The Meaning of Life, the Universe, and Everything.
Join Date:
1/18/2012
Posts:
55
Member Details
OK I've got a map for 1.6.4 that I want to update to 1.7.10 and by playing around with what mods where loaded when last saved in 1.6.4 and when first loaded in 1.7.10 I can get things to go almost perfectly, almost.
The problem is that almost invariably the process that updates the map gets one block wrong. For instance in one test it replaced all vanilla cobblestone with IC2 Hot Coolant.
So I'm wondering if there's a way to fix this, it should be pretty simple, but which, if any, editors support this? Or is this something I'd have to do with a text or hex editor? And if the last, how?
There is no easy way to avoid this, since in pre-1.7.10 block/item IDS had to be specified by mods, usually via config, while 1.7.10+ dynamically generates ids per-world so there are no more block/item id issues in individual worlds.
OK I've got a map for 1.6.4 that I want to update to 1.7.10 and by playing around with what mods where loaded when last saved in 1.6.4 and when first loaded in 1.7.10 I can get things to go almost perfectly, almost.
The problem is that almost invariably the process that updates the map gets one block wrong. For instance in one test it replaced all vanilla cobblestone with IC2 Hot Coolant.
So I'm wondering if there's a way to fix this, it should be pretty simple, but which, if any, editors support this? Or is this something I'd have to do with a text or hex editor? And if the last, how?
There is no easy way to avoid this, since in pre-1.7.10 block/item IDS had to be specified by mods, usually via config, while 1.7.10+ dynamically generates ids per-world so there are no more block/item id issues in individual worlds.
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I want to fix this post-muck up, if possible. I want to edit the map to correct it, not get it converting right.