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Getting SEVERE World Gen Errors


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When going around a world I am getting a few world gen errors, most noticeably what happens is the chunks just stop loading to where the world looks like it ends on an edge:


And then it crashes the game after a while, but when I load the world back I get tons of chunk gen errors like this:


Also sometimes for random reasons it just gives me an immense amount of FPS lag, I'm not sure if it has anything to do with this but just stating that it happens.


Here's the log file: https://pastebin.com/C5hHaZEv


Also another note I removed optifine from the mods because I thought that was what was causing it but turns out that's not it. Because the pictures above were after I removed it. I have since added it back.

Edited by Nano1778
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this.minecraft.getTextureManager().bindTexture(NIGHTSTAND_GUI_SCREEN); this.blit(xPos, yPos, 0, 0, this.xSize, this.ySize); GlStateManager.color4f(color[0] / 255, color[1] / 255, color[2] / 255, 1.0f); this.blit(xPos, yPos, 0, 0, this.xSize, this.ySize); GlStateManager.disableTexture(); GlStateManager.enableBlend(); GlStateManager.disableAlphaTest(); GlStateManager.blendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); GlStateManager.shadeModel(7425); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferbuilder = tessellator.getBuffer(); bufferbuilder.begin(7, DefaultVertexFormats.POSITION_COLOR); bufferbuilder.pos((double) xPos + this.xSize, (double) yPos, (double) this.blitOffset).color(0, 0, 0, 0).endVertex(); bufferbuilder.pos((double) xPos, (double) yPos, (double) this.blitOffset).color(0, 0, 0, 0).endVertex(); bufferbuilder.pos((double) xPos, (double) yPos + this.ySize, (double) this.blitOffset).color(0, 0, 0, 255 / 2).endVertex(); bufferbuilder.pos((double) xPos + this.xSize, (double) yPos + this.ySize, (double) this.blitOffset).color(0, 0, 0, 255 / 2).endVertex(); tessellator.draw(); GlStateManager.shadeModel(7424); GlStateManager.disableBlend(); GlStateManager.enableAlphaTest(); GlStateManager.enableTexture(); } } The Container class :   public class NightstandContainer extends Container { private TileEntity tileEntity; private int containerSlots = 0; public NightstandContainer(int id, World world, BlockPos pos, PlayerInventory playerInventory) { super(ContainerTypeRegistry.NIGHTSTAND, id); this.tileEntity = world.getTileEntity(pos); tileEntity.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY).ifPresent(h -> { containerSlots = h.getSlots(); for (int i = 0; i < h.getSlots(); i++) { addSlot(new SlotItemHandler(h, i, 44 + (i * 18) + (i > 1 ? 18 : 0), 14)); } }); for (int y = 0; y < 3; ++y) { for (int x = 0; x < 9; ++x) { this.addSlot(new Slot(playerInventory, x + y * 9 + 9, 8 + (x * 18), 45 + (y * 18))); } } for (int k = 0; k < 9; ++k) { this.addSlot(new Slot(playerInventory, k, 8 + k * 18, 103)); } } @Override public ItemStack transferStackInSlot(PlayerEntity playerIn, int index) { Slot slot = this.getSlot(index); if (!slot.canTakeStack(playerIn)) return slot.getStack(); if (!slot.getHasStack()) return ItemStack.EMPTY; ItemStack stack = slot.getStack(); ItemStack newStack = stack.copy(); if (index < containerSlots) { if (!this.mergeItemStack(stack, containerSlots, this.inventorySlots.size(), true)) return ItemStack.EMPTY; slot.onSlotChanged(); } else if (!this.mergeItemStack(stack, 0, containerSlots, false)) return ItemStack.EMPTY; if (stack.isEmpty()) slot.putStack(ItemStack.EMPTY); else slot.onSlotChanged(); return slot.onTake(playerIn, newStack); } @Override public boolean canInteractWith(PlayerEntity playerIn) { return this.isUsable(playerIn); } protected boolean isUsable(PlayerEntity playerIn) { return IWorldPosCallable.of(tileEntity.getWorld(), tileEntity.getPos()).applyOrElse((block, pos) -> { return !(block.getBlockState(pos).getBlock() instanceof EmoNightstand) ? false : playerIn.getDistanceSq((double) pos.getX() + 0.5D, (double) pos.getY() + 0.5D, (double) pos.getZ() + 0.5D) <= 64.0D; }, true); } @Nullable public TileEntityNightstand getTileEntity() { if (this.tileEntity instanceof TileEntityNightstand) return (TileEntityNightstand) this.tileEntity; else return null; } } The TileEntity class :   public class TileEntityNightstand extends TileEntity implements INamedContainerProvider { private LazyOptional<IItemHandler> handler = LazyOptional.of(this::createHandler); private float[] color = new float[] { 0.0f, 255.0f, 0.0f}; public TileEntityNightstand(float[] color) { this(); this.color = color; } public TileEntityNightstand() { super(TileEntityTypeRegistry.NIGHTSTAND); } @SuppressWarnings("unchecked") @Override public void read(CompoundNBT compound) { CompoundNBT inventory = compound.getCompound("Inventory"); handler.ifPresent(h -> ((INBTSerializable<CompoundNBT>) h).deserializeNBT(inventory)); super.read(compound); } @SuppressWarnings("unchecked") @Override public CompoundNBT write(CompoundNBT compound) { handler.ifPresent(h -> { CompoundNBT nbt = ((INBTSerializable<CompoundNBT>) h).serializeNBT(); compound.put("Inventory", nbt); }); return super.write(compound); } private IItemHandler createHandler() { return new ItemStackHandler(4) { @Override protected void onContentsChanged(int slot) { markDirty(); } }; } @Override public <T> LazyOptional<T> getCapability(Capability<T> cap, Direction side) { if (cap == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) return handler.cast(); return super.getCapability(cap, side); } @Override public ITextComponent getDisplayName() { return new TranslationTextComponent("container.emomod.nightstand"); } @Override public Container createMenu(int windowId, PlayerInventory playerInventory, PlayerEntity player) { return new NightstandContainer(windowId, this.getWorld(), this.getPos(), playerInventory); } public float[] getColor() { return this.color; } } And voilà, I think that everything is here and I will really appreciate some help, this mod is very important for me and I've put so many efforts in it, I've to update it soon to the latest version (I may also want some paid help for that if I can apply some sort of dev recrutment on this forum) and I will stop adding stuff but polish everything up to finally set it public. Thanks again for giving me some of your time, I can send the WIP version of the mod jar as demo when this will be fixed if some of you want it, and also if I find a way to protect my textures from being copied / reused or modified.
    • https://mcforge.readthedocs.io/en/latest/concepts/sides/#writing-one-sided-mods
    • What?! Just use RegisterCommandsEvent. FMLServerStartingEvent is not involved with registering commands at all.
    • Only ModelRegistryEvent is necessary. Call ModelLoader.addSpecialModel in there and the model will be baked as normal.
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