This is because ars also adds enchantments. You can go into the config file and change the ids
forgive me, but which id's? i think i have almost same problem.
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 6/7/13 4:19 PM
Description: Failed to start game
java.lang.IllegalArgumentException: Duplicate enchantment id!
at net.minecraft.enchantment.Enchantment.<init>(Enchantment.java:111)
at darkhax.moreswordsmod.enchantment.EnchantmentStealth.<init>(EnchantmentStealth.java:12)
at darkhax.moreswordsmod.enchantment.EnchantmentList.init(EnchantmentList.java:24)
at darkhax.moreswordsmod.MoreSwordsMod.Init(MoreSwordsMod.java:69)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:690)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
forgive me, but which id's? i think i have almost same problem.
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 6/7/13 4:19 PM
Description: Failed to start game
java.lang.IllegalArgumentException: Duplicate enchantment id!
at net.minecraft.enchantment.Enchantment.<init>(Enchantment.java:111)
at darkhax.moreswordsmod.enchantment.EnchantmentStealth.<init>(EnchantmentStealth.java:12)
at darkhax.moreswordsmod.enchantment.EnchantmentList.init(EnchantmentList.java:24)
at darkhax.moreswordsmod.MoreSwordsMod.Init(MoreSwordsMod.java:69)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:690)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
This file lets you change many things within the mod. For example you can change the damage output from any of the swords. You can change the durability of any of the swords. You can also change item values if the item value is being used by another mod. The same goes with enchantment ids. The way most ids work in minecraft limits you to one of each thing per id. For example if mod X and mod Y both add an item with the id of 3245 it would conflict. With a config you can change it so those items wont conflict. The same is true with several other mods like ars.
And the final config group is mod settings. This group has one setting you can change. Expedite is an enchantment that lets you or a player change the time within the game. The reason for this option is so server admin can disable people from messing with server time.
This file lets you change many things within the mod. For example you can change the damage output from any of the swords. You can change the durability of any of the swords. You can also change item values if the item value is being used by another mod. The same goes with enchantment ids. The way most ids work in minecraft limits you to one of each thing per id. For example if mod X and mod Y both add an item with the id of 3245 it would conflict. With a config you can change it so those items wont conflict. The same is true with several other mods like ars.
And the final config group is mod settings. This group has one setting you can change. Expedite is an enchantment that lets you or a player change the time within the game. The reason for this option is so server admin can disable people from messing with server time.
Thanks?
well i understood where the config file is for both mods. i just don't exactly know which lines of code need to be changed because not every mod auther writes their config in the most simple to understand manner. ars magica has 2 configs, ars_main and ars_power.
i also don't know all the rules of what is a legit possible alternate ID. in the past i was lucky enough to use TMI/NEI to let me know what ID"s were unused so i changed some conflicts to the unused ID's. but this was a major chore just to get 2 mods to work together and has to be maintained by myself every time a patch comes.
I just wish more mod authors would reach out to each other when they know 2 popular mods are conflicting and work out a solution rather than asking the players to sort it out. (another example of this is how millenaire and buildcraft both are using 2 of the same ID's but i can't figure out how to change them myself. its frustrating as hell).
i took one java class (over the internet, dear god) long ago, but it isn't much help to me in these cases. maybe you could take a closer look at this conflict or give me more precise ways to resolve the conflict cause i'm at a loss.
-Do you know that there is mods that lets you gather bedrock such as divineRPG?
Yes I am aware. Unlike some mod authors I don't feel the need to enforce what mods you can and can't use my work with. If you want to download another mod to make the admin ark craftable be my guest. I do know that this could cause issues for servers that don't want my sword craftable but still want to use my mod alongside a mod that makes bedrock obtainable. If it has not already been done I will be making an option to disable the crafting recipe in my config.
well i understood where the config file is for both mods. i just don't exactly know which lines of code need to be changed because not every mod auther writes their config in the most simple to understand manner. ars magica has 2 configs, ars_main and ars_power.
i also don't know all the rules of what is a legit possible alternate ID. in the past i was lucky enough to use TMI/NEI to let me know what ID"s were unused so i changed some conflicts to the unused ID's. but this was a major chore just to get 2 mods to work together and has to be maintained by myself every time a patch comes.
I just wish more mod authors would reach out to each other when they know 2 popular mods are conflicting and work out a solution rather than asking the players to sort it out. (another example of this is how millenaire and buildcraft both are using 2 of the same ID's but i can't figure out how to change them myself. its frustrating as hell).
i took one java class (over the internet, dear god) long ago, but it isn't much help to me in these cases. maybe you could take a closer look at this conflict or give me more precise ways to resolve the conflict cause i'm at a loss.
Changing values in a config is really easy. That is why most mod authors don't bother to change their mod to make things compatible with other mods. Changing the id within the mod itself can actually cause some problems for existing worlds. Say my mod adds a new enchanting table and it uses the same id as a wooden transport pipe when a user updates my mod from a previous version to the new one all my new enchantment tables will be removed. If the buildcraft mod is installed it will just put the buildcraft pipes where all my enchantment tables were. This can cause issues for those who don't have the conflict. With a config file it allows these conflicts to be at a minimum because the changes take place in a single instance of the mods loading together.
What I do when I have a conflict is simple. I just open up both of the mods involved and check their configs. I then put the beside each other and look for similarities. I don't know much about ars but I do know almost every single enchantment conflicts with my effects. A simple solution would be to just move them all up to 140+ but lower than 256.
This is a clip from the Main config
####################
# enchantments
#===================
# Allows control over various enchantments in the mod.
####################
enchantments {
I:imbued_armor=102
I:imbued_bow=103
I:imbued_weapon=101
I:magic_resist=100
I:soulbound=104
}
Changing values in a config is really easy. That is why most mod authors don't bother to change their mod to make things compatible with other mods. Changing the id within the mod itself can actually cause some problems for existing worlds. Say my mod adds a new enchanting table and it uses the same id as a wooden transport pipe when a user updates my mod from a previous version to the new one all my new enchantment tables will be removed. If the buildcraft mod is installed it will just put the buildcraft pipes where all my enchantment tables were. This can cause issues for those who don't have the conflict. With a config file it allows these conflicts to be at a minimum because the changes take place in a single instance of the mods loading together.
What I do when I have a conflict is simple. I just open up both of the mods involved and check their configs. I then put the beside each other and look for similarities. I don't know much about ars but I do know almost every single enchantment conflicts with my effects. A simple solution would be to just move them all up to 140+ but lower than 256.
This is a clip from the Main config
####################
# enchantments
#===================
# Allows control over various enchantments in the mod.
####################
enchantments {
I:imbued_armor=102
I:imbued_bow=103
I:imbued_weapon=101
I:magic_resist=100
I:soulbound=104
}
ty. that all makes sense and i changed the ars magica id's and made it work.
i do have some other mods that also add enchants and they just happen to not conflict. i'm just clueless how we find out which ID's are available (you said try 140-256) ...since these aren't block ID's i can't just go into NEI and find some available ID's.
Swords that spawn in chests with enchantments, please! Obviously with a low rate.
Also why doesn't Molten Edge have an enchantment!?
A lot of the swords don't have effects. The effects are still being worked on. I should probably start finishing up what I have done so far in the mod and release an update.
hey darkhax, I know this is foolish, I ended up loading 94 mods onto my minecraft hehe, and yours would be 95, however one of the ores (brass) seems to have an ID conflict with one of the swords from this mod. Minecraft runs, but in the recipes for nei, it flashes the umpteen brass ores and then flashes on the infinity sword as the ore component for the recipe (I think it was to build a bronze shovel in metallurgy 3) I was just curious as to how to go about fixing this problem, if it actually is one (seeing as how minecraft is running fine) as easily as possible? Am I able to change Id's for the swords?
thanks in advance for any help anyone can give in this matter!
hey darkhax, I know this is foolish, I ended up loading 94 mods onto my minecraft hehe, and yours would be 95, however one of the ores (brass) seems to have an ID conflict with one of the swords from this mod. Minecraft runs, but in the recipes for nei, it flashes the umpteen brass ores and then flashes on the infinity sword as the ore component for the recipe (I think it was to build a bronze shovel in metallurgy 3) I was just curious as to how to go about fixing this problem, if it actually is one (seeing as how minecraft is running fine) as easily as possible? Am I able to change Id's for the swords?
thanks in advance for any help anyone can give in this matter!
Just either use NEI to dump the IDs or manually change them in the config of either mod. Also, you can use ID Resolver to automatically do this.
hey darkhax, I know this is foolish, I ended up loading 94 mods onto my minecraft hehe, and yours would be 95, however one of the ores (brass) seems to have an ID conflict with one of the swords from this mod. Minecraft runs, but in the recipes for nei, it flashes the umpteen brass ores and then flashes on the infinity sword as the ore component for the recipe (I think it was to build a bronze shovel in metallurgy 3) I was just curious as to how to go about fixing this problem, if it actually is one (seeing as how minecraft is running fine) as easily as possible? Am I able to change Id's for the swords?
thanks in advance for any help anyone can give in this matter!
This is an odd error that has been coming up more and more in my tests. It may have something to do with static ids.
Only thing I can think of to help would be to move my sword ids up by 2-3 k in the config.
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 6/7/13 4:19 PM
Description: Failed to start game
java.lang.IllegalArgumentException: Duplicate enchantment id!
at net.minecraft.enchantment.Enchantment.<init>(Enchantment.java:111)
at darkhax.moreswordsmod.enchantment.EnchantmentStealth.<init>(EnchantmentStealth.java:12)
at darkhax.moreswordsmod.enchantment.EnchantmentList.init(EnchantmentList.java:24)
at darkhax.moreswordsmod.MoreSwordsMod.Init(MoreSwordsMod.java:69)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:690)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 878972192 bytes (838 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms1024m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.51 FML v5.2.12.712 Minecraft Forge 7.8.0.712 66 mods loaded, 66 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{5.2.12.712} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge{7.8.0.712} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore{0.8.6.13} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
CoFHCore{1.5.2.2} [CoFH Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems{1.5.2.23} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_bspkrsCore{v2.06(1.5.2)} [bspkrsCore] ([1.5.2]bspkrsCorev2.06.zip) Unloaded->Constructed->Pre-initialized->Initialized
TreeCapitator{Forge 1.5.2.r01} [TreeCapitator] ([1.5.2]TreeCapitator.Forge.1.5.2.r01.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized
CoFHNetwork{1.5.2.2} [CoFHNetwork] (CoFHCore-1.5.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
CoFHWorld{1.5.2.2} [CoFHWorld] (CoFHCore-1.5.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights{1.2.2} [Dynamic Lights] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_onFire{1.0.2} [Dynamic Lights on burning] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_creepers{1.0.2} [Dynamic Lights on Creepers] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_dropItems{1.0.4} [Dynamic Lights on ItemEntities] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_mobEquipment{1.0.0} [Dynamic Lights on Mob Equipment] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_otherPlayers{1.0.4} [Dynamic Lights Other Player Light] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DynamicLights_thePlayer{1.0.7} [Dynamic Lights Player Light] (DynamicLights_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DamageIndicatorsMod{2.7.0.1} [Damage Indicators] (1.5.2 DamageIndicators v2.7.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_ArmorStatusHUD{v1.7(1.5.2)} [ArmorStatusHUD] ([1.5.2]ArmorStatusHUDv1.7.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_CrystalWing{ML 1.5.2.r01} [CrystalWing] ([1.5.2]CrystalWing.ML.1.5.2.r01.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_DirectionHUD{v1.13(1.5.2)} [DirectionHUD] ([1.5.2]DirectionHUDv1.13.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_FloatingRuins{ML 1.5.2.r02} [FloatingRuins] ([1.5.2]FloatingRuins.ML.1.5.2.r02.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_IngameInfo{ML 1.5.2.r02} [IngameInfo] ([1.5.2]IngameInfo.ML.1.5.2.r02.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap{v3.3_06 [1.5.2]} [mod_ReiMinimap] ([1.5.2]ReiMinimap_v3.3_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_StartingInventory{ML 1.5.2.r01} [StartingInventory] ([1.5.2]StartingInventory.ML.1.5.2.r01.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_StatusEffectHUD{v1.10(1.5.2)} [StatusEffectHUD] ([1.5.2]StatusEffectHUDv1.10.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_AnimalBikes{1.0} [mod_AnimalBikes] (AnimalBikes_Modloader_1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
ArsMagica{5.52.012} [Ars Magica] (ArsMagica_5.52.012.zip) Unloaded->Constructed->Pre-initialized->Initialized
Backpack{1.9.11} [Backpack] (backpack-1.9.11-1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
BattleTowers{1.3.4} [Battle Towers] (BattleTowers_1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
BetterDungeons{1.5} [Better dungeons] (BetterDungeons.zip) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Core{3.6.0} [BuildCraft] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Builders{3.6.0} [BC Builders] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Energy{3.6.0} [BC Energy] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Factory{3.6.0} [BC Factory] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Transport{3.6.0} [BC Transport] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Silicon{3.6.0} [BC Silicon] (buildcraft-A-3.6.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
CastleDef{1.0.0} [Castle Defenders] (CastleDefenders1.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
ChickenChunks{1.3.2.11} [ChickenChunks] (ChickenChunks 1.3.2.11.jar) Unloaded->Constructed->Pre-initialized->Initialized
DungeonMobs{2.6.0} [Dungeon Mobs] (Dungeon Mobs v2.6.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
DungeonPack{1.5.2 v3} [DungeonPack] (DungeonPack 1.5.2 v3 Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized
EE3{pre1h (build 16)} [Equivalent Exchange 3] (ee3-universal-pre1h-16.jar) Unloaded->Constructed->Pre-initialized->Initialized
eplus{1.14.6} [Enchanting Plus] (EnchantingPlus-1.14.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
EnderStorage{1.4.2.10} [EnderStorage] (EnderStorage 1.4.2.10.jar) Unloaded->Constructed->Pre-initialized->Initialized
ExtrabiomesXL{3.13.1} [ExtrabiomesXL] (ExtrabiomesXL-universal-1.5.2-3.13.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forestry{2.2.6.3} [Forestry for Minecraft] (forestry-A-2.2.6.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
iChunUtil{1.0.1} [iChunUtil] (iChunUtil1.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
GraviGun{1.5.1} [GraviGun] (GravityGun1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
inventorytweaks{1.54b} [Inventory Tweaks] (InventoryTweaks-1.54b.jar) Unloaded->Constructed->Pre-initialized->Initialized
IronChest{5.2.6.429} [Iron Chest] (ironchest-universal-1.5.2-5.2.6.429.zip) Unloaded->Constructed->Pre-initialized->Initialized
More Bows{1.5_v1} [More Bows mod] (More bows 1.5.2_2 Forge.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_Stackables{1.5.2} [mod_Stackables] (More Stackables.zip) Unloaded->Constructed->Pre-initialized->Initialized
MoreSwordsMod{2.4.2} [More Swords Mod] (More Swords Mod 2.4.4 For 1.5.2.jar) Unloaded->Constructed->Pre-initialized->Errored
NEIPlugins{1.0.9.2} [NEI Plugins] (NEIPlugins-1.0.9.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
PortalGun{1.5.2} [PortalGun] (PortalGun1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
AS_Ruins{10.2} [Ruins Spawning System] (Ruins_1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
SoulShards{1.28.33} [Soul Shards] (SoulShards-1.0.34-universal-srg.jar) Unloaded->Constructed->Pre-initialized->Initialized
pitman-87_TF2_Sentry{1.5.2} [TF2 Sentry] (TF2_Sentry_1.5.2b.zip) Unloaded->Constructed->Pre-initialized->Initialized
pitman-87_TF2_Teleporter{1.5.1} [TF2 Teleporter] (TF2_Teleporter_1.5.2a.zip) Unloaded->Constructed->Pre-initialized->Initialized
Thaumcraft{3.0.5e} [Thaumcraft] (Thaumcraft3.0.5e.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThaumicTinkerer{1.0.5} [Thaumic Tinkerer] (Thaumic Tinkerer [1.0.5].zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion{2.4.3.0} [Thermal Expansion] (ThermalExpansion-2.4.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest{1.18.0} [The Twilight Forest] (twilightforest-1.18.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
AS_UpdateCheck{1.0.8} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
OmniTools{3.1.4.0} [OmniTools] (OmniTools-3.1.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.9.0
OpenGL: GeForce GTX 570/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
I should put a notice about this somewhere in my main post. I probably wont though because nobody reads it XD
Anyhow .minecraft/config/MoreSwordsMod.cfg looks like this
This file lets you change many things within the mod. For example you can change the damage output from any of the swords. You can change the durability of any of the swords. You can also change item values if the item value is being used by another mod. The same goes with enchantment ids. The way most ids work in minecraft limits you to one of each thing per id. For example if mod X and mod Y both add an item with the id of 3245 it would conflict. With a config you can change it so those items wont conflict. The same is true with several other mods like ars.
And the final config group is mod settings. This group has one setting you can change. Expedite is an enchantment that lets you or a player change the time within the game. The reason for this option is so server admin can disable people from messing with server time.
Thanks?
Farewell everyone o/
great job on the mod !
i also don't know all the rules of what is a legit possible alternate ID. in the past i was lucky enough to use TMI/NEI to let me know what ID"s were unused so i changed some conflicts to the unused ID's. but this was a major chore just to get 2 mods to work together and has to be maintained by myself every time a patch comes.
I just wish more mod authors would reach out to each other when they know 2 popular mods are conflicting and work out a solution rather than asking the players to sort it out. (another example of this is how millenaire and buildcraft both are using 2 of the same ID's but i can't figure out how to change them myself. its frustrating as hell).
i took one java class (over the internet, dear god) long ago, but it isn't much help to me in these cases. maybe you could take a closer look at this conflict or give me more precise ways to resolve the conflict cause i'm at a loss.
In that case read the FAQ I took the time to copy out parts you should read.
Farewell everyone o/
Changing values in a config is really easy. That is why most mod authors don't bother to change their mod to make things compatible with other mods. Changing the id within the mod itself can actually cause some problems for existing worlds. Say my mod adds a new enchanting table and it uses the same id as a wooden transport pipe when a user updates my mod from a previous version to the new one all my new enchantment tables will be removed. If the buildcraft mod is installed it will just put the buildcraft pipes where all my enchantment tables were. This can cause issues for those who don't have the conflict. With a config file it allows these conflicts to be at a minimum because the changes take place in a single instance of the mods loading together.
What I do when I have a conflict is simple. I just open up both of the mods involved and check their configs. I then put the beside each other and look for similarities. I don't know much about ars but I do know almost every single enchantment conflicts with my effects. A simple solution would be to just move them all up to 140+ but lower than 256.
This is a clip from the Main config
And then this is my config
Both mods use 101,102,103,104. Change them.
Farewell everyone o/
i do have some other mods that also add enchants and they just happen to not conflict. i'm just clueless how we find out which ID's are available (you said try 140-256) ...since these aren't block ID's i can't just go into NEI and find some available ID's.
It is 257-36000 If I am not mistaken
Farewell everyone o/
It is a work in progress
Farewell everyone o/
Also why doesn't Molten Edge have an enchantment!?
A lot of the swords don't have effects. The effects are still being worked on. I should probably start finishing up what I have done so far in the mod and release an update.
Farewell everyone o/
Farewell everyone o/
thanks in advance for any help anyone can give in this matter!
Just either use NEI to dump the IDs or manually change them in the config of either mod. Also, you can use ID Resolver to automatically do this.
This is an odd error that has been coming up more and more in my tests. It may have something to do with static ids.
Only thing I can think of to help would be to move my sword ids up by 2-3 k in the config.
Farewell everyone o/