Jump to content

Recommended Posts

Posted

Add in a way to either fill in the next available id for items and blocks with minecraft forge allowing more mods to be compatable, or making new arrays for each named after the modid.

 

Benefits of the first is that each mod would just fill in the next available id instead of being set that way you dont have to move the id numbers super far ahead or change them to make them compatible with other mods. Only problem is that two or more mods may try to fill the same ids repeatedly.

 

The second means far more compatibility since you would have your own array of ids rather than having to use the same array as minecraft and every mod. This would allow potentially endless items and blocks without having to continually extend the regular arrays, The only downside I could see is after creating a dozen of them minecraft may have problems loading each one individually. Perhaps each mod extends the existing array by a certain amount automatically offsetting your ids.

Posted

1) IDs are going away 2) We already have that in place, modders dont use it.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Here is the end of the log. it was way too big to put in pastebin, but I started from when I was online and everything was fine. Error should be in here: https://pastebin.com/Sdhdq593
    • Update: I stand corrected as I was able to dig up a relevant log from my earlier testing which highlights the overall issue but does not explain how to solve it. See, Diagnostic Logs for pack.mcmeta not found: https://pastebin.com/LXS8Rtna
    • Which mod was this? What are all the mods that were in use? It will help if enough information to replicate the problem is available.
    • I have been attempting to create a supplementary resource pack with Patchouli in order to add back the guidebook for Better End but unfortunately in every prototype I have made pack.mcmeta and my resource pack are not recognized. I have tested both zipped and unzipped and either way curseforge does not recognize my resource pack as existing. For testing I stripped my pack down to just the pack.mcmeta file and two empty folders labelled data and assets and I know the data folder is not the problem as firstly my first attempts just had an assets folder following Patchouli instructions and data came later in my flailing attempts to make anything in my pack work. The mcmeta file is not recognized whether or not I use this:  { "pack": { "pack_format": 15, "description": "A replacement for the BetterEnd Guide Book." } "language": { "en_US": { "name": "English", "region": "United States" } } } ,or this:  { "pack": { "pack_format": 15, "description": "A replacement for the BetterEnd Guide Book." } } I have made sure to only use lowercase and the pack folder is named better-end-guide. Is this some magic nonsense from me doing this manually instead of using an IDE or similar tool? Could it be because my files are by default in UTF-8 even though ANSI gives the same results? Is there a specific community secret tool I am supposed to use for zipping or specific settings? I am pulling my hair in distress. Unfortunately as there are no errors involved I lack logs to offer, if that disqualifies this thread please do not be harsh and instead if you can then please direct me to a forum with different rules and sufficiently respectful but knowledgeable as to be of assistance. Most of my experience with the programming community has been poor and so naturally I find myself wary.
    • I never picked up a tier 0 dragon skull to my knowledge. One of my other skulls must have bugged out and randomly became one. I was confused on what the heck it was and tried placing it, now the game will only crash because it can't render in whatever the heck the tier 0 skull is. This is on a server and it crashes anyone within render distance.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.