World compatibility with future updates?

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Dragonfel

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Jul 29, 2019
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Is it confirmed that the addition of upcoming mods (namely Red Power) will render current worlds from beta pack A or the magic pack incompatible with mod packs (like the FTB ultimate or DW20 pack), or with future versions of those packs?

Right now my server is operating under the premise that if we can keep our world post red power, then we will. Otherwise we'll have to reset everything. Ignoring the world gen issues (we plan to use a new mystcraft age or two to allow the collection of RP ores, etc.), do we know for certain if there will be issues importing worlds over?
 

danny75

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Jul 29, 2019
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there might be item id conflicts, especially with mods that are included, but currently not in the beta or magic packs. our server has mostly been working on numerous proof of concepts knowing full well that the world will have to be reset. beyond that, i can only guess at problems that might occur.
 

SilvasRuin

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Jul 29, 2019
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If there is a problem that prevents world compatibility, it will be differing IDs. They hadn't standardized the mod IDs yet when making the Beta pack, so the IDs for the Universal pack (etc.) could be different.
 

EternalDensity

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Jul 29, 2019
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I'm running Magic World unaltered, so I hope my world will remain compatible. Though I'm not really expecting RP to be added to it at all. Factorization, on the other hand, I'm hoping for.
 

ShneekeyTheLost

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Dec 8, 2012
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Lost as always
Eh, I'd WANT to reset my game, to be honest. I mean... volcanos are a great source of early-game lava so you can keep your magmatic engines and geothermal generators running. Marble and Basalt are also excellent building materials (alternating marble and basalt bricks in a checkerboard fashion makes for an interesting floor that makes me start craving a REALLY good burger and malt).
 

Flip

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Jul 29, 2019
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If you're determined to preserve your world, you will be able to. It will just require some work.

If block ids change, you can use something like mIDas Gold (http://code.google.com/p/midas-gold/) to alter them. The author is aware of FTB and has recently posted here, and he might be working on incorporating MultiMC (and therefore FTB) exportable configs to his program to greatly improve the process.

If you want the world gen, you can just explore new chunks. The transition might get a little messy, but RP2's volcanoes were never perfect. Or you can use MCEdit to erase the chunks you haven't built on and they will regenerate with the new worldgen. If you want just the buildings, you can generate a new world with the new worldgen and then copy them over using MCEdit. Make sure you reconcile the id changes before this, though.

Alternatively, you might be able to use BuildCraft architect tables to save blueprints of stuff to be recreated in another world using a builder. I've never used these in an SMP environment but I have used this method to move builds from one world into another (including across MC versions).

And there's always Mystcraft, but meh.
 

EternalDensity

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Jul 29, 2019
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Okay, maybe I will take the plunge and add Factorization and Reliquary to my Magic World... just as soon as I get my magma generation going and visit some more Mystcraft ages and go to the Twilight Forest and...
 

zemerick

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Jul 29, 2019
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Magick pack uses the new standard configs, so it shouldn't ever have problems.

For those of us with the FTB Beta pack, theres another option: Just change your new configs to use the old IDs again. Yes, any other people joining your world would need to make the same changes...but then you don't have to mess with editing or restarting the world.
 

Bagman817

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Jul 29, 2019
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For those of us with the FTB Beta pack, theres another option: Just change your new configs to use the old IDs again. Yes, any other people joining your world would need to make the same changes...but then you don't have to mess with editing or restarting the world.

Beta Pack is 1.4.2, RP2 will be 1.4.5. I don't think a simple config change is going to cut it. I'd plan for a reset if you want to use RP2.
 

zemerick

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Jul 29, 2019
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Beta Pack is 1.4.2, RP2 will be 1.4.5. I don't think a simple config change is going to cut it. I'd plan for a reset if you want to use RP2.

I didnt have to reset going from 1.2.5-1.4.2 and that was a massive change. 1.4.2-1.4.5 was very small. My money is if you set your configs right youll be fine. No one can ever say for certain though, so always make backups:)
 

Bagman817

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Jul 29, 2019
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I didnt have to reset going from 1.2.5-1.4.2 and that was a massive change. 1.4.2-1.4.5 was very small. My money is if you set your configs right youll be fine. No one can ever say for certain though, so always make backups:)
No kidding? I didn't even try, I just assumed it'd be broken beyond recognition, lol.
 

zemerick

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Jul 29, 2019
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No kidding? I didn't even try, I just assumed it'd be broken beyond recognition, lol.

Just gotta make sure your configs match up. Ever since Mojang got things over to the "Anvil" format, saves have carried over pretty well. Granted, any changes to terrain gen can cause some interesting effects at the border of previously loaded and unloaded chunks:)
 

JezuitX

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Jul 29, 2019
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I have been kind of holding off on starting my FTB world until the new RedPower comes out. One you won't have the volcanoes which are cool and I believe you'll be missing basalt and marble (if another mod adds these I'm unaware sorry) unless Azanor shares his method of forcing world regen with Elo.