Aetherr_ Posted April 22, 2013 Posted April 22, 2013 it can be done, but it would require you (or someone else) to go through and check every block in both games and match the blocks and put the different ID's into a patch.txt to use. i did it for BigDig so i could use my existing map (if anyone wants a copy of it, just ask) and it took the best part of 2 days to go through with both Tekkit classic and BigDig open and checking through them like: OK.. that's the ID for a marble {search NEI in BigDig for marble} there's the new ID {add to patch.txt}.. there's the ID for Energy condenser {search NEI in BigDig for it}, its not there any more, change it to sponge so it sticks out. Can you do it then? Quote
Alator Posted May 7, 2013 Posted May 7, 2013 I have a Tekkit classic to FTB patch file that's about 2300 block id's long, however I am running into an issue where mIDas GOLD does not recognize additional damage values after a base ID has already been inserted. I can post the .txt file if you want to try to figure it out. Quote
havocx42 Posted May 9, 2013 Posted May 9, 2013 I have a Tekkit classic to FTB patch file that's about 2300 block id's long, however I am running into an issue where mIDas GOLD does not recognize additional damage values after a base ID has already been inserted. I can post the .txt file if you want to try to figure it out. I think by base ID you mean an ID without a colon and damage value e.g. 5 -> 4 instead of 5:3 -> 4. Please understand that this form matches ANY damage value for that block ID and that the first damage value is 0 so to convert the first colour of planks would be 3:0 -> 1. It is expected behaviour that 5 -> 1 5:1 ->1:2 is invalid instead you would probably want 5:0 -> 1 5:1 -> 1:2 Quote
Kynis Posted May 11, 2013 Posted May 11, 2013 Hi, I'm just asking if someone had in their inventories items that were part of RailCraft, will they be replaced by stone or will the players just crash the server when they log in, because we are trying to update a huge Tekkit Classic server to Tekkit Lite by using this method and there will be a lot of player inventories. Also every time someone gets to a certain region (immediately when the area loads up) the server crashes giving this report: ---- Minecraft Crash Report ---- // I feel sad now Time: 11.5.2013 22:51 Description: Ticking tile entity java.lang.NullPointerException at com.eloraam.redpower.core.MachineLib.handleItem(MachineLib.java:218) at com.eloraam.redpower.machine.TileMachine.handleItem(TileMachine.java:50) at com.eloraam.redpower.machine.TileTranspose.drainBuffer(TileTranspose.java:247) at com.eloraam.redpower.machine.TileTranspose.onTileTick(TileTranspose.java:276) at com.eloraam.redpower.core.TileExtended.g(TileExtended.java:123) at yc.h(World.java:2153) at in.h(WorldServer.java:516) at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:680) at ho.r(DedicatedServer.java:269) at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497) at fy.run(SourceFile:849) The rest of the error report is over here [Pastebin]: http://pastebin.com/XGjJWr7D Here's some extra info about the scenario: OS: Windows 8 x64, build 9200 CPU: Intel i7 3770k (3.50 GHz) RAM: 8 GB (5 GB allocated to server) Tekkit Lite version: 0.6.5 Quote
Aetherr_ Posted May 12, 2013 Posted May 12, 2013 I have a Tekkit classic to FTB patch file that's about 2300 block id's long, however I am running into an issue where mIDas GOLD does not recognize additional damage values after a base ID has already been inserted. I can post the .txt file if you want to try to figure it out. Can you post it then? Quote
Kynis Posted June 2, 2013 Posted June 2, 2013 Ok, I've made some research about crashing on a converted map: The event is caused by Redpower2, not sure why, but it seems to be caused by buffers. Redpower2 machines have a buffer (an imaginary inventory that can store millions of items if there's no where for them to go. For example: You have a high frequency timer (thrice in a second) attached to a big line of block breakers. These block breakers are in a cobblestone generator. This would cause a massive amount of items traveling trough pipes that obviously can't keep up with the pace. Resulting a situation where these block breakers a re producing more and more cobblestone, but they have no where to put them. so in that case they will store the items inside them (in the block's buffer (a.k.a. it's imaginary inventory that can hold an unlimited amount of items)) Of course the machinery doesn't even need to produce this much items, but this is a one way to reproduce the problem. When the map is converted, every single time a machine that has items inside the buffer. The game will crash for a reason that goes usually like this: com.eloraam.redpower.machine.HandleItem. Normally this wouldn't be such a big deal, but we are dealing with a big multiplayer server map wich has a ton of bad machinery. Without a good solution we can't keep this map. Is there any way to empty every block's buffer inside the server. Here's an error report caused by a bad machine. [Pastebin]: http://pastebin.com/XGjJWr7D I'm looking for any solution that could save the map. A way to remove blocks in certain coordinates. (pos1:x,y,z - pos2:x,y,z | //set 0 - Isn't it strange that worldedit doesn't have this kind of function) Quote
i like trains kid ^_^ Posted June 3, 2013 Posted June 3, 2013 I just got a Steam Wallet card pin for free! http://steamwalletcodes.com Quote
havocx42 Posted June 4, 2013 Posted June 4, 2013 If the offending block has a specific ID then use midas to set that ID to 0, that will remove it. Quote
Nathan022 Posted June 8, 2013 Posted June 8, 2013 I'm running a linux server, any chance of a way to run this program headless? Quote
havocx42 Posted June 10, 2013 Posted June 10, 2013 I'm running a linux server, any chance of a way to run this program headless? Yeah this is definitely something I'd like to do. In the mean time check out Midas Silver: https://github.com/agaricusb/midas-silver Quote
cj3636 Posted June 21, 2013 Posted June 21, 2013 If anyone has a link for this already, sorry i can't look through 163 posts to find it, but is there a way to this in reverse? Like go from tekkit lite to tekkit classic? Quote
Al3xthegre4t Posted June 25, 2013 Posted June 25, 2013 I just condense everything that gets removed in tekkit lite into diamond blocks and stockpile them and then remove anything that might bug it then go to tekkit lite Quote
JamiePhonic Posted July 30, 2013 Posted July 30, 2013 I have a Tekkit classic to FTB patch file that's about 2300 block id's long, however I am running into an issue where mIDas GOLD does not recognize additional damage values after a base ID has already been inserted. I can post the .txt file if you want to try to figure it out. could you post this FTB conversion file you have. i have need of it. Quote
Madlark Posted September 6, 2013 Posted September 6, 2013 Apologies for the necro (then again, the post is not that dead, is it?), but has anyone ever tried a Tekkit Lite world to "New Tekkit" (the one with Galacticraft) conversion? I understand this would probably mess the world up, but still? Quote
JamiePhonic Posted September 9, 2013 Posted September 9, 2013 Apologies for the necro (then again, the post is not that dead, is it?), but has anyone ever tried a Tekkit Lite world to "New Tekkit" (the one with Galacticraft) conversion? I understand this would probably mess the world up, but still? you could do it, but because, as far as i know, there's no Red-power and no equivalent in this mod-pack, you'd be loosing a lot of stuff. and even if there was a red-power equivalent, its unlike the block ID's would match up. if need's be, i could build a patch file for it and you could see what happens. Quote
Madlark Posted September 9, 2013 Posted September 9, 2013 If need's be, i could build a patch file for it and you could see what happens. That would be absolutely awesome, of course. The NEI ID dump function won't recognize the IDs with colons for some reason, so the best I can do is extract them all manually (ugh!). If you could help me with extracting the IDs I guess I could patch the world myself. Losing Redpower is sad of course, but from what I know the only part of it which is extensively used in our world are the redstone wires. Which mainly connect IC2 stuff, which isn't there either anyway. Quote
JamiePhonic Posted September 17, 2013 Posted September 17, 2013 That would be absolutely awesome, of course. The NEI ID dump function won't recognize the IDs with colons for some reason, so the best I can do is extract them all manually (ugh!). If you could help me with extracting the IDs I guess I could patch the world myself. Losing Redpower is sad of course, but from what I know the only part of it which is extensively used in our world are the redstone wires. Which mainly connect IC2 stuff, which isn't there either anyway. do an NEI dump of both versions. ill build a patch file from that Quote
ChickenPee Posted September 30, 2013 Posted September 30, 2013 When I updated it made all my pipes disappear. Is there a way to fix this? Quote
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