unloadchunks Blank Signs/Deletes Chunks #101


  • New
  • Defect
Open
Assigned to bob7l
  • _ForgeUser9508689 created this issue Oct 6, 2015

    Pastebin link to your Config (I will ignore your ticket if it doesn't contain this:
    http://pastebin.com/w3XFirXK

    What steps will reproduce the problem?
    1./lagg unloadchunk
    2.
    3.

    What is the expected output? What do you see instead?
    unload, the chunk I guess that means it will be loaded again once near?

    What version of the product are you using?
    Latest:  ClearLag v2.8.3

    Do you have an error log of what happened?
    Not really

    Please provide any additional information below.
    It made all signs go blank (Even after reload)
    It deleted the chunks from the world. Void (Dunno if that's what's supposed to happpend I hope not tho)

  • _ForgeUser9508689 added the tags New Defect Oct 6, 2015
  • bob7l posted a comment Oct 7, 2015

    What server software are you running? Clearlag uses bukkit's API to unload chunks, if it's failing to do so properly then it's whatever server software you're running.

  • _ForgeUser9508689 posted a comment Oct 7, 2015

    I'm using: Spigot 1.8.8

    I had to remove the plugin as it crashed my server. I'd llove for it back but I cannot while it's crashing it :(

  • bob7l posted a comment Oct 7, 2015

    @LiquidSolidMetal: Go

    Ahh yeah. Newer spigot builds are incredibly unstable when it comes to chunks. I recommend you just completely disable the chunk unload command

  • _ForgeUser9508689 posted a comment Oct 8, 2015

    I did, I had to completly remove the plugin tho as it seemed to happen even tho I never actually ran the command or had it in any automatic part either. :/

  • bob7l posted a comment Oct 8, 2015

    @LiquidSolidMetal: Go

    /lagg unloadchunks is the only thing in clearlag that modifies chunks in any way (Other then entity removal). Instead of using clearlag to remove entities on an interval, you could just take advantage of it's many other features in order to prevent the entities from overloading in the first place.


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