Can this be installed over v1, or do I have to use a fresh .jar?
Yeah sure! The only class modified in v1 and not in v2 is GuiMainMenu because I don't add a button for the checking/resolving, I just make it open automatically if any conflicts are found. So you will have a button on the menu that'll do the same thing, but it's pretty pointless as the gui will open automatically
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Elemental Creepers - because simply blowing a hole in your wall isn't enough
There was a really old Beta 1.0.3 mod called ID Lister. All it did was print out a list of all currently used Block and Item Ids to a file, which would then allow you to easily see what blocks you have open and which ones you don't. Do you think you could incorporate that into this mod? That way we have a file we can look at while assigning block ids out of game.
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There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
There was a really old Beta 1.0.3 mod called ID Lister. All it did was print out a list of all currently used Block and Item Ids to a file, which would then allow you to easily see what blocks you have open and which ones you don't. Do you think you could incorporate that into this mod? That way we have a file we can look at while assigning block ids out of game.
That was what this mod originally did :tongue.gif: Well, just for block ids and in a neat gui instead of a file. it can easily be added, I'll do it now :smile.gif:
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Elemental Creepers - because simply blowing a hole in your wall isn't enough
That was what this mod originally did :tongue.gif: Well, just for block ids and in a neat gui instead of a file. it can easily be added, I'll do it now :smile.gif:
Thanks, I like having the option of manually placing the ids based of the text file.
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There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
how bout also any block/items in the world when you enter it changes themto the id you changed the block/item to that id? cuz if someone got this mod then got rid if it for a while not playing on that world but played with mods that id's had conflicts with it where when he re-enteres the world with the problem fixed it will change all items that used to have the original id into the new id? so then things dont magically turn into other things messing up electronics or something?
how bout also any block/items in the world when you enter it changes themto the id you changed the block/item to that id? cuz if someone got this mod then got rid if it for a while not playing on that world but played with mods that id's had conflicts with it where when he re-enteres the world with the problem fixed it will change all items that used to have the original id into the new id? so then things dont magically turn into other things messing up electronics or something?
It would be almost impossible to determine which blocks in a file are the block that has been changed, as all that is stored is the id and from a conflict, 2 possible blocks could use that value. There would even be a problem with tile entities, as all I could read was an NBTTagCompound and that only stores values based on strings which are mostly generic to many block.
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Elemental Creepers - because simply blowing a hole in your wall isn't enough
Well, this is better than ID Resolver, because Resolver requires FORGE, but this doesn't!
I personally don't use forge, because i have incompatibilities.
This mod saved my minecraft.
Good job!
For you, !
Thanks, and I also think that ID resolver has a non-forge version
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Elemental Creepers - because simply blowing a hole in your wall isn't enough
Does this work with mac? cause i'm getting this error
Exception in thread "main" java.lang.NoSuchMethodError: wj.setBurnRate(III)V
at wj.x_(BlockFire.java:30)
at yy.<clinit>(Block.java:1218)
at gk.<init>(SourceFile:14)
at net.minecraft.client.Minecraft.<init>(SourceFile:176)
at ahy.<init>(SourceFile:2054)
at net.minecraft.client.Minecraft.a(SourceFile:2052)
at net.minecraft.client.Minecraft.a(SourceFile:2035)
at net.minecraft.client.Minecraft.main(SourceFile:2114)
Does this work with mac? cause i'm getting this error
Exception in thread "main" java.lang.NoSuchMethodError: wj.setBurnRate(III)V
at wj.x_(BlockFire.java:30)
at yy.<clinit>(Block.java:1218)
at gk.<init>(SourceFile:14)
at net.minecraft.client.Minecraft.<init>(SourceFile:176)
at ahy.<init>(SourceFile:2054)
at net.minecraft.client.Minecraft.a(SourceFile:2052)
at net.minecraft.client.Minecraft.a(SourceFile:2035)
at net.minecraft.client.Minecraft.main(SourceFile:2114)
That is a conflict with forge 1.2.4 i think.
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Too addicted with Counter-Strike: Source for some reason...
If I install this into the jar of an existing Forge-based build (DW20's Let's Play stuff, to be exact) will I need to reinstall anything over it?
I apologize for my difficulty in articulating the question. A comparable example would be how the Minecart Compatibility Layer needs to be reinstalled if Forge is updated. Basically I am unsure if other .jar add-ons change the same classes and the order in which ID Changer should be installed in the process (before or after Forge or whatever). Thanks!
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"Don't know why you should feel that there's something to learn... it's just a game that you play."
Darn :sad.gif: you would actually have to have a conflicting ID to view the available ones.
This is so close to what I am trying to find.
I need something that I can open on its own.
That would tell me what BlockIDs are opened and left.
So I would know how many I have and what numbers are they,.
Way before I open up minecraft, or at least at its booting stage.
All this would be resolved if Mojang would get off their arses and just give
more IDs, but thats another discussion that I seriously want to debate with them.
This is a very nice mod, but not quite what I am looking for.
though its so very very very close.
Unless I am doing something wrong.
Please correct me :smile.gif:
No I tried that mod, and it did nothing but made everything worse.
changed my IDs to where they were not suppose to be,
and when it auto ID'ed my entire world got screwed, that even today I can not longer log into them.
as the game crashes.
My structures where erased and builds gone.
that mod is not for me, thanks.
I just need a mod that just tells me.
("this is what you have available and these are the numbers")
I did it correctly, and I did not do it wrong.
I did not check "assign all ids automatically".
And I did not have a fresh install.
Please dont assume actions I did not do. thanks.
and please drop the ID Resolver discussion as I no longer use that mod. - thanks.
I did it correctly, and I did not do it wrong.
I did not check "assign all ids automatically".
And I did not have a fresh install.
Please dont assume actions I did not do. thanks.
and please drop the ID Resolver discussion as I no longer use that mod. - thanks.
:wink.gif:
Just letting you know that this mod prints out a idlist file in your minecraft folder, which shows all currently USED block ids and item ids.
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There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
The external listing file seems to be what I could make good use of. Does it show Block and Item ID's that are assigned already, or a definitive list of assigned and unassigned? I've got my Block ID's down to a fine art, just need to iron out a few Item ID conflicts that aren't crashing the game but will probably cause mischief down the line.
Also, where in my load order would you recommend I drop the files into the .jar?
My current system is; ModLoader, ModLoaderMP, Forge, then I use MC Patcher for my higher res texture packs, next in goes GUIAPI, AudioMod, MAtmos, Somnia, Rei's MiniMap, ChickenBones NEI, and then the block adding mods (many!!!)
I just downloaded the v.3 Forge compatible zip, and installed it over my full mod load-out. Didn't expect it to work, and wasn't surprised when It didn't. Obviously the wrong installation point, so I'm thinking somewhere after forge, but unsure how it reacts with MC Patcher. Anyone know?
Thank You
Generally you always patch last. Also, since you use mcpatcher anyways, I would install all the mods that need to go into the jar with mcpatcher. This is because it will show you all the files that mods share(ignore all the ones shared between modloader/mp/forge). As to your error, sounds like you overwrote either a patched file or a forge/mp/modloader file. I am guessing a patched file.
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There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
Why the changed IDs never get saved? Or it is supposed to be like that?
I believe he did that so as to not edit any more base classes.
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There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
Yeah sure! The only class modified in v1 and not in v2 is GuiMainMenu because I don't add a button for the checking/resolving, I just make it open automatically if any conflicts are found. So you will have a button on the menu that'll do the same thing, but it's pretty pointless as the gui will open automatically
Elemental Creepers - because simply blowing a hole in your wall isn't enough
That was what this mod originally did :tongue.gif: Well, just for block ids and in a neat gui instead of a file. it can easily be added, I'll do it now :smile.gif:
Elemental Creepers - because simply blowing a hole in your wall isn't enough
Thanks, I like having the option of manually placing the ids based of the text file.
It would be almost impossible to determine which blocks in a file are the block that has been changed, as all that is stored is the id and from a conflict, 2 possible blocks could use that value. There would even be a problem with tile entities, as all I could read was an NBTTagCompound and that only stores values based on strings which are mostly generic to many block.
Elemental Creepers - because simply blowing a hole in your wall isn't enough
Thanks, and I also think that ID resolver has a non-forge version
Elemental Creepers - because simply blowing a hole in your wall isn't enough
Much better than ID resolver!
That is a conflict with forge 1.2.4 i think.
I apologize for my difficulty in articulating the question. A comparable example would be how the Minecart Compatibility Layer needs to be reinstalled if Forge is updated. Basically I am unsure if other .jar add-ons change the same classes and the order in which ID Changer should be installed in the process (before or after Forge or whatever). Thanks!
This is so close to what I am trying to find.
I need something that I can open on its own.
That would tell me what BlockIDs are opened and left.
So I would know how many I have and what numbers are they,.
Way before I open up minecraft, or at least at its booting stage.
All this would be resolved if Mojang would get off their arses and just give
more IDs, but thats another discussion that I seriously want to debate with them.
This is a very nice mod, but not quite what I am looking for.
though its so very very very close.
Unless I am doing something wrong.
Please correct me :smile.gif:
changed my IDs to where they were not suppose to be,
and when it auto ID'ed my entire world got screwed, that even today I can not longer log into them.
as the game crashes.
My structures where erased and builds gone.
that mod is not for me, thanks.
I just need a mod that just tells me.
("this is what you have available and these are the numbers")
thats it.
I did not check "assign all ids automatically".
And I did not have a fresh install.
Please dont assume actions I did not do. thanks.
and please drop the ID Resolver discussion as I no longer use that mod. - thanks.
:wink.gif:
Just letting you know that this mod prints out a idlist file in your minecraft folder, which shows all currently USED block ids and item ids.
Generally you always patch last. Also, since you use mcpatcher anyways, I would install all the mods that need to go into the jar with mcpatcher. This is because it will show you all the files that mods share(ignore all the ones shared between modloader/mp/forge). As to your error, sounds like you overwrote either a patched file or a forge/mp/modloader file. I am guessing a patched file.
Why the changed IDs never get saved? Or it is supposed to be like that?
I believe he did that so as to not edit any more base classes.
It is annoying to re-assign the ID.