Corrupt chunk, again
Re: Corrupt chunk, again
I didn't find it, but I rolled back about 15 minutes. Hopefully the chunk was generated in the intervening time.
Re: Corrupt chunk, again
It looks like the bad chunks are gone, for now.
There'll probably be more coming down the pike, but with backups every 8 hours, we should be okay.
I've gotten pretty good at finding them.
Step 1: Fire up the world, note who logs in, wait for it to crash.
Step 2: Download all the user dat files from world/players to the local machine.
Step 3: Get the current xpos/zpos of all those users.
Step 4: Run the world on an alternate port.
Step 5: Set /home to the first user's location, /reload, /home.
Step 6: Repeat 5) for all users until it crashes. Then you know the approximate location.
Step 7a) If I want to be lazy, roll that coordinate+/- 100 back to the most recent backup.
Step 7b) If I'm industrious, start sectioning off that coordinate, rolling back different areas to narrow down which chunk it is. This is difficult and takes a long time.
There'll probably be more coming down the pike, but with backups every 8 hours, we should be okay.
I've gotten pretty good at finding them.
Step 1: Fire up the world, note who logs in, wait for it to crash.
Step 2: Download all the user dat files from world/players to the local machine.
Step 3: Get the current xpos/zpos of all those users.
Step 4: Run the world on an alternate port.
Step 5: Set /home to the first user's location, /reload, /home.
Step 6: Repeat 5) for all users until it crashes. Then you know the approximate location.
Step 7a) If I want to be lazy, roll that coordinate+/- 100 back to the most recent backup.
Step 7b) If I'm industrious, start sectioning off that coordinate, rolling back different areas to narrow down which chunk it is. This is difficult and takes a long time.
Re: Corrupt chunk, again
That's what she sai-rbos wrote:It looks like the bad chunks are gone, for now.
There'll probably be more coming down the pike, but with backups every 8 hours, we should be okay.
I've gotten pretty good at finding them.
Step 1: Fire up the world, note who logs in, wait for it to crash.
Step 2: Download all the user dat files from world/players to the local machine.
Step 3: Get the current xpos/zpos of all those users.
Step 4: Run the world on an alternate port.
Step 5: Set /home to the first user's location, /reload, /home.
Step 6: Repeat 5) for all users until it crashes. Then you know the approximate location.
Step 7a) If I want to be lazy, roll that coordinate+/- 100 back to the most recent backup.
Step 7b) If I'm industrious, start sectioning off that coordinate, rolling back different areas to narrow down which chunk it is. This is difficult and takes a long time.
Never mind...
Anywho really hope that chunk is..um...deleted? Or is it "fixed"? -__-
After all is said and built, more is said than built.
Do not count your glass blocks before they are smelted.
Do not count your glass blocks before they are smelted.
Re: Corrupt chunk, again
Yep, fixed it a couple of days ago.
A couple of other server admins think that minecarts and rails cause bad chunks, so I've disabled that, hopefully it prevents future crashes.
A couple of other server admins think that minecarts and rails cause bad chunks, so I've disabled that, hopefully it prevents future crashes.
Re: Corrupt chunk, again
Yeah I've seen some weird issues with minecarts lately, not to mention that they are unusable anyway. Definitely keep them disabled for now.