I read those bug reports as well during my searching last night. I think "bug" might be a bit on the harsh side. There may be valid reasons why those chunks need to remain loaded. But without input from Mojang on what those reasons might be, it's hard to know for sure.
I only discovered this to be the cause of my problem my accident, and vague remembering. As I said, I saw in your screen shots that you had done a killall on the entities. So I did that, and it looked like my problem had been resolved. It was then that I vaguely remembered SethBling mentioning that he puts redstone contraptions in spawn chunks in order to keep them always running. For whatever reason, while I remember hearing him say that, I didn't really process it because I felt like that was a multiplayer server thing, and didn't apply to single player.
And yes, I know that Minecraft now implements single player games as if they are on a server. But I still have a hard time remember to take that into consideration. It's a hangover from my days playing in beta.
I was able to confirm it, and people should be able to recreate it, fairly simply. If you create a new flat test world, using the config settings that you provided, the world will be created and/or creates within 1 tick, ~100 giraffes, all within the spawn chunks. If you then move 2000 blocks away, you'll find no, or very limited, giraffes spawning. Move another 2000 blocks away, and you'll find the same thing. At this time, I did a "/jas killall". It showed that ~100 giraffes are killed off, and then ~100 giraffes are then spawned around you. Move a further 2000 blocks away, and you will get ~100 giraffes. Everytime you move another 2000 blocks after this, you'll always get ~100 giraffes around you. At this point I moved back to spawn. ~100 giraffes were created around me. I then moved to a previously unvisited chunk some multiple of 2000 blocks away from me, and no giraffes are generated. So, as long as animals are within the spawn chunks, they are being counted toward the cap.
I didn't test it, but my understanding is this should NOT happen with monsters, since monsters will, by default, despawn if not within a certain distance of the player.
Does Vanilla MC count the spawn chunks as loaded chunks when it is determining the spawn cap? I've seen the video testing that shows that animal activity (baby growth, wool regrowth) occurs in spawn chunks even when the player is nowhere nearby. I feel like that in playing the game, no matter how far I travel, more animal spawning does occur. Since MC has a spawn cap of 10 on passive creatures, I would think that 10 animals would quickly spawn within the spawn chunks. So if it is still generating animals outside of spawn chunks, it obviously can't be counting those animals toward the cap, correct? I guess I could run some tests on that when I get home.
Anyway, the quick fix solution for me is fairly easy, but a bit cumbersome. All I need to do is move away from spawn chunks, issue a killall, and then start playing. As long as I never travel anywhere near the spawn chunks, I should be ok. It will be a tad bit cumbersome because of trying to remember where spawn is and not going back there. However, I think if I just teleport myself 10,000 blocks or so in some random direction, there's probably very limited chance I will end up back anywhere near spawn. LOL. Quick curiosity question, what's the most anybody has every traveled in MC? And separate the answers in two categories: traveling just because you wanted to see how far you could go, vs, traveling legitimately for playing.
Rollback Post to RevisionRollBack
My incredibly crappy YouTube channel. Come mock me. You know you want to.
I read those bug reports as well during my searching last night. I think "bug" might be a bit on the harsh side. There may be valid reasons why those chunks need to remain loaded. But without input from Mojang on what those reasons might be, it's hard to know for sure.
That those chunks are loaded is not strictly speaking a bug, I agree. Though it is a waste. The interaction with spawning most certainly is, or at least should be. It was probably done for a reason, though it doubt it absolutely has to be.
I only discovered this to be the cause of my problem my accident, and vague remembering. As I said, I saw in your screen shots that you had done a killall on the entities. So I did that, and it looked like my problem had been resolved. It was then that I vaguely remembered SethBling mentioning that he puts redstone contraptions in spawn chunks in order to keep them always running. For whatever reason, while I remember hearing him say that, I didn't really process it because I felt like that was a multiplayer server thing, and didn't apply to single player.
I didn't test it, but my understanding is this should NOT happen with monsters, since monsters will, by default, despawn if not within a certain distance of the player.
Agreed. Well, there are some rare outside exeptions, like zombies that pickup items won't despawn. But not enough to ever matter.
Does Vanilla MC count the spawn chunks as loaded chunks when it is determining the spawn cap? I've seen the video testing that shows that animal activity (baby growth, wool regrowth) occurs in spawn chunks even when the player is nowhere nearby. I feel like that in playing the game, no matter how far I travel, more animal spawning does occur. Since MC has a spawn cap of 10 on passive creatures, I would think that 10 animals would quickly spawn within the spawn chunks. So if it is still generating animals outside of spawn chunks, it obviously can't be counting those animals toward the cap, correct? I guess I could run some tests on that when I get home.
When vanilla counts the caps it also counts all entities in all loaded chunks.
Chunk spawning will stilll provide a small number entities (by default only CREATURE type) when exploring new areas as it does not respect the cap. But as you mentioned the cap is low, there is a high probability there will be no additional passive spawns.
http://pastebin.com/fENwXhqm
problem in your mod or infernal mobs?
at the exit of a single game. had not noticed before such errors. are infrequent.
Looks like infernal mobs. Looks like it is probably neither.
Edit: This post http://www.minecraft...0#entry24224799 has an identical crah report but instead of JAS has the equivalent vanilla spawner. While I can't say its Infernal Mobs at fault, it is reasonably not JAS
Ive sort of previously assumed persistent can do chunk spawning but maybe thats rubbish ?
Im asking because were the few giraffes that were appearing chunk spawning ? or were they more likely spawning as giraffes at spawn wandered out of the loaded chunks ?
The vanilla spawner will chunk spawn (at random with respect to weight, of course) any entity in the CREATURE spawn list.
JAS is similar, but the behavior is toggle able for each entity type.
I read those bug reports as well during my searching last night. I think "bug" might be a bit on the harsh side. There may be valid reasons why those chunks need to remain loaded. But without input from Mojang on what those reasons might be, it's hard to know for sure.
I only discovered this to be the cause of my problem my accident, and vague remembering. As I said, I saw in your screen shots that you had done a killall on the entities. So I did that, and it looked like my problem had been resolved. It was then that I vaguely remembered SethBling mentioning that he puts redstone contraptions in spawn chunks in order to keep them always running. For whatever reason, while I remember hearing him say that, I didn't really process it because I felt like that was a multiplayer server thing, and didn't apply to single player.
And yes, I know that Minecraft now implements single player games as if they are on a server. But I still have a hard time remember to take that into consideration. It's a hangover from my days playing in beta.
I was able to confirm it, and people should be able to recreate it, fairly simply. If you create a new flat test world, using the config settings that you provided, the world will be created and/or creates within 1 tick, ~100 giraffes, all within the spawn chunks. If you then move 2000 blocks away, you'll find no, or very limited, giraffes spawning. Move another 2000 blocks away, and you'll find the same thing. At this time, I did a "/jas killall". It showed that ~100 giraffes are killed off, and then ~100 giraffes are then spawned around you. Move a further 2000 blocks away, and you will get ~100 giraffes. Everytime you move another 2000 blocks after this, you'll always get ~100 giraffes around you. At this point I moved back to spawn. ~100 giraffes were created around me. I then moved to a previously unvisited chunk some multiple of 2000 blocks away from me, and no giraffes are generated. So, as long as animals are within the spawn chunks, they are being counted toward the cap.
I didn't test it, but my understanding is this should NOT happen with monsters, since monsters will, by default, despawn if not within a certain distance of the player.
Does Vanilla MC count the spawn chunks as loaded chunks when it is determining the spawn cap? I've seen the video testing that shows that animal activity (baby growth, wool regrowth) occurs in spawn chunks even when the player is nowhere nearby. I feel like that in playing the game, no matter how far I travel, more animal spawning does occur. Since MC has a spawn cap of 10 on passive creatures, I would think that 10 animals would quickly spawn within the spawn chunks. So if it is still generating animals outside of spawn chunks, it obviously can't be counting those animals toward the cap, correct? I guess I could run some tests on that when I get home.
Anyway, the quick fix solution for me is fairly easy, but a bit cumbersome. All I need to do is move away from spawn chunks, issue a killall, and then start playing. As long as I never travel anywhere near the spawn chunks, I should be ok. It will be a tad bit cumbersome because of trying to remember where spawn is and not going back there. However, I think if I just teleport myself 10,000 blocks or so in some random direction, there's probably very limited chance I will end up back anywhere near spawn. LOL. Quick curiosity question, what's the most anybody has every traveled in MC? And separate the answers in two categories: traveling just because you wanted to see how far you could go, vs, traveling legitimately for playing.
Thanks for adding this information to the discussion. It looks like it's key to some of the issues players experience, particularly with lack of vanilla creature spawns.
I know it's off-topic, but your question about travel distance in MC is an interesting one. I don't know too much about it, but I can give you some starting points. Look for things like "how big is Minecraft?" and it will provide a lot of info. I'm fairly certain that via /tp, one can get to the playable limit of the game pretty easily. Legitimately is another beast entirely, and I've no clue what the current record is there. Not sure if it's still going, but a youtuber has/had a series playing in the older versions of MC that had the "far lands" - and his goal was to reach them in regular play. He never settles/builds a home and is constantly traveling.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Looks like infernal mobs. Looks like it is probably neither.
Edit: This post http://www.minecraft...0#entry24224799 has an identical crah report but instead of JAS has the equivalent vanilla spawner. While I can't say its Infernal Mobs at fault, it is reasonably not JAS
Hmm, the persistent spawns in the Spawn Chunks is definitely problematic, even if it isn't a bug. The strategy of teleporting/traveling far away and using killall does work, but it's not really compatible with how I play singleplayer Survival. I could always just terraform the 16x16 chunk area to prevent spawns, but that's a pretty big project.
Is it Vanilla despawning which fails to occur in the Spawn Chunks, or ALL despawning? Is there a way to use the JAS configs as they currently work to force despawning in the Spawn Chunks?
I don't know. I can say with some confidence that its not my issue (due to the similar issues with the vanilla spawner I quoted above) and thus there is nothing I can do. Apparently, AS doens't feel it is his fault, as I quoted in his response to the other issue, so then it is probably a a third mod causing the netManager to be null. Best bet would be to remove mods one by one until the crash doesn't occur. If the crash is rare, as you indicated, then that is a non-trivial amount of work.
Hmm, the persistent spawns in the Spawn Chunks is definitely problematic, even if it isn't a bug. The strategy of teleporting/traveling far away and using killall does work, but it's not really compatible with how I play singleplayer Survival. I could always just terraform the 16x16 chunk area to prevent spawns, but that's a pretty big project.
Is it Vanilla despawning which fails to occur in the Spawn Chunks, or ALL despawning? Is there a way to use the JAS configs as they currently work to force despawning in the Spawn Chunks?
Despawning is occuring fine; Pigs, Sheep, Cows, etc. do not despawn. Despawning anything in the center could be a potential resolution. You could use origin or location coupled with a {desawn} tag to cause anything there to despawn.
Just Another Spawner v0.12.5
Expose Entity chunk spawn distance in GlobalProperties. Must be >= 1.
Create Entity chunk count distance parameter which limits the number of chunks away from a player entities must be within to be counted. Setting to <=0 will impose no limit and use all currently loaded chunks. Exposed via GlobalProperties. Default is 8 chunks.
Commands Composition, Locate and CountCap are all determined within the bound of EntityChunkCountDistance.
This version bounds the area of chunks it counts to a configurable number (Entity Chunk Count Distance). By default, the count area is equal to the spawn area. Entity desnity will be completely configurable and represented as:
This change should improve distribution of entities across the world to be more even, but it will come at the cost of an increased entity count (mostly for persistent entities). The change will be on the order of Max_Loaded_Chunks / Count_Chunks == (21*21) / (16*16) = 1.56.
If Entity Chunk Count Distance is <= 0 it will function as it has before and consult the world entity list as opposed to counting each individual chunk.
Expose Entity chunk spawn distance in GlobalProperties. Must be >= 1.
Create Entity chunk count distance parameter which limits the number of chunks away from a player entities must be within to be counted. Setting to <=0 will impose no limit and use all currently loaded chunks. Exposed via GlobalProperties. Default is 8 chunks.
Commands Composition, Locate and CountCap are all determined within the bound of EntityChunkCountDistance.
Sweet! I'm impatient enough to drive home, get my laptop, drive back to work, download the new version, and test it out. Be back in a bit!
EDIT: Preliminary testing, everything is working great! I think this is exactly what I wanted, and now I can begin my new series this weekend. Thanks again!
Looks like NBT data is wrong. An entity is being read from NBT saved to a chunk but its position doesn't match the position of the chunk.
I don't think I have anything to do with this, unless you have some way to reproduce?
I do not know what it is. just standing in place, testing a mod app 14. see what I can do.
up
noticed only one. error occurs right after that.
Wrong location! Entity_SpecialEnderman['Enderman'/9972, l='TEST', x=378,87, y=43,00, z=165,21]
has created a new map but the error is not repeated.
returned the old map error appeared again. tell me which file you want to remove from the map, what to check?
I was recently a bug map (another) is not working. I deleted ModFlags.dat and she started. this is the file?
find the coordinates of the error. it's empty. no blocks and monster can appear. neither of which he did not interfere.
after being visited on those coordinates error is gone. Thank you for listening
I do not know what it is. just standing in place, testing a mod app 14. see what I can do.
up
noticed only one. error occurs right after that.
Wrong location! Entity_SpecialEnderman['Enderman'/9972, l='TEST', x=378,87, y=43,00, z=165,21]
has created a new map but the error is not repeated.
returned the old map error appeared again. tell me which file you want to remove from the map, what to check?
I was recently a bug map (another) is not working. I deleted ModFlags.dat and she started. this is the file?
find the coordinates of the error. it's empty. no blocks and monster can appear. neither of which he did not interfere.
after being visited on those coordinates error is gone. Thank you for listening
Assuming no. Let me clarify. The way the entity was saved is invalid; meaning your save data is corrupt. I'm not familiar enough to guess the cause.
This could be limited to just the specific entity (in which it may be worth while to try a /killall or similar command if the game lets you load) but its also possible its a larger corruption and the entity is just the first piece which logs before a crash.
Yes, I went to those coordinates that were in error. and after I had been there, the error did not appear. the strange thing is that there was a cave, and it was empty. monster could appear there.
but why the error occurred is not clear.
I just noticed something. that there was a structure of ArsMagica_5.52.014.
and one chunk at this building was damaged. it was only the earth and tree.
and at this place (chunk) were the coordinates of the error.
thanks for the links. I hope it does not will come in handy
Links can see what looks like it's not in your mod.
PS
breakage of the world was not. Only sometimes you get this error on the server.
I can not reproduce what to check command / killall.
and please tell me.
Total Deaths 536: 172-MONSTER, 26-WATERCREATURE, 191-NONE, 15-UNDERGROUND, 100-CREATURE, 26-AMBIENT
The number 536 is normal or too much?
Yes, I went to those coordinates that were in error. and after I had been there, the error did not appear. the strange thing is that there was a cave, and it was empty. monster could appear there.
but why the error occurred is not clear.
This has happened to me as well. I'm not really sure what caused it but I kept seeing that error until I visited the area in question.
I only discovered this to be the cause of my problem my accident, and vague remembering. As I said, I saw in your screen shots that you had done a killall on the entities. So I did that, and it looked like my problem had been resolved. It was then that I vaguely remembered SethBling mentioning that he puts redstone contraptions in spawn chunks in order to keep them always running. For whatever reason, while I remember hearing him say that, I didn't really process it because I felt like that was a multiplayer server thing, and didn't apply to single player.
And yes, I know that Minecraft now implements single player games as if they are on a server. But I still have a hard time remember to take that into consideration. It's a hangover from my days playing in beta.
I was able to confirm it, and people should be able to recreate it, fairly simply. If you create a new flat test world, using the config settings that you provided, the world will be created and/or creates within 1 tick, ~100 giraffes, all within the spawn chunks. If you then move 2000 blocks away, you'll find no, or very limited, giraffes spawning. Move another 2000 blocks away, and you'll find the same thing. At this time, I did a "/jas killall". It showed that ~100 giraffes are killed off, and then ~100 giraffes are then spawned around you. Move a further 2000 blocks away, and you will get ~100 giraffes. Everytime you move another 2000 blocks after this, you'll always get ~100 giraffes around you. At this point I moved back to spawn. ~100 giraffes were created around me. I then moved to a previously unvisited chunk some multiple of 2000 blocks away from me, and no giraffes are generated. So, as long as animals are within the spawn chunks, they are being counted toward the cap.
I didn't test it, but my understanding is this should NOT happen with monsters, since monsters will, by default, despawn if not within a certain distance of the player.
Does Vanilla MC count the spawn chunks as loaded chunks when it is determining the spawn cap? I've seen the video testing that shows that animal activity (baby growth, wool regrowth) occurs in spawn chunks even when the player is nowhere nearby. I feel like that in playing the game, no matter how far I travel, more animal spawning does occur. Since MC has a spawn cap of 10 on passive creatures, I would think that 10 animals would quickly spawn within the spawn chunks. So if it is still generating animals outside of spawn chunks, it obviously can't be counting those animals toward the cap, correct? I guess I could run some tests on that when I get home.
Anyway, the quick fix solution for me is fairly easy, but a bit cumbersome. All I need to do is move away from spawn chunks, issue a killall, and then start playing. As long as I never travel anywhere near the spawn chunks, I should be ok. It will be a tad bit cumbersome because of trying to remember where spawn is and not going back there. However, I think if I just teleport myself 10,000 blocks or so in some random direction, there's probably very limited chance I will end up back anywhere near spawn. LOL. Quick curiosity question, what's the most anybody has every traveled in MC? And separate the answers in two categories: traveling just because you wanted to see how far you could go, vs, traveling legitimately for playing.
http://www.youtube.com/user/konceptum1
That those chunks are loaded is not strictly speaking a bug, I agree. Though it is a waste. The interaction with spawning most certainly is, or at least should be. It was probably done for a reason, though it doubt it absolutely has to be.
Happy accident indeed.
Agreed. Well, there are some rare outside exeptions, like zombies that pickup items won't despawn. But not enough to ever matter.
When vanilla counts the caps it also counts all entities in all loaded chunks.
Chunk spawning will stilll provide a small number entities (by default only CREATURE type) when exploring new areas as it does not respect the cap. But as you mentioned the cap is low, there is a high probability there will be no additional passive spawns.
problem in your mod or infernal mobs?
at the exit of a single game. had not noticed before such errors. are infrequent.
Sorry for bad English
Looks like infernal mobs.Looks like it is probably neither.Edit: This post http://www.minecraft...0#entry24224799 has an identical crah report but instead of JAS has the equivalent vanilla spawner. While I can't say its Infernal Mobs at fault, it is reasonably not JAS
Edit2: Same issue different user, http://www.minecraft...0#entry24288061
AS Response: http://www.minecraft...0#entry24293000
The vanilla spawner will chunk spawn (at random with respect to weight, of course) any entity in the CREATURE spawn list.
JAS is similar, but the behavior is toggle able for each entity type.
Either guess is possible. Could be both.
Thanks for adding this information to the discussion. It looks like it's key to some of the issues players experience, particularly with lack of vanilla creature spawns.
I know it's off-topic, but your question about travel distance in MC is an interesting one. I don't know too much about it, but I can give you some starting points. Look for things like "how big is Minecraft?" and it will provide a lot of info. I'm fairly certain that via /tp, one can get to the playable limit of the game pretty easily. Legitimately is another beast entirely, and I've no clue what the current record is there. Not sure if it's still going, but a youtuber has/had a series playing in the older versions of MC that had the "far lands" - and his goal was to reach them in regular play. He never settles/builds a home and is constantly traveling.
that is, it is a mistake vanilla? nothing to do?
Sorry for bad English
Is it Vanilla despawning which fails to occur in the Spawn Chunks, or ALL despawning? Is there a way to use the JAS configs as they currently work to force despawning in the Spawn Chunks?
I don't know. I can say with some confidence that its not my issue (due to the similar issues with the vanilla spawner I quoted above) and thus there is nothing I can do. Apparently, AS doens't feel it is his fault, as I quoted in his response to the other issue, so then it is probably a a third mod causing the netManager to be null. Best bet would be to remove mods one by one until the crash doesn't occur. If the crash is rare, as you indicated, then that is a non-trivial amount of work.
Despawning is occuring fine; Pigs, Sheep, Cows, etc. do not despawn. Despawning anything in the center could be a potential resolution. You could use origin or location coupled with a {desawn} tag to cause anything there to despawn.
Just Another Spawner v0.12.5
This version bounds the area of chunks it counts to a configurable number (Entity Chunk Count Distance). By default, the count area is equal to the spawn area. Entity desnity will be completely configurable and represented as:
Entities per chunk ~= (Entity_Cap * Spawn_Chunk) / (256 * Count_Chunk)
This change should improve distribution of entities across the world to be more even, but it will come at the cost of an increased entity count (mostly for persistent entities). The change will be on the order of Max_Loaded_Chunks / Count_Chunks == (21*21) / (16*16) = 1.56.
If Entity Chunk Count Distance is <= 0 it will function as it has before and consult the world entity list as opposed to counting each individual chunk.
Sweet! I'm impatient enough to drive home, get my laptop, drive back to work, download the new version, and test it out. Be back in a bit!
EDIT: Preliminary testing, everything is working great! I think this is exactly what I wanted, and now I can begin my new series this weekend. Thanks again!
http://www.youtube.com/user/konceptum1
http://www.minecraftforum.net/topic/1625015-15x-16x-applied-energistics-rv-13-c-exploiting-quantum-mechanics/page__st__2480#entry25102755
the author has not yet responded, but I doubt that his mod adds a biome and a new world.
answered. I hope that old biome will not cause incompatibility
Sorry for bad English
http://pastebin.com/EuhGbU0i
bug or something else?
sometimes after the update now got out an error in the log.
Sorry for bad English
Looks like NBT data is wrong. An entity is being read from NBT saved to a chunk but its position doesn't match the position of the chunk.
I don't think I have anything to do with this, unless you have some way to reproduce?
I do not know what it is. just standing in place, testing a mod app 14. see what I can do.
up
noticed only one. error occurs right after that.
Wrong location! Entity_SpecialEnderman['Enderman'/9972, l='TEST', x=378,87, y=43,00, z=165,21]
has created a new map but the error is not repeated.
returned the old map error appeared again. tell me which file you want to remove from the map, what to check?
I was recently a bug map (another) is not working. I deleted ModFlags.dat and she started. this is the file?
find the coordinates of the error. it's empty. no blocks and monster can appear. neither of which he did not interfere.
after being visited on those coordinates error is gone. Thank you for listening
Sorry for bad English
Does this mean you've solved it?
Assuming no. Let me clarify. The way the entity was saved is invalid; meaning your save data is corrupt. I'm not familiar enough to guess the cause.
This could be limited to just the specific entity (in which it may be worth while to try a /killall or similar command if the game lets you load) but its also possible its a larger corruption and the entity is just the first piece which logs before a crash.
You can try something like region fixer:
http://www.minecraftforum.net/topic/302380-minecraft-region-fixer/
Links to others with issue:
http://forum.feed-the-beast.com/threads/chunk-file-is-in-the-wrong-location-relocating.10663/
http://www.minecraftforum.net/topic/1766318-minecraft-server-151-wrong-location/
https://forums.bukkit.org/threads/wrong-location-entity.36669/
Yes, I went to those coordinates that were in error. and after I had been there, the error did not appear. the strange thing is that there was a cave, and it was empty. monster could appear there.
but why the error occurred is not clear.
I just noticed something. that there was a structure of ArsMagica_5.52.014.
and one chunk at this building was damaged. it was only the earth and tree.
and at this place (chunk) were the coordinates of the error.
thanks for the links. I hope it does not will come in handy
Links can see what looks like it's not in your mod.
PS
breakage of the world was not. Only sometimes you get this error on the server.
I can not reproduce what to check command / killall.
and please tell me.
Total Deaths 536: 172-MONSTER, 26-WATERCREATURE, 191-NONE, 15-UNDERGROUND, 100-CREATURE, 26-AMBIENT
The number 536 is normal or too much?
Sorry for bad English
If I am not mistaken it is not very much.
http://pastebin.com/QiY51a56
Sorry for bad English
This has happened to me as well. I'm not really sure what caused it but I kept seeing that error until I visited the area in question.
it happened some time ago? or after the update mod?
I current today faced such a mistake.
Sorry for bad English