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Generation context fixes
Minecraft 1.20.1 / Forge: this page documents that build and its measurements. For the separate 170-control Minecraft 1.21.1 port, see Minecraft 1.21.1 NeoForge.
Nine fixes in seven mods exist for one reason: a mod's world-generation code reaches into the live world from inside a generation region, makes the server thread wait for chunks that are still being generated, or never terminates. Each one stops a specific reproduced server freeze, worker-thread crash or generation exception. This page explains the background; each fix is documented on the page of its mod.
| Fix | Mod | Since | What it stops |
|---|---|---|---|
hostilevillages_distant_generation_queue |
Hostile Villages | 1.0.11 | a server freeze (one 84-second tick in the reproduction) |
iceandfire_lake_guard_region |
Ice and Fire | 1.0.11 | a server freeze (98 seconds in the reproduction) |
iceandfire_pixie_village_difficulty |
Ice and Fire | 1.0.11 | a generation exception |
scuba_gear_generation_context |
Scuba Gear | 1.0.11 | a server freeze with Distant Horizons and a crash with C2ME |
alexscaves_teletor_generation_context |
Alex's Caves | 1.0.11 | a crash with C2ME |
structure_gel_lake_guard_region |
Structure Gel API | 1.0.11 | a server freeze (the second lake guard of the same freeze) |
spawn_zombified_flower_floor |
Spawn | 1.0.19 | a ground search that never ended in an empty column |
hostilevillages_pending_chunk_queue |
Hostile Villages | 1.0.24 | server freezes while pregenerating (41 seconds, then stalls of 2 to 12 seconds) |
dynamictrees_rot_cycle_guard |
Dynamic Trees | 1.0.30 | a stack overflow at the edge of a generation region |
The six fixes of 1.0.11 were first shipped as individually patched mod JARs (September 9 to 11, 2026), then as Bons Worldgen Compatibility 1.0.0 (September 18), and were folded into Bons and Furious at 1.0.11 with byte-identical transformed output. The Spawn fix followed in 1.0.19, the second Hostile Villages fix in 1.0.24 and the Dynamic Trees fix in 1.0.30.
Two popular mods generate terrain off the server thread:
-
Distant Horizons builds its far-terrain LODs by running the world generator inside temporary generation regions (
DhLitWorldGenRegion_forge) on its own worker threads. Everything a feature does inside that region is thrown away once the LOD is built. -
C2ME runs ordinary chunk generation on worker threads and wraps the world's random in a
CheckedThreadLocalRandomthat throws aConcurrentModificationExceptionif a worker thread touches the live world's random.
Vanilla features receive a WorldGenLevel/ServerLevelAccessor for exactly this reason. Some mods ignore it and go to ServerLevel instead: the live structure manager, the live random, the live entity list. From a Distant Horizons worker that means synchronous chunk loads on the server thread (the freeze signature: the server thread parked in "waits for chunk generation", 84-second ticks, TPS collapsing to single digits); from a C2ME worker it means a crash. Each fix binds the operation to the region it was handed.
Bons and Furious is licensed GPL-3.0-only with upstream notices retained. Target mod names identify compatibility targets and do not imply endorsement; their code, assets and licenses remain their authors' property. All measurements on this wiki are focused method, phase or reproduction measurements from the pack the mod was built for, taken on the historical build named in each entry; they are not whole-game FPS or TPS promises and are not additive.
Bons and Furious
Minecraft 1.20.1 / Forge 1.0.34
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- Valkyrien Skies (15)
- Trackwork model repair
- Living Engineering (moved out in 1.0.20)
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