Sign in to follow this  
xBlizz I Devi

Custom Zip Issues - Tekkit Voltz

Recommended Posts

Hi, I have played Tekkit pretty much since it came out. I then tried Voltz and I love some of the mods in it. Thing is, I really miss some of the Tekkit mods and decided I would try to mod Voltz into Tekkit Lite.

Well, it went better than I expected, but is not quite right. I have a working jar with 63 mods in it. The server also works and I'm pleased with the results BUT!!! I cannot use Redpower as it will crash the game before launch due to conflictions. If I set RP2 to set new IDs on launch, it will run once perfectly, but flax seeds drop as Stone Plates, Emeralds (Green Sapphires), Rubies and Sapphires all drop as different logic components.

Basically, how I modded it, was:

- I created a custom pack in the launcher, ran it and closed MC.

- Opened up TekkitLite folder, Voltz folder and Custom1 folder.

- Copied content of bin, mods and coremods from TekkitLite to Custom1

- Copied different mods from Voltz into mods folder in Custom1

- I left out Railcraft as I don't ever really use it.

- Launched MC and got issues with RP2.

- Tried above fixes, until finally removing RP2 from the list.

- Raged and thought I'd ask someone nicely on this forum; how can I fix this?

I really like the Voltz pack, and with Tekkit Lite in it too, it's awesome. But I really 'need' RP2 in the pack as well.

Note: Not really sure where to put this, but since my pack is based on Tekkit Lite, I thought here was best.

Share this post


Link to post
Share on other sites

Try adjusting the config manually, RedPower's ID Resolver tends to do weird stuff like that. I once got a Ruby every time I smelted one silver and 4 nikolite.

Share this post


Link to post
Share on other sites

Thanks for the quick reply!

How do I find which IDs are available? It was ID 4092 that conflicted according to the MC log, changing it to 4091 and 4093 still conflicted. I couldn't even get in-game without letting RP2 reconfigure itself.

Also, in the files, a lot of the items seemed to have the same code of 768. Is that the way the system works? Or is there a problem there as well?

Share this post


Link to post
Share on other sites

You can make an item dump somewhere in the NEI options. You should see lots of free ID's there. Also, ID's in the 3000 range are usually not occupied.

Share this post


Link to post
Share on other sites

So I find this item dump function, read through the list, find empty slots and then spend hours trawling through the config files to make sure each ID is correct? Then do the same thing with the server?

Right... This is gonna be fun. Haha! Thanks

Share this post


Link to post
Share on other sites

So I find this item dump function, read through the list, find empty slots and then spend hours trawling through the config files to make sure each ID is correct? Then do the same thing with the server?

Right... This is gonna be fun. Haha! Thanks

Not really. Just find a bunch of unused ID's and change some item ID's in RedPower's config.

Share this post


Link to post
Share on other sites

Fair enough. My only question now is:

Where on earth do I find the ID dump file from NEI? I've gone ingame and clicked the buttons that say dump IDs, but it doesn't show where it will save it, and trawling through the folders, I can't find it.

Share this post


Link to post
Share on other sites

Well I'm using the custom1 pack, so surely it'd be in there? But still, I can't see it in either folder. I must've not done it correctly!

EDIT: Ah! Found out what I did. I clicked the button that says 'Dump Block IDs' without noticing the button that says 'Dump IDs Now'!

EDIT 2: I have a nice big chunk of unused IDs between 976 and 1099. So should I just assign RP2 items and blocks to each of those? I assume there won't be over 100 to enter.

Share this post


Link to post
Share on other sites

Oh, I've just suddenly remembered another question!

When I use this modpack, I end up with 3 different types of tin, silver and copper. Would it be possible to disable two of each to allow it to work the way it should? And will that affect some mods or will each ore work with each mod?

Share this post


Link to post
Share on other sites

Oh, I've just suddenly remembered another question!

When I use this modpack, I end up with 3 different types of tin, silver and copper. Would it be possible to disable two of each to allow it to work the way it should? And will that affect some mods or will each ore work with each mod?

Just disable any type of tin, silver and copper. Tekkit Lite has IC2 and RP2 tin, copper and silver disabled, and uses Thermal Expansions' ores. You could do the same.

All ores work the same, depending on how you process them. Pulverizing any Tin Ore will yield Thermal Expansion Tin Dust, and Macerating any Tin Ore will yield IC2 Tin dust.

If all else fails, the Forge Lexicon can convert the same material between different mods. But that won't be necessary.

Share this post


Link to post
Share on other sites

I do not have the time for that, unfortunately.

You should be glad though, that Eloraam tries to keep item ID's at a minimum. At most, you'll have to assign about 12 item ID's. Should be no problem.

Share this post


Link to post
Share on other sites

Yeah, I know she does a good job with her mods. But I really can't figure this out. The dump file IDs match the RP2 config IDs. And as far as I can see, these files don't intervene with any IDs from before adding in RP2. I'm also adding in the NEI plugin for RP2 and the wireless redstone bit as well, in case that has anything to do with it.

Share this post


Link to post
Share on other sites

Just change the ID's around, it worked for me. You're using a custom modpack anyway, so it doesn't matter much. Damage values are probably incorrectly cached when autoresolving on a non-clean install.

Share this post


Link to post
Share on other sites

Right, and will this need fixing too:

 world {

        athame.id=768

        axeGreenSapphire.id=768

        axeRuby.id=768

        axeSapphire.id=768

        handsawGreenSapphire.id=768

        handsawRuby.id=768

        handsawSapphire.id=768

        hoeGreenSapphire.id=768

        hoeRuby.id=768

        hoeSapphire.id=768

        paintbrush {

            black.id=9077

            blue.id=9073

            brown.id=9074

            cyan.id=9071

            dry.id=9061

            gray.id=9069

            green.id=9075

            lightBlue.id=9065

            lime.id=9067

            magenta.id=9064

            orange.id=9063

            pink.id=9068

            purple.id=9072

            red.id=9076

            silver.id=9070

            white.id=9062

            yellow.id=9066

        }



        paintcan {

            black.id=9060

            blue.id=9056

            brown.id=9057

            cyan.id=9054

            empty.id=768

            gray.id=9052

            green.id=9058

            lightBlue.id=9048

            lime.id=9050

            magenta.id=768

            orange.id=768

            pink.id=9051

            purple.id=9055

            red.id=9059

            silver.id=9053

            white.id=768

            yellow.id=9049

        }



        pickaxeGreenSapphire.id=768

        pickaxeRuby.id=768

        pickaxeSapphire.id=768

        seedbag.id=768

        seeds.id=768

        shovelGreenSapphire.id=768

        shovelRuby.id=768

        shovelSapphire.id=768

        sickleDiamond.id=768

        sickleGold.id=768

        sickleGreenSapphire.id=768

        sickleIron.id=768

        sickleRuby.id=768

        sickleSapphire.id=768

        sickleStone.id=768

        sickleWood.id=768

        swordGreenSapphire.id=768

        swordRuby.id=768

        swordSapphire.id=768

        woolcard.id=768

    }

Share this post


Link to post
Share on other sites

I don't really know how RP2 resolves duplicate ID's like that, but I'm pretty sure it just adds damage values on its own.

Share this post


Link to post
Share on other sites

Hmmm.... I'm too baffled.

I'll try running through that list of 768s and make sure there's only one. The flax seeds, nikolite, rubies etc all appearing as logic items suggests to me that there's some issue with a link somewhere.

It seems that Logic parts are using Id 768 too. This is interesting. If this works, I shall update this thread.

Thanks for the help so far! You've been very helpful!

Share this post


Link to post
Share on other sites

Ugh!

More code. This is the crash report from MC when I launch it. What baffles me, is that in the RP2 config file, only one thing is set to 1024, and in the pre-RP2 dump file, nothing is set to 1024.

---- Minecraft Crash Report ----

// I bet Cylons wouldn't have this problem.



Time: 22/01/13 14:39

Description: Failed to start game



java.lang.RuntimeException: RedPowerCore: ItemID 1024 exists, autoAssign is disabled.

    at com.eloraam.redpower.core.Config.die(Config.java:90)

    at com.eloraam.redpower.core.Config.getItemID(Config.java:97)

    at com.eloraam.redpower.RedPowerWorld.setupTools(RedPowerWorld.java:349)

    at com.eloraam.redpower.RedPowerWorld.load(RedPowerWorld.java:122)

    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)

    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

    at java.lang.reflect.Method.invoke(Unknown Source)

    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:485)

    at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)

    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

    at java.lang.reflect.Method.invoke(Unknown Source)

    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)

    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)

    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)

    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)

    at com.google.common.eventbus.EventBus.post(EventBus.java:268)

    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)

    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)

    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

    at java.lang.reflect.Method.invoke(Unknown Source)

    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)

    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)

    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)

    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)

    at com.google.common.eventbus.EventBus.post(EventBus.java:268)

    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)

    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)

    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)

    at net.minecraft.client.Minecraft.a(Minecraft.java:456)

    at asq.a(SourceFile:56)

    at net.minecraft.client.Minecraft.run(Minecraft.java:744)

    at java.lang.Thread.run(Unknown Source)





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

---------------------------------------------------------------------------------------



-- System Details --

Details:

    Minecraft Version: 1.4.7

    Operating System: Windows 7 (amd64) version 6.1

    Java Version: 1.7.0_10, Oracle Corporation

    Java VM Version: Java HotSpot 64-Bit Server VM (mixed mode), Oracle Corporation

    Memory: 169402976 bytes (161 MB) / 569245696 bytes (542 MB) up to 954466304 bytes (910 MB)

    JVM Flags: 1 total; -Xmx1024m

    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 v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 74 mods loaded, 74 mods active

    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized

    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized

    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized

    mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized

    mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized

    TreeCapitator [TreeCapitator] ([1.4.6]TreeCapitator.Forge.1.4.6.r03.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized

    mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized

    BuildCraft|Core [buildCraft] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized

    BuildCraft|Factory [bC Factory] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized

    BuildCraft|Transport [bC Transport] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized

    BuildCraft|Silicon [bC Silicon] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized

    APUnofficial [Additional Pipes] (AdditionalPipes-2.1.3u40-1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized

    ImmibisCore [immibis Core] (immibis-core-52.2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized

    IC2 [industrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized

    AdvancedRepulsionSystems [Advanced Repulsion Systems] (adv-repulsion-systems-52.0.4.jar) Unloaded->Constructed->Pre-initialized->Initialized

    AdvancedMachines [iC2 Advanced Machines Addon] (AdvancedMachines_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized

    AdvancedPowerManagement [Advanced Power Management] (AdvancedPowerManagement-1.1.55-IC2_1.112.jar) Unloaded->Constructed->Pre-initialized->Initialized

    BasicComponents [basic Components] (BasicComponents_v1.2.3.331.jar) Unloaded->Constructed->Pre-initialized->Initialized

    AssemblyLine [Assembly Line] (AssemblyLine_v0.2.3.57.jar) Unloaded->Constructed->Pre-initialized->Initialized

    AtomicScience [Atomic Science] (AtomicScience_v0.3.3.130.jar) Unloaded->Constructed->Pre-initialized->Initialized

    BlastCraft [blastCraft] (BlastCraft_v0.6.1.19.jar) Unloaded->Constructed->Pre-initialized->Initialized

    BuildCraft|Builders [bC Builders] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized

    BuildCraft|Energy [bC Energy] (buildcraft-A-3.4.0.jar) Unloaded->Constructed->Pre-initialized->Initialized

    CompactSolars [Compact Solar Arrays] (compactsolars-universal-1.4.6-3.2.0.21.zip) Unloaded->Constructed->Pre-initialized->Initialized

    ComputerCraft [ComputerCraft] (ComputerCraft1.481.zip) Unloaded->Constructed->Pre-initialized->Initialized

    CCTurtle [ComputerCraft Turtles] (ComputerCraft1.481.zip) Unloaded->Constructed->Pre-initialized->Initialized

    DimensionalAnchors [Dimensional Anchors] (dimensional-anchor-52.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized

    EE3 [Equivalent Exchange 3] (ee3-universal-pre1f.jar) Unloaded->Constructed->Pre-initialized->Initialized

    ElectricExpansion [Electric Expansion] (ElectricExpansion_v1.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized

    EnderStorage [EnderStorage] (EnderStorage 1.3.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized

    factorization [Factorization] (Factorization-0.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized

    IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.4.5.zip) Unloaded->Constructed->Pre-initialized->Initialized

    ICBM [iCBM] (ICBM_v1.0.2.125.jar) Unloaded->Constructed->Pre-initialized->Initialized

    mod_InvTweaks [inventory Tweaks] (InventoryTweaks_v1.49_(1.4.6).zip) Unloaded->Constructed->Pre-initialized->Initialized

    IronChest [iron Chest] (ironchest-universal-1.4.6-4.5.1.199.zip) Unloaded->Constructed->Pre-initialized->Initialized

    LogisticsPipes|Main [Logistics Pipes] (LogisticsPipes-MC1.4.7-0.7.0.75.jar) Unloaded->Constructed->Pre-initialized->Initialized

    mmmPowersuits [MachineMuse Modular Powersuits] (MachineMuseModularPowerSuits-v0.0.31.jar) Unloaded->Constructed->Pre-initialized->Initialized

    Mekanism [Mekanism] (Mekanism-v5.0.10.jar) Unloaded->Constructed->Pre-initialized->Initialized

    MekanismGenerators [MekanismGenerators] (MekanismGenerators-v5.0.10.jar) Unloaded->Constructed->Pre-initialized->Initialized

    MekanismTools [MekanismTools] (MekanismTools-v5.0.10.jar) Unloaded->Constructed->Pre-initialized->Initialized

    PowerCrystalsCore [PowerCrystals Core] (PowerCrystalsCore_1.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized

    MFReloaded [MineFactory Reloaded] (MineFactoryReloaded_2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized

    MFReloaded|CompatExtraBiomes [MFR Compat: ExtraBiomes] (MineFactoryReloaded_2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized

    MFReloaded|CompatForestry [MFR Compat: Forestry] (MineFactoryReloaded_2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized

    MFReloaded|CompatIC2 [MFR Compat: IC2] (MineFactoryReloaded_2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized

    MFReloaded|CompatPamsHarvestCraft [MFR Compat: HarvestCraft] (MineFactoryReloaded_2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized

    RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized

    RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized

    RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Errored

    MFReloaded|CompatRP2 [MFR Compat: RP2] (MineFactoryReloaded_2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized

    ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized

    ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.2.8.3.5.zip) Unloaded->Constructed->Pre-initialized->Initialized

    Mystcraft [Mystcraft] (mystcraft-uni-1.4.6-0.9.5.00.zip) Unloaded->Constructed->Pre-initialized->Initialized

    NEIPlugins [NEI Plugins] (NEIPlugins-1.0.4.1.jar) Unloaded->Constructed->Pre-initialized->Initialized

    NetherOres [Nether Ores] (NetherOres_2.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized

    OmniTools [OmniTools] (OmniTools-2.2.5.zip) Unloaded->Constructed->Pre-initialized->Initialized

    Railcraft [Railcraft] (Railcraft_1.4.6-6.14.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized

    RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized

    RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized

    RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized

    RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized

    RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized

    RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized

    StevesCarts [steve's Carts] (StevesCarts2.0.0.a42.zip) Unloaded->Constructed->Pre-initialized->Initialized

    ThermalExpansion|Factory [Factory] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized

    ThermalExpansion|Energy [Energy] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized

    ThermalExpansion|Transport [Transport] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized

    ThermalExpansion|NEI [NEI] (ThermalExpansion-NEI-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized

    snyke7_Transformers [Transformers] (Transformers v1.7b.zip) Unloaded->Constructed->Pre-initialized->Initialized

    Tubestuff [Tubestuff] (tubestuff-52.0.8.jar) Unloaded->Constructed->Pre-initialized->Initialized

    weaponmod [balkon's WeaponMod] (Weaponmod.zip) Unloaded->Constructed->Pre-initialized->Initialized

    WR-CBE|Core [WR-CBE Core] (WR-CBE Core 1.3.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized

    WR-CBE|Addons [WR-CBE Addons] (WR-CBE Addons 1.3.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized

    WR-CBE|RedPower [WR-CBE RedPower] (WR-CBE RedPower 1.3.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized

    LWJGL: 2.4.2

    OpenGL: AMD Radeon HD 7900 Series GL version 4.2.12002 Compatibility Profile Context 9.12.0.0, ATI Technologies Inc.

    Is Modded: Definitely; Client brand changed to 'forge,fml'

    Type: Client (map_client.txt)

    Texture Pack: Sphax 128x MC 1-4-6 Tekkit Lite 0-5-1.zip

    Profiler Position: N/A (disabled)

    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null

Share this post


Link to post
Share on other sites

Right, well, I enabled the RP2 auto resolver thing. It started up and updated the config file. The config file now only has eight 768s in it. I'll cycle through the list until it decides it's happy and I get only one 768 repeating.

EDIT: WOOOHOOO! That worked! Lights are 768 and the rest of the 768s are now something else. Just tried a few basic recipes and items and they seem to be working as they should!

EDIT 2: Now how on earth do I do this with the server? Can I just copy the redpower.cfg file to the server's config folder or do I have to sit and check each ID against a different file and such?

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this