Closed Endmateria closed 7 years ago
Please post the actual server log so I can see what's causing this in Galacticraft.
Well I'm having issues playing around with the StructurePro mod. I'm troubleshooting that mod with him at the moment. Here is that crash report... https://gist.github.com/Endmateria/19b081faa7ec6bfe82cd9c2203b111f4#file-crash-2017-05-06_16-24-58-server-txt I think the world generators are fighting with each other. Regardless, if you've never gotten complaints of cascading terrain lag before, then just disregard this issue for a moment while I try to reproduce it without StructPro installed (so I can get you a log if necessary). And sorry, didn't mean to leave you hanging with a half-assed bug report, just doing heavy multitasking over here.
I'm only seeing Galacticraft referenced once in that.
I think most mod developers don't really understand how Minecraft oregen works.
It's roughly like this.
Stage 1: chunks are generated with basic bedrock, rock, dirt and water, according to the heightmap
Stage 2: already generated chunks are "populated" with ores and random surface features like trees, but the vanilla Minecraft chunkprovider algorithm will only populate a chunk if at least 3 neighbors already populated. It partly also depends which neighbors those are, you can study the vanilla code at Chunk.populateChunk()
and see the different combinations of three flags which will allow it to proceed with population. (One exception is underwater temples which have a special rule.)
Therefore, a chunk can be generated but flagged not "populated". (See chunk.isTerrainPopulated()
.) It will be populated later once it has 3 neighbors already populated.
Every time a server gets or sets blockstates in the world, this obviously requires loading of those chunks, which causes a server to start generation of those chunks if not already generated.
Vanilla populate code - for example vanilla oregen - can use getting and setting to load chunks either side of the current chunk, so chunk x and z in the range { -1, 0, 1 } from the current chunk's position. This is obviously necessary to build complete ore pockets or complete trees. But the oregen and tree code is carefully limited in the range it can cover, if you look at all the vanilla code you'll see it never strays more than around +/-20 blocks from the center of the current chunk, even for large objects like pockets of coal ore, or jungle trees. Therefore, it never triggers chunkgen outside the range { -1, 0, 1 }.
Because of the rule about only populating a chunk which has 3 populated neighbors already, this makes it impossible for vanilla worldgen to run away.
If any mod has code which gets or sets outside that tight range - basically +/- 22 blocks maximum range if you start all your populate() code at the midpoint (8,8) in the current chunk - then that mod can cause runaway worldgen, simple as that.
You can maybe get that up to +/- 23 blocks either side of the (8,8) but you're taking a risk working at the chunk edges in case anything in block setting causes a notification to neighbors. I think anything which either places or breaks a block with a TileEntity automatically notifies neighbors, unless they changed that.
Our code doesn't break these rules.
I see Tinker's Construct
slime islands mentioned in that code, as well as vanilla emerald gen. There's something about vanilla emerald gen which breaks these rules slightly, I don't remember it.
Therefore I doubt that this is a Galacticraft issue, but if factors are pointing to it being us, please explain and I'll look at it some more.
Yeah, I'm getting cascading terrain messages from a lot of other mods but your mod isn't popping up anymore now that I've removed StructPro. Thanks for the detailed response/insight though, I'll pass your info along to some of the other mod authors where applicable.
I am still having pretty major cascade generation and the only culprit left in my pack is galacticraft. Recurrent Complex I just yanked but it was causing it as well. Now the only cascade logs I get are galacticraft related. Here is a screenshot of the runaway generation it is causing by automapping with journey map. Bear in mind I did not move but just rotated my view to cause this generation.
The pack is available on curse https://minecraft.curseforge.com/projects/my-own-sink and I have an open issue. I'm currently on 1.11.2-4.0.0-108.
Thanks!
Here is a snip from the game output:
[16:14:21] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2595ms behind, skipping 51 tick(s)
[16:14:21] [Server thread/WARN] [FML]: Galacticraft Core loaded a new chunk (-25, -13 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
[16:14:25] [Server thread/WARN] [FML]: Galacticraft Core loaded a new chunk (-28, -42 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
[16:14:25] [Server thread/WARN] [FML]: Galacticraft Core loaded a new chunk (-29, -42 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
[16:14:27] [Server thread/WARN] [FML]: Galacticraft Core loaded a new chunk (-12, -44 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
[16:14:27] [Server thread/WARN] [FML]: Galacticraft Core loaded a new chunk (-13, -44 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
[16:14:27] [Server thread/WARN] [FML]: Galacticraft Core loaded a new chunk (-33, -19 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
[16:14:35] [Server thread/WARN] [FML]: Galacticraft Core loaded a new chunk (-35, -20 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
[16:14:37] [Server thread/WARN] [FML]: Galacticraft Core loaded a new chunk (-33, -17 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
[16:14:40] [Server thread/WARN] [FML]: Galacticraft Core loaded a new chunk (-8, -42 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
[16:14:42] [Server thread/WARN] [FML]: Galacticraft Core loaded a new chunk (-34, -38 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
[16:14:45] [Server thread/WARN] [FML]: Galacticraft Core loaded a new chunk (-30, -43 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
[16:14:46] [Server thread/WARN] [FML]: Galacticraft Core loaded a new chunk (-35, -17 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
[16:14:48] [Server thread/WARN] [FML]: Galacticraft Core loaded a new chunk (-34, -16 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
[16:14:48] [Server thread/WARN] [FML]: Galacticraft Core loaded a new chunk (-35, -16 Dimension: 0) during chunk population, causing cascading worldgen lag. Please report this to the mod's issue tracker. This log can be disabled in the Forge config.
@TensorTime I've been told that the best test for cascading worldgen is to just to creative fly in a straight line (as opposed to messing with the rendering distance or using pregenerators). Regardless, there's waaaay too many mods in that modpack. I got 84 mods installed, and I got zero hits for worldgen lag from galacticraft when flying in a straight line for 5 minutes (and I'm using the same version of Galacticraft as you). I recommend ditching that overkill modpack.
Thanks for the advice but I've cut every mod that causes world gen cascade. Galacticraft is the obvious culprit. I have plenty of people playing the pack and no complaints it is "oversized" considering many are not content related. I guess we should never have had Sky Factory 3, it's got too many mods.
Seriously, how about helpful comments instead of telling people to change their pack because it's too big.
I didn't mess with render distance, I was in creative and all I needed to do to see the cascade was literaly rotate my character.
I've done the flying around in creative as well, it's the reason certain mods are not in the pack any more and I switched for something alternative. Recurrent Complex comes to mind as one of the worst offenders.
The only thing causing the cascade at this point is oregen and the mod doing that generation is galacticraft. Now it could be because of some other mod aggravating how galacticraft is handling it's oregen, but that does not mean some other mod is the cause.
@TensorTime Well, the general rule is 100 mods, which is considered "heavily modded", and that pack has what, 200+? (I'm not counting them) Honesty, I don't care how many mods you play with, not my game, though in my experience, the game starts feeling clunky (heavy) at somewhere between 65 and 100 mods (depending on the mods used). And yes, modpacks can be too big, though it's relatively subjective i.e., dependent on how sluggish and potentially unstable you want your game to be. It's a question of how far you're willing to push the game engine, at the expense of quality. Regardless, the only reason I was getting worldgen lag from Galacticraft in the OP was because I was using Structpro, a mod that works as both a structure spawner and a pregenerator. That mod caused a lot of other mods to display worldgen lag errors even though their worldgen was coded properly. If you can't reproduce the worldgen lag with only Galacticraft installed, then Galacticraft is not so "OBVIOUSLY" the culprit. It's poor logic to ignore the multitude of other variables (mods) that can be affecting Galacticraft's worldgen, but understandable if you haven't dealt with the nuances of worldgen lag. You want a solution? Try it with only Galacticraft installed. If you get no worldgen hits then put all your mods back on, and then remove 30 mods at a time in batches until the worldgen lag goes away. When it goes away, then you'll know that the conflicting mod was in the last batch you removed.... and slowly work it down from there until you isolate the conflicting mod/mods. You know, spend hours doing what the modpack author should have done to begin with.
Thanks for your unhelpful comments again. Oh I've spent more than hours on the pack and it's been in development for two months.
Seriously if you are not a dev on this mod, stop making rude and unhelpful suggestions. Or am I wrong and you are a mod dev for galacticraft?
Sent from my iPhone
On Jun 21, 2017, at 8:14 PM, Endmateria notifications@github.com wrote:
@TensorTime Well, the general rule is 100 mods, which is considered "heavily modded", and that pack has what, 200+? (I'm not counting them) Honesty, I don't care how many mods you play with, not my game, though in my experience, the game starts feeling clunky (heavy) at somewhere between 65 and 100 mods (depending on the mods used). And yes, modpacks can be too big, though it's relatively subjective i.e., dependent on how sluggish and potentially unstable you want your game to be. It's a question of how far you're willing to push the game engine, at the expense of quality. Regardless, the only reason I was getting worldgen lag from Galacticraft in the OP was because I was using Structpro, a mod that works as both a structure spawner and a pregenerator. That mod caused a lot of other mods to display worldgen lag errors even though their worldgen was coded properly. If you can't reproduce the worldgen lag with only Galacticraft installed, then Galacticraft is not so "OBVIOUSLY" the culprit. It's poor logic to ignore the multitude of other variables (mods) that can be affecting Galacticraft's worldgen, but understandable if you haven't dealt with the nuances of worldgen lag previously. You want a solution? Try it with only Galacticraft installed. If you get no worldgen hits then put all your mods back on, and then remove 30 mods at a time in batches until the worldgen lag goes away. When it goes away, then you'll know that the conflicting mod was in the last batch you removed.... and slowly work it down from there until you isolate the conflicting mod/mods. You know, spend hours doing what the modpack author should have done to begin with.
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Wow, someone's got a bug up their ass. I take it that you have difficulty with constructive criticism? I didn't think that my comments were that unhelpful. I pointed out that other mods can influence a worldgen lag error, that you can deduce the cause of the problem by trial and error, and that your modpack was too big (which it is) hahaha. I also didn't realize that you were the modpack author, though I can't say that I would have sugarcoated my responses much in light of that fact. So you ignore my feedback on how to isolate the problem? What do you expect the Galacticraft author to waste hours of his time trying to solve a worldgen lag error caused by your mod setup? Like he doesn't have enough shit to do? Personally, I would start the test by removing Doomlike Dungeons, Abyssalcraft, OceanFloor, and Largeveins (those have a lot of big gen). Extra Planets has been incredibly unstable lately in my experience (causing timeout crashes). Solar Flux Reborn and Enviromental Tech do roughly the same thing. Nobody is going to use Nuclearcraft for power when they have Env Tech and Extreme Reactors. Everything that Buildcraft and Tech Reborn do can be handled by the other mods on your list (like RFtools and Actually Additions). Scannable and Advanced finder compass do the same thing. Mystical Agriculture makes Gendustry obsolete. All of the Flux Networks features can be handled by the tesseracts in Mekanism/TE. A Simple Void world can easily be made with RFtools dimensions. CoFH core has a config for flattening bedrock, so you can remove the better bedrock gen mod. Honestly, I'm surprised that you didn't put both Waila and the One Probe on the list (so much for consolidation). And no I'm not a Galacticraft dev, just a guy who wasted his time trying to help you out when you got no response from the dev. You're welcome douche.
Actually your first comment was offensive, your second comment even more so. You make assumptions that I have or have not done certain things and then tell me to do them. Do I have overlap? Yes of course I do, it's a sink pack so the point is for people to have choices in how they get to the end game. Will every mod I have make it to the final release? Probably not.
Perhaps, just perhaps, me and other users testing the pack are play testing different options? Or maybe, just maybe, the pack is not anywhere near completion and you (again making assumptions) have incorrectly decided that the existing recipes will not be changing, that certain sets of mods might rely on one another while others might not.
All of your "constructive" criticism from the beginning made assumptions about who I am and what work I have put into the pack. Rather then asking if I have done x or y to test things you assume I haven't, essentially call me a bad pack developer, and give me instructions to do what I have done long before I came to this issues site.
Now stick a sock in it, I don't want your "constructive" advice. A word to the wise, a very very old word to the wise. When you assume something you make an ..... look it up if you don't know the reference.
I apologize to the Galacticraft devs for this thread turning into the troll job it apparently has. I will continue on my end to try and lock down what's happening in the oregen and try and see if I can reproduce the issue or make it go away by tweaking configs of other mods that have subsurface generation of some sort.
In the meantime let me know if there is anything I can do to help you or any testing you would like me to do.
Thanks
I created a fresh profile in the twitch app. Set it to 1.11.2 with the latest forge (13.20.0.2315 at this point) and added absolutely nothing but the 3 mods from galacticraft. I've attached the manifest from the profile which basically has nothing else but the galacticraft mods and generated configs in the overrides folder tree.
Here are the logs: https://gist.github.com/TensorTime/7527ab82747339900138dd8361adb4bb
Quite clearly, as I said in the beginning, nothing else is causing this cascade. Nothing else is installed to be aggravating it other than forge and what it might put in there.
Just for context for the logs. I created a new creative world, hopped into flight mode and went in a straight line at a decent speed for about 20 seconds max then logged off and closed the game. So the complete cycle of events should be captured there.
Let me know what else I can do to help. Here is the manifest:
{
"minecraft": {
"version": "1.11.2",
"modLoaders": [
{
"id": "forge-13.20.0.2315",
"primary": true
}
]
},
"manifestType": "minecraftModpack",
"manifestVersion": 1,
"name": "GC Test",
"version": "1.0",
"author": "tensortime",
"files": [],
"overrides": "overrides"
}
Did you try deleting the Galacticraft configs? You said generated configs, so that means fresh configs? I know the authors stated somewhere in their beta thread that the configs should ideally be wiped with each new update. It's worth a shot if you haven't tried that yet. And/or are you using multiplayer or single player mode? I'm not using Twitch, just using a standard forge server with a run.bat file, but I'm not getting these worldgen lag hits. You could try that, just launching a normal forge server, just to see if you still get the errors.
I created a fresh profile. There were no configs except the fresh generated ones.
Are you running a stand alone server and connecting to it? Because I'm using the built in server and they don't function identically. That's why you need to test your packs separately on servers vs stand alone clients (if you intend it to run in both).
Also what version of Forge are you on?
Forge 2315 GC 1.11.2-4.0.0.109
This is the way I do it, which I assume is the standard way i.e., I extract the minecraft server from the forge 2315 universal installer file and then create a batch file to launch the forge 2315.jar. https://www.youtube.com/watch?v=vmUHnGo0GoI I can't say I'm very educated on other server setups, but I've always used this setup for the small group of people that I play with.
Yeah I've made server packs for modpacks that don't have them that way. I'm not running this in a server and I don't expect many people would because of it's size. It's intended to be a single player pack but some folks might convert it to a server since I won't be providing a server pack.
So I wonder if then it has something to do with that fact? It would be one of the strangest cascades I've seen (and I've removed at least a dozen cases by either fixes or config changes). Because as far as I can tell the only difference if you tried what I did would be running forge as a server vs. client install.
Also if you think I didn't read some of your messages, I did. You did have some helpful suggestions (like getting rid of BBG and using the CoFH config, didn't know that was there).
On Thu, Jun 22, 2017 at 10:18 AM, Endmateria notifications@github.com wrote:
Forge 2315 GC 1.11.2-4.0.0.109
This is way I do it, which I assume is the standard way i.e., I extract the minecraft server from the forge 2315 universal installer file and then create a batch file to launch the forge 2315.jar. https://www.youtube.com/watch?v=vmUHnGo0GoI I can't say I'm very educated on other server setups, but I've always used this setup for the small group of people that I play with.
— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/micdoodle8/Galacticraft/issues/2689#issuecomment-310429939, or mute the thread https://github.com/notifications/unsubscribe-auth/Aa69UTCUyo997XIn-7qn3iOwy8VisIBZks5sGpPwgaJpZM4NS5vD .
I don't know if there's a relationship here, but that Structpro mod I was using messed with the tickrate a lot to do the pregeneration, and that's when I was getting all kinds of faulty worldgen lag reports. I found this mod last night, you could give it a try just for kicks. I know when the tickrate drops, that entities and worldgen can't keep up... causing a multitude of problems. This mod tries to stabilize that a little bit. Don't know if it'll help, just trying to think of ways to troubleshoot this with you. https://minecraft.curseforge.com/projects/tick-dynamic/files
And yeah, I've never seen that many worldgen lag hits so fast. I should lauch a single player game with my setup and see if I get the same kind of log output. I'll actually do that now. I'll ask the dumb, but obvious question... did you double check to see if you gave your client profile enough ram?
8 gig on a 32 gig machine yep.
On Thu, Jun 22, 2017 at 10:35 AM, Endmateria notifications@github.com wrote:
And yeah, I've never seen that many worldgen lag hits so fast. I should lauch a single player game with my setup and see if I get the same kind of log output. I'll actually do that now. I'll ask the dumb, but obvious question... did you double check to see if you gave your client profile enough ram?
— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/micdoodle8/Galacticraft/issues/2689#issuecomment-310434524, or mute the thread https://github.com/notifications/unsubscribe-auth/Aa69UWkdUcjR38aP0YVwxfy3Rp92ybBNks5sGpfcgaJpZM4NS5vD .
I'll try it out, worth a try at least. The one thing I've noticed through is I'm not actually getting true "lag" as a result when it's just galacticraft spewing like that so I don't think it's having a major hit on TPS (though it's hard to watch both simultaneously).
On Thu, Jun 22, 2017 at 10:25 AM, Endmateria notifications@github.com wrote:
I don't know if there's a relationship here, but that Structpro mod I was using messed with the tickrate a lot to do the pregeneration, and that's when I was getting all kinds of faulty worldgen lag reports. I found this mod last night, you could give it a try just for kicks. I know when the tickrate drops, that entities and worldgen can't keep up... this mod tries to stabilize that a little bit. Don't know if it'll help, just trying to think of ways to troubleshoot this with you. https://minecraft.curseforge. com/projects/tick-dynamic/files
— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/micdoodle8/Galacticraft/issues/2689#issuecomment-310431689, or mute the thread https://github.com/notifications/unsubscribe-auth/Aa69UfcCfX7Ns8TMBplf_E4bF9c5UoL3ks5sGpVwgaJpZM4NS5vD .
Well if I can duplicate it, then you might have a legitimate grievance on your hands (testing now)... though it's kinda bizarre that there'd be a ton of worldgen lag in a client instance, and none in a server instance.
This was my latest log output, launching a new world with all my mods still installed, client side only (stood still for a while, then flew around for a bit). https://gist.github.com/Endmateria/9e9c4b679fdd4d1961a99afccb12cd04#file-gistfile1-txt You might want to try moving your mods folder and then deleting your entire minecraft folder (except for the launcher), and reinstalling both Minecraft and Forge. I've had bizarre problems like this in the past that were only fixed by a clean install.
Fair enough, I'll refresh Twitch's common installs and reinstall the small test pack and my pack and see what happens.
Then again, I still don't think I'm launching the same way you are. I didn't use Twitch for this test, just the standard game launcher. I know nothing about Twitch, or how to launch using it. I assume you're using it to livestream the game?... and if so then it's over my head hahaha The problem seems non-existent when launching through conventional means though.
Twitch replaced the curse app after they bought Curse. So it's the old Curse gaming launcher renamed to the Twitch Desktop App :)
Though yes I do stream on occasion lol
Yea still seeing it:
Setup:
Gist snippet of log output: https://gist.github.com/TensorTime/878ab83f66d5e3adc0ba068f14587656
:(
Going to try a plain forge client install and see what happens
Yeah, I'm looking at it now, looks interesting, though I'm gonna have to deduce that the Twitch client may be a significant part of the issue for whatever reason.
Yeah but if that is the case, it's the most common launcher used for modded minecraft so that could be a bigger issue than this lol.
Not Twitch.
Ok this is from a vanilla launcher, using the same 1.11.2-13.20.0.2315 installed with nothing but the 3 Galacticraft mods in the mods folder. Same cascade problem.
https://gist.github.com/TensorTime/e2879e55139d703a333aef80d7bf2642
WTF hahaha
Just out of curiosity, what java are you using? Perhaps it's something more fundamental like a java version difference. Currently I'm running 1.8.0.131 64-bit.
Hahaha, I was just gonna say that. You got Java Runtime Environments installed (JRE)? Probably not the issue, but I've heard it helps.
Look at your last log, this seems off... Java Version: 1.8.0_25, Oracle Corporation The one before that says... Java Version: 1.8.0_131, Oracle Corporation
Try a clean install of Java and throw on JRE while you're at it.
Yeah that's the native launcher it uses it's own very old version of Java.
Thanks for this guys, if there is cascading worldgen we obviously want to fix it. It's a bit strange that nobody else has reported this, and generally we would see it in our own testing too.
@TensorTime please can you give us:
options.txt
in the .minecraft foldercore.conf
configAny just to be clear, this latest run was in newly created single player world, which had never had any other mods used?
@radfast @TensorTime Ahhh, now I'm seeing it (I was looking at the latest log, rather than the fml client log). I removed all mods except for the 3 GC ones, deleted all old configs and launched a fresh single player world. Probably nobody reported it cause it doesn't show up in the server logs (where everyone usually looks).
Forge 2315 GC 109
See lines 762-794 https://gist.github.com/Endmateria/ae2f06d438190f1894a32bf91f36c75d#file-fml-client-latest-log
Yes this was a brand new install using the native launcher and the latest forge for 1.11.2 (2315). It has never had any other mods installed and it was a brand new creative world. I created 3 worlds, tested 3 seeds, each one showed the problem. I've also done a similar test with a brand new Twitch Desktop App install, new profile set the same, and the same only 3 galacticraft mods and it showed the same error.
Seed: 2210267550398427267
Options.txt options.txt
Renamed core.conf so I could attach it. core.txt
For what its worth... This has probably been around for a long time, but Forge didn't log it untill 1.11.x (https://github.com/MinecraftForge/MinecraftForge/pull/3756) and the most common way to "solve" the issue is:
"offset the gen position by 8 on the X/Z axes. If you don't, you could run into cascading chunk gen problems." (http://www.minecraftforge.net/forum/topic/53563-111-world-generation/)
I'm fairly sure we fixed this correctly for the oil gen, so it's a question of figuring out which ore is causing the problem, shouldn't be too hard now with this amount of detail. Thanks guys!
It actually goes away when I turn off oil, but not when I turn off ores, so I'm suspecting it still is the oil gen. I went through and individually tested each ore and the oil and the only runaway is with the oil as far as I can tell. Just out of curiosity would I be able to modify the accepted oil to be turned into fuel be the one provided by Immersive Petroleum?
The Refinery accepts any Forge fluid whose name is "oil" - but not other fluids like "heavy oil" or "olive oil".
Immersive Petroleum's Crude Oil is already a fluid whose name is "oil", so it should just work - did you put some into the Galacticraft Refinery to try it?
I know that the GC Refinery works with Actually Additions oil. Actually, because AA loads first in the mod list, all GC oil gen shows up as Actually Additions oil in the one probe/waila description menu. Not a problem given that the oil looks and works the same.
@TensorTime thank you for your tests on the worldgen.
The issue with oil gen should be fixed in build 114 onwards, please re-open if you see any more "cascading world gen" logs involving Galacticraft. I've run a few test worlds with different seeds in 1.11.2 and I'm not seeing it now - it does still happen (rarely) from vanilla minecraft, and of course it might be possible with other mods.
Getting a "cascading terrain lag" message in the server log. Quark is trying to deal with this too at the moment... there's a bunch of useful links and suggestions on how to solve it in his issue thread... https://github.com/Vazkii/Quark/issues/412