_Cruelar_ Posted October 7, 2018 Posted October 7, 2018 Could some body tell me why this Quote [11:51:38] [Server thread/WARN] [FML]: Cruelars Triforcemod loaded a new chunk [-40, -49] in dimension 0 (overworld) while populating chunk [-39, -48], causing cascading worldgen lag. [11:51:38] [Server thread/WARN] [FML]: Please report this to the mod's issue tracker. This log can be disabled in the Forge config. happens and how to fix it. My generation code public class WorldGen implements IWorldGenerator { @Override public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider) { if (world.provider.getDimension()==0){ generateOverworld(random, chunkX, chunkZ, world, chunkGenerator, chunkProvider); } } private void generateOverworld(Random random, int chunkX,int chunkZ, World world,IChunkGenerator chunkGenerator,IChunkProvider chunkProvider){ generateHyruleHerb(world, random, new BlockPos(chunkX * 16 - 8, 128, chunkZ * 16 - 8)); generateOreDepositOverGround(world,random,new BlockPos(chunkX * 16 - 8, 128, chunkZ * 16 - 8)); for (int i=1 ;i*16<=64;i++){ generateOreDepositUnderGround( world,random,new BlockPos(chunkX * 16-8, i*16-8, chunkZ * 16-8)); } } public boolean generateHyruleHerb(World worldIn, Random rand, BlockPos position) { for (IBlockState iblockstate = worldIn.getBlockState(position); (iblockstate.getBlock().isAir(iblockstate, worldIn, position) || iblockstate.getBlock().isLeaves(iblockstate, worldIn, position)) && position.getY() > 0; iblockstate = worldIn.getBlockState(position)) { position = position.down(); } for (int i = 0; i < 4; ++i) { BlockPos blockpos = position.add(rand.nextInt(8) - rand.nextInt(8), rand.nextInt(4) - rand.nextInt(4), rand.nextInt(8) - rand.nextInt(8)); if (worldIn.isAirBlock(blockpos) && Blocks.TALLGRASS.canBlockStay(worldIn, blockpos, ModBlocks.hyrule_herb_block.getDefaultState())) { worldIn.setBlockState(blockpos, ModBlocks.hyrule_herb_block.getDefaultState(), 2); } } return true; } public boolean generateOreDepositOverGround(World worldIn, Random rand, BlockPos position) { for (IBlockState iblockstate = worldIn.getBlockState(position); (iblockstate.getBlock().isAir(iblockstate, worldIn, position) || iblockstate.getBlock().isLeaves(iblockstate, worldIn, position)) && position.getY() > 0; iblockstate = worldIn.getBlockState(position)) { position = position.down(); } if (worldIn.getBiome(position)== Biomes.EXTREME_HILLS||worldIn.getBiome(position)== Biomes.EXTREME_HILLS_EDGE||worldIn.getBiome(position)== Biomes.EXTREME_HILLS_WITH_TREES||worldIn.getBiome(position)== Biomes.MESA||worldIn.getBiome(position)== Biomes.MESA_CLEAR_ROCK){ for (int i = 0; i < 4; ++i) { BlockPos blockpos = position.add(rand.nextInt(8) - rand.nextInt(8), rand.nextInt(4) - rand.nextInt(4), rand.nextInt(8) - rand.nextInt(8)); if (worldIn.isAirBlock(blockpos) && (Blocks.TALLGRASS.canBlockStay(worldIn, blockpos, ModBlocks.hyrule_herb_block.getDefaultState())||Blocks.DEADBUSH.canBlockStay(worldIn, blockpos, Blocks.DEADBUSH.getDefaultState() ))) { worldIn.setBlockState(blockpos.down(), ModBlocks.ore_deposit.getDefaultState(), 2); if (rand.nextFloat()>0.8){ worldIn.setBlockState(blockpos,ModBlocks.rare_ore_deposit.getDefaultState(),2); }else{ worldIn.setBlockState(blockpos,ModBlocks.ore_deposit.getDefaultState(),2); } } } }else for (int i = 0; i < 1; ++i) { BlockPos blockpos = position.add(rand.nextInt(8) - rand.nextInt(8), rand.nextInt(4) - rand.nextInt(4), rand.nextInt(8) - rand.nextInt(8)); if (worldIn.isAirBlock(blockpos)&&(Blocks.TALLGRASS.canBlockStay(worldIn, blockpos, ModBlocks.hyrule_herb_block.getDefaultState())||Blocks.DEADBUSH.canBlockStay(worldIn, blockpos, Blocks.DEADBUSH.getDefaultState() ))) { if (rand.nextFloat()>0.75) { worldIn.setBlockState(blockpos, ModBlocks.ore_deposit.getDefaultState(), 2); if (rand.nextFloat() > 0.9) { worldIn.setBlockState(blockpos.up(), ModBlocks.rare_ore_deposit.getDefaultState(), 2); } else { worldIn.setBlockState(blockpos.up(), ModBlocks.ore_deposit.getDefaultState(), 2); } } } } return true; } public boolean generateOreDepositUnderGround(World worldIn, Random rand, BlockPos position) { for (IBlockState iblockstate = worldIn.getBlockState(position); (iblockstate.getBlock().isAir(iblockstate, worldIn, position) && position.getY() > 0); iblockstate = worldIn.getBlockState(position)) { position = position.down(); } double deepmultiplicator=1; if (position.getY()<=48) { deepmultiplicator = 1.5; } if (position.getY()<=32) { deepmultiplicator = 2; } if (position.getY()<=16) { deepmultiplicator = 3; } if (worldIn.getBiome(position)== Biomes.EXTREME_HILLS||worldIn.getBiome(position)== Biomes.EXTREME_HILLS_EDGE||worldIn.getBiome(position)== Biomes.EXTREME_HILLS_WITH_TREES||worldIn.getBiome(position)== Biomes.MESA||worldIn.getBiome(position)== Biomes.MESA_CLEAR_ROCK){ for (double i = 0; i < 8*deepmultiplicator; ++i) { BlockPos blockpos = position.add(rand.nextInt(8) - rand.nextInt(8), rand.nextInt(4) - rand.nextInt(4), rand.nextInt(8) - rand.nextInt(8)); if (worldIn.getBlockState(blockpos).getBlock()==Block.getBlockFromName("minecraft:stone")) { if (rand.nextFloat()>0.8){ worldIn.setBlockState(blockpos,ModBlocks.rare_ore_deposit.getDefaultState(),2); }else{ worldIn.setBlockState(blockpos,ModBlocks.ore_deposit.getDefaultState(),2); } } } }else for (double i = 0; i < 2*deepmultiplicator; ++i) { BlockPos blockpos = position.add(rand.nextInt(8) - rand.nextInt(8), rand.nextInt(4) - rand.nextInt(4), rand.nextInt(8) - rand.nextInt(8)); if (worldIn.getBlockState(blockpos).getBlock()==Block.getBlockFromName("minecraft:stone")) { if (rand.nextFloat()>0.9){ worldIn.setBlockState(blockpos,ModBlocks.rare_ore_deposit.getDefaultState(),2); }else{ worldIn.setBlockState(blockpos,ModBlocks.ore_deposit.getDefaultState(),2); } } } return true; } They are all causing this and make creating a new World lasting an extreme long time. What I found out so far is that the Underground Oredeposit generation causes less Worldgen lags than the others. Using them all brings me over 500 cacading world gen lags during world creation, not counted what he loads after spawn. Any help would be appreciated. Quote My Projects: Cruelars Triforcemod (1.12 release; 1.14 alpha soon coming) Important: As my mod is on at least 10 different third party sites without my permission, I want to warn you about that with a link to StopModReposts
MFMods Posted October 7, 2018 Posted October 7, 2018 short version - act as if the coordinates (where you are deciding whether to generate things and where you will generate things) are offset by +8, +8. i.e. do offset them by +8,+8 both when checking the terrain and when generating your stuff. the thing is - if you overflow to the east or south, you're okay. no problem. but if you overflow towards north or west, more chunks need to be created (which will among others call your terrain generators again, likely causing more chunks to be generated...). 1 Quote
Cadiboo Posted October 9, 2018 Posted October 9, 2018 Heres an in-depth explanation from Mezz 1 Quote About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
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