This is a mod for removing ID conflicts for blocks and items with mods. I'm going to be rewriting this post later on with updated pictures and spoilers, as what's currently there is out of date for some places.
Nothing special you need to do for it to install, just make sure ModLoader and GuiAPI are installed and working, then drag in these files. This mod edits Item and Block, and so if any mod uses those classes it won't work. Each has it's own effects if not working correctly, and if ID resolver detects any issues (Assuming minecraft doesn't crash beforehand) it will tell you with a dialog box, as well and logging it to ID resolver.txt.
I am willing to do merges. Note that if a mod is incompatible with another mod, obviously I'm not going to do a three way merge. I also don't like doing merges where the reason is the modder doesn't know how to use reflection aka edit an existing block. Also, don't expect me to do it quickly. I don't like doing merges, AT ALL, and half the time I am doing something else. Also, to make sure I don't forget, you are best off private messaging me AND posting. And make sure you include a link to the mod's topic: I don't like hunting for stuff.
Download
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OLD VERSIONS
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This mod is usually easy to work with. If your mod is crashing if your block is reassigned, most often than not it is due to referencing the block ID. If you need to use it, you ALWAYS need to reference it like so:
mod_MyMod.myNewBlock.blockID
If you try and use your saved settings, or if you hardcoded it, it will crash or mess up because it will be getting the wrong ID.
If you want help, just contact me on IRC. I'm on irc.esper.net as ShaRose, and hang out in #risucraft, #lahwran, #mcp, or #mcp-modding. You can also contact me by messaging me on irc which is actually preferred, but if you aren't going to stick around because I may be afk, be sure to include some other contact information like an email address, or your MCF account name. I'm also on gamesurge, freenode and rizon as ShaRose.
You can also see the source code on Link Removed. Feel free to send pull requests and open issues if you spot a bug or something to add. If you wish to make your own merge for ID resolver (Because I'm always so fast at getting THAT done...) the readme there includes full and relatively detailed instructions on patching Block and Item for MCP.
Don't private message me on the forums for help installing the mod, issues using the mod, suggestions for the mod, merge requests, or anything of the like because I WILL delete the message as soon as I see it and I WILL NOT respond just for not reading this. If you have an issue, read the above text on resolving the issue or post it in the thread so everyone else can see if it was just you not reading or if it was a legitimate issue.
Oh, and I guess I'll stick a donation button here as well.
Is there any way to save the resolved block IDs I'm using in my mods when I update to 1.2 so I don't have to go around my world and fix every goddamn thing.
I'm going to wait until this and my other mods have updated, obviously, but I just want to know if the fact that I'm using resolved IDs in the current version of my world is going to cause problems.
I'm going to be using a new save format that SHOULD avoid all conflicts with mod updates, as long as they don't change the original block IDs (Which would break saves that weren't using ID resolver in the first place). This however makes names a bit more troubling: What might have been "BlockPlastic from mod_PlasticCraft" is now "ID 125 from mod_PlasticCraft". Not great for readability but sadly the only solid solution. I could have found another place to 'cache' the block names if needed, but since sometimes mods aren't loaded it might just cause more confustion. If people really want me to I can do this though.
ID status crash is fixed, and now it rolls through subitems 0-15.
Now the main point. Starting with Minecraft 1.2 jeb has (partially as we will find) added 4096 block IDs. The problem is something he forgot to finish. Well, two actually. You see, 1.2 was also supposed to have sprite sheets like Minecraft forge has built in. As well, when jeb implemented 4096 block IDs he did not modify Items to support this change. So, for example, if you set a block to slot 264 for example, whenever a diamond would normally spawn it would instead spawn the block you placed in that slot. There are a few ways around this, but I really don't want to go at that since I'd have to add checking code for items and block that really shouldn't be needed.
In short I recommend staying off 1.2 until Mojang fixes it. But, since I know that won't happen for some people, please don't set anything to over 4096 in 1.2 until it's fixed. Well, when ID resolver is updated that is.
Using IDresolver makes mobs not spawn in Mo' Creatures. And if I use IDresolver to re-assign the IDs, then remove IDresolver's class files from minecraft.jar, the IDs go back to conflicting.
Which classes should I remove to get rod of IDresolver but KEEP the re-assigned block IDs?
Using IDresolver makes mobs not spawn in Mo' Creatures. And if I use IDresolver to re-assign the IDs, then remove IDresolver's class files from minecraft.jar, the IDs go back to conflicting.
Which classes should I remove to get rod of IDresolver but KEEP the re-assigned block IDs?
I doubt ID resolver itself is causing that kind of behaviour.
And there's no way to do that. You can try changing config files for some mods, but not all use them.
I'm going to be using a new save format that SHOULD avoid all conflicts with mod updates, as long as they don't change the original block IDs (Which would break saves that weren't using ID resolver in the first place). This however makes names a bit more troubling: What might have been "BlockPlastic from mod_PlasticCraft" is now "ID 125 from mod_PlasticCraft". Not great for readability but sadly the only solid solution. I could have found another place to 'cache' the block names if needed, but since sometimes mods aren't loaded it might just cause more confustion. If people really want me to I can do this though.
ID status crash is fixed, and now it rolls through subitems 0-15.
Now the main point. Starting with Minecraft 1.2 jeb has (partially as we will find) added 4096 block IDs. The problem is something he forgot to finish. Well, two actually. You see, 1.2 was also supposed to have sprite sheets like Minecraft forge has built in. As well, when jeb implemented 4096 block IDs he did not modify Items to support this change. So, for example, if you set a block to slot 264 for example, whenever a diamond would normally spawn it would instead spawn the block you placed in that slot. There are a few ways around this, but I really don't want to go at that since I'd have to add checking code for items and block that really shouldn't be needed.
In short I recommend staying off 1.2 until Mojang fixes it. But, since I know that won't happen for some people, please don't set anything to over 4096 in 1.2 until it's fixed. Well, when ID resolver is updated that is.
Thanks for the update it is always nice to see mod developers especially one as useful as yours be updating your info to the community even if it is saying "not ready yet because of some issues but it is started"
BTW how awesome will it be when they implement official modding support and minecraft comes with a mods folder like texturepacks so we just place our mods in that and away we go. I will probably still use your mod because it is so helpful Thanks again!
Thanks for the update it is always nice to see mod developers especially one as useful as yours be updating your info to the community even if it is saying "not ready yet because of some issues but it is started"
BTW how awesome will it be when they implement official modding support and minecraft comes with a mods folder like texturepacks so we just place our mods in that and away we go. I will probably still use your mod because it is so helpful Thanks again!
Actually when the modding api comes out my mod will almost certianly deprecated and included with it.
I'm pretty much done, but I'm still worried about the bugs in 1.2.3. I've got an idea, but it might be messy.
You see, I noticed that since ID Resolver's code assumes off of Block.blocksList.Length (Which in any other circumstance would be correct), each item reassign would limit it to the limits of Item.itemsList.Length and Block.blocksList.Length. This also affects default minecraft items, as I noticed when checking ID statuses. So what I'd have to do involves breaking everyone's items, if you are loading an old save. Which is not something I'm looking forward to.
Since I'm doing that, I was debating just straight out fixing 1.2.3's 4096 block ID limits, since all the hard stuff is done. However, due to Mojang hardcoding a lot of things, it will still require minor edits to 12 classes more than I usually edit. So, I'll ask. Do you guys want me to release as is, or fix it up as well? I warn you, the classes I have to edit are not trivial, and will likely conflict with large mods such as Optifine, but it's worth it to ask.
I'm pretty much done, but I'm still worried about the bugs in 1.2.3. I've got an idea, but it might be messy.
You see, I noticed that since ID Resolver's code assumes off of Block.blocksList.Length (Which in any other circumstance would be correct), each item reassign would limit it to the limits of Item.itemsList.Length and Block.blocksList.Length. This also affects default minecraft items, as I noticed when checking ID statuses. So what I'd have to do involves breaking everyone's items, if you are loading an old save. Which is not something I'm looking forward to.
Since I'm doing that, I was debating just straight out fixing 1.2.3's 4096 block ID limits, since all the hard stuff is done. However, due to Mojang hardcoding a lot of things, it will still require minor edits to 12 classes more than I usually edit. So, I'll ask. Do you guys want me to release as is, or fix it up as well? I warn you, the classes I have to edit are not trivial, and will likely conflict with large mods such as Optifine, but it's worth it to ask.
Fine by me but i would like you to try and come out with a patch or something so we install yours then optifine and it will overwrite your class files by some then the patch will fix them to both work. It would be awesome if you could but it wouldn't matter if it took a while to get fixed. I cant play minecraft without both of these because A. i use lots of mods and B.this is the only computer we have atm and it need optifine to get 20-30 fps with mods. However 1.2.3 has made minecraft soo laggy for me yesterday i was getting 0-5 just walking around.
Thanks for replying and in future
People, quit asking when this will be updated. once you see [1.2.3]ID Resolver in the topic name then you know its updated. it takes time for these mods to be updated.
I'm going to wait until this and my other mods have updated, obviously, but I just want to know if the fact that I'm using resolved IDs in the current version of my world is going to cause problems.
Also check me out on:
WordPress, Etsy, and Spore.
That's what it is now.
I'm going to be using a new save format that SHOULD avoid all conflicts with mod updates, as long as they don't change the original block IDs (Which would break saves that weren't using ID resolver in the first place). This however makes names a bit more troubling: What might have been "BlockPlastic from mod_PlasticCraft" is now "ID 125 from mod_PlasticCraft". Not great for readability but sadly the only solid solution. I could have found another place to 'cache' the block names if needed, but since sometimes mods aren't loaded it might just cause more confustion. If people really want me to I can do this though.
ID status crash is fixed, and now it rolls through subitems 0-15.
Now the main point. Starting with Minecraft 1.2 jeb has (partially as we will find) added 4096 block IDs. The problem is something he forgot to finish. Well, two actually. You see, 1.2 was also supposed to have sprite sheets like Minecraft forge has built in. As well, when jeb implemented 4096 block IDs he did not modify Items to support this change. So, for example, if you set a block to slot 264 for example, whenever a diamond would normally spawn it would instead spawn the block you placed in that slot. There are a few ways around this, but I really don't want to go at that since I'd have to add checking code for items and block that really shouldn't be needed.
In short I recommend staying off 1.2 until Mojang fixes it. But, since I know that won't happen for some people, please don't set anything to over 4096 in 1.2 until it's fixed. Well, when ID resolver is updated that is.
Which classes should I remove to get rod of IDresolver but KEEP the re-assigned block IDs?
I doubt ID resolver itself is causing that kind of behaviour.
And there's no way to do that. You can try changing config files for some mods, but not all use them.
Thanks for the update it is always nice to see mod developers especially one as useful as yours be updating your info to the community even if it is saying "not ready yet because of some issues but it is started"
BTW how awesome will it be when they implement official modding support and minecraft comes with a mods folder like texturepacks so we just place our mods in that and away we go. I will probably still use your mod because it is so helpful Thanks again!
Actually when the modding api comes out my mod will almost certianly deprecated and included with it.
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There is now.
You see, I noticed that since ID Resolver's code assumes off of Block.blocksList.Length (Which in any other circumstance would be correct), each item reassign would limit it to the limits of Item.itemsList.Length and Block.blocksList.Length. This also affects default minecraft items, as I noticed when checking ID statuses. So what I'd have to do involves breaking everyone's items, if you are loading an old save. Which is not something I'm looking forward to.
Since I'm doing that, I was debating just straight out fixing 1.2.3's 4096 block ID limits, since all the hard stuff is done. However, due to Mojang hardcoding a lot of things, it will still require minor edits to 12 classes more than I usually edit. So, I'll ask. Do you guys want me to release as is, or fix it up as well? I warn you, the classes I have to edit are not trivial, and will likely conflict with large mods such as Optifine, but it's worth it to ask.
Fine by me but i would like you to try and come out with a patch or something so we install yours then optifine and it will overwrite your class files by some then the patch will fix them to both work. It would be awesome if you could but it wouldn't matter if it took a while to get fixed. I cant play minecraft without both of these because A. i use lots of mods and B.this is the only computer we have atm and it need optifine to get 20-30 fps with mods. However 1.2.3 has made minecraft soo laggy for me yesterday i was getting 0-5 just walking around.
Thanks for replying and in future
He always has offered a patch. Same for Forge.
~Alexayr Productions
no
Thanks!