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Roughly Enough IDs

Roughly Enough IDs

by mysticpasta1 • Downloads: 0 • Followers: 0
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Roughly Enough IDs is a fork of JustEnoughIDs to maintain compatibility for additional mods.

Roughly Enough IDs is a lightweight mod that removes the block, item, biome, potion, and enchantment ID limits by using the 1.13 chunk format in 1.12.

More specifically, it uses a blockstate palette when saving chunks to NBT, and uses an int biome array rather than a byte biome array. There should be very few incompatibilities with other mods, but in case you find one, please report it to the issue tracker.

Unlike NotEnoughIDs, removing a mod from your modpack is supported, and won‘t cause corruption of the worlds created with that mod.

Extremely important: Removing Roughly Enough IDs will break your world!

Note: Tools such as World Painter will likely not work with REID worlds should they attempt to alter biomes.

Currently supporting:

Roughly Enough IDs should work perfectly fine in place of JustEnoughIDs. However, due to the nature of it being a fork, issues that are not present in JEID might occur in REID.

All Versions

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Name Game version Platforms Published Downloads Actions
1.12.2
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1d ago 1
1.12.2
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1.12.2
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1.12.2
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1.12.2
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1.12.2
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1.12.2
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1.12.2
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1.12.2
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1.12.2
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1.12.2
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1.12.2
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1.12.2
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1.12.2
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1.12.2
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1.12.2
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1.12.2
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1.12.2
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[2.3.1] 2.3.1 by mysticpasta1 on Oct 21, 2026
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### Added

  • Biome compatibility for WarpDrive.

### Changed

  • Further improved chunk saving performance.

[2.3.0] 2.3.0 by mysticpasta1 on Oct 21, 2026
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### Added

  • An API jar for other mods to depend on. Currently, this is mainly just BiomeApi, which is used to read/write biomes
in REID format easier.
  • Conversion of CubicChunks worlds from vanilla/NEID to REID.

### Changed

  • REID's biomes are now stored in a BiomeContainer. Internally, this still uses an int[], but may change in the
future.
  • Updated buildscript to RFG 2.0.2.

### Deprecated

  • INewChunk#getIntBiomeArray() & INewChunk#setIntBiomeArray() for reading/writing biomes in REID format. No more
casting (INewChunk) chunk; mod-makers should use the BiomeAPI instead.

### Fixed

  • Use REID format for WorldEdit's BaseBlock#hashCode(). Possibly fixes issues with blocks copied by WorldEdit.
  • Update compatibility for Scape and Run: Parasites 1.10.x; version 1.9.x is still supported until 1.10.x becomes stable.
  • Update compatibility for Wyrms of Nyrus 0.8+.
  • Handle CubicChunks 3D biomes correctly - worlds with 3D biomes should report their biomes correctly now depending on
the y-level.

_All features courtesy of [ChaosStrikez](https://www.curseforge.com/members/chaosstrikez)_
  • Slightly improved chunk saving performance
  • Using fastutil-specific methods for slightly faster chunk saving
  • Fixed compatibility with Advanced Rocketry - Reworked 2.1.5+
  • Migrated the mixin(s) to ASM instead to inject across different versions of the mod more flexibly
_All features courtesy of [ChaosStrikez](https://www.curseforge.com/members/chaosstrikez)_
  • A couple of under-the-hood mixin improvements
  • Shouldn't affect anything in terms of gameplay
  • Improved biome compatibility for hybrid servers (Mohist, CatServer, etc.)
  • REID's biome initialization should work correctly on them now
  • Config-defined classes are allowed to apply biome init injection code
  • Chunk-Pregenerator comes pre-defined for more explicit compatibility than before
  • Incompatibility screen when NEID is installed
  • Having both NEID and REID installed will very likely cause issues in worldgen, loading the world, network packets, etc.
  • Fixed RTGU compatibility (using the INewChunk passthrough for MixinChunk, other mods expect it)
  • Fixed extra byte being read in potion packet (bug from the transformer refactor (2.1.0))
  • Removed usages of At.Shift
  • Cleaned up mixin jsons
  • Refactored errorBiome and mod info
  • Moved coremod classes
  • Cleaned up obfuscated code handling in transformer
  • Refactored debug code to separate classes
  • Converted most transforms to mixins
  • Refactored duck interfaces, ASMException, JEIDLoadingPlugin
  • Rewrote most vanilla mixins
  • Rewrote MixinStatList
  • Fixed MixinChunkPrimer locals
  • Prefixed all injectors with "reid$"
  • Reformatted code
  • Reorganized packages, edit BiomeError desc
  • Reworked MixinStatList to support larger ids
  • Rewrote AbyssalCraft, Advanced Rocketry mixins
  • Rewrote most mod mixins
  • Rewrote Cubic Chunks mixins
  • Fixed potential injection target failure
  • Simplified MixinAnvilChunkLoader
  • Added extra syncing to disk and client
  • Added config for debug item registration
  • Added support for MorePlanets & Atum rivers
  • Fixed default id check in Chunk#getBiome
  • Fixed biome change not immediately re-rendering
  • Passed proper chunk coords to BiomeArrayMessage
Fixed incompatibility with Compact Machines' machine preview (thanks, [zeng-github01](https://github.com/zeng-github01)!)
Fixed incompatibility with Astral Sorcery‘s resplendent prism (thanks, [jchung01](https://github.com/jchung01)!)
Worlds created with NotEnoughIDs will automatically be converted to Roughly Enough IDs‘ format.
Thus, NotEnoughIDs is now declared as incompatible.
Realistic Terrain Generation Unofficial (RTGU) dependency is now optional.


Realistic Terrain Generation Unofficial (RTGU) support!


CubicChunks support!


Updated Twilight Forest compatibility, again. Restoring REID's patches, without the crashes!


Initial Release.
  • Disabled some patches to Twilight Forest to prevent the game from crashing.
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