Idfix Minus is a godsend! My custom modpack currently has 91 mods, and I started noticing a few bizarre recipes pop up here and there. Idfix Minus permanently corrected my long list of configuration files. Having every single item ID in one text file for searching is also wonderful.
For some reason (in my case, when trying to make IC2 play nicely with butterflymania), Idfix works where Idfix minus does not. I'm running 1.6.4, so the line mentioned about making sure that Idfix is running doesn't appear in my forge log (I'm also running via the ftb launcher), but the file does not have a double extension (.jar.zip), and everything else is correct.
I'm fine with just using IDfix non-minus, but I thought it might be information you'd like. If you're interested, I'll happily reproduce the error so I can give you the associated logs.
I just had to do this - Go to properties and make sure it is an "Executable Jar File". If it is a zipped archive, it's wrong. My way of changing it is to go to Tools->Folder Options->View. Find the option "Hide extensions for known file types" and uncheck the box. Now you can replace the .zip file extension with .jar. Don't know about the whole FTB launcher thing though.
can you add a config so the idfix can ignore an specified mod ID overwriting?
like hungeroverhaul usually replaces pam harvestcrafts items because of... something but its normal while i see idfix stops that so.
so that config should be useful if you would add it
Exclusion list may be good for the 1% of mods that totally freak out (and you can manually compare the rest of your mod ID's to that 1% with the ID list afterwards). But, I have Hunger Overhaul and Pam's Harvestcraft, and I see no problems with Idfix Minus changing any ID's between them.
it does not work ! fake ! even tho its a big thing if you dont get id conflix's's it means you never had any ! and i allways get crashed cos of id things this is crap or does not work or fake ! so yeah just saying unless some one could help me !
Well, it does work, but it doesn’t fix everything. For example, I had a problem earlier due to Biome ID conflicts (which I fixed easily using the configs). However, it seems to work the majority of the time on most item or block id conflicts. Also, it is hard to help without any idea what is happening beyond it is crashing.
hi i was wondering deos it work with AT lancher madpack mods cuz i want to combin Resonate Rise and Madpack but cant cuz of id errors and i am to lazy:p to fix my self thers like 400 conflicts with the 245 mods in my pack
hi i was wondering deos it work with AT lancher madpack mods cuz i want to combin Resonate Rise and Madpack but cant cuz of id errors and i am to lazy:p to fix my self thers like 400 conflicts with the 245 mods in my pack
Well, for existing mod packs, it may mess things up more than help, especially with that many mods. The mod pack may require a certain item to be a certain id and for at least one of the mod packs, Idfix could change it causing other problems (weird chest loot as one possibility).
Although, if you were to add in a few select mods onto an existing mod pack, it should work better. I'd add in the idfix you want with no other changes so I can collect the data for the mod pack. Then add in any other mods you want and it should fix them to the best it can without changing any of the original mods.
This mod works really well, and even if you are configuring you own id's it's usefull for listing and organizing them!
Despite that, i've come across a problem, some mods let you set the id to 0 to disable a certain block, but Idfix Minus keeps giving them id's (changing the config file).
One example of this, are the legacy blocks from Mariculture.
I noticed that before... I guess the only solution is use Idfix Minus to get the mods you want, then remove Idfix Minus and disable the items you don't want. It may still mess with ids more than needed but at least it should work...
Either that or maybe the mod will be updated to ignore 0.
I still get an id conflict between Weee Flowers and Tropicraft while using Idfix Minus :(. Should I try to fix it manually? EDIT: Fixed it myself, this seems to work for everything else though, so good work!!!
to uninstall it just remove the mod and the text file in .minecraft (idconflict.txt i believe)
then sit down and take a break (you seem very stressed out)
this is actually a great tool to help one with server issues, Ive built 4 servers
and this has helped me immensely, so if it doesn't work for you it doesn't mean its
bad it means you need to figure it out.
Hm, seems I cant get the mod start, yes forge is installed and the mod is in the "Mods" folder, Its not that the mods arent compatible and just arent being reassigned, its that idfix isnt starting up. Im using
Minecraft 1.6.4
MCP 8.11
FML 6.4.49.965
Forge 9.11.1.965
Very pleasing making now a version this mod of 1.7.2 version ! Very thank you, developer ! i'm very needing IDFIX include to my Client is now.
P.S. Sorry for my bad english. I'm russian speaker
I recommend installing IDfix minus mod because it helps fix ID conflicts automatically.I find this mod helpful because I can install many mods with ID changed. Luckily, this helps for me too.
it does not work ! fake ! even tho its a big thing if you dont get id conflix's's it means you never had any ! and i allways get crashed cos of id things this is crap or does not work or fake ! so yeah just saying unless some one could help me !
If it doesn't work for you but 1000+ people it isn't fake.
Your english skills are fake though.
You my hero :D. I done a lot with configs. I always failed with them. I even tried to change all configs, but item still replaced(for example Project red replaces items for some mods for example Factorization) and when i tired of it I chose your mod, and it helps me, no items replaced. Thanx man. Will it be on 1.7.* or it is already included in forge?
So I thought I was a smart guy and I have been manually setting my ID's according to the forge messages that don't let me boot up the game.
Little did I know that Forge only stops you and announces half of your conflicts and then it boots everything up like nothing is wrong. . and silently lets one mod over-write another as they add items. Broken? Is that really strong enough a term?
. . . and I only discovered this as I braved the Forge logs and finally found the part where all the items begin loading:
2014-01-28 15:39:33 [INFO] [STDOUT] CONFLICT @ 31742 item slot already occupied by am2.armor.ItemEarthGuardianArmor@2a50e9a3 while adding glassmaker.extratic.parts.Part@6e10fcd4 2014-01-28 15:39:33 [INFO] [fml.ItemTracker] The mod ExtraTiC is overwriting existing item at 31998 (earth_armor from arsmagica2) with glassmaker.extratic.parts.Part 2014-01-28 15:39:33 [FINE] [fml.ItemTracker] Adding item glassmaker.extratic.parts.Part(31998) owned by ExtraTiC 2014-01-28 15:39:33 [FINE] [fml.ItemTracker] Adding item glassmaker.extratic.parts.Part(20257) owned by ExtraTiC 2014-01-28 15:39:33 [INFO] [STDOUT] CONFLICT @ 31741 item slot already occupied by am2.armor.ItemWaterGuardianOrbs@6de17d0b while adding glassmaker.extratic.parts.Part@1d46fac0 2014-01-28 15:39:33 [INFO] [fml.ItemTracker] The mod ExtraTiC is overwriting existing item at 31997 (water_orbs from arsmagica2) with glassmaker.extratic.parts.Part 2014-01-28 15:39:33 [FINE] [fml.ItemTracker] Adding item glassmaker.extratic.parts.Part(31997) owned by ExtraTiC 2014-01-28 15:39:33 [INFO] [STDOUT] CONFLICT @ 31740 item slot already occupied by am2.armor.ItemFireGuardianEars@7a0a2cdd while adding glassmaker.extratic.parts.Part@1ef86244 2014-01-28 15:39:33 [INFO] [fml.ItemTracker] The mod ExtraTiC is overwriting existing item at 31996 (fire_ears from arsmagica2) with glassmaker.extratic.parts.Part
. . . .
What the. who is overwriting what now??
2014-01-28 15:39:34 [INFO] [OpenBlocks] CONFLICT: Block ID 2560 in use. This block will *NOT* be loaded.
2014-01-28 15:39:34 [INFO] [OpenBlocks] CONFLICT: Block ID 2561 in use. This block will *NOT* be loaded.
WTF? Thanks for burying that one in 1000 lines of eye bleeding messages.
2014-01-28 16:58:04 [INFO] [STDOUT] [ExtraTiC] [WARNNING] Item item.Black SteelPick was not found, skipping adding melting recipe
2014-01-28 16:58:04 [INFO] [STDOUT] [ExtraTiC] [WARNNING] Item item.Black SteelShovel was not found, skipping adding melting recipe
2014-01-28 16:58:04 [INFO] [STDOUT] [ExtraTiC] [WARNNING] Item item.Black SteelAxe was not found, skipping adding melting recipe
2014-01-28 16:58:04 [INFO] [STDOUT] [ExtraTiC] [WARNNING] Item item.Black SteelHoe was not found, skipping adding melting recipe
2014-01-28 16:58:04 [INFO] [STDOUT] [ExtraTiC] [WARNNING] Item item.Black SteelSword was not found, skipping adding melting recipe
OMGWTF I'm screwed!!
I have a Forge log full of this stuff in an ID range from 2500 to 30000 and there's no range suggestions for this side of it?? And none of it stops me to let me know I should start looking for numbers? It just boots up and plays the game with missing stuff. . .and this breaks and that breaks. . .
I recently discovered that changing some of the Ropes+ Mod ID's will break the grappling hook. . . . because of the way the code puts it together with the rope blocks. That may be a candidate for special treatment?
I take it crayfish furniture is also still a problem?
What about the Metallurgy, Tinkers Construct, ExtraTiC trio?
And what about mods like Custom NPC's Or Animal Bikes that don't itemize but tell you to set a starting number for the ID range in the .cfg?
Then theres' Millenaire and Chocolate Quest who store the configurations outside the config folder.
Those are the kinds of things I would start with in your three step tutorial?
Ketchup is jelly!
I just had to do this - Go to properties and make sure it is an "Executable Jar File". If it is a zipped archive, it's wrong. My way of changing it is to go to Tools->Folder Options->View. Find the option "Hide extensions for known file types" and uncheck the box. Now you can replace the .zip file extension with .jar. Don't know about the whole FTB launcher thing though.
Exclusion list may be good for the 1% of mods that totally freak out (and you can manually compare the rest of your mod ID's to that 1% with the ID list afterwards). But, I have Hunger Overhaul and Pam's Harvestcraft, and I see no problems with Idfix Minus changing any ID's between them.
Well, it does work, but it doesn’t fix everything. For example, I had a problem earlier due to Biome ID conflicts (which I fixed easily using the configs). However, it seems to work the majority of the time on most item or block id conflicts. Also, it is hard to help without any idea what is happening beyond it is crashing.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
What you expected me to put something here?!?
Well, for existing mod packs, it may mess things up more than help, especially with that many mods. The mod pack may require a certain item to be a certain id and for at least one of the mod packs, Idfix could change it causing other problems (weird chest loot as one possibility).
Although, if you were to add in a few select mods onto an existing mod pack, it should work better. I'd add in the idfix you want with no other changes so I can collect the data for the mod pack. Then add in any other mods you want and it should fix them to the best it can without changing any of the original mods.
I noticed that before... I guess the only solution is use Idfix Minus to get the mods you want, then remove Idfix Minus and disable the items you don't want. It may still mess with ids more than needed but at least it should work...
Either that or maybe the mod will be updated to ignore 0.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
then sit down and take a break (you seem very stressed out)
this is actually a great tool to help one with server issues, Ive built 4 servers
and this has helped me immensely, so if it doesn't work for you it doesn't mean its
bad it means you need to figure it out.
Minecraft 1.6.4
MCP 8.11
FML 6.4.49.965
Forge 9.11.1.965
P.S. Sorry for my bad english. I'm russian speaker
sorry for my bad english ;-;
If it doesn't work for you but 1000+ people it isn't fake.
Your english skills are fake though.
don't click this link...
So I thought I was a smart guy and I have been manually setting my ID's according to the forge messages that don't let me boot up the game.
Little did I know that Forge only stops you and announces half of your conflicts and then it boots everything up like nothing is wrong. . and silently lets one mod over-write another as they add items. Broken? Is that really strong enough a term?
. . . and I only discovered this as I braved the Forge logs and finally found the part where all the items begin loading:
What the. who is overwriting what now??
WTF? Thanks for burying that one in 1000 lines of eye bleeding messages.
OMGWTF I'm screwed!!
I have a Forge log full of this stuff in an ID range from 2500 to 30000 and there's no range suggestions for this side of it?? And none of it stops me to let me know I should start looking for numbers? It just boots up and plays the game with missing stuff. . .and this breaks and that breaks. . .
I feel cheated. . . lol
So you're my guy are you?
You may just save my day. . .
I think I'll be playing with this mod tonight.
I take it crayfish furniture is also still a problem?
What about the Metallurgy, Tinkers Construct, ExtraTiC trio?
And what about mods like Custom NPC's Or Animal Bikes that don't itemize but tell you to set a starting number for the ID range in the .cfg?
Then theres' Millenaire and Chocolate Quest who store the configurations outside the config folder.
Those are the kinds of things I would start with in your three step tutorial?
I need to end up on a server with it all.