Posted April 20, 201411 yr Some time ago, I had an error when I tried to add a mod to a world with some other mods already installed. There was an ID bug, as the ID of my Block appeared to be 0. I'm wondering, why this can (still) happen because, from my point of view, its very easy to solve. First, for every world a list of the IDs and the corresponding Block- or Itemname should be saved. I think, this is already done in earlier versions, because in the "missing id" screen in Forge 1.6 it says the corresponding modid. Second, if a world is loaded the IDs from this list should be loaded into an array of Items/Blocks which forms the base for the IDs in the world. Third, if some IDs are missing in this list, they are added at the end which ensures that there is no ID duplication. This will work both on client and server. I don't know if parts of this idea have been added to forge already or are going to be added soon, but I wanted to tell you what I think about this. This method of storing the IDs and the Block- and Itemnames will, of course, take a little bit of disk memory but will completely remove any ID problems. The only error that could still happen is that either the maximum Block- / Itemcount is exceeded or two Items have exactly the same unlocalized name but this requires them to are in mods with the same modid which is very unlikely. I hope you understand what I want to do exactly and I also hope that this feature or a similar one will be added to forge soon. http://i.imgur.com/wNvtGZw.png[/img] MODS and MODDING TUTORIALS
April 20, 201411 yr This is already done, and our tests show it working. If you have different results please provide sample mods/setups and detailed instructions to reproduce. I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
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