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pupu

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  1. For these things i have a mirror of the worldsave on a testing server. Also there is always a backup available Thanks for your concerns, but hm... this hasnt solved my problem
  2. Hello everyone. Im stuck in the following problem (some of you might now this?): i added some new mods to my already "well civilized" world. the mods added some ores. now they only spawn in newly generated chunks -> bad (more or less). so i thought to let the existing chunks in the overworld "repopulate". There is a simple function in the ChunkProvider, named "populate", which should by its description "Populate chunk with ores etc etc". Well! So this should be done very quick i thought. Did a tiny mod with a serverside proxy, added a function to it which is called through @ServerStarted. The method runs through, gives me my debugging FMLLog output... but nothing changes. Has anybody done this before or is able to give me some helping code (i wasnt able to find out, which chunks are already generated and which not)? Here is what my function looks like (currently): public void started() { WorldServer wld = DimensionManager.getWorlds()[0]; int wdim = wld.getWorldInfo().getDimension(); String wname = wld.getWorldInfo().getWorldName(); FMLLog.info("started %s (%d)", wname, wdim); IChunkProvider cp = wld.getChunkProvider(); for (int x = -10; x <= 10;x++) { for (int y = -10;y <= 10;y++) { Chunk ch = cp.loadChunk(x, y); ch.isTerrainPopulated = false; cp.populate(cp, x, y); FMLLog.info("Pop %d %d (%d %d)", x, y, ch.getChunkCoordIntPair().getCenterXPos(),ch.getChunkCoordIntPair().getCenterZPosition()); } } FMLLog.info("finished"); }

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