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Posted (edited)

So on my personal modpack I'vs been having problems dealing with EnderIO and ProjectRed-Exploration. Basically what's going on is that the ore dictionary is matching the wool gin (ProjectRed) with a ton of different items from  EnderIO including all of the capacitors and all of the ore dusts.

This causes recipes from EnderIO to look like this: http://gyazo.com/66b2c1d5dd9416180d4a0b3e0dc5aef2

Items from EnderIO appear to be missing and instead are replaced by ProjectRed items such as the DrawPlate and White BackPack

http://gyazo.com/1cabb175517812db55d4fa8bc8c26ae9

 

The situation has made EnderIO basically useless, but I really want to use it. I've checked for a couple of weeks now and found nothing on this issue, also there are people who have both mods, but no conflicts. The issue is not a matter of IDConflicts because I checked both mods for the items being replaced and they share no ID's (also the game would've told me about them) If anyone has any information on solving this I would highly appreciate it.

 

The platform url is here: http://www.technicpack.net/api/modpack/verdes-technological-modpack

Edited by VerdExNeon
  • Discord Moderator
Posted

How can we keep track of your issues with the same modpack if you keep starting new threads. I promise I'm not picking on you when I say this, but I've already told you two or three times what the problem is and how to fix it (you did put the configs in your pack, WOOHOO! :) ). Since there seems to be a miscommunication somewhere I'll try to be more explicit.

 

You state that you have parts (items) from EnderIO conflicting with ProjectRed. If you examine your ForgeModLoader-client-0.log file (in your client pack folder underneath the .technic folder) you will find a line like this if you search for the word CONFLICT :

2014-07-31 09:40:51 [INFO] [STDOUT] CONFLICT @ 31731 item slot already occupied by crazypants.enderio.material.ItemCapacitor@2a3c6595 while adding mrtjp.projectred.core.ItemDrawPlate@63312edc
2014-07-31 09:40:51 [INFO] [fml.ItemTracker] The mod ProjRed|Core is overwriting existing item at 31987 (enderIO:itemBasicCapacitor from EnderIO) with mrtjp.projectred.core.ItemDrawPlate

You can see that the log explicitly states that you have an item ID conflict where ProjectRed is overwriting EnderIO's capacitor with a draw plate. The broken recipes happen because EnderIO thinks that its capacitor is on (in game) ID 31987 but ProjectRed has overwritten that with its own draw plate item. Obviously this is a problem we must fix.

 

In the lines from the log above you can see that the first line lists the ID as 31731 and the second line lists the ID as 31987. This is because, for most items, the in-game ID is up-shifted by 256 from the value set in the config file. Not all mods have up-shifted IDs so this can sometimes be confusing, but in this case we are dealing with shifted IDs. What you need to do is to use NEI (Open Inventory -> Options in bottom left -> Tools -> Data Dumps -> set Blocks/Items to all -> Click Dump) to dump a full list of IDs to a CSV (comma separated value) file. This will give you a list of in-game IDs assigned to blocks and items. What you need to do is to find a range of unused IDs in that list (there should be many unused ranges), subtract 256 from the ID listed in the CSV file and assign that lesser ID to the item in question inside the config file for one of the conflicting mods.

 

The procedure explained above should be applied to all occurrences of conflicts in your ForgeModLoader-client-0.log. Some mods create conflicts intentionally and can confuse the process, but none of the mods you have in your pack do that.

Posted

How can we keep track of your issues with the same modpack if you keep starting new threads. I promise I'm not picking on you when I say this, but I've already told you two or three times what the problem is and how to fix it (you did put the configs in your pack, WOOHOO! :) ). Since there seems to be a miscommunication somewhere I'll try to be more explicit.

 

You state that you have parts (items) from EnderIO conflicting with ProjectRed. If you examine your ForgeModLoader-client-0.log file (in your client pack folder underneath the .technic folder) you will find a line like this if you search for the word CONFLICT :

2014-07-31 09:40:51 [INFO] [STDOUT] CONFLICT @ 31731 item slot already occupied by crazypants.enderio.material.ItemCapacitor@2a3c6595 while adding mrtjp.projectred.core.ItemDrawPlate@63312edc
2014-07-31 09:40:51 [INFO] [fml.ItemTracker] The mod ProjRed|Core is overwriting existing item at 31987 (enderIO:itemBasicCapacitor from EnderIO) with mrtjp.projectred.core.ItemDrawPlate

You can see that the log explicitly states that you have an item ID conflict where ProjectRed is overwriting EnderIO's capacitor with a draw plate. The broken recipes happen because EnderIO thinks that its capacitor is on (in game) ID 31987 but ProjectRed has overwritten that with its own draw plate item. Obviously this is a problem we must fix.

 

In the lines from the log above you can see that the first line lists the ID as 31731 and the second line lists the ID as 31987. This is because, for most items, the in-game ID is up-shifted by 256 from the value set in the config file. Not all mods have up-shifted IDs so this can sometimes be confusing, but in this case we are dealing with shifted IDs. What you need to do is to use NEI (Open Inventory -> Options in bottom left -> Tools -> Data Dumps -> set Blocks/Items to all -> Click Dump) to dump a full list of IDs to a CSV (comma separated value) file. This will give you a list of in-game IDs assigned to blocks and items. What you need to do is to find a range of unused IDs in that list (there should be many unused ranges), subtract 256 from the ID listed in the CSV file and assign that lesser ID to the item in question inside the config file for one of the conflicting mods.

 

The procedure explained above should be applied to all occurrences of conflicts in your ForgeModLoader-client-0.log. Some mods create conflicts intentionally and can confuse the process, but none of the mods you have in your pack do that.

 You sir are the God of Modpacks. The main problem I was having was that when i see IDConflicts I only thinks of the ones the game tells you about. The more detailed walk through of my problem helped me get everything working and i greatly appreciate you helping me out especially when I was at my dumbest. Thank you.

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