How to move base to a new map?

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ectoplasmaticgoo

New Member
Jul 29, 2019
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Hello guys.
I'm trying to move my base into a new map. Been playing skyblock 2.5, but their "quest system" is pretty rubbish, so I wanted to transfer base to Project ozone.

I can paste my save file into project ozone, and it will work fine, however, the world type is default and not garden of glass (yes, it has to be garden of glass).

I tried making garden of glass save file and importing my base via MCEdit, however, when I load the world I get the fatal error message.

Anyone has any ideas how to do this? I really don't want to start from scratch again.
 
T

Terminuz

Guest
I mover mine a few weekend back. I just Packard ever ytring into chested and ME drives and moveD by save/load inventar. . Somerville thing didnt transfer right though
 

GreenZombie

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Jul 29, 2019
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Up to 1.6.4 you could not move a map between different mod packs as the block and item ids would all be different and the resulting map would be entirely corrupt and probably crash.

From 1.7 you can not move a map between different mod packs, and cannot even move map parts from one save to another, as each save game now gets a dictionary of mod block to item id mappings. Meaning that the block id's a map is saved with can only be used with that one saves level.dat (which is where forge stores this dictionary).

Outside of mods like ruins that use a custom format, the last time I looked, the various schematic files were all vanilla compatible, and just stored block Ids, and so saved schematics from McEdit and WorldEdit can only export vanilla blocks successfully.
 

Inaeo

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Jul 29, 2019
2,158
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Not sure what kind of modded block support it has at this point, but Recurrent Complex can save/load structures from world to another.
 

GreenZombie

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Jul 29, 2019
2,402
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Not sure what kind of modded block support it has at this point, but Recurrent Complex can save/load structures from world to another.

It claims to support mod blocks, which means it must be saving the block name dictionary, which means it should be able to transfer map fragments between modpacks as long as they contain the mods used.
 

Inaeo

New Member
Jul 29, 2019
2,158
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It claims to support mod blocks, which means it must be saving the block name dictionary, which means it should be able to transfer map fragments between modpacks as long as they contain the mods used.

I'm not sure how it handles Microblocks either. I reallly want to put the mod through the wringer to see just how well it does, but It keeps failing off my priority list.
 

GreenZombie

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Jul 29, 2019
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I'm not sure how it handles Microblocks either. I reallly want to put the mod through the wringer to see just how well it does, but It keeps failing off my priority list.

They will (should) be using tile entities to store their data. As long as the same / compatible versions of microblocks are in both packs they should be good. Well, unless you are speaking about rotations or some such.
 

ectoplasmaticgoo

New Member
Jul 29, 2019
46
0
0
Up to 1.6.4 you could not move a map between different mod packs as the block and item ids would all be different and the resulting map would be entirely corrupt and probably crash.

From 1.7 you can not move a map between different mod packs, and cannot even move map parts from one save to another, as each save game now gets a dictionary of mod block to item id mappings. Meaning that the block id's a map is saved with can only be used with that one saves level.dat (which is where forge stores this dictionary).

Outside of mods like ruins that use a custom format, the last time I looked, the various schematic files were all vanilla compatible, and just stored block Ids, and so saved schematics from McEdit and WorldEdit can only export vanilla blocks successfully.

But I already did move a map between different mod packs!?
From skyblock to project ozone. Before you start, it tells you it's missing blocks and they will be removed. After the program removes them, you can play the pack normally.
Or did you mean something else?


Not sure what kind of modded block support it has at this point, but Recurrent Complex can save/load structures from world to another.
I'll check that out, thanks.
 

Inaeo

New Member
Jul 29, 2019
2,158
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It's worth mentioning that any blocks from mods not included in the destination pack will indeed be removed, including the contents of tile entities where appropriate (the contents of say an Iron Chest if the new pack doesn't include it).