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doughphunghus
Guest
As far as I know there’s no experience of anyone removing it who told me about it. I’ve never tried removing it in an already running game.Hello there!
I have a question for the mod "You´ve Got Mail".
We use this mod in A19 stable but would like to remove it.
Is it save to remove during game, is there any experience yet?
Thank you!
If you want to try: I can think of 2 options: total removal (risky) and “lightly disable” (probably much safer, but not totally removing everything)
first: you should back up your save game files. so you don’t corrupt your save game by attempting to remove the mod (or any mod). I would always work on the assumption that removing or adding any mods mid game could possibly corrupt the game in some fashion and cause possible game loss.
Possibility 1 - total removal of mod: if you can, before removing/deleting the mod from your game/ try to have all players “scrap” or “drop” any items you may have on you or in inventory (cheats, etc) first that are related to it.And if you have any quests from it that are active for any players (it has a geocaching map quest) you might want to “fail” or deactivate (or I guess go dig them up and complete them).
if you don’t do this I would believe it’s possible for the game to load up with some errors as those items will “no longer be found”. It’s also possible? That if you had them in your personal
loot chests and didn’t scrap/drop them that when you open the chest an error might pop up.
I would also assume that if any traders had stocked items from the mod, they will still have them, so it’s possible if you visited a trader before they restocked it might cause some errors/weirdness.
I would also assume any loot containers anyone visited (opened) and didn’t take out all items related to this mod would still have the items in the container… and it would never naturally refresh the loot container, so it might throw errors when someone eventually openes it up again?
These are all guesses, but how I would remove it “completely” and cross my fingers.
Possibility 2 - another option, which is probably “safer”, is not to remove it but “lightly disable” parts of it. go into the mod and rename “loot.xml” something like “_loot.xml”. This should stop anyone from finding new items from this mod in loot, without removing any existing items from the game. Then, you might be able to do the same renaming with “recipes.xml” so there will be no more recipe crafting from it (or showing a lot of recipes you can never use in the game). So sure, someone might have some special items left around, but no one will find any more or be able to craft anything new from the mod.
!Warning!: these options are both “guesses” by me on how it could be removed/disabled. I’ve never done this and I’m also not looking at the mod now (not at my pc, but I looked at it on GitHub) so not 100% sure, especially for a multiplayer game which I don’t test on/for. I believe the “general rule” is to jot just remove mods in an already running game, and I don’t test or document doing this at all when making my mods!
Note: the mod does define special “blocks” like the game boards, so if any are placed anywhere you likely should destroy them. If you cannot delete/destroy all items and blocks from the world/inventory then “lightly disabling” the mod as mentioned above is likely the better option to try.