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- FREQUENTLY ASKED QUESTIONS
- Q1: What problem is this solving?
- 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.
- Q2: Who is this for?
- 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.
- Q3: What does this do, exactly?
- 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.
- Q4: Like what? How are things being renamed? Something arbitrary or..?
- A: Like something more specific. Additive, usually. Turkeys don't 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).
- Q5: Why not tags? [BoP] Maple Log, [BWG] Maple Log, etc?
- 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?
- Q6: What are my alternatives to this Resource Pack and what does this do better than those?
- A: The way I see it, you have 3.
- 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.
- Two; Ignore the duplicates and deal with the problems described in Question 1.
- 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 every mods which present compatibility issues (or even most) and most importantly; they strip away assets the author probably worked hard on. 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. Unifying every single type of Tin/Lead/Silver/Etc. is something I only barely try to accomplish with this Resource Pack (mostly with Silver) and as such, I do still recommend AlmostUnified as a supplement, especially if your only duplicate ore isn't silver or gems.
- Q7: What types of things ARE you 'unifying'?
- 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, silver and gemstones are a heavy focus as well.
- Aside from just blocks/items, though, biomes and mobs are greatly affected as well. Marshes, Bayous, Prairies, etc. all very common names for biomes. As for mobs, anything that would conflict with Alex's, Aquaculture 2, Special Mobs or Tide had it's name changed. Many of the mobs in Friends & Foes were changed for better compatibility with Abnormals' Series.
- Q8: What if I don't want all of this mod's changes? What if I don't use most of these mods?
- 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.
- 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.
- Q9: Wouldn't it be more important to address recipe conflicts?
- A: Download Polymorph
- Q10: If every Silver has been renamed but they're all used for the same recipes, won't that be confusing?
- 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).
- Almost Unified will solve this problem entirely but I don't think a halfway point of "Multiple varieties of silver that are all mostly functionally 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".
- Q10: What about interchangeability and Forge Tags? Can't I just craft Dragonsilver Blocks and turn them into Argentum ingots?
- 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.
- 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. In many applicable cases, I gave new names to things crafted by things with name changes but only when not craftable with forge-tagged ingredients (Corn Soup crafted with ANY corn vs Sweetcorn Soup crafted with Sweetcorn ONLY) to avoid weirdness in interchangeability scenarios.
- Q11: If this mod uses a bunch of Lang files, how does it automatically detect conflict? Will the extra, unneeded files contribute to bloat?
- A: To answer this, you must understand how a Resource Pack works. It uses a VFS to overlay onto your game's file system 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.
- 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.
- Q12: So it can automatically detect mods but not items/blocks/mobs/biomes?
- 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.
- Q13: As a pack author, won't all these renames be confusing for my players?
- A: Generally, nothing 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.
- Q14: What does "Supported but not included" mean?
- A: These mods are not changed in any way by my Pack but other mods may have changes made in accordance with these mods. The pack doesn't include a replacement lang file for Aquaculture 2 or Tide but does change names of fish across the board to ensure compatibility with them. Farmer's Delight was almost listed here but I did change it's rope to avoid changing Supplementaries' Rope. None of the crops in Farmer's Delight have had their names changed, it's pretty much just the rope.
- Q15: Have you dropped support for anything yet?
- 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 guys. 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.
- Q16: Support Excavated Variants?
- A: That mod uses a nearly blank lang file. If anyone can show me how to edit that file to make Excavated Variants display proper names, I will support it. For now, it seems like Excavated Variants wouldn't even allow non-English speakers to translate the mod to another language with it's incredibly limiting Lang file so until the mod updates to address this issue or someone shows me how to do it, Excavated Variants will not be supported by The R.C.P.
- Q17: What version/Modloader was this made for/tested on?
- A: Minecraft Version 1.20.1 and The Forge Modloader.
- Although, it does work on NeoForge/Fabric and works on any version of Minecraft that supports Resource Packs. However, please keep that in mind when requesting support for Fabric-only mods or mods for much older versions; I do not play Fabric, I do not play those versions. I am likely to change names for mods on the other side of the conflict if that side is on Forge/1.20.1 (ie; Supported but Not Included) but don't expect any explicit built-in support for Fabric mods any time soon. Older/Newer mods are more likely to receive support if support is requested.
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