Is it possible to remove mods after starting a world?

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Mad Jackal
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Is it possible to remove mods after starting a world?

by Mad Jackal » Sat Apr 05, 2014 09:46

The title pretty much says it all. ^^

I've been playing over LAN with my sister for the last couple days with little to no problems. Earlier, I installed BlockMan's Creature mod into our server. It's been lagging pretty bad since then and I'm looking to get it removed. Is there any way to remove a mod after it's been installed?
 

Morn76
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by Morn76 » Sat Apr 05, 2014 10:06

Just disable the mod in world settings, then start the world and use the server command "/clearobjects" to get rid of the remaining mobs. At leat that works for purging simple mobs from a map.
 

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Enke
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by Enke » Sat Apr 05, 2014 18:19

For future reference, if you deleted a mod that adds new blocks or items, they will show up in the world as "unknown blocks". I'm not sure if /clearobjects works to remove those as well. Keep that in mind.
Last edited by Enke on Sat Apr 05, 2014 18:19, edited 1 time in total.
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by sfan5 » Sat Apr 05, 2014 18:25

Enke wrote:I'm not sure if /clearobjects works to remove those as well.

No, it doesn't.
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Morn76
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by Morn76 » Sat Apr 05, 2014 18:26

Enke wrote:For future reference, if you deleted a mod that adds new blocks or items, they will show up in the world as "unknown blocks". I'm not sure if /clearobjects works to remove those as well. Keep that in mind.


No, it doesn't. As I learned when I foolishly activated VanessaE's vines mod in my Stampyworld. :-) You would probably need WorldEdit to remove these kinds of nodes.
 

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hoodedice
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by hoodedice » Sat Apr 05, 2014 18:27

I think PilzAdam had some mod of the sort...
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7:42 PM - Bauglio: so fudge the stable build
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by cheapie » Sat Apr 05, 2014 19:22

If you remove a mod that has blocks, you can alias them to air.
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