Jump to content

Intentionally remapping blocks / removing entities as part of uninstalled mod cleanup


Recommended Posts

Posted

Hey there!

A bit of background on me first - I'm a software engineer by trade, and I'm comfortable getting my hands dirty. I've done as much research as possible on this topic and would like to put the feelers out while I start experimenting with this little task. That said, I do want to be pragmatic here. I'd prefer not to write my own mod to fix the issue if I can use some elbow grease and clean things up by hand.

I've got a 1.19.2 world running on Forge 43.1.65 that currently has the mod "Darker Depths" installed. Unfortunately... it just wasn't worth it. I'd thought it would be an excellent complement for the new world generation, but it's just taken over the underground and made caving unfun. Furthermore, it's closed-source and has zero configuration available. So, I want to remove it.

I've already done a trial run of removing the mod, and I saw the "expected" results of all of its blocks/entities going poof and being replaced with "placeholder air". After removing the mod, the caves in already generated chunks were a complete mess. Fortunately, even though the mod adds custom biomes, I've confirmed that removing it doesn't affect land/cave generation for new chunks. If I can replace existing blocks from the mod with other blocks, we'll be set! (Touch wood)
As far as I can tell, the mod only has one entity, the rest is all items and blocks, and none of the blocks seem to be "special".

Today I've been looking into solutions to mass find-and-replace blocks in a world, and I've got a solution that'll likely work well. First, I've got a list of the block ids in the mod and manually made a set of replacements. Next, I'll use MCA Selector to replace those blocks and invalidate lighting. If everything goes to plan with that approach, after doing so, I shouldn't see many errors in the console about missing entries, and we'll be happy.

While researching this, I came across Forge's MissingMappings event and the "REMAP" response, so I figured I'd check that out and see if anyone's tried to do the same thing. It seems that it's mostly mod owners that have used it, though, and almost every regular player "deals with" missing blocks or starts a new world.
My understanding right now (a lot of reading between the lines, and I haven't yet tested) is that if a mod were to handle the event and respond with "REMAP", Forge would store that remapping in `level.dat` under the `overrides` or `aliases` paths in each of the registries. (And, presumably, my "remove it and see what happens" experiment probably created entries under `dummied`)
From reading other posts, I understand that the data within the chunks will continue to reference the original IDs unless those blocks are updated or changed.

I have several questions, and I'd love some insight or pointers to learn more about this system!

  1. If I do my "replace all the blocks using a world editor" approach and delete the mod, should I care about cleaning anything else up, provided it works?
    (IE. Is it worth my time to fiddle around with anything else here, or should I keep my life simple?)
     
  2. Is it expected that removing a mod with biomes doesn't necessarily impact new chunks negatively?
    (Just double-checking, it seems too good to be true from my experience with Minecraft world generation)
     
  3. When the MissingMappings event is handled, does Forge store/cache the result, or will it fire every time?
    In either case, is this expected to cause (significant) extra server load?
     
  4. If the event result is stored, where is it, and what does it look like?
    (IE. How can I manually create entries so that Forge runs as error-free as it can in this situation?)
     

Thanks for reading!
I'm gonna go prod and poke the registry aliases/overrides/dummied objects, see if I can't learn something.

Posted
18 hours ago, SteffanDonal said:

If I do my "replace all the blocks using a world editor" approach and delete the mod, should I care about cleaning anything else up, provided it works?

Missing worldgen information does have the potential of corrupting the save file, but it typically only happens for removing dimensions. Those bugs might be fixed though in recent versions.

18 hours ago, SteffanDonal said:

Is it expected that removing a mod with biomes doesn't necessarily impact new chunks negatively?

Yesish. There may be some issues when generating the heightmap when connected to biomes that have been removed and had their blocks replaced with air due to smooth, but other than that it should just generate as normal since it's lazy when determining how the chunk will generate.

18 hours ago, SteffanDonal said:

When the MissingMappings event is handled, does Forge store/cache the result, or will it fire every time?
In either case, is this expected to cause (significant) extra server load?

The missing event is fired every time the world is loaded. As for missing entries, I believe once they get remapped, they do not get remapped again. Only missing mappings have the event fired.

18 hours ago, SteffanDonal said:

If the event result is stored, where is it, and what does it look like?

Depends on the result. Ignore, warn, and fail will not store anything but just continue, notify, or fail the world loading. Remap, as you gathered, will be added as an alias and stored in the level.dat as the registry snapshot.

Posted
On 1/2/2023 at 3:30 PM, ChampionAsh5357 said:

Missing worldgen information does have the potential of corrupting the save file, but it typically only happens for removing dimensions. Those bugs might be fixed though in recent versions.

Yesish. There may be some issues when generating the heightmap when connected to biomes that have been removed and had their blocks replaced with air due to smooth, but other than that it should just generate as normal since it's lazy when determining how the chunk will generate.

The missing event is fired every time the world is loaded. As for missing entries, I believe once they get remapped, they do not get remapped again. Only missing mappings have the event fired.

Depends on the result. Ignore, warn, and fail will not store anything but just continue, notify, or fail the world loading. Remap, as you gathered, will be added as an alias and stored in the level.dat as the registry snapshot.

Thank you for your response!

I've since done some investigation and it does seem that either I'm missing something or it's not possible to define these aliases/overrides by hand. The collections are overwritten/regenerated when Forge loads, seemingly regardless of when I attempt to do it (before mod removal or after)
That was a little disappointing but I imagine there's a good reason it's done this way. I'd hoped that this would be a graceful way to handle removing a mod and its content - maybe all it needs to be a viable solution is for a mod to be created that can be configured to handle remapping for some other mod in preparation for it being removed.

Given that I hoped not to write a mod just to do some cleanup I've instead opted to go the long "do a big find and replace" method on the world, which after a bit of chunk trimming, isn't taking too long.

Thanks again for the help; I think this one is effectively solved.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • My apologies, it's a Postscript. I was able to play for an extended period of time right after generating the world without any problems. If I close it and reopen it, I get that message at random. Once it appears, I have to modify the Level.dat to open it.
    • Share logs/errors, and someone may know how to help. Make sure to read the FAQ on sharing logs.
    • Hello.  regarding Invalid player data.  First of all, my English is not good, so there might be mistakes. I am using Minecraft 1.20.1 forge 47.3.22 CurseForge and have over 250 mods in my modpack. Single-player. I can play the game after generating the world (about 5 hours) and restarting it, but there is no set timing and one day it suddenly shows ''Invalid player data''. Restarted the game several times after that, but the same message appears. Fix the level.dat file and play for a few hours, but the next day when I try to open the world I get the ''Invalid player data'' message again. Can open other worlds, but after some progress in the other worlds, the same message appears and I can't start them. Is there something wrong with the mod configuration? I would be very grateful if you could tell me how to solve this problem. ◉ErrorCode https://mclo.gs/4gcfPbY   ◉ModList AdvancementPlaques-forge-1.6.9.jar AI-Improvements-1.20-0.5.2.jar alexsmobs-1.22.9.jar alternate_current-mc1.20-1.7.0.jar AmbientSounds_FORGE_v6.1.6_mc1.20.1.jar amendments-1.20-1.2.18.jar Apotheosis-1.20.1-7.4.6.jar ApothicAttributes-1.20.1-1.3.7.jar appleskin-forge-mc1.20.1-2.5.1.jar aquamirae-6.API15.jar architectury-9.2.14-forge.jar ars_elemental-1.20.1-0.6.7.7.jar ars_extended_glyphs-1.20.1-1.9.jar ars_nouveau-1.20.1-4.12.6-all.jar AttributeFix-Forge-1.20.1-21.0.4.jar azurelib-neo-1.20.1-2.0.41.jar BadOptimizations-2.2.1-1.20.1.jar balm-forge-1.20.1-7.3.16-all.jar barbequesdelight-1.0.5.jar BattleArts-20.9.7.1.jar BattleArtsAPI-20.9.5.3.jar BEB-Forge-1.20.1-2.0.0.jar bendy-lib-forge-4.0.0.jar betterendcities-1.0.0-1.20.1.jar betterfpsdist-1.20.1-6.0.jar BetterThirdPerson-Forge-1.20-1.9.0.jar bettervillage-forge-1.20.1-3.2.0.jar biggerendcities-1.20.1-1.0.0.jar blockui-1.20.1-1.0.156-RELEASE.jar blueprint-1.20.1-7.1.1.jar blur-forge-3.1.1.jar BOMD-Forge-1.20.1-1.1.1.jar Bookshelf-Forge-1.20.1-20.2.13.jar BrewinAndChewin-1.20.1-3.1.2.jar BridgingMod-2.5.1+1.20.1.forge-release.jar caelus-forge-3.2.0+1.20.1.jar CarbonConfig-1.20-1.2.6.jar Cardiac-FORGE-0.5.3.2+1.20.1.jar carryon-forge-1.20.1-2.1.2.7.jar casualness_delight-1.20.1-0.4n.jar CerbonsApi-Forge-1.20.1-1.0.0.jar chat_heads-0.13.13-forge-1.20.jar cherishedworlds-forge-6.1.7+1.20.1.jar ChoiceTheorem's Overhauled Village-3.4.11.jar Chunk-Pregenerator-1.20-4.4.4.jar citadel-2.6.1-1.20.1.jar clean_tooltips-1.0-forge-1.20.1.jar cloth-config-11.1.136-forge.jar Clumps-forge-1.20.1-12.0.0.4.jar cobweb-forge-1.20.1-1.0.1.jar CocoaInput-1.20.5-fabric-4.4.1-EXPERIMENTAL.jar collective-1.20.1-7.91.jar cosmeticarmorreworked-1.20.1-v1a.jar create-1.20.1-0.5.1.j.jar create_easy_structures-0.1.2-forge-1.20.1.jar CreativeCore_FORGE_v2.12.31_mc1.20.1.jar creeperoverhaul-3.0.2-forge.jar cristellib-1.1.6-forge.jar cuisinedelight-1.1.16.jar cupboard-1.20.1-2.7.jar curios-forge-5.11.1+1.20.1.jar CutAllSMP_v2.5.2.jar default_skill_trees-1.1.jar DisenchantmentEditTable-1.20-1.1.2.jar DistantHorizons-2.2.1-a-1.20.1-forge-fabric.jar domesticationinnovation-1.7.1-1.20.1.jar domum_ornamentum-1.20.1-1.0.186-RELEASE-universal.jar dragonitegear-0.3.2.jar Dungeon Crawl-1.20.1-2.3.15.jar dungeons-and-taverns-ancient-city-overhaul-1 [Forge].jar DungeonsArise-1.20.x-2.1.58-release.jar dungeons_enhanced-1.20.1-5.3.0.jar dungeons_plus-1.20.1-1.5.0.jar ec_isasb_plugin-1.20.1-1.0.0-all.jar efiscompat-2.2.4.jar EFMCompat 20.2.0.1.jar embeddium-0.3.31+mc1.20.1.jar EnchantmentDescriptions-Forge-1.20.1-17.1.19.jar endermanoverhaul-forge-1.20.1-1.0.4.jar EnderWyrmlings-1.0.0-forge-1.20.1.jar endrem_forge-5.3.3-R-1.20.1.jar enhanced_boss_bars-1.20.1-1.0.0.jar entityculling-forge-1.7.2-mc1.20.1.jar entity_model_features_forge_1.20.1-2.4.1.jar entity_texture_features_forge_1.20.1-6.2.9.jar Epic-Knights-9.21.jar Epic-Knights-Addon-1.22.jar Epic-Knights-Slavic-Armory-1.5.jar epicfight-forge-20.9.7-1.20.1.jar essential_1-3-5-7_forge_1-20-1.jar ExCap-20.9.7.3.jar exoticbirds-1.20.1-1.0.0.jar expanded_combat-1.20.1-3.2.4-all.jar Explorify v1.6.2 f10-48.jar extrasounds-1.20.1-forge-1.3.jar falchionmoveset-20.8.2.jar Fallingleaves-1.20.1-2.1.0.jar FarmersDelight-1.20.1-1.2.7.jar farsight-1.20.1-3.7.jar FastFurnace-1.20.1-8.0.2.jar FastSuite-1.20.1-5.0.1.jar FastWorkbench-1.20.1-8.0.4.jar ferritecore-6.0.1-forge.jar forge-medievalend-1.0.1.jar framework-forge-1.20.1-0.7.12.jar frozen_zombie_castle-1.4.0-forge-1.20.1.jar fzzy_config-0.6.4+1.20.1+forge.jar geckolib-forge-1.20.1-4.7.jar globalxp-forge-1.20.1-1.12.jar goblintraders-forge-1.20.1-1.9.3.jar gravestone-forge-1.20.1-1.0.24.jar guardvillagers-1.20.1-1.6.10.jar harvest-with-ease-forge-1.20.1-9.4.0.jar Highlighter-1.20.1-forge-1.1.9.jar hole_filler_mod-1.2.8_mc-1.20.1_forge.jar Iceberg-1.20.1-forge-1.1.25.jar ImmediatelyFast-Forge-1.3.4+1.20.4.jar ImmersiveUI-FORGE-0.3.0.jar imst-2.1.0.jar infernalmobs-1.20.1.6.jar integrated_api-1.5.1+1.20.1-forge.jar integrated_villages-1.1.5+1.20.1-forge.jar inventoryhud.forge.1.20.1-3.4.26.jar InventoryProfilesNext-forge-1.20-1.10.14.jar inventorysorter-1.20.1-23.0.8.jar InventorySpam-1.20.1-1.5.6.jar ironchest-1.20.1-14.4.4.jar irons_spellbooks-1.20.1-3.4.0.7.jar iron_repair_kits-2.4.3-forge-1.20.1.jar ItemBorders-1.20.1-forge-1.2.2.jar ItemProductionLib-1.20.1-1.0.2a-all.jar Jade-1.20.1-Forge-11.12.3.jar jei-1.20.1-forge-15.20.0.106.jar journeymap-1.20.1-5.10.3-forge.jar justhammers-forge-2.0.3+mc1.20.1.jar Kobolds-2.12.0.jar kotlinforforge-4.11.0-all.jar LegendaryTooltips-1.20.1-forge-1.4.5.jar libIPN-forge-1.20-4.0.2.jar libraryferret-forge-1.20.1-4.0.0.jar lionfishapi-2.4-Fix.jar lithostitched-forge-1.20.1-1.4.4.jar lmft-1.0.4+1.20.1-forge.jar lootbeams-1.20.1-1.2.6.jar lootintegrations-1.20.1-4.0.jar lukis-grand-capitals-1.1.1.jar L_Enders_Cataclysm-2.54- 1.20.1.jar mes-1.3.4-1.20-forge.jar mexicans_delight-1.1.1-forge-1.20.1.jar MineAllSMP_v2.6.6.jar minecolonies-1.20.1-1.1.814-snapshot.jar mna-forge-1.20.1-3.1.0.4-all.jar modernfix-forge-5.20.2+mc1.20.1.jar ModernUI-Forge-1.20.1-3.11.1.6-universal.jar modlist.txt moonlight-1.20-2.13.65-forge.jar mowziesmobs-1.7.0.jar multipiston-1.20-1.2.43-RELEASE.jar MutantMonsters-v8.0.7-1.20.1-Forge.jar mutil-1.20.1-6.1.1.jar mvs-4.1.4-1.20-forge.jar NaturesCompass-1.20.1-1.11.2-forge.jar Neat-1.20.1-41-FORGE.jar netherportalfix-forge-1.20-13.0.1.jar notenoughanimations-forge-1.9.2-mc1.20.1.jar Obscure-Tooltips-2.2.jar obscure_api-15.jar OctoLib-FORGE-0.4.2+1.20.1.jar oculus-mc1.20.1-1.8.0.jar packetfixer-forge-2.0.0-1.19-to-1.20.1.jar PackingTape-1.20.1-0.14.3.jar PassiveSkillTree-1.20.1-BETA-0.6.14a-all.jar Patchouli-1.20.1-84.1-FORGE.jar phantasm-1.0.1.jar Placebo-1.20.1-8.6.2.jar player-animation-lib-forge-1.0.2-rc1+1.20.jar polymorph-forge-0.49.8+1.20.1.jar Prism-1.20.1-forge-1.0.5.jar projectvibrantjourneys-1.20.1-6.0.5.jar puffish_attributes-0.7.2-1.20-forge.jar puffish_skills-0.14.7-1.20-forge.jar PuzzlesLib-v8.1.25-1.20.1-Forge.jar QualityCrops-1.20.1-1.3.3.jar QualitysDelight-1.20.1-1.5.3.jar Quark-4.0-460.jar QUILT-2.0.0.jar repair_amulet-2.0-forge-1.20.1.jar repurposed_structures-7.1.15+1.20.1-forge.jar resourcefulconfig-forge-1.20.1-2.1.2.jar resourcefullib-forge-1.20.1-2.1.29.jar RPG-HUD-3.10.jar rpg_companions_tiny_dragons-0.0.4-forge-1.20.1.jar run.bat samurai_dynasty-0.0.48-1.20.1-neo.jar simplyswords-forge-1.56.0-1.20.1.jar SkyVillages-1.0.4-1.19.2-1.20.1-forge-release.jar smoothboot(reloaded)-mc1.20.1-0.0.4.jar sophisticatedbackpacks-1.20.1-3.23.5.1200.jar sophisticatedcore-1.20.1-1.2.12.872.jar sound-physics-remastered-forge-1.20.1-1.4.8.jar Stackable Potions-forge-1.20.1-1.0.0.jar StorageBox_v3.2.5.jar StorageDrawers-1.20.1-12.9.13.jar Structory_1.20.x_v1.3.5.jar Structory_Towers_1.20.x_v1.0.7.jar structure_gel-1.20.1-2.16.2.jar structurize-1.20.1-1.0.764-snapshot.jar SubtleEffects-forge-1.20.1-1.8.0.jar supermartijn642configlib-1.1.8-forge-mc1.20.jar supermartijn642corelib-1.1.18-forge-mc1.20.1.jar supplementaries-1.20-3.1.13.jar TaxCastlePillager+M.1.20.1+ForM.1.0.1.jar TaxTreeGiant+M.1.20.1+ForM.1.1.0.jar TerraBlender-forge-1.20.1-3.0.1.7.jar Terralith_1.20.x_v2.5.4.jar tetra-1.20.1-6.8.0.jar TheOuterEnd-1.0.10.jar tidal-towns-1.3.4.jar tlc_forge-1.0.3-R-1.20.X.jar toms_storage-1.20-1.7.0.jar toomanyglyphs-1.20.1-2.3.2.12345.jar totw_additions-1.3.1-1.20.x-forge.jar totw_modded-forge-1.20.1-1.0.5.jar Towns-and-Towers-1.12-Fabric+Forge.jar towntalk-1.20.1-1.1.0.jar trashcans-1.0.18b-forge-mc1.20.jar trashslot-forge-1.20-15.1.1.jar travelersbackpack-forge-1.20.1-9.1.16.jar TravelersTitles-1.20-Forge-4.0.2.jar tru.e-ending-v1.1.0c.jar uncrafter-forge-1.20.1-1.2.0.jar valarian_conquest-3.0-forge-1.20.1.jar valhelsia_core-forge-1.20.1-1.1.2.jar valhelsia_structures-forge-1.20.1-1.1.2.jar villagernames-1.20.1-8.2.jar visuality-forge-2.0.2.jar waystones-forge-1.20.1-14.1.9.jar WeaponsOfMiracles-20.1.8.5.6.jar XP From Harvest Reworked-1.20.x-1.2.4.jar YetAnotherConfigLib-3.6.2+1.20.1-forge.jar YungsApi-1.20-Forge-4.0.6.jar YungsBetterDesertTemples-1.20-Forge-3.0.3.jar YungsBetterDungeons-1.20-Forge-4.0.4.jar YungsBetterEndIsland-1.20-Forge-2.0.6.jar YungsBetterJungleTemples-1.20-Forge-2.0.5.jar YungsBetterMineshafts-1.20-Forge-4.0.4.jar YungsBetterNetherFortresses-1.20-Forge-2.0.6.jar YungsBetterOceanMonuments-1.20-Forge-3.0.4.jar YungsBetterWitchHuts-1.20-Forge-3.0.3.jar YungsBridges-1.20-Forge-4.0.3.jar YungsCaveBiomes-1.20.1-Forge-2.0.1.jar YungsExtras-1.20-Forge-4.0.3.jar Zeta-1.0-24.jar  
    • I did exactly like in the instruction , i even copied the build.gradle from alex mobs like he told in the instruction for citadel 1.7.0 and above, and i got 100 different error no matter what i changed in the build.gradle, i once managed to make a build succesfull but then the run client wasnt working I did exactly like in the instruction , i even copied the build.gradle from alex mobs like he told in the instruction for citadel 1.7.0 and above, and i got 100 different error no matter what i changed in the build.gradle, i once managed to make a build succesfull but then the run client wasnt working
    • Please share a link to your crash report on https://paste.ee, as explained in the FAQ
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.