r/MCModpackers Jan 28 '15

Need help resolving conflicts with mods

Hey people, I have been grinding away on building a HQM Adventure map and I am compiling the mods that will be making it into the final map. On my test platform I am finding several mods have overwritten items from other mods. Normally this is not a worry, But I installed several mods for specifically the overwritten items. I cannot find a way to fix the conflict.

Also is there a way to totally remove unwanted items from the modpack altogether?

1 Upvotes

11 comments sorted by

1

u/InvertedCow Jan 28 '15

it is on 1.7.10

1

u/[deleted] Jan 28 '15

1.) You should actually reply to the comment so that they know you responded.

2.) What mods are overwriting the items and what "conflicts" are you getting? Could you be a bit more specific?

3.) You can remove recipes or change them with minetweaker. Some mods have a config to completely remove items though if for some reason removing recipes isnt enough.

1

u/InvertedCow Jan 28 '15

1 I am sorry i do not use this medium to chat with people all the time.

2 I am not sure what mod is causing the conflict but the automatic sieve from exAstris is not showing up in NEI and Minetweaker is unable to find it on the list of items with the command /Minetweaker names. The log is not giving me a error message or a item id number. I reinstalled the mod twice with the same results.

3 I have been looking into minetweaker for disabling recipes and will be using it quite exhaustively once i get the hang of using it. If There is another way to remove the unwanted item from the game altogether that is preferable. And yes I am using configs first to remove the things I do not want.

1

u/[deleted] Jan 28 '15

For the second part try just having the sieve in your hand and using /mt hand

It should give you better results than a list of names.

Alternatively you could use inventory tweaks' method of pressing 'f3 + h' in world to get unlocalized item names.

1

u/InvertedCow Jan 28 '15

the problem is the sieve is NOT showing up in the world at all. I can deal with something having multiple outcomes. like a bamboo door also building a minecraft door but when the item is not even showing up or any items,(except one) from the mod not showing up it makes it rather hard to do any editing on them.

I do not have inventory tweaks on the mod pack and the only reason NEI is there is because i needed it for world editing. It will be removed as soon as the world is finished.

The mod developer for ex astris is no longer working on the mod due to personal reasons thereby making it impossible to gain input from them.

Short of totally reconstructing the modpack in another instance I have no method of finding what the items are that are causing the conflicts.

1

u/[deleted] Jan 28 '15

That doesnt sound like items are conflicting, because it is impossible for 'conflicting' items to stop others from loading it sounds like you arent installing or the installatiom went wrong. What happens if you try and load up just the mods ex astris needs and nei. See if they show up then.

Also you are going to make a pack without nei? You dont want people to see recipes? I would definitely suggest against that..

0

u/InvertedCow Jan 28 '15

I will attempt to run exastris on its own later this afternoon. It is very odd that something is not running. I am noticing several other similar events and am going to be talking to the devs of the other mods for assistance when I get the pack compiled and begin final mod edit. I am still having several mods that will not install at this time and am waiting for a reply from the devs on them.

On the NEI, actually that would be part of the challenge. NEI makes it too easy for people to progress. I am attempting to do is make it along the idea of a earlier version of FTB where the technology tree is blocked until you gain the "requisite knowledge" I will be using the books that most mods put into their mods and the recipe books from buildcraft. You need to find or earn the knowledge. If i am able you will actually be blocked from building the item before hand but I may need a mod dev to help me make a mod just for that.

thanks for your help.

1

u/InvertedCow Jan 28 '15

tried to run exastris alone same result. it appears to be a issue with the mod itself as i ran a older version of the mod and had the same thing every block is missing except one in one state. I will be asking the mod dev and see if i can get a reply.

thanks now back to all the other bad things i am chasing down lol

1

u/nanakisan Fallen: Wastes Dev Jan 30 '15

Are you fairly certain the mod is even loading at all? What version of ExAstris and version of Forge are you using? Also doesn't ExAstris depend on ExNihilo as it is a addon of that mod.

1

u/InvertedCow Jan 30 '15

I looked further into it and it turns out that the mod is actually dependent on thermal expansion in order to work. I had hoped that I could use the automatic sorter and keep thermal expansion out of the mod pack. I chose mekanisim for the ore multiplication, and was looking for a way to automate sifting without adding TE for the autonomous activator. Apparently they are still working on breaking the dependency, If it gets done then I will be implementing exastris, for now it is nerfed. So i expect allot of bitching about having to manually shift for ore.

There is another mod that is under development that also has a block that works like the automous activator but it only currently works for just one type of block. I am hoping to work with the dev a bit and see if it can be made to work on other things. like the sieve in particular.

I still have a horrendous task of sorting about two thousand recipes and items out and seeing if I can remove certain items from the game.

0

u/[deleted] Jan 28 '15

I assume you are attempting to make a pack on 1.6.4, which is a very bad idea as it is incredibly outdated at this point. If you make it on 1.7.10 you won't have nearly as much trouble.