Fix a Vintage Story chunk that is invisible, black, or never finishes generating by first identifying the failure type: the server may not be generating the chunk, may have generated it but failed to send it, or may simply be processing the chunk queue too slowly. Back up the world, save the relevant logs, and then use the narrowest command that matches the symptom before attempting repair mode or regeneration.
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What “a chunk not loading” actually means
A player seeing empty terrain does not by itself prove that the chunk is corrupt. Three different stages can fail:
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- Generation or loading failure: the server cannot create or read the chunk data. This often affects one coordinate repeatedly and may produce errors in the world-generation log.
- Delivery failure: the server has a loaded chunk, but the client never receives it. Other players may see the same area correctly, or the server log may show the chunk as loaded while one client remains blank.
- Queue or performance delay: the chunk is valid, but the server is starved of tick time, memory, storage throughput, or generation workers. Terrain eventually appears after a long delay, or many players experience the problem at once.
Keep those cases separate. Regenerating a healthy chunk will not fix a network send problem, while repeatedly resending a genuinely corrupt chunk will not repair its data.
Protect the save and capture evidence first
Stop deleting region files, removing mods, or repeatedly teleporting into the affected area until you have a recoverable copy. Any operation that rewrites world data can make later diagnosis harder.
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Create a usable backup
- Use the server’s backup command or stop the server cleanly after forcing a save.
- Copy the complete save directory to separate storage. Keep the original untouched so you can retry a different repair method.
- Check free disk space before saving or repairing. A world can occupy several gigabytes as exploration grows, and the official troubleshooting guidance warns that running out of space during a save can corrupt the savegame.
- Record the exact game and server version, operating system, coordinates, player name, time of failure, and every installed mod and mod version.
Configuration and ZIP changes normally require a restart. Do not assume that replacing a mod file while the server is running changes the code already loaded in memory.
Save the logs before changing anything
Inspect the server-main log and the server-worldgen log around the timestamp and coordinates. Preserve the surrounding lines, not just the final exception. Look for chunk-generation errors, database exceptions, entity deserialization failures, out-of-memory messages, save failures, and repeated retries. The log often tells you whether a chunk exists, is being generated, or is failing during serialization.
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Classify the symptom
| Observed symptom | Most useful first hypothesis | First action |
|---|---|---|
| One location always fails while nearby terrain works | Corrupt chunk, entity, or world-generation pass | Run /debug chunk here, capture logs, and test a backup copy |
| Every player sees delayed or absent terrain | Tick starvation, memory/storage pressure, or a blocked generation queue | Check tick logging, RAM, disk space, view distance, and chunk statistics |
| Server says the chunk is loaded but one client sees blank space | Chunk-send or client-delivery failure | Try /debug chunk resend before regeneration |
| Terrain is completely black but the shape is present | Incomplete lighting data | Back up, then try /debug chunk relight |
| Failure began immediately after a game or mod update | Version-incompatible or duplicate mod | Check server-worldgen and reproduce on a copy without non-vanilla mods |
Ask whether the problem follows the coordinate or the player. If every player is affected at the same coordinates, investigate the world data. If only one client is affected across multiple locations, investigate delivery or client state first.
Use the diagnostic commands before repair
Command names and syntax can change between Vintage Story releases. The public command reference may lag behind the installed version, so confirm each command in the in-game command handbook for your release.
Inspect the current chunk
Stand in or near the affected location and run:
/debug chunk here
This reports information about the chunk at the caller’s position. Save the output with the coordinates and timestamp. It helps establish whether the server recognizes the chunk and whether it is in a loaded or transitional state.
Inspect loaded-chunk pressure
/debug chunk stats
Use the statistics to see how many chunks are loaded and whether the server is carrying an unexpectedly large active area. You can also export a map of loaded chunks with:
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The map is useful when a server appears to stop generating beyond a boundary: it shows whether the area is absent from the loaded set or present but failing to render for a client.
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Test a send failure
If the server has the chunk but the client remains blank, run:
/debug chunk resend
Use it while positioned in the affected chunk. If the terrain appears after the resend, the data was probably usable and the failure was in delivery or client state. Do not proceed to regeneration merely because a normal reload did not occur.
Repair lighting-only black chunks
A chunk that has normal geometry but is entirely black can have incomplete lighting rather than missing terrain. After making a backup, run:
/debug chunk relight
Allow the operation to finish and then reconnect or move out of and back into the area. If the chunk remains absent, return to the generation and corruption branches instead of repeating relight indefinitely.
Force a controlled loading test
For a maintenance-window test, keep a rectangular area loaded with:
/chunk forceload x1 z1 x2 z2
Replace the coordinates with the corners of the test area. Forceloading prevents automatic unloading, so record the original behavior and remove the test when finished. Automatic unloading can be toggled with:
/chunk unload 0
or:
/chunk unload 1
Because these settings affect server-wide behavior, use them temporarily and restore the prior setting after the test.
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Use sendchunks only as a diagnostic switch
The debug reference also documents:
/debug sendchunks 0|1
This toggles normal chunk-generation and sending operations. It is not a repair command. Disabling sends can make every client’s view worse until the setting is returned to its normal state, so record the original value and restore it immediately after the diagnostic test.
When the server is simply too slow
If chunks eventually appear, or the problem affects many players and locations, measure server performance before touching world files.
Capture a tick stall
- Start logging for a window long enough to include the failure:
/debug logticks 100. - Reproduce the delay by approaching the affected boundary or requesting the same area.
- Disable tick logging after the capture and inspect the server log for expensive handlers and long pauses.
Tick logging adds diagnostic overhead, so do not leave it enabled permanently. The expensive handler named in the log determines whether the bottleneck is generation, entities, storage, networking, or a mod.
Reduce the amount of work requested
A large view distance can create a generation and send backlog faster than the server can process it. The performance guidance recommends reducing MaxChunkRadius to 10 or lower when view distance overloads the server. Apply the change, restart as required by the configuration, and test again with the same coordinates.
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- Keep around 4 GB of system RAM free. This is guidance, not a universal minimum; the practical requirement varies with game version, player count, explored area, and mods.
- Use an SSD for the save where possible. Chunk generation and database access involve frequent reads and writes, so slow storage can turn a temporary queue into a persistent delay.
- Verify free disk space before a save, backup, or repair. A nearly full volume can cause a failed save and damage the world.
Do not interpret the “around 4 GB” figure as a guarantee that a server with that much free memory will perform well. It is a troubleshooting target, not a benchmark or a promised capacity.
Isolate mods and version changes safely
Mods can prevent new chunks from generating while leaving already generated terrain usable. A world-generation mod that does not support the running game version may fail only when the server reaches untouched coordinates.
Use a copy or a clean test world
- Duplicate the save and test on the copy, or create a new test world with the same server and mod set.
- Confirm that every mod supports the exact installed game version.
- Remove duplicate ZIP files and check that the server is not loading two versions of the same mod.
- Disable non-vanilla mods on the test copy, restart, and revisit the failing coordinates.
- If the problem disappears, re-enable mods by halves. Repeat the split until the smallest group that recreates the failure is identified.
This divide-and-conquer method is safer and faster than removing mods at random. Never perform the first test on the only production copy: a mod may alter blocks, entities, or generation data during startup.
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Compare versions when the timing is obvious
If the failure started immediately after a game or mod update, test the same coordinates with the previous compatible versions where possible. Keep the test isolated from the live world. The server-worldgen log should show whether a mod throws an exception or refuses to generate a particular feature.
Do not delete a mod simply because it appears near an error. First determine whether the world contains blocks or entities supplied by that mod; removing it can create a second problem even if it stops the original exception.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Repair a genuinely corrupt chunk or save
Use repair mode only after backup, log capture, and the narrower resend, relight, performance, and mod checks. The official repair guidance states: “Likely a corrupted chunk. Please run the game in repair mode once, which should regenerate the affected chunks.” Repair mode can alter world data, so keep the untouched backup.
Single-area repair workflow
- Stop the server and make a separate, verified backup of the save.
- Start the save in repair mode using the method provided for your installed Vintage Story release.
- Fly to the failing location rather than loading large new areas unnecessarily.
- Save while at the affected location, exit repair mode, and shut down cleanly.
- Start the world normally and test the same coordinates with the original mod set and player permissions.
Repair mode may regenerate affected chunks, which can remove damaged terrain or entities in those chunks. Compare the repaired copy with the original backup before deciding whether to keep the result.
Do these 3 things before closing this tab:
1Clear out junk files and repair common Windows errors2Fix the driver behind crashes, sound loss and screen glitches3Repair Windows errors before they cause bigger problemsSQLite database errors
For an SQLiteException, the repair guidance describes recovering a copy with SQLite’s .recover workflow. Work on a duplicate database or save, not the only original. After recovery, inspect the server-main and world-generation logs and revisit the coordinates that originally failed.
Entity deserialization errors
An Entity.FromBytes() failure can repeatedly crash or block a location. The documented procedure is to run repair mode, fly to the crash location, save, exit, and restart normally. Keep the backup because repair may remove the malformed entity or rewrite the surrounding chunk.
Do not confuse mapping repair with regeneration
/fixmapping applyall applies block and item remapping during upgrades; it is not a general stuck-chunk regeneration command. Run it only when logs identify a mapping problem, and only after a backup. Inspect the log afterward to confirm what was remapped and whether new errors appeared.
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Why a world can stop generating after a few chunks
A blocked generation queue
If the server generates a short distance and then stalls everywhere, compare /debug chunk stats with tick logs. A queue that grows while tick handlers consume most of the available time points to performance or a mod rather than one corrupt coordinate.
Storage or save failure
Generation depends on writing new chunk data. A full disk, failing drive, permissions problem, or interrupted save can leave later chunks unavailable. Check disk space and the save-related errors before attempting repair.
Incompatible world-generation code
When existing areas work but untouched terrain fails after an update, inspect server-worldgen for a mod or version exception. Reproducing the coordinate on a clean test world helps distinguish a bad save from code that cannot generate any new terrain.
Client-side blanking after successful generation
If the server recognizes the chunk and another client can see it, use /debug chunk resend. A successful resend indicates that regenerating or repairing the world would have been unnecessary and potentially destructive.
When to escalate
Ask for help only after collecting a complete, reproducible case. Include:
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- Exact game and server versions
- Complete mod list and versions
- World coordinates and the time of failure
- Relevant excerpts from
server-mainandserver-worldgen - Output from
/debug chunk hereand, when relevant,/debug chunk stats - Whether resend, relight, forceload, or repair mode changed the symptom
- Whether a clean test world reproduces the failure
If the server cannot be operated reliably, moving to a managed host can reduce maintenance work, but verify support for your exact game version, mod handling, backups, storage performance, and access to logs before migrating. A migration does not repair a corrupt save by itself; transfer a tested backup and confirm the repaired copy loads before retiring the original.
Quick Recap
A minimal decision path
- Back up and save logs. Never begin with deletion or regeneration.
- Run
/debug chunk here. Confirm what the server knows about the location. - Try
/debug chunk resendwhen the chunk exists but the client is blank. - Try
/debug chunk relightwhen geometry is present but the chunk is black. - Measure performance with
/debug logticks 100, lowerMaxChunkRadiusto 10 or less when view distance overloads the server, and check free RAM and disk space. - Isolate mods and versions on a copied world.
- Use repair mode or SQLite recovery only for evidence-backed corruption, always on a backup.
- Escalate with logs and reproduction details if the repaired copy still fails.
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