Runecraft import
Runic can share a server with Runecraft, and it can read the magic a Runecraft server saved and rebuild it as Runic magic. The import reads Runecraft's save files directly, so Runecraft itself can stay uninstalled.
Running both plugins
When both plugins are installed, a click on blocks that form a rune for each of them goes to one plugin first. runecraft.rune-priority in config.yml decides which:
| Value | Result |
|---|---|
runic | The default. Runic checks the click first. When it matches a Runic rune, Runic takes the click, and Runecraft does not also fire. |
runecraft | Runic waits for Runecraft. When Runecraft takes the click, Runic leaves it alone. |
Set hooks.runecraft: false to switch this coordination off.
Importing in four steps
The command needs runic.command.import, which defaults to operators, and it runs from the console as well as in game.
-
Back up. Copy the server's world folders and
plugins/Runic/storage/. -
Load the worlds. Start the server with every world that holds Runecraft magic. Magic in a world that is not loaded gets skipped when you apply.
-
Dry run. Point the command at the Runecraft save and read the report. A dry run writes nothing.
/runic import runecraft world -
Apply. When the report looks right, run the same command with
--apply./runic import runecraft world --apply
The path
The path can lead to any of these:
- Runecraft's
magic.datfile itself - the world folder that holds
magic.dat - a server folder that holds
world/magic.dat
A relative path starts at the server folder, so world reaches the main world. Runic also reads magic_waypoints.dat and energy.dat when they sit beside magic.dat.
Type the path as it is, spaces included. Quotation marks around the whole path are optional, and Runic removes them. Every word after runecraft that is not an option becomes part of the path.
/runic import runecraft D:\Old Server\world --apply
If Runic cannot find magic.dat, it lists every place it looked.
Matching worlds
Runecraft numbers its worlds and leaves a world.id file in each world folder. Runic pairs each number with the world's own uid.dat, looking in the folder above the save and in the save's folder.
Two options fix worlds that have moved or changed since:
| Option | Use |
|---|---|
--world <number>=<world> | Sends Runecraft world number <number> to a world named here, or to a world UUID. Example: --world 2=world_the_end |
--uuid <old>=<world> | Sends magic recorded for an old world UUID to a world named here, or to a new UUID. Use it for a world that was deleted and generated again. |
A name must belong to a loaded world, or to a folder in the server directory with a uid.dat. Each option can repeat, and --world=2=world_the_end works as well.
Reading the report
The report starts with a summary of the save, then totals, then a line per kind of magic. A report might begin like this:
totals: imported=412 quarantined=9 skipped=3
waypoint: imported=120 quarantined=2 skipped=0
teleporter: imported=118 quarantined=1 skipped=0
Up to forty detail lines follow, one per row, each tagged with its outcome and a safety grade:
| Outcome | Meaning |
|---|---|
imported | Written to Runic, or written when you apply |
quarantined | Held back for you to rebuild by hand. The detail says why. |
skipped | Left out, usually because its world could not be found or loaded |
| Grade | Meaning |
|---|---|
A_SAFE | Runic rebuilds this magic completely |
B_LOSSY | Runic rebuilds what the save records, and some details are lost |
C_SKIP | Runic has no way to rebuild this from the save |
A row tagged (legacy ids) is written as well. Its signature holds a block from an old Minecraft release that Runic cannot name. Its imported partners still match it, and a newly built rune cannot.
What comes across
| Runecraft magic | In Runic |
|---|---|
| Waypoints and Teleporters, including wall Teleporters | Imported with their signatures |
| Teleporters inside a Faith island | Become Faith Transfer Portals |
| Wards | Aether, Void, Tool, Teleport, Danger, and Flight Wards import as themselves, and the Target Ward becomes a True Name Ward. Disabled wards are skipped. |
| Automation Designators and the Damage, Pressure, Redstone, Sticky Redstone, and Block Sensors | Imported |
| Initiation | Imported for each player Runic can identify |
| Touch, Damage, and Portal Hexes, and the Whisper curse | Imported, graded lossy |
| Lock, Spleef, and Toggle blocks | Imported, graded lossy |
| Faith islands | The centre and radius are imported |
| Faith Transfer Portals | Imported when a matching Faith destination exists |
| Reality Masters | Imported. Reality Anchors are held back, since their emerald bounds and facing are missing from the save. |
| True Name pads, rune pads, wall and bridge masters, Freight Teleporters, and Runecraft energy | Held back for rebuilding by hand |
| Master and Personal Teleporters | Left out |
Who owns imported magic
Runecraft's save does not say who built each rune. Imported magic starts with no owner and logs as #runic. The first player to use a piece of it becomes its owner, with the same rights as if they had built it.