AudreyAdz

The R.C.P. F.A.Q.

Jul 31st, 2025 (edited)
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  1. FREQUENTLY ASKED QUESTIONS
  2.  
  3. Q1: What problem is this solving?
  4. A: Many things are added to Minecraft by mod authors at greater frequencies than other things. Limestone, Silver, Cattails, etc. When you install enough mods you will eventually run into two items with identical names but different appearances and won't stack in the inventory. Maybe they can be used for the same recipes (thanks to Forge Tags) but sometimes they can't. This creates potential inventory management confusion, disrupts your world's consistency/believability and can be a hit to a player's immersion.
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  6.  
  7. Q1.5: Is that all?
  8. A: Great question, real person who definitely asks this very frequently. As of 1.5, this resource pack is also attempting to solve polish problems in a more committed fashion. Correcting spelling/capitalization issues within supported mods has always been a minor element of The RCP's mission statement. This element has become much more major with 1.5; several unpolished mods have been included with total facelifts, such as Orcz, Ice and Fire Delight and Casualness Delight. Aside from polish, cohesion has become a major focus as well. Many name changes have now been included as an effort to enforce vanilla (and base Farmer's Delight) naming schema; "Chest with Boat", "Bucket of Entity", "Fluid Bucket", "Block of Metal", "Item Crate", "Bag of Items", "Basket of Items", etc. are now consistently used. British spellings are also, across the board, reverted to American ones. I'm sorry if you have a preference for British spellings but as every included lang file is 'en_US', I felt it would be better to introduce consistency. I don't necessarily like 'Grey' items escaping the search query because I searched for 'Gray' and I don't think most people do either, whether they're American or English. Some mods have spelling errors in their lang files, resulting in ugly "ModName.Item.ItemName" appearing instead of the item's name. These instances have been corrected for as well.
  9.  
  10. Q2: Who is this for?
  11. A: Anyone and everyone who installed two mods which added the same thing. Meant to be another unique tool in the arsenal of Skilled Modpack Authors as well as an irreplaceably invaluable plug-n-play tool for granting quick spiritual compatibility for unskilled people who like to build their own modlists, such as myself. You can also just use it if you really want to ensure the mods you've installed won't contain major consistency errors or spelling/capitalization problems.
  12.  
  13. Q3: What does this do, exactly?
  14. A: This is a bundle of Lang file replacements for various mods which changes the names of various duplicate items/mobs/blocks/biomes to something else.
  15.  
  16. Q4: Like what? How are things being renamed? Something arbitrary or..?
  17. A: Like something more specific. Additive, usually. Turkeys don't usually become a totally different animal. Oftentimes it will be a simple and intuitive adjective denotation like "Red" Turkey vs "Brown" Turkey for the color of the mob or "Forest" Turkey vs "Taiga" Turkey for the location it spawns in. Sometimes, however, the name is inspired by IRL taxonomy such as the Douglas Fir and the Monterey Pine. In these cases, I have a big test world where I compare colors, sizes, etc. of various things against their duplicates and against IRL equivalents to try to perfectly match the names to the species the mod author was likely going for. When both methods fail and when IRL equivalents have very little variety, I usually rely on secondary adjectives like "Northern" (though this can often be inspired by real life taxon as well), "Dawn", "Greater", etc. but these are a last resort (though I use them frequently with Gems mods because they work well, I think). Sometimes a Turkey will become a totally different animal. These are rare cases where the appearance of something matches the appearance of something totally different well enough and no interchangeability weirdness exists that the variety created by changing it through a rename is overall still beneficial. No turkeys are changed to different animals but there are cases in which certain mods which might add 'Ruby' that isn't forge-tagged; it can only craft items that require it's type of Ruby specifically and vice versa. This Ruby might become a totally different gemstone like Red Sapphire. Everything crafted with it will be renamed to Red Sapphire as well and Red Sapphires won't be able to be used to craft things made of Ruby. There are some cases where something totally different is still close enough to something else to be used as it, in which case even tags might not prevent an item from being totally renamed to something else. But again, this doesn't happen as often as adjective renames.
  18.  
  19. Q5: Why not tags? [BoP] Maple Log, [BWG] Maple Log, etc?
  20. A: One of the problems this Resource Pack is attempting to solve is the immersion hit you take when you see things that make your game feel "modded". Vanilla Minecraft does not have tags like this, why should Modded? Vanilla Minecraft does not have items with identical names, why should Modded?
  21.  
  22. Q6: What are my alternatives to this Resource Pack and what does this do better than those?
  23. A: The way I see it, you have 3.
  24. One; Don't install any mods that add duplicate things. With this method you'll often have to make a choice between the major biome mods. You'll have to choose between Alex's or Naturalist. Farmer's Delight or [Let's Do] Farm & Charm. Your options for building out your modlist are far more limited.
  25. Two; Ignore the duplicates and deal with the problems described in Question 1.
  26. Three; Patch them. Sometimes there will exist individual patches which REMOVE items/mobs/blocks from one mod to create cohesion with another. These patches do their job well enough but they don't exist for all mods which present minor spiritual compatibility issues with one another and most importantly; they strip away assets the author probably worked hard on.
  27. You also have the wonderful AlmostUnified which tries to create cohesion among minerals & metals. AlmostUnified does it's job much better than most individual patches do and I'd argue the assets you're losing with AlmostUnified are less considerable than the ones you'd lose with patches. During my testing, AlmostUnified seemed to always unify with preference for Thermal Series ingots. With The RCP installed, which keeps Thermal's ingots names, AlmostUnified will create a world with many types of Silver Ore; all of which smelt down to a "Silver Ingot". AlmostUnified also does not necessarily attempt to unify literally every resource; during my testing I've added mods which add different types of Amethyst, all of which were not unified and still named Amethyst. The Rename Compat Project still solves problems AlmostUnified is not capable of solving. Not to mention AlmostUnified is for metals/gems/etc. where The RCP targets mobs, biomes, wood sets, flora, stone types, etc; just about Everything.
  28.  
  29. Q7: What types of things ARE you 'unifying'?
  30. A: Wood Sets are the BIG one. Fir, Pine, Maple, Palm, Cypress, Willow, Aspen, all wood types mod authors LOVE adding to Minecraft. Maybe I want to use them all? Maybe I want to have a Terraria-like level of color palettes to choose from, all with unique doors? Stone Sets like Limestone, Marble, Chalk, etc are important as well. Various ground flora such as flowers, cattails, etc. are frequent offenders. In addition, metal, gem and mineral types are a huge target for unification as of 1.5 as well.
  31.  
  32. Aside from just blocks/items, biomes and mobs are greatly affected as well. Many mods like to add Marshes and Deer. The RCP renames these as well.
  33.  
  34. Q8: What if I don't want all of this mod's changes? What if I don't use most of these mods?
  35. A: If you use only one of the major biome mods, for example, you can simply open the Resource Pack, find the folder named after your Biome Mod of choice, then delete it. Their names will be restored to default. Say you want to keep your biome mod's tree names default but still want the RCP's changes to ground flora like cattails. Simple; Open the mod's Lang file with Notepad++, hit CTRL+H. Type in, for example, "Weeping Willow", then "Willow"; this will replace all instances of the extra word. Though, generally, I don't find the changes this pack makes to names are in any way intrusive so I don't necessarily think you'll ever need to do this, even if you do only have one major biome mod.
  36.  
  37. If you don't use most of these mods, you probably don't need this pack. Maybe though, you would be more inclined to use more of these mods in tandem if it weren't for them adding similar things. With this pack, those things become distinct, making many similar mods very usable alongside one another.
  38.  
  39. Q9: Wouldn't it be more important to address recipe conflicts?
  40. A: Download Polymorph
  41.  
  42. Q10: If every Silver has been renamed but they're all used for the same recipes, won't that be confusing?
  43. A: The possibility of there existing different kinds of silver that are all functionally usable as silver is infinitely less confusing than holding two bars of "Silver" that the universe refuses to recognize as being the same thing (not in recipes but in inventories and in the items' models).
  44.  
  45. AlmostUnified will go a long way to solve this problem but I don't think a halfway point of "Multiple varieties of silver that are all fundamentally still just silver" is as unimmersive as forcing yourself to accept there exists in this universe a fundamental difference between "Silver from this mod" and "Silver from that mod".
  46.  
  47. Q10: What about interchangeability and Forge Tags? Can't I just craft Dragonsilver Blocks and turn them into Argentum ingots?
  48. A: A lot of mods were smart about this; requiring at least one ingot of the original mod's ingot and having the other 8 surrounding ingots be forge-tagged ingots. Many were even smarter, making the "Block of" recipe the only recipe that ISN'T forge-tagged at all.
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  50. However, in cases where this wasn't foreseen by the mod author, I think you have a point but I still think it's something you'd have to go out of your way to do, to "prove" the flaw, rather than something that would frequently naturally come up and it's certainly not an exploit.
  51.  
  52. To really address this problem, I've come up with The Interchangeability Rule. It states that no item may be renamed in accordance with it's crafting ingredients so long as those ingredients are forge-tagged in the crafting recipe. Because of this rule, you may still see things like multiple versions of a "Copper Pickaxe"; this is intentional. Tools cannot stack and will often not cause confusion or unimmersion in the same way. Making 'Tawny Copper Pickaxes' craftable with both 'Tawny Copper' and 'Russet Copper' makes less sense to me than allowing multiple 'Copper Pickaxes' to exist. After all, it's easier to imagine different build qualities of different potential tools made with the same material (all simply called a Ruby Pickaxe) than it is to imagine crafting a 'Sanguine Ruby Sword' out of 'Carmine Ruby'. When one Redstone Pickaxe is crafted from Redstone Blocks and another is crafted from Redstone Dust, there is a compelling case for a rename there because there is no Interchangeability Violations in the name. I hope this makes sense LOL
  53.  
  54. Q11: If this mod uses a bunch of Lang files, how does it automatically detect conflict? Will the extra, unneeded files contribute to bloat?
  55. A: To answer this, you must understand how a Resource Pack works. It overlays onto your game's file system, dropping in what's needed and disappearing what's not, rather than strictly injecting files. Basically, the only Lang files that get pulled when the pack loads are the overwrites; the ones that already exist in your game files. If you only have Alex's Mobs and Naturalist, loading up the pack takes about 3 seconds. If you have the EveryCompat series and multiple biome mods, you can expect it to take a bit longer.
  56.  
  57. If you have nearly every mod supported you might have to rely on the pack loading when the game does, as trying to load it after the Main Menu screen might lead to a freeze. Typically after that freeze, though, the pack will be loaded upon reboot. This is how Resource Packs work and there is nothing I can do about that. Once you've successfully loaded the Resource Pack a single time, however, regardless of how many supported mods you've included, it will always load again upon launch and won't contribute to any lag/bloat whatsoever once loaded. Making this Resource Pack a built-in part of your public modpack will never contribute to any issues of this sort for your users. Only when adding it to your own packs/other packs yourself will you potentially notice.
  58.  
  59. Q12: So it can automatically detect mods but not items/blocks/mobs/biomes?
  60. A: Correct. If you have many supported mods but only one which happens to add Cattails, you can expect those Cattails will likely be renamed as well, despite no conflict. This will almost certainly not be noticed as every place where that Cattail is referenced will also be renamed, creating a seamless experience. The presence of a block called "Bulrush" and the absence of a block explicitly named "Cattails" will hardly ruin your game but if you feel like it does, you may delete the supported mod or delete the offending block entry in the Lang file yourself as explained above.
  61.  
  62. Q13: As a pack author, won't all these renames be confusing for my players?
  63. A: Generally, nothing too complex that would require wiki-diving has been name changed. I don't foresee your players desperately needing information on BoP's Cattails that they can't get through JEI/JER. If your pack doesn't use JEI/JER, it's likely your pack doesn't want players having a lot of info anyway so even better! Anything even remotely complex that might warrant a wiki search was given an extra adjective, rather than a total name change; your players will still be able to find the relevant information with no trouble. Mods which include Guide Books have had their text changed to accommodate name changes as well.
  64.  
  65. Q14: What does "Supported but not included" mean?
  66. A: These mods are not changed in any way by my Pack but other mods may have changes made within them to respect the names of stuff in these mods. For example, the pack doesn't include a replacement lang file for Tide but does change names of fish across the board to ensure compatibility with it.
  67.  
  68. Q15: Have you dropped support for anything yet?
  69. A: Shout out to Wetland Whimsy for changing Limestone to Lemonstone and shout out to Naturalist for dropping their Cattails. We don't need more Limestone or more Cattails in Modded MC, thank you. Wetland Whimsy still has Marshes and Naturalist still has a few animals in common with Alex's so those are still supported. So, no, not yet.
  70.  
  71. Q16: What version/Modloader was this made for/tested on?
  72. A: 1.12, 1.16, and 1.20. Forge and Fabric.
  73. 1.14, 1.17, 1.18, 1.19, 1.21 and NeoForge work as well.
  74.  
  75. Q17: What Version/Modloader does this work on?
  76. A: Everything
  77. Q17.5: Everything? What do you mean everyth--
  78. A2: EVERYTHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIINGGGG
  79.  
  80. Q18: You used AI for this didn't you?
  81. A: This mod was created with unemployement and homegrown autism. I resent the question and I spit at you.
  82.  
  83. Q19: While using this for 1.12.2, my Biomes O Plenty wooden stairs, doors and fences are A; Not renamed or B; Renamed to something wrong
  84. A: This is a limitation with the 1.12.2 version of BoP. Go load up the game again. Change your language to something else. Look at BoP's wooden stairs, doors and fences. Some of them will be in the new language. Many will still be in English. People who don't speak English and play on 1.12.2 have been seeing English names for BoP's wooden stairs, fences and doors for YEARS. If anyone knows how to solve this problem, please, PLEASE, this is the biggest problem the RCP has ever faced, PLEASE, let me know. I've already reached out to the author of BoP and have not gotten a response back yet.
  85.  
  86. My temporary solution to this problem is generally to either ignore it, deal with the immersion hit, OR simply don't include Biomes O Plenty in your 1.12.2 Modpacks when using The RCP. Terrible solutions but until this is actually solved, that's all I've got.
  87.  
  88. Q20: What's up with the Github? I want to contribute!
  89. A: The professional tone of this document contains no room for any adequate expression of my distaste for Github. Contributions are currently accepted through Curseforge DMs. Before making something for The RCP, ask if I'm already working on it first. If I am, I'll probably even send you the files so you can play with them yourself, if they're something you were making partially for personal use. In-progress/incomplete versions of The RCP are always available through DMs as well.
Tags: faq
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