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Aerberus

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Posts posted by Aerberus

  1. Yeah so weirdly the Tekkit Classic server replaces that "id" field with teleportPipe for every pipe, why? I don't know but the solution is like you said; replace teleportPipe with the correct string. It's only the server version that does this so you get the same problem if you try and open multiplayer worlds in singleplayer and that's why it was working for me( I was only testing on singleplayer).

    I'm really happy cos this is a perfect use for the plugin functionality I wrote in the last version. Here is a plugin to fix this: Download

    Just pop it in the plugins directory in midas and do your conversion, it's hardcoded to fix this error so no mapping is needed, and remove it afterwards.

    Awsome cheers. I've only been able to run some prelim checks as I'm at work right now. But everything seems to be working. Atleast nbtexplorer is still showing the pipes with all the correct data after a server start. And no more pipeid -1 errors.

  2. I am also seeing these errors repeated at server startup. Sure enough, the tile keys (pipeId) are all set to "-1".

    2013-02-27 14:57:03 [WARNING] [buildcraft] Pipe failed to load from NBT at -217,11,705
    
    2013-02-27 14:57:03 [WARNING] [buildcraft] Detected pipe with unknown key (-1).
    
    Did you remove a buildcraft addon?

    I believe that's related to your above "Skipping TileEntity with id teleportPipe" issue. Looking at the images I attached in my previous post. If you start the server with the id: teleportPipe tag. Then you will erase all of the other variables (internalPower/nextPowerQuery/pipeId). Because the entity still has a buildcraft block ID buildcraft tries to find the pipeId but can't find it. Leading to a -1 or NULL.

    However if you edit the id: teleportPipe tag before starting the server (after running midas) with the tag changed to id: net.minecraft.src.buildcraft.transport.GenericPipe. Then the other internal variables are kept, thus solving the issue.

  3. Wooden%20Conductive%20%28old%29.pngWooden%20Conductive%20%28new%29.png

    Completely take back what I said about teleport pipes earlier. Above is the NBT data from a wooden conductive pipe in a test world i put together. On the left is the old buildcraft and on the right is the new. The important parts are pipeId and id (at the bottom). pipeId was correctly changed by midas. However the ID at the bottom I changed manually. By default it was left as teleportpipe. If you loaded the world like that you get the "Skipping tileEntity telportpipe" errors, and end up with invisible blocks. I manually edited the id to "net.minecraft.src.buildcraft.transport.GenericPipe" via NBTExplorer (after restoring a backup I had). This time around the pipes loaded. No errors at all.

    havocx42, do you think there is any way of building that into midas or not?

  4. Aerberus: Yeah that's the essence of it, the format that buildcraft uses to store those "internal variables" has changed in various versions, they should be converted the first time you start MC with the new version, obviously something is going wrong with that process for you.

    true. I am going from buildcraft 2.2 to 3.4. If I get bored tonight I might try a staggered upgrade. Maybe to 2.9 first then 3.0 finally 3.4. Of course that's provided I can be bothered to find the older versions.

    I'm in no hurry to push this map live any time soon. Waiting on atleast the next pre-release of ee for alchemical chests.

  5. I did a lot of digging yesterday using mcedit and nbtexplorer. It would seem that havocx42's tool is indeed migrating the buildcraft pipes correctly. The issue appears to arise when the converted world is started for the first time.

    To simplify my testing I edited my buildcraft config to match pre and post migration. I then used havocx42's tool such that it didn't know about the buildcraft.genericpipe id. It did however know about the internal pipe id conversion. For clarity all buildcraft pipe blocks (be they wood, gold, transport or conductive) all share the same block id (166 in my case). And in the minecraft nbt files this blocktype has an internal variable that stores what kind of pipe it is. With this set up I checked the pipes data using mcedit before and after using Midas. Both showed that the block id was the same, and that the internal pipeid variable had changed as per my mapping. After starting the world the pipes were still invisible. So I fired up mcedit again. This time although the block id was still the same, all the internal variables had been deleted.

    At this point I've run out of ideas. If starting the map is causing the invisible pipes I'm just going to set the block id to air and refund the people on the server their pipes. Apologise and ask them to rebuild

  6. I don't know anything about the difference between Buildcraft versions but I'm guessing you need to convert all the pipe block IDs (159,170,172 etc.) to the pipe ID in the new version(1513)

    Hum, sounds like a plan. Cheers i'll give it a go.

    Second that... I have had zero luck with this. And I consider myself pretty savvy. I have tried all the patch files linked from this thread. I have also tried exporting my own patch files with the python script. Manual adjustments and tweaking/trying things out... Nothing does a thorough job- not even close:

    Aerberus, post #90: Missing marble block, basalt block, pipes (invisible), IC2 machines, wireless trans/rec, etc.

    Sai, post #48: Missing IC2 machines, wireless trans/rec, pipes (invisible), etc.

    Portablejim's python script: Missing IC2 machines, IC2 cables, IC2 EU storage devices, marble covers, wireless trans/rec, pipes (invisible), etc.

    I am trying to convert a Tekkit Classic v3.1.2 Server to Tekkit Lite 0.5.7 Server. Just no success. Does anyone have a complete patch.txt file or a working/current dump compare/export script that will convert between these two server versions? We are running no additional mods. Everything is "right out of the box."

    Thanks for all your effort, those of you who contributed to these various tools. I certainly appreciate your hard work and contribution to the community. I just want to know if I missed the boat and no one is maintaining this conversion method any more. I don't want to be chasing ghosts if it's just never gonna work. :(

    -WB

    Unfortunately mine would probably never actually work for anyone else. Since i'm building my own modpack for some friends, that combine elements of tekkit lite, voltz and others. Thus I've had to custom set a fair number of block IDs that won't match with tekkit lite.

  7. Ok I found the problem, you were relying too much on Excel and NEI :D.

    For some reason NEI doesn't dump the IDs of the pipes(probably for the same reason it needs a special plugin for mIDas). Just look at the config files and add the translations by hand, there are only a few. As an example you can see "pipeItemsCobblestone.id=4051" in the old cfg but " I:pipeItemsCobblestone.id=19161" in the new one. so translate 4051 -> 19161 etc.

    Finally got around to testing that today. The dropbox contains the patch.txt with the addition of all the info I could find in the buildcraft/additional pipes config files. One thing i did notice is there doesn't appear to be a match for a few of the buildcraft block IDs. eg cobblestonePipe.id=159

    Unfortunately the pipes are still missing in the new world.

  8. Ok I found the problem, you were relying too much on Excel and NEI :D.

    For some reason NEI doesn't dump the IDs of the pipes(probably for the same reason it needs a special plugin for mIDas). Just look at the config files and add the translations by hand, there are only a few. As an example you can see "pipeItemsCobblestone.id=4051" in the old cfg but " I:pipeItemsCobblestone.id=19161" in the new one. so translate 4051 -> 19161 etc.

    Thanks I'll look into that in a bit. Unfortunately I have a rather busy weekend.

  9. Differ the IDs from world to world? Because I just used Aerberus' patch.txt and the map (still working) looked even worse than before. E.g. obsidian went missing. Do I have to change other files as well?

    If there is no solution (using other people's patch.txts), I will try to find the IDs by myself.

    Unfortunately yes. I noticed that none of the other patch.txts actually accurately matched my world. Mostly it was redpower items that stopped working as redpower has the ability to auto assign failed IDs. Although my old IDs will match a version of Tekkit classic, my new IDs will not match Tekkit lite. I've rolled in a rew additional mods and built it from scratch, so none of the config files probably match. I recommend looking back a few pages where people have given a python script that takes the dumps from NEI. Just remember to drop both Item IDs and Block IDs.

    Could I get the buildcraft config files from the two versions as well?

    The Advanced Pipes and buildcraft config files are up on the dropbox https://www.dropbox.com/sh/2znw1zygedzt6g1/DCcJxsdkD2

    I did make a few changes to Patch.txt since yesterday, which has also been uploaded

  10. First off let me say thanks for the tool havoc. Its been a massive help trying to convert my world.

    I had almost given up on getting buildcraft pipes to work until I saw you'd updated the tool to handle it. However so far I've not had any luck exporting them over. The pipes in my inventory get converted fine, but the placed pipes still turn into invisible blocks. The server logs also still contain the error:

    2013-02-22 15:15:52 [WARNING] [buildcraft] Pipe failed to load from NBT at 332,73,639

    2013-02-22 15:15:52 [WARNING] [buildcraft] Detected pipe with unknown key (-1). Did you remove a buildcraft addon?

    I'm using the latest buildcraft and additional pipes mods. As well as my own custom patch.txt

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