Everything posted by Durand1w
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Converting region .mca modded ids to names
I audit and changed every item that was assigned to incorrect values in the level.dats. I started the world and even though the level.dat has the correct IDs and the region .mca files still show the modded item in chests, etc, none of them appear visibly. Is there another step that needs to be done?
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Converting region .mca modded ids to names
Under the ItemData section of FML in the level.dat... -Example of Duplicate Entry-
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Converting region .mca modded ids to names
Good deal. It doesn't appear to be a critical issue, but I have already found 15 duplicates out of the first 225 I have audited. I'm not sure if there is any checks to verify the existence of or remove duplicates, but if you want me to log a ticket on github for it to be looked into at some point, let me know. The duplicates include Vanilla items.
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Converting region .mca modded ids to names
Just to confirm. If I change the nbt list in the level.dat manually, will this cause issues with future updates if new items are added? I'm not sure what logic Forge uses to assign new ids (sequentially, search algorithm). I would like to avoid a situation where we are fixing block ids again once we clear the 1.7 upgrade hurdle. Thanks to both of you for the responses today!
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Converting region .mca modded ids to names
Yeah, I have been using NBTExplorer to track down and fix the 3 mods that renamed their blocks between 1.6/1.7, as well as identifying and fixing a 4th mods crash since one of the values it stores dropped during the 1.6 to 1.7 update process. It isn't really that bad except tedius given the world size. Provided I have the IDs/names on 1.6 and the same for 1.7, it's just a matter of search and replace for the items (blocks are fine).....for hours. I can't save time with find/replace all since some of the id numbers may be contained in other values. I think Too Many Items provides a dump of the information, I was just hoping to avoid installing another mod if there was an existing command. Thanks for the information.
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Converting region .mca modded ids to names
So the 1.6 mods did not have the formatting that the Mapping process anticipated, so it takes a best guess at what is left. That means, my options are to: 1) Ask each individual mod to update 1.6 again 2) Investigate manually changing the mapping 3) Manually changing the data to fit the new mappings...which seems like it will be faster and pose less risk to future updates. Any suggestions on a good item id/name dump tool for 1.6 and 1.7 worlds?
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Converting region .mca modded ids to names
For the region .mca files...what is the intended behavior for storing item ids or names? Should it be the name as with id:Chest or should it be the world specific item(registry) id:##? I will test here shortly, but if I place a new item in the world or in a storage container, what should I see in regards to the naming behavior? I can convert the world manually which will be faster than requesting each mod to revisit their 1.7 builds, provided that I can verify that the current behavior for newly placed items in my world is WAI.
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Converting region .mca modded ids to names
When you upgrade an existing 1.6.4 world to 1.7.2 (Forge 1065-B65), blocks and items are assigned to the new registry. However, block and item ids stored in the region .mca files are not converted to block names. As a result, items can change or disappear if the old value is not assigned to any block or assigned to a different block. Example: a Chest, may be shows as: id: Chest but items inside the chest are shown as id: 48 id: 9034 id: 48 may be a vanilla item and have retained the same id, so it shows correctly. But item 9034 may be a mod item and it's value is now unassigned and shows as empty, even though the region .mca file still shows that it exists in the chest. I can manually fix this by finding a mod or tool to dump the old ids and dump the new item names, then doing a search and replace of each region.mca for any id:##. However, if this is a already an existing fix then that would expedite my ability to clear this hurdle to upgrading. Thank you for any insight.
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Missing Block and Items prompt manual fix?
I managed to work through this issue. For anyone else that runs into this for Mo'Creatures, Pet Bats and/or Ropes+, the names were changed from 1.6.4 to 1.7.2 for some blocks. Examples: MOC_dirt is now Mocdirt (underscore removed for each of these blocks) MOC_Planks is now MoCwoodplank MOC_Leaf is now Mocleaves Seed Arrow303 is now SeedArrow (no spaces or 303 for each of the arrows) fed Pet Bat is now fed_pet_bat (spaces changed for underscores) If you edit the level.dat for the world and for each of the dimensions, modify the Forced Name for each of these to the new entry. When you start the server, be sure that you are only including the 1.7 version of any mods you had for 1.6. Once the server startups, it will migrate to the new system. Then, you can shut the server down and add any new mods. Failing to do this can result in very broken worlds (lamps for tree leaves for instance).
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Possible 1.6 to 1.7 migration issue (mods items storing mod items)
Thank you for the reply!
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Possible 1.6 to 1.7 migration issue (mods items storing mod items)
I wanted to check and see if anyone else has noticed this behavior or if it is limited to Bibliocraft... When upgrading from 1.6 to 1.7, mod items that store items (ex: shelf) retain vanilla items and blocks, but not other mod items and blocks. I am wondering if this possible scenario is covered in the current Forge when converting the mod ids to the new name and registry system.
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Missing Block and Items prompt manual fix?
When you say the save file, are you referring to level.dat or another file that is now generated? I'm already using NBT explorer to change over our new world gen to largeBiomes. Most of these items are easily replaced, but the MOC blocks have me worried. Provided that they are the blocks we are actually using, it may come down to manually correcting just these files, provided it is a one time thing.
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Missing Block and Items prompt manual fix?
This is not a bug, but I do have a question regarding the start-up of 1.6 worlds to 1.7. If you are prompted similar to the output below, is there a way to manually reconcile these blocks? There are 17 missing blocks and items in this save. If you continue the missing blocks/items will get removed. A world backup will be automatically created in your saves directory. Missing Blocks/Items: RopesPlus:Confusing Arrow303 RopesPlus:Exploding Arrow303 RopesPlus:Fire Arrow303 RopesPlus:Seed Arrow303 RopesPlus:Penetrating Arrow303 RopesPlus:Rope Arrow303 RopesPlus:Torch Arrow303 RopesPlus:Warp Arrow303 RopesPlus:Redstonetorch Arrow303 PetBat:fed Pet Bat MoCreatures:MoC_Grass MoCreatures:MoC_Dirt MoCreatures:MoC_Stone MoCreatures:MoC_TallGrass MoCreatures:MoC_Planks MoCreatures:MoC_Leaf MoCreatures:MoC_Log
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[1.7.2] ItemBlock in GameData.itemRegistry isn't remapped
It looks like there is a ticket open for this on Github. I ran into this today working on a test server for forge 1033. https://github.com/MinecraftForge/MinecraftForge/issues/996
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