The Meaning of Life, the Universe, and Everything.
Join Date:
11/20/2010
Posts:
47
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could you make it so that if say im using too many items and i want all the vanilla minecraft blocks first, then the mod blocks i could change it if there aren't any conflicts and i just want to move them around?
could you make it so that if say im using too many items and i want all the vanilla minecraft blocks first, then the mod blocks i could change it if there aren't any conflicts and i just want to move them around?
That already happens. Vanilla blocks are from 1 to 96, then modded blocks come in from 97 to 255.
Apparently not all the 0-96 Ids are used though, because I've got the nethercrafter fron the NetherCraft mod in slot 36 on mine.
I also commonly use block ID 29 for testing as well.
Anyways, relating to the question I suppose I could add support, but I'm not sure if there would be issues. Minecraft may or may not depend on the block IDs of the defaults, while mods usually check it out (Except for a few...)
Oh, and I've got auto assign to all done. Just trying to make the current usage not ugly.
Minor bug:
When the "Save and Continue loading" button and the "Override old setting" button are disabled, when you mouse over them they stay highlighted even if you move the mouse away. Not sure if this is a Minecraft bug or a GUI API bug or a bug with your mod.
Minor bug:
When the "Save and Continue loading" button and the "Override old setting" button are disabled, when you mouse over them they stay highlighted even if you move the mouse away. Not sure if this is a Minecraft bug or a GUI API bug or a bug with your mod.
GUI Api.
Also, I think I figured out why some mods don't like the ID resolver! Working on a possible fix now.
I think I've got it. At least, auto-assign all works for
for (int i = 0; i < 116; i++) ModLoader.RegisterBlock(new Block(i+1,Material.ground).setBlockName("Testing Block " + Integer.toString(i+1)));
Going to add that defaults functionality for modpacks, and then test, and then release everything I've got.
This is genius! It helps me change conflicting ID's without accidentally changing it to another filled one (it tells you what ones are OK and what aren't). I highly recommend this to anyone who hasn't got it yet. Thank you for making this! :smile.gif:
I have indrustrial craft installed along with modloader and settings api. I added this mod and the game ran fine. I added the files for better than wolfs mod and when i started my game it crashed. Did i do something wrong?
I have indrustrial craft installed along with modloader and settings api. I added this mod and the game ran fine. I added the files for better than wolfs mod and when i started my game it crashed. Did i do something wrong?
Probably because there was no terrain slots left. Use the MCextended version and actually use it . It should work fine.
I'm having a problem. Whenever I go to cut down trees after using this mod + MCextended to automatically configure new ID's for the other mods I have (Idustrialcraft, buildcraft, xie's farming, more creeps, etc), they get cut down EXTREMELY slowly. I'm thinking that maybe it changed the default ID's of the axes so now the trees aren't recognizing the new values or something? I'm not really sure. Could anyone please help me with my issue?
Fixed a load of bugs and stuff. I still cannot get resizing to work correctly (Which is why it took so long by the way: Constantly trying stuff out with that), but whatever, I give up. Resizing doesn't work, deal with it. I have, even though it took over half a month.
This is what it will look like. I had to make a few changes to guiapi for it, lahwran has already pulled the changes on github, so waiting on mcp and that, then I will release this. I'm PRETTY sure I've squashed all the bugs out, but I know i'm wrong and I missed one. It also has nice display messages when you do something as well by the way, like this, for when you automatically assign an ID.
Block being the class name in both cases (for example, if it's the sentry from SDK's mod, it would say SdkBlockCannon from mod_SdkGuns. If the mod has assigned a name to it at the time, it will use that instead of course.
i got a conflict, it didnt bring up a window, just crashed, mods i have:
Biome water
Plasticraft
PremiumWood
Scotools
wurstknife bookmod
Rollback Post to RevisionRollBack
Devon: You see that?
Random Dude: What? That mud house?
Devon: MUD HOUSE!?! That's the Mud Hut of Massitivity!!! Get it right people!!!
--
Nandonalt, you rock!!!
That already happens. Vanilla blocks are from 1 to 96, then modded blocks come in from 97 to 255.
Apparently not all the 0-96 Ids are used though, because I've got the nethercrafter fron the NetherCraft mod in slot 36 on mine.
I also commonly use block ID 29 for testing as well.
Anyways, relating to the question I suppose I could add support, but I'm not sure if there would be issues. Minecraft may or may not depend on the block IDs of the defaults, while mods usually check it out (Except for a few...)
Oh, and I've got auto assign to all done. Just trying to make the current usage not ugly.
When the "Save and Continue loading" button and the "Override old setting" button are disabled, when you mouse over them they stay highlighted even if you move the mouse away. Not sure if this is a Minecraft bug or a GUI API bug or a bug with your mod.
GUI Api.
Also, I think I figured out why some mods don't like the ID resolver! Working on a possible fix now.
I think I've got it. At least, auto-assign all works for
Going to add that defaults functionality for modpacks, and then test, and then release everything I've got.
Probably because there was no terrain slots left. Use the MCextended version and actually use it . It should work fine.
So... any progress?
http://cl.ly/3M0A1b1N2V2P1C131a2C
This is what it will look like. I had to make a few changes to guiapi for it, lahwran has already pulled the changes on github, so waiting on mcp and that, then I will release this. I'm PRETTY sure I've squashed all the bugs out, but I know i'm wrong and I missed one. It also has nice display messages when you do something as well by the way, like this, for when you automatically assign an ID.
http://cl.ly/100H1C1t453s1m0z183d
Block being the class name in both cases (for example, if it's the sentry from SDK's mod, it would say SdkBlockCannon from mod_SdkGuns. If the mod has assigned a name to it at the time, it will use that instead of course.
If it did, the title of the thread would be "[1.7.2]ID RESOLVER", not "[1.6.6]ID RESOLVER"
some 1.6.6 mods actually works with 1.7.2 and again some dont.
Biome water
Plasticraft
PremiumWood
Scotools
wurstknife bookmod
Random Dude: What? That mud house?
Devon: MUD HOUSE!?! That's the Mud Hut of Massitivity!!! Get it right people!!!
--
Nandonalt, you rock!!!