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    posted a message on 1.9.2 Server crashing when generating new terrain

    I have a small vanilla server with a run.bat that runs it with 1024m. I only play it with one other person, and it constantly crashes when traveling over the overworld generating new terrain. I have 8gb in my system - more than enough - but am only using the 1gb. I've read that it might be a malware or firewall issue, but I don't know if that's true and no idea what to do about it. Getting really frustrating. Here is a crash log.


    ---- Minecraft Crash Report ----
    // Why did you do that?

    Time: 5/31/16 8:32 PM
    Description: Watching Server

    java.lang.Error
    at java.util.Random.next(Unknown Source)
    at java.util.Random.nextInt(Unknown Source)
    at awi.a(SourceFile:61)
    at awc.a(SourceFile:46)
    at atj.a(SourceFile:27)
    at atm.a(SourceFile:218)
    at lo.d(SourceFile:99)
    at lu.a(SourceFile:85)
    at lv.c(SourceFile:146)
    at lp.d(SourceFile:221)
    at net.minecraft.server.MinecraftServer.D(SourceFile:617)
    at la.D(SourceFile:339)
    at net.minecraft.server.MinecraftServer.C(SourceFile:553)
    at net.minecraft.server.MinecraftServer.run(SourceFile:457)
    at java.lang.Thread.run(Unknown Source)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at java.util.Random.next(Unknown Source)
    at java.util.Random.nextInt(Unknown Source)
    at awi.a(SourceFile:61)
    at awc.a(SourceFile:46)
    at atj.a(SourceFile:27)
    at atm.a(SourceFile:218)
    at lo.d(SourceFile:99)
    at lu.a(SourceFile:85)
    at lv.c(SourceFile:146)
    at lp.d(SourceFile:221)
    at net.minecraft.server.MinecraftServer.D(SourceFile:617)
    at la.D(SourceFile:339)
    at net.minecraft.server.MinecraftServer.C(SourceFile:553)

    -- Thread Dump --
    Details:
    Threads: "File IO Thread" Id=41 TIMED_WAITING
    at java.lang.Thread.sleep(Native Method)
    at bba.c(SourceFile:51)
    at bba.run(SourceFile:30)
    at java.lang.Thread.run(Unknown Source)

    "Netty Server IO #1" Id=27 RUNNABLE
    at io.netty.channel.nio.NioEventLoop.processSelectedKey(NioEventLoop.java:512)
    at io.netty.channel.nio.NioEventLoop.processSelectedKeysOptimized(NioEventLoop.java:468)
    at io.netty.channel.nio.NioEventLoop.processSelectedKeys(NioEventLoop.java:382)
    at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:354)
    at io.netty.util.concurrent.SingleThreadEventExecutor$2.run(SingleThreadEventExecutor.java:116)
    at java.lang.Thread.run(Unknown Source)

    "Server Watchdog" Id=35 RUNNABLE
    at sun.management.ThreadImpl.dumpThreads0(Native Method)
    at sun.management.ThreadImpl.dumpAllThreads(Unknown Source)
    at lb.run(SourceFile:43)
    at java.lang.Thread.run(Unknown Source)

    "Netty Server IO #0" Id=26 RUNNABLE (in native)
    at sun.nio.ch.WindowsSelectorImpl$SubSelector.poll0(Native Method)
    at sun.nio.ch.WindowsSelectorImpl$SubSelector.poll(Unknown Source)
    at sun.nio.ch.WindowsSelectorImpl$SubSelector.access$400(Unknown Source)
    at sun.nio.ch.WindowsSelectorImpl.doSelect(Unknown Source)
    at sun.nio.ch.SelectorImpl.lockAndDoSelect(Unknown Source)
    - locked io.netty.channel.nio.SelectedSelectionKeySet@ae41d0
    - locked java.util.Collections$UnmodifiableSet@69af75
    - locked sun.nio.ch.WindowsSelectorImpl@562aa0
    at sun.nio.ch.SelectorImpl.select(Unknown Source)
    at io.netty.channel.nio.NioEventLoop.select(NioEventLoop.java:622)
    at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:310)
    ...

    "D3D Screen Updater" Id=24 TIMED_WAITING on java.lang.Object@154a54e
    at java.lang.Object.wait(Native Method)
    - waiting on java.lang.Object@154a54e
    at sun.java2d.d3d.D3DScreenUpdateManager.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

    "Server console handler" Id=23 RUNNABLE (in native)
    at java.io.FileInputStream.readBytes(Native Method)
    at java.io.FileInputStream.read(Unknown Source)
    at java.io.BufferedInputStream.read1(Unknown Source)
    at java.io.BufferedInputStream.read(Unknown Source)
    - locked java.io.BufferedInputStream@100cd75
    at sun.nio.cs.StreamDecoder.readBytes(Unknown Source)
    at sun.nio.cs.StreamDecoder.implRead(Unknown Source)
    at sun.nio.cs.StreamDecoder.read(Unknown Source)
    - locked java.io.InputStreamReader@57cfa7
    at java.io.InputStreamReader.read(Unknown Source)
    ...

    "DestroyJavaVM" Id=22 RUNNABLE

    "Server thread" Id=20 RUNNABLE
    at java.util.Random.next(Unknown Source)
    at java.util.Random.nextInt(Unknown Source)
    at awi.a(SourceFile:61)
    at awc.a(SourceFile:46)
    - locked awi@1e9f927
    at atj.a(SourceFile:27)
    at atm.a(SourceFile:218)
    at lo.d(SourceFile:99)
    at lu.a(SourceFile:85)
    ...

    "TimerQueue" Id=18 TIMED_WAITING on java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject@ab413e
    at sun.misc.Unsafe.park(Native Method)
    - waiting on java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject@ab413e
    at java.util.concurrent.locks.LockSupport.parkNanos(Unknown Source)
    at java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.awaitNanos(Unknown Source)
    at java.util.concurrent.DelayQueue.take(Unknown Source)
    at javax.swing.TimerQueue.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

    Number of locked synchronizers = 1
    - java.util.concurrent.locks.ReentrantLock$NonfairSync@17b5a01

    "Thread-4" Id=17 WAITING on java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject@c79e3b
    at sun.misc.Unsafe.park(Native Method)
    - waiting on java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject@c79e3b
    at java.util.concurrent.locks.LockSupport.park(Unknown Source)
    at java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(Unknown Source)
    at java.util.concurrent.LinkedBlockingQueue.take(Unknown Source)
    at com.mojang.util.QueueLogAppender.getNextLogEvent(QueueLogAppender.java:77)
    at ld$4.run(SourceFile:129)
    at java.lang.Thread.run(Unknown Source)

    "AWT-EventQueue-0" Id=16 WAITING on java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject@ed7545
    at sun.misc.Unsafe.park(Native Method)
    - waiting on java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject@ed7545
    at java.util.concurrent.locks.LockSupport.park(Unknown Source)
    at java.util.concurrent.locks.AbstractQueuedSynchronizer$ConditionObject.await(Unknown Source)
    at java.awt.EventQueue.getNextEvent(Unknown Source)
    at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
    at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
    at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
    at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    ...

    "AWT-Windows" Id=14 RUNNABLE (in native)
    at sun.awt.windows.WToolkit.eventLoop(Native Method)
    at sun.awt.windows.WToolkit.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

    "AWT-Shutdown" Id=13 WAITING on java.lang.Object@13587cb
    at java.lang.Object.wait(Native Method)
    - waiting on java.lang.Object@13587cb
    at java.lang.Object.wait(Unknown Source)
    at sun.awt.AWTAutoShutdown.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

    "Java2D Disposer" Id=12 WAITING on java.lang.ref.ReferenceQueue$Lock@1df91e2
    at java.lang.Object.wait(Native Method)
    - waiting on java.lang.ref.ReferenceQueue$Lock@1df91e2
    at java.lang.ref.ReferenceQueue.remove(Unknown Source)
    at java.lang.ref.ReferenceQueue.remove(Unknown Source)
    at sun.java2d.Disposer.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

    "Server Infinisleeper" Id=11 TIMED_WAITING
    at java.lang.Thread.sleep(Native Method)
    at la$1.run(SourceFile:77)

    "Snooper Timer" Id=10 TIMED_WAITING on java.util.TaskQueue@181ed24
    at java.lang.Object.wait(Native Method)
    - waiting on java.util.TaskQueue@181ed24
    at java.util.TimerThread.mainLoop(Unknown Source)
    at java.util.TimerThread.run(Unknown Source)

    "Attach Listener" Id=5 RUNNABLE

    "Signal Dispatcher" Id=4 RUNNABLE

    "Finalizer" Id=3 WAITING on java.lang.ref.ReferenceQueue$Lock@f3f68c
    at java.lang.Object.wait(Native Method)
    - waiting on java.lang.ref.ReferenceQueue$Lock@f3f68c
    at java.lang.ref.ReferenceQueue.remove(Unknown Source)
    at java.lang.ref.ReferenceQueue.remove(Unknown Source)
    at java.lang.ref.Finalizer$FinalizerThread.run(Unknown Source)

    "Reference Handler" Id=2 WAITING on java.lang.ref.Reference$Lock@1792586
    at java.lang.Object.wait(Native Method)
    - waiting on java.lang.ref.Reference$Lock@1792586
    at java.lang.Object.wait(Unknown Source)
    at java.lang.ref.Reference.tryHandlePending(Unknown Source)
    at java.lang.ref.Reference$ReferenceHandler.run(Unknown Source)


    Stacktrace:
    at lb.run(SourceFile:59)
    at java.lang.Thread.run(Unknown Source)

    -- System Details --
    Details:
    Minecraft Version: 1.9.2
    Operating System: Windows 7 (x86) version 6.1
    Java Version: 1.8.0_91, Oracle Corporation
    Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
    Memory: 929436120 bytes (886 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
    JVM Flags: 2 total; -Xmx1024M -Xms1024M
    IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
    Profiler Position: N/A (disabled)
    Player Count: 1 / 2; [lr['Denlock'/338, l='Mother's Day 2016', x=-2040.29, y=64.85, z=381.22]]
    Is Modded: Unknown (can't tell)
    Type: Dedicated Server (map_server.txt)

    Posted in: Server Support and Administration
  • 0

    posted a message on NBTExplorer - NBT Editor for Windows and Mac
    Quote from piman777»
    @Denlock

    Hope nobody is bothered by my trying to answer this, but here I go. If I understand the program properly, you will have needed to generate a chunk that contains a village or an ocean monument. If you have, then you can go to the "region" file and search the name "id" and the value "Villager" ( for a village) or the value "Guardian" (for an ocean monument), as those are the only places either of those spawn. If you find one, the x, y, and z coordinates are within the ocean monument or village you are looking for. I'll make and put up a video of this tomorrow.

    EDIT: It's up, tutorial at hope it helps:D

    Hm... Because I've looked at coords for villages, and there weren't villages there. However, the desert temples were present at their coords. Thanks for taking the time to explain it to me.
    Posted in: Minecraft Tools
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    posted a message on NBTExplorer - NBT Editor for Windows and Mac
    Hey, I have a custom world that makes biomes small as hell. Unfortunately, now, I can't find villages or ocean monuments. Now, I've never really used NBT, so I may be asking a stupid question, but does nbt store data for ocean monuments? I can't find it in the data folder, though I can see strongholds and fortresses. Hopefully you can help me out.
    Posted in: Minecraft Tools
  • 0

    posted a message on Peaceful Mode but with Passive Hostile Mobs
    I'm talking about survival, not creative.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Peaceful Mode but with Passive Hostile Mobs
    Bump. Anyone know of a mod, or know how to do something like this?
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Peaceful Mode but with Passive Hostile Mobs
    Peaceful mode erases hostile mobs, but that also means we lose access to easy ways of acquiring gunpowder, flesh, bones, etc. It's also fun creating large farms for hostile mobs. And lastly, who doesn't want the ability to casually hang with those hostile mobs and chit chat without trying to kill each other?

    I think it would be cool if peaceful mode kept hostile mobs, but pacified them. Perhaps they would only attack if provoked, although it might be best to just make them passive like cows, pigs, sheeps, etc.

    I couldn't find a mod that did this after doing a search, and I don't know code at all. Any takers, or mods that already do this?
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Can this dungeon trap be any more compact?
    The design collects skeletons. A weighted pressure plate starts the system when enough have accumulated. First, a piston closes them off from new skeletons. Then it lavas them to low health. The piston in front of them retracts so they can continue, and another pushes them forward. Then it starts over.

    It's a little overkill for a dinky spawner trap, but it was meant as a challenge for myself, and also because I like automation, especially with softening mobs, which is not something usually approached since most spawner designs are already fairly productive.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Can this dungeon trap be any more compact?
    Bump. Even a "This is dumb" is feedback. I found an automatic mob softener using Etho's timer, but that isn't perfect. If anyone could help improve my design, it would be appreciated.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Can this dungeon trap be any more compact?
    Hey, all. I had the idea of making a spawner trap with an automatic mob softener, but I'm wondering if I can make it any more compact or neat than it is. I'm not very experienced with redstone, but I understand it for the most part. Can anyone help me make this any better? I have a download link, and some pictures if any one is feeling paranoid about the file.

    https://www.mediafire.com/?i6tqjy459tbb5qv
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Stop Chunks from Loading
    This is kind of a weird request, but I was wondering if anyone knew how to stop chunks from loading. The reason is simply that I want a visual cue that I need not cave any further / light anything up. When I am lighting up caves and chunks are not loading, then when I come to the edge of the loaded chunks, I can turn around.

    Or if anyone has any other suggestions, I'd like to hear them. I'm interested in ideas on how to detect that I've caved enough, other than simply checking the coordinates over and over again.

    Thanks!
    Posted in: Discussion
  • 0

    posted a message on Mining Processor help
    Bump. I think the last time I'll bump. If anyone has any ideas, let me know.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Mining Processor help
    Thanks for taking the time to stop by. Any idea on improving the coal distribution?
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Mining Processor help
    Bump. Any help?
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Mining Processor help


    That's a video I posted of my mining processor. I was hoping I could get some help with improving it. Making it simpler, more compact, more efficient. You know.

    Thanks in advance for any help! :D
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    Hey, Skidoodle, I've been using the map a lot for my latest world, and I've hunted down several villages using it, and unfortunately, every place I looked for the village, there was no village. The seed I'm using is "5137889379657791015". I checked for villages to the east of the spawn. I can confirm the temples are correct.

    Also, I was hoping you could implement a refresh button for the player, so the position would update if the player moved. As it is now, you have to switch to a new map and switch back (unless I am unaware of a faster method).
    Posted in: Minecraft Tools
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