Jump to content

  • Curse Sites
Become a Premium Member! Help
Latest News Article

[1.6.4][SMP][Forge] Idfix and Idfix Minus: mods for resolving Id conflicts


  • Please log in to reply
469 replies to this topic

#341

theruler333

Posted 10 December 2013 - 11:12 PM

Add tropicraft to the list of incompatible mods. Out of my 100 mods that's the only one which doesn't seem to be adding/generating an idfixminus text file

Register or log in to remove.

#342

Chocokid
    Chocokid

    Tree Puncher

  • Members
  • 22 posts

Posted 11 December 2013 - 02:10 PM

Does this work for enchantment ids? Is there a 1.5.2 version?

#343

MickyFoley
  • Location: Austria
  • Minecraft: Micky_Foley

Posted 14 December 2013 - 01:05 AM

My 3x start method:
  • Get idfixminus. Locate the folder /mods/1.6.4/. If you don't have it, create it and put idfixminus in there.
  • Get idfix and put it into your /mods/ folder.
  • Start your pack the 1st time. You'll maybe see some mods, overwriting other items. Don't worry, idfixminus just can't handle all mods itself. Just start through.
  • Start your pack a 2nd time. Look for conflicts. If there is any, idfix (not minus) will fix the rest.
  • Start your pack a 3rd time. All conflicts should have been gone.
There are some cases, my method won't fix them too.

Why this method works at 99%:

Forge somehow seems to prefer mods from the /mods/1.6.4/ folder. So idfixminus will get loaded before idfix. Like AUTOMATIC_MAIDEN said, idfixminus will set your IDs directly to a proper id, if there is any conflict. The 2nd time you start, idfixminus recognizes, that all IDs are well set. Sadly, some mods are well set, but will generate a conflict - no matter, what idfixminus did. Now the gameplay is by idfix. He will grab the rest and fixes it by himself.

Troubleshooting:

Q: There are still conflicts!
A: Please delete idfix.txt, idfixminus.txt and your configs. If it doesn't help: Congratulations. You found one of the 1%, not working well with idfix and/or idfixminus. In this case, you'll have to change the IDs by yourself. Please notify the author of the mod, something went badly wrong, since neither Minecraft Forge will tell you about this conflict.

Guessing: Maybe the mod was compiled against an older Forge-version for compatibility. The problem is: Building against older Forge-versions will have the negative effect, that there simply is no support to say: "Hey Forge! I really want to overwrite IDs!". Developers have 2 choices: Force overwriting IDs or simply set IDs. If the 2nd option was chosen, Minecraft will stop and say: "Hey buddy, look for your IDConflicts.txt. This and this ID-ranges are free to use." Since idfix and idfixminus won't fix forced overwritten IDs for a good reason (Examples: Railcraft, GegTech, Minefactory Reloaded, etc. are forcing overwriting some IDs, to make own recipes or simply make them harder, cheaper, easier, whatever), there is nothing AUTOMATIC_MAIDEN can do against. Like I said: I simply guess, what is the reason. But you definitely should contact the developer to fix it. Just say him: "Forge XYZ won't tell me about conflicts, caused by your mod.".

I have to thank AUTOMATIC_MAIDEN maybe for the last time for idfix and idfixminus, because with version 1.7 and higher you can use ID names instead of ID numbers. So i guess, somewhat like "forestry.Forestry|fences2|1418" (grabbed from idfixmus.txt) is then just "mod.Forestry_fences2_1418". An unique name instead of an ID. This - i guess again - would mean, the max. amount of IDs is also obsolete and we can now have more than just 256 biomes and - don't know the limit of items/blocks/enchantments/mobs. And Forge maybe will only use the names, instead of the IDs (what is understandable, because a conflict with an uniqe name, especially with mod.MODNAME_IDNAME_NUMBER/2NDNAME, a conflict is nearly impossible to produce).

Anyways, I went offtopic once more. I hope, this little post will help you a bit Posted Image.

Edit: Clarified.
"WARNING: Using numeric IDs will not be supported in the future. Please use names, such as 'minecraft:command_block' " so yes... Numeric IDs are gone in 1.7. In that case: AUTOMATIC_MAIDEN: Thank you for all your time and efforts, developing - both - idfix & idfixminus, since such tools (hopefully) won't be needed again Posted Image. Nothing against them, but if you won't have to fix something, it's better ;).
Pemiumize.me - Your Multi-Sharehoster Downloading Service

#344

secretname2009
  • Location: norway
  • Minecraft: secretname2009

Posted 14 December 2013 - 05:14 PM

Hey i got an idea right now...

can you add a config so the idfix can ignore an specified mod ID overwriting?

like hungeroverhaul usually replaces pam harvestcrafts items because of... something but its normal while i see idfix stops that so.
so that config should be useful if you would add it

#345

Chocokid
    Chocokid

    Tree Puncher

  • Members
  • 22 posts

Posted 16 December 2013 - 05:15 PM

View PostDismalAmoeba, on 13 August 2013 - 01:52 PM, said:

I don't really need multiple backports (perhaps just really important bugfixes), but I'll see what I can do. (my coding skills are crap though and I can't find a tutorial to backport mods)
Let me know when you've fixed it for 1.5.2
Send me an email with the file attached or a download link: [email protected]
Thanks.

#346

BUTTONPUSHER
  • Location: The Void

Posted 16 December 2013 - 05:41 PM

View PostRongmario, on 04 November 2013 - 03:43 PM, said:

I will upload the actual pack once I get the modders permission, I might destribute the config..
thank you, and i am running the FTB master config for now, let me know if you can't find that link :D
Posted Image

#347

will2379
    will2379

    Out of the Water

  • Members
  • 5 posts
  • Location: somewhere in the world, not telling where D:
  • Minecraft: will2379

Posted 25 December 2013 - 08:01 PM

A few of my mods are still conflicting, I checked the file and, guess what, it's a .jar.
Crash report is below.
Spoiler:


#348

Xeonen
    Xeonen

    Tree Puncher

  • Members
  • 38 posts

Posted 28 December 2013 - 12:00 AM

With Ars Magica 2 and  Minefactory Reloaded 2.7.4-255 with IDFix Minus I'm getting this crash log on boot. I've looked into a few more things and changed some variables I've come across a few weird data.

Once problem starts, removing ID Fix Minus will not solve problem or downgrading MFR to 2.7.3, restoring configs and starting without IDFix Minus solves it.

Description: Initializing game

java.lang.NullPointerException
at am2.items.ItemEssence.func_77617_a(ItemEssence.java:93)
at am2.lore.CompendiumEntryTypes.initTextures(CompendiumEntryTypes.java:42)
at am2.items.ItemSpellPart.func_94581_a(ItemSpellPart.java:52)
at net.minecraft.client.renderer.texture.TextureMap.func_110573_f(TextureMap.java:186)
at net.minecraft.client.renderer.texture.TextureMap.<init>(TextureMap.java:44)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:506)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)

#349

nekarolovesminecraft

Posted 29 December 2013 - 04:27 PM

This mod is essential for any Minecraft player that has mods.  I haven't had a single problem with this mod.



#350

shady47
    shady47

    Tree Puncher

  • Members
  • 14 posts

Posted 31 December 2013 - 12:05 PM

Is there a idfix for minecraft version 1.5.2?

#351

P3rf3ct_Zer0

Posted 31 December 2013 - 02:15 PM

If you have more then 70 mods you will get a conflict at some point. The max mods I had working were 102 and even that was a struggle.

Posted Image


#352

katubug
    katubug

    Out of the Water

  • Members
  • 7 posts

Posted 02 January 2014 - 08:59 AM

For some reason (in my case, when trying to make IC2 play nicely with butterflymania), Idfix works where Idfix minus does not. I'm running 1.6.4, so the line mentioned about making sure that Idfix is running doesn't appear in my forge log (I'm also running via the ftb launcher), but the file does not have a double extension (.jar.zip), and everything else is correct.

I'm fine with just using IDfix non-minus, but I thought it might be information you'd like. If you're interested, I'll happily reproduce the error so I can give you the associated logs.

#353

Finelarme2

Posted 03 January 2014 - 06:30 AM

A big thanks for your mod. I hope it will works on my server too.

#354

Chris9085114
  • Location: Under a bridge
  • Minecraft: chrisz9085114
  • Xbox:whatsyours
  • PSN:whatsyours

Posted 04 January 2014 - 08:00 PM

Just got this mod and may sound like a noob but, what do the backpacks do. I tried to put things in them but it won't let me. Is it a bug because it only happens to work with the Miner's Backpack, but only with some stuff.
I WANT YOU! To hit that up arrow if this post helped you!
You will regret looking at my youtube channel. https://www.youtube....er/Chris9085114
Posted Image

#355

schpeelah

Posted 04 January 2014 - 09:23 PM

View PostChris9085114, on 04 January 2014 - 08:00 PM, said:

Just got this mod and may sound like a noob but, what do the backpacks do. I tried to put things in them but it won't let me. Is it a bug because it only happens to work with the Miner's Backpack, but only with some stuff.
If you use this mod on an already created world, it screws up the configs of Forestry backpacks. Miner's Backpack is from Forestry. This mod adds nothing to the game world.

#356

ekaboss
    ekaboss

    Out of the Water

  • Members
  • 8 posts

Posted 05 January 2014 - 08:55 AM

Thanks dude its really helpful

#357

cajunjon
    cajunjon

    Tree Puncher

  • Members
  • 22 posts

Posted 05 January 2014 - 03:47 PM

THANK YOU :D THANK YOU THANK YOU ­ING THANK YOU

Posted Image


Ketchup is jelly!

#358

Dulana57
    Dulana57

    Tree Puncher

  • Members
  • 22 posts
  • Minecraft: Dulana57

Posted 05 January 2014 - 07:43 PM

plese 1.5.2

#359

Monkeysquad32

Posted 08 January 2014 - 12:26 AM

THank you. Thank you so much. I love this. Saves me a lot of trouble.

#360

Jack_Kenseng

Posted 08 January 2014 - 03:59 AM

Idfix Minus is a godsend!  My custom modpack currently has 91 mods, and I started noticing a few bizarre recipes pop up here and there.  Idfix Minus permanently corrected my long list of configuration files.  Having every single item ID in one text file for searching is also wonderful.

View Postkatubug, on 02 January 2014 - 08:59 AM, said:

For some reason (in my case, when trying to make IC2 play nicely with butterflymania), Idfix works where Idfix minus does not. I'm running 1.6.4, so the line mentioned about making sure that Idfix is running doesn't appear in my forge log (I'm also running via the ftb launcher), but the file does not have a double extension (.jar.zip), and everything else is correct.

I'm fine with just using IDfix non-minus, but I thought it might be information you'd like. If you're interested, I'll happily reproduce the error so I can give you the associated logs.

I just had to do this - Go to properties and make sure it is an "Executable Jar File".  If it is a zipped archive, it's wrong.  My way of changing it is to go to Tools->Folder Options->View.  Find the option "Hide extensions for known file types" and uncheck the box.  Now you can replace the .zip file extension with .jar.  Don't know about the whole FTB launcher thing though.

View Postsecretname2009, on 14 December 2013 - 05:14 PM, said:

Hey i got an idea right now...

can you add a config so the idfix can ignore an specified mod ID overwriting?

like hungeroverhaul usually replaces pam harvestcrafts items because of... something but its normal while i see idfix stops that so.
so that config should be useful if you would add it

Exclusion list may be good for the 1% of mods that totally freak out (and you can manually compare the rest of your mod ID's to that 1% with the ID list afterwards).  But, I have Hunger Overhaul and Pam's Harvestcraft, and I see no problems with Idfix Minus changing any ID's between them.  :P