides Inventory Tweaks, there are many other instances where mods are better with a bit of customization. Forestry needs you to change the values of Buildcraft Blocks in its config, otherwise it won't recognize them. Likewise, you can add new ores, ingots, logs, loot and other stuff to the 'accepted'-list, to they can be inserted into Forestry Backpacks.
The IC-miner needs to have new ore ID's added to the 'valuables'-list. Treecapitator needs you to add al the new ID's of the axes before it'll work (with the new axes). Items can be added to the Thaumcraft config so they are smeltable in Crucibles. Copper and Tin spawning from various mods (IC/BC/Forestry) can be turned on or off, so that your chests won't be flooded with Copper and Tin. The Ruins config will most likely need adjusting, so that it doesn't clutter your world with ruins (unless that's what you want, of course). Rei's Minimap-keys need adjusting so that they don't conflict with Millenaire's keys anymore.
These things are all things that you'll need to take care of, as a Mega-Mod-Collection-Maker, to make the mods play nice together.
Texture Packs
I haven't experimenten with texture packs a lot, but I know you can make custom packs (not how, though), and that most mods have at least one or two texturepacks supporting them. This'll probably be something I'm going to experiment with in MC 1.3.0.
MineCrak has more experience with textures than me, so I added his pm to me in this post. All credit goes to him.
Soartex Fanver(sion) - On Minecraftforums
They also have their own website where they coordinate Mod Texture requests and who will do the art etc.
Soartex.org
Shoeboxama is the main contact for the Texture Pack project.
Here is the list of mods supported by their mod version of the texture pack:
Spoiler
Complete, may be outdated:
-RedPower 2 (Prerelease 5b1)- in "Eloraam"
-Risugami's Elemental Arrows (1.2.5)- in "arrows"
-Connected Textures Mod- in root and "ctm"
-Freerunner's Mod (3.0)- in "freerun"
-Additional Pipes (34.0)- in "ic2"
-Advanced machines (4.0)- in "ic2"
-PowerConverters (1.3.2)- in "PowerConverterSprites"
-Wireless redstone mod (1.5)- in "WirelessSprites"
-Ironchest mod (3.3.1)- in "cpw"
-Parachute (1.1)- in "parachute"
-Experium Ore (1.1)- located in customBlock.png
-Obsidian Tools (unknown)- located in "FGS" and "armor"
-Too Many Items (1.2.5)- located in tmi.png
-Laser Mod (1.3)- located in "PigbearLaser"
-Elemental Creepers (2.0)- located in "mob"
-Compact Solar Arrays for IC2 (2.0.0)- located in "cpw"
-ICBC2 Crossover (1.27)- located "ic2"
-Ender Chest (1.0.3)- located in "chickenbones"
-Furniture Mod (1.2.5)- located in "furniture" and "gui"
-Nuclear Control for IC2 (1.1.3)
-Not Enough Items (1.2.5)- located in "chickenbones"
Incomplete:
-IndustrialCraft 2 (1.95b)- only items left, located in "ic2" and "armor/ic2"
-Better Than Wolves (3.60)- 75% complete, located in "btwmodtextures"
-BuildCraft 2 (unknown)- 80% complete, located in "net"
-PowerCraft (2.0)- 60% complete, located in "PowerCraft"
-Aether (1.04_1)- 40% complete, located in aetherBlocks.png
-PlasticCraft (3.0.2)- 40% complete, located in "plasticcraft"
-GLSL Bumpmapping (2.1.0)- Ores complete, located in root
-Forestry (1.4.4.5)- 60% done, located in "gfx"
-Randomobs - located in "mob"
-New Natural Materials (2.0)- located in "nnm"
-ComputerCraft (1.32)- 30% complete, located in "ComputerCraft"
-ThaumCraft (2.1.5)- 20% complete, located in "thaumcraft"
-Millenare (2.7.2)- Just started, automatically shipped in Millenare mod
-More Furnaces (1.1.7)- 50% complete, located in "morefurnaces"
-Equal Exchange (1.4.0.3)- just started, located in "eqex"
-Railcraft (5.2.1)- 30% done, located in "railcraft"
-Nether Expansion (v0.3)- blocks started, located in "NetherEX"
-Orizon (1.0.6)- 75% complete, locate in "oretex"
-ComputerCraft (1.32)- located in "terrain" THANK YOU REDLED!
-Rocket Science (0.89)- 50% complete, located in "rocketScience" MADE BY REDLED72
Not Included:
-Military Shovel (Japanese)- complete
-Handheld Pistons + Redstone Remote (0.3)- complete
-Checkpoints (1.2)- complete, not supported by the mod
Go to Soartex.org for the mods not included in this download.
Shoeboxama will even help you install them!
Something installed incorrectly? Let Shoeboxama know at Soartex.org or on the Minecraft Forums.
Special thanks to Warbaque, Dreamreaver23, Haylio81, Kirazy, Redled72, N0ugat and Neoboy11.
A Long List of Collection-Capable Mods
This is by no means a complete list, and results may vary depending on version number, but these mods will most probably work in most setups.
Modloader
ModloaderMP
Forge 3.1.2.107
Mdyio's 4096 Fix v 4.2 Beta
GUI API 0.14.2
Player API
Better Enchanting 1.2.7
Higher Enchanting 1.0
CustomMobSpawner 1.4.3
TurboModelThingy 2.3.7
CodeChickenCore 0.5.2
MorePaintings v2
Treecapitator
Rei's Minimap v3.1
Optifine version MT A6
ID Resolver
Sparrow
MoreItemUses
Sign Edit/Teleport Signs
Spawner GUI
Zeppelin .31
Every mod above here goes into the .jar. Most of it are required mods, others are small tweaks. Below this line, everything goes into the 'mods' folder, and will most likely be compatible with eachother. If you've managed to get your .jar setup working correctly, there'll be almost no fatal errors from these mods.
Mo'Creatures
Thaumcraft
ExtraBiomes XL
Nether Ores
Millenaire
Doggy Talents
Inficraft (minus Orizon)
Ruins
Ender Storage
Twilight Forest
Forestry
Inventory Tweaks
Clay Soldiers
Craftguide
Better Dungeons
Somnia
ComputerCraft
Equivalent Exchange
Explosives +
Portal Gun
Redpower 2 pr5b
Balkon's Weaponmod
Laser Mod
Railcraft
Buildcraft (+many Addons)
Industrialcraft (+many Addons)
Pam's mods
Backpack
Powercraft
Cart mod
MoreCreepsAndWeirdoes
Xie's mod
Tropicraft
Fantastic! It looks like the Mega-Modding Bible.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod