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Fixing a missing or black chunk in Vintage Story starts with identifying where the failure occurs: world generation, server-to-client delivery, or a queue stalled by performance. Back up the save, capture server-main and server-worldgen logs, then use the narrowest diagnostic or repair command that matches the symptom. Regenerate data only after you have ruled out sending, lighting, resource, mod, and version problems.
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First, identify what “not loading” means
A chunk can appear missing for different reasons, and each requires a different fix. The server may never have generated the chunk, may have generated it but failed to send it, or may be processing a large queue so slowly that the client appears to be stuck.
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One area fails repeatedly
If the same coordinates fail while nearby terrain loads normally, suspect a damaged chunk, entity data, or a world-generation pass. A bad chunk often affects every player who approaches that location, whereas a client-only delivery problem may affect only one player.
Every player sees delayed or absent terrain
When the whole server has missing or very slow terrain, investigate tick starvation, memory or storage pressure, an overloaded generation queue, or chunk sending. High view distance and expensive world-generation or mod handlers can make the server appear frozen even though it is still working.
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The server says the chunk exists, but the client is blank
This points first to delivery rather than regeneration. Test a resend before changing the world. Regenerating a healthy chunk can destroy terrain that could have been recovered with a simple network or lighting repair.
Protect the save and capture evidence
Stop destructive experimentation before you have a recoverable copy. Force a save and create a backup with the server’s backup facility, or stop the server cleanly and copy the complete save directory. Keep the original untouched while testing repair mode, SQLite recovery, mapping repair, or regeneration.
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The Vintage Story troubleshooting guidance warns that running out of disk space during a save can corrupt the savegame. Check free space on the volume that holds the save before forcing a save or starting a repair. A world can occupy several gigabytes as exploration expands, so leave room for both the live save and a backup copy.
Record the exact game and server versions, operating system, mod ZIP filenames and versions, affected coordinates, player name, and the time of each failure. Preserve the relevant sections of server-main and server-worldgen from that time. These details distinguish a generation exception from a client-send failure and make escalation actionable.
Use the built-in commands to classify the failure
Run commands from an operator account at or near the affected location. Command names and syntax can change between releases; confirm them in the in-game command handbook for the installed version because the public command reference can be out of date.
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| Command | Use | Important limitation |
|---|---|---|
/debug chunk here |
Reports information about the chunk at the caller’s position. | Diagnostic output does not repair the chunk. |
/debug chunk stats |
Shows statistics for loaded chunks, useful for spotting an overloaded or stalled queue. | Interpret it together with tick and world-generation logs. |
/chunk printmap |
Exports a map of currently loaded chunks. | It describes loaded state; it does not force generation. |
/debug chunk resend |
Resends the current chunk to the client when the server has data but the client is blank. | Use before regeneration when logs show the chunk exists. |
/debug chunk relight |
Rebuilds lighting for a chunk that is completely black because lighting is incomplete. | It addresses lighting, not missing terrain or corrupted entities. |
/chunk forceload x1 z1 x2 z2 |
Keeps the rectangular coordinate range loaded for a controlled server-side test. | Use during maintenance and remove the test condition afterward if it is no longer needed. |
/chunk unload 0 or /chunk unload 1 |
Toggles automatic chunk unloading behavior. | Record the original setting; changing it globally can increase memory use. |
/debug sendchunks 0|1 |
Disables or enables normal chunk-generation and sending operations. | Diagnostic switch only. Restore the enabled state after testing. |
/debug logticks 100 |
Logs tick processing so expensive handlers and stalls can be found in the server log. | Disable it after collecting a useful sample to avoid unnecessary log volume. |
Try the least destructive fix first
Resend a generated chunk
If /debug chunk here and the server log indicate that the chunk exists, run /debug chunk resend while positioned in the affected chunk. Have the player move away and return, or reconnect, after the resend. If the terrain appears, the incident was a delivery failure; do not regenerate that area.
Relight a completely black chunk
A chunk that is present but uniformly black can have incomplete lighting data. Run /debug chunk relight at the location and allow the server to finish the operation. If blocks are still absent or the server reports generation or entity errors, lighting was not the underlying problem and you should continue with the relevant branch below.
Use force-loading as a controlled test
For a reproducible test, run /chunk forceload x1 z1 x2 z2 with coordinates that enclose the affected area. Force-loading prevents automatic unloading and can reveal whether the server loses the chunk during normal unload and reload cycles. Keep the range small, perform the test during a maintenance window, and note the prior unload setting. Large permanently forced areas consume memory and can hide the real performance problem.
/debug sendchunks 0 and /debug sendchunks 1 control normal generation and sending operations. Treat this as a switch for diagnosis, not a repair command. Leaving sends disabled makes every client’s missing terrain worse, so restore the enabled value immediately after the test.
Resolve server performance stalls
When many chunks are delayed, determine whether the server is spending too long on ticks. Run /debug logticks 100 long enough to capture the incident, then disable tick logging and inspect server-main for handlers that consume excessive time. Correlate those entries with /debug chunk stats and the world-generation log.
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Reduce an overloaded view distance
The performance guidance recommends lowering MaxChunkRadius to 10 or less when the configured view distance overloads the server. Change the setting, restart as required by your deployment, and test with a single player before raising it again. A smaller radius reduces the number of chunks generated and sent around each player; it does not repair an already corrupt chunk.
Check RAM and storage
Keep around 4 GB of system RAM free as a practical guideline from the Vintage Story Wiki. This is not a guaranteed minimum for every game version, operating system, or mod set. A heavily modded server may need more headroom, while a small vanilla server may use less.
Use an SSD for the save where possible, especially when generation and saving are competing for disk time. Verify free disk space before a save, backup, or repair. The official troubleshooting guide specifically warns that a full disk during a save can corrupt the world.
Retest after the stall clears
After changing one performance variable, restart if the setting requires it and revisit the same coordinates. Change only one factor at a time so you can tell whether radius, a mod handler, storage latency, or memory pressure was responsible. If only one coordinate still fails after the queue is healthy, move to the corruption branch instead of continuing to tune global settings.
Check game versions and mods in isolation
A world-generation mod that does not support the running game version can stop new chunks from generating while leaving existing terrain usable. If the problem began immediately after a game or mod update, compare the exact versions in the log and, where possible, test the same coordinates with the previous compatible versions.
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Use a copy, never the only production world
Duplicate the save or create a separate test world. Disable non-vanilla mods on the copy, restart the server, and test the affected coordinates. Do not remove ZIP files from the only live save while players are connected.
Apply divide-and-conquer isolation
- Make a clean copy of the world and record the current mod list.
- Disable approximately half of the non-vanilla mods and restart the server.
- Reproduce the failure at the same coordinates or in a fresh test world.
- If the failure disappears, the cause is in the disabled half; if it remains, it is in the enabled half.
- Repeat the split until one mod or a small interaction set remains.
- Confirm that mod supports the installed game version, remove duplicate copies, and restart after every ZIP or configuration change.
Inspect server-worldgen for the exact exception before removing a suspected mod. Existing chunks may continue to work even when a generator for new chunks is incompatible, so a successful login does not prove that the mod combination is safe.
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The Vintage Story repair guide states: “Likely a corrupted chunk. Please run the game in repair mode once, which should regenerate the affected chunks.” Use this route only after backing up and after resend, relight, performance, and mod checks do not explain the symptom.
Repair one affected area
- Stop normal player activity and create a verified backup of the save.
- Start the save in repair mode once, following the launcher or server instructions for the installed release.
- Fly to the failing location in repair mode so the damaged area is loaded.
- Save the world, exit repair mode, and start the save normally.
- Return to the coordinates and check whether generation and player access are restored.
Repair mode can regenerate affected chunks, which means custom terrain or structures inside those chunks may be lost. Keep the backup so you can extract or restore anything important if the repair removes valid data.
Recover an SQLite failure
For an SQLiteException, the repair guidance describes recovering a copy with SQLite’s .recover workflow. Work on a duplicate database or save, not the live file. Preserve the original, run recovery according to the SQLite version available on your system, replace files only after validating the recovered copy, and then test the world before allowing normal players back in.
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Handle Entity.FromBytes() errors
For an Entity.FromBytes() failure, the same guide recommends repair mode: fly to the crash location, save, exit, and restart normally. Back up first because the operation may rewrite or discard the entity record that prevents the chunk from loading.
Do not use mapping repair as regeneration
/fixmapping applyall applies block and item remapping during upgrades. It is for mapping problems, not a general stuck-chunk command. Run it only after a backup when logs point to an item or block mapping issue, then inspect the log for errors. It will not regenerate a missing chunk or fix a client that simply failed to receive one.
Know when a clean test world changes the diagnosis
Create a new world with the same server and mod versions and attempt to generate terrain near the same player distance. If the clean world generates normally, the production save, a particular coordinate, or old entity data is more likely at fault. If the clean world also stalls, focus on the server version, mod compatibility, resource limits, storage, and global settings.
Testing the same coordinates with a compatible previous game or mod version is especially useful when the problem follows an update. Keep the test isolated and do not open the production save in multiple server versions at the same time.
Prepare a useful escalation report
Escalate when repair mode, controlled command tests, and version isolation cannot restore reliable operation, or when the server crashes before you can create a safe backup. Include:
- Exact game and server version, including build or release label.
- Operating system, available RAM, free disk space, and whether the save is on an SSD.
- Complete mod list with versions and duplicate-file checks.
- World and chunk coordinates, affected player, timestamps, and whether the issue affects one area or all players.
- Relevant
server-mainandserver-worldgenlog excerpts. - Output from
/debug chunk hereand, when relevant,/debug chunk stats. - Whether
/debug chunk resend,/debug chunk relight, force-loading, repair mode, or a clean test world changed the result.
If maintaining the server is impractical, a managed Vintage Story host can reduce routine administration, but verify game-version support, mod handling, backup policy, storage performance, and access to logs before moving a world. Migration is an operational choice, not a repair for a corrupted save.
Quick Recap
A compact decision path
- Back up the save, check disk space, and preserve logs.
- Run
/debug chunk hereand/debug chunk statsto determine whether the chunk exists and whether the queue is overloaded. - If the server has the chunk but a client is blank, run
/debug chunk resend. - If the chunk is uniformly black, run
/debug chunk relight. - If many chunks stall, collect tick logs, lower
MaxChunkRadiusto 10 or less, and check RAM, storage, and free disk space. - If the issue follows an update, isolate mods and test compatible previous versions on a copy.
- If logs identify corruption, use repair mode or the appropriate SQLite recovery workflow on a backup copy.
- Use
/fixmapping applyallonly for confirmed mapping problems, never as a generic regeneration command. - Escalate with complete versions, logs, coordinates, command output, and test results.
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