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Posted

The announcement sticky says "loading a Tekkit 1.1.X world will NOT end well. A fresh start/new world is HIGHLY recommended". Is there any information on what kind of things will go wrong? I'd love to go to Mars but I'm not sure everyone on our server is ready for a new world yet. Has anyone tried it yet?

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Posted

There are just way too many changes inside the mods. Items with different damage values or NBT data. Different mechanics for how items/blocks interact with each other, fundamental changes to how a mod operates (Thermal Expansion has MASSIVE changes). Is it possible? Yes, I did it with a pack that started with 1.1.10 and had enough extra mods to bring the mod count to 135. Was it painful and took a LOT of time and patience? You bet. I don't say this lightly. I have been a systems engineer/troubleshooter working with these kinds of things for over 20 years. Upgrading from 1.1.10 to 1.2.6 is what we jokingly like to call a "non-trivial process".

Posted

I figured we'd need to re-wire all our machines due to the Thermal Expansion changes but I never realized there were going to be so many other changes. It's probably not going to be worth the hassle in the end but I would still be interested to hear any details of things that went wrong or had to be changed/fixed after upgrading.

 

As a server admin it's a bit annoying to have to start a new world each time there's a major update. We have to decide if we're ready to abandon any major projects in progress. And when we eventually get to Minecraft 1.7 we'll have to reset again if I'm not mistaken due to the world gen changes.

Posted

Its not so bad to start a new world. Its better then modders not adding any new content, right?

It really would be a good idea to start a new world, though, because when converted to TE3 1.5 redstone energy cells turn into creative mode cells which give unlimited power.

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Posted

It really would be a good idea to start a new world, though, because when converted to TE3 1.5 redstone energy cells turn into creative mode cells which give unlimited power.

 

Yeah, this was a big one. The RS Energy Cells became their creative versions. Same with portable tanks. That's an "inconvenience" since it can be fixed using a bukkit plugin that removes blocks from the world. Just fly around built-up areas and "poof". The biggest hassle was that for some reason, some of the items, both in inventories and those used in MAC patterns, would cause a client crash if they were either rendered in the world (item drop) or moused over in a MAC. These took a long time to resolve and there were only 4 MACs in the world (MAC = AE Molecular Assembly Chamber). Admittedly, some of these problems could have been from items in other mods. The pack I use has 135. However, the same admonitions still apply. Just make  a new world when you are ready to update :)

 

Or, as in my case, just run 5 servers. HA! (I might have a MC problem).

Posted

If I did the Tekkit upgrade to 1.6.2 build (1.2.6) not knowing that it was a major update, is there any way to still launch Tekkit 1.1.10 from the launcher or independently for a server that is running 1.1.10?

 

Otherwise I guess I could start learning the new version in SSP. What replaces the Redstone Energy Cells because that was the only thing I found useful for energy storage, charged by magma engines, in the short time I was playing 1.1.10.

Posted

If we deleted all our energy cells and TE machines, would that be sufficient? I'd be fine having all that die if the ME system and resources I've accumulated remained intact, cuz rebuilding it wouldn't be that hard.

Posted (edited)

In the version control you can choose "Manually select build" and set it to 1.1.10.

I hadn't even noticed the little gear under the Tekkit logo, so when someone on IRC mentioned the gear for manually setting Tekkit version, I first opened the gear for the Technic Launcher, which was only for launcher version.

 

And when I did try the new version (in a new SSP world) I found that the Thermal Expansion items (energy cells, portable tanks, and conduit) for energy storage/movement changed to different energy/quantity types and multiple types with different capacities.

Edited by efflandt
Posted (edited)

Made a Midas gold conversion file version 1.0 https://dl.dropboxusercontent.com/u/85807394/patchtTekkit110126.txt

 

Trick with this file : have all energy conduits and liquidducts in chests or lose them, have all energy cells and tesseracts placed before applying the change file.

 

After the change has been done, break all energy cells and tesseracts and place them down again to un-glitch them (else can not receive nor store energy, etc.)

 

Will see about some other changes in it if I can improve it, but this is version 1.0, use at own risk.

Edited by Gigeran
Posted

I've put 6 hours into trying to upgrade from 1.1.10 to 1.2.6.  I can say it is a non-trivial process and the server is not working yet. That being said, I also hate having to wipe a world just to add new content. I find that pretty unacceptable.

Posted

Few other tips with my file : do not have Tesseracts, Energy cells, energy conduits, liquiducts and especially teleport tethers in a me storage but in a chest, plus keep your rockets in a chest and not on a launchpad.

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