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As the title states, I am working to add the BetterRuins mod to a SMP world and don't want to cause chunk errors where the chunks meet up. I backed up the world file and loaded the mod and regenned the a few chunks in a test area and they were wildly different (desert turned into ocean). I am trying to think of ways of making it work and have narrowed it down to 3 options and wondering if others have managed to do this themselves or have tried some of these options and if they have or have not worked. Two of the things I am unsure of is how large schematics can be or if they are limited by size (can you import an entire island of ~30 chunks or can you import the monolith?) and if the betterruins mod uses any special blocks that makes the schematics unusable without the mod installed.

1.) Copy the bases for all of the players (like 7 or 8 total), regenerate the world map (essentially its a server wipe and reset) and players can then find a choose a spot to have their bases pasted back into the world and the BetterRuins mod will be fully integrated with the quest lines with traders and random positioning of ruins.

2.) Pull the schematics for the ruins from the mod and manually import and place the ruins in random spots within the world and provide the players with the waypoint like they would if they received the quest from the traders. If not pulled from the mods, I could also generate the ruins in a single player world and copy them over if importing them from the mod doesn't work. This option is more work but we can keep the existing world.

3.) Find a way to add the mod to the world where it doesn't affect the world generation (when chunks are reloaded, it's the same terrain with a chance that one of the betterruin locations is added to it. (I don't even know if this one is possible.)

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