This is a accumulation of known bugs within of Chunk Pregenerator that have been found that either aren't fixable by me or that can be fixed by the user themselves. Think of it as a "Self help" section.
General Knowledge: Big Terrain Gen Mods cause slowdowns in pregeneration speed.
1.7.x: When using ChunkPregen in 1.7.x there is in overworld generation always a Chance to cause crashes because of a Bug in Minecraft 1.7.x. Dungeon spawners are missing certain checks to ensure crashes won't happen. There is now a patch mod out that fixes that exact issue:
https://minecraft.curseforge.com/projects/careful-cast-corrector-ccc
Chickenbones Mods: The 1.7.10 version is not compatible with Chickenbones Mods but there is a fix mod for that you can install which fixes 1 function in Chickenbones mods that make them compatible again.
Link: https://minecraft.curseforge.com/projects/chicken-chunk-patcher
Here is how the crash looks like: Example Crash
Preview Feature: The Preview Feature is 1 giant hack. There for the stability in all cases is not guaranteed. For the simple reason that modding is unpredictable. I am not phiscally able to account for everything. The Terrain only generation seems to be 100% stable, but post processing itself is much more likely to crash (75-95% stable depending on the mod collection).
This is only linked because of the hacks i have to do. As soon you just startup the world with the seed you want and do the pregeneration in UI or command the causes for the crashes are gone.
After Generation Issues(1.6.4-1.12.2): If the pregeneration was very big (above 1 Million Chunks of pregeneration) there is the potential issue that you run out of memory afterwards. The reason for that is structure files are global and always loaded. Also they are stored twice in ram. Deleting the Structure files in the save file will most likely fix the issue if you had a ram issue and there will be no downside to that. Since minecraft regenerates them as chunks get loaded and all the important data was already stored in the chunkdata anyway. 1.13 and newer fixes this issue by storeing structure informations in the chunk itself instead of a seperate system. These structures are usually found here: "\saves\WorldName\data\StructureFileName" (Mineshaft for example)
Reconcurent Complex: Reconcurrent Complex has a lot of Structures that generate and they store this in 1 giant file and keep that also loaded in ram. Since they have so many structures their file explodes also easily with larger generations. Just delete the corresponding structure file and the ram issues (if you have them) are fixed to.
Realistic Terrain Generator: RTG is 50% incompatible with this Pregeneration Tool, you still can do terrain only generation with my tool and RTG but if you try to use a full generation half of the terrain will not generate because RTG changes how chunks should be generating which is much slower and harder to pull of to work properly in their mod. So its unfixable for me. As long you do terrain only you are fine!
Mystcraft: Mystract is partly incompatible with ChunkPregenerator, for the reason that its dimensions are generated on the fly. That means Chunk Pregenerator can not load its dimensions on its own. Myscraft has to do that. So to fix this just load your dimension stay in there and then run the commands.
Sponge-Forge: Chunk Pregenerator has a brute force aproach for Generating a world. Sponge isn't a fan of that since every single action you do needs to be validated and then your mod can do what it wants. But that has a cost of massive performance loss so its not going to be fixed.
So when you have a sponge server and want to pregenerate, deinstall sponge temporary generate with my tool and then install sponge again. No harm will happen to your world.
This only effects the generation part of Chunk Pregen. All other features working fine so far with it.
Bukkit: Bukkit & Any form of it does change how Minecraft works in its entirety. Since ChunkPregen is optimized to MC to make use of its entire logic the best way it can it has to lose some of the server compat.Thats why it is not compatible to bukkit. Other variations of bukkit may or may not work but there is no warranty. Suggested fix is: use a vanilla server to pregen your world and then start the world with bukkit it will merge the data safely over.
Optifine: Optifine crashes with preview? Yeah Optifine needs to release patches to fix that issue. It was requested 10 months ago. No release happend since then. https://github.com/sp614x/optifine/issues/2975
GregTech (6): Gregtech 6 requires a lot of Specialized code to achieve what it wants, that specialized code (for now) will not run with the seed previewer, that is just crashing. Normal Pregeneration will work fine though. Fixed in 2.5.0
NotEnoughIds&JustEnoughIDs: A ID Expansion mod if used can cause that Pregenerators (not only ChunkPregen) do not generate biomes properly (Only Generating plains). This is only the case if you expand the "BiomeIDs" and is not fixable from ChunkPregens side. These mods need to fix that. From what I know there were attempts and maybe one of these mods do not have this issue anymore but this can be a problem.
Forge Essentials: ForgeEssentials creates commands that are exactly the same command ChunkPregen adds. And instead of having their own base command and build subcommands out of that it basically overrides Chunk Pregens command. To fix this. Disable/Remove ForgeEssentials. Can be added after you are done again. But it has to be uninstalled every time you want to use ChunkPregen.
This is a accumulation of known bugs within of Chunk Pregenerator that have been found that either aren't fixable by me or that can be fixed by the user themselves. Think of it as a "Self help" section.
General Knowledge: Big Terrain Gen Mods cause slowdowns in pregeneration speed.
1.7.x: When using ChunkPregen in 1.7.x there is in overworld generation always a Chance to cause crashes because of a Bug in Minecraft 1.7.x. Dungeon spawners are missing certain checks to ensure crashes won't happen. There is now a patch mod out that fixes that exact issue: https://minecraft.curseforge.com/projects/careful-cast-corrector-ccc
Chickenbones Mods: The 1.7.10 version is not compatible with Chickenbones Mods but there is a fix mod for that you can install which fixes 1 function in Chickenbones mods that make them compatible again. Link: https://minecraft.curseforge.com/projects/chicken-chunk-patcher Here is how the crash looks like: Example Crash
Preview Feature: The Preview Feature is 1 giant hack. There for the stability in all cases is not guaranteed. For the simple reason that modding is unpredictable. I am not phiscally able to account for everything. The Terrain only generation seems to be 100% stable, but post processing itself is much more likely to crash (75-95% stable depending on the mod collection). This is only linked because of the hacks i have to do. As soon you just startup the world with the seed you want and do the pregeneration in UI or command the causes for the crashes are gone.
After Generation Issues(1.6.4-1.12.2): If the pregeneration was very big (above 1 Million Chunks of pregeneration) there is the potential issue that you run out of memory afterwards. The reason for that is structure files are global and always loaded. Also they are stored twice in ram. Deleting the Structure files in the save file will most likely fix the issue if you had a ram issue and there will be no downside to that. Since minecraft regenerates them as chunks get loaded and all the important data was already stored in the chunkdata anyway. 1.13 and newer fixes this issue by storeing structure informations in the chunk itself instead of a seperate system. These structures are usually found here: "\saves\WorldName\data\StructureFileName" (Mineshaft for example)
Reconcurent Complex: Reconcurrent Complex has a lot of Structures that generate and they store this in 1 giant file and keep that also loaded in ram. Since they have so many structures their file explodes also easily with larger generations. Just delete the corresponding structure file and the ram issues (if you have them) are fixed to.
Realistic Terrain Generator: RTG is 50% incompatible with this Pregeneration Tool, you still can do terrain only generation with my tool and RTG but if you try to use a full generation half of the terrain will not generate because RTG changes how chunks should be generating which is much slower and harder to pull of to work properly in their mod. So its unfixable for me. As long you do terrain only you are fine!
Mystcraft: Mystract is partly incompatible with ChunkPregenerator, for the reason that its dimensions are generated on the fly. That means Chunk Pregenerator can not load its dimensions on its own. Myscraft has to do that. So to fix this just load your dimension stay in there and then run the commands.
Sponge-Forge: Chunk Pregenerator has a brute force aproach for Generating a world. Sponge isn't a fan of that since every single action you do needs to be validated and then your mod can do what it wants. But that has a cost of massive performance loss so its not going to be fixed. So when you have a sponge server and want to pregenerate, deinstall sponge temporary generate with my tool and then install sponge again. No harm will happen to your world. This only effects the generation part of Chunk Pregen. All other features working fine so far with it.
Bukkit: Bukkit & Any form of it does change how Minecraft works in its entirety. Since ChunkPregen is optimized to MC to make use of its entire logic the best way it can it has to lose some of the server compat.Thats why it is not compatible to bukkit. Other variations of bukkit may or may not work but there is no warranty. Suggested fix is: use a vanilla server to pregen your world and then start the world with bukkit it will merge the data safely over.
Optifine: Optifine crashes with preview? Yeah Optifine needs to release patches to fix that issue. It was requested 10 months ago. No release happend since then. https://github.com/sp614x/optifine/issues/2975
GregTech (6):
Gregtech 6 requires a lot of Specialized code to achieve what it wants, that specialized code (for now) will not run with the seed previewer, that is just crashing. Normal Pregeneration will work fine though.Fixed in 2.5.0NotEnoughIds&JustEnoughIDs: A ID Expansion mod if used can cause that Pregenerators (not only ChunkPregen) do not generate biomes properly (Only Generating plains). This is only the case if you expand the "BiomeIDs" and is not fixable from ChunkPregens side. These mods need to fix that. From what I know there were attempts and maybe one of these mods do not have this issue anymore but this can be a problem.
Dungeons 2: Dungeons spawn only at spawn. Dungeons 2 causes this issue by having a really really bad worldgenerator... Details found here: https://github.com/gottsch/gottsch-minecraft-Dungeons2/issues/39
Forge Essentials: ForgeEssentials creates commands that are exactly the same command ChunkPregen adds. And instead of having their own base command and build subcommands out of that it basically overrides Chunk Pregens command. To fix this. Disable/Remove ForgeEssentials. Can be added after you are done again. But it has to be uninstalled every time you want to use ChunkPregen.