Considering to move from Tekkit Lite to FTB

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Juke Senpai

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Jul 29, 2019
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I am new here so if this turns out to be a common question and i failed to notice a thread with answers please don't yell at me and nuke my house, just redirect me there...

So i have been playing TL for quite a while now and i am at a point where i would like to make some big and/or intricate builds using a mix of mods but while watching some How To videos i came across FTB ones... I understand that FTB and TL overlap in their use of mods a great deal but there are some mods that FTB has but TL doesn't and vice versa.

The real not exactly simple question is if my existing world will remain mostly with the same functionality when moved over to FTB.
So can anyone give me a hopefully short list of TL mods which are not used in FTB? I could then figure out for myself what i will have to rebuild with alternative mods or just learn to live without.

Also there is a huge amount of different FTB packs to choose from, which one should i choose for the least amount of TL mods lost while gaining the largest amount of additional mods to play with?

Unrelated.
My little tower of power in the middle of nowhere. Has a bunch of machinery on most floors.
The buildings in the background are by a friend of mine though. I dislike playing on large servers with huge billboards of rules, disabled items or whole mods, a bunch of dumb plugins etc etc etc. At the same time hosting a public server would be far too much work considering the amount of random griefers that could make it come crashing down any day of the week so playing with a friend or a few if i had any more(hint) is preferable...
 
Isn't Tekkit Lite for Minecraft 1.4 ?
Before 1.7 it`s (nearly) impossible to switch between modpacks
 
Yes, but in old versions of minecraft, all blocks had a unique number/id. A large part of creating a modpack was making sure that different mods did not use the same numbers.
That means that different modpacks often have different numbers for the same block, so even if they have the same mods you can't load the worlds
 
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So despite the minecraft version being the same, FTB and Tekkit Lite use different versions of the same mods making them completely non compatible?
I just tried simply moving my existing world folder to my FTB install location C:\FTB\Ultimate\minecraft\saves and upon trying to enter the world i got a whole bunch of error messages... I think i will go cry in a corner for a few hours now.
 
As deterlo said, the issue is Block IDs. You're not going to be able to move the world between modpacks without Major work changing the New modpacks IDs (the existing worlds IDs have to be transitioned to the new ones). Your best bet would be to take the mods that exist in the new modpack, but not in the old, and change their Block IDs to unused ones from the existing world, and make sure you copy over the config files for the mods that do exist in both packs. That will keep the existing block ids the same.

Or do like the rest of us and move on up to a 1.7.10 pack. 1.7 removed the dependency on block ids.
 
That then brings me back to my question about which FTB pack to choose. I really have no idea as i only have experience playing vanilla minecraft and tekkit classic and lite packs.
I would like to still use most of the mods i have been using up till now and i don't mind adding a whole bunch of new ones.
 
So i tried opening my existing world in the newest Direwolf pack and... i don't know how it didn't rip a tear into space-time continuum itself or at least blow my PC up sending me screaming into the pits of hell but this is the result. I took the screenshots on my third visit to this ?hell? And like the previous two times the game crashed after a couple of minutes of wandering around.
 
Yeah, if you really insist on keeping your world you might just want to stick to Tekkit Lite.
Shit's waaay to different now.
 
@Juke Senpai

If you have a powerful gaming rig, you can try the 1.7.10 packs, but don't expect your world to carry over. If you don't have a powerful CPU and lots of RAM, I'd go with a 1.6.4 pack like DW20 for 1.6.4 . Again, I would not expect your world to carry over.

If you want to keep playing your world, stay with Tekkit Lite.
 
Well perhaps more out of stubbornness than anything else, though i do like to sometimes learn more about how software actually works beyond copy pasting some files and navigating a gui, i have actually to some degree imported my TL world into the FTB Ultimate modpack.
There are, however, quite obvious obstacles that i am highly unlikely to overcome (well maybe partially).

So i have been using this nifty little tool called NBTExplorer to take a peek at the level.dat and region files as well as the player character files. This allowed me to figure out that pretty much the only really big problem with IDs is for world generated blocks like marble or basalt.
A lot of mod blocks and items have their IDs stored like this bluewire which means that the numerical ID stored in level.dat and used in configs may change to whatever and the block should still be the correct type in the world. Edit: i may have been too optimistic about the amount of mod blocks stored in this way as there are still quite a few machines showing up incorrectly meaning that they are also in the hex tables.
Unfortunately most of the chunk information including building materials like marble and basalt with all of their sub categories like bricks, pavers etc are stored in the region files using their numerical IDs which are different in TL and FTB packs. So my basalt walls turn into oil as do the old volcanoes and rubber tree leaves are now a type of ore with their wood being replaced by blocks of silver.

To make matters worse the ID isn't even obvious to read and change as it is made up from 2 or 3 values each in their own data block of the specific Y chunk section.
ABYvco.jpg
From the Blocks and Add and also Data if i am not mistaken the ID information is somehow calculated for each block within the chunk and corresponding Y section of that chunk.

So i am somewhat stuck here though not completely clueless. I believe that with enough patience and research (aka googling) i could still work out a way to fix at least a few of the most important chunks of my old world so they could function properly in the FTB modpack. There is an export and import option allowing me to use something like Notepad++ to en mass edit whole sections for each chunk changing the values used in calculating the block IDs as long as i know what to change them to.
As long as i find out what those values are i should be able to fix my base and then simply delete the rest of the region information and allow it to generate anew.
I already went to an unexplored area and it seemed to generate new chunks just fine without any errors:
Volcano
Some Marble

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Sorry for the huge post, but i felt like it was worth sharing that this task is not nearly as impossible as the common knowledge on the interwebs would imply. It's a pain but seems doable.
 
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In theory, you can of course replace block ids by hand. Depending on what Tekkit Lite added to worldgen and what you used to build your base that might be quite a lot of blocks.

Also, just because you find a 1.7.10 version of one of your mods, doesn't mean it still has the same blocks
That many mods made heavy use of damage values and nbt data to reduce the number of needed ids (and therefore id conflicts) won't make it easier.
 
Also, just because you find a 1.7.10 version of one of your mods, doesn't mean it still has the same blocks
I specifically chose the old FTB Ultimate which has the old mods. If i manage to fix the few chunks occupied by structures and make it work in 1.4.7 version FTB then i may look into the newest versions but i don't really want to make the leap just yet. I feel like the new versions may have a similar problem for me as the new official Tekkit as in it gets rid of too many mods that have grown on me while not really introducing enough new content to draw me in.
 
If you want to stay with 1.4.7 and are prepared to work with the block IDs, wouldn't it be easier (and probably saver for your world) to add the mods you find interesting, and change the IDs they use to something unused?
 
Good point, i may look into that if all else fails. However, TL is pretty much dead for a long while now and will not receive any more official updates afaik. I would like to eventually catch up with the rest of the FTB community and get on board with the 1.7 and future versions. I'm just not quite ready to completely dump my old world and start from scratch.