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jermangarc

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  1. Yeah, I might be that person. I've been thinking about taking up modding, but on the server admin side of things. There are very few mods out there doing these roles and we sorely need more. Thanks for the suggestions though. I've actually figured out how to do it and I'm back on track installing and updating the mods I needed in the world. Thanks again man!
  2. Basically if Forge DID let go of block ID's and make them "available" upon uninstalling a mod, any unloaded chunks in a world would still retain their block ID's until you go back and visit those chunks and reload them, remember Lex's example of the volcano basalt blocks rendering as logs, that would not be good. This is why Forge does not release the ID's. I still think there should be an OVERRIDE option in Forge's config to let the player decide this though. It would be much more flexible, especially for older worlds. I'm always deleting unused chunks using MCEdit to keep the world borders fresh, so in my case (and I'm sure for many other's) it would be great if Forge allowed me to override the reserved ID's.
  3. Got it! So the problem lies in the unloaded chunks. So if you have a world that's made up of hundreds of chunks, then you would have to visit every chunk in existence before installing any new mod; if ID's were to be "freed" and "re-assigned". That could be feasible depending on the size of the world. In essence you've installed a fail-safe.
  4. I figured. I've got the level.dat file open right now. Over 12,000 entries in the ID section. DAMN!!! Don;t know if I'm ready to do all that work, lol. If I figure something out, I'll post it here. Thanks again Lex!
  5. Agreed, I understand that now. Makes perfect sense. I'm actually updating the modpack right now, to reflect the changes to the world you're downloading. Thanks again Lex!
  6. Yes, the world started in 1.6.4, without mods though. I started adding mods in 1.7.2 and subsequently when I updated to 1.7.10. I don't mind updating the ID's, but how do you do that? In 1.6.4, I've read that there were configs to do that, but in 1.7.10 it's all automated. If not, then you're right then. I somehow knew forge wasn't freeing up those ID's, which makes sense now. This seems to be a huge limitation, especially for server owners. Too bad it can't be configurable to free up ID's as an option to players. Going to have to break the bad news to my player base. Thanks for all your help Lex.
  7. Well bad news, after uninstalling all those three mods and saving the world in that state, I tried updating RFTools, an existing mod in my pack and I got the "maximum ID range" error again. Here is the latest log for that. For some reason all those ID's are not being released. https://dl.dropboxusercontent.com/u/72156241/fml-client-latest.log
  8. Hello Lex and thanks for replying. Here are the resources that you've requested. Below is the original support request with the mod I was trying to get installed into my pack a few weeks ago. Like I mentioned the problem has re-introduced itself just trying to UPDATE BC Additions. "Hello jakimfett. Well, after some more testing in my existing world regarding item and block id allocation, I've found that there MIGHT be a problem with how Minechem goes about this process. Let me explain. I've attached the startup log as well as an excel spreadsheet containing item and block ID dumps that I exported in-game; organized the ID's to show totals between a new world and my existing world; found that the startup log error is a bit confusing on line 99549 - "java.lang.RuntimeException: Invalid id 11105 - maximum id range exceeded". Looking up this error I found that modders all agree that "too many mods installed". This is why I'm very confused. If this is true, then my excel spreadsheet tells me otherwise. In my existing map, I have a total of 11104 ID's used up, which coincides with the RuntimeExeption error of 11105, I GET that. But if you look at the Existing world with New Galacticraft install, the ID's go well over this number to total 11183!? What gives? Do you see my problem? or am I missing something? Any thoughts? Sorry if I'm being a pain, you don't have to bother if you don't want to, but I'd really love to get this mod on our server. Thanks for any help you provide. Oops! Almost forgot to include the crash log after I installed Minechem-1.7.10-5.0.5.379.jar. The log file and crash log ARE from same session. Crash Log: http://pastebin.com/Qu42L6rz Log file: https://dl.dropboxusercontent.com/u/72156241/Item-ID-mismatch.txt Spreedsheet: https://dl.dropboxusercontent.com/u/72156241/item.xlsx " WORLD SAVE FILE: https://dl.dropboxusercontent.com/u/72156241/Minecraftia.zip MODPACK FILES: https://www.dropbox.com/sh/6686fdq2g8u7u9s/AABOFfiW7PNoScL0VkLQdC6Da?dl=0 Since this reply to Jakimfett, I've actually uninstalled Bibliowoods Forestry Edition, RedLogic and OresPlus (these were redundant and using up over 1,500 ID slots). So I'm currently trying to see if this will work since so many slots have been made "available".
  9. Hello everyone. This is my first post, so be gentle, lol. Anyhow, I have come up with an issue I can't figure out. It's with a current map I've been using on my private clan server for over a year now. Now the issue DOES NOT happen on a brand new map, which is why I'm submitting this support topic. Without having to type out thee whole problem all over again, please reference this https://github.com/jakimfett/Minechem/issues/614 issue that first came up a few weeks ago for context. At this point I can't even update my map to the current version of BuildCraft Additions 2.0 because of this. Any help or ideas are appreciated. Thanks again!
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