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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Pixelated

    Objectively wrong. But I forgive you since you come up with neat, albeit sometimes buggy, mods.



    Then go in and fix the conflicting ones by hand. Forge I believe gives you a text file that says "ID Conflicts" and it shows you what ids are conflicting. And I hope you only use IDfix Minus ONCE and then getting rid of it. Because thats what you should be doing.
    Also, IDfix does edit config files within their folders, so that isnt the problem. However, some mods just override IDfix, or whatever so youll still have to do some by hand editing.

    And to help even more, Forge's Log file also in the .minecraft folder, writes down conflicts for Items as well as blocks, if you search "Conflict" in it. The last thing I got to help is if you use NEI, you can data dump all IDs for Items and blocks and what have you.

    Not always. Also another reason why they are bad is because the whole point of having an ID manager is so that you don't have to. Ergo if a ID manager is unable to do that it is not a good manager.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    Such as?


    Then that one will not be supported.


    Did you fill the superconductor first?

    What do you mean by fill the superconductor?
    BTW I was testing those wires in creative mode.
    Also considering your answer you know exactly what is going on.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Reika remember that question I said I was going to ask but didn't ask. Well I am no longer going to ask that question but instead goin to ask this as it is more accurate to the problem. Why are some wires not place able in the current version of electricraft?
    Posted in: Minecraft Mods
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    posted a message on [32X32] [1.6.X] The End is Extremely Nigh: Revolution - Barely Alive and Kicking Update
    Quote from batsoutman

    Hey all! Sorry I never followed up with that Golem edit - I've had serious computer issues.
    While I get that sorted out, here's another edit I thought you might be interested in.



    This is a WIP of a leather armor that supports color staining.
    The last image in the set is default leather (no color.)

    And here are the PNGs if you guys would like to try them!
    I am very interested in feedback.

    NOTE: THESE ARE ALL JUST EDITS OF SANTIAGO'S WORK. ALL CREDIT GOES TO THAAAT GUY.

    Oh heck yeah. I actually did something like this but it was poor.
    Posted in: WIP Resource Pack
  • 0

    posted a message on [1.6.4]Kirby859's Content Packs for Flan's Mod - Insurgency Pack Remade, Pack of Packs for 1.5.2
    Quote from Kirby859

    Unfortunately, not really.
    I might make one for the 1.7.2 release.
    Just for you. Is there a certain howitzer you would like?

    When I said your howitzer I meant the one you were working on for the european theater pack. As for your question I would like you to finish the one you started first then well go on from there... it's your pack after all.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4]Kirby859's Content Packs for Flan's Mod - Insurgency Pack Remade, Pack of Packs for 1.5.2
    Quote from Kirby859


    I did notice that yesterday.

    I haven't been doing much, but I recently did things on Techne. I should be able to start making gun models soon.
    As of now, I'm working on a Panzer III Ausf. L.

    Does your howitzer work for flans mod 4.1. (Sorry but I haven't had anything that makes a proper arty in flans mod yet)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2] ICBM - Missiles and Military Tech! [6,000,000+ DOWNLOADS]
    Is it possible for the turrets to target mod enemies or are they only limited to vanilla mobs?
    Posted in: Minecraft Mods
  • 0

    posted a message on [32X32] [1.6.X] The End is Extremely Nigh: Revolution - Barely Alive and Kicking Update
    Anyone got something to say?
    Posted in: WIP Resource Pack
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika


    Agreed. I must admit I am somewhat tired of seeing people post logs with auto-generated IDs of -40 or 328747.

    *gives nod in approval* (sorry been spending too much time on the SMP forums)
    I was about to ask a question regarding electricraft but I'll ask it later if it turns out it really is an issue.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika


    ID fixing utilities are garbage.

    Indeed.
    No one ever seems to get it right. They either don't do their job or they do something stupid.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    No. Why do you want to?

    Because a id manager mod I am using idfix minus does not always do it's job. More specifically sometime when I have geostrata installed despite there being available space and the mod is installed it doesn't change the ids and causes the game to crash. The reason why specifically I don't know but right now I theorize it has to do with the config options being in another folder. Again this is theoretical.
    Posted in: Minecraft Mods
  • 0

    posted a message on Idfix and Idfix Minus: mods for resolving Id conflicts
    Quote from icefang37

    i keep getting this crash

    Description: There was a severe problem during mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.RuntimeException: A mod has attempted to assign BlockID 4065 to the Fluid 'oil' but this Fluid has already been linked to BlockID 1530. Configure your mods to prevent this from happening.
    at net.minecraftforge.fluids.Fluid.setBlockID(Fluid.java:128)
    at net.minecraftforge.fluids.Fluid.setBlockID(Fluid.java:136)
    at buildcraft.BuildCraftEnergy.preInit(BuildCraftEnergy.java:163)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
    at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    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:313)
    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.sendEventToModContainer(LoadController.java:201)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    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:313)
    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:112)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
    at net.minecraft.client.main.Main.main(SourceFile:101)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
    Caused by: java.lang.RuntimeException: A mod has attempted to assign BlockID 4065 to the Fluid 'oil' but this Fluid has already been linked to BlockID 1530. Configure your mods to prevent this from happening.
    ... 39 more


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.6.4
    Operating System: Mac OS X (x86_64) version 10.9
    Java Version: 1.6.0_65, Apple Inc.
    Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
    Memory: 44494344 bytes (42 MB) / 169930752 bytes (162 MB) up to 1065025536 bytes (1015 MB)
    JVM Flags: 1 total; -Xmx1G
    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 v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 Optifine OptiFine_1.6.4_HD_U_C8 33 mods loaded, 33 mods active
    mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
    Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
    TooManyItems{1.6.4} [TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    SPCForge{1.1} [SPC Forge] (minecraft.jar) Unloaded->Constructed->Pre-initialized
    DamageIndicatorsMod{2.9.2.3} [Damage Indicators] (1-2) Unloaded->Constructed->Pre-initialized
    cfm{3.2.5} [§4MrCrayfish's Furniture Mod] ([Forge]FurnitureModv3) Unloaded->Constructed->Pre-initialized
    AnimationAPI{1.1.1} [AnimationAPI] (AnimationAPI v1) Unloaded->Constructed->Pre-initialized
    ArchimedesShipsMod{1.6.4 v1.4.5} [Archimedes' Ships] (ArchimedesShips) Unloaded->Constructed->Pre-initialized
    bbCraft{0.7} [bbCraft] (bbCraft_V0) Unloaded->Constructed->Pre-initialized
    BetterDungeons{2.4} [Chocolate quest] (BetterDungeons207.zip) Unloaded->Constructed->Pre-initialized
    BiomesOPlenty{1.2.1} [Biomes O' Plenty] (BiomesOPlenty-universal-1.6.4-1.2.1.434.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Errored
    BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
    BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
    ConfigMod{v1.0} [Extended Mod Config] (ConfigMod for MC v1.6.4.zip) Unloaded->Constructed->Pre-initialized
    CoroAI{v1.0} [CoroAI] (CoroAI for MC v1.6.4.zip) Unloaded->Constructed->Pre-initialized
    craftguide{1.5.2} [CraftGuide] (CraftGuide-1) Unloaded->Constructed->Pre-initialized
    MoCreatures{6.1.0} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6) Unloaded->Constructed->Pre-initialized
    ExtendedRenderer{v1.0} [Extended Renderer] (ExtendedRenderer for MC v1.6.4.zip) Unloaded->Constructed->Pre-initialized
    Morph{0.3.0} [Morph] (files^Morph-Beta-0) Unloaded->Constructed->Pre-initialized
    HardcoreEnderExpansion{1.4.2} [Hardcore Ender Expansion] (HardcoreEnderExpansion.zip) Unloaded->Constructed->Pre-initialized
    MinersDeluxe{2.2.3} [MinersDeluxe] (MinersDeluxe-v2) Unloaded->Constructed->Pre-initialized
    MutantCreatures{1.4.4} [Mutant Creatures] (Mutant_Creatures_v1) Unloaded->Constructed->Pre-initialized
    NetherX{1.2.2} [NetherX] (NetherX 1.2 for MC 1.6.4.jar) Unloaded->Constructed->Pre-initialized
    RodolRivalRebels{1.6.4} [RivalRebels] (RivalRebels) Unloaded->Constructed->Pre-initialized
    mod_Unlimited{2.3} [mod_Unlimited] (Superheroes Unlimited Mod V2) Unloaded->Constructed->Pre-initialized
    AIBlock{v1.0} [AIBlock] (Weather v1.59 Mod for MC v1.6.4.zip) Unloaded->Constructed->Pre-initialized
    WeatherMod{1.58} [Weather and Tornadoes] (Weather v1.59 Mod for MC v1.6.4.zip) Unloaded->Constructed->Pre-initialized
    mod_ZanMinimap{0.9.4} [Zan's Minimap] (ZansMinimap1) Unloaded->Constructed->Pre-initialized

    That is because idfix has a problem with that block and is always trying to change it no matter what. My suggestion switch to idfix minus.Right now my problem with idfix minus is that it doesn't always do it's job.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Question is it possible for your mod config files to work outside of the Reika's folder?
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Eletricraft... Nice. Time to get the lab computers back online and to build some new stuff. (Lab computers are for design purposes)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4] WarpDrive mod: ships, space, lasers!
    Quote from Wolfhound91380



    Yeah I agree that isn't a problem but, for only one hyperspace jump, it needs 8% of WarpDrive core's energy so 8,000,000 EU and its REALLY difficult to product xD
    Mmmh…I got a question, as seen in the AtlanticCraft's video about WarpDrive, where can I find the "Infinite Energy" thing? Is it an other mod? Because I really need a lot of energy for this space ship o -o

    Found it. It is a part of the Calclavia core mod (yeah that Calclavia) but you have to install it with another one of calclavia's mods I order for it to work without crashing. It's a core mod that crashes whenever the mod it's for is not present.
    Quote from sero321

    its ic2 block i belve not sure 100%

    No it's not. It is one of Calclavia's mods.
    Posted in: WIP Mods
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