Jump to content

Help
Latest News Article

[1.2.5]ID Resolver - Update 0


2115 replies to this topic

#41

    ShaRose

    Lapis Lazuli Collector

  • Members
  • 951 posts

Posted 07 June 2011 - 11:40 PM

View PostDaredevil, on 07 June 2011 - 08:56 PM, said:

Sweet modification.

Any chance of implementing a "Use next available ID" during the conflict resolvement?

That's what auto assign does.

Register or log in to remove.

#42

  • Location: Sweden

Posted 08 June 2011 - 12:01 AM

I REALLY(!) like this mod, it saves me a lot of trouble!

I'm a mod maker myself, and i'm going to update my mod with tonnes of new block and that made me concerned about conflicting with other mods through ID's. But this mod saves my ass pretty well, so tonnes of credit to you! ;)
If it's okay for you, will i refer to this post on my official mod thread, and suggest to people to install this and avoid conflicts between mods.

This also works like a charm, and i successfully changed like 15 ID's so i could use more mods using the same ID's ;)

Btw, have you thought about adding a increased block ID's mod or something like that, it would be really neat and the combination with this mod would make it wonderful! :D
Creator of:
Posted Image

#43

    ShaRose

    Lapis Lazuli Collector

  • Members
  • 951 posts

Posted 08 June 2011 - 12:45 AM

View PostFreeForTaking, on 08 June 2011 - 12:01 AM, said:

I REALLY(!) like this mod, it saves me a lot of trouble!

I'm a mod maker myself, and i'm going to update my mod with tonnes of new block and that made me concerned about conflicting with other mods through ID's. But this mod saves my ass pretty well, so tonnes of credit to you! ;)
If it's okay for you, will i refer to this post on my official mod thread, and suggest to people to install this and avoid conflicts between mods.

This also works like a charm, and i successfully changed like 15 ID's so i could use more mods using the same ID's ;)

Btw, have you thought about adding a increased block ID's mod or something like that, it would be really neat and the combination with this mod would make it wonderful! :D

Adding that edits a lot of classes. MCExtended does however extend blockIDs to 1024.

And I had the same feeling, and I was only adding one block. In fact, I had this set up for my mod only at first, but then I thought 'why not make it work everywhere'.

#44

Posted 08 June 2011 - 05:06 AM

I guess this a good beginning for make a Auto mod installer tool?
Posted Image I´am The Queen :3

#45

  • Minecraft: msw1

Posted 08 June 2011 - 05:23 AM

I tried this, couldn't get in my world. Tried going in and it crashed, no error report. I went in with a debug.bat and my inventory had been cleared. Luckily I'm not an internet idiot and I backed up my saves and inventory. I hope you can find this, cause it looks pretty cool.
Sometimes, I dream of cheese...

#46

  • Location: soviet union (;

Posted 08 June 2011 - 05:42 AM

brilliant work sharose
Posted Image

#47

Posted 08 June 2011 - 10:19 AM

This is a great implementation!

Unfortunately, I'm having some trouble with it and Xie's mods. I'm not sure what it is, but I think Xie overwrites some the default tools and uses the original ID. I will investigation further based on your answer to the below question, but I did notice that the Item ID's for the tools was much bigger than what they should be, which I assume is due to the larger offset needed for Minecraft Extended's additional blocks.

I am using Minecraft Extended, but I am not using the More Block ID's portion of it, thus, should I be using the non-MC Extended version? And if I do use that version, what do I do with the shared gk.class?

The main reason I don't use the MoreBlock ID's portion of Minecraft Extended at this time is because some of my mods that deal with official Minecraft items appear to reference those items by ID instead of name, and changing that ID causes a lot of strange things to happen.

#48

    ShaRose

    Lapis Lazuli Collector

  • Members
  • 951 posts

Posted 08 June 2011 - 11:49 AM

View PostMyschief, on 08 June 2011 - 10:19 AM, said:

This is a great implementation!

Unfortunately, I'm having some trouble with it and Xie's mods. I'm not sure what it is, but I think Xie overwrites some the default tools and uses the original ID. I will investigation further based on your answer to the below question, but I did notice that the Item ID's for the tools was much bigger than what they should be, which I assume is due to the larger offset needed for Minecraft Extended's additional blocks.

I am using Minecraft Extended, but I am not using the More Block ID's portion of it, thus, should I be using the non-MC Extended version? And if I do use that version, what do I do with the shared gk.class?

The main reason I don't use the MoreBlock ID's portion of Minecraft Extended at this time is because some of my mods that deal with official Minecraft items appear to reference those items by ID instead of name, and changing that ID causes a lot of strange things to happen.

Yes, the next version should fix the issue where it acts as if it always has more block IDs. As well, if you want to enable overwriting you can use the cancel button (Now labelled 'Cancel and Return') to simply allow it to overwrite, at least for Item IDs.

Oh, and I'm adding a menu to the Mod Options window as well, so you can remove your saved block IDs. With that however, you will have to restart Minecraft to take effect, and it will ask you to set those blocks again, in addition to the override button.

#49

    Zekrom9

    Redstone Miner

  • Members
  • 588 posts
  • Location: Denmark
  • Minecraft: Zekrom9

Posted 08 June 2011 - 02:12 PM

ShaRose! I found the problem! The mod PremiumWood is using the gk.class AND un.class
What does gk.class ?

#50

    bu7129

    Tree Puncher

  • Members
  • 12 posts

Posted 08 June 2011 - 04:46 PM

Ok this mod looks awsome. I am having a problem with it though. I have tried three different ways to get an error report and I can't get one. Here's what I got.
Modloader 1.6.6
GuiAPI0.10.1-1.6.6
toomanyitems 1.6.6
single player commands 1.6.6

I have them all installed and working. When I put your mod in I get a black screen but it just stays there. The game does not crash"i think thats why no crash report" but it just sits there for ever.
I would love to get this mod working if anyone can help me please let me know

#51

  • Location: Hall of Rezcuerz
  • Minecraft: Link2356

Posted 08 June 2011 - 05:36 PM

View PostZekrom9, on 07 June 2011 - 02:30 PM, said:

Yes.
Its Failing to load a sponge mod and BetterGlass...

#52

  • Minecraft: DingDong92

Posted 08 June 2011 - 05:38 PM

View PostZekrom9, on 07 June 2011 - 02:13 PM, said:

Yea pretty sure, I've installed it many times now, by dragging your mod contents into minecraft.jar and modloader into minecraft.jar and modloadermp into minecraft.jar.

This doesn't use ModLoaderMP, lolol, it uses Modloader and GUIAPI.
Posted Image

#53

  • Location: Hall of Rezcuerz
  • Minecraft: Link2356

Posted 08 June 2011 - 05:58 PM

View PostRetroSnake, on 08 June 2011 - 05:38 PM, said:

This doesn't use ModLoaderMP, lolol, it uses Modloader and GUIAPI.
He said he put modloader in

#54

  • Minecraft: DingDong92

Posted 08 June 2011 - 05:59 PM

View PostUsedtoBeLink2356, on 08 June 2011 - 05:58 PM, said:

He said he put modloader in

He didn't put in GUIAPI, if you had really read my post all the way through.
Posted Image

#55

  • Location: At home, hopefully downing some more Pitch Black
  • Minecraft: SilverJ17

Posted 08 June 2011 - 06:20 PM

I'll need to see if a block id conflict comes up, but I think you might be wrong about the last part. Better Wood/ Premium Wood 12.0 changes both of those classes and it seems to work. On my test map, I found a maple tree and was able to get different wooden planks for it and the Birch Tree found, though it took a little looking around. Hopefully, that's the case, because it's one of my favorite mods and it adds a bunch of new trees to chop down. I still have yet to encounter the so-called magic(al exploding) tree.

Edit: Never mind. It works with that mod, but if I try to add any more mods, it crashes as soon as I boot it up. I've since made separate jars for this mod and mods I used with it and one for Better Wood. Also, thanks to this mod, I think I found out why my wood was glitching. Premium Wood/ Premium Wood uses both files. Iron bars use one of the two files. I think that might of caused a conflict that made Premium Wood glitchy. Thanks, ID Resolver. You might resolved that issue as well. As a result, no more iron bars for me.
"I don't plan to add a new dimension at the moment. It's just to performance heavy on servers, and the current dimensions need more attention before we start adding new ones." < Yeah, like biomes or actual varied terrain in the nether. Nether ruins didn't do the trick at all.

#56

  • Location: 50 6f 6c 73 6b 61
  • Minecraft: Shalashalska, duh.

Posted 08 June 2011 - 07:19 PM

View PostZekrom9, on 07 June 2011 - 01:43 PM, said:

It kinda isn't working for me.. :(
It still crashes upon loading, but.. when I check the crash report it says: "IllegalArgumentException" while still saying its an ID conflict. What should I do?

-snip-

(Sorry that i dont know how to make a scroll)
I believe that you have so many block ID's that you used up all 255 that minecraft has.

Also, is there any order you need to install them in for the MCExtended version? Because I get a blackscreen with no error log. I installed everything, and I have lots of experience installing mods.
Posted Image

#57

    Seanyy

    Carpenter

  • Members
  • 47 posts

Posted 09 June 2011 - 11:07 AM

View PostShalashalska, on 08 June 2011 - 07:19 PM, said:

I believe that you have so many block ID's that you used up all 255 that minecraft has.

Also, is there any order you need to install them in for the MCExtended version? Because I get a blackscreen with no error log. I installed everything, and I have lots of experience installing mods.

Did you use the custom PReader found on page 68 of MCE instead of the one in the top post?

#58

    Rysta

    Obsidian Miner

  • Members
  • 1351 posts
  • Location: Victoria, Australia
  • Minecraft: Rysta

Posted 09 June 2011 - 11:19 AM

So going to try this out, really want to get PlasticCraft working at the same time as Pistons (black screens when I manually change the IDs).
:Diamond: for you.

View PostShalashalska, on 08 June 2011 - 07:19 PM, said:

I believe that you have so many block ID's that you used up all 255 that minecraft has.

Also, is there any order you need to install them in for the MCExtended version? Because I get a blackscreen with no error log. I installed everything, and I have lots of experience installing mods.
There's only 255? Since when?

I have about 400 different blocks at the moment (trying to get more, but the mods I want are crashing due to conflicts).

#59

Posted 09 June 2011 - 12:06 PM

Best mod ever :)

#60

    Zekrom9

    Redstone Miner

  • Members
  • 588 posts
  • Location: Denmark
  • Minecraft: Zekrom9

Posted 09 June 2011 - 12:40 PM

View PostRetroSnake, on 08 June 2011 - 05:38 PM, said:

This doesn't use ModLoaderMP, lolol, it uses Modloader and GUIAPI.

Yea but I need modloadermp for other of my mods...