Find ID Conflicts and Fix them Fast! Never waste a mod developer's time fixing this easy to solve problem again!
Never wade through huge crash logs for hard-to-spot useful information again!
On a whim on Friday afternoon I sat down and decided to whip up an easy to understand, easy to use, idiot-proof Block ID Conflict Resolution program.
And here's what I came up with:
It looks like complete crap, but it does what it is supposed to:
It automatically locates ID conflicts, alerts the user in a clear and easy to understand manner, and provides a means of correcting the conflict.
If anyone wishes to design a nicer looking interface, I'd be glad to work with them, as my artistic talent is basically non-existent.
This program does not automatically assign Block IDs. While I could conceivably do so, it is not a wise thing to do, as it is possible to guess incorrectly. Not all mods provide config files to change block IDs, and without that information and without a way for the user to alter block IDs manually, it is conceivable that it would only continue to produce a conflict.
Additionally, the program would have to produce the same IDs for any given set of mods when run twice on two separate machines, which is a non-trivial task. Without this, this program would be useless for LAN and server multiplayer play. It will however attempt to avoid invalid IDs. Currently that means that it avoids all known vanilla IDs that are in use, as well as all IDs for known mods. It will allow IDs above 4095, although these are also invalid, this is because in the future, these IDs may become valid.
DOWNLOAD and INSTALLATION v1.2
1) Download via Adfly (without Windows Exe Installer)
2) Run the downloaded executable
3) Select your .minecraft directory as the installation folder
- If you are using MultiMC, install this program anywhere you like (such as your MultiMC instances folder), as you will be prompted to select the config directory when the program runs.
4) Run the installed program
5) Refer to included instructions screen for additional help
WARRANTY This program is an executable. Because of the Flash security sandbox and this program's requirement to access the local file system, I am unable to provide this software as a swf, otherwise I would have. Instead I have provided it as an AIR application, which has a different security sandbox that allows for the needs this program has. It cannot write files to your computer automatically, the only save() function that exists for a FileReference opens a dialog box.
This program is provided without warranty and you use it at your own risk.
It is not intended to cause harm to your computer or files, but the possibility due to user negligence exists.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
yep it does but dont work for me i have nothing in the list and i set it to my config directory?
im using multmc
If it lists no mods, then it is either not seeing the config files, or there are none (after installing a mod, minecraft must be run in order for that mod to generate its config file). If it lists no objects (on the right-hand side) when you click on a mod, then that config file does not expose any blocks/items/entities (whichever mode you are in at the time).
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
You have to select the actual /config folder, not the instance directory.
I've been messing with this program for two days, if there are ANY cfg or txt files in the directory you select, it will load them and attempt to read them. The screenshot makes it look like it found zero files.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
lol ok lets try again i select my current Multimc Instance config folder lol the place were all my config files are and that is what i get
Ok, just making sure. Because every time I've done this (on two machines) it works just fine. I have no idea why it isn't finding them for you.
I thought about a "load config file directly" operation late last night, I'll add that when I get a chance. I didn't think it would be required, as all mods these days put their configs in the same place.
I'll also add a "re-select config folder" option to the main screen so the app doesn't have to be re-launched every time.
Edit:
Ah ha, that picture (now that it loaded when I came back to edit with a now-removed thought) solves the problem: it's apparently failing due to the directories inside the config directory.
Thanks for that report!
Are there additional configs in those folders that need to be read? I assume so.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Alright, publishing a new version as I type. Thanks for the...beta test. I tend not to play more than two or three mods at the same time (generally a single "new content" mod, and an interface mod or two--at some point I'm going to collect the interface ones I want into a single package that I use all the time). So I hadn't anticipated that scenario.
It will now recursively read in all configs inside all directories (previously it would attempt to read a directory as a file, causing a silent error).
Additionally, a "repick directory" and "add specific file" (.cfg, .conf, and .txt supported, if there's another let me know; allows multiple files to be picked at once) options added to the main menu.
Repicking the directory clears all loaded files, add specific file does not (it concatenates).
Edit:
Version 1.1 is up. The installer will detect a conflict and ask if you would like to update the installation. Select "replace."
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
No one
They were just a collection of configs I had floating around. The TFC and Mystcraft ones are actually ghosts left over from when I migrated to MultiMC and ended up in the vanilla instance that I use as a base when creating a new one ("copy selected instance"). The Thaumcraft is because I was working with my Thaumcraft directory when building and testing (and there were happily conflicts, which made for a good screenshot, as well as testing).
*Goes in and does some more cleanup to the Vanilla instance*
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Odd bug, every time I went back into a section (item, block, entity) it added extrabiomesxl on an additional time....odd. anyway, may I suggest that you make some way to save the changes you make. Some mods, as part of their copy right, don't even allow swapping of config files. if you could make the changes, and then export a change list that could be imported by this program, that would allow for people to set up exact configs for servers. Just a suggestion. Can't wait to throw this at all the people giving us id conflict error logs!
Odd bug, every time I went back into a section (item, block, entity) it added extrabiomesxl on an additional time....odd.
Very odd indeed.
anyway, may I suggest that you make some way to save the changes you make.
You mean, like the save button? You don't have to overwrite the original file.
Some mods, as part of their copy right, don't even allow swapping of config files.
Wat.
if you could make the changes, and then export a change list that could be imported by this program, that would allow for people to set up exact configs for servers. Just a suggestion. Can't wait to throw this at all the people giving us id conflict error logs!
Go get a file diff utility. Beyond Compare is...well, beyond compare.
(I am not writing a file-diff utility, it's a pain in the ass, and I honestly don't give two manures what mod developers put in their copyright; if it's making it difficult for server owners to distribute configs so that their players can reasonably connect, then I say "violate the hell out of it" because seriously, WTF.)
((Side note: I am someone who views copyright as per linux user permissions: Read-Write-Execute. A config file is readable, therefore I can copy it. Compiled source code is not readable, ergo, not copyable))
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Heh, it was just a suggestion, I love the tool, and I will get on making an icon as soon as I can. Things where busier then I thought they would be. (In other words, I lost track of time) I can try to put something together Thursday though.
I will get on making an icon as soon as I can. Things where busier then I thought they would be. (In other words, I lost track of time) I can try to put something together Thursday though.
No worries.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
So, when using The Eternal Frost and Tropicraft, ID conflicts arise. I add on the configs for both, open the tool, and it says all of the blocks are fine (The game is crashing, so it has to be blocks... infact I know it is blocks, I know which blocks are conflicting.)
I think I know what the problem is, clicking on the Eternal Frost doesn't give anything for blocks on the right hand side. So, deductive powers activate, seeing as how for whatever reason it's not loading the blocks and items from the Eternal Frost config file, it's not finding any conflicts, despite there being some.
Any suggestions to fix this? I mean sure, I have changed the IDs already by just going into the file, but I mean we can't have any potential unaccounted for bugs, right? :3
Also, apparently dimension IDs can conflict. We need something for that ;3
So, when using The Eternal Frost and Tropicraft, ID conflicts arise. I add on the configs for both, open the tool, and it says all of the blocks are fine (The game is crashing, so it has to be blocks... infact I know it is blocks, I know which blocks are conflicting.)
I'll take a look. If Eternal Frost doesn't define its blocks in the config (as a possible scenario) then there isn't anything I can do.
Same goes for dimension IDs. Most mods don't have a config for that, but I'll snag a couple and check it out.
Edit:
I was able to load both Tropicraft and Eternal Frost without having to modify any config files.
I crashed attempting to enter the freezer, but the crash log was not readily apparent as to why. Likely a dimension conflict, but my tool has no way to fix that, as neither mod exposes its dimension ID to the configs.
Found the issue with EF blocks not being recognized. They have a symbol in their block definition name I hadn't expected. Expanding the character selection regex.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Huh, no idea how you managed to actually load them without any errors -- they both use blocks in the early 200s (Curse every modder that does that to a slow painful death at the hands of a 400 pound purple unicorn) and there's more than 20 that conflict. If you have .CFG files set to open as a notepad file, pop in the configs for them both and you can see they definitely conflict.
Dimension mods are tricky work because, naturally, you'll have people that want to cram all, or at least as many as possible, dimension mods as they can into Minecraft. If you aren't using scarce IDs for everything from your dimension to entities, and heck, even metadata if it uses spawn eggs, then you'll create problems for those people.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Wow, it seriously got updated to change that, like, the day I download it. .-.
Hehe, reminds me when a friend of mine was updating his server (and it's 50+ mods) and just after downloading...Industrial Craft, they pushed an update. As in he and one of the server users (who pointed out the new update) were downloads #2 and #3.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Hell yeah! I simply cannot recommend this tool strongly enough to ANYONE who decides to start up a modded server!
I've been looking for a simpler way to resolve ID conflicts on server-side configs for some time now, and this makes that days long nightmare a virtual breeze!
Thanks! It's one of my older ones, but a good one.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Draco, love the program except for one thing, I would like to be able to run this without admin permissions or need to install anything. I can bypass the admin rights thing using my own hacky method, but is it possible to make it run it without admin? The install seems unnecessary unless you are modifying the reg files to allow access to adobe air. Can you please take them away?
Never waste a mod developer's time fixing this easy to solve problem again!
Never wade through huge crash logs for hard-to-spot useful information again!
On a whim on Friday afternoon I sat down and decided to whip up an easy to understand, easy to use, idiot-proof Block ID Conflict Resolution program.
And here's what I came up with:
It looks like complete crap, but it does what it is supposed to:
It automatically locates ID conflicts, alerts the user in a clear and easy to understand manner, and provides a means of correcting the conflict.
If anyone wishes to design a nicer looking interface, I'd be glad to work with them, as my artistic talent is basically non-existent.
This program does not automatically assign Block IDs. While I could conceivably do so, it is not a wise thing to do, as it is possible to guess incorrectly. Not all mods provide config files to change block IDs, and without that information and without a way for the user to alter block IDs manually, it is conceivable that it would only continue to produce a conflict.
Additionally, the program would have to produce the same IDs for any given set of mods when run twice on two separate machines, which is a non-trivial task. Without this, this program would be useless for LAN and server multiplayer play.
It will however attempt to avoid invalid IDs. Currently that means that it avoids all known vanilla IDs that are in use, as well as all IDs for known mods. It will allow IDs above 4095, although these are also invalid, this is because in the future, these IDs may become valid.
DOWNLOAD and INSTALLATION v1.2
1) Download via Adfly (without Windows Exe Installer)
2) Run the downloaded executable
3) Select your .minecraft directory as the installation folder
- If you are using MultiMC, install this program anywhere you like (such as your MultiMC instances folder), as you will be prompted to select the config directory when the program runs.
4) Run the installed program
5) Refer to included instructions screen for additional help
WARRANTY
This program is an executable. Because of the Flash security sandbox and this program's requirement to access the local file system, I am unable to provide this software as a swf, otherwise I would have. Instead I have provided it as an AIR application, which has a different security sandbox that allows for the needs this program has. It cannot write files to your computer automatically, the only save() function that exists for a FileReference opens a dialog box.
This program is provided without warranty and you use it at your own risk.
It is not intended to cause harm to your computer or files, but the possibility due to user negligence exists.
If it lists no mods, then it is either not seeing the config files, or there are none (after installing a mod, minecraft must be run in order for that mod to generate its config file). If it lists no objects (on the right-hand side) when you click on a mod, then that config file does not expose any blocks/items/entities (whichever mode you are in at the time).
I've been messing with this program for two days, if there are ANY cfg or txt files in the directory you select, it will load them and attempt to read them. The screenshot makes it look like it found zero files.
Ok, just making sure. Because every time I've done this (on two machines) it works just fine. I have no idea why it isn't finding them for you.
I thought about a "load config file directly" operation late last night, I'll add that when I get a chance. I didn't think it would be required, as all mods these days put their configs in the same place.
I'll also add a "re-select config folder" option to the main screen so the app doesn't have to be re-launched every time.
Edit:
Ah ha, that picture (now that it loaded when I came back to edit with a now-removed thought) solves the problem: it's apparently failing due to the directories inside the config directory.
Thanks for that report!
Are there additional configs in those folders that need to be read? I assume so.
It will now recursively read in all configs inside all directories (previously it would attempt to read a directory as a file, causing a silent error).
Additionally, a "repick directory" and "add specific file" (.cfg, .conf, and .txt supported, if there's another let me know; allows multiple files to be picked at once) options added to the main menu.
Repicking the directory clears all loaded files, add specific file does not (it concatenates).
Edit:
Version 1.1 is up. The installer will detect a conflict and ask if you would like to update the installation. Select "replace."
No one
They were just a collection of configs I had floating around. The TFC and Mystcraft ones are actually ghosts left over from when I migrated to MultiMC and ended up in the vanilla instance that I use as a base when creating a new one ("copy selected instance"). The Thaumcraft is because I was working with my Thaumcraft directory when building and testing (and there were happily conflicts, which made for a good screenshot, as well as testing).
*Goes in and does some more cleanup to the Vanilla instance*
Very odd indeed.
You mean, like the save button? You don't have to overwrite the original file.
Wat.
Go get a file diff utility. Beyond Compare is...well, beyond compare.
(I am not writing a file-diff utility, it's a pain in the ass, and I honestly don't give two manures what mod developers put in their copyright; if it's making it difficult for server owners to distribute configs so that their players can reasonably connect, then I say "violate the hell out of it" because seriously, WTF.)
((Side note: I am someone who views copyright as per linux user permissions: Read-Write-Execute. A config file is readable, therefore I can copy it. Compiled source code is not readable, ergo, not copyable))
No worries.
I think I know what the problem is, clicking on the Eternal Frost doesn't give anything for blocks on the right hand side. So, deductive powers activate, seeing as how for whatever reason it's not loading the blocks and items from the Eternal Frost config file, it's not finding any conflicts, despite there being some.
Any suggestions to fix this? I mean sure, I have changed the IDs already by just going into the file, but I mean we can't have any potential unaccounted for bugs, right? :3
Also, apparently dimension IDs can conflict. We need something for that ;3
WHAT?!
Danger zone.
I'll take a look. If Eternal Frost doesn't define its blocks in the config (as a possible scenario) then there isn't anything I can do.
Same goes for dimension IDs. Most mods don't have a config for that, but I'll snag a couple and check it out.
Edit:
I was able to load both Tropicraft and Eternal Frost without having to modify any config files.
I crashed attempting to enter the freezer, but the crash log was not readily apparent as to why. Likely a dimension conflict, but my tool has no way to fix that, as neither mod exposes its dimension ID to the configs.
Found the issue with EF blocks not being recognized. They have a symbol in their block definition name I hadn't expected. Expanding the character selection regex.
Version 1.2 up.
Dimension mods are tricky work because, naturally, you'll have people that want to cram all, or at least as many as possible, dimension mods as they can into Minecraft. If you aren't using scarce IDs for everything from your dimension to entities, and heck, even metadata if it uses spawn eggs, then you'll create problems for those people.
WHAT?!
Danger zone.
Nope, the version of Eternal Frost I got (right off the main post) uses block IDs all above 4000.
WHAT?!
Danger zone.
Hehe, reminds me when a friend of mine was updating his server (and it's 50+ mods) and just after downloading...Industrial Craft, they pushed an update. As in he and one of the server users (who pointed out the new update) were downloads #2 and #3.
I've been looking for a simpler way to resolve ID conflicts on server-side configs for some time now, and this makes that days long nightmare a virtual breeze!
Thank you, thank you, and thank you again Draco!
PS, love your avatar, that dragon is cute!
You're welcome!
Thanks! It's one of my older ones, but a good one.
Thanks,
Maxus