Inactive [FIX/ADMN] NoLagg v1.88.1 - Prevent common lag causes on your server [2338]

Discussion in 'Inactive/Unsupported Plugins' started by bergerkiller, Sep 17, 2011.

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    I had already made this plugin before after having a major lag issue. (lots of torches being filled, turned into items, lag for 20 minutes) It also works for 1060.

    Some feature ideas are taken over from PerformanceTweaks by @LexManos so some credit goes to him. Code, however, written from scratch by me. :)


    If you get a warning message [NoLagg TLN] followed up with a stack trace in the log, this has to do with the main thread not having responded within 10 seconds. When a plugin takes more than this time to enable, it will show that. The warning is NOT an error and is no bug, and not a bug related to NoLagg. To disable this feature, disable 'threadlocknotifier' in the config.yml. This feature is mainly intended to notify you what plugin is causing the server to freeze, may it ever happen. It is used to debug plugins in general, as they may get stuck for whatever reason.

    NoLagg's features in a nutshell


    Prevent lag caused by many items

    Every time an item gets spawned, it is buffered per chunk. For example, you spawn 30 items using Q and the maximum allowed items per chunk is 20, then the 10 remaining items are not spawned. They are spawned as soon the item count in this chunk is < 20 again.


    Form item stacks - fully automatically

    Whenever two or more (configurable) items or experience orbs get near each other, they form a single stack of that item type. If someone drops 64 dirt blocks on the ground using Q, it will show a single item of 64 dirt instead.


    Prevent lag caused by TNT

    This plugin takes over tnt ignition caused by explosions. When exploding stacks of tnt, it does not rush all tnts into a single tick, but detonate them nicely in sync. This results in pretty awesome fireworks. :)


    Prevent lag caused by lighting glitches

    Whenever a new chunk is generated, it's lighting information is generated and all nearby players receive the updated chunk data. If the auto-method fails, you can use /nolagg fix to do it manually. This fixing fixes, for example, dark spots in and around caves lagging the client.


    Set entity spawn limits

    You can set a spawn limit on virtually every entity in the game. From mobs to items to TNT. Only thing being excluded is Players, since I can't simply kick someone 'like that'. :)
    Note: It removes already spawned entities too. So, if you want to keep your animals alive, don't set mob or animal limits, or it will possibly clear your farm animals. (or you can disable the spawn limiter all together)

    I recommend finding an alternative plugin for this instead. Removing entities after they are spawned causes more lag than it prevents!

    Global auto-saver

    Since asynchronous chunk saving is now implemented internally, it is no longer a problem to save entire worlds frequently. You can set auto-save intervals in the configuration. If used with an interval higher than 400 ticks (20 seconds) it will use a scheduled task instead of the internal saver to prevent chunks never getting saved. Another benefit is that player information is also auto-saved, preventing your players losing their inventory state.

    New chunk sending mechanics

    Instead of loading chunks all around the player, the player direction is used to load the visible chunks first. This means that players can expect chunks in front of them to load quickly, while chunks on the sides take a bit longer to appear. When the player looks into another direction, the direction changes and thus the new visible chunks get loaded first. Only if all chunks ahead of the player are loaded, chunks around the player are sent. This all can be configured using a simple minimum and maximum sending rate.


    Examining the server tick rate

    If you encounter very low tick rates and you want to find out what plugin is causing it, you can use the examine component to find it out. It comes with a graphic viewer, which makes bug tracking the easiest thing ever.


    Prevent cross-thread access for events

    As it seems, some plugins don't follow the rules and use Bukkit methods in another thread. This plugin will notify you and cancel if possible whenever this happens so other plugins understand their mistake. If you encounter a lot of spam in the console, first check the stack trace for the plugin that caused the error. Report this error to the author or remove the plugin, if you have questions you are free to ask.

    Configuration (on BukkitDev)

    Commands and Permissions (on BukkitDev)

    Synchronized code accessed by another thread? (BukkitDev)


    Video by brandcool86


    - Help I experience missing chunks
    If you are using Spout, don't use Reloads. This is also the reason why Spout added a warning when a player tries to reload the server. Not using Spout, then it's a bug which you can report.

    - Can this plugin be used with PTweaks
    (this message was really old...) Yes, they are compatible, but if certain features overlap, make sure you disable these features in either plugin.

    - I get a warning about the async auto save and interval. Wat do?
    Change the autoSaveInterval value in the configuration to a value higher than 400, like 600. The warning is to prevent endless autosaves to occur, clogging up CPU.

    - I have experienced CPU usage
    CPU usage is not the same as lag. NoLagg uses multiple (2-3) extra threads to prevent tick and network lag. If a lot has to be done, it does this quicker, but this takes more CPU obviously.

    - I have lag when using NoLagg
    See also the FAQ above. Explain what type of lag you have: tick lag, client lag, network lag and/or 'block placement' lag. You can use /nolagg monitor to check the tick rate. If this is normal (>15), then you have network lag. Client lag is when the FPS drops. Block placement lag is lag when the tick rate is normal and other network messages, like chat, are instant.

    - WorldEdit causes lag...
    YES because it is unsafe to take over the main thread while another plugin is having hold over it. I can try fixing this, but it could ultimately lead to some serious concurrency exceptions. Don't expect this to be implemented very soon...

    - Do spawn limits interfere with mob-spawning plugins like MobArena?
    No, it does not. It only limits mobs spawned by 'nature': all custom creature spawns are ignored throughout the run of the plugin. Only after you reload will it lose track of these entities and will it remove custom-spawned mobs. If you use MobArena, be sure nothing is going on when you reload the server.

    - Does item stacking interfere with Showcase or BleedingMobs?
    It supports Showcase and ShowcaseStandalone entirely. (showcased items are completely ignored at all times) The same applies to the 'particles' created by the BleedingMobs plugin. Know of a plugin where it stacks items which should not be stacked? Post the plugin name so I can add support. You are an owner and want to add support? Only having a function in your plugin to check if an item is 'ignored' is enough.

    - Can this plugin be used with Chunk Manager
    If you want to use the Chunk Manager with Nolagg, disable the chunk sending of Nolagg first. If you don't do that, this plugin will do that by itself and send a warning in the log. Of course, compare the results first. :)

    - What are the best settings if I have a lot of RAM memory?
    This plugin does not deal with reduced RAM memory. If I could, I would, but you simply can't reduce the amount of memory Java uses. This data is locked and secured, so I can't simply throw away bits of data or write and read data from/to disk. Any plugin claiming to reduce RAM usage on a server, is probably 'garbage collecting'. This fakes having less RAM usage by removing unused data, but Java does this by itself as well once it hits a certain limit. All these plugins will do is make the Garbage Collector run in overdrive, which will only kill your tick rate and/or CPU speeds. A bad thing.

    - I get a lot of 'Synchronized code accessed from another thread' errors
    Find out what plugin is acting up by inspecting the stack trace. If the plugin that causes this is inactive, all you can do is wait for a refurnished version or someone to fix it for you, or use an alternative plugin. If it's still under development, notify the author of this, it IS an error caused by that plugin. If you can't find out the cause, PM me or post in this thread.

    Before you begin writing a lag issue

    This is very important, just posting a 'it causuz lagz und shitz' won't do, won't help and I won't be able to help you any further either. Question is if I even want to help you, if you post such a message without anything worth looking at. Things to include in your message:
    - Errors in the log if possible
    - What CB version you use and what NoLagg version you use
    - When this lag occurs. Tick rate drop in general?
    - The configuration you used when running this plugin
    - What type of lag if applicable. Options are: tick lag, client lag, network lag (see above)

    Important links

    NoLagg Download page and others at Dev Bukkit
    View the source code of NoLagg at GitHub

    Use an archive extracting program (WinRar, WinZip) to open the archive.

    - Add option to disable physics when the tick delay becomes too high


    Show your appreciation for my plugins by donating
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    Can it be ... FALSEBOOK?! i put in 4 plugins ... all the time no error, .. was shaking my head ... why i not get a error. Imported falsebook, last plug, bc i never though it would be falsebook ... now i get the bugs again ... w00t? falsebook let ic's be on permanent ... maybe ...?!?!?!

    I coded fast :p

            - VoxelSniper | 5.1
            - CityWorld | 0.56
            - IllegalName | 1.8
            - FalseBookExtra | 0.90alpha
            - PvPToggle | 0.5.0
            - NoCheat | 2.24b
            - PluginList | 1.4
            - NoPortals | 0.4.7
            - NoLagg | 1.57.3
            - WhoMode | 1.4
            - LagMeter | 1.4
            - FalseBookCore | 0.90alpha
            - WellWorld | 0.7
            - WorldEdit | 5.0
            - PermissionsEx | 1.17
            - Essentials | 2.7.2
            - LogBlockQuestioner | 0.02
            - IWarnYou | 1.5.2
            - AutoMessage | 1.5
            - iConomy | 6.0.8b
            - RangeBans | 0.93
            - FoundBoxx |
            - xAuth | 2.0b4.3
            - FalseBookIC | 0.90alpha
            - FalseBookBlock | 0.90alpha
            - SkylandsPlus | 0.7
            - Permissions | 2.7.7
            - CraftBukkitUpToDate | 2.7.3
            - | 20112011
            - Backup | 1.8.4
            - WorldGuard | 5.4
            - SaveIt | 1.0
            - AntiGuest | 2.5.0
            - EssentialsSpawn | 2.7.2
            - MyWarp | 2.0.1
            - LogBlock | 1.51
            - WorldBorder | 1.5.0
            - mcMMO | 1.2.07
            - LWC | 3.58
            - DeathTpPlus |
            - Jobs | 2.6.2
            - iChat | 2.4.3
            - My Worlds | 1.33
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    what is mod loader mp? and does every server have mod loader mp or is it a plugin? or function that plugin is using?
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    @SilencShadoW wow that is actually very interesting, because a CraftBook dev contacted me yesterday about my 'chunk feature' (no idea what he meant, he prolly doesn't either) causes automatic IC's to 'hang' and 'break off'.

    It's highly possible that this is related...but then WHAT can it be?! All the automatic IC's are is a simulated can a chunk loader interfere? :/

    @o0AzzA0o It's a plugin used to play mods on a Bukkit server. If you don't run that, you may need to update CraftBukkit to a newer version, it's possible that the error is only in 1597.


    <Edit by Moderator: Redacted mediafire url>

    use /listplugins in the console or in-game to make the plugin write out all files in the plugins folder + the loaded plugins with description to:
    Redstone Mania v0.02.rar
    TrainCarts 1.6 BETA v9.rar
    TrainCarts 1185.rar
    TrainCarts v1.54
    Loaded plugin names:
    BleedingMobs v2.5 - null - null
    ColorMe v2.0 - Sets custom color to player's name - null
    CommandBook v1.4.3 - null - null
    EventMonitor v1.0 - Plugin that sends out event duration and call count information - null
    NoLagg v1.57.3 - Plugin that prevents server lag caused by all sorts of events, from tnt to item drop spam - null
    PluginLister v1.0.0 - Plugin that lists plugins - null
    SignLink v1.15 - Plugin that manages the display of variables on signs in various ways - null
    Spout v681 - Spout is a plugin for Bukkit-based servers and a Minecraft client mod system that exposes new API for other plugins to utilize, in an attempt to bring the Minecraft multiplayer experience to parity with the single-player modding experience. -
    Stream Remover v1.02 - Plugin that prevents the formation of annoyign water streams - null
    UltraBan v0.1.4 - Administration Plugin for Bukkit.
    WorldEdit v4.6 - null - null
    WorldGuard v5.2.2 - null - null
    My Worlds v1.4 - null - null
    Last edited by a moderator: Nov 12, 2016
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    IC's are Loaded the whole time ... the chunks ... :)
    A Option out of the "LoadUnloadedChunks=true" ... :p

    i already send u a list ... :D with my coded plugin harhar xD

    EDIT: Im so fcking stupid, now all make sense :D Under the "Corrupted Chunk" which everytime crashs, is a redstone circuit out with a Falsebook IC ... :eek:

    But, why random chunks was Wrong generated, do you fixed this previous, or???
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    Im using #1744

    @ns388246:~/servers/server1/plugins$ ls | grep .jar

    Last edited by a moderator: Nov 12, 2016
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    @SilencShadoW mmh FalseBook doesn't cancel chunk unload events...that kinda alarms me. This can only mean that it is constantly loading chunks NoLagg previously unloaded because no one said 'meh, keep this chunk loaded for me'.

    So instant load after unload...can that be the cause?
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    Read my edit above, but sry im not that pro in java :D ... but check my edit above and answer me: are you patcht the random regen thingy already out in .3? bc we got in .2 random chunk regen, yet i only got on that ic thing :p
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    @SilencShadoW The only possible way a chunk can get regenerated is if the chunk had to be re-located to another location (corrupted). Right then it sets the previous chunk to empty and lets the server regenerate, while transferring the chunk to another region file (location) to fix the chunk error.

    Whenever that happens can be seen in the log.
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    Finaly guy, i got it ... its falsebook ... and the option to set "chunks loaded" to false dont work anyway, i put back falsebook, the same area is corrupted ... where ic's are ... :eek:!!! its falsebook ... !

    I mean, at 1.57.2 we got some wierd RANDOM generation of chunks, like the screen 1 or 2 pages before, this not happens again @ me ... do you fixed something at this point? i only get corruptions at the ic spot on a user home ...
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    Im using #1744
    and i dont have mod loader mp

    so what is causing the below? a plugin list is in above posts
            at net.minecraft.server.Chunk.a(
            at net.minecraft.server.World.setRawTypeIdAndData(
            at net.minecraft.server.World.setTypeIdAndData(
            at net.minecraft.server.BlockFlowing.flow(
            at net.minecraft.server.BlockFlowing.a(
            at net.minecraft.server.World.c(
            at net.minecraft.server.BlockFlowing.onPlace(
            at net.minecraft.server.Chunk.a(
            at net.minecraft.server.World.setRawTypeIdAndData(
            at net.minecraft.server.World.setTypeIdAndData(
            at net.minecraft.server.BlockFlowing.a(
            at net.minecraft.server.World.c(
            at net.minecraft.server.BlockFlowing.onPlace(
            at net.minecraft.server.Chunk.a(
            at net.minecraft.server.World.setRawTypeIdAndData(
            at net.minecraft.server.World.setTypeIdAndData(
            at net.minecraft.server.BlockFlowing.a(
            at net.minecraft.server.World.c(
            at net.minecraft.server.BlockFlowing.onPlace(
            at net.minecraft.server.Chunk.a(
            at net.minecraft.server.World.setRawTypeIdAndData(
            at net.minecraft.server.World.setTypeIdAndData(
            at net.minecraft.server.BlockFlowing.flow(
            at net.minecraft.server.BlockFlowing.a(
            at net.minecraft.server.WorldGenLiquids.a(SourceFile:36)
            at net.minecraft.server.BiomeDecorator.a(SourceFile:217)
            at net.minecraft.server.BiomeDecorator.a(SourceFile:28)
            at net.minecraft.server.BiomeBase.a(SourceFile:196)
            at net.minecraft.server.ChunkProviderGenerate.getChunkAt(SourceFile:457)
            at org.bukkit.craftbukkit.generator.NormalChunkGenerator.getChunkAt(
            at net.minecraft.server.ChunkProviderServer.getChunkAt(
            at net.minecraft.server.Chunk.a(
            at net.minecraft.server.ChunkProviderServer.getChunkAt(
            at net.minecraft.server.ChunkProviderServer.getOrCreateChunk(
            at net.minecraft.server.World.getChunkAt(
            at net.minecraft.server.World.isChunkLoaded(
            at com.bergerkiller.bukkit.nolagg.scheduler.ChunkOperation.getLightLevel(
            at com.bergerkiller.bukkit.nolagg.scheduler.ChunkOperation.fixBlockLighting(
            at com.bergerkiller.bukkit.nolagg.scheduler.ChunkOperation.execute(
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    @o0AzzA0o I wish I knew...but for some reason a lot of people (not everyone) has this:
            at net.minecraft.server.World.getChunkAt(
            at net.minecraft.server.World.isChunkLoaded(
    Since this is a really weird issue I can't fix real simple, I'll just invoke the code under isChunkLoaded instead...

    @SilencShadoW What IC did you use at that chunk? Then I can test it out myself...
    o0AzzA0o likes this.
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    2x mc3040 Multiplexer and some gates and lever and activated redstone, i start to create the bug like this:
    1. Start at Spawn
    2. Port to Position xy
    3. Run 1 min in one direction with speedhack.
    4. Warp to the IC's

    The IC's are far away from every step.

    I found out, if u use Falsebook and just remove FalsebookIC.jar ... it works ... with the ic.jar ... corrupted :D

    I go sleep, gn8, plz reply if u find something out :D
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    I see that you guys are busy debugging really messed up worlds, but I can add something about the incident on my server. It might or might not help.
    What happened was that around 2:30PM I read about the chunk scrambling issue, and that you should disable buffered chunk loading to fix it. I was running 1.57 at that time, and immediately restarted the server. After the restart, a player complained about random "new" chunks in his huge castle. So I thought "shit, already happened to me".
    So I checked the hourly backup and saw that the one from 11AM was the last one that had no corruption at this spot. But just now I talked to the player again and he said that even right before the restart at 2:30PM, the castle was still fine. So the corruption happened some time before, however the player was offline from 12:30 to 2:01PM, so the area he is building in should have unloaded during this period and gotten reloaded from disk at 2PM. No other player was even close to this spot to keep the chunks loaded. So how could the chunks on disk have been corrupted after 11AM, yet when the player logged in again at 2PM they were still fine, and only after the restart you saw the wrong chunks?
    a) Something was going on that prevented the chunks from unloading all the time
    b) It was somehow still loading the right chunks from *somewhere*

    I don't use any plugins that keep chunks loaded, cancel chunk unloads or whatever else. I do use a plugin that issues a .save() on all worlds every 15 minutes, so this explains why it has been saved to disk that early.

    I wasn't even sure if I should post this information, as it is very confusing to me. :p
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    @Borch noticed the 'saving chunks' when stopping the server? Yeah, that is where it went wrong...

    Also, uploading 1.57.4, which hopefully avoids the isChunkLoaded issue. Also added ALOT of safety checks around the buffered chunk loader. It will now properly remove a chunk from the unload map if it was requested before, and re-use that during the construction, saving even more CPU power.


    Done. I just loaded and unloaded a chunk every tick and it nicely restores the chunk almost instantly without massive tick rate drop or chunk corruption. Hopefully this also fixes the issue with FalseBook, but you never know...
    o0AzzA0o likes this.
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    works fine till u go to the nether ...
    i have a 5 meg log of that on my test server lol .... when it said this will only posted lied lol it scrolled my server with errors and crashed it this was the last rb one (1597)

    i couldnt post the error due to the 30000 char limit of bukkit forums lol
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    Same. This plugin broke my world, 5-6 chunks, maybe more. Players reported on changes in the world, I was able to remove it. It not the first time when i restore my broken world and with all due respect to the developer afraid to use new versions because recovery takes a long time. All users of this plugin should be warned.
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    or should be using a test server ;)

    to be fair no other plugin dev is active as this guy at fixing stuff (well ok its not fixed but the attempt is apprecated)
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    agree, but sadly, that the error did not appear immediately. I thought that it only affects the client side and optimize physics and does not affect the world so much.
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    @bergerkiller ya, I wasnt using spout either since it wasnt updated for 1.1 last I checked.
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    Whats funny here is you could have just typed /plugins or /plugin (in-game) or just plugin ( in console) to output the plugin list to server log and just copied what the output was into a code snippet ;).

    Now I am royally confused, could it be that cause I had 1.56 buffers enabled for over a day or so that this plugin was the cause for my server lockups when building in chunks and exploring generated chunks, It appears there is a lot of talk going on lately that nolagg destroys worlds past v54.

    Because I literally had no issues using v53 and reco but I tested a later build and went back to 53 when mobs limiter broke but could it really be that the short couple hours I tested broke every world I had and the backups ?.

    Currently I am testing against 56.6 with buffer disabled and I rolled the worlds back prior to actually making my last world and I used a backup I had in MCedits saves folder of the newest world so maybe If I am extremely lucky the issue might be gone. I tested a build with the buffer before I imported my latest world, Later I imported my world and remember when I said it was only effecting Space world cuasing lockups it was not effecting my latest world.

    (this is of course if my older backups from DEC last year are not broken to buggery, shouldn't be tho I was using 53 at the time since my latest world is not in the backups If need be I can rollback earlier before to DEC last year back when I tested 1.0 properly they should be working fine, I never had people playing at that point it was still in progress most of worlds were done tho I must have faith as they are my last resort for working backups)

    This may be cause I downgraded back to 53 before importing the world, Later I updated nolagg a couple days ago to 1.56 and have been updating thru out your 1.56.x changes with buffer enabled. As of yesterday my new world is now also broken and all worlds lockup the server after about 30m - hour - 4min of exploring or building anything.

    Holy Cow, This could explain the server lockup issues, My New Player Start world heavily rely on Falsebook IC's to function a lot of its red stone design due to the small 300x300 area its built in everything needed to be compact as possible.

    If the chunk buffer was completely screwy in 1.56.x and and ever since it was implemented, It could be quite possible that my Earth and Space world would get corrupted as they both use Falsebook , This of course could have caused my other worlds to explode as by the sounds of it something was going on with chunks and that It may have reduced tickrate to a crawl and crashed server over time.

    I don't fully understand what was going on but I have been reading a lot of posts and it does seem like the buffer and nolagg in general corrupted the worlds for a couple people even on 1.56, As I said I did test all you builds if only for an hour or something but that may have been enough time to break the world beyond what your repair in my worlds could handle.

    I would very much like your opinion on the findings thus far from others against the issue I explained to you and how it was soo strange and not really repeatable since it happened at random. I'm still huge a fan of this, but that is a world killing bug that existed for a while and needs extermination so I'm glade your trying to kill it.
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    So the chunks deciding to grow wings and take off is fixed?
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    I've been running NoLagg for months now. This is the first time i'm actually not in a long time. Running CB 1747 (without NoLagg) Spout 681 and a whole bunch of plugins:
    Show Spoiler
    VoxelUpdate, CraftIRC, TeleConfirmLite, CommandLogger, VoxelPort, HeroChat, Spout, mcbans, RemoteToolkitPlugin, BananaChunk, iHelp, WorldEdit, Multiverse-Core, Vault, FalseBookIC, TacticalBacon, PluginList, WebAuction, LogBlockQuestioner, XrayInformer, OnTheFence, VoxelSniper, CFBanner, FalseBookCore, WorldGuard, MCSL, QuickSign, WorldInventories, FalseBookBlock, iConomy, Votifier, Multiverse-Portals, xWarp, Questioner, CartDispense, DispNameChanger, CleanroomGenerator, CommandBook, FalseBookCart, PermissionsEx, War, PickBoat, Minequery, FalseBookExtra, TimTheEnchanter, NoCheat, Permissions, mcMMO, LogBlock, Modifyworld, VanishNoPacket, ProperTime, ChestShop, LWC, Register, MyHome, Towny, DeathTpPlus

    I've noticed chunk loading/unloading is drastically improved. There have been a lot of performance fixes in CB the changelogs are very useful.
    The one change that I'd like to pinpoint is:
    Just wondered if these improvements will at all affect the way NoLagg works now.
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    Thanks for working to find all the issues with these craftbukkit updates and such. Would you consider a "lite" fork of this plugin?
    A version that just handles tnt buffering,item stacking and autosave adjuster. Since i always have the chunk related features switched off as well as the entity features as i have pmed you in the past i feel these offer very little performance save and i think alot of servers out there today are hitting cap of cpu first now rather then disc i/0 what with ramdiscs and ssd.

    I feel that you would get very little hassle with a lite version of this plugin now that stack forming bugs are all ironed out. :)

    I can honestly say that with nolagg with all chunk features on with 50 + players online it causes tsp drop. Without the chunk features it runs fine and is super handy for stacking item drops which requires less drop clears and the tnt buffering of this plugin works flawless. (this could just be because hardware i have ie ssd x2 in raid 0)
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    You won't ****** believe this, The crash happened again, But a person on the server was able to replicate it at will, it turns out using /help 2 as a non OP users causes this I tested it on my OP account no issues I then tested it using a non OP account bingo the server locks up produces same issue Iv been bitching about for a week now.

    Honestly I would have never ever expected a simple help plugin that shows no errors to be the cause of a massive server wide lockup that crashes server, requiring a complete processes close to shutdown the server and restart it.

    Plugin is actually that new is called "Help Plus" and I will know if it is the issue for sure very soon once I revert to my known working help system.
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    Assuming you mean this, that's not ModLoader's code. Actually it doesn't look like it was changed by Bukkit either, they put comments beside all their changes. So I guess that code goes back all the way to Minecraft itself.

    On the other hand, it does look like Bukkit has changed the World.getChunkAt(int,int) function it calls to prevent the threading issues.

    I'd be pretty reluctant to change anything going back that far, anyhow, for fear of unforeseen consequences. Could be it's doing exactly what's intended, and it's just the function's name that's misleading.
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    I'm not using Spout, I've never heard anything about modloayder, but I'm using Falsebook.

    My world looked lyke a puzzle,too, but I used 1.57.0.

    Is the problem now fixed with 1.57.4 ?

    Ps: I noticed, my world was fine. But as soon as the last player had left, the log started to look like FAILFAILFAIL.
    Than I joined and noticed that the world looks like a puzzle, so the corruption only happens when nobodys online.
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    Back to the battlestation :)

    @o0AzzA0o It's not really needed though, as you can disable the buffered chunk loader in the configuration. To get rid of that isChunkLoaded issue you can disable 'autoFixLighting' in the configuration, as that is the (async) thread that causes the unjust chunk loading. All features you don't want can be easily disabled, it was made that way :)

    @ledhead900 I've pretty much looked at every aspect of chunk loading...the actual code got changed significantly...


    Yes, I hope that it is fixed in 1.57.4. I need some real results first though...

    @Shooty I don't really know what session.lock does, but my guess is that it contains information about who or what is using the level right now. You can try removing the file at first, the server should regenerate it for you. (but keep a backup just in case)

    @SilencShadoW Not a good idea, because the physical block data got hussled around, not the chunks. It can't fix it it is a data transfer issue. :(

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Nov 10, 2018
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    Well, Nolagg works perfectly for me, I'm happy to report. Not a single map corruption; will update and give more feedback soon!
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