Upgrading a map from TW2 to Infinity ?

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Klaatu

New Member
Jul 29, 2019
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Hello,
I currently play a TechWorld 2 solo map and I've been checking infinity. Tho, I'd like to know if there's a way to lkinda upgrade or switch my TW2 map to infinity ?
Thank you,
cheers
 
Its not really possible to switch modpacks on an existing map.

However, one can always try... if you don't mind potentially loosing lots of stuff. The success will all be determined by how many mods the two packs have in common. Oh, and Minecraft versions. Because a lot of mods don't support the conversion of 1.6.4 to 1.7.10 anyway.

My reading is that TW2 is for minecraft 1.6.4? And Infinity if 1.7.10.. so this is a worst case situation. How desperate are you?

Stage 1 is pre-preparation
You need a minecraft client with 3 profiles - your current world and TW20 pack as a backup. An intermediate profile for mc 1.6.4 that only has the TW20 mods that exist also in infinity, and a profile with the Infinity pack for MC 1.7.10,

Stage 2 is clean up
You want to remove all content that is not going to be in Infinity because the mods no longer exist. This mod
http://www.minecraftforum.net/forum...05-world-generation-manager-v0-4-4-ungenerate will be your friend.
In the copy of your world in the TW profile, remove as much content from the mods you know are going to be deleted. Ungenerate them with the above tool.
Copy the world to the intermediate profile and load it and see if the ungeneration was successful or if big holes have appeared. Wander around.
You now have a copy of the game that should not contain any references to blocks or entities that cannot be in Infinity

Stage 3, convert from 1.6.4 "TW intermediate" to 1.7.10 Infinity:
Copy the save game from the intermediate profile to the 1.7.10 Infinity profile. And load it up. If it crashes, or the error log fills with error spam from a mod, go back to stage 2, and remove the offending mods content and the mod itself.
If it loads up, check out the world. Perhaps excavate some chunks to see if there are pockets in the ground where there should be blocks. If there are - and you can figure out what should have been there, go back to step 2, and ungenerate that content.
You now have a copy of the game, for 1.7.10, with all the blocks that could be converted.

Stage 4, regeneration
Now, your world will be missing a lot of worldgen for the mods that were added. So, make a backup. And use the above mod to "re"generate the mods content. Or use COFHWorld's configuration to generate missing ores. Some mods - like Thaumcraft - have their own regeneration support.
If you are trying to preserve just your core base, and regenerate the surrounding terrain, an alternative is to identify the region file(s) that contain your content, and delete the other ones so they can be regenerated from scratch with the new infinity mods.

Caveats:
* Given the changes in biome adding mods, any new terrain generated after the conversion is likley to have harsh edges where biomes don't match up.
* Very few mods had the same block set going from 1.6.4 to 1.7.10, in no small part because forge changed from block id's to a text name representation for blocks. For the mods that supported block id upgrading, there was still a staged set of updates that needed to be applied in order to migrate existing blocks from the old to new registration.
 
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Hey, thanks a lot for this answer !!
Il try this tonight after work.
Im a bit confused withe the stage 1 tho as I play with my normal minecraft profile using FTB launcher.
 
Afaik the FTB launcher doesn't support multiple custom profiles. And I have traditionally had serveral custom vanilla profiles and modpacks from other launchers...

So... I create profiles in my vanilla launcher for the modpacks I use, name them and link them to the appropriate forge version. Set them to their own profile folder, And then copy in the mods and config folder's from the FTB launcher. Most FTB packs this is all that is required. Some of the more recent packs have additional folders with custom menu content, but I always disable mods like that anyway.

(This would all be a LOT easier if the various launchers supported saving their profiles in a vanilla launcher compatible way (which I belie the cursevoice launcher actually does))
 
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Right, I think im too noob with all those stuff ... I'll try to do what you said but that thing with profiles seem very complicated :)
I just use FTB launcher with TW2, like normally :)
Tho i'll try and tell you about it.
 
Well, the problem with that is, it is going to be difficult to do all the things in the correct order without the intermediate profile.

You want to delete the blocks from the world, and run the ungenerate tool, while the mods are still installed. Ungenerate can only ungenerate blocks that exist.

Oh - thats another caveat - when using World Generation Manager - you need to actually visit all the chunks that you want to un-generate ores in as it does not contain code to process all loaded chunks.

Anyway - having an intermediate profile is very convenient as it lets you try out an 'ungeneration' quickly and see how well it worked. Without it, if and when / each time you discover a mod that needs to be removed you will need to restore a backup and reset the modlist.