I'm working on a new mod pack for my friends and myself to play on, and I'm using a lot of world generation mods which cause a lot of lag whilst the world is generating.
I've pre-generated a lot of the world and have also set a world border so that people shouldn't be able to generate more terrain themselves.
One of the mods I'm using requires the generator-settings and level-type in the server.properties file to be altered to use its world generation. It adds no blocks, just worldgen.
Would removing these mods once my world is fully pre-generated cause any issues?
Like I said, they don't add any blocks or items, only world gen with buildings and dungeons etc.
I'm hoping that I can just remove these mods once the world is built to hopefully remove 90% of the lag and yo-yo gameplay I'm getting.
I do believe, ANYTHING and EVERYTHING a mod adds to a world will be removed if the mod is removed. If the code that created "worldgen" is gone, then the worldgen is also gone.
Try it on a test world first.
Rollback Post to RevisionRollBack
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
I do believe, ANYTHING and EVERYTHING a mod adds to a world will be removed if the mod is removed. If the code that created "worldgen" is gone, then the worldgen is also gone.
Try it on a test world first.
This is like saying that if you update a 1.6.4 world to 1.7+ EVERYTHING is erased and replaced with 1.7+ terrain, or that oceans in pre-1.13 worlds will be replaced with 1.13+ oceans - that is simply not the case and the fact that this is vanilla vs modded doesn't matter - all that will happen (assuming that there are indeed no new blocks added by the mod) is that newly generated terrain will use the vanilla world generation algorithm, so you need to make sure that you generate enough terrain to accommodate all of your exploration needs.
Here is an example; I opened a world created using a mod that increased the ground depth, with no new blocks/items/etc added, in vanilla and as you can see existing terrain was completely untouched; you just get a big drop-off and new chunks. Partially generated mineshafts even continued generating in midair, due to the game saving their positions in structure data (any structures added by mods will not fully generate in vanilla but as long as they only use vanilla blocks they will not disappear):
Also, it is even safe to open a world with modded biome IDs in vanilla as long as they do not have any new blocks; the game just converts unknown biomes to plains (this does affect the color of vegetation as well as whether it rains/snows, which may have undesired effects):
Notice that the biome is now plains; I also modified maps but had not added any new map colors at this point (unknown colors will crash the game), only changed how they render in item frames and the colors of blocks like hardened clay (updating the map will cause the vanilla colors to overwrite them):
This is like saying that if you update a 1.6.4 world to 1.7+ EVERYTHING is erased and replaced with 1.7+ terrain, or that oceans in pre-1.13 worlds will be replaced with 1.13+ oceans - that is simply not the case and the fact that this is vanilla vs modded doesn't matter - all that will happen (assuming that there are indeed no new blocks added by the mod) is that newly generated terrain will use the vanilla world generation algorithm, so you need to make sure that you generate enough terrain to accommodate all of your exploration needs.
That's not what the OP was asking. He/She was asking about adding and removing a mod, not updating a world. Thanks tho.
Rollback Post to RevisionRollBack
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
That's not what the OP was asking. He/She was asking about adding and removing a mod, not updating a world. Thanks tho.
Still the same thing if all the mod does is change world generation - which is no different from the changes that have occurred in vanilla updates. I even provided proof (which you ignored, I only mentioned vanilla because it is literally the exact same thing - the game does NOT regenerate existing chunks just because terrain generation changed) that modded terrain does not simply disappear or revert if you remove a mod so pregenrating modded terrain is absolutely safe as long as the mod only changes terrain, not adds any new blocks/items/etc (which will cause world corruption, such as chunks resetting).
Well that is good to know, thanks. I'll still give it a test before altering my server though, just in case the mods are doing other things too that I'm unaware of
I'm wanting to remove the mods once the world is generated so that there's no chance of them causing any more cascading world generation lag, which I get every couple of seconds if I run around normally with them loaded.
Well I just did a test on a single player world.
The buildings and stuff are still there as TheMasterCaver said they would be, and the world gen lag has also gone! I can run around with more than 8fps!!
Now to finish pre-generating my server world so that I can then remove the generation mods
Edit 2:
I've been running my cut-down server now for several days and have tested connecting to it from both my home PC using localhost and my work PC over the Internet and the lag issue seems to have totally gone now that I've finished pre-generating the landscape and removed the world gen mods.
I was running around for well over two hours last night and didn't see a single instance of yo-yo or stuttering.
The mods I had running whilst generating the world, that I've since removed are:
Lost Cities
Doom-like Dungeons
Rogue-like Dungeons
I did also have Minecraft Comes Alive installed, but I've removed that now too. Though that seems to have removed all vanilla villagers from my world too, so I'm gonna have to go into creative to add a few villagers back to the villages around the world
Hi everybody.
I'm working on a new mod pack for my friends and myself to play on, and I'm using a lot of world generation mods which cause a lot of lag whilst the world is generating.
I've pre-generated a lot of the world and have also set a world border so that people shouldn't be able to generate more terrain themselves.
One of the mods I'm using requires the generator-settings and level-type in the server.properties file to be altered to use its world generation. It adds no blocks, just worldgen.
Would removing these mods once my world is fully pre-generated cause any issues?
Like I said, they don't add any blocks or items, only world gen with buildings and dungeons etc.
I'm hoping that I can just remove these mods once the world is built to hopefully remove 90% of the lag and yo-yo gameplay I'm getting.
Thanks
I do believe, ANYTHING and EVERYTHING a mod adds to a world will be removed if the mod is removed. If the code that created "worldgen" is gone, then the worldgen is also gone.
Try it on a test world first.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Yeah that's my main worry.
I can always test it with a single player map I guess.
I'll update with what happens
This is like saying that if you update a 1.6.4 world to 1.7+ EVERYTHING is erased and replaced with 1.7+ terrain, or that oceans in pre-1.13 worlds will be replaced with 1.13+ oceans - that is simply not the case and the fact that this is vanilla vs modded doesn't matter - all that will happen (assuming that there are indeed no new blocks added by the mod) is that newly generated terrain will use the vanilla world generation algorithm, so you need to make sure that you generate enough terrain to accommodate all of your exploration needs.
Here is an example; I opened a world created using a mod that increased the ground depth, with no new blocks/items/etc added, in vanilla and as you can see existing terrain was completely untouched; you just get a big drop-off and new chunks. Partially generated mineshafts even continued generating in midair, due to the game saving their positions in structure data (any structures added by mods will not fully generate in vanilla but as long as they only use vanilla blocks they will not disappear):
Also, it is even safe to open a world with modded biome IDs in vanilla as long as they do not have any new blocks; the game just converts unknown biomes to plains (this does affect the color of vegetation as well as whether it rains/snows, which may have undesired effects):
Notice that the biome is now plains; I also modified maps but had not added any new map colors at this point (unknown colors will crash the game), only changed how they render in item frames and the colors of blocks like hardened clay (updating the map will cause the vanilla colors to overwrite them):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
That's not what the OP was asking. He/She was asking about adding and removing a mod, not updating a world. Thanks tho.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Still the same thing if all the mod does is change world generation - which is no different from the changes that have occurred in vanilla updates. I even provided proof (which you ignored, I only mentioned vanilla because it is literally the exact same thing - the game does NOT regenerate existing chunks just because terrain generation changed) that modded terrain does not simply disappear or revert if you remove a mod so pregenrating modded terrain is absolutely safe as long as the mod only changes terrain, not adds any new blocks/items/etc (which will cause world corruption, such as chunks resetting).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Well that is good to know, thanks. I'll still give it a test before altering my server though, just in case the mods are doing other things too that I'm unaware of
I'm wanting to remove the mods once the world is generated so that there's no chance of them causing any more cascading world generation lag, which I get every couple of seconds if I run around normally with them loaded.
Well I just did a test on a single player world.
The buildings and stuff are still there as TheMasterCaver said they would be, and the world gen lag has also gone! I can run around with more than 8fps!!
Now to finish pre-generating my server world so that I can then remove the generation mods
Edit 2:
I've been running my cut-down server now for several days and have tested connecting to it from both my home PC using localhost and my work PC over the Internet and the lag issue seems to have totally gone now that I've finished pre-generating the landscape and removed the world gen mods.
I was running around for well over two hours last night and didn't see a single instance of yo-yo or stuttering.
The mods I had running whilst generating the world, that I've since removed are:
Lost Cities
Doom-like Dungeons
Rogue-like Dungeons
I did also have Minecraft Comes Alive installed, but I've removed that now too. Though that seems to have removed all vanilla villagers from my world too, so I'm gonna have to go into creative to add a few villagers back to the villages around the world