You seem to be talking about an item id conflict. You could compare the configuration files of both mods to see if they use the same item id's for items and change them. If you are using NEI (Not Enough Items), then you can go ingame to NEI settings to make a dump of all used block and item id's. This then also shows free id ranges that you can use if you have to change some.
If you want to do it really properly, you create a spreadsheet and assign id ranges for all mods. This helps a lot to keep track of changes and make sure a world is still usable after mod updates or if you add more mods.
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Jun 12, 2014Posted in: Mods DiscussionQuote from blockout22
you shouldn't make a modpack unless you know how to read & fix crash reports
That does not make sense at all. You can always run into bugs in mods that haven't been seen or recorded yet (I am not claiming that it is the case this time). With so many mods out there , there are so many different mod combinations that there is no way you are ready for any possible error report. Even mod developers themselves sometimes don't know how to fix error reports from their own mod and then ask for help from other mod creators or need some time to find the mistake.
Jun 12, 2014minecraftnut posted a message on To modders who don't allow anyone to use their mods anyway they choose this is for youI can understand when mod developers can get upset if a different mod developer uses their code/art without giving credits. But I never understood how public modpacks should have permission from the mod developers to use their mod in the modpack.Posted in: Mods Discussion
Mods for Minecraft are not supposed to be earned from (also not by indirect ways). Now, I can understand the reason for using ad.fly (although I will never trust ad.fly) to get some financial support for hosting the mods for downloads. But not for compensation for creating the mod. Because that is against the EULA (donating voluntary as seperate action is a different story).
So a public modpack actually makes hosting downloads for the mod developer cheaper, because it gets less downloaded at their location If the modpack creators then credit the mod creator and also link to their donation page, then I think thats a fair compromise. The mod devs should realise by now that modpacks also can make their mod a lot more popular.
Jun 10, 2014What mod is the breeder from? It could be a compatibility issue between Galacticraft and the mod the breeder is from. I don't know if entity id conflicts are a thing. But the ones from Galacticraft can be changed in core.conf from Galacticraft config files.Posted in: Mods Discussion
Jun 6, 2014Is there a way to prevent items from showing up in NEI? Not to prevent them from being crafted, but just from showing? Preferably using the config files and in block/item id ranges.Posted in: Minecraft Mods
The reason I ask, is because I added a bunch of blocks to forgemultipart config and now the items are clogging up NEI pages. I mean, if you know how to cut up a block for one type, you don't need all of them listed (except for in Creative ofc) I know I can disable subsets, but that hides the saw recipe too.
Apr 24, 2014I wish the thaumometer wasn't this restrictive with what seems to be a very arbitrary order in which you can scan things. It turns scanning things into a chore imo.Posted in: Minecraft Mods
I love most of the changes in Thaumcraft 4, except the Thaumometer. Everytime I find a new aspect, either in the research table or with the Thaumometer, I feel I need to start over with all those items I could not understand before. This feels like a grind. Which is a complete contrast to the awesome minigame in the research table.
Apr 23, 2014minecraftnut posted a message on What Sites Host Modpacks Other Than DropBox (and actually work)Posted in: Mods DiscussionQuote from bilde2910
I've seen servers host mod packs on there before.
For the Technic Platform you need to find your own hosting. Then others can access your modpack through the Technic Launcher. Which just points users towards your hosting.
Mar 30, 2014Your description of the problem only raises questions. So I suggest you post the error log within spoiler tags or using a pastebin link. Look for ForgeModloader-client-0.log . Also, there is no modpack that needs 6Gb ram.Posted in: Mods Discussion
Mar 30, 2014Posted in: Mods DiscussionQuote from Maloonkey
The permission rules were set in place on sound principles. If it didn't make sense it wouldn't be here today.
Wow, that is not an explanation, but just one of those child-lies that a parent tells their children hoping to avoid annoying questions.
As for permissions. More and more mod devs don't ask for permissions anymore or just want you to acknowledge them on the download page for your modpack. And like others mentioned, if you are not going to publicly spread the modpack, you don't need to ask permissions.
Mar 21, 2014Posted in: Mods DiscussionQuote from GeneralTuglle
I made a part builder and put a pickaxe head pattern in the left box and iron ingot in the right one (I tried all combinations) and I didn't get an iron pickaxe head as I should have. Please help! Thanks in advance
That doesn't work like that. I suggest you learn about Tinker's contruct. The books you get ingame explain most things. Check those if you are unsure about this mod. To create metal parts you need to cast metal with the furnace.
Mar 8, 2014So what was your problem with creating a modpack? If you still want to solve it, make sure to give us information to work with. Meaning, error log (pastebin link or between spoilers), minecraft version, list of mods, etc. Anything that could shed some light on your problem.Posted in: Mods Discussion
Mar 4, 2014Posted in: Mods DiscussionQuote from icefang37
I am starting a modded survival series on youtube and I have the chocolate quest better dungeons mod and the biomes o' plenty mod installed i don't know how to con figurate the mod so that chocolate quest dungeons spawn in biomes o plenty biomes please help
You can find the config files for Better Dungeons in Chocolate folder. So not in config folder. Inside, there is a folder called DungeonConfig that lists the configs for each dungeon type. Inside you find a line that looks like this :
biomes = Taiga, Badlands, Chaparral, Dunes, Heathland, Highland, IcyHills, Mesa, Shield, OriginValley, Steppe
You can add the Biomes'O'Plenty biomes to that line (which I did for this example).
So you need to do this for every dungeon type. Keep in mind that some dungeons themes are meant for snow biomes or for ocean (like the pirateships).
Also I expect that you will find usable config files in the chocolate quest mod thread here on these forums. Your question is asked regurarly in that thread.
If you are also using other mods, you could also consider editing the loot config files. So that you not only find vanilla and better dungeons loot, but also loot from the other mods.
I hope this helps you a little.
Mar 1, 2014minecraftnut posted a message on Would the config file be considered part of a mod?Yeah that is fine.Posted in: Mods Discussion
Direwolf20 used to do the same before he got a modpack on FTB. He linked to the mod downloads so people had to download those themselves. While at the same time putting his world save and changed config files up for download. This way people could play the same world as Direwolf20 used in his lets play without having to worry about id conflicts or other config issues.
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