Posted August 6, 20187 yr Hello, I am putting together a mod pack for me and my friends, but when pregenerating chunks using the Chunk Pregenerator mod it closes the server without a crash log at what seems like random times. Here is a snippet of the end of a log: Spoiler [21:36:00] [Server thread/WARN] [FML]: Roguelike Dungeons loaded a new chunk [17, 48] in dimension 0 (overworld) while populating chunk [16, 56], causing cascading worldgen lag. [21:36:00] [Server thread/WARN] [FML]: Please report this to the mod's issue tracker. This log can be disabled in the Forge config. [21:36:00] [Server thread/WARN] [FML]: Roguelike Dungeons loaded a new chunk [18, 47] in dimension 0 (overworld) while populating chunk [16, 56], causing cascading worldgen lag. [21:36:00] [Server thread/WARN] [FML]: Please report this to the mod's issue tracker. This log can be disabled in the Forge config. [21:36:00] [Server thread/WARN] [FML]: Roguelike Dungeons loaded a new chunk [17, 47] in dimension 0 (overworld) while populating chunk [16, 56], causing cascading worldgen lag. [21:36:00] [Server thread/WARN] [FML]: Please report this to the mod's issue tracker. This log can be disabled in the Forge config. [21:36:00] [Server thread/WARN] [FML]: Roguelike Dungeons loaded a new chunk [19, 57] in dimension 0 (overworld) while populating chunk [16, 56], causing cascading worldgen lag. [21:36:00] [Server thread/WARN] [FML]: Please report this to the mod's issue tracker. This log can be disabled in the Forge config. [21:36:03] [Server thread/INFO] [FML]: Auto Restart enabled. Cleaned up all data now killing the game [21:36:03] [Server thread/WARN] [FML]: Java has been asked to exit (code 0) [21:36:03] [Server thread/WARN] [FML]: This is an abortive exit and could cause world corruption or other things [21:36:03] [Server thread/WARN] [FML]: Exit trace: [21:36:03] [Server thread/WARN] [FML]: pregenerator.impl.processor.ChunkProcessor.onServerTickEvent(ChunkProcessor.java:149) [21:36:03] [Server thread/WARN] [FML]: net.minecraftforge.fml.common.eventhandler.ASMEventHandler_163_ChunkProcessor_onServerTickEvent_ServerTickEvent.invoke(.dynamic) [21:36:03] [Server thread/WARN] [FML]: net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) [21:36:03] [Server thread/WARN] [FML]: net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:182) [21:36:03] [Server thread/WARN] [FML]: net.minecraftforge.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:265) [21:36:03] [Server thread/WARN] [FML]: net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:712) [21:36:03] [Server thread/WARN] [FML]: net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) [21:36:03] [Server thread/WARN] [FML]: java.lang.Thread.run(Thread.java:745) It occurs immediately when I create the world and run the command for pregenerator, and then again after I restart and let the task resumes for a couple of chunks (it generates a good handful before "auto restarting"). I am unsure if this is Forge, Chunk Pregenerator, or the mods that generate structures. The messages along the lines of "X loaded a new chunk..." is in the log quite often, with X mainly being Roguelike Dungeons of Recurrent Complex. I removed TickDynamic, JourneyMap, and AromaBackup, but the problem persisted. Before every "auto restart," AromaBackup would state that it was creating a backup. Here is my current mod list: Spoiler Animalium 0.3.7 AppleCore 3.1.3 Aroma1997Core 2.0.0.0 AttributeFix 1.0.1 Baubles 1.5.2 BetterBuildersWands 0.12.0.251 BetterFps 1.4.8 BetterQuesting 3.5.262 BiomesOPlenty 7.0.1.2399 Bloodmoon 1.5.3 Chameleon 4.1.3 Chunk Pregenerator 1.8.1 CodeChickenLib 3.2.1.350 CraftingRunes 1.1 CraftTweaker2 4.1.9 CreativeCore 1.9.25 DeathCounter 1.0.0 DoomlikeDungeons 1.11.1 ExtraUtils2 1.8.2 FamiliarFauna 1.0.10 Farseek 2.3.1 FriendlyFire 1.5.8 GlobalXP 1.4 Grue 1.3.5 Hats 7.0.2 Hwyla 1.8.26-B41 iChunUtil 7.1.4 ImprovedBackpacks 1.3.0.0 InventoryTweaks 1.63 Iron Chest 7.0.46.831 IvToolkit 1.3.3 JEI 4.11.0.206 JustEnoughResources 0.8.8.47 LibEx 1.0.4 LoginShield 1.12.2-3-g7c6e7ac MagmaMonsters 0.3.0 Mob Drops 0.0.1 Mob Mash 2.4 MobGrindingUtils 3.3.2 NaturesCompass 1.5.1 NetherEx 2.0.4 NetherPortalFix 5.3.13 OreExcavation 1.4.119 Pam's HarvestCraft 1.12.2u PlayerRevive 1.2.14 RecurrentComplex 1.4.7 Roguelike Dungeons 1.8.0 Solcarrot 1.3.3 Spectrite 1.6.6 StandardExpansion 3.4.143 StorageDrawers 5.3.7 The Beneath 1.4.2 The Betweenlands 3.3.11 Twilight Forest 3.7.424 Wawla 2.5.257 Waystones 4.0.54 Wolf Armor 2.2.3.1798 For my server, I have disabled Biomes 'o Plenty to test. Here is the full log, which was taken after loading an already created world and letting the pregen task resume (it resumes automatically) Edit: the debug log is too big, even for pastebin. It says virtually the same thing at the end. Edited August 6, 20187 yr by TLHPoE pastebin Kain
August 6, 20187 yr Forge has had a built-in Chunk Generation command since the end of last year by the way. The auto restart is coming from the chunk pre-generator mod and is an option in the mod's config file. If I may put a personal note here, I'm not overly fond of mods that log their stuff to the FML logger, putting the FML name to their own log messages and hiding the true source of the message. This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy. As the most common issue I feel I should put this outside the main bulk: The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge. If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan. For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety. Spoiler Logs (Most issues require logs to diagnose): Spoiler Please post logs using one of the following sites (Thank you Lumber Wizard for the list): https://gist.github.com/: 100MB Requires member (Free) https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$) https://hastebin.com/: 400KB Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads. What to provide: ...for Crashes and Runtime issues: Minecraft 1.14.4 and newer: Post debug.log Older versions: Please update... ...for Installer Issues: Post your installer log, found in the same place you ran the installer This log will be called either installer.log or named the same as the installer but with .log on the end Note for Windows users: Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension Where to get it: Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs. Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch: Spoiler Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge) Make a launcher profile targeting this version of Forge. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it). Now launch the pack through that profile and follow the "Mojang Launcher" instructions above. Video: Spoiler or alternately, Fallback ("No logs are generated"): If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft Server Not Starting: Spoiler If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output. Reporting Illegal/Inappropriate Adfocus Ads: Spoiler Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad. Lex will need the Ad ID contained in that URL to report it to Adfocus' support team. Posting your mod as a GitHub Repo: Spoiler When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub. When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository. Open a command prompt (CMD, Powershell, Terminal, etc). Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in). Run the following commands: git init git remote add origin [Your Repository's URL] In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git git fetch git checkout --track origin/master git stage * git commit -m "[Your commit message]" git push Navigate to GitHub and you should now see most of the files. note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from) Now you can share your GitHub link with those who you are asking for help. [Workaround line, please ignore]
November 29, 20186 yr Hello, i was coding this one, put it into your start.bat file which you start your Server: @echo off :start SET BINDIR=%~dp0 CD /D "%BINDER%" java -Xmx30720M -Xms30720M -jar spigot-1.12.jar nogui goto start PAUSE
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.