[BUG] 1.21.1 Infinite "Saving World"
Closed this issue · 23 comments
Describe the bug
I created a large modpack and included Ecliptic Seasons along with other biome/worldgen/structure/rendering-related mods.
After adding Ecliptic Seasons, I started experiencing extremely long world saving and game exit times. It would hang on “Saving world” for over 15–30 minutes and never finish. I had to forcefully kill the process via Task Manager every time.
I used Spark Profiler to diagnose the issue. The profiler clearly shows that eclipticseasons causes massive model rebuild spikes via:
net.neoforged.neoforge.client.model.SeasonalModel$Baked#emitBlockQuads
This took up to 38% of client CPU time, and triggered constant chunk re-renders with huge model check counts (3000–4000+) every few seconds.
After removing only Ecliptic Seasons, the game resumed normal saving and quitting behavior. The issue is 100% reproducible and directly tied to the presence of this mod.
To Reproduce
- Add Ecliptic Seasons to a modpack with many structure/biome/rendering mods (see attached mod list).
- Load a world, walk around for a minute.
- Try to exit or trigger world save.
- Game gets stuck on "Saving world" screen indefinitely or saves extremely slowly (~10+ minutes).
Expected behavior
World should save and exit within a few seconds (as it does without the mod), even in large modpacks.
Screenshots
N/A — but Spark profiler report is provided.
Platform:
- Minecraft Version:
1.21.1 - Platform Version:
NeoForge 21.1.170 - Ecliptic Seasons Version:
eclipticseasons-1.21.1-2.1.1.jar
Additional context
I am using a GTX 1050 laptop with 6 GB RAM allocated to Minecraft.
Here is the Spark report that clearly shows the performance hit:
🔗 https://spark.lucko.me/cFV5KZeOEz
==========
It was filled by chatGPT hehe, I was using it to investigate the reason of this infinite saving world and after removing Ecliptic Seasons problem disappeared.
This is my modlist already without Ecliptic Seasons (nothing except of removing ES changed there)
modlist.txt
You might have sent the wrong file—this is a hump stack analysis.
i didnt handle initially with how sparks works, but gpt made this conclusions according to this file
I already removed ecliptic seasons but if some another way of report via spark will significantly help to understand the issue, I can make it. Just say me how
gpt seems to told you adding the new mod caused lag, but it's probably due to a conflict rather than an issue with the mod itself.
Also, we don’t have that class — there’s a similar one, but it’s not enabled:
net.neoforged.neoforge.client.model.SeasonalModel$Baked#emitBlockQuads
If you noticed we’re taking up a lot of time, that’s because, for cross-version compatibility with Sodium, there’s a hook in place. The "38" you’re seeing likely refers to the total rendering time for all models — you should expand it and take a look; it’s actually Sodium doing the work. I’ll remove this in the future.
i see you are using aa4-atlas-1.1.1+1.21.jar : aa4_atlas
that's the problem, it's a fabric mod, not a neoforge mod
please be care of using Connector Mods~ because they are not tested in most time.
please be care of using Connector Mods~ because they are not tested in most time.
I saw the issue about SnowUnderTheTrees and removed it before downloading Ecliptic Seasons, Serene Seasons is also for sure wasnt included. I prefered your mod over that one
Connector is really sometimes being pain in the🤔 🤔 🤔
So I'm pretty sure u're right about this
Connector thing somehow handles to find the problem sometimes and has a tendention to accidentaly mask it by some other mod problem, it's like some another mod stops working because smth happened with connector or mods added via it.
yeah, aa4 is a fabric mod
I also have
Perfect Parity (both mods)
Presence Footsteps
Continuity
Surveyor
working through connector
so maybe there's some problem.
I will try to download Ecliptic Seasons again and check how it is going
Lemme know if I can check some specific logs or things to understand better what causes the issue
I retested it, and the issue withaa4 should no longer occur after updating the Forgified Fabric API to version 0.115.6.
So the issue you're encountering is even more unusual. I’ll need your help to export a jstack log when it gets stuck.
@VaOnechezz
You can consult GPT if you need guidance on how to use jstack.
Alrighty I found time to make jstack log with same mod versions when it happened


This versions have been installed when I got into infinite saving world
So this is what u asked I hope https://mclo.gs/fia37Iz
I also tried to update both mods and gladfully world was handling saving event. But It's some feeling like i'm playing with really high ping on some server (if I try to destroy something like dirt, blocks reappear or there's large delay before they're being dropped)
I'll try restart same world without ecliptic seasons to assess if lags are happening because of it
I tried to assess if lags are same without ecliptic seasons (related to things that feel like large ping) and its not really related to mod, i was just testing with a lot of other things running on laptop so minecraft was trying best with mod or without
DynamicTrees appears in your logs — be aware that it can be quite performance-intensive. It also seems to be requesting chunks, and then the game stalls. @VaOnechezz
DynamicTrees appears in your logs — be aware that it can be quite performance-intensive. It also seems to be requesting chunks, and then the game stalls. @VaOnechezz
But it works fine without ecliptic seasons. Is there some incompat issue causing crash when they both try to calculate their things?
Without new material, we can't see Ecliptic Seasons in your stack trace. If Ecliptic Seasons were causing a hang, there would definitely be related references, but here we can only see Dynamic Trees. It's possible that the timing of the jstack snapshot is the issue.
As for the second question regarding lag, logs are also needed. In this case, using Spark might be appropriate.
It's not surprising that Dynamic Trees is causing the lag — I'm also one of the developers of Dynamic Trees Addons.
But none of that really matters — are you still experiencing any issues? If not, I think we could probably close this issue
But none of that really matters — are you still experiencing any issues? If not, I think we could probably close this issue
as I said, the most updated versions of ecliptic seasons + forgified fabric API fixed the issue So my single player world was completing saves after exiting the world
But I haven't tested this on server yet since I'm lil afraid if it still might cause some severe lags or smth like that
Ig u can close this issue. If I try ecliptic seasons on server and there will be some problems, I open another one if I see it might be related


