I use IDResolver. I hate spreadsheets and multiple config files across the 70+ mods I use. What may seem simple for some is not simple for others - it doesn't make them stupid. True, they shouldn't be asking for updates either, but not having hours and hours to spend on spreadsheets and configs is why people turn to IDResolver in the first place.
I will stay on 1.5.1 until its updated, but I would not hassle for an update to 1.5.2 because I respect modders too much to make their lives a pain. Whether a mod is updated or not is the modders prerogative. Modders have lives and other things to do to. It is nice when a modder puts out a notice "hold the fort guys I'll be back soon......" etc, but its not compulsory.
Of course, there is the other side of the coin - I spoke to a modder last week, who said "I didn't update my mod because nobody ever asked - I didn't think there was any interest............"
Being enthusiastic about a mod and falling into the temptation of asking if its going to be updated is fairly human - especially if its one that's been thoroughly enjoyable or extremely useful like this one. But it doesn't make the person asking a "Hater" or guilty of "Instant gratification hate mongering" - thats as bad an over reaction as asking for the update.
There are two types of "Update?" request on these forums - the one that expresses enthusiasm for the mod and modder and interest in whether it will be updated - supportive and willing to wait - and the other - the "UPDATE THIS NOW!" style which is thoroughly obnoxious. The second one I always report to moderators, especially if its repeated, persistent or from someone with lots of posts who really should know better.
The problem with repeated update requests is that a moderator will frequently lock the thread. As happened with Mo Creatures awhile back. This might stop the update spam, but it also prevents anyone from reporting bugs, suggestions, ideas etc. It would be far better if moderators simply removed all such update posts and sanctioned the offender.
Most of us are here helping others. I'm just getting a little irate at XanderGryphon for, what appears to be (granted, I could be reading too much into it, or misreading completely), him asserting his opinion as fact. I was attempting to offer an alternative viewpoint.
Also, spread sheets?
I just want to make it clear that I am in no way against the use of ID Resolver or those who use it. I have said nothing to imply that, but I feel that's the impression Master_Aricitic has gotten somehow from my opinion that a luxury tool isn't a necessity.
Apologies for the argument this has turned into, as that was never my intention.
Agreed. I am sorry as well. I should know better than to open my big mou-er, keyboard?-when tired... I often forget what I'm talking about and go all over the board with tangents and useless chatter... Again, I was just offering an alternative view to "luxury tool", as, for some, it isn't a luxury tool but truely necessary for them to be able to play with mods. (again, time and so forth).
Hello, i just made an account just for this, i have many mods in my game too, and i dont know but i think the creators changed the ids (i had the mods in 1.4.7 and i updated directly to 1.5.2), in 1.4.7 i had those mods working together almost perfectly (with just misplaced icons in the items and wrong mobs spawning, for example with falling meteors mod) and in the 1.5.2 update the SAME MODS have id conflicts and i looked in the id numbers of one of the mods' config file and it had different numbers than the previous version, and i didnt modified the id numbers there, so they must have changed the id numbers in the update.
My question is can i just simply copy the old config file or the ids at least to the new file? Thee worst part is that i have a world i saved in 1.4.7 so if i dont do this i will lose the world, or at least the items me and my sis gathered, or would it damage the mod install?
I dont know but i think id need this mod (or copy the ids myself) on every update so i can keep my save with the same ids.
Can i do this? Please dont leave me with the doubt i want to update and install everything as soon as possible.
Thanks
Yay, someone I can actually help!
If you used ID Resolver before (to sort out the IDs), no, you cannot simply copy/paste the config file. ID Resolver creates its own config file in which it stores the original IDs and what it changes them to. It does not edit the other config files.
If you personally edited all the mod's config files and changed the IDs manually, then, theoretically, you should be able to copy the part of the configs you edited and paste them into the new files. However, I need to warn you that one of two things will happen if you do this wrong, either A) it will simply delete the file you changed, or 2) the game will crash.
My suggestion would be to open the new config file and the old config file. Find the text at the beginning of a line you modified in the old config file, copy it, search (usually Ctrl+F -- use Ctrl+V to past the copied text) that text in the new config file, and change the end of that line to what you did in the original. DO this for each line you changed.
While there are programs that will find differences in text documents, they are often not free, and those that are free are fling hard to use. If you (were/are) learning Java and had Elipse it would be slightly easier... Heck, if you used any language and used Subversion editing (this is too complicated to explain here and is only useful for detecting changes in documents-after the fact), I would suggest using that...
Ok, lot of text, so Summery: No, don't simply replace files-that will cause crashes or simply be overridden again. DO:
1. Look for the lines you modified in the original file.
2. Copy the beginning of that line (not what you changed, or the ID, for that matter)
3. Search for the same line in the new config file (CTRL+F to search in most Windows programs, CTRL+V to paste text-in the search window)
4. Edit the end of any found line with your change (the ID or other options like "true/false", etc).
This thread is getting so funny I don't get it, what the hell is artic babbling about jobs, insurance, phone scams, what? Just shut-up. Your post is such nonsense I won't even post a quote. And yes we all have lives and can still mod minecraft with or without ID resolver. You people that think you can just throw in 50, 60, 70+ mods in all at once and think its all going to be cherry are just silly. And if you can't find any time, to take your time, to do it in a reasonable way THEN DON'T DO IT. Its not that hard to just put a few mods in at a time and run the game and solve conflicts as they occur with just a few mods. Most mods nowadays work well together. It is only a one time fix. Its not like you have to fix conflicts every time you log into the game, once its done its DONE.
Granted, I was tired when I wrote that... Still, the rest was meaningful. It was giving an alternative viewpoint on XanderGryphon's assertion that ID Resolver is not necessary.
YOUR assertion that people can't do it if they don't have time is completely unnecessary. There are even more alternatives than using ID Resolver and doing it manually. I'm not going to bother listing them as you aren't asking (if someone does then I'll list them, otherwise I'm just responding to you)
IF A) you try to add mods all at once-I agree, that's insane... however, you basically still have to deal with the ID conflicts even if 2) you add them one at a time. Doing it all at once gives you all the errors-for each fix it will give the next error. Doing it one at a time only seems like it is better, you still get the exact same number of errors.
True, you can fix them before hand if you know how to use NEI to get the IDs, but why? The crash is giving you the IDs AND the MODS that are conflicting, NEI gives you all the IDs, so you still have to go through some arbitrary list and find duplicates. Adding all the mods at once seems like a better alternative-assuming you are patient enough to learn, or already know how to read the exception.
FInally, no, you are never done fixing ID issues. Each time an update comes out, if that update adds ANYTHING it will override the config file and your changes will be lost. Each time a mod updates you have to do this process again for any conflicts that mod had with another.
I will add that I miss this tool greatly. I can fix conflicts with Chickenbones mods, but lately I get malware warnings when I try and download his stuff. I have not been able to bring myself to ignore the big flashing red "warning" and get the updated 1.5.2 for his mods. So I am stuck with out Chickenbones or Idresolver. I posted about this on his thread but got not much of an answer. Any other tools or ideas on how to pinpoint conflicts? Or am I just stuck with Trial and error?
Yay, someone I can actually help!
If you used ID Resolver before (to sort out the IDs), no, you cannot simply copy/paste the config file. ID Resolver creates its own config file in which it stores the original IDs and what it changes them to. It does not edit the other config files.
If you personally edited all the mod's config files and changed the IDs manually, then, theoretically, you should be able to copy the part of the configs you edited and paste them into the new files. However, I need to warn you that one of two things will happen if you do this wrong, either A) it will simply delete the file you changed, or 2) the game will crash.
My suggestion would be to open the new config file and the old config file. Find the text at the beginning of a line you modified in the old config file, copy it, search (usually Ctrl+F -- use Ctrl+V to past the copied text) that text in the new config file, and change the end of that line to what you did in the original. DO this for each line you changed.
While there are programs that will find differences in text documents, they are often not free, and those that are free are fling hard to use. If you (were/are) learning Java and had Elipse it would be slightly easier... Heck, if you used any language and used Subversion editing (this is too complicated to explain here and is only useful for detecting changes in documents-after the fact), I would suggest using that...
Ok, lot of text, so Summery: No, don't simply replace files-that will cause crashes or simply be overridden again. DO:
1. Look for the lines you modified in the original file.
2. Copy the beginning of that line (not what you changed, or the ID, for that matter)
3. Search for the same line in the new config file (CTRL+F to search in most Windows programs, CTRL+V to paste text-in the search window)
4. Edit the end of any found line with your change (the ID or other options like "true/false", etc).
Thanks for replying
So basically what you mean is doing this line by line, and i dont think i could mess up the config file, if i only paste the number instead of the whole line, could i?
And about those programs that find differences in txt files what programs are those? Name? Or at least a good free one instead of notepad or something to make this task easier, because i have the feeling that im gonna need to do this on EVERY update of those mods.
Another thing that worries me is the possibility that the mod creator added more stuff in the update, and that create even more id conflicts and then i would be forced to start a new world, is this likely to happen?
PS noob question, can i suscribe to this topic or something? i didnt got your reply in my email, i just happen to check here to see if i got a reply.
Agh I could really use this right now. It'd save me mega-hours of work. Didn't realise it hadn't updated yet! Judging by the thread, it probably won't be anytime soon. Does anybody know of another mod that does the same thing? If ID Resolver comes back, I'll jump back on board immediately, but for the time being I need a substitute. I have SO many mods that it'd take me days to get all of this resolved by myself.
Thanks!
Well, with toomanyitems or notenoughitems you could check the free ids you have, but you cant change them automatically, never used idresolver before, but i think it does this.
So basically what you mean is doing this line by line, and i dont think i could mess up the config file, if i only paste the number instead of the whole line, could i?
And about those programs that find differences in txt files what programs are those? Name? Or at least a good free one instead of notepad or something to make this task easier, because i have the feeling that im gonna need to do this on EVERY update of those mods.
Another thing that worries me is the possibility that the mod creator added more stuff in the update, and that create even more id conflicts and then i would be forced to start a new world, is this likely to happen?
PS noob question, can i suscribe to this topic or something? i didnt got your reply in my email, i just happen to check here to see if i got a reply.
I don't think you need to go line by line, but you might. It is much less likely to mess up the config files by only pasting the number-which is why I suggested it.
I can't think of any programs (other than the programming ones I mentioned) off hand, but if you search Google for "text file differences"-or something similar-you might find what you can use... free wise? Not sure.
It is possible, even likely that some mod developers added new IDs to their mods. The simple solution for this is to run the game, allow it to crash-there is an 'explanation' of which mod and block/item in the error log in the first two lines of the actual error, I'd give an example but I cannot remember them. Then all you need to do is find the thing(s) that are mentioned and change one of them.
The fastest way to find out if a mod added something is to check its change log on either the thread or its wiki.
Finally, another easy way to do this is to load up 1.5.1 again, run ID Resolver, allow it to resolve conflicts (do NOT have it change IDs that are not conflicting), take the file it generates (IDResolverknownIDs.properties)-this file will contain a list of IDs, both unmodified and modified, in the following format "Original ID|classpath(often in the format: com.dev name.mod.thing)=new ID <example: ItemID.26866|shadow.mods.metallurgy.base.MetallurgyBaseMetals=1114 from Metallurgy>
Using this file you can simply scan through checking the left side to the right side and any numbers that don't match (like my example) are changed. Figuring out which mod it is is the difficult part, but once found simply CTRL+F in that config file and find the original ID then replace with the changed ID.
Of course, the above requires that you use ID Resolver-at least once-and keep its properties file, but then changing things after that is FAR simpler as you have a file with the changes listed. If you own Excel, or any program similar, you could attempt to separate out the fields (original ID, mod, new ID) and sort them... but that's more work (initially).
If you need further help, like understanding the ID Conflict exception (error log), I'm certainly willing to help. If it is the error log, please send it to me in a personal message so we don't bother everyone else-unless, of course, someone else wants to understand it as well: let me (us) know people, so he can paste it here.
Aargh... Now that my finals are over, I can now take a look at the source code once again to see if I can update/tweak IDResolver myself.
And I swear, if SHaRose decides to troll me and update the mod to 1.5.2 the day after I post this like last time...... I will plan for revenge > lol jk it'll be something subtle instead
Aargh... Now that my finals are over, I can now take a look at the source code once again to see if I can update/tweak IDResolver myself.
And I swear, if SHaRose decides to troll me and update the mod to 1.5.2 the day after I post this like last time...... I will plan for revenge > lol jk it'll be something subtle instead
You.. You are a good person. I just want you to know that
You.. You are a good person. I just want you to know that
Meh.. No need to praise me, though thanks I'm sure there are others who are better tempriorly updating this mod than me..
1.5.2 isn't really a big thing to update. But, Inspired by Master_Aricitic's concepts and ideas for IDResolver, I would like to fiddle around with IDResolver for a bit and change how it organizes Block IDs, even item/biome as well
My overall goal is probably to optimize the efficiency of the current mod. But don't hold me for it... ShaRose has a randomly habit of updating his mods >.>
Oh and By the way. The reason IDResolver isn't updated yet is probably because ShaRose isn't interested in updating it for a minor update. He's probably holding back for 1.6, for his so called project, IDResolver 2. He's is <was> working on it. Just so you know. :3
do you just have something that work with 1.5.2, because it's a real PAIN to try and debug load of ID when you don't know what is taken and what is not
I just really hope that someday, the Modding API from Mojang take this in account, or maybe Forge could do it, since it's him who load the thing..
Anyway, sorry for that, keep the good work, and keep us in touch please, I long for something that can make my Naga drop scale, not pickaxe...
Rollback Post to RevisionRollBack
I am from Québec, so be gentle with my english
If you can make use of [ spoiler ] when you post crashLog, use fileHosting.
If you can't, don't post the damn km-long thing.
It is REALLY annoying for everybody.
do you just have something that work with 1.5.2, because it's a real PAIN to try and debug load of ID when you don't know what is taken and what is not
I just really hope that someday, the Modding API from Mojang take this in account, or maybe Forge could do it, since it's him who load the thing..
Anyway, sorry for that, keep the good work, and keep us in touch please, I long for something that can make my Naga drop scale, not pickaxe...
If I remember correctly, The MOD API won't be able to let modders to access anything out-of-game, thius not able to tweak the loading process, and since IDresolver isn't compatible with mods with hard-coded block IDs (not yet at least.. :P), i'm doubtful that the forge team would implement this.
I'm most possibly going to update the mod to 1.5.2 temperily, once I get my laptop back from the depot x_____x
Meh.. No need to praise me, though thanks I'm sure there are others who are better tempriorly updating this mod than me..
1.5.2 isn't really a big thing to update. But, Inspired by Master_Aricitic's concepts and ideas for IDResolver, I would like to fiddle around with IDResolver for a bit and change how it organizes Block IDs, even item/biome as well
My overall goal is probably to optimize the efficiency of the current mod. But don't hold me for it... ShaRose has a randomly habit of updating his mods >.>
Oh and By the way. The reason IDResolver isn't updated yet is probably because ShaRose isn't interested in updating it for a minor update. He's probably holding back for 1.6, for his so called project, IDResolver 2. He's is <was> working on it. Just so you know. :3
I'm glad to be inspirational. This is something that I hope for-'specially since I have found it ridiculously difficult to program on my own (which I hate, a LOT).
Out of curiosity, which part that I said has inspired you?
Finally, it may be likely that ShaRose is waiting for 1.6 to update and/or working on ID Resolver (2)-which I am just now hearing about Xp... I like that much better than my paranoia...
GuiAPI 0.15.4-1.5.1 correctly on my 1.5.2 minecraft, 80 mods, and it seems to do absolutely nothing. It does not corrects any IDs at all. Anything I did wrong?
Okay, ignore what I just said. It's not for 1.5.2 yet. Well, then just keep up the good work!
Well, I installed this and GuiAPI 0.15.4-1.5.1 correctly on my 1.5.2 minecraft, 80 mods, and it seems to do absolutely nothing. It does not corrects any IDs at all. Anything I did wrong?
It doesn't do anything because you're trying to use it on 1.5.2 when it very obviously isn't updated for 1.5.2 at this time.
Well, I installed this and GuiAPI 0.15.4-1.5.1 correctly on my 1.5.2 minecraft, 80 mods, and it seems to do absolutely nothing. It does not corrects any IDs at all. Anything I did wrong?
LOL! That's because this mod has not been updated for 1.5.2 yet :b
I'm glad to be inspirational. This is something that I hope for-'specially since I have found it ridiculously difficult to program on my own (which I hate, a LOT).
Out of curiosity, which part that I said has inspired you?
Finally, it may be likely that ShaRose is waiting for 1.6 to update and/or working on ID Resolver (2)-which I am just now hearing about Xp... I like that much better than my paranoia...
A month ago, we were discussing how it's possible to make IDResolver's indexing more efficient by MD5 the config/properties file to see if they've been reconfigured in any way and try to catch those values. Therefore, scaning the mods idf needed to, not technically all the time at every startup. So only conflicting IDs would be processed faster. Right now, I'm doing a bit of trial and error, and some reaserch on this and eventually be able to conjure a phython script. I've a little bit of "fleshing out" of my model left to do though.
While I was going through ShaRose's recent commits to IDresolver on GitHub, I read some of his comments gearing towards an update refrered as IDR2 for 1.6. He even readied a minor frame for it.
However, that last commit was 2 months ago.... So I'm a bit worried for him as well.. I think all he wants is a break though and might be busy with his IRL at the moment. He'll be back soon I hope.
*** I think once I read that Java 8 JRE was introducing a new method system to allow partial intregation with phython and C++(Already Kinda is) which might help me in some way. Though I'm not sure 100% how that would work. And the fact that currently Minecraft is built upon Java 6 JRE isn't helping me out either. (Since JRE 8 features aren't going to be compatible with JRE 6)
If I remember correctly, The MOD API won't be able to let modders to access anything out-of-game, thius not able to tweak the loading process, and since IDresolver isn't compatible with mods with hard-coded block IDs (not yet at least.. ), i'm doubtful that the forge team would implement this.
I'm most possibly going to update the mod to 1.5.2 temperily, once I get my laptop back from the depot x_____x
The real problem are these people.
A good Minecraft Modder should ALWAYS use dynamic IDs, the one who don't should be dropped in The End in Hardcore with only 3 Bread and a wooden sword...
That be said, I long for your 1.5.2 version, to be able to use all my mods who are IDResolver compatible \(°v°)/
Rollback Post to RevisionRollBack
I am from Québec, so be gentle with my english
If you can make use of [ spoiler ] when you post crashLog, use fileHosting.
If you can't, don't post the damn km-long thing.
It is REALLY annoying for everybody.
The real problem are these people.
A good Minecraft Modder should ALWAYS use dynamic IDs, the one who don't should be dropped in The End in Hardcore with only 3 Bread and a wooden sword...
That be said, I long for your 1.5.2 version, to be able to use all my mods who are IDResolver compatible \(°v°)/
True, modders should always use dynamic IDs. But some modders like, Eloram (RP2), have hard coded IDs to interact with certain blocks in a certain and refined way.
In IDResolver news, I was able to get some parts working in 1.5.2 and the latest snapshot, but since I'm tinkering with the profiler.class and java patch files, it's quite extremely buggy, and, useless at the moment.
Like I said earlier, though my main objective isn't to just update this mod to 1.5.2, but to change how it works overall and eventually give it to ShaRose as a pull-request to the current IDR mod.
Though I do have updating this mod to 1.5.2 and latest snapshot (DEV/Debug) at my priorities.
Hey I need some help, every time I play I get an error report, but ID Resolver doesn't notice the problems. I know the mod is correctly installed, because it works fine without the mod Minefantasy installed. Please help someone
here is the error report:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT b0ab7e95 --------
Full report at:
Please show that file to Mojang, NOT just this screen!
Generated 6/10/13 5:21 PM
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 446687896 bytes (425 MB) / 622067712 bytes (593 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -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 v5.2.12.710 Minecraft Forge 7.8.0.710 Optifine OptiFine_1.5.2_HD_D3 18 mods loaded, 18 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{5.2.12.710} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge{7.8.0.710} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore{0.8.6.8} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems{1.5.2.15} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
GuiAPI{0.15.6} [GuiAPI] (GuiAPI-0.15.6-1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
AS_MultiMine{1.2.8} [Multi Mine] (MultiMine_1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
DamageIndicatorsMod{2.7.0} [Damage Indicators] (1.5.2 DamageIndicators v2.7.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
MineFantasy{Alpha 1.8} [Mine Fantasy] ([1.5.2]MineFantasy 1.8.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
BiblioCraft{1.2.3} [BiblioCraft] (BiblioCraft[v1.2.3].zip) Unloaded->Constructed->Pre-initialized->Initialized
CraftHeraldry{1.0.1} [CraftHeraldry] (CraftHeraldry 1.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
CustomSpawner{2.2.1} [DrZhark's CustomSpawner] (CustomMobSpawner 2.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
InfernalMobs{1.3.0} [Infernal Mobs] (InfernalMobs_1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
PetBat{1.1.9} [Pet Bat] (PetBat_1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
TaleOfKingdoms{1.0} [Tale of Kingship] (Tale of Kingship.zip) Unloaded->Constructed->Pre-initialized->Errored
Thaumcraft{3.0.5c} [Thaumcraft] (Thaumcraft3.0.5c.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
IDResolver{1.5.1.0} [ID Resolver] (IDResolver-1.5.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: Intel® HD Graphics 4000 GL version 4.0.0 - Build 9.17.10.2867, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: CrEaTiVe_ONEs Medieval pack V141.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
java.lang.IllegalArgumentException: Slot 200 is already occupied by minefantasy.block.BlockStairsMod@2130ad9 when adding tyber.taleofkingdoms.itemsandblocks.BlockReader@302d2d9f
at net.minecraft.block.Block.<init>(Block.java:340)
at tyber.taleofkingdoms.itemsandblocks.BlockReader.<init>(BlockReader.java:36)
at tyber.taleofkingdoms.TaleOfKingdoms.init(TaleOfKingdoms.java:94)
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)
--- END ERROR REPORT cd4e610c ----------
Problem #1:
Please show that file to Mojang, NOT just this screen!
Generated 6/10/13 5:21 PM
-- System Details --
Details: Minecraft Version: 1.5.2
ID Resolver hasn't been updated to 1.5.2, which should be obvious by looking at the thread's title.
Since ID Resolver doesn't work (or work properly) on 1.5.2, you'll have to edit the config files for either MineFantasy or Tale of Kingdoms so that the IDs no longer conflict. Chances are this won't be the only conflict, so you might have to repeat this step several times.
Also, in the future, please surround your error reports on spoiler tags.
A month ago, we were discussing how it's possible to make IDResolver's indexing more efficient by MD5 the config/properties file to see if they've been reconfigured in any way and try to catch those values. Therefore, scaning the mods idf needed to, not technically all the time at every startup. So only conflicting IDs would be processed faster. Right now, I'm doing a bit of trial and error, and some reaserch on this and eventually be able to conjure a phython script. I've a little bit of "fleshing out" of my model left to do though.
Well, if you would like 'help' with the theory behind your modification, I'd be glad to assist. We should probably do this in private messages though, so we don't harass everyone else, who don't give two bits...
<snip>
*** I think once I read that Java 8 JRE was introducing a new method system to allow partial intregation with phython and C++(Already Kinda is) which might help me in some way. Though I'm not sure 100% how that would work. And the fact that currently Minecraft is built upon Java 6 JRE isn't helping me out either. (Since JRE 8 features aren't going to be compatible with JRE 6)
Java is almost completely integrated with C++... Hell, you can even code native C++ into Java (apparently). The real meaning of this is that while you are 'writing in Java', and it will 'compile to Java', so far as the computer hardware is concerned, it is C++. This is because they-Sun/Oracle-have written the executable(s) of Java to basically convert ByteCode (compiled Java) into the native code for what ever OS you are using...
Anyone who says C++ is faster than Java, while 'technically' correct (any form conversion takes time, even C++ to Machine), given the meaning of their statements, they are DEAD WRONG... Java is just as fast as C++, even faster in areas...
I read somewhere some idiot made a comment like: "Please convert Minecraft to C++ <snip> it will make modding even faster and easier!" This, of course, is pure BS as Java is DESIGNED (really, I need to remember I can bold, italic, and underline words...) to be extended, dynamically... whereas C++ you code the .exe, then make external DLL files... Anything outside of an .exe will run slower, period... Anything coded in Java.class will be integrated into the Jar file at runtime and run as fast as if it were coded in there originally... Besides, what are they going to do to mod? Add some sub-par scripting language and have the .exe parse through it? THAT alone will cause any mods developed for it to slow the game down as much as Minecraft mods do now, regardless of their original efficiency (which mods now lack, usually).
The real problem are these people.
A good Minecraft Modder should ALWAYS use dynamic IDs, the one who don't should be dropped in The End in Hardcore with only 3 Bread and a wooden sword...
That be said, I long for your 1.5.2 version, to be able to use all my mods who are IDResolver compatible \(°v°)/
I firmly disagree with this. Static, but configurable IDs work just fine. It is when the config file states "Block/Item Y must be +1 of Block/Item X" or when they designate ranges of IDs for ranges of their blocks/IDs.
Having statically allocated IDs isn't a bad thing, but not allowing users to configure them is... this is the problem that RedPower has, IC2 has, BuildCraft has, etc. etc. etc. Even those mods that allow configuring still have some components that require them to be set a specific way. Basically, if you are going to have a butt-load of IDs, then you need to use the damage/color modifier (number : number) so that you take up as few as possible... of course, if that modifier is needed (for damage) then it needs its own ID, but, w/e...
The problem with dynamically allocating all IDs is that if you accidentally change it all your maps are screwed... That is one major problem with ID Resolver-and Minecraft in general (or, not Minecraft, but using IDs alone... having classpath:ID in the save file ONCE at the beginning, while making the file longer, would completely eliminate this issue, permanently).
So, no, I disagree with having everyone use dynamic ID allocation... but, really, there needs to be a central force creating standards that 'real' mod developers comply with... without standards we have... well, Minecraft mods and all their issues. WITH standards (and developers complying with them) we have systems that work and work together... just look at any thing that has a standard today: IEEE, USB, wireless (a/b/c/g/n), etc. Regulation is not our enemy, without regulation we have chaos, and we are experiencing what that is like right now.
While I'll admit that SOME standards have already been implemented, these are 'artificial' and 'artificially agreed upon' so they are tenuous and can be disregarded quickly and easily. It's one reason why having an 'official' API by Mojang would seriously help the modding community and it is one of the (few) things that Forge is REALLY exceptional with.
True, modders should always use dynamic IDs. But some modders like, Eloram (RP2), have hard coded IDs to interact with certain blocks in a certain and refined way.
In IDResolver news, I was able to get some parts working in 1.5.2 and the latest snapshot, but since I'm tinkering with the profiler.class and java patch files, it's quite extremely buggy, and, useless at the moment.
Like I said earlier, though my main objective isn't to just update this mod to 1.5.2, but to change how it works overall and eventually give it to ShaRose as a pull-request to the current IDR mod.
Though I do have updating this mod to 1.5.2 and latest snapshot (DEV/Debug) at my priorities.
Again, see my argument above (probably should have pasted this with the other quote?).
Also, A) while I personally struggle with the 'coding' aspect of, well, coding... I am exceptional with the 'theory' (i.e. how things 'work' and how to get them to work together) of programming and might be able to 'advise' you in some respects. Obviously, it would be YOUR mod, not mine, and the only thing I request in return would be some acknowledgement (even if purely within your code) of my help-and maybe recommendations to others?
2) In all honesty and realistically, you could release an 'ID Resolver' without ShaRose's blessing. Excessive reasoning/logic behind this statement: [spoiler] Mod developers, unlike program/game developers, don't need permission to replicate ideas as the other devs don't exactly own 'rights' to their 'concepts'... in the eyes of the law anyway... Basically, modders are changing code of someone's copyright work already, it would be THAT person who holds the legal rights, not the modder,
I'm certainly not advising people copy other dev's mods... and decompiling or using code without permission is, alone, illegal (a sue-able offense), but it isn't like these devs have pattented their work, or paid for 'protection' as game/application developers have... (i.e. legal protection is not free... while some law firms and lawyers will take up cases/clients who cannot offer much money themselves, it is often because these cases will have 'big payout' or the lawyers are part of a non-profit organization setup to protect some concept-i.e. freedom of speech, etc)
AGAIN: Plagiarism is still plagiarism, but Tolkien wouldn't/couldn't sue you simply because you wrote a story featuring hobbits, dwarfs, elfs, etc, and armor of some description... and the only reason Google had to pay Lucas Arts for 'Android' is because Lucas Arts 'patented' or 'copyright-ed' the word (I forgot/don't know the legal term), and that is a paid process...
Frankly, if someone took my word (Aricitic) and used it somewhere with some other meaning, except for the fact that I have 'legal' proof that I've been using it for years-or decades-before they did, I wouldn't be able to do a thing about it... even with 'proof' that I created the word, if someone else paid to own the word, I would be hard pressed to legally prove that the word is mine... And, hell, the concept behind the word? That would be even harder to distinguish as mine and solely mine-it does use features from many different sources, and while I may combine them in a unique way, or even before I learned of said sources, they existed before me so... yeah...
[/spoiler]
Let me be clear, you can create a mod similar to another.... you could probably even create a mod with the same primary name ("Equivalent Exchange 2 - Neo", anyone?) and concept-if it isn't still in development... but taking other's code and claiming it to be your own (i.e open source code, which does have legal protection, btw) will still get you in trouble: legally, among fellow developers, and among the community.
So, yes, you can release a mod with the same/similar concept to another-maybe your ideas or ability to code is better, maybe not, the players will decide-but, NO, you cannot take someone else's WORK and claim you made it.
-NOTE: the only reason I KEEP SAYING THIS is because people don't seem to understand it, or read it, or, well, acknowledge(?) it. Minecraft ITSELF has been replicated, (but not copied), so, rest assured, so can mods (whether the new 'duplicate' will be accepted, on the other hand, is the real question, and that is the determining factor, not our ability to replicate it.)
Finally (did I say that already?), I'm really surprised that there is an argument between the developer of "Better Than Wolves" and the developer(s) of Forge. I heard that Forge uses concepts from the BTW's developer, but unless Forge is using CODE written BY BTW's dev then it doesn't matter who came up with the idea(s), they were NOT patented (otherwise he could sue) so they aren't legally his.
Honor? Respect? Ownership? These are not concepts commonly known in the financial (adult) world without explicit legal protection, and without that protection anyone can take what you think is yours and profit from it. It's sad, but, hey, just look at all that is going on around you... is it really that surprising? Why else do people need things 'in (signed) writing' when agreements are made? Why else can a college/university 'take' and 'profit' from things created and worked on by its students/professors?
P.S. The prescript (stuff I just said) are not of my own personally beliefs. I, for the most part, honor and respect the ownership of ideas presented by those around me. I am merely pointing out the reality of the legal system and the 'apparent' beliefs of 'most' people. The things 'you', 'I', 'we' can get away with is-or, at least, can be-truly disgusting when you really look at them, and believe-you-me if I could change them, I would, and will continue to try... but those in power and with wealth have profited from the abuse of the system and will 'protect their right' to do so furthermore...
Meh~ I'm going to stop before I go into politics and/or religion (I already hit finance).
(Final note: I wonder if all of this post will fit?) EDIT: (Hey, it did!) Personal question, should I put <Person I am responding to's name> above a [spoiler tagged] quote <new line> response [/spoiler tagged] for better readability?
I don't think you need to go line by line, but you might. It is much less likely to mess up the config files by only pasting the number-which is why I suggested it.
I can't think of any programs (other than the programming ones I mentioned) off hand, but if you search Google for "text file differences"-or something similar-you might find what you can use... free wise? Not sure.
It is possible, even likely that some mod developers added new IDs to their mods. The simple solution for this is to run the game, allow it to crash-there is an 'explanation' of which mod and block/item in the error log in the first two lines of the actual error, I'd give an example but I cannot remember them. Then all you need to do is find the thing(s) that are mentioned and change one of them.
The fastest way to find out if a mod added something is to check its change log on either the thread or its wiki.
Finally, another easy way to do this is to load up 1.5.1 again, run ID Resolver, allow it to resolve conflicts (do NOT have it change IDs that are not conflicting), take the file it generates (IDResolverknownIDs.properties)-this file will contain a list of IDs, both unmodified and modified, in the following format "Original ID|classpath(often in the format: com.dev name.mod.thing)=new ID <example: ItemID.26866|shadow.mods.metallurgy.base.MetallurgyBaseMetals=1114 from Metallurgy>
Using this file you can simply scan through checking the left side to the right side and any numbers that don't match (like my example) are changed. Figuring out which mod it is is the difficult part, but once found simply CTRL+F in that config file and find the original ID then replace with the changed ID.
Of course, the above requires that you use ID Resolver-at least once-and keep its properties file, but then changing things after that is FAR simpler as you have a file with the changes listed. If you own Excel, or any program similar, you could attempt to separate out the fields (original ID, mod, new ID) and sort them... but that's more work (initially).
If you need further help, like understanding the ID Conflict exception (error log), I'm certainly willing to help. If it is the error log, please send it to me in a personal message so we don't bother everyone else-unless, of course, someone else wants to understand it as well: let me (us) know people, so he can paste it here.
Hi again, i found a program called "compareit" well im not sure if its called "compare it" or "compareit" but it says you can check two files and compare them with this, im not sure if its illegal to talk about other non minecraft software here (not piracy related) but if it is tell me. And no, i dont know about programming, so that wouldnt help me.
About the mod updates, ¿do i need to change the ids everytime they update them (even if its the same minecraft version, just the updated mods)?
Anyway, i think ill skip id resolver and downgrading, as i have some 1.5.2 mod in the mods i downloaded, and it seems faster and more efficient doing this manually.
Unless theres a good mod manager out there, like mcpatcher, but im not interested in that one because thats for modloader mods i think, and theres some mods that doesnt work with that thing, and no, i dont want to run different minecraft instances/profiles/whatever they are called for each mod, i want to run all the mods together.
Most of us are here helping others. I'm just getting a little irate at XanderGryphon for, what appears to be (granted, I could be reading too much into it, or misreading completely), him asserting his opinion as fact. I was attempting to offer an alternative viewpoint.
Also, spread sheets?
Agreed. I am sorry as well. I should know better than to open my big mou-er, keyboard?-when tired... I often forget what I'm talking about and go all over the board with tangents and useless chatter... Again, I was just offering an alternative view to "luxury tool", as, for some, it isn't a luxury tool but truely necessary for them to be able to play with mods. (again, time and so forth).
Yay, someone I can actually help!
If you used ID Resolver before (to sort out the IDs), no, you cannot simply copy/paste the config file. ID Resolver creates its own config file in which it stores the original IDs and what it changes them to. It does not edit the other config files.
If you personally edited all the mod's config files and changed the IDs manually, then, theoretically, you should be able to copy the part of the configs you edited and paste them into the new files. However, I need to warn you that one of two things will happen if you do this wrong, either A) it will simply delete the file you changed, or 2) the game will crash.
My suggestion would be to open the new config file and the old config file. Find the text at the beginning of a line you modified in the old config file, copy it, search (usually Ctrl+F -- use Ctrl+V to past the copied text) that text in the new config file, and change the end of that line to what you did in the original. DO this for each line you changed.
While there are programs that will find differences in text documents, they are often not free, and those that are free are fling hard to use. If you (were/are) learning Java and had Elipse it would be slightly easier... Heck, if you used any language and used Subversion editing (this is too complicated to explain here and is only useful for detecting changes in documents-after the fact), I would suggest using that...
Ok, lot of text, so Summery: No, don't simply replace files-that will cause crashes or simply be overridden again. DO:
1. Look for the lines you modified in the original file.
2. Copy the beginning of that line (not what you changed, or the ID, for that matter)
3. Search for the same line in the new config file (CTRL+F to search in most Windows programs, CTRL+V to paste text-in the search window)
4. Edit the end of any found line with your change (the ID or other options like "true/false", etc).
Granted, I was tired when I wrote that... Still, the rest was meaningful. It was giving an alternative viewpoint on XanderGryphon's assertion that ID Resolver is not necessary.
YOUR assertion that people can't do it if they don't have time is completely unnecessary. There are even more alternatives than using ID Resolver and doing it manually. I'm not going to bother listing them as you aren't asking (if someone does then I'll list them, otherwise I'm just responding to you)
IF A) you try to add mods all at once-I agree, that's insane... however, you basically still have to deal with the ID conflicts even if 2) you add them one at a time. Doing it all at once gives you all the errors-for each fix it will give the next error. Doing it one at a time only seems like it is better, you still get the exact same number of errors.
True, you can fix them before hand if you know how to use NEI to get the IDs, but why? The crash is giving you the IDs AND the MODS that are conflicting, NEI gives you all the IDs, so you still have to go through some arbitrary list and find duplicates. Adding all the mods at once seems like a better alternative-assuming you are patient enough to learn, or already know how to read the exception.
FInally, no, you are never done fixing ID issues. Each time an update comes out, if that update adds ANYTHING it will override the config file and your changes will be lost. Each time a mod updates you have to do this process again for any conflicts that mod had with another.
Thanks for replying
So basically what you mean is doing this line by line, and i dont think i could mess up the config file, if i only paste the number instead of the whole line, could i?
And about those programs that find differences in txt files what programs are those? Name? Or at least a good free one instead of notepad or something to make this task easier, because i have the feeling that im gonna need to do this on EVERY update of those mods.
Another thing that worries me is the possibility that the mod creator added more stuff in the update, and that create even more id conflicts and then i would be forced to start a new world, is this likely to happen?
PS noob question, can i suscribe to this topic or something? i didnt got your reply in my email, i just happen to check here to see if i got a reply.
Well, with toomanyitems or notenoughitems you could check the free ids you have, but you cant change them automatically, never used idresolver before, but i think it does this.
I don't think you need to go line by line, but you might. It is much less likely to mess up the config files by only pasting the number-which is why I suggested it.
I can't think of any programs (other than the programming ones I mentioned) off hand, but if you search Google for "text file differences"-or something similar-you might find what you can use... free wise? Not sure.
It is possible, even likely that some mod developers added new IDs to their mods. The simple solution for this is to run the game, allow it to crash-there is an 'explanation' of which mod and block/item in the error log in the first two lines of the actual error, I'd give an example but I cannot remember them. Then all you need to do is find the thing(s) that are mentioned and change one of them.
The fastest way to find out if a mod added something is to check its change log on either the thread or its wiki.
Finally, another easy way to do this is to load up 1.5.1 again, run ID Resolver, allow it to resolve conflicts (do NOT have it change IDs that are not conflicting), take the file it generates (IDResolverknownIDs.properties)-this file will contain a list of IDs, both unmodified and modified, in the following format "Original ID|classpath(often in the format: com.dev name.mod.thing)=new ID <example: ItemID.26866|shadow.mods.metallurgy.base.MetallurgyBaseMetals=1114 from Metallurgy>
Using this file you can simply scan through checking the left side to the right side and any numbers that don't match (like my example) are changed. Figuring out which mod it is is the difficult part, but once found simply CTRL+F in that config file and find the original ID then replace with the changed ID.
Of course, the above requires that you use ID Resolver-at least once-and keep its properties file, but then changing things after that is FAR simpler as you have a file with the changes listed. If you own Excel, or any program similar, you could attempt to separate out the fields (original ID, mod, new ID) and sort them... but that's more work (initially).
If you need further help, like understanding the ID Conflict exception (error log), I'm certainly willing to help. If it is the error log, please send it to me in a personal message so we don't bother everyone else-unless, of course, someone else wants to understand it as well: let me (us) know people, so he can paste it here.
You.. You are a good person. I just want you to know that
Meh.. No need to praise me, though thanks I'm sure there are others who are better tempriorly updating this mod than me..
1.5.2 isn't really a big thing to update. But, Inspired by Master_Aricitic's concepts and ideas for IDResolver, I would like to fiddle around with IDResolver for a bit and change how it organizes Block IDs, even item/biome as well
My overall goal is probably to optimize the efficiency of the current mod. But don't hold me for it... ShaRose has a randomly habit of updating his mods >.>
Oh and By the way. The reason IDResolver isn't updated yet is probably because ShaRose isn't interested in updating it for a minor update. He's probably holding back for 1.6, for his so called project, IDResolver 2. He's is <was> working on it. Just so you know. :3
I just really hope that someday, the Modding API from Mojang take this in account, or maybe Forge could do it, since it's him who load the thing..
Anyway, sorry for that, keep the good work, and keep us in touch please, I long for something that can make my Naga drop scale, not pickaxe...
I am from Québec, so be gentle with my english
If you can make use of [ spoiler ] when you post crashLog, use fileHosting.
If you can't, don't post the damn km-long thing.
It is REALLY annoying for everybody.
Thanks
If I remember correctly, The MOD API won't be able to let modders to access anything out-of-game, thius not able to tweak the loading process, and since IDresolver isn't compatible with mods with hard-coded block IDs (not yet at least.. :P), i'm doubtful that the forge team would implement this.
I'm most possibly going to update the mod to 1.5.2 temperily, once I get my laptop back from the depot x_____x
I'm glad to be inspirational. This is something that I hope for-'specially since I have found it ridiculously difficult to program on my own (which I hate, a LOT).
Out of curiosity, which part that I said has inspired you?
Finally, it may be likely that ShaRose is waiting for 1.6 to update and/or working on ID Resolver (2)-which I am just now hearing about Xp... I like that much better than my paranoia...
Okay, ignore what I just said. It's not for 1.5.2 yet. Well, then just keep up the good work!
It doesn't do anything because you're trying to use it on 1.5.2 when it very obviously isn't updated for 1.5.2 at this time.
LOL! That's because this mod has not been updated for 1.5.2 yet :b
A month ago, we were discussing how it's possible to make IDResolver's indexing more efficient by MD5 the config/properties file to see if they've been reconfigured in any way and try to catch those values. Therefore, scaning the mods idf needed to, not technically all the time at every startup. So only conflicting IDs would be processed faster. Right now, I'm doing a bit of trial and error, and some reaserch on this and eventually be able to conjure a phython script. I've a little bit of "fleshing out" of my model left to do though.
While I was going through ShaRose's recent commits to IDresolver on GitHub, I read some of his comments gearing towards an update refrered as IDR2 for 1.6. He even readied a minor frame for it.
However, that last commit was 2 months ago.... So I'm a bit worried for him as well.. I think all he wants is a break though and might be busy with his IRL at the moment. He'll be back soon I hope.
*** I think once I read that Java 8 JRE was introducing a new method system to allow partial intregation with phython and C++(Already Kinda is) which might help me in some way. Though I'm not sure 100% how that would work. And the fact that currently Minecraft is built upon Java 6 JRE isn't helping me out either. (Since JRE 8 features aren't going to be compatible with JRE 6)
The real problem are these people.
A good Minecraft Modder should ALWAYS use dynamic IDs, the one who don't should be dropped in The End in Hardcore with only 3 Bread and a wooden sword...
That be said, I long for your 1.5.2 version, to be able to use all my mods who are IDResolver compatible \(°v°)/
I am from Québec, so be gentle with my english
If you can make use of [ spoiler ] when you post crashLog, use fileHosting.
If you can't, don't post the damn km-long thing.
It is REALLY annoying for everybody.
Thanks
True, modders should always use dynamic IDs. But some modders like, Eloram (RP2), have hard coded IDs to interact with certain blocks in a certain and refined way.
In IDResolver news, I was able to get some parts working in 1.5.2 and the latest snapshot, but since I'm tinkering with the profiler.class and java patch files, it's quite extremely buggy, and, useless at the moment.
Like I said earlier, though my main objective isn't to just update this mod to 1.5.2, but to change how it works overall and eventually give it to ShaRose as a pull-request to the current IDR mod.
Though I do have updating this mod to 1.5.2 and latest snapshot (DEV/Debug) at my priorities.
Though although there is no current terms about modpack use in the OP; I'm guessing it's always fine if it's a private modpack.
However, since this mod is indeed open-soiurced; I think it's fine to include it in public modpacks, if you credit ShaRose correctly for it.
Problem #1:
ID Resolver hasn't been updated to 1.5.2, which should be obvious by looking at the thread's title.
Problem #2:
Since ID Resolver doesn't work (or work properly) on 1.5.2, you'll have to edit the config files for either MineFantasy or Tale of Kingdoms so that the IDs no longer conflict. Chances are this won't be the only conflict, so you might have to repeat this step several times.
Also, in the future, please surround your error reports on spoiler tags.
Well, if you would like 'help' with the theory behind your modification, I'd be glad to assist. We should probably do this in private messages though, so we don't harass everyone else, who don't give two bits...
Java is almost completely integrated with C++... Hell, you can even code native C++ into Java (apparently). The real meaning of this is that while you are 'writing in Java', and it will 'compile to Java', so far as the computer hardware is concerned, it is C++. This is because they-Sun/Oracle-have written the executable(s) of Java to basically convert ByteCode (compiled Java) into the native code for what ever OS you are using...
Anyone who says C++ is faster than Java, while 'technically' correct (any form conversion takes time, even C++ to Machine), given the meaning of their statements, they are DEAD WRONG... Java is just as fast as C++, even faster in areas...
I read somewhere some idiot made a comment like: "Please convert Minecraft to C++ <snip> it will make modding even faster and easier!" This, of course, is pure BS as Java is DESIGNED (really, I need to remember I can bold, italic, and underline words...) to be extended, dynamically... whereas C++ you code the .exe, then make external DLL files... Anything outside of an .exe will run slower, period... Anything coded in Java.class will be integrated into the Jar file at runtime and run as fast as if it were coded in there originally... Besides, what are they going to do to mod? Add some sub-par scripting language and have the .exe parse through it? THAT alone will cause any mods developed for it to slow the game down as much as Minecraft mods do now, regardless of their original efficiency (which mods now lack, usually).
I firmly disagree with this. Static, but configurable IDs work just fine. It is when the config file states "Block/Item Y must be +1 of Block/Item X" or when they designate ranges of IDs for ranges of their blocks/IDs.
Having statically allocated IDs isn't a bad thing, but not allowing users to configure them is... this is the problem that RedPower has, IC2 has, BuildCraft has, etc. etc. etc. Even those mods that allow configuring still have some components that require them to be set a specific way. Basically, if you are going to have a butt-load of IDs, then you need to use the damage/color modifier (number : number) so that you take up as few as possible... of course, if that modifier is needed (for damage) then it needs its own ID, but, w/e...
The problem with dynamically allocating all IDs is that if you accidentally change it all your maps are screwed... That is one major problem with ID Resolver-and Minecraft in general (or, not Minecraft, but using IDs alone... having classpath:ID in the save file ONCE at the beginning, while making the file longer, would completely eliminate this issue, permanently).
So, no, I disagree with having everyone use dynamic ID allocation... but, really, there needs to be a central force creating standards that 'real' mod developers comply with... without standards we have... well, Minecraft mods and all their issues. WITH standards (and developers complying with them) we have systems that work and work together... just look at any thing that has a standard today: IEEE, USB, wireless (a/b/c/g/n), etc. Regulation is not our enemy, without regulation we have chaos, and we are experiencing what that is like right now.
While I'll admit that SOME standards have already been implemented, these are 'artificial' and 'artificially agreed upon' so they are tenuous and can be disregarded quickly and easily. It's one reason why having an 'official' API by Mojang would seriously help the modding community and it is one of the (few) things that Forge is REALLY exceptional with.
Again, see my argument above (probably should have pasted this with the other quote?).
Also, A) while I personally struggle with the 'coding' aspect of, well, coding... I am exceptional with the 'theory' (i.e. how things 'work' and how to get them to work together) of programming and might be able to 'advise' you in some respects. Obviously, it would be YOUR mod, not mine, and the only thing I request in return would be some acknowledgement (even if purely within your code) of my help-and maybe recommendations to others?
2) In all honesty and realistically, you could release an 'ID Resolver' without ShaRose's blessing. Excessive reasoning/logic behind this statement: [spoiler] Mod developers, unlike program/game developers, don't need permission to replicate ideas as the other devs don't exactly own 'rights' to their 'concepts'... in the eyes of the law anyway... Basically, modders are changing code of someone's copyright work already, it would be THAT person who holds the legal rights, not the modder,
I'm certainly not advising people copy other dev's mods... and decompiling or using code without permission is, alone, illegal (a sue-able offense), but it isn't like these devs have pattented their work, or paid for 'protection' as game/application developers have... (i.e. legal protection is not free... while some law firms and lawyers will take up cases/clients who cannot offer much money themselves, it is often because these cases will have 'big payout' or the lawyers are part of a non-profit organization setup to protect some concept-i.e. freedom of speech, etc)
AGAIN: Plagiarism is still plagiarism, but Tolkien wouldn't/couldn't sue you simply because you wrote a story featuring hobbits, dwarfs, elfs, etc, and armor of some description... and the only reason Google had to pay Lucas Arts for 'Android' is because Lucas Arts 'patented' or 'copyright-ed' the word (I forgot/don't know the legal term), and that is a paid process...
Frankly, if someone took my word (Aricitic) and used it somewhere with some other meaning, except for the fact that I have 'legal' proof that I've been using it for years-or decades-before they did, I wouldn't be able to do a thing about it... even with 'proof' that I created the word, if someone else paid to own the word, I would be hard pressed to legally prove that the word is mine... And, hell, the concept behind the word? That would be even harder to distinguish as mine and solely mine-it does use features from many different sources, and while I may combine them in a unique way, or even before I learned of said sources, they existed before me so... yeah...
[/spoiler]
Let me be clear, you can create a mod similar to another.... you could probably even create a mod with the same primary name ("Equivalent Exchange 2 - Neo", anyone?) and concept-if it isn't still in development... but taking other's code and claiming it to be your own (i.e open source code, which does have legal protection, btw) will still get you in trouble: legally, among fellow developers, and among the community.
So, yes, you can release a mod with the same/similar concept to another-maybe your ideas or ability to code is better, maybe not, the players will decide-but, NO, you cannot take someone else's WORK and claim you made it.
-NOTE: the only reason I KEEP SAYING THIS is because people don't seem to understand it, or read it, or, well, acknowledge(?) it. Minecraft ITSELF has been replicated, (but not copied), so, rest assured, so can mods (whether the new 'duplicate' will be accepted, on the other hand, is the real question, and that is the determining factor, not our ability to replicate it.)
Finally (did I say that already?), I'm really surprised that there is an argument between the developer of "Better Than Wolves" and the developer(s) of Forge. I heard that Forge uses concepts from the BTW's developer, but unless Forge is using CODE written BY BTW's dev then it doesn't matter who came up with the idea(s), they were NOT patented (otherwise he could sue) so they aren't legally his.
Honor? Respect? Ownership? These are not concepts commonly known in the financial (adult) world without explicit legal protection, and without that protection anyone can take what you think is yours and profit from it. It's sad, but, hey, just look at all that is going on around you... is it really that surprising? Why else do people need things 'in (signed) writing' when agreements are made? Why else can a college/university 'take' and 'profit' from things created and worked on by its students/professors?
P.S. The prescript (stuff I just said) are not of my own personally beliefs. I, for the most part, honor and respect the ownership of ideas presented by those around me. I am merely pointing out the reality of the legal system and the 'apparent' beliefs of 'most' people. The things 'you', 'I', 'we' can get away with is-or, at least, can be-truly disgusting when you really look at them, and believe-you-me if I could change them, I would, and will continue to try... but those in power and with wealth have profited from the abuse of the system and will 'protect their right' to do so furthermore...
Meh~ I'm going to stop before I go into politics and/or religion (I already hit finance).
(Final note: I wonder if all of this post will fit?) EDIT: (Hey, it did!) Personal question, should I put <Person I am responding to's name> above a [spoiler tagged] quote <new line> response [/spoiler tagged] for better readability?
Hi again, i found a program called "compareit" well im not sure if its called "compare it" or "compareit" but it says you can check two files and compare them with this, im not sure if its illegal to talk about other non minecraft software here (not piracy related) but if it is tell me. And no, i dont know about programming, so that wouldnt help me.
About the mod updates, ¿do i need to change the ids everytime they update them (even if its the same minecraft version, just the updated mods)?
Anyway, i think ill skip id resolver and downgrading, as i have some 1.5.2 mod in the mods i downloaded, and it seems faster and more efficient doing this manually.
Unless theres a good mod manager out there, like mcpatcher, but im not interested in that one because thats for modloader mods i think, and theres some mods that doesnt work with that thing, and no, i dont want to run different minecraft instances/profiles/whatever they are called for each mod, i want to run all the mods together.
Thanks again.