Large structures freezing game
llazzllo opened this issue · 28 comments
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Context Environment
Minecraft version:
Ancient Warfare 2 version: 1.12.2-2.7.0.1032
Minecraft Forge version: 14.23.5.2854
Link to your crash log (if the game crashes):
If you are using a modpack, link to the pack:
Expected Behavior
The structure generation should clear the items automatically.
Current Behavior
Large structure generation drops framerate to 0, effectively trapping the player. It's caused by all of the items created by broken blocks. using the "kill @e[type=item]" command clears the problem up.
Steps to Reproduce
Possible Solution
Include a method to clear items during structure generation.
Dynamic Trees mod is also responsible for this problem, if you are using that mod.
Okay, so I looked at some of these - some of the islands have a stone layer as the 50th deep layer when they spawn, a few dont. I think they are spawning over a cavern, ravine or void of some type and the sand or gravel is just pouring into it from above. I will add that as a check for structures for a future update.
One other thing it could possibly be is a block that isnt listed on the structure clearing process - like a BOP coral - so the coral breaks the sand and keeps on breaking it as they fall into it.
It could also be that whatever is generating the dungeons might be responsible too. Do you have a mod list?
It's falling sand that's causing the problem.
Here's an example. I'm assuming that this Island is one of yours, because it has no biome of its own (it shows Deep Ocean) and the trees are not dynamic. I had to kill all items about 10 times before the lag cleared, and all it killed was sand. In spectator mode, you can see that there are several hollow spaces under the island where the sand was falling as it spawned in.
I've had other large structures including walled cities spawn in without having this problem. It has only been Islands so far.
What world gen are you using? Something that makes oceans deeper? Because the depth of those oceans is not normal.
Please stop posting pics that are not relevant - its pointless. The reason im asking what your world gen is - is that some mods artificially deepen oceans past the maximum depth of AW islands. And Yungs and other mods add ocean ravines. All of which may cause problems.
I do have better mineshafts, and better caves. But the ocean in the pics you referred to are 30 blocks deep, I just measured. Vanilla Deep Ocean biome.
You see, if that ocean is 30 blocks deep, all AW islands have 50 blocks depth of land from ocean surface. So what you are experiencing shouldnt be possible.
Or, it may be that Yungs is creating underwater ravines so close to the ocean floor surface that the islands are clipping through their roofs - have you tried with underwater ravines and caves off? You could also go in Spec mode and have a look whats beneath.
What is UBC? I don't have anything that replaces a vanilla stone type that I know of. And it doesn't seem likely that Yungs would be generating holes in the islands as the islands generate, but I can try making a world a little later that doesn't have Yung's in it and see if I can replicate the problem...
What I mean is that if the island clips into a void beneath them, its maybe what causes the sand portions to fall through, into the ravine or cavern below.
Yeah, I was thinking that earlier, but I went down in spectator mode, and there's no void or cave under the ocean floor beneath the island.
When you find these islands - if its only a few of them, can you list their names? It could be a miss-scan of some sort. Land on the island, get towards the centre and type in commands /awstructure name and the name will come up in chat
That way I can check out if theres something wrong with the island itself or the scan of it.
IslandsCastaway7, IslandsWaterfallUndead, IslandsAbandonedHauntedBirchForest, IslandsCrabmanCaverns OR IslandsAngryBirds (those two generated too close to tell) The last two had a dungeon generate under them (which was not filled in with sand), but the rest had nothing beneath them.
Is there a command to generate a structure, so I can try generating these islands in a world without the Yang's mods to see if that's the problem?
Mods that we have that generate (Structures, blocks or plants) in the overworld:
Advent of Ascension
Better Caves
Better Mineshafts
Biomes O' Plenty
Birds Nests
Botania
Bountiful
Cathedral? (Not sure if it generates or not)
Charm
Chococraft
Dungeon Tactics
Dynamic Trees
Dynamic trees BOP
Dynamic TreesPHC
Dynamic TreesQuark
Dynamic TreesTinker's Construct
Dynamic Trees Vampirism
Electroblob's Wizardry
Exotic Birds
Extra Botany(?)
Ferdinand's Flowers
Fish's Undead Rising
Floating Rails
Gargoyles
Howling Moon
Ice & Fire
ImmersiveCraft
Journey into the Light
Mowzie's Mobs
Not Enough Roofs
Pam's Harvestcraft
Pirates
Presents
Pyramid Plunder
Quark
Rats
Recurrent Complex
Roguelike Dungeons FnarEdition
Rustic
Signpost
Simple Corn
Streams
Tinker's Construct
Tektopia
Treasure2
Vampirism
Wee! Flowers
Wesley's Roguelike Dungeons
Wings
Zawa
Hmm, take your pick - you have so many incompatible and conflicting world gen mods:
Streams - its incompatible with almost all structure mods - because its modder deliberately designed it to plough through structures instead of going around them.
Recurrent Complex has some cave lairs that punch holes in structures - weve seen that before.
Gargoyles - has VERY bad structure world gen - overspawning, no validation, no respect for where it spawns it cathedrals.
Journey into the light has some undefined world gen features - caves.
Roguelike Dungeons can generate voids under oceans due to bugs in its code.
Quarks underground features can also cause voids in not configured properly.
There are just so many possibilities there it could be anything
ok. I'll test to see which if them is causing the problem, or if the problem is reproducible without any of them present and let you know what I find.