Ok. Newbie question here. how would this type of mod work with an SMP server? is it just disabled in SMP or am I going to get banned?
I'm pretty sure that all, or at least the vast majority of mods for minecraft either won't work or will crash the game if you try to use them in an SMP server. Many mods simply aren't compatible with SMP and 99% of those that are must be installed on the server itself, not your local Minecraft client.
So in other words you won't get banned, because you probably won't even be able to play.
Note: just in case you didn't know this doesn't apply to and skins and texture packs
I've recently gotten into trying various mods, Fancypack and Expanded Farming being two of them, and Ive run into a conflict of some sort, and I'm not sure what the problem is exactly.
Let my explain! Hopefully I can provide useful information.. I unfortunately am not sure how to generate a crash report.. all I get is a "black screen o' death"
So basically, I install FancyPack and it works fine. I install Mo'Foodz and it blackscreens. So I reset my jar and install Mo'Foodz by itself, and it works fine.. when I add Fancy Pack it crashes.
I ended up instlaling mo'foodz first, and then fancypack 1 .class file at a time and I ran into no problems until I added mod_FancyPack.class at which point it crashed again.. so there seems to be some sort of conflict between mo'foodz and that specific file.
Further, I tried the other way around. Installing FancyPack and then installing mo'foodz 1 file at a time, and it conflicted with mod_Fruits.class, and that was the only file it broke on.
EDIT: There doesnt seem to be a conflict between mo'foodz and Expanded Farming, both installed worked.
Unfortunately, this latest update doesn't give me a stair back when I destroy one -- like the vanilla, I just get one block of material. My question is: is this intentional or a hiccup in updating? I'd hate to think you just decided to revert the drop to the base game version, but I thought I should ask before I start begging Shockah to give me my stairs back. :happy.gif:;
SyrupTweaks originally had that change included, but I took it out. I don't remember exactly why, but after using returning stairs I figured it was actually less convenient. At the least, if you still get material back, you can make as many stairs again, since it should still make 6 to a stack. I think.
Quote from ang_9x9 »
would the furniture mod work with any texture pack or would i have to play on default to use it?
Furniture appears the same as whatever texture it's made of, so you don't need a special texture pack. Log chairs will use the same texture as your trees do. Only a few actual in-game textures are used from FancyPack itself, and those can all be edited.
Quote from NikoYote »
Any ideas? Is there some overlap between the two?
I'd be willing to bet those mods and FancyPack both use the same blockID for something. You can edit fancypack_core.properties, found in the rar and placed in the same directory as your minecraft.exe, in order to change FP's occupied block and item IDs to something that's not occupied. That file will also show you which IDs FP uses. If you know which IDs the other mods use, they can easily be changed to avoid overlap.
If you don't know which IDs the other mod uses, you can grab Shockah's More Block IDs mod and just change all the FancyPack block IDs to values between 128 and 255 since they won't be occupied by anything.
Ok. Newbie question here. how would this type of mod work with an SMP server? is it just disabled in SMP or am I going to get banned?
Oh good, something I can answer! :biggrin.gif:
I was thinking I might have to make a backup jar to play online, but it seems to work just fine as is. What happens (with crafting at least) is the recipes will still work, even the craft result will show in the table. However you won't be able to take it off of the crafting table, it just snaps back. So it will work fine, but you can't use the mods on a server.
I haven't tried mining obby or stained glass yet though.
Rollback Post to RevisionRollBack
"When as children we listen and dream, we think but half formed thoughts. And when as men we try to remember, we are dulled and prosaic with the poison of life." - Celephaïs, H.P. Lovecraft
Unfortunately, this latest update doesn't give me a stair back when I destroy one -- like the vanilla, I just get one block of material. My question is: is this intentional or a hiccup in updating? I'd hate to think you just decided to revert the drop to the base game version, but I thought I should ask before I start begging Shockah to give me my stairs back. :happy.gif:;
SyrupTweaks originally had that change included, but I took it out. I don't remember exactly why, but after using returning stairs I figured it was actually less convenient. At the least, if you still get material back, you can make as many stairs again, since it should still make 6 to a stack. I think.
Aha! One person's poison, and all that, eh? Me? I preferred just to pick up the stairs again and replace rather than perhaps run out and have to make more, but, as you so rightly said, since 6 blocks = 6 stairs, then it all works out in the end. Thanks for clearing that up. :happy.gif:
I tried running the game and it doesn't crash or anything just exit's out... wtf?
Okay to add to that
I just ran completely vanilla except Mod Loader More ID's mod and Fancy pack I even deleted EVERYTHING else in hopes that previous files somehow conflicted Nothing. It just closes out I read the read me and can find nothing that I'm doing wrong... so I ask you WHAT am I doing wrong there has to be something.
ok so i just got the update and trying to get my mods back from before, started with Fancypack, and got this from Modloader after a crash
-snip-
Meta folder has been deleted, and using mod loader V 4 (without the grass Fix)
any clue whats up?
See that line "Caused by: java.lang.IllegalArgumentException: Slot 26 is already occupied by qt@1e4a47e when adding BlockStoneReturn@1eb5666" ?
It means you have something else using slot 26 which usually means another mod is trying to use that block number, except this time it's the bed that is doing that. Fact is you must have used this mod on beta 1.2 and since it registered the slot 26 to some fancypack item, it now conflicts with the default ID of the bed.
It's really to fix this, just delete the fancypack_core.properties file which is in the same folder as your minecraft.exe file and you'll be able to play :smile.gif:
Two things:
First, I encountered a slight difference with the glass texture in that after I installed the Fancypack and Stained Glass mods, I was able to see glass blocks through the face of another glass block, when normally you aren't able to. I'm certain that my texture pack isn't causing the problem, and I'm wondering if this was intentional or not, and if it's supposed to happen.
Second, is there any possible way to make dyes alternatively applicable to already-placed glass blocks(and to a lesser degree, wool), instead of having to craft the blocks? As you know, glass blocks don't yield anything when broken, and it is not only heavy on resources but a chore as well to have to replace all of the glass that I want dyed.
Anyway, all else considered, fantastic work. I look forward to anything else you have planned.
I'd be willing to bet those mods and FancyPack both use the same blockID for something. You can edit fancypack_core.properties, found in the rar and placed in the same directory as your minecraft.exe, in order to change FP's occupied block and item IDs to something that's not occupied. That file will also show you which IDs FP uses. If you know which IDs the other mods use, they can easily be changed to avoid overlap.
If you don't know which IDs the other mod uses, you can grab Shockah's More Block IDs mod and just change all the FancyPack block IDs to values between 128 and 255 since they won't be occupied by anything.
I had later considered that, and went in (after making sure that More Block IDs was installed) and changed all the ones in FP and MF, but just the block ids. I think I got them all, but I will go back and check (not at home at the moment). Would a shared item ID also cause a crash? I'll checkthose ones as well.. is there an upper/lower range limit on item IDs?
By the time I went into the props files and changed the IDs I was tired and didnt think to post here via edit that I had done so.
Now hypothetically, if there *are not* any ID conflicts in blocks or items, are there any other possible solutions? I mean aside from discarding one of the mods I mean :wink.gif:
I'd be willing to bet those mods and FancyPack both use the same blockID for something. You can edit fancypack_core.properties, found in the rar and placed in the same directory as your minecraft.exe, in order to change FP's occupied block and item IDs to something that's not occupied. That file will also show you which IDs FP uses. If you know which IDs the other mods use, they can easily be changed to avoid overlap.
If you don't know which IDs the other mod uses, you can grab Shockah's More Block IDs mod and just change all the FancyPack block IDs to values between 128 and 255 since they won't be occupied by anything.
I had later considered that, and went in (after making sure that More Block IDs was installed) and changed all the ones in FP and MF, but just the block ids. I think I got them all, but I will go back and check (not at home at the moment). Would a shared item ID also cause a crash? I'll checkthose ones as well.. is there an upper/lower range limit on item IDs?
By the time I went into the props files and changed the IDs I was tired and didnt think to post here via edit that I had done so.
Now hypothetically, if there *are not* any ID conflicts in blocks or items, are there any other possible solutions? I mean aside from discarding one of the mods I mean :wink.gif:
If you've changed the ID's, and you are crashing before getting to the "Majong" title page (right before the main menu," you can check the modloader.txt file located in you .minecraft folder. If there is an ID conflict or if you are out of sprites, it will show that. If you are out of sprites, you are SOL, unfortunately (like I am currently). Hopefully, someone (like Shockah), will be able to create a mod to expand our sprite base, but from what I understand, it's a massive project to do :/
Chocolate Syrup or who ever is working on this mod!
I really want to know if you could chat to the people in charge with the Aether mod coming out to make sure that this mod won't conflict with the Aether mod. Because let's face it, that Aether mod is looking really good and I would hate to lose this mod.
Rollback Post to RevisionRollBack
<- This is clickable by the way.... CLICK IT. SQUIDS DEMAND YOU DO SO.
"You know Squids are totally going to rule the world once they develop Battle armor for the land"
Yes, they would, but items have a huge range (up to over 2,000) and I chose a random spread of IDs for that so it's very unlikely the other modder and I just randomly chose the same IDs.
Quote from mrsquidon »
Chocolate Syrup or who ever is working on this mod!
I really want to know if you could chat to the people in charge with the Aether mod coming out to make sure that this mod won't conflict with the Aether mod. Because let's face it, that Aether mod is looking really good and I would hate to lose this mod.
I'm not going to make special concessions for every single other mod out there. I'm not going to talk personally to every person developing another mod and make sure we're totally on the level. That is a ridiculous and impossible thing to do.
Manually changing blockIDs is already in.
When I try to download this, I copy all the stuff from the CORE file into the minecraft.jar, I already have Risugami's ModLoader. Then, when I start up Minecraft, it stops on a black screen. Any fix?
I'm still having an issue. I have done everything needed I get an error but can't copy it. I've gathered something like
al ModLoader.something something
It says that several times. I know its not much but... I hope this helps my problem!
Also it closes out thats why I can't copy it or even look at it.
So, my question is what am I doing wrong because its working fore EVERYONE ELSE but me..
If you've changed the ID's, and you are crashing before getting to the "Majong" title page (right before the main menu," you can check the modloader.txt file located in you .minecraft folder. If there is an ID conflict or if you are out of sprites, it will show that. If you are out of sprites, you are SOL, unfortunately (like I am currently). Hopefully, someone (like Shockah), will be able to create a mod to expand our sprite base, but from what I understand, it's a massive project to do :/
Alright bfree380, I checked this out (didnt know I could get mod conflict reports from modloader! Thanks for the tip!) and sadly, SADLY it is an out of sprites error. *cry*
At least I know what the trouble is now, and how to fix it. Well, sorta fix it. Geesh, Im going to probably end up having multiple .jar files for differant combinations of mods >.>
I'm pretty sure that all, or at least the vast majority of mods for minecraft either won't work or will crash the game if you try to use them in an SMP server. Many mods simply aren't compatible with SMP and 99% of those that are must be installed on the server itself, not your local Minecraft client.
So in other words you won't get banned, because you probably won't even be able to play.
Note: just in case you didn't know this doesn't apply to and skins and texture packs
I've recently gotten into trying various mods, Fancypack and Expanded Farming being two of them, and Ive run into a conflict of some sort, and I'm not sure what the problem is exactly.
Let my explain! Hopefully I can provide useful information.. I unfortunately am not sure how to generate a crash report.. all I get is a "black screen o' death"
So basically, I install FancyPack and it works fine. I install Mo'Foodz and it blackscreens. So I reset my jar and install Mo'Foodz by itself, and it works fine.. when I add Fancy Pack it crashes.
I ended up instlaling mo'foodz first, and then fancypack 1 .class file at a time and I ran into no problems until I added mod_FancyPack.class at which point it crashed again.. so there seems to be some sort of conflict between mo'foodz and that specific file.
Further, I tried the other way around. Installing FancyPack and then installing mo'foodz 1 file at a time, and it conflicted with mod_Fruits.class, and that was the only file it broke on.
EDIT: There doesnt seem to be a conflict between mo'foodz and Expanded Farming, both installed worked.
Any ideas? Is there some overlap between the two?
SyrupTweaks originally had that change included, but I took it out. I don't remember exactly why, but after using returning stairs I figured it was actually less convenient. At the least, if you still get material back, you can make as many stairs again, since it should still make 6 to a stack. I think.
Furniture appears the same as whatever texture it's made of, so you don't need a special texture pack. Log chairs will use the same texture as your trees do. Only a few actual in-game textures are used from FancyPack itself, and those can all be edited.
I'd be willing to bet those mods and FancyPack both use the same blockID for something. You can edit fancypack_core.properties, found in the rar and placed in the same directory as your minecraft.exe, in order to change FP's occupied block and item IDs to something that's not occupied. That file will also show you which IDs FP uses. If you know which IDs the other mods use, they can easily be changed to avoid overlap.
If you don't know which IDs the other mod uses, you can grab Shockah's More Block IDs mod and just change all the FancyPack block IDs to values between 128 and 255 since they won't be occupied by anything.
Oh good, something I can answer! :biggrin.gif:
I was thinking I might have to make a backup jar to play online, but it seems to work just fine as is. What happens (with crafting at least) is the recipes will still work, even the craft result will show in the table. However you won't be able to take it off of the crafting table, it just snaps back. So it will work fine, but you can't use the mods on a server.
I haven't tried mining obby or stained glass yet though.
Aha! One person's poison, and all that, eh? Me? I preferred just to pick up the stairs again and replace rather than perhaps run out and have to make more, but, as you so rightly said, since 6 blocks = 6 stairs, then it all works out in the end. Thanks for clearing that up. :happy.gif:
Okay to add to that
I just ran completely vanilla except Mod Loader More ID's mod and Fancy pack I even deleted EVERYTHING else in hopes that previous files somehow conflicted Nothing. It just closes out I read the read me and can find nothing that I'm doing wrong... so I ask you WHAT am I doing wrong there has to be something.
yah...
its great...
Meta folder has been deleted, and using mod loader V 4 (without the grass Fix)
any clue whats up?
See that line "Caused by: java.lang.IllegalArgumentException: Slot 26 is already occupied by qt@1e4a47e when adding BlockStoneReturn@1eb5666" ?
It means you have something else using slot 26 which usually means another mod is trying to use that block number, except this time it's the bed that is doing that. Fact is you must have used this mod on beta 1.2 and since it registered the slot 26 to some fancypack item, it now conflicts with the default ID of the bed.
It's really to fix this, just delete the fancypack_core.properties file which is in the same folder as your minecraft.exe file and you'll be able to play :smile.gif:
First, I encountered a slight difference with the glass texture in that after I installed the Fancypack and Stained Glass mods, I was able to see glass blocks through the face of another glass block, when normally you aren't able to. I'm certain that my texture pack isn't causing the problem, and I'm wondering if this was intentional or not, and if it's supposed to happen.
Second, is there any possible way to make dyes alternatively applicable to already-placed glass blocks(and to a lesser degree, wool), instead of having to craft the blocks? As you know, glass blocks don't yield anything when broken, and it is not only heavy on resources but a chore as well to have to replace all of the glass that I want dyed.
Anyway, all else considered, fantastic work. I look forward to anything else you have planned.
I had later considered that, and went in (after making sure that More Block IDs was installed) and changed all the ones in FP and MF, but just the block ids. I think I got them all, but I will go back and check (not at home at the moment). Would a shared item ID also cause a crash? I'll checkthose ones as well.. is there an upper/lower range limit on item IDs?
By the time I went into the props files and changed the IDs I was tired and didnt think to post here via edit that I had done so.
Now hypothetically, if there *are not* any ID conflicts in blocks or items, are there any other possible solutions? I mean aside from discarding one of the mods I mean :wink.gif:
If you've changed the ID's, and you are crashing before getting to the "Majong" title page (right before the main menu," you can check the modloader.txt file located in you .minecraft folder. If there is an ID conflict or if you are out of sprites, it will show that. If you are out of sprites, you are SOL, unfortunately (like I am currently). Hopefully, someone (like Shockah), will be able to create a mod to expand our sprite base, but from what I understand, it's a massive project to do :/
Best mod evar
Dare click?
I really want to know if you could chat to the people in charge with the Aether mod coming out to make sure that this mod won't conflict with the Aether mod. Because let's face it, that Aether mod is looking really good and I would hate to lose this mod.
"You know Squids are totally going to rule the world once they develop Battle armor for the land"
Yes, they would, but items have a huge range (up to over 2,000) and I chose a random spread of IDs for that so it's very unlikely the other modder and I just randomly chose the same IDs.
I'm not going to make special concessions for every single other mod out there. I'm not going to talk personally to every person developing another mod and make sure we're totally on the level. That is a ridiculous and impossible thing to do.
Manually changing blockIDs is already in.
al ModLoader.something something
It says that several times. I know its not much but... I hope this helps my problem!
Also it closes out thats why I can't copy it or even look at it.
So, my question is what am I doing wrong because its working fore EVERYONE ELSE but me..
Alright bfree380, I checked this out (didnt know I could get mod conflict reports from modloader! Thanks for the tip!) and sadly, SADLY it is an out of sprites error. *cry*
At least I know what the trouble is now, and how to fix it. Well, sorta fix it. Geesh, Im going to probably end up having multiple .jar files for differant combinations of mods >.>