Is my 1.4.7 world doomed?

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Mason11987

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Jul 29, 2019
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So I have a 1.4.7 world, and I was hoping that FTB would allow us to not abandon our worlds at each upgrade, making that process simpler and all.

It looks like the beta 1.5.2 pack is not backwards compatible. Will that be the last 1.5.2 pack? Will there be a 1.6 pack that's backwards compatible?

I have an extremely developed world that I'm really enjoying, and it would suck to have to throw it all away. Is backwards compatability an objective for the FTB pack, or should we not grow attached to our world?

I know that RP2 isn't around, and that's fine, I already ripped it out of my world and pack, so I don't think that's a limiting factor as long as the IDs were designed around allowing a world transition.

But is there any other reason why this upgrade (even in 1.6) for my world is impossible? Thanks!
 

Shakie666

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Jul 29, 2019
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Unfortunately, it is highly probable that the 1.6 update will break your world. I'm not really sure why, but thats what I heard on the grapevine.

I guess you could always build your old stuff in creative mode, then switch back to survival. That's about as close as you're likely to get i'm afraid.
 

b0bst3r

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Jul 29, 2019
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Yes it's doomed, you either stay on 1.4.7 or start again on 1.5 and possibly again on 1.6.

If you don't and try upgrading your world, I can tell you that it will not be playable, I tried it 1.4.7 world to 1.5.2 and ended up playing with a 6 chunk area and the rest of the world was chunk errors. Highly amusing, yes ... playable, most certainly not!
 

DoctorOr

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Jul 29, 2019
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We're all doomed. The sun will go red giant, burning the Earth to a cinder. Doomed I say!

In the meantime though, while its possible to update from 1.4.7 to 1.5.2 or 1.6, its going to take a lot of work and a bit of technical understanding of how to edit, and what the edits do.
 

Mason11987

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Jul 29, 2019
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We're all doomed. The sun will go red giant, burning the Earth to a cinder. Doomed I say!

In the meantime though, while its possible to update from 1.4.7 to 1.5.2 or 1.6, its going to take a lot of work and a bit of technical understanding of how to edit, and what the edits do.


Is there some tips on how this might be done?

What are technical reasons for why this doesn't work? Plenty of mods allow worlds to continue between 1.4.7 and 1.5.2. Are there specific mods that require world restart? Because I'd be easier to just remove them. I know one is RP2 being dead, which is not a big hurdle to people who weren't using it.

Is the FTB attempting to maintain IDs, or did they swap everything around in all the config files? I'm fine disabling certain 1.6 only mods that might break it, or slowly removing features from 1.4.7 mods that don't exist anymore, But has the FTB team actually discussed the specifics? I couldn't find an actual post where they said they were attempting to make the 1.6 transition possible.

Thanks for your help anyone who has this info.
 

SpoonsV

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Jul 29, 2019
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The big problem is that Mojang have overhauled the file structure of vanilla minecraft between 1.4.7 and 1.5.2.

This means it takes a whole lot more work for the mod makers, and with 1.6 on the horizon already, they might as well aim to be updated for that and skip 1.5.2 altogether.

I know I would.
 

Mason11987

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Jul 29, 2019
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True, but huge mods did the 1.4.7 -> 1.5.2 transition while maintaining worlds (Thaumcraft, and BTW for two examples). Do you know which specific mods (and mod authors) don't consider it a priority, so I can remove those mods? I know a lot of people have world restart syndrome but I get attached to my worlds and if a mod maker doesn't intend to support moving worlds to new versions I'd rather drop that mod then drop my world. Thanks

I'm still curious if the FTB team is attempting to keep consistent IDs between 1.4.7 and 1.5.2 or 1.6. Hopefully they want to do as much as possible on their end to support moving worlds like this.
 

Fuzzlewhumper

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Jul 29, 2019
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The doom song ... 47 second version as opposed to the full 6 month long version guaranteed to make you drool and wanna kill stuff.

Wow, they're changing the file structure? That'll take out mcedit unless they have been updating that. Big change. I bet it's to speed things up.
 

Omegatron

Well-Known Member
Mar 29, 2013
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I think the 1.5.2 beta packs have different IDs so they are not backwards or forwards compatible. I think the 1.6 packs will be mostly backwards compatible but there may be some problems, I think involving liquids.
 

Mason11987

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Jul 29, 2019
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I think the 1.5.2 beta packs have different IDs so they are not backwards or forwards compatible. I think the 1.6 packs will be mostly backwards compatible but there may be some problems, I think involving liquids.


Do you have a link about that? I'd like to know that the FTB team intends to make 1.6 as backwards compatible as possible before I try to do the 1.5.2 move independent of FTB. If I knew that they are going to make the 1.4.7 to 1.6 move easier then the 1.4.7 to 1.5.2 move then I'll wait.
 

Peppe

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Jul 29, 2019
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1.4.7 to 1.5.2 is mainly RP2 and Xycraft.

Not sure what changes in 1.6 are world destroying. If it is some change with forge liquids then you should be able to just remove all your tanks and rebuild them after converting. Even that is too complicated to allow FTB to support direct transition... some people can barely use the launcher.

Minecraft handles block id's it does not understand by replacing them with air, so upgrading to new versions should always be an option. You may lose some items, or you may need to manually pickup some items/machines before updating and replace them after.

Example 1.4.7 to 1.5.2:
http://www.reddit.com/r/feedthebeas...anaged_to_take_my_feed_the_beast_map_147_and/
 

Aetherr_

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Jul 29, 2019
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1.6 will have new liquid systems. (I think) That will cause all the liquids to disapear from your tanks. If that isn't enough, then ALL of your thermal expansion stuff will break. You will have to pick them up, and place it down. Then Xycraft will break. You will need to uninstall xycraft from 1.4.7 to make it work in 1.6.
 

egor66

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Jul 29, 2019
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Its safe to say that to have fully working version of the new "as yet uncreated" packs that a world reset would be required, you maybe able to save a map by disabling some mods but then you would lose the items from that mod/s so any builds the used would be null & void, really look at it like a fresh start with new items, bug fixes & tweeks, this means then new things to learn & use to recreate your epic builds or go off in a new direction, as stated above vanilla mechanics are changing near as fast as the mods atm so who can say whats in the future, for me its not a case of losing all this or that its more a case of oh whats this going to bring to the table & how can I use with this or that to make it bend to my will :), in short its a game & collection of mods that have been advancing at a fast pace, so why would I wish to stand still & not go with the flow.

Old maps may still be used with older pack versions while there still on the launcher or by using MultiMC to access them.
 

dgdas9

New Member
Jul 29, 2019
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Any update on this issue as to whether 1.6 will need new worlds?

It's been 12 days since the last post.
I hate necro posting. Specially the one that serves no reason.
That question has been answered several times.
We don't know.
 

Fuzzlewhumper

New Member
Jul 29, 2019
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I was watching someone upgrade their 1.4.7 world to a 1.5.2 world last night. Before they did it they made sure non supported mods blocks were no longer used to form their house. They took things they knew wouldn't be in 1.5.2 and deleted them beforehand. Then when upgraded they started going around to see what they missed ... quite a lot.

1.6 I think may actually change the format of the save, the ID's of a great many things change ... it'll probably be time to just start new when the 1.6 eventually hits the shelf. :) Sorry. But as stated before, it's all a by ??? any anything we think may be incorrect.