Hey, Fondue. Thank you for putting together this guide. The Forien’s Copy Environment module was particularly handy. I used your guide to update from version 11 to 12. Very handy.
Thx for making this clear and handy guide! Just one quick (stupid) question. When everything works fine in the copy test world after updating, should I continue using the test world going forward or do I delete it and migrate my original world?
Levels and Monk's Active Tile Triggers are two modules that aren't updated yet to v11 among many others. As I rely heavily on both of them (while being in a middle of an ongoing campaign), upgrading from v10 to 11 would be quite unwise for me personally.
Totally understand that you update when it makes sense for you. However, I checked and both Levels and Monk's Active Tile Triggers have V11 compatible versions out, according to their respective Foundry module pages.
@@DiceAndEasy Really? Well, that would be swell! I did clone my current Curse of Strahd world in The Forge’s Game Manager before trying that upgrade safely (one is never too careful) and both Levels and Tile Triggers showed up immediately with red warning messages on start-up with many incompatibility messages in Console. Maybe I did miss updated releases that were not available in The Forge’s Module page, I’ll enquire on that. Thanks Fondue, you are the best!
@@martzgm did you remember to update your modules after updating Foundry? Foundry won’t update the modules to the v11 compatible versions before you update Foundry to v11.
Fondue, you were absolutely right. I did upgrade (exported my world first as suggested in FoundryVTT as a fail safe method) and got all the "incompatibles" modules correctly updated. What a joy, I can now safely resume my campaign and enjoy the benefits of the new version. Thanks once again! @@DiceAndEasy
This is most likely because the supported version in the shared compendiums doesn't include v11. If you're self hosting Foundry, you need to go to the shared module settings and manually change the compatible version to 11. There's an image of what that looks like here: www.reddit.com/r/FoundryVTT/comments/13siqdx/version_11_shared_compendium_module_not_working/ If you're on hosting The Forge, check out this link: eu.forge-vtt.com/setup/fix-compendium-modules-for-v10
Huh, that is a very peculiar bug. If you can have a look at it with one of the players that was having this issue again, I would recommend replicating the issue and then open the Foundry console for the player having the issue (by pressing F12) and see what errors are there (things in yellow and red). This will give you an idea of what exactly is causing the bug. I have a video on troubleshooting Foundry issues that can provide you with some further help: ua-cam.com/video/lHhvbD_ESFA/v-deo.htmlsi=9fDE1rtIKSkGKGeH
I'm disappointed with v11 and will stay with my old working v10 for the time being. The core is stable. Sure. But the mods is where the VTT really shines. I'm so very tired of seeing all the good stuff break every update. It seems to me that Foundry peaked with v10 and that every other release will be inferior due to lack of mod-support.
This is a general problem that all programs that have big modding community face. There isn't really an easy solution for this from my understanding. Also, I think it's unfair to say that v11 has a "lack of mod-support" when there are many mods that function on it. I personally was able to switch over from v10 to v11 and keep most of the mods I need.
Yes, lack of mod support was really poorly worded on my part, sorry. I'm talking about the core changes that occur after every update that never take any consideration to the functionality of mods and the hard unpaid work of the people that make and support them.
Same issue Garry's mod suffered, so shall Foundry VTT. The key is, where is the "interest peaked" and where to ride that interest. I will say this , at least in Garry's mod history there was adaptation mods, that basically interfaced with Old and New code executions and translated between the two to adapt mods together... Such a crazy idea to even exist, but they did.
I have finally found out what didnt work. i had to update the version of my game system (dnd) to the newest so it is compatible with the new foundry update. Sadly there is no information online about this yet@@DiceAndEasy
Hey, Fondue. Thank you for putting together this guide. The Forien’s Copy Environment module was particularly handy. I used your guide to update from version 11 to 12. Very handy.
@@jmcsmtp glad I could help!
Thx for making this clear and handy guide! Just one quick (stupid) question. When everything works fine in the copy test world after updating, should I continue using the test world going forward or do I delete it and migrate my original world?
Either works just fine! I like to delete the test world and migrate the original.
@@DiceAndEasy Great! Thanks for the input!
Levels and Monk's Active Tile Triggers are two modules that aren't updated yet to v11 among many others. As I rely heavily on both of them (while being in a middle of an ongoing campaign), upgrading from v10 to 11 would be quite unwise for me personally.
Totally understand that you update when it makes sense for you. However, I checked and both Levels and Monk's Active Tile Triggers have V11 compatible versions out, according to their respective Foundry module pages.
@@DiceAndEasy Really? Well, that would be swell! I did clone my current Curse of Strahd world in The Forge’s Game Manager before trying that upgrade safely (one is never too careful) and both Levels and Tile Triggers showed up immediately with red warning messages on start-up with many incompatibility messages in Console. Maybe I did miss updated releases that were not available in The Forge’s Module page, I’ll enquire on that. Thanks Fondue, you are the best!
@@martzgm did you remember to update your modules after updating Foundry? Foundry won’t update the modules to the v11 compatible versions before you update Foundry to v11.
Fondue, you were absolutely right. I did upgrade (exported my world first as suggested in FoundryVTT as a fail safe method) and got all the "incompatibles" modules correctly updated. What a joy, I can now safely resume my campaign and enjoy the benefits of the new version. Thanks once again! @@DiceAndEasy
I cannot access my shared compendiums going from v10 to v11. 😢
What you CAN do is make module that contains all of your shared compendium data. It's super easy, even I could do it!
This is most likely because the supported version in the shared compendiums doesn't include v11.
If you're self hosting Foundry, you need to go to the shared module settings and manually change the compatible version to 11. There's an image of what that looks like here: www.reddit.com/r/FoundryVTT/comments/13siqdx/version_11_shared_compendium_module_not_working/
If you're on hosting The Forge, check out this link: eu.forge-vtt.com/setup/fix-compendium-modules-for-v10
Dice So Nice problems last weekend. Caused 1/2 the players to have their screen scroll upwards after each dice roll. :(
Huh, that is a very peculiar bug. If you can have a look at it with one of the players that was having this issue again, I would recommend replicating the issue and then open the Foundry console for the player having the issue (by pressing F12) and see what errors are there (things in yellow and red). This will give you an idea of what exactly is causing the bug.
I have a video on troubleshooting Foundry issues that can provide you with some further help: ua-cam.com/video/lHhvbD_ESFA/v-deo.htmlsi=9fDE1rtIKSkGKGeH
server/node.js instructions would be helpful
Has anything from this video become outdated? I want to update (carefully) from 11 to 12? (Also been away from Foundry for some time!)
@@stevecarter7612 the advice in this video should mostly still be relevant to jumping from 11 to 12
I'm disappointed with v11 and will stay with my old working v10 for the time being. The core is stable. Sure. But the mods is where the VTT really shines. I'm so very tired of seeing all the good stuff break every update. It seems to me that Foundry peaked with v10 and that every other release will be inferior due to lack of mod-support.
This is a general problem that all programs that have big modding community face. There isn't really an easy solution for this from my understanding.
Also, I think it's unfair to say that v11 has a "lack of mod-support" when there are many mods that function on it. I personally was able to switch over from v10 to v11 and keep most of the mods I need.
Yes, lack of mod support was really poorly worded on my part, sorry. I'm talking about the core changes that occur after every update that never take any consideration to the functionality of mods and the hard unpaid work of the people that make and support them.
@@pb6703 No worries. I definitely ubderstand that frustration.
Same issue Garry's mod suffered, so shall Foundry VTT. The key is, where is the "interest peaked" and where to ride that interest. I will say this , at least in Garry's mod history there was adaptation mods, that basically interfaced with Old and New code executions and translated between the two to adapt mods together... Such a crazy idea to even exist, but they did.
DUDE MY WORLD IS ON 2.1 wtf did i dooo help
What do you mean by 2.1? That’s not a Foundry version.
I have finally found out what didnt work. i had to update the version of my game system (dnd) to the newest so it is compatible with the new foundry update. Sadly there is no information online about this yet@@DiceAndEasy