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  • Discord Moderator
Posted

Yes, for instance:

500: classReika.RotaryCraft.Blocks.BlockMIMachine from RotaryCraft - block.solderingstation from extracells

Both RotaryCraft and ExtraCells are setting a block to use ID 500. You  need to change one of them to a different ID.

Posted (edited)

I can change the IDs in the "AppDataRoaming.technicmodpacksa-guerra-de-justinosconfig" but I where can I change the IDs inside of the modpack? And what if there's a block who has the same ID and it isn't from this two mods (RotaryCraft and extracells)?

Edited by emesquita
  • Discord Moderator
Posted

Each mod has a config file associated with it (or should). Fix the IDs in your local client pack (the path you referenced) then once you get everything working correctly you would simply include that full config folder in your modpack archive.

Posted (edited)

What if I change the ID to 2524 and this ID already exists? Do I need to look in every mod to the IDs?

 

Suggested Ranges: 3501-3971 (471 IDs), 3251-3499 (249 IDs), 1764-1945 (182 IDs)

 

Are those the IDs wich are "available"?

Edited by emesquita
  • Discord Moderator
Posted (edited)

For blocks, if it says that those ranges are open you are safe to use an ID in that range (but only once).

 

For items, once you get into the client and start a SSP world, open your inventory, go to options (bottom left), click Tools and dump ALL item/block IDs. This will give you a CSV file with all the used and available IDs you can use.

Edited by plowmanplow
  • Discord Moderator
Posted

That log is cut off and has no useful information.

  • You have a potion ID conflict RotaryCraft and RandomThings at ID #35. Change the RotaryCraft "Freeze Potion ID" to 37.
  • You still have a staggering number of item ID conflicts which need to be resolved. Check your ForgeModLoader client log for the word CONFLICT after you fix the potion ID.
  • Discord Moderator
Posted

Just make sure you resolve all those item ID conflicts, ESPECIALLY if you intend to make a server. The item ID conflicts will render significant portions of effected mods unusable. Glad it's working now.

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