Ok so for those who have had trouble getting BuildCraft and Millenaire to work together I have found the solution. You don't need ID Resolver or any other mod for that matter. You just need to go into the Config folder inside of the .minecraft folder and go into the buildcraft folder and edit the MAIN.CONF file and change ALL of the block ids, just the ones under BLOCK, and nothing more.
I was frustrated with trying to get them to work together. I spent hours looking up solutions online with no luck. I tried ID Resolver and it just gave me a black screen. I tried a few other things with no luck. So I just manually changed the Block IDs and so after trial and error I finally got to the solution. You can copy and paste this and just replace the ENTIRE (not just part of) text of the document. Here is it:
####################
# general
####################
general {
# set to true for allowing machines to be driven by continuous current
B:current.continuous=false
# set to false to prevent fillers from dropping blocks.
B:dropBrokenBlocks=true
# If true, Filler will destroy blocks instead of breaking them.
B:filler.destroy=false
# the lifespan in ticks of items dropped on the ground by pipes and machines, vanilla = 6000, default = 1200
I:itemLifespan=1200
B:mining.enabled=true
# set to false if BuildCraft should not generate custom blocks (e.g. oil)
B:modifyWorld=true
# delay between full client sync packets, increasing it saves bandwidth, decreasing makes for better client syncronization.
I:network.stateRefreshPeriod=40
# increasing this number will decrease network update frequency, useful for overloaded servers
I:network.updateFactor=10
# set to false to deactivate pipe connection rules, true by default
B:pipes.alwaysConnect=false
# How long a pipe will take to break
D:pipes.durability=0.25
# when reaching this amount of objects in a pipes, items will be automatically grouped
I:pipes.groupItemsTrigger=32
# pipes containing more than this amount of items will explode, not dropping any item
I:pipes.maxItems=100
S:power.framework=buildcraft.energy.PneumaticPowerFramework
# Set to false to turn off energy loss over distance on all power pipes
B:power.usePipeLoss=true
B:trackNetworkUsage=false
B:version=3.3.0
}
There you have it. Just copy and paste the text above, REPLACING the text of MAIN.CONF inside of the BUILDCRAFT folder which is inside of the CONFIG folder inside of the .minecraft folder.
IF I have NOT made it clear or if you are having any difficulties please feel free to ask questions and I will be more than willing to help. Hope this helped.
Wow... incredible, logged in for the first time to tell you I will be worshipping you. Thanks for all your hard work.
I've been wanting Buildcraft to complement IC2 and Railcraft, but wasn't willing to give up Millenaire and Mo Creatures since they add a huge amount of atmosphere to the game. Now I can run them all together thanks to you.
I dont know if your aware of this but youre a legend, i have had so much trouble on this topic thanks so much
oh and im new to the forums so i dont know who does it but i need 11 approved posts thnx
now all i have trouble with is joining buildcraft millenaire and industrialcraft with a few other small mods like trampolines and paintball
Problem with me though is I still get the error screen. I can run forge + Millenaire by itself and forge + build craft by itself, but when I put in both I get error screen even after I did this.
Thanks, but i've done all, what have you say, but mine craft is crash(?)ning now. [I'm from Russia and there may be mistakes. Sorry ]
Minecraft 1.4.6
This is error text:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to /Users/stepancikhalev/Library/Application Support/minecraft/crash-reports/crash-2013-02-22_12.38.21-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 8b14df39 --------
Full report at:
/Users/stepancikhalev/Library/Application Support/minecraft/crash-reports/crash-2013-02-22_12.38.21-client.txt
Please show that file to Mojang, NOT just this screen!
java.lang.IllegalArgumentException: Slot 1522 is already occupied by buildcraft.core.BlockSpring@262580b3 when adding org.millenaire.common.block.BlockOrientedBrick@68247b55
at amq.<init>(Block.java:324)
at org.millenaire.common.block.BlockOrientedBrick.<init>(BlockOrientedBrick.java:30)
at org.millenaire.common.forge.Mill.initBlockItems(Mill.java:416)
at org.millenaire.common.forge.Mill.load(Mill.java:479)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:483)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 616c02f9 ----------
I dunno why so many people have problems with IDs...
Remove buildcraft OR Remove millenaire (whichever is the last installed, or whatever mod started giving you grief)
Install IDResolver.
Run Minecraft. (On 1st run IDResolver will ask some questions. Set all to "TRUE")
Close Minecraft.
Install Buildcraft or Millenaire (whichever removed from #1)
Run Minecraft, let IDResolver automatically assign new IDs (Choice button: Automatically assign an ID to all from this mod)
Profit
This way IDResolver will only alter ID's from NEW mods and assign UNUSED IDs, I have steadily added new mods that use new Block IDs and haven't corrupted a world yet. RedPower 2 is the tricky one, It hates having it's IDs changed, but adding it as a 1st mod avoids this.
In fear of corrupting an old world, I always take the time to add ONE mod at a time AFTER IDResolver is installed. Forge will warn with a yes/no prompt if ID conflicts with existing worlds happen (sometimes no info is given, just yes/no to continue loading world). If this is because of a mod you removed.. all is good, just all the blocks removed will be missing from your world If it is because of a conflict... You might see oil wells that use Millenaire blocks as in one of the posts above.
The key is to install IDResolver before you have conflicts.
To: CrazyBermud ... java.lang.IllegalArgumentException: Slot 1522 is already occupied by buildcraft
Your issue is Millenaire is trying to use a block id already assigned to BuildCraft... follow what i said above (Millenaire is the one you want to remove in #1)
OzzyMud, I have done what have you say. But i'm seeing only infinity* white screen with mojang. =(
*Thank you, Google Translate =D
AND can i do this thing (if working) with Factorization and IC2/Redpower?
After removing Millenaire, does minecraft run?
if yes... After installing IDResolver, does minecraft still run?
Does the white screen then start after adding Millenaire?
These are 3 seperat steps, one minecraft run per item. remove Millenaire (start/close MC), install IDResolver (start/close MC), install Millenaire (start minecraft)
After you get the whitescreen, exit minecraft, and post the contents of ForgeModLoader-client-0.log found in your .minecraft folder here.
Remember to paste that info in between spoiler tags:
[spoiler]
contents of ForgeModLoader-client-0.log here
[/spoiler]
Redpower 2 is a WHOLE different beast, It needs to be the FIRST mod installed, let it grab the IDs it wants, it is VERY picky. Then would come IDResolver, then any other mods such as IC2 & Factorization.
Order for Redpower from Vanilla (run/close minecraft is important):
Install forge, run/close minecraft
Install RedPower2, run/close minecraft (Must be the FIRST mod, it does not like IDResolver setting it's ID's, there is a to install later, but it is complicated)
Install IDResolver, run/close minecraft!
Install another mod, run/close minecraft again
repeat #4 and give the answer of "Automatically assign an ID to all from this mod" if IDResolver asks (and it will after a ton of mods are installed :P)
I dunno why so many people have problems with IDs...
Remove buildcraft OR Remove millenaire (whichever is the last installed, or whatever mod started giving you grief)
Install IDResolver.
Run Minecraft. (On 1st run IDResolver will ask some questions. Set all to "TRUE")
Close Minecraft.
Install Buildcraft or Millenaire (whichever removed from #1)
Run Minecraft, let IDResolver automatically assign new IDs (Choice button: Automatically assign an ID to all from this mod)
Profit
One problem with IDResolver is that how to use it is not obvious. It is easy to mess up all your IDs a few times in a row before you figure it out (I couldn't find an explanation of all the buttons anywhere for instance) and it is not obvious that when you do mess it up you need to delete the two config files the mod puts in the config folder to start over.
After about 20 minutes of trial and error trying to follow your method, I finally figured out that Buildcraft has two blocks (still and flowing oil) that have to have consecutive IDs. Now if there is a way to use IDResolver that guarantees two resolved blocks to be given consecutive IDs, I'd love to know it, because like I said it sure isn't obvious. It seemed basically impossible to me.
In that case, you have to install Buildcraft first, then IDResolver, and *then* Millenaire so that only Millenaire's IDs are changed, not Buildcraft's.
The other issue I had with IDResolver was that it the first time it loaded, it wrote out default config files and didn't give me an opportunity to change the defaults before it started processing all the IDs of all installed mods. The only reason that was a problem is because the default behavior appears to be to prompt you for *every block and item* of *every mod* the first time it is run (edit: and without knowing what each button did, I first kept clicking on "Automatically assign and ID" and screwed everything up). I only discovered that you do have a chance to change that setting when I deleted the config files and restarted. Then I noticed "only show conflicts" was defaulting to "false". This needs to be set to "true" unless you really know what you are doing.
But in the end, your method does work with the above changes. So, kudos to IDResolver for getting the job done, but zero points points for usability (more like negative points).
Edit: Also, maybe not obvious to everyone, changing any ID of any spawned block or item will mess up your existing world, so you basically need to start over.
I dont use ID resolver I just dump the ID map using "Not Enough Items" by Chickenbones and do it manually - 102 mods many ID changes, no problems. The safest possible way to add mods.
1. Install NEI
2. Install mod 1 (big mods first -redpower2 the best candidate)
3. Open test word and dump ID map from NEI Options
4. load second mod
5. dump ID map
6. rinse and repeat
7.If at any time you have a conflict and minecraft crashes, open the last ID dump text file and the new mods config and compare IDs. where there is an overlap manually change the ID in the newly added mods config to an unused ID.
8. restart minecraft
9. dump ID map...
seems slow and laborious but you are guaranteed to get a large collection of mods up and running - cannot guarantee that other than resolving IDs they will work well together. need to do your research. The other advantage is you read all the configs. Something i suggest is essential if you are installing mods.
one further note. Find all the duplicate ores (and rubber trees and any other duplicate blocks...?) in configs and turn off all of them except for one instance. Otherwise you will be snowed with ores.
I tried the method in the OP but it didn't work. I saved the file after making changes but it just shows the same error in Minecraft and when I go back to the file that I changed it is back to the original. I also tried IDResolver but I get a java core dump crash every time I try to start Minecraft with that mod installed.
Thanks, but i've done all, what have you say, but mine craft is crash(?)ning now. [I'm from Russia and there may be mistakes. Sorry ]
Minecraft 1.4.6
This is error text:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to /Users/stepancikhalev/Library/Application Support/minecraft/crash-reports/crash-2013-02-22_12.38.21-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 8b14df39 --------
Full report at:
/Users/stepancikhalev/Library/Application Support/minecraft/crash-reports/crash-2013-02-22_12.38.21-client.txt
Please show that file to Mojang, NOT just this screen!
java.lang.IllegalArgumentException: Slot 1522 is already occupied by buildcraft.core.BlockSpring@262580b3 when adding org.millenaire.common.block.BlockOrientedBrick@68247b55
at amq.<init>(Block.java:324)
at org.millenaire.common.block.BlockOrientedBrick.<init>(BlockOrientedBrick.java:30)
at org.millenaire.common.forge.Mill.initBlockItems(Mill.java:416)
at org.millenaire.common.forge.Mill.load(Mill.java:479)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:483)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 616c02f9 ----------
yeah, both mods start using block id's in the 1500 range. i found that i have no mods using id's in the 1600-2000 range so 1600 seems like a good area to set buildcraft id's to.
@Dj Croft, Do you seriously think it would work? I tried it and it worked like magic! THANKS YOU! You're my hero! I can finally play my minecraft with millenaire, buildcraft, industrialcraft2, and powercraft! Vive moi! (Horray, to me!)
I had same problem. Fixed it by going into mods/millenaire/config and changing
block_byzantine_brick_id=1522 to
block_byzantine_brick_id=1622
I then actually was able to change the buildcraft config file back to the original and it still worked. As, for me, it seems that it was just the one conflict.
java.lang.IllegalArgumentException: Slot 1522 is already occupied by buildcraft.core.BlockSpring@262580b3 when adding org.millenaire.common.block.BlockOrientedBrick@68247b55
I was frustrated with trying to get them to work together. I spent hours looking up solutions online with no luck. I tried ID Resolver and it just gave me a black screen. I tried a few other things with no luck. So I just manually changed the Block IDs and so after trial and error I finally got to the solution. You can copy and paste this and just replace the ENTIRE (not just part of) text of the document. Here is it:
# Configuration file
# Generated on 1/6/13 5:08 AM
####################
# block
####################
block {
I:architect.id=1514
I:assemblyTable.id=1513
I:autoWorkbench.id=1512
I:blueprintLibrary.id=1511
I:builder.id=1510
I:drill.id=1509
I:engine.id=1508
I:filler.id=1507
I:frame.id=1506
I:hopper.id=1505
I:laser.id=1504
I:marker.id=1503
I:miningWell.id=1502
I:oilMoving.id=1500
I:oilStill.id=1501
I:pathMarker.id=1499
I:pipe.id=1498
I:pump.id=1497
I:quarry.id=1496
I:refinery.id=1495
I:tank.id=1494
S:woodenPipe.item.exclusion=
S:woodenPipe.liquid.exclusion=
}
####################
# """""""block savers"""""""
####################
""""""""block savers"""""""" {
B:hopper.disabled=false
}
####################
# general
####################
general {
# set to true for allowing machines to be driven by continuous current
B:current.continuous=false
# set to false to prevent fillers from dropping blocks.
B:dropBrokenBlocks=true
# If true, Filler will destroy blocks instead of breaking them.
B:filler.destroy=false
# the lifespan in ticks of items dropped on the ground by pipes and machines, vanilla = 6000, default = 1200
I:itemLifespan=1200
B:mining.enabled=true
# set to false if BuildCraft should not generate custom blocks (e.g. oil)
B:modifyWorld=true
# delay between full client sync packets, increasing it saves bandwidth, decreasing makes for better client syncronization.
I:network.stateRefreshPeriod=40
# increasing this number will decrease network update frequency, useful for overloaded servers
I:network.updateFactor=10
# set to false to deactivate pipe connection rules, true by default
B:pipes.alwaysConnect=false
# How long a pipe will take to break
D:pipes.durability=0.25
# when reaching this amount of objects in a pipes, items will be automatically grouped
I:pipes.groupItemsTrigger=32
# pipes containing more than this amount of items will explode, not dropping any item
I:pipes.maxItems=100
S:power.framework=buildcraft.energy.PneumaticPowerFramework
# Set to false to turn off energy loss over distance on all power pipes
B:power.usePipeLoss=true
B:trackNetworkUsage=false
B:version=3.3.0
}
####################
# item
####################
item {
I:bluePipeWire.id=19114
I:blueprintItem.id=19118
I:bucketFuel.id=19110
I:bucketOil.id=19107
I:diamondGearItem.id=19104
I:fuel.id=19108
I:goldenGearItem.id=19103
I:greenPipeWire.id=19115
I:ironGearItem.id=19102
I:pipeFacade.id=19141
I:pipeGate.id=19111
I:pipeGateAutarchic.id=19140
I:pipeItemsCobblestone.id=19161
I:pipeItemsDiamond.id=19165
I:pipeItemsGold.id=19164
I:pipeItemsIron.id=19163
I:pipeItemsObsidian.id=19166
I:pipeItemsSandstone.id=19222
I:pipeItemsStone.id=19162
I:pipeItemsVoid.id=19220
I:pipeItemsWood.id=19160
I:pipeLiquidsCobblestone.id=19181
I:pipeLiquidsGold.id=19184
I:pipeLiquidsIron.id=19183
I:pipeLiquidsSandstone.id=19223
I:pipeLiquidsStone.id=19182
I:pipeLiquidsVoid.id=19221
I:pipeLiquidsWood.id=19180
I:pipePowerGold.id=19204
I:pipePowerStone.id=19202
I:pipePowerWood.id=19200
I:pipeStructureCobblestone.id=19224
I:pipeWaterproof.id=19109
I:redPipeWire.id=19113
I:redstoneChipset.id=19117
I:stoneGearItem.id=19101
I:templateItem.id=19105
I:woodenGearItem.id=19100
I:wrench.id=19106
I:yellowPipeWire.id=19116
}
There you have it. Just copy and paste the text above, REPLACING the text of MAIN.CONF inside of the BUILDCRAFT folder which is inside of the CONFIG folder inside of the .minecraft folder.
IF I have NOT made it clear or if you are having any difficulties please feel free to ask questions and I will be more than willing to help. Hope this helped.
I've been wanting Buildcraft to complement IC2 and Railcraft, but wasn't willing to give up Millenaire and Mo Creatures since they add a huge amount of atmosphere to the game. Now I can run them all together thanks to you.
/Salute
oh and im new to the forums so i dont know who does it but i need 11 approved posts thnx
now all i have trouble with is joining buildcraft millenaire and industrialcraft with a few other small mods like trampolines and paintball
Download Notepad++ which allows you to edit those files
http://notepad-plus-plus.org/
^ Thats the website.
Problem with me though is I still get the error screen. I can run forge + Millenaire by itself and forge + build craft by itself, but when I put in both I get error screen even after I did this.
Minecraft 1.4.6
This is error text:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to /Users/stepancikhalev/Library/Application Support/minecraft/crash-reports/crash-2013-02-22_12.38.21-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 8b14df39 --------
Full report at:
/Users/stepancikhalev/Library/Application Support/minecraft/crash-reports/crash-2013-02-22_12.38.21-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 22.02.13 12:38
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Mac OS X (x86_64) version 10.8.2
Java Version: 1.6.0_37, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 460759272 bytes (439 MB) / 534708224 bytes (509 MB) up to 1065025536 bytes (1015 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.17.515 Minecraft Forge 6.5.0.489 Optifine OptiFine_1.4.6_HD_U_A2 44 mods loaded, 44 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_ArmorStatusHUD [ArmorStatusHUD] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
TreeCapitator [TreeCapitator] (1.4.6TreeCapitator.Forge.1.4.6.r01.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights [Dynamic Lights] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_onFire [Dynamic Lights on burning] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_creepers [Dynamic Lights on Creepers] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_dropItems [Dynamic Lights on ItemEntities] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_flameArrows [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_otherPlayers [Dynamic Lights Other Player Light] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_thePlayer [Dynamic Lights Player Light] (DynamicLights_1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
GraviGun [GraviGun] (GravityGun1) Unloaded->Constructed->Pre-initialized->Initialized
mod_InvTweaks [Inventory Tweaks] (InventoryTweaks_1) Unloaded->Constructed->Pre-initialized->Initialized
jammyfurniture [Jammy Furniture Mod] (JammyFurniture) Unloaded->Constructed->Pre-initialized->Initialized
Meteors [Falling Meteors] (Meteors Mod V2) Unloaded->Constructed->Pre-initialized->Initialized
MoarAchForge [Moar Achievements Redux] (MoarAchievementsV113.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_MoreBows [mod_MoreBows] (More bows 1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Core [BuildCraft] (buildcraft-A-3.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Builders [BC Builders] (buildcraft-A-3.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Energy [BC Energy] (buildcraft-A-3.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Factory [BC Factory] (buildcraft-A-3.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forestry [Forestry for Minecraft] (forestry-A-1.7.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion [Thermal Expansion] (ThermalExpansion-2) Unloaded->Constructed->Pre-initialized->Initialized
IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized
Railcraft [Railcraft] (Railcraft_1) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerCore [RedPower] (RedPower-2-Core-1) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerBase [RP Base] (RedPower-2-Core-1) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerLighting [RP Lighting] (RedPower-2-Digital-1) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerLogic [RP Logic] (RedPower-2-Digital-1) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerWiring [RP Wiring] (RedPower-2-Digital-1) Unloaded->Constructed->Pre-initialized->Initialized
Thaumcraft [Thaumcraft] (Thaumcraft3) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Factory [Factory] (ThermalExpansion-2) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Energy [Energy] (ThermalExpansion-2) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|NEI [NEI] (ThermalExpansion-2) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Transport [Transport] (ThermalExpansion-2) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Transport [BC Transport] (buildcraft-A-3.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
IronChest [Iron Chest] (ironchest-universal-1) Unloaded->Constructed->Pre-initialized->Initialized
Millenaire [Millénaire] (millenaire4.0.0.zip) Unloaded->Constructed->Pre-initialized->Errored
PortalGun [Portal Gun] (portalgun1) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: Intel HD Graphics 4000 OpenGL Engine GL version 2.1 APPLE-8.6.22, Intel Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.IllegalArgumentException: Slot 1522 is already occupied by buildcraft.core.BlockSpring@262580b3 when adding org.millenaire.common.block.BlockOrientedBrick@68247b55
at amq.<init>(Block.java:324)
at org.millenaire.common.block.BlockOrientedBrick.<init>(BlockOrientedBrick.java:30)
at org.millenaire.common.forge.Mill.initBlockItems(Mill.java:416)
at org.millenaire.common.forge.Mill.load(Mill.java:479)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:483)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 616c02f9 ----------
In fear of corrupting an old world, I always take the time to add ONE mod at a time AFTER IDResolver is installed. Forge will warn with a yes/no prompt if ID conflicts with existing worlds happen (sometimes no info is given, just yes/no to continue loading world). If this is because of a mod you removed.. all is good, just all the blocks removed will be missing from your world If it is because of a conflict... You might see oil wells that use Millenaire blocks as in one of the posts above.
The key is to install IDResolver before you have conflicts.
To: CrazyBermud ... java.lang.IllegalArgumentException: Slot 1522 is already occupied by buildcraft
Your issue is Millenaire is trying to use a block id already assigned to BuildCraft... follow what i said above (Millenaire is the one you want to remove in #1)
*Thank you, Google Translate =DAND can i do this thing (if working) with Factorization and IC2/Redpower?
After removing Millenaire, does minecraft run?
if yes... After installing IDResolver, does minecraft still run?
Does the white screen then start after adding Millenaire?
These are 3 seperat steps, one minecraft run per item. remove Millenaire (start/close MC), install IDResolver (start/close MC), install Millenaire (start minecraft)
After you get the whitescreen, exit minecraft, and post the contents of ForgeModLoader-client-0.log found in your .minecraft folder here.
Remember to paste that info in between spoiler tags:
Redpower 2 is a WHOLE different beast, It needs to be the FIRST mod installed, let it grab the IDs it wants, it is VERY picky. Then would come IDResolver, then any other mods such as IC2 & Factorization.
Order for Redpower from Vanilla (run/close minecraft is important):
One problem with IDResolver is that how to use it is not obvious. It is easy to mess up all your IDs a few times in a row before you figure it out (I couldn't find an explanation of all the buttons anywhere for instance) and it is not obvious that when you do mess it up you need to delete the two config files the mod puts in the config folder to start over.
After about 20 minutes of trial and error trying to follow your method, I finally figured out that Buildcraft has two blocks (still and flowing oil) that have to have consecutive IDs. Now if there is a way to use IDResolver that guarantees two resolved blocks to be given consecutive IDs, I'd love to know it, because like I said it sure isn't obvious. It seemed basically impossible to me.
In that case, you have to install Buildcraft first, then IDResolver, and *then* Millenaire so that only Millenaire's IDs are changed, not Buildcraft's.
The other issue I had with IDResolver was that it the first time it loaded, it wrote out default config files and didn't give me an opportunity to change the defaults before it started processing all the IDs of all installed mods. The only reason that was a problem is because the default behavior appears to be to prompt you for *every block and item* of *every mod* the first time it is run (edit: and without knowing what each button did, I first kept clicking on "Automatically assign and ID" and screwed everything up). I only discovered that you do have a chance to change that setting when I deleted the config files and restarted. Then I noticed "only show conflicts" was defaulting to "false". This needs to be set to "true" unless you really know what you are doing.
But in the end, your method does work with the above changes. So, kudos to IDResolver for getting the job done, but zero points points for usability (more like negative points).
Edit: Also, maybe not obvious to everyone, changing any ID of any spawned block or item will mess up your existing world, so you basically need to start over.
http://pastebin.com/ZpuUshEx
http://pastebin.com/UH1xS3Cn
1. Install NEI
2. Install mod 1 (big mods first -redpower2 the best candidate)
3. Open test word and dump ID map from NEI Options
4. load second mod
5. dump ID map
6. rinse and repeat
7.If at any time you have a conflict and minecraft crashes, open the last ID dump text file and the new mods config and compare IDs. where there is an overlap manually change the ID in the newly added mods config to an unused ID.
8. restart minecraft
9. dump ID map...
seems slow and laborious but you are guaranteed to get a large collection of mods up and running - cannot guarantee that other than resolving IDs they will work well together. need to do your research. The other advantage is you read all the configs. Something i suggest is essential if you are installing mods.
one further note. Find all the duplicate ores (and rubber trees and any other duplicate blocks...?) in configs and turn off all of them except for one instance. Otherwise you will be snowed with ores.
I have this problem too...
I had same problem. Fixed it by going into mods/millenaire/config and changing
block_byzantine_brick_id=1522 to
block_byzantine_brick_id=1622
I then actually was able to change the buildcraft config file back to the original and it still worked. As, for me, it seems that it was just the one conflict.
java.lang.IllegalArgumentException: Slot 1522 is already occupied by buildcraft.core.BlockSpring@262580b3 when adding org.millenaire.common.block.BlockOrientedBrick@68247b55