Move Base to another world using...?

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Plainy

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Jul 29, 2019
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So for about an hour now I have tried moving my base with all my stuff in it to another world using MCEdit.
Sadly it did not work as I hoped since the game crashes upon world load.
Is there any one who knows how i can do this?
This is mainly because I added Ars Magica 2 and Moving doesnt get me the new ores for some reason so a new world would work.
But as I said sadly it doesnt work as I hoped.
In MCEdit it just imports fine(MCEdit-0.1.7.1.win-amd64) and places it fine but then decides to crash.
Any way to go about this diffrently?
I'm sure there was a block taht could copy a structure and place it again but not sure how.

any ways thanks in advance and i hope to get a solution.
 

McJty

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Mod Developer
May 13, 2014
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Perhaps you could try with Recurrent Complex. This mod has a way to copy a structure and save it and then spawn that structure to another world. Not sure how it works but that's what I have been told.
 

ratchet freak

Well-Known Member
Nov 11, 2012
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The BC builder can copy structures (with some limits)

However different maps may use different IDs leading to conflicts, to migrate it over you need to correct that
 

Someone Else 37

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Feb 10, 2013
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So for about an hour now I have tried moving my base with all my stuff in it to another world using MCEdit.
Sadly it did not work as I hoped since the game crashes upon world load.
Is there any one who knows how i can do this?
This is mainly because I added Ars Magica 2 and Moving doesnt get me the new ores for some reason so a new world would work.
But as I said sadly it doesnt work as I hoped.
In MCEdit it just imports fine(MCEdit-0.1.7.1.win-amd64) and places it fine but then decides to crash.
Any way to go about this diffrently?
I'm sure there was a block taht could copy a structure and place it again but not sure how.

any ways thanks in advance and i hope to get a solution.
I know form experience that Minecraft 1.7 likes to scramble mod block and item IDs when adding or removing mods (as using NEI's inventory save feature on worlds created at different times in my test instance makes very clear), so that could be why your world crashes after loading the schematic from MCEdit.

Wait, hang on, what pack/MC version are you using? If you're on MC 1.6 (I think) or earlier, the IDs only depend on your configs and shouldn't differ between worlds in the same instance. So, in that case, I don't know what could be causing the crash- maybe one of AM2's IDs conflicts with something else?

However, I do know that some AM2 "worldgen" (specifically the moonstone meteors) *should* spawn in wherever you happen to be, and all the actual worldgen stuff (trees, sunstone, vinteum, etc.) will appear in any chunks that hadn't been generated when you installed the mod, so you'll find them if you explore far enough (at least 160 blocks) from anywhere you visited before installing the mod. Or set up a Mystcraft age- that works, too.
 

McJty

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Mod Developer
May 13, 2014
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Well Recurrent Complex solves the ID problem as far as I know. It saves the structure to a file which contains the actual block names and when reading that in a new world it just converts those back into the id's that belong to that world.
 

McJty

Over-Achiever
Mod Developer
May 13, 2014
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And the author just confirmed to me on IRC that Recurrent Complex would work for this job:

<Ivorius> McJty: Yep, it should work perfectly fine, without issues. If it's a large area it might take a while though
<Ivorius> In that regard it's slower than mcedit, but mcedit doesn't work with modded blocks
 

KingTriaxx

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Jul 27, 2013
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Is the world you added Ars Magicka to lacking Mystcraft? Because new worlds generated by that will have all the new ores and other features.