Having a crash in the FTB pack TPPI:
I forgot to tell what was going on.. So, here's my edit.
This happens whenever I take a bow and shoot any mob. Enchanted or regular bow. I've removed other enchantment mods like infinibow and enchanting plus, but it still crashes. I removed this mod and it works perfectly fine.
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Jul 15, 2013Posted in: Minecraft ModsQuote from davboecki
Tesseracty are only allowed to make a point to point comunication for LP. It is intended that you can't connect LP over 3 tesseracts on the same frequency. Adding more than 2 tesseracts disconnects the hole LP networknot only disconnect the power but everything.
So, would you say the only viable option for multiple, wireless connectivity are Phase Transport Pipes from Additional Pipes?
I mean, besides Ender Chests
Jul 15, 2013Hi Logistics Team,Posted in: Minecraft Mods
I am having a problem with Logistics Pipes and Tesseracts. It seems, whenever I add multiple Tesseracts to the system, actually, adding one more Tesseract for a total of 3, my logistics system powers down.
I am trying to have storage and item sync chests in multiple locations, but adding an additional Tesseract on the same frequency to communicate to the others powers the whole system down.
I am being redundant in my explanations but, I was wondering if I am doing something wrong or this is a bug?
Thanks so much!
Jul 13, 2013Posted in: Minecraft ModsQuote from TracerFox
Really? I wasn't aware that NEI had conflict detection features. Could you give us a rundown on how to use this by chance?
I suppose I should say that this did happen a couple MC versions ago... 1.4.2 I think. So it's quite possible that the mod devs in question have resolved the ID overlaps.
Forestry, Crossbow 2, and I believe Project Zulu. These all had items assigned to ID 5000 by default configs. MC didn't crash until it tried to spawn one of the three items each assigned to 5000.
EDIT: Oops, wasn't 1.4.2, but 1.4.4/5. The event where a conflict did not give any errors in the log was back in 1.3.2, and technically MC did crash, but the logs did not mention ID conflicts anywhere, just an exception error as the cause of the crash. Can't remember the mods though.\
EDIT 2: Well, looks like I spoke too soon about not encountering any current no-error Item ID conflicts. I just discovered another pair of mods that use the same Item ID, and which MC/Forge did not throw an error with both mods loaded.
In this case it's Denoflions' GateCopy mod, and NoHero's More Health mod. Both mods use Item ID 6000. I've had both mods loaded, and MC and MC Server both loaded and made it in-game with no crashes, and no mentions of the conflict in the logs.
Mind you, if you're correct about NEI's conflict detection above, then that may catch things of course, I just don't know how that works yet.
NEI doesn't have a conflict detection per say, it's more of: You load all your mods, fix your Block ID conflicts and if you run into Items that are not created right or something is off because two mods use the same ID, you simply type the item into NEI, NEI then tells you the Block/Item ID when you hover your mouse over it. The fix is simple from there. It's running into the problem first that is the detection, and Item ID conflicts are an easy fix. I had to do it to my current modpack. I was in creative mode and something wasn't working right. Sure enough, Item ID conflict. Typed it into NEI, got the ID #s, g00gled the item or found it in the NEI Item Subsets (Located in a big grey button at the top) and searched for the item. No recording down every item, looking through every config etc.
Well, those old Minecraft builds are poorly outdated. So much has been fixed since then, so unless you refuse to upgrade because of a certain mod (I can only think of Redpower 2 that holds people back.. See post above yours, lol) or your server won't upgrade, you are going to run into a ton of conflicts. So much has been ironed out since then, it is unbelievable.
Sorry for the conflicts, I would hope you post the conflict in the appropriate mods thread to make the Authors aware so they can fix it and help the community even more (and make this mod even more pointless).
Also, I used ID Resolver back in 1.4.5 and my gosh, it made a huge difference. So, I know where everyone is coming from with this mod. It does make things easier, but for the time being, people need to deal with the fact it's not updated and stop nagging the author.
Jul 13, 2013Posted in: Minecraft ModsQuote from TracerFox
Riptiduh: In general you make a very good point in that folks don't need this mod to get by. ID Resolver has always, in my own opinion, been about convenience and simplifying the process of eliminating ID conflicts.
I have discovered the hard way that there is still one area where this mod can drastically reduce headaches caused by manual ID fixes. Specifically in the case of item ID conflicts. Forge is very good about halting/crashing when there is a block id conflict, making things rather simple to resolve by just looking at the end of a log to find the offending ID. However in the case of item id's, this is not always true. Several times I was only made aware of a conflict when something broke during gameplay.
It appears that Forge doesn't always halt during starup when encountering an item id conflict. I've even had a case where there wasn't even any error in the log at all. I had to go through every config file and record ID's to find the overlap.
In short, to imply or outright say that this mod serves no purpose is a touch premature. Unless/until Forge is able to more consistantly crash on any kind of id conflict, or else integrate some method of automatic conflict resolution directly into forge itself, then this mod will continue to be useful to detect and resolve those fringe cases
True, Item ID's are different, but I still don't buy it.
One major precaution to take when modding and installing many mods is installing NEI. The Item conflict would have been made aware as soon as you tried to make this item that conflicted with the other. NEI would have showed two items with the same ID and the problem would be solved in under a minute with simply finding the item's mod, in NEI, in game, quitting the game and changing the ID. I had to do this myself with very very few Item ID's (my latest personal pack with 131 mods has no item conflicts, only blocks) since Forge allows an Item ID range in the tens of thousands.
I am curious which items from which mods you were having problems with. As I stated before, it is the smaller mods that usually have more conflicts. The big mods that are in most modpacks have very, very few conflicts.
Sorry, I just think you took the harder path without knowing. Like I said a couple posts ago, I've had to do this process over and over with hundreds of mods. It's second nature to me know. Yes there was a learning curve, but I soon learned taking precautions like NEI (You can turn it off in game if you want to pull the cheat card) solved 90% of the problems. The Minecraft Crash report solved the other 10%.
Jul 12, 2013Posted in: Minecraft ModsQuote from TGMagus
I don't think you're being... too... rude... but I wasn't really gonna have a contest, here. My personal opinion is that 56 mods, what I have, is quite a lot. Your mileage may vary on this one.
I do have the client set up as well as the server (it's my server), and I give the MultiMC modpack/instance zip to a few friends and we get together and adventure around.
I suppose my issue would be that if I update to 1.5.2 with the new mods, although there may not be conflicts if the IDs are identified and changed in the config files, new IDs may suffer from shenanigans.
I'm not in a particularly big hurry to update, so it's just one of those "I can wait a while". If IDResolver doesn't update, you're right, in that I will have to bite the bullet and learn how to manage IDs on my own. But I will worry about that when the time comes.
So you're saying that if I were to take the IDResolver.properties file, and look at the ID's being changed, then go to the configs for the mods themselves and modify the files to match what IDResolver uses, then essentially I can leave/uninstall IDResolver afterwards? This is good, but should I update the mods afterwards, any new conflicts will have to be handled on a 1-by-1 basis, yes? Really the only reason to do this is to update all the mods so that they're at 1.5.2. Does the new 1.5.2 upgrade have an ID sorter of sorts so that there are no conflicts? I think I heard something about that but I'm not certain about it.
Again, just a little apprehensive about the process, but as I said earlier, if this mod doesn't update, then you're all correct in that I should learn how to do it manually.
Cool. I didn't mean to come off as having a p33ing contest as to how many mods I am running compared to you or anyone else. I was simply showing that it can be done. Like I said, to each their own, no big deal.
What I meant more to say, which I guess I didn't do the greatest job in explaining, is reassuring you that people on here make messing with ID conflicts way way way way way way^9000000 harder than it is. It is so very simple. Open up config.cfg in your Minecraft folder, wherever that may be, Minecraft will provide you with which ID's are conflicted when you go to load, because Minecraft crashes and tells you in the crash report which ID's are conflicting. You simply go to that mods config file, change "___Ore block 400" to "___Ore block 501" or 700 or 401 even. You learn Forge gives you 4096 block ID's to work with. That's it, it takes literally 10 seconds after you navigate the crash and find which IDs are conflicting. Reading the crash report near the bottom where there is always the explanation of the crash takes 5 seconds once you get the hang of it and know where to look.
Also, changing ID's does not cause "shenanigans". I think that is something in your head that people on here have lead other people to believe. Misinformation in its simplest form. How would any of the big mod packs run so well if changing ID's caused shenanigans. Well, they wouldn't run at all if that was the case
Good luck, and once again, do not wait for this mod. It won't happen for 1.5.2 and it will be a long time, if at all, if it is coming for 1.6. Trust me, you do not need this mod. The best mods are still on 1.5.2 anyway
Let me repeat, you or anyone else (unless completely and utterly unwilling to change ID's themselves) do not need this mod.
Sorry if my forwardness feels rude, I must assure you it's not. It is just very tiring seeing people in the forums, this thread specifically, spreading misinformation and whining about this mods update.
Good luck and have fun!
Jul 12, 2013Posted in: Minecraft ModsQuote from TGMagus
I think a lot of people are getting mixed up about 1.5.1 and 1.5.2 because of this page:
In that particular page, it's listed as for 1.5.1 and 1.5.2... though admittedly, both download links take you to the same version.
This is the only mod left on my list of 56, so I'm eagerly awaiting its update, only because I'm afraid if I try to do a manual ID change to all my mods, I'll break the delicate ecosystem of mod IDs I've built over the last few months.
It is only fear that prevents me from doing it manually. That, and I'm not sure all mods allow the switching of ID's.... that is, from my list.
Great Mod, though! It's certainly helped in cutting down ID headaches.
I hope I don't come off as rude but, as of right now I am running 131 mods. It took me about an hour to setup with MultiMC. So many mods these days have so few ID conflicts, that it is so simple to run this many mods. People just don't want to take the time to learn the first time. I understand that, it's a game and meant to be fun. You are modding it though, unofficially, so it is up to you to take time and learn the "rules" of modding or at least setting up your own modded minecraft.
With that, upgrade with no fear. It's easy, MultiMC and Forge make it easier, and taking a little time, being a resourceful and somewhat intelligent human being makes this process even easier.
Again, 131 mods, very few conflicts the first time I set it up. None of the major mods (mostly mods within the big modpacks) have many conflicts, if any anymore. It's the smaller mods that come with more conflicts. After 131 mods, setting it up on multiple computers (my girl friend, brother, friends etc..) it has become so very easy to setup a massive amount of mods, flawlessly.
Good luck! I hope I gave you enough courage to drop this mod for now and easily, painlessly, with a little time and effort, setup a beautiful Minecraft experience the way you want!
For teh giggles, haters and doubters, with shaders and all:
Not to say you can't have fun without all these mods, and not that I've encountered people with so many more mods than this, but to each their own.
Jul 12, 2013Posted in: Resource PacksQuote from general_207
Yes I am making textures for 1.6. Depends on what version ya know so if you are going for 1.4.7 get the item sheet or for 1.5 move and rename some folders.
Ok, because I am still on 1.5.2 and was curious how I'd take your finished work and make it compatible for myself. Just move the folders out and rename the folders/files is all I have to do?
Jul 12, 2013Hey general,Posted in: Resource Packs
You're making the updates for 1.6+, right?
When you're finished, how does one port a texture pack to a different version?
Jul 10, 2013Riptiduh posted a message on [1.11.2]Affinity HD Resource Pack - 1.11.2 Compatibility.Great texture pack!Posted in: Resource Packs
Also came here to say, Rapid share is absolutely terrible. Why oh why? 30 minutes to download the 256x 124mb and other texture packs it takes me 30 seconds to download 512x packs etc.. Get rid of that crappy hosting!
Jul 9, 2013Posted in: Minecraft ModsQuote from Lockdown2102
I'm hoping there is a simple answer to the issue I am having with the extractor module in the most recent dev build. I have the module connected to the bottom of a ic2 induction furnace. When I go to config where it extracts from I see a lot of options than what used to be there (i.e default, top, bottom, etc) I have the choices of default, north, south, east, west, up and down. I've tried all of them to extract a stone block but nothing happens. I have everything connected to a logistics network with the power and item sinks on chests. What option do I need to pick to take an item from the left side of a machine with a pipe at the bottom?
I hope I don't rain on your parade, but I have found that extractor pipes on IC2 machines always work better when they are connected to the top. Not saying that don't work from the bottom, I've just found they are full proof on top.
Jul 9, 2013Posted in: Minecraft ModsQuote from dontremb
This is so much better than Zan's or Rei's IMO. There are definitely way points. Hit M to open up the full map, then hover your mouse over the Help, or the controls menu, and it should explain everything that you need.
Except for the Death Point, I haven't found anything that Rei's or Zan's does that this mod doesn't do, and better.
*cough* cave map, death point, beacons and in game waypoints, mob map and in game coordinates with waypoint depths *cough*. hehe...
Love mapwriter, but those things are much better in Zan's. Like I said before, if you want to explore the Overworld in the day, mapwriter. Everything else, use Zan's.
Now, if Mapwriter would incorporate those things, we would have a clear winner.
Jul 9, 2013Also, I feel bad for asking this because I am not sure how much work this is (yet, because I want to try my own texture pack) but, could you keep this 1.5+ compatible?Posted in: Resource Packs
This is definitely a request from a minority here because I am running 131 mods and 1.6 does not bring anything new to the table, so I don't see myself upgrading until something amazing comes out, 1.7, or all of my mods update..
If not, I understand. Thanks for the work anyhow :).
Jul 9, 2013Riptiduh posted a message on [1.7.2|256x|128x|64x|32x|16x] Ravand's Realistic - Meta|Random|Repeated|Connected Textures SpecializedWhere is the link for the 1.5 texture pack?Posted in: Resource Packs
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