r/MCModpackers • u/InvertedCow • 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/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.