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[1.2.5] 4096IDs

4096ids more block ids

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#1

Robinton
  • Location: My Volcano Castle
  • Minecraft: Robinton

Posted 26 May 2012 - 12:45 AM

This is the thread for 4096IDs, my mod and whatever other users do to update it.

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?

RMob said:

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...

RMob said:

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.

Current Mod compatibility.

Source code:
Spoiler:
Developer notes:
Spoiler:

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. Posted Image
Posted ImagePosted Image

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#2

MineCrak
    MineCrak

    Glowstone Miner

  • Members
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  • Location: Prime-Material Adjacent

Posted 26 May 2012 - 12:46 AM

* Forge, as of Build 3.3.8.139, 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 ]
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. Posted Image

[ 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. Posted Image



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. Posted Image

-- 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:

View PostM4tt1994, on 11 June 2012 - 06:21 AM, said:

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.

[ 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]
Spoiler:

[ 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. Posted Image


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! Posted Image

#3

madcock8338
  • Location: Deez
  • Minecraft: madcock83

Posted 26 May 2012 - 01:59 AM

oh nice, its got it own page now.  glad its here.

Posted Image


#4

mikesteam1234
  • Location: United States
  • Minecraft: Mikesteam1234

Posted 26 May 2012 - 03:39 AM

This is amazing, It lets me have as many mods as I want! (well almost any :P)

#5

DOTxTRI
    DOTxTRI

    Void Walker

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  • Minecraft: Carniplex

Posted 26 May 2012 - 04:02 AM

2 bad your not continuing it :(
Posted Image

LIKE MY POST IF I HELPED YOU OUT :D


#6

Sodisna
    Sodisna

    Lapis Lazuli Collector

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Posted 26 May 2012 - 04:29 AM

View PostDOTxTRI, on 26 May 2012 - 04:02 AM, said:

Too bad your not continuing it. Posted Image
Really no point in continuing it since it suppose to be fixed in 1.3.

#7

kintrix
    kintrix

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Posted 26 May 2012 - 12:12 PM

Awesome!

Posted Image


#8

chaosrik
    chaosrik

    Zombie Killer

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Posted 26 May 2012 - 01:32 PM

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...?

#9

HeckuvaShot
  • Location: Riding Saphira with Eragon Bromson
  • Minecraft: Troy99185

Posted 26 May 2012 - 01:41 PM

View PostRobinton, on 26 May 2012 - 12:45 AM, said:

With any luck, MineCrak will write a much-more-frequently updated post below, with all the newest-and-best versions, tips, etc.

MineCrak? Posted Image
Proud owner of a descendant of Saphira Bjartskular. -------> Posted Image

#10

ant9man
    ant9man

    Out of the Water

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Posted 26 May 2012 - 01:50 PM

I get a black screen
Should it go in the mods folder or into the minecraft.jar

#11

MineCrak
    MineCrak

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  • Location: Prime-Material Adjacent

Posted 26 May 2012 - 02:25 PM

View Postchaosrik, on 26 May 2012 - 01:32 PM, said:

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). 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.


View PostHeckuvaShot, on 26 May 2012 - 01:41 PM, said:

MineCrak? Posted Image

Hello? :P

View Postant9man, on 26 May 2012 - 01:50 PM, said:

I get a black screen Should it go in the mods folder or into the minecraft.jar

It goes into the minecraft.jar file.

#12

NoCookiesForYou

Posted 26 May 2012 - 04:06 PM

i love the mod!

#13

Habigo16
  • Location: In a very blocky world

Posted 26 May 2012 - 10:39 PM

Awesome!
Posted Image<--Please click or this cute egg will die ;D

#14

cubby989
  • Location: In spaaaaaaaaaaaaaaaace.
  • Minecraft: justastranger

Posted 26 May 2012 - 10:53 PM

Posted Image
Hmmm... Still doesn't work?
Posted Image My baby, help it grow.

#15

chaosrik
    chaosrik

    Zombie Killer

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Posted 27 May 2012 - 01:38 AM

View PostMineCrak, on 26 May 2012 - 02:25 PM, said:

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.


I tried replacing the "pb.class" and used Forge 3.1.3.105 but still got the Array out of bounds exception.

#16

cubby989
  • Location: In spaaaaaaaaaaaaaaaace.
  • Minecraft: justastranger

Posted 27 May 2012 - 02:10 AM

View Postchaosrik, on 27 May 2012 - 01:38 AM, said:

I tried replacing the "pb.class" and used Forge 3.1.3.105 but still got the Array out of bounds exception.
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.
Posted Image My baby, help it grow.

#17

M4tt1994
    M4tt1994

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  • Location: Bed. Probably.
  • Minecraft: minimatt1994

Posted 27 May 2012 - 09:35 AM

@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...)
Semper ubi sub ubi - always wear underwear

#18

MineCrak
    MineCrak

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  • Location: Prime-Material Adjacent

Posted 27 May 2012 - 11:37 AM

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. Posted Image

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. Posted Image

#19

DuBistNichtIch
  • Location: Germany
  • Minecraft: DuBistNichtIch

Posted 27 May 2012 - 06:56 PM

Well, I really like this =)

But I have an question, I read this thread, I googled etc., but didn't found a solution yet. I think there was something, but I didn't understood it. My English is not good Posted Image (In fact, its crap, but I'm not from UK/US/etc...)Is there a fix for this weird thing ? I know, that was also discussed in this thread a few post above, but I didn't understand if theres a solution or not =( ?
Spoiler:
Sorry if this is a known bug !

I know where my Towel is, so I don't Panic. R.I.P Douglas Adams.


#20

BLZkilljoy
  • Location: Behind you.
  • Minecraft: BLZkilljoy
  • Xbox:Todayskull

Posted 27 May 2012 - 08:05 PM

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 ----------
Posted Image