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A rewrite of NotEnoughIDs for 1.7.10 with even more IDs!

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EndlessIDs

CurseForge | Modrinth

EndlessIDs is the unofficial successor of NotEnoughIDs, with more focus on compatibility, stability, and reaching new limits.

REQUIRED MODS

NotEnoughIDs world compatibility

EndlessIDs can open and upgrade worlds created with NotEnoughIDs without any problems (both the original and the Unofficial version). If you notice any problems when opening NEID worlds with EndlessIDs, please open an issue!

Comparison of the known limits

Vanilla NotEnoughIDs NEID Unofficial EndlessIDs
Block IDs 4,096 32,000 65,536 16,777,216
Block Metadata 16 16 65,536 65,536
Item IDs 32,000 32,000 65,536 16,777,216
Biome IDs 256 256 256 65,536
Entity IDs 256 256 256 32,768
Potion IDs 32 32 32 65,536
Enchantment IDs 256 256 256 32,768
DataWatcher IDs 32 127 (Broken) 127 (Broken) 65,536
Dimension IDs Theoretically unlimited, 4,294,967,295 in practice Same Same Same

Mod compat

This mod also contains patches for the following mods:

Mod list
  • AbyssalCraft
  • Advanced Rocketry
  • Alternate Terrain Generation
  • Antique Atlas
  • Anti ID Conflict
  • ArchaicFix
  • Atum
  • Biomes O' Plenty
  • Biome Wand
  • BuildCraft
  • ChromatiCraft
  • Compact Machines
  • CoFH Lib
  • Dark World
  • Dimensional Doors
  • DragonAPI
  • Dynamic Surroundings
  • Enderlicious
  • Enhanced Biomes
  • Erebus
  • Extra Planets
  • Extra Utilities
  • Futurepack
  • GalactiCraft
  • Highlands
  • Immersive Cavegen
  • Industrial Revolution by Redstone Rebooted
  • Matter Overdrive
  • More Fun Quicksand Mod
  • Nature's Compass
  • Netherlicious
  • Nomadic Tents
  • Nostalgic World Generation
  • Old World Gen
  • Random Things
  • Restructured
  • Realistic Terrain Generation
  • Realistic World Generation
  • Thaumcraft
  • The Lord of the Rings Mod: Legacy
  • ThutCore/ThutMods
  • Tropicraft
  • Twilight Forest
  • Underground Biomes Constructs
  • Witchery
  • WorldEdit

Mods not listed here may or may not work.

  • For item/block IDs:
    • A good rule of thumb is that the more invasive a mod is, the higher the chance it's broken without a patch once the IDs exceed 4096 and 32000.
  • For biome IDs:
    • If a mod adds a custom world generator, it has a high chance of invoking an old vanilla method in the worldgen code.

      To avoid world corruption and broken biomes, this method has been replaced with an instant crash that refers the user to this GitHub repo.

If you find any crashes or incompatibilities, don't hesitate to open an issue.

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A rewrite of NotEnoughIDs for 1.7.10 with even more IDs!

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