1.6.4 -> 1.7.10 map update/conversion

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raymondbh

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Jul 29, 2019
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Hi.
I have been searching this forum and other sites for a while now I can't really find an answer to this,so here it goes: Is it possible to update a FTB DW20 1.6.4 map to 1.7.10 or is to much changes between the two? I have tried just starting the a 1.6 world in 1.7, an by disabling some mods, I have got it to start, but things do not look good. Is there a way to do this to keep most of the buildings and so on intact?
 

HeilMewTwo

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Jul 29, 2019
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I don't think it is possible, Mojang changed the way the store information on the items in the game. I don't know what the result might be but just create a backup, try it and see what happens.
 
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raymondbh

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Jul 29, 2019
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Ive tried, and the result got really strange indeed... but is there a patcher/converter made maybe?
 

McJty

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Hi.
I have been searching this forum and other sites for a while now I can't really find an answer to this,so here it goes: Is it possible to update a FTB DW20 1.6.4 map to 1.7.10 or is to much changes between the two? I have tried just starting the a 1.6 world in 1.7, an by disabling some mods, I have got it to start, but things do not look good. Is there a way to do this to keep most of the buildings and so on intact?

This is impossible. A vanilla world you might be able to convert (I have done that in the past) but not with mods. The problem is that most mods have heavily changed from 1.6.4 to 1.7.10 so some things don't even translate in any way. And even if it would translate, all the id's will be different.
 

HeilMewTwo

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This is impossible. A vanilla world you might be able to convert (I have done that in the past) but not with mods. The problem is that most mods have heavily changed from 1.6.4 to 1.7.10 so some things don't even translate in any way. And even if it would translate, all the id's will be different.
The ids aren't the issue, they changed the code so that 1.7.10 doesn't use ids, it would probably work fine in that regard if I understand correctly. But you are right about several of the mods changing on many different levels.
 

McJty

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The ids aren't the issue, they changed the code so that 1.7.10 doesn't use ids, it would probably work fine in that regard if I understand correctly. But you are right about several of the mods changing on many different levels.

1.7.10 *still* uses id's. They are just assigned automatically so a mod developer doesn't have to worry about it. But internally and also in the saved map file every block is still written with an id. And matching the id from the 1.6.4 world to the correct id in the 1.7.10 world is practically impossible.
 

HeilMewTwo

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1.7.10 *still* uses id's. They are just assigned automatically so a mod developer doesn't have to worry about it. But internally and also in the saved map file every block is still written with an id. And matching the id from the 1.6.4 world to the correct id in the 1.7.10 world is practically impossible.
According to Pahimar they changed it so that they saved the various items under the names as strings. While I think there is still code for the ids, it is not used at this point.
 

McJty

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According to Pahimar they changed it so that they saved the various items under the names as strings. While I think there is still code for the ids, it is not used at this point.

Yes but even in the save file the chunks themselves are saved with 'ids'. The save file contains a mapping from names to ids so in that respect it is right but the chunks contain ids. Additionally the 1.6.4 map doesn't have that mapping from name to id so to convert the map you would have no way to know how to translate an ID. The 1.6.4 map is just id's. You can't get the name of that (without actually loading the world with all its mods in a 1.6.4 instance).
 

ratchet freak

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Nov 11, 2012
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what happens is that when you load a world a mapping of string to int is loaded and used to map the blocks and items (and others) names to the numeric id used in the file

according to that thread 1.6.4 forge has a module that created said mapping so 1.7 installs can load without deleting half the world
 

HeilMewTwo

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Yes but even in the save file the chunks themselves are saved with 'ids'. The save file contains a mapping from names to ids so in that respect it is right but the chunks contain ids. Additionally the 1.6.4 map doesn't have that mapping from name to id so to convert the map you would have no way to know how to translate an ID. The 1.6.4 map is just id's. You can't get the name of that (without actually loading the world with all its mods in a 1.6.4 instance).
what happens is that when you load a world a mapping of string to int is loaded and used to map the blocks and items (and others) names to the numeric id used in the file

according to that thread 1.6.4 forge has a module that created said mapping so 1.7 installs can load without deleting half the world
Pretty much what I was referring to.
 

Hambeau

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According to Pahimar they changed it so that they saved the various items under the names as strings. While I think there is still code for the ids, it is not used at this point.

The names are the human "interface", while the program still uses IDs that are automatically assigned... Kind of like how DNS converts a URL (human interface) to it's assigned IP address (machine interface)
 

FyberOptic

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On a theoretical level it's possible. If you dumped every block and item with IDs and names from a 1.6 game, then wrote a converter to add this into a 1.7 world save, a decent portion of mod blocks and items would carry over. That doesn't necessarily mean each mod would work properly with these converted blocks, though, since mods have a tendency to introduce significant changes when Minecraft goes through a major update.

But yeah, even 1.8 still uses IDs. They'll always be there, because that's the only practical way to store and transmit them. Their assignment hasn't changed in Minecraft itself, either; the main Block class still gives them the numeric IDs they always had. It's mostly Forge that has eliminated manual assignment of them.
 

ratchet freak

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the other difficulty is that the strings in the 1.7 version of the mod may not match anything in the 1.6.4 version of the mod (or the mapping is not obvious)
 
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