rienafairefr Posted March 4, 2013 Share Posted March 4, 2013 Have you ever grown tired of losing all your stuff when updating mod versions, updating your minecraft, installing new versions of mods, and then finding out that IDs have been remapped, or ids have been unexpectedly changed and messed up your saves and whatnot ? You don't want to go into countless config files just to find that small number and hopefully change it to something that'll *maybe* work ? Don't bother anymore, with this you will convert your saves smoothly from one installation of minecraft to another. I'm looking for alpha testers. There is still a lot of work in progress, especially in the UX department, most functionality should be OK, but I need feedback from people who would use it. This is an ALPHA release. Please backup your stuff before using it on saves or modded installation you cherish. I'm not responsible for any harm that comes to you, your dog or cat due to the usage of this software. Deep down, I'm using SK's minecraft launcher to launch instances of Minecraft and fetch the mapping of blocks and items IDs to their respective names/classnames via a small ModLoader hook. Launching of MC is done fully via SK's minecraft launcher, full credit to him. There is support for user/pass or offline mode. Requirements: - All Minecraft versions are handled up to 1.4.7 and down to 1.2.3. - The modded minecraft must use ModLoader or a ModLoader backward compatible ForgeModLoader - Should work with technic pack/tekkit, as long as the jar supports ML - The different modded versions should be in different folders (e.g. [...]/MCmod1/.minecraft and [...]/MCmod2/.minecraft) or in the same .minecraft folder but different jars. - The jar should be modded (bare minimum, ML or FML inside), so no magic launcher and other launchers that don't modify the jar, AFAIK. If there is a need for that functionality, let me know. Download (executable jar): Modded Save Converter release 01 Screenshots WorkFlow: - "choose save" : choose the level.dat of the save - "Choose destination jar" : Choose the .jar file of the modded installation to which you want to convert - "Choose origin jar" : Choose the .jar file of the modded installation in which the save was created - "Test minecraft*" : Test the installation for ModLoader and other sanity checks. Should be done automatically - once tested, the Version combobox underneath should change to the proper version. If no version found but you know the version it should be, select it there. If your version is unsupported, tell me. - IDmap to get the ID mapping. Should be done automatically once the jar is selected. If you already mapped that jar, it will load from a cache file and not launch it. The cache file corresponds to a given jar file incorporating its md5 hash: if you mod the jar after the mapping and try to load the old mapping, it should detect that and redo the mapping. - "Relaunch" checkbox is there in case you want to discard the ID mapping that have been saved in cache and redo the mapping for that Minecraft. - Username+pass self explanatory, so you can launch Minecraft if there is no lastlogin. - "Save Password", password is saved encrypted (handled like SK's launcher) - "Offline Mode" uses the lastlogin file for launching Minecraft. - On the right is the log where everything that happens is hopefully logged and problems are shown. - Once you tested and mapped and chose a version, you can "Convert". This will show you a ID list window with the conversion: each block with its id on the left(original) is mapped to another id on the right(destination). If the line is red, the id hasn't been found (I try to look for the same getName() and sometimes the Class Name of the Block/Item/Entity). Green: same id in original and destination. Yellow:different ids in original and destination. Orange: there's an id in the destination at that id and the names don't match. Usually found with old saves before minecraft updates that added some blocks at that id. Red: id not found in minecraft2. Anything not green or yellow will be removed from the save - Blocks that are to be discarded are replaced with air(if above heightmap) or stone (if below it). - Items/Entities/Tile entities to be discarded are deleted from the save Miscellaneous: - The software will create a xml config (configModdedSaveConverter.xml) file where it saves the state between runs. No need to redo everything (selecting files, customising the conversion map, etc ) every time you launch it. - The software will create a "moddedsaveconverter" folder inside the selected .minecraft/bin/ folders, where it will put the cached ID maps. License : skmclauncher is property of sk89q https://github.com/sk89q/skmclauncher. Other projects have been used (see LICENSE.txt) Link to comment Share on other sites More sharing options...
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