Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Moving map from one server to another issues


Vojtiisek
 Share

Recommended Posts

Hello.

So, as the title says, I am trying to move a map me and my team built on Server 1 onto Server 2.

The issue is that the block IDs are different between those servers, so the map is all messy and destroyed on Server 2. I used to know how to fix that, its not the first time it happened to me but right now I cant find a way to do so.

Anyone has any experience with that and how would I make the server auto-translate the ids into the right ones?

 

Forge version: 1.12.2

Edited by Vojtiisek
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Are you using Fabric? I'm not sure if this forum would be the right place then.
    • server failed to start and gives me "Failed to load data packs, can't proceed with server load. You can either fix your data packs or reset to vanilla with --safeMode" error when i look in my logs. its updated to the latest version of forge(40.1.0), and I don't have any data packs installed as far as I know. And I will upload the full logs if asked as i dont know how to attach a document to this post.  
    • Pioneer Craft [modded] {1.18.2} {SMP} {Community} {Light Roleplay} We are Pioneer Craft and we seek you !!! We are building a community of passionate players to build, trade, and share some laughs with. Are you tired of playing alone? Or are you here seeking a server with dedicated members; a server where you are not overlooked and can voice your opinions? If you are interested in these things too, then come join us in Pioneer Craft! Our server is player built and driven. We have a custom mod pack with mods chosen by our community to suit our needs. We have designed our server for player driven roleplay! There will be four communities which will each be self-sufficient. We encourage and seek builders who want to create a beautiful world to live in. This is a whitelist server and we are looking for dedicated applicants and experienced builders. Applications are located on our website which can be accessed through the discord. Other than the application questions, we are requesting photos of your prior builds which will be taken into consideration. Please show photos of your builds in the share-your-work section of the discord. The server uses CurseForge to run. This server is for mature members (16+) . Discord (must join): https://discord.gg/c4uJvb29CN
    • Pioneer Craft [modded] {1.18.2} {SMP} {Community} {Light Roleplay} We are Pioneer Craft and we seek you !!! We are building a community of passionate players to build, trade, and share some laughs with. Are you tired of playing alone? Or are you here seeking a server with dedicated members; a server where you are not overlooked and can voice your opinions? If you are interested in these things too, then come join us in Pioneer Craft! Our server is player built and driven. We have a custom mod pack with mods chosen by our community to suit our needs. We have designed our server for player driven roleplay! There will be four communities which will each be self-sufficient. We encourage and seek builders who want to create a beautiful world to live in. This is a whitelist server and we are looking for dedicated applicants and experienced builders. Applications are located on our website which can be accessed through the discord. Other than the application questions, we are requesting photos of your prior builds which will be taken into consideration. Please show photos of your builds in the share-your-work section of the discord. The server uses CurseForge to run. This server is for mature members (16+) . Discord (must join): https://discord.gg/c4uJvb29CN 
    • Update: I didn't need capabilities. In fact, I didn't need to override applyEffectTick at all. But it seems like I need reflections. The increased hitbox size now works for both entity and block collision--with a little drawback. This is what it looks like so far: // this event handler checks every tick if the living entity has the "big" effect @SubscribeEvent public static void entitySizeChange(LivingEvent.LivingUpdateEvent event) { LivingEntity livingEntity = event.getEntityLiving(); if (livingEntity.getActiveEffectsMap() != null && livingEntity.hasEffect(ModEffects.BIG.get())) { EntityDimensions newDims = livingEntity.getDimensions(livingEntity.getPose()).scale(8.0F, 2.0F); try { // using reflection Field field = Entity.class.getDeclaredField("dimensions"); field.setAccessible(true); field.set(livingEntity, newDims); // setting the living entity's EntityDimensions EntityDimensions newEntityDimensions = (EntityDimensions) field.get(livingEntity); livingEntity.setBoundingBox(newEntityDimensions.makeBoundingBox( // setting the living entity's AABB livingEntity.getX(), livingEntity.getY(), livingEntity.getZ() )); } catch (NoSuchFieldException | IllegalAccessException e) { e.printStackTrace(); } } }   The aforementioned drawback is that, when the effect wears off, the living entity's still keeps its bigger hitbox until it changes pose (i.e. my player crouching). Given that the EntityEvent.Size event fires whenever an entity changes pose, should I manually fire it with EVENT_BUS::post when that entity's effect wears off? If so, where? I tried manually firing EntityEvent.Size on my overridden removeAttributeModifiers(), but to no avail. 
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.