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switch from .14 to .15 - savegame compatibility
Posted: Mon Jan 16, 2017 10:51 am
by bikinihorst
Hello!
I have been thinking about the future migration from the current Factorio branch to .15 which brings many changes. Many of these changes will to impact existing savegames much. I am currently experimenting on a new circuit factory and would very much like to export it into the library and start over in .15 where I would build it again. Will this be possible or is my effort in vain?
- Uranium deposits: will there be deposits added on savegame conversion or will the existence of Uranium in the world dependent on the map generator seed?
- Blueprints / Blueprint Library: will you be able to transfer the blueprints from your inventory to your library?
- Research options: will the new options just be added to the existing ones so you can build your new research pack factory?
- Pumps: what's going to happen to existing 1x1 pumps when the new pump entity is a different size - 2x1?
So the big question is: Will you even be able to load a savegame from pre .15 or will this be a new (forced) beginning?
I have not found a more fitting area to post this, because it isn't a support case. This area seems fitting since it concerns the development of .15 - please move the topic if it is in the wrong place.
Thank you!
/edit: I tried to post this on "Development Proposals" and now it's in "Balancing". It wasn't moved
Re: switch from .14 to .15 - savegame compatibility
Posted: Mon Jan 16, 2017 2:48 pm
by Deadly-Bagel
I would have thought it better posted in Technical Help as the devs are more active there.
Personally I've never migrated a save, would rather avoid the potential problems. I believe they've said that the old 1x1 pumps will simply be deleted and you'll have to manually fix it because it would be too complex to try to update. Perhaps they will put in a snippet that says if there is a simple straight bit of pipe before or after it a new pump will be put in but maybe not.
AFAIK the Blueprint Library allows you to generate blueprints from it so I assume the reverse is true.
Not sure what you mean by Research options, I think any old research (such as Alien Science) will just be removed and you'll need to research any new science. The recipes for the old Science Packs will be removed (the Assemblers will be reset to no recipe) and any Science Packs you've already made, actually I'm not sure. Alien science packs will probably just disappear but the rest might stay as it's just the recipe being updated.
Incidentally this topic would probably be better in Technical Help, maybe Gameplay Help.
Re: switch from .14 to .15 - savegame compatibility
Posted: Mon Jan 16, 2017 4:06 pm
by Klonan
bikinihorst wrote:Hello!
I have been thinking about the future migration from the current Factorio branch to .15 which brings many changes. Many of these changes will to impact existing savegames much. I am currently experimenting on a new circuit factory and would very much like to export it into the library and start over in .15 where I would build it again. Will this be possible or is my effort in vain?
- Uranium deposits: will there be deposits added on savegame conversion or will the existence of Uranium in the world dependent on the map generator seed?
- Blueprints / Blueprint Library: will you be able to transfer the blueprints from your inventory to your library?
- Research options: will the new options just be added to the existing ones so you can build your new research pack factory?
- Pumps: what's going to happen to existing 1x1 pumps when the new pump entity is a different size - 2x1?
So the big question is: Will you even be able to load a savegame from pre .15 or will this be a new (forced) beginning?
I have not found a more fitting area to post this, because it isn't a support case. This area seems fitting since it concerns the development of .15 - please move the topic if it is in the wrong place.
Thank you!
/edit: I tried to post this on "Development Proposals" and now it's in "Balancing". It wasn't moved
The migration will work as all migrations have worked before,
Entities such as the boiler will simply be replaced, leading to collision box problems, not connecting etc. So you will have to pick these all up and fix your stuff
The uranium ore will be 'regenerated' onto the map, so that existing maps will have deposits as if the ore has always been in the game
Blueprints will have no problems, the items aren't being affected or removed
The research will just be added, old technology requirements will be changed, old science pack items and recipes will simply be removed from the save game, and the blue recipe will be changed
So in all, you can load the game, but many things may be broken. There won't be any corruption or save destruction, and if there is it is a bug, and you should let us know so we can fix it
Re: switch from .14 to .15 - savegame compatibility
Posted: Mon Jan 16, 2017 4:21 pm
by daniel34
Klonan wrote:There won't be any corruption or save destruction, and if there is it is a bug, and you should let us know so we can fix it
In any case it's always a good idea to make a backup of your old save before loading and saving it in 0.15, as especially early experimental versions could have bugs that corrupt the save in a way you only notice later.
(*cough* LuaEntity::fix_rail() *cough*)
EDIT: moved to General discussion, it doesn't really fit anywhere else.
Re: switch from .14 to .15 - savegame compatibility
Posted: Mon Jan 16, 2017 4:24 pm
by bikinihorst
Thank you very much for the detailed answers. This certainly puts my mind at ease!
This thread can be closed or moved now. I am unable to do this myself
Re: switch from .14 to .15 - savegame compatibility
Posted: Mon Jan 16, 2017 5:01 pm
by Smarty
actually im going to sticky it for other people who have questions about switching to another version
Re: switch from .14 to .15 - savegame compatibility
Posted: Tue Jan 17, 2017 10:41 am
by AssaultRaven
Over all, I really think that save game compatibility shouldn't be a concern until v1.0. Surely we're still at the point where things should be broken whenever convenient, right?
Re: switch from .14 to .15 - savegame compatibility
Posted: Tue Jan 17, 2017 11:02 am
by daniel34
AssaultRaven wrote:Over all, I really think that save game compatibility shouldn't be a concern until v1.0. Surely we're still at the point where things should be broken whenever convenient, right?
Factorio has always been savegame-compatible for the last few versions. You can still load 0.11.x saves in the current version (0.14). It is even possible to load early 2013 savegames (0.3.x) in the current version if you load and save them repeatedly in newer versions.
Re: switch from .14 to .15 - savegame compatibility
Posted: Tue Jan 17, 2017 3:17 pm
by Neemys
Maybe a dev can confirm this, but as there is new biome, the world generation should change. So when switching to 0.15 with 0.14 save, newly explored area might do some brutal change between old 0.14 chunk and new 0.15 chunk.
Re: switch from .14 to .15 - savegame compatibility
Posted: Tue Jan 17, 2017 3:37 pm
by Klonan
Neemys wrote:Maybe a dev can confirm this, but as there is new biome, the world generation should change. So when switching to 0.15 with 0.14 save, newly explored area might do some brutal change between old 0.14 chunk and new 0.15 chunk.
Pretty much correct, map generation has changes, so new areas will look different
You will probably only notice at the boundary of old and new
Re: switch from .14 to .15 - savegame compatibility
Posted: Wed Feb 22, 2017 12:38 am
by Kryptos
Can confirm. This is a save that originally started in 0.12. Either the 12>13 or the 13>14 update didn't break biomes, but you can clearly see where the update did. Original map settings were water only in starting area, highest enemies, and I think medium everything else and low oil. RSO mod mostly enabled, you'll see tiny patches of closely spaced resources for the times I turned off RSO for achievements.
Re: switch from .14 to .15 - savegame compatibility
Posted: Tue Feb 28, 2017 2:54 pm
by Tym
It hasn't been a problem for me as yet, as I've only started on 14.22, and have yet to finish my first sandbox. Is it possible to have more than one version of Factorio installed at a time?
Re: switch from .14 to .15 - savegame compatibility
Posted: Tue Feb 28, 2017 3:18 pm
by posila
Klonan wrote:Entities such as the boiler and pump will simply be replaced, leading to collision box problems, not connecting etc. So you will have to pick these all up and fix your stuff
Actually, pump won't be migrated. Old small-pumps will be removed from the map/blueprints when 0.14 save is loaded in 0.15.
Re: switch from .14 to .15 - savegame compatibility
Posted: Wed Mar 01, 2017 3:01 pm
by daniel34
Tym wrote:It hasn't been a problem for me as yet, as I've only started on 14.22, and have yet to finish my first sandbox. Is it possible to have more than one version of Factorio installed at a time?
Yes, by using the zip-versions they provide on their webpage.
Re: switch from .14 to .15 - savegame compatibility
Posted: Thu Mar 02, 2017 9:46 pm
by StoneLegion
Re: switch from .14 to .15 - savegame compatibility
Posted: Fri Mar 03, 2017 10:17 pm
by Klonan
posila wrote:Klonan wrote:Entities such as the boiler and pump will simply be replaced, leading to collision box problems, not connecting etc. So you will have to pick these all up and fix your stuff
Actually, pump won't be migrated. Old small-pumps will be removed from the map/blueprints when 0.14 save is loaded in 0.15.
After testing we decided to migrate the pump afterall, because it made fixing all the broken setups much harder without any indication of where the pumps use to be, and what their circuit conditions were
However the pumps will not function, and they will not pump any liquid in this broken state
Re: switch from .14 to .15 - savegame compatibility
Posted: Fri Mar 03, 2017 10:31 pm
by mattj256
I remember when I updated from 0.12 to 0.13 it took a few weeks for my mods to get updated. Obviously this isn't the responsibility of the developers. Expect the popular mods to get updated within the first few weeks. Don't expect EVERY mod to be updated. (Unless you're willing to update it yourself.)
Re: switch from .14 to .15 - savegame compatibility
Posted: Sat Mar 04, 2017 2:03 am
by fwyrl
Klonan wrote:
After testing we decided to migrate the pump afterall, because it made fixing all the broken setups much harder without any indication of where the pumps use to be, and what their circuit conditions were
However the pumps will not function, and they will not pump any liquid in this broken state
Could you give us some sort of map indicator to tell us where these pumps are when we port the map? I personally have half a dozen pumps scattered across my map, in kilometers-long oil pipelines, and no clue where they are, and I imagine others have it much worse.
Re: switch from .14 to .15 - savegame compatibility
Posted: Sat Mar 04, 2017 4:20 am
by StoneLegion
fwyrl wrote:Klonan wrote:
After testing we decided to migrate the pump afterall, because it made fixing all the broken setups much harder without any indication of where the pumps use to be, and what their circuit conditions were
However the pumps will not function, and they will not pump any liquid in this broken state
Could you give us some sort of map indicator to tell us where these pumps are when we port the map? I personally have half a dozen pumps scattered across my map, in kilometers-long oil pipelines, and no clue where they are, and I imagine others have it much worse.
Not a bad idea he could with his map changes add some sort of new changes or migration icons on the map
Re: switch from .14 to .15 - savegame compatibility
Posted: Sat Mar 04, 2017 7:22 pm
by mattj256
Kane wrote:
Not a bad idea he could with his map changes add some sort of new changes or migration icons on the map
Or (as I believe someone else suggested) a way to automatically highlight all entities of a specific type. Like highlight all transport belts, or all pumps, or whatever.