Bug What is standard operating procedure for corrupt chunks?

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

sdwinder

New Member
Jul 29, 2019
2
0
0
Hi all

So, I am pretty new with minecraft server hosting, I've aready figured out that its a good idea to pregenerate a large chunk of the world before taking it live, just to avoid lag and things like that. And in this process I have learned quite a bit. My current server is running FTB Infinity with various plugins like world border, bossshop, dynmap and essentials to name a few. I have spent the last 2 weeks pregenerating the overworld, the nether, and currently pregenerating Tweilight forest to various sizes.

I have run into quite a few chunk generation issues, mostly issues that behave in such a way where when the chunk is generated/loaded, the entire server crashes. At one point I got stuck in the overworld generation process because from what I could tell, there was some corrupt village somewhere where it would generate and then the entire server would crash. Now I realize that is is pretty common and happens quite often, so I am wondering what tools do you guys use for the following scenarios

#1. Chunk is causing a crash but it is already saved to world, so server can't even start up

#2. Chunk is causing crash but does not get saved to server, hence server will start back up, but the instant you attempt to start chunk generation again (using world border) the server will crash.

These are the 2 scenarios I have run into

#2 was recent and was caused by PortalGun mod, I had to disable the mod, and then restart chunk generation and wait for chunk generation to finish, then I re-enabled the mod.

Thanks for any general advice, I realize this is a very general question, but I was hoping there are some tools you guys use to make life easier. I have heard of MCEdit, although there seems to be some back and forth with regards to how well it works for worlds that have modded items and blocks in it. So im not sure about that.


There is another question I have, and this is in regards to #2. I ran into another issue where I had to disable the hats plugin because that was also causing a crash on generation. I was wondering if there is anyway to tell which mods and items in mods have the chance to spawn in the world (not including ore blocks) and what exactly they spawn. I am hoping to use this list to basically disable these mods for items that I feel are not really needed to generate in the world but would most likely be bought by players or created. This way the chunk generation doesnt run into any issues and worst case scenario I can just blacklist the items later on if the need arises
 
Last edited:

ScottulusMaximus

New Member
Jul 29, 2019
1,533
-1
1
If you're crashing while pre-generating chunks then you're going to crash when players generate chunks... There's an issue with something you've added, find that and as long as you don't try generate a million chunks at once it'll pre-gen fine.
 

sdwinder

New Member
Jul 29, 2019
2
0
0
well in my case there were 2 mods in the base infinity package that were causing repeated generation crashes, one of them was portal (one of the 8 items or so that spawn) and the other was the hats mod. Once i disabled both of those, I stopped getting chunk generation crashes. Luckily the portal mod will have most of its components disabled anyway, and the hat mod I may end up just disabling entirely since it seems to be a non required mod for clients to be able to connect.

The only way I was able to find out that these mods were the issue was the stack trace pointing to some of the classes in these mods, I was never able to find what item specifically caused it.