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# Upgrading from X-Decor to X-Decor-libre
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Here’s how you can upgrade from X-Decor to X-Decor-libre.
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## Drop-in-replacement
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If you used the original X-Decor before, this mod is a safe **drop-in-replacement**
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for X-Decor **provided you used no other mods that added new blocks**. X-Decor-libre
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is fully backwards-compatible in that case.
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If other mods existed, X-Decor-libre is still a drop-in-replacement if
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the world contains no cut nodes that have been cut from nodes from
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a mod other than `default` or `xdecor`. (“classic” stairs, slabs, inner
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and outer slabs that already existed without X-Decor-libre are safe)
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If this is the case, then you can just replace your X-Decor mod in your world
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with X-Decor-libre and you’re good to go.
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If this for any reason still didn’t work, this is a bug, please report it at
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<https://codeberg.org/Wuzzy/xdecor-libre/issues>.
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## Manual intervention required
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If you used X-Decor before and you or any player in the world have cut any node
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at the workbench that is not from `xdecor` or the `default` mod, then those
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cut nodes will become **unknown nodes** after you upgrade. In that case,
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X-Decor-libre is **no longer a drop-in-replacement**, so a bit of manual
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intervention is required to make the upgrade to X-Decor-libre work.
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(This was a change in version `libre6` that was done to remove clutter and
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prevent more and more potential naming collisions to build up. Versions
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before `libre6` added cut nodes too aggressively, potentially even overwriting
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existing nodes.)
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Cut nodes end with `_panel`, `_cube`, `_thinstair`, `_microslab`, `_micropanel`,
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`_nanoslab`, `_halfstair` (but remember nodes with such names might come
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from other unrelated mods as well).
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To fix the unknown nodes, you can add the `xdecor_autocut` mod which you find
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in the `extra_mods` directory. This will basically bring back the old
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behavior of X-Decor and old X-Decor-libre versions (before `libre6`), but
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is a bit more careful with adding nodes. Read `extra_mods/xdecor_autocut/README.md`
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for details.
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Alternatively, you may decide to manually remove all unknown cut nodes from
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the world. This is more realistic if not many such nodes have been created
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so far.
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