KitcheVadimas Posted December 12, 2021 Share Posted December 12, 2021 So, my server keeps getting stuck on world generation. It generates a world, and then encounters some error and tosses it out to build a new one. It's not complaining about any of my settings or anything, it's just not fully generating any worlds. Spoiler ####### # # Generating SURVIVAL Mode Level # ####### [00:06:26]: Prefab Swap Selection: grass gekko [00:06:26]: Prefab Swap Selection: regular twigs [00:06:26]: Prefab Swap Selection: regular berries [00:06:26]: New size: 425 default [00:06:26]: Creating story... [00:06:26]: [Story Gen] Generate nodes. Starting at: 'Make a pick' [00:06:26]: [Story Gen] LinkNodesByKeys [00:06:26]: Finding valid start task... [00:06:26]: ...picked Make a pick [00:06:26]: Has start node Clearing [00:06:26]: Adding Background Nodes [00:06:26]: [Story Gen] Adding Cove Nodes [00:06:26]: [Ocean] Processing ocean fake room content. [00:06:26]: [WorldSimActual::WorldGen_InitializeNodePoints] [00:06:26]: [WorldSimActual::WorldGen_VoronoiPass] [00:06:26]: GenerateVoronoiMap [100]: .....10....20....30....40....50....60....70....80....90....100 [00:06:27]: ...Done. [00:06:27]: [Story Gen] Finding nodes on mainland to connect a region to. [00:06:27]: [Story Gen] Generate nodes. Starting at: 'MoonIsland_IslandShards' [00:06:27]: [Story Gen] RestrictNodesByKey [00:06:27]: [Story Gen] Adding Cove Nodes [00:06:27]: [WorldSimActual::WorldGen_AddNewPositions] [00:06:27]: [WorldSimActual::WorldGen_VoronoiPass] [00:06:27]: GenerateVoronoiMap [50]: .....10....20....30....40....50 [00:06:28]: ...Done. [00:06:28]: ... story created [00:06:28]: Baking map... 425 [00:06:28]: [WorldSimActual::WorldGen_Commit] worldgen success. [00:06:28]: [WorldSimActual::ConvertToTileMap] [00:06:28]: [ConvertToTileMap] [00:06:28]: [WorldSimActual::ConvertToTileMap] complete [00:06:28]: [WorldSimActual::SeparateIslands] [00:06:28]: [SeparateIslands] [00:06:28]: [WorldSimActual::SeparateIslands] complete [00:06:28]: Map Baked! [00:06:28]: [WorldSimActual::ForceConnectivity] [00:06:28]: [GenerateLandmasses] [00:06:28]: [GenerateLandmasses] islands: 11 [00:06:28]: [MergeConnectedLandmasses] true [00:06:28]: [WorldSimActual::ForceConnectivity] complete [00:06:28]: [WorldSimActual::DrawRoads] [00:06:28]: [DrawRoads] [00:06:28]: [WorldSimActual::DrawRoads] complete [00:06:28]: Encoding... [00:06:28]: [WorldSimActual::CreateNodeIdTileMap] [00:06:28]: Encoding... DONE [00:06:28]: Checking Tags [00:06:28]: Populating voronoi... [00:06:29]: [ReplaceSingleNonLandTiles] Validating... [00:06:29]: [ReplaceSingleNonLandTiles] Replaced 3 tiles. [00:06:29]: PANIC: Too many disconnected tiles... 2743 [00:06:29]: An error occured during world gen we will retry! [was 1 of 5 ] [00:06:29]: New size: 425 default [00:06:29]: Creating story... [00:06:29]: [Story Gen] Generate nodes. Starting at: 'Make a pick' [00:06:29]: [Story Gen] LinkNodesByKeys [00:06:29]: Finding valid start task... [00:06:29]: ...picked Make a pick [00:06:29]: Has start node Clearing [00:06:29]: Adding Background Nodes [00:06:29]: [Story Gen] Adding Cove Nodes [00:06:29]: [Ocean] Processing ocean fake room content. [00:06:29]: [WorldSimActual::WorldGen_InitializeNodePoints] [00:06:29]: [WorldSimActual::WorldGen_VoronoiPass] [00:06:29]: GenerateVoronoiMap [100]: .....10....20....30....40....50....60....70....80....90....100 [00:06:56]: ...Done. [00:06:56]: [Story Gen] Finding nodes on mainland to connect a region to. [00:06:56]: [Story Gen] Generate nodes. Starting at: 'MoonIsland_IslandShards' [00:06:56]: [Story Gen] RestrictNodesByKey [00:06:56]: [Story Gen] Adding Cove Nodes [00:06:56]: [WorldSimActual::WorldGen_AddNewPositions] [00:06:56]: [WorldSimActual::WorldGen_VoronoiPass] [00:06:56]: GenerateVoronoiMap [50]: .....10....20....30....40....50 [00:07:12]: ...Done. [00:07:12]: ... story created [00:07:12]: Baking map... 425 [00:07:12]: [WorldSimActual::WorldGen_Commit] worldgen success. [00:07:12]: [WorldSimActual::ConvertToTileMap] [00:07:12]: [ConvertToTileMap] [00:07:12]: [WorldSimActual::ConvertToTileMap] complete [00:07:12]: [WorldSimActual::SeparateIslands] [00:07:12]: [SeparateIslands] [00:07:12]: [WorldSimActual::SeparateIslands] complete [00:07:12]: Map Baked! [00:07:12]: [WorldSimActual::ForceConnectivity] [00:07:12]: [GenerateLandmasses] [00:07:12]: [GenerateLandmasses] islands: 18 [00:07:12]: [MergeConnectedLandmasses] true [00:07:12]: [WorldSimActual::ForceConnectivity] complete [00:07:12]: [WorldSimActual::DrawRoads] [00:07:12]: [DrawRoads] [00:07:12]: [WorldSimActual::DrawRoads] complete [00:07:12]: Encoding... [00:07:12]: [WorldSimActual::CreateNodeIdTileMap] [00:07:12]: Encoding... DONE [00:07:12]: Checking Tags [00:07:12]: Populating voronoi... [00:07:12]: [ReplaceSingleNonLandTiles] Validating... [00:07:12]: [ReplaceSingleNonLandTiles] Replaced 19 tiles. [00:07:12]: PANIC: Too many disconnected tiles... 3336 [00:07:12]: An error occured during world gen we will retry! [was 2 of 5 ] [00:07:12]: New size: 425 default [00:07:12]: Creating story... [00:07:12]: [Story Gen] Generate nodes. Starting at: 'Make a pick' [00:07:12]: [Story Gen] LinkNodesByKeys [00:07:12]: Finding valid start task... [00:07:12]: ...picked Make a pick [00:07:12]: Has start node Clearing [00:07:12]: Adding Background Nodes [00:07:12]: [Story Gen] Adding Cove Nodes [00:07:12]: [Ocean] Processing ocean fake room content. [00:07:12]: [WorldSimActual::WorldGen_InitializeNodePoints] [00:07:12]: [WorldSimActual::WorldGen_VoronoiPass] [00:07:12]: GenerateVoronoiMap [100]: .....10....20....30....40....50....60....70....80....90....100 [00:07:14]: ...Done. [00:07:14]: [Story Gen] Finding nodes on mainland to connect a region to. [00:07:14]: [Story Gen] Generate nodes. Starting at: 'MoonIsland_IslandShards' [00:07:14]: [Story Gen] RestrictNodesByKey [00:07:14]: [Story Gen] Adding Cove Nodes [00:07:14]: [WorldSimActual::WorldGen_AddNewPositions] [00:07:14]: [WorldSimActual::WorldGen_VoronoiPass] [00:07:14]: GenerateVoronoiMap [50]: .....10....20....30....40....50 [00:07:15]: ...Done. [00:07:15]: ... story created [00:07:15]: Baking map... 425 [00:07:15]: [WorldSimActual::WorldGen_Commit] worldgen success. [00:07:15]: [WorldSimActual::ConvertToTileMap] [00:07:15]: [ConvertToTileMap] [00:07:15]: [WorldSimActual::ConvertToTileMap] complete [00:07:15]: [WorldSimActual::SeparateIslands] [00:07:15]: [SeparateIslands] [00:07:15]: [WorldSimActual::SeparateIslands] complete [00:07:15]: Map Baked! [00:07:15]: [WorldSimActual::ForceConnectivity] [00:07:15]: [GenerateLandmasses] [00:07:15]: [GenerateLandmasses] islands: 11 [00:07:15]: [MergeConnectedLandmasses] true [00:07:15]: [WorldSimActual::ForceConnectivity] complete [00:07:15]: [WorldSimActual::DrawRoads] [00:07:15]: [DrawRoads] [00:07:15]: [WorldSimActual::DrawRoads] complete [00:07:15]: Encoding... [00:07:15]: [WorldSimActual::CreateNodeIdTileMap] [00:07:15]: Encoding... DONE [00:07:15]: Checking Tags [00:07:15]: Populating voronoi... [00:07:15]: [ReplaceSingleNonLandTiles] Validating... [00:07:15]: [ReplaceSingleNonLandTiles] Replaced 9 tiles. [00:07:15]: PANIC: Too many disconnected tiles... 5192 [00:07:15]: An error occured during world gen we will retry! [was 3 of 5 ] [00:07:15]: New size: 425 default [00:07:15]: Creating story... [00:07:15]: [Story Gen] Generate nodes. Starting at: 'Make a pick' [00:07:15]: [Story Gen] LinkNodesByKeys [00:07:15]: Finding valid start task... [00:07:15]: ...picked Make a pick [00:07:15]: Has start node Clearing [00:07:15]: Adding Background Nodes [00:07:15]: [Story Gen] Adding Cove Nodes [00:07:15]: [Ocean] Processing ocean fake room content. [00:07:15]: [WorldSimActual::WorldGen_InitializeNodePoints] [00:07:15]: [WorldSimActual::WorldGen_VoronoiPass] [00:07:15]: GenerateVoronoiMap [100]: .....10....20....30....40....50....60....70....80....90....100 Here is my worlddataoverride.lua for refrence Spoiler return { desc="Custom preset 1. Your world, your rules!", hideminimap=false, id="CUSTOM_PRESET_1", location="forest", max_playlist_position=999, min_playlist_position=0, name="Custom Preset 1", numrandom_set_pieces=4, ordered_story_setpieces={ "Sculptures_1", "Maxwell5" }, override_level_string=true, overrides={ alternatehunt="default", angrybees="default", antliontribute="default", autumn="default", bearger="default", beefalo="default", beefaloheat="default", bees="default", berrybush="often", birds="default", boons="often", branching="default", butterfly="default", buzzard="default", cactus="default", carrot="default", catcoon="default", chess="default", day="default", deciduousmonster="default", deerclops="often", disease_delay="long", dragonfly="default", flint="often", flowers="default", frograin="default", goosemoose="default", grass="default", houndmound="default", hounds="default", hunt="default", krampus="lots", layout_mode="LinkNodesByKeys", liefs="default", lightning="default", lightninggoat="default", loop="default", lureplants="default", marshbush="default", merm="default", meteorshowers="default", meteorspawner="default", moles="default", mushroom="default", penguins="default", perd="default", petrification="rare", pigs="default", ponds="default", prefabswaps_start="default", rabbits="default", reeds="default", regrowth="default", roads="default", rock="default", rock_ice="default", sapling="default", season_start="default", specialevent="default", spiders="default", spring="default", start_location="default", summer="default", tallbirds="default", task_set="default", tentacles="default", touchstone="default", trees="default", tumbleweed="default", walrus="default", weather="default", wildfires="often", winter="default", world_size="default", wormhole_prefab="wormhole" }, random_set_pieces={ "Sculptures_2", "Sculptures_3", "Sculptures_4", "Sculptures_5", "Chessy_1", "Chessy_2", "Chessy_3", "Chessy_4", "Chessy_5", "Chessy_6", "Maxwell1", "Maxwell2", "Maxwell3", "Maxwell4", "Maxwell6", "Maxwell7", "Warzone_1", "Warzone_2", "Warzone_3" }, required_prefabs={ "multiplayer_portal" }, substitutes={ }, version=3 } Link to comment Share on other sites More sharing options...
Daniel86268 Posted December 13, 2021 Share Posted December 13, 2021 Not sure why it specificially struggles to generate a map that hasn't too many disconnected tiles, but I'd imagine the server Struggles to place all the configured setpieces on a single map at once. So either it'll generate a working map eventually, if oyu let the server try enough times, or you'll have to reduce the amount of setpieces a little. Link to comment Share on other sites More sharing options...
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