Hello, Still patching and testing some mods and there compatibility.
Do you have already the configs for pams mods?
Do you have some other configs ready?
I don't want to cross your configs.
If You test mods that are only incompatible with a few mods, please include them and tell me which mods they are incompatible with. Once we run into those, I can put up a fore-warning for people up on the main post.
I have the Pams mods half started, but they're on the back burner a bit atm. I do have some other configs ready, I'll figure out where my ID's should stop and let You know so You can work on a few more. Only thing I'm not sure about yet is the updates, as some are starting to run out of room(TC3 deciding to add a quintillion new blocks and items xD), so as soon as I have a good idea where my ID's will wrap up I'll be sure to let You know. I've been a bit busy IRL the past few days, but hopefully I can get back into the swing of things tomorrow since today is going to be busy as well. I'll try to get You that number later today if I can. By the way, what mods are You planning on working with, just so I have a heads up and we aren't working on the same ones?
Also, if You are running any mods that don't require configs, could You send me a list of those as well? Via PM for the configs/mods/etc would probably be best, that way It's easier to discuss directly back and forth. I'd like to list a set of mods that are compatible that don't require any configs, as I know there are a few that work without needing to be configured(Optifine, Rei's, NEI plugins/Mod Plugins etc). Just fire me a PM and I'll respond back once I get a chance.
IMHO the custom ore gen is best with the right parameters.
Define "Right", just so I know what You mean If You have ideas / configurations for them(Not sure how plausible that is as it's all HTML files anyways) let me know, maybe it should be implemented with the rest of the patches.
Give me your Pam Mod Config files.
I'll finish them.
Honestly, at this point I likely either don't have them anymore or have used up the ID's I had set for it at the time... If You'd like to work on it be my guest.
Mods I am testing:
- Pams Mods
- Backpack
- BCIC2crossover
- DrZharks Mo Creatures
- Atmosmobs
- CraftGuide
- PowerCrystalCore + PowerConverters + Minefactory
- Dynamic Elevators
- Treecapatitor (should be simple with standard config + small changes)
- Wireless Redstone (not Chicken edition)
- AdvancedGenerators²
Just figure out some ID Ranges i can use. Than you'll get the configs from me.
Is that the backpack mod requested previously in the thread? if so, I have that one setup already with the 3.0 configs, which unfortunately I'm still working on(I apologize profusely, It was my intention to get them out much sooner than this). I Think/believe that PowerConverters is already included in it, at least it's listed in the changelog, if it's not then I must have put it in there prematurely as I know I have it setup for 3.0.
Treecapitator shouldn't be difficult, The hardest part will likely being sure You add in all the trees from the different mods(I'd recommend adding the forestry ones as well since that'll be updated in the next update as well). I haven't had a chance to take a look at where my ID's range to, I have been extremely busy today, as I have 2 Tests I have to study for, and write tomorrow; I'll do my best to get that to You ASAP.
Again, so Sorry for taking so long, and Thank You for all Your hard work with making configs for the pack.
CP2 Hardcore? I'm not sure What exactly You're referencing here... If It's a mod that isn't included, please provide a link so that We can get it added in(The ID likely will get changed from the 2340-2341 You mention above), if it's something already included and I'm just missing it through my exhaustion, could You just tell us which exactly it is?
Define "Right", just so I know what You mean If You have ideas / configurations for them(Not sure how plausible that is as it's all HTML files anyways) let me know, maybe it should be implemented with the rest of the patches.
Honestly, at this point I likely either don't have them anymore or have used up the ID's I had set for it at the time... If You'd like to work on it be my guest.
Is that the backpack mod requested previously in the thread? if so, I have that one setup already with the 3.0 configs, which unfortunately I'm still working on(I apologize profusely, It was my intention to get them out much sooner than this). I Think/believe that PowerConverters is already included in it, at least it's listed in the changelog, if it's not then I must have put it in there prematurely as I know I have it setup for 3.0.
Treecapitator shouldn't be difficult, The hardest part will likely being sure You add in all the trees from the different mods(I'd recommend adding the forestry ones as well since that'll be updated in the next update as well). I haven't had a chance to take a look at where my ID's range to, I have been extremely busy today, as I have 2 Tests I have to study for, and write tomorrow; I'll do my best to get that to You ASAP.
Again, so Sorry for taking so long, and Thank You for all Your hard work with making configs for the pack.
CP2 Hardcore? I'm not sure What exactly You're referencing here... If It's a mod that isn't included, please provide a link so that We can get it added in(The ID likely will get changed from the 2340-2341 You mention above), if it's something already included and I'm just missing it through my exhaustion, could You just tell us which exactly it is?
OK. Let me explain why I choosed this way.
- I don't wanted multiple Copper, Tin, Silver
- I wanted a definitiv new way (letsplay technically spoken) to generate ores
What I've done for that:
- deactivate all additional silver tin and copper in all mods other than industrialcraft, forestry and redpower
- deactivated tin and copper ore in Custom Ore Gen for industrialcraft and redpower
- doubled the amount of silver in Custom Ore Gen for redpower (2x cause of thermalexpansion+redpower)
- doubled the amount and size of tin and copper in Custom Ore Gen for forestry (4x cause of thermalexpansion + forestry + industrialcraft + redpower)
I don't use ist, but this shoult be the config changes:
- Gregtech 1x Bauxite, 1x Cinnabarore, 1xCooperite, 1xEnderAsteroids, 1xGalenaore, 1xIridiumore, 1x Olivineore, 1xPyriteore, 1xRubyore, 1xSapphireore, 0x silver (Should add 1 additional silver to Redpower for that), 1xSodaliteore, 1xSphaleriteore, 1xTungstateore
Here I don't know enough about gregtech an his config. What is that about Cooperite, ruby an saphire? Is that a replacement for RedPower?
AFAIK Cooperite doesn't exist in any other mods, but if it does You could probably disable it. Ruby and Saphire work the same as the RP2 gems, so You could disable them as well and make adjustments to those other files. Once I get 3.0, I'm going to make an ore generation patch(Similar to waht You've done) but for each individual mod. Basically, one for IC2 and it's ores, then one for Forestry and it's ores etc, that way if people only want the main ores from that one mod(+ any ores that are added by other mods that it doesn't have by default) They can pick and choose. I won't be doing it using the COG mod simply because I don't want people to *have* to go and use a particular mod for this pack to work, to me that kind of defeats the whole purpose, so I will be doing it the usual way using the configs. As for COG itself, if people choose to use that mod, I'll assume that people would prefer to setup their own Ore Distributions and will leave it up to them to set that up themselves(As I can't possibly account for everyones different choices).
Haven't seen them in the 2.6 package. See Next Steps.
PowerConverters
Same as above. Haven't seen them in the configs. Could also be my fault. See Next Steps.
Next Steps
You could also give me some IDs I should use or give me your alpha config files. I'll will work on them
BakermanLP
I do have the Power Converters config file, as well as Backpack, I guess I didn't include them in 2.6. I'll put them in with the other new mods for 3.0.
I won't be able to send You them until later tonight, as I have a lot going on today, and I'm only able to get on quickly right now to reply back.
Once I'm able, I'll send You the Alpha Files to play with, but that likely won't be until much later tonight.
I am sorry, but I should look in the config files befor I implement a new mod, my fault with PowerConverters.
Can't wait until I get the "3.0 Config Pack Alpha Edition" And take so much time as you need.
Haha that I did. It'll certainly give me a starting point for the Ore patches, so thanks for sharing Your setup with me.
That's okay, I technically put it into the Changelog a release to early, so it's not a fault on Your part. I should probably include the "is being worked on" part again, so we can keep which mods are being worked on and by whom straight
I've got the 3.0 Update portion wrapped up finally and I believe there shouldn't be any problems with them, but they're alpha until the rest are finished as well. Baker, I'll send You a PM with a link to the alpha files, Let me know if I missed anything; I'm rather tired at the moment and I've started to squint in order to read the screen. xD
Tomorrow Morning I'll take a look at the rest of the mods I was working on and get that rough estimate to You as well, that way You can keep working on the mods You've been testing.
I not find Ars Magica in this config. Is you add it into config?
And may talk with developers about world converter, what convert exiting world to compartible with this config (replace ids)?
I did do the Ars Magica config a while back, but that was going to be released in 3.0, which I never got around to releasing/finishing unfortunately. I haven't had much time to focus on this recently, but I would really like to start working on this again. I'll need to update prettymuch everything, so I think I'll probably change the way I release it to make it slightly more functional(I.E. Smaller groupings of mods at a time vs releasing the entire pack at once). I'll update the thread with what I decide to do, and if I have time enough to focus on this project again. I'd really like to continue it, But we'll see.
Prior to Forge for 1.7.X, Minecraft and it's mods have all used Block and Item ID's, which led to quite a few conflicts. With the release of Forge for 1.7.X, This is no longer the case. Forge will now be moving all information regarding the ID's to something known as "Objects", that it can then use to automatically handle all conflicts, on its own.
What does this mean?
This thread is no longer needed, as Forge itself will be doing what this thread was originally intended to help solve.
While I'm a bit sad that this is no longer needed, It is absolutely amazing that the Forge team has reached a point where all the difficult work(well, most of it ) can be done in the backend of their mod.
Thanks for reading guys, and hopefully I'll see you around the forums sometime!
I have the Pams mods half started, but they're on the back burner a bit atm. I do have some other configs ready, I'll figure out where my ID's should stop and let You know so You can work on a few more. Only thing I'm not sure about yet is the updates, as some are starting to run out of room(TC3 deciding to add a quintillion new blocks and items xD), so as soon as I have a good idea where my ID's will wrap up I'll be sure to let You know. I've been a bit busy IRL the past few days, but hopefully I can get back into the swing of things tomorrow since today is going to be busy as well. I'll try to get You that number later today if I can. By the way, what mods are You planning on working with, just so I have a heads up and we aren't working on the same ones?
Also, if You are running any mods that don't require configs, could You send me a list of those as well? Via PM for the configs/mods/etc would probably be best, that way It's easier to discuss directly back and forth. I'd like to list a set of mods that are compatible that don't require any configs, as I know there are a few that work without needing to be configured(Optifine, Rei's, NEI plugins/Mod Plugins etc). Just fire me a PM and I'll respond back once I get a chance.
Woah woah!
Honestly, at this point I likely either don't have them anymore or have used up the ID's I had set for it at the time... If You'd like to work on it be my guest.
Is that the backpack mod requested previously in the thread? if so, I have that one setup already with the 3.0 configs, which unfortunately I'm still working on(I apologize profusely, It was my intention to get them out much sooner than this). I Think/believe that PowerConverters is already included in it, at least it's listed in the changelog, if it's not then I must have put it in there prematurely as I know I have it setup for 3.0.
Treecapitator shouldn't be difficult, The hardest part will likely being sure You add in all the trees from the different mods(I'd recommend adding the forestry ones as well since that'll be updated in the next update as well). I haven't had a chance to take a look at where my ID's range to, I have been extremely busy today, as I have 2 Tests I have to study for, and write tomorrow; I'll do my best to get that to You ASAP.
Again, so Sorry for taking so long, and Thank You for all Your hard work with making configs for the pack.
CP2 Hardcore? I'm not sure What exactly You're referencing here... If It's a mod that isn't included, please provide a link so that We can get it added in(The ID likely will get changed from the 2340-2341 You mention above), if it's something already included and I'm just missing it through my exhaustion, could You just tell us which exactly it is?
Cheat Pack 2 Hardcore version (A incoming mod :P)
Woah woah!
AFAIK Cooperite doesn't exist in any other mods, but if it does You could probably disable it. Ruby and Saphire work the same as the RP2 gems, so You could disable them as well and make adjustments to those other files. Once I get 3.0, I'm going to make an ore generation patch(Similar to waht You've done) but for each individual mod. Basically, one for IC2 and it's ores, then one for Forestry and it's ores etc, that way if people only want the main ores from that one mod(+ any ores that are added by other mods that it doesn't have by default) They can pick and choose. I won't be doing it using the COG mod simply because I don't want people to *have* to go and use a particular mod for this pack to work, to me that kind of defeats the whole purpose, so I will be doing it the usual way using the configs. As for COG itself, if people choose to use that mod, I'll assume that people would prefer to setup their own Ore Distributions and will leave it up to them to set that up themselves(As I can't possibly account for everyones different choices).
I do have the Power Converters config file, as well as Backpack, I guess I didn't include them in 2.6. I'll put them in with the other new mods for 3.0.
I won't be able to send You them until later tonight, as I have a lot going on today, and I'm only able to get on quickly right now to reply back.
Once I'm able, I'll send You the Alpha Files to play with, but that likely won't be until much later tonight.
That's okay, I technically put it into the Changelog a release to early, so it's not a fault on Your part. I should probably include the "is being worked on" part again, so we can keep which mods are being worked on and by whom straight
Tomorrow Morning I'll take a look at the rest of the mods I was working on and get that rough estimate to You as well, that way You can keep working on the mods You've been testing.
And may talk with developers about world converter, what convert exiting world to compartible with this config (replace ids)?
What does this mean?
This thread is no longer needed, as Forge itself will be doing what this thread was originally intended to help solve.
While I'm a bit sad that this is no longer needed, It is absolutely amazing that the Forge team has reached a point where all the difficult work(well, most of it ) can be done in the backend of their mod.
Thanks for reading guys, and hopefully I'll see you around the forums sometime!