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Murdy007

Adding More Mods Causes Block IDs To Swap

By Murdy007, September 4, 2015 in Support & Bug Reports

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Murdy007    0

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Posted September 4, 2015

Hi,

I have a private modpack which I have a world on which I have been working on for two years, and have already had the trouble of updating to 1.7.10.

I have just tried to install Mo' Creatures and my Custom Mod. Bad things happened. Some chisel blocks changed to IC2 blocks, invisible light source blocks turned to metallurgy liquid metals, applied energistics glass changed to compressed salt, etc. Then after about 30 seconds on the world, it crashes. It only happens when I add mods, not remove them and I think when I add them it changes the loading order or something. Right now I prefer the old ID system because at least then the slots were occupied and the mods couldnt change them whenever they liked. If anyone has some info that would be great! This is urgent.

Thanks,

Murdy007

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Murdy007    0

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Posted September 5, 2015

bump. this is urgent.

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loordgek    176

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Posted September 5, 2015

F you w/ your "urgent"

we need logs we can not help you if you dont provide one

read the eaq next time

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Murdy007    0

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Posted September 5, 2015

there are no logs,  unless you want the log for when it crashes. I really want to know WHY it changes the blocks and how to stop it.

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diesieben07    7696

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Posted September 5, 2015

Please post a log, we need it for the list of Mods (and other things). Some mods think they are oh-so-smart and hack into FMLs Block/Item registration system, which then promptly breaks - in ways like you can observe here (most likely).

Unless you can reproduce this with a minimal testcase (install 1 Mod, load world, install 2nd mod, issue occurs) this qualifies as a mod issue, not forge.

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Murdy007    0

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Posted September 6, 2015

mod list

https://www.zerobin.net/?51bbbc0d80864ea6#2Vx9vvTbE7bSrQjZ5rHpxQszc8oYgnH64zwLdJciljY=

and I am trying to add mo creatures

 

crash log when adding mocreatures

https://www.zerobin.net/?a50fe644a7f1584c#HnD54O5WVsFXSJN6u+nPw/BZ/5An5qQ7yA9f/RkkD7I=

 

I dont know why this is happening. I think that the mods are swapping around in loading order and the blocks are changing around because of that and are changing to other blocks. How do I stop this?

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diesieben07    7696

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Posted September 6, 2015

The crash has nothing to do with swapped Block IDs. The crash is a bug in carpenters Blocks.

And, as I said before, unless you can reproduce the "Block ID swapping" with just 2 simple mods, this qualifies as a mod error.

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Posted September 6, 2015

yes, but how can you explain light source blocks turning into molten metals, chisel blocks changing to electric coils, garage doors turning into wooden planks, blocks of metal changing to blocks of ores, connected glass changing into macerators, cables changing into crops, tanks turning into liquid, flowers turning into projecte machines, harvesters turning into lamps, elevators turning into salt, etc, etc, etc! Surely that is the block ids changing in loading order!!! I have to fix this as soon as possible, and I know that the crash was carpenters blocks, it was because some blocks cant be placed into carpenters blocks and obviously the block id of the block that was in the carpenter block changed into a block that couldn't be turned into one, like a block with a gui.

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Posted September 6, 2015

And, as I said before, unless you can reproduce the "Block ID swapping" with just 2 simple mods, this qualifies as a mod error.

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Posted September 6, 2015

how can this qualify as a mod error if ANY MOD I INSTALL does this, and how can I test it if the whole world is modded and with 2 mods there isnt enough ids for it to end up changing, and mocreatures and whatever mod I test may work fine together? It also happens with a lot of different blocks from alot of different mods. I dont know why this is happening I only have 150 mods its not like there are too many blocks

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diesieben07    7696

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Posted September 6, 2015

It is a mod error, because a mod you have already installed is causing the error. Not new mods you add. And the fact that it does not happen with just 2 mods shows that this is not caused by forge.

If you think this is a forge error, provide a reliable, minimal test case that reproduces it.

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Posted September 6, 2015

removing carpenters blocks will stop this error as there is nothing to change, but the fact still remains - the mods change loading order causing block ids to swap. that is the problem.

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diesieben07    7696

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Posted September 6, 2015

If you think this is a forge error, provide a reliable, minimal test case that reproduces it.

This is the last warning.
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Posted September 6, 2015

But I cant do a test - I already know that it needs heaps of mods and a big world full of modded stuff to cause it!!!

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Posted September 6, 2015

Then it is not caused by forge. Figure out which mod causes it, complain to them.

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Posted September 6, 2015

It happens with any mod I add, and I dont know what of 100 mods mocreatures is moving in front of. ANy mod that adds blocks causes this, even my own mod (and that aint broken)

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diesieben07    7696

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Posted September 6, 2015

As I said twice already: It is not necessarily the mod being added that is broken. It is potentially a mod that is already installed before.

The only way to find out which one is causing this is to go through the list of mods, take each one, create a world with only that mod, install a 2nd mod (use the same 2nd mod every time) that is known to not be broken and if it breaks you have found the culprit.

Create a new world after each mod.

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Posted September 6, 2015

Ok I will do that later but would you have any clues to what mod may cause this as this will take a long time, installing one mod, placing its blocks, then installing mocreatures and hoping something happens. Found this which is incredibly symilar but with different mods: http://forum.feed-the-beast.com/threads/problem-with-adding-mods-in-direwolf-20.98110/

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Posted September 6, 2015

No, I have no clue, since I do not know the code of every mod.

Using MoCreatures as the 2nd mod is a bad choice. Choose a small mod that adds 1, maybe 2 very simple blocks.

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Posted September 7, 2015

I tried removing some mods from the modpack first to see if it did anything.

I removed some mods and it didn't do anything, but then when I removed one of my mods that were custom made, I had the backup level.dat message then on loading it, it crashed

Crash report - https://www.zerobin.net/?955b2cd7aba0d19d#ruVArxtbQTnefn/JuEayqweJHHZ9svIUA/xgR5xoJCw=

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Posted September 7, 2015

I have just removed optifine which fixes that bug, but then it crashes with carpenters blocks because a block id has changed to air. The mods of mine I removed only added items, but from this crash report I can see it is changing the blocks around which is strange. Does anyone know why removing an item mod could change block IDs??? I even went into my mods and changed init to onPreInit and that caused the same thing.

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Posted September 7, 2015

I will give you another last warning.

You are providing no useful information. It is not your mod that is causing the mixup (most likely). It is a mod that is already in the pack.

You will not find the solution to this if you keep testing with the complete pack.

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Posted September 7, 2015

I will try and test this problem by placing down blocks from a mod, then adding another mod and see if anything changes, is that correct? Sorry for being annoyed, I have been working on this project for exactly 4 years in december. Also would it be wise to test core mods like CoFH Core or any library mods?

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Posted September 7, 2015

Yes, that sounds correct and yes that would be wise.

CoFH specifically does, if i remember correctly, mess with FMLs registry.

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Posted September 8, 2015

I dont know if it is of importance, but I think that the world that I mainly use is using block IDs instead of block names. Would anyone know why? I've also noticed that in the normal modpack I made a world and placed down a block from each mod, then added mocreatures, and unlike the main world, nothing changed...

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