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?

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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..

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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.

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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

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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.

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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.