Return empty chunk in case of null and come back indent for ProcessingQueue, sorry! :)
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@ -250,9 +250,9 @@
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+ Chunk chunk = (Chunk) this.loadedChunkHashMap_KC.get(LongHash.toLong(p_73154_1_, p_73154_2_));
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+ Chunk chunk = (Chunk) this.loadedChunkHashMap_KC.get(LongHash.toLong(p_73154_1_, p_73154_2_));
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+ chunk = chunk == null ? (shouldLoadChunk() ? this.loadChunk(p_73154_1_, p_73154_2_) : this.defaultEmptyChunk) : chunk; // Cauldron handle forge server tick events and load the chunk within 5 seconds of the world being loaded (for chunk loaders)
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+ chunk = chunk == null ? (shouldLoadChunk() ? this.loadChunk(p_73154_1_, p_73154_2_) : this.defaultEmptyChunk) : chunk; // Cauldron handle forge server tick events and load the chunk within 5 seconds of the world being loaded (for chunk loaders)
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+
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+
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+ if (chunk == this.defaultEmptyChunk || chunk == null)
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+ if (chunk == defaultEmptyChunk || chunk == null)
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+ {
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+ {
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+ return chunk;
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+ return defaultEmptyChunk;
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+ }
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+ }
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+
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+
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+ if ((p_73154_1_ != chunk.xPosition || p_73154_2_ != chunk.zPosition) && !worldObj.isProfilingWorld())
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+ if ((p_73154_1_ != chunk.xPosition || p_73154_2_ != chunk.zPosition) && !worldObj.isProfilingWorld())
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