Hello guys, I'm working on a plugin that needs to save the chunk data into an 'extra' file. The data in this file represents the state the chunk was in when it was just generated (+ populated). With this I will always be able to return chunks to their original state at any time. My problem is that I don't know what to do in the situation where this fails. What if an I/O error occurs or I run out of memory or something, the chunk might be generated (and saved) but I don't have its original state written in that extra file. It would be great if I could somehow remove the chunk from the world when I detect an error so that it would attempt to generate it again another time, which might succeed, or might fail again at which I could detect the error and fix it manually. Assuming that isn't possible, I want to be to stop 'failed' chunk from loading, but ChunkPopulate and ChunkLoad events are not cancellable. I want to stop it from loading because I don't want players to put their time into building on a chunk that has to be repaired. An alternative might be to warn players when they walk into those 'failed' chunks. Second of all, I don't know if I will be able to get back that original state again, so that I could fix the problem. Because when I regenerate a chunk (with another plugin), it seems that the terrain is regenerated fine, but the population (like trees and structures) in the chunk and sometimes surrounding chunks change and leave behind ugly artifacts (like floating leaves and cut-off trees). I think this is weird, is the population not based on the world seed? If it is based on the world seed, why doesn't generate exactly the same thing the second time? Anyway, if anyone can help me with these points, I would be so grateful!