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Safe way of disabling mods in fixed Tekkit 2.0?


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TY! I just didn't want to do something like go in and delete the whole thing and have it mess something up. I'm in a position to render a new map. Would that be a smart move after disabling it? Or do you think it's irrelevant enough not to matter?

I can't think of a single block that EE2 generates in the world. It adds many new recipes and items but it doesn't add any new ores so having or not having EE2 shouldn't change world generation in the slightest. If you used to have EE2 installed and you have EE2 machinery, just destroy it in creative or toss it in some lava and make sure the world saves and you should be able to disable the mod after.

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