Will the launcher force a map reset with the release of Red Power 2?

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superriku11

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Jul 29, 2019
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Okay so I heard in an Avidya video that when RP2 is released the launcher will be set to force a map reset.

I'm sorry if this is publicly posted somewhere else, but I looked for a bit and didn't find anything.

So should I just stop playing my current world and wait for RP2?

Personally I don't think new mods/updates should ever force a map reset. Going to new chunks or spawning a Mystcraft age can get you new world gen features. Anyways, will there be a forced map reset, or will you be allowed to continue with your old map, only getting new world gen features with new chunks / ages? That's how it's done in vanilla Minecraft when Mojang makes updates, so I don't think it'd be a bad idea to do the same here.
 

Enigmius1

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Jul 29, 2019
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The short version: no.

The long version: you may experience some glitches and wonkiness but your old maps should ultimately be okay. It's recommended that you start a new map, however.
 

superriku11

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Jul 29, 2019
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The short version: no.

The long version: you may experience some glitches and wonkiness but your old maps should ultimately be okay. It's recommended that you start a new map, however.

I see. Thanks for the answer! If RP2 will be the only significant change where a new map is recommended, I'll probably do that. If this is going to become a common thing though, where a new map is always recommended for certain updates, I'll just stick with what I have.

Also you should theoretically be able to just generate a new world with the same seed, and then MCEdit in your structures from your old map. Then you'd get a new version world that, if world gen isn't affected too much, should be mostly the same, however still contain all your old map stuff.
 

Evil Hamster

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Jul 29, 2019
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MCedit doesn't work with modded maps. Unless I'm doing it wrong. When I saved a chunk, it deleted every mod added block.
 

superriku11

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Jul 29, 2019
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MCedit doesn't work with modded maps. Unless I'm doing it wrong. When I saved a chunk, it deleted every mod added block.

That's because MCEdit doesn't have the block IDs for any modded blocks programmed in. Because there's no obvious or easy way for it to deal with modded blocks, unless it just called it "Block ID #31524", but that's not the user experience they're going for I'm pretty sure. However it's Python, and you could add block IDs yourself to be able to edit modded maps.

In fact, someone may decide to make a FTB MCEdit, capable of editing FTB maps. It wouldn't be that hard, to be honest. Python is pretty easy.