Always sync all LODs while disabling distant generation on a server.

Hi, can someone help me with the set of commands I have to run on my server to get this to work the way I want? I have preloaded 256 chunks, I want clients to connect and it to sync all LODs to their client. What I don't want is them to go somewhere the server hasn't preloaded, and the CPU usage to spike because it's trying to generate distant chunks that haven't been generated yet. For example, I haven't done anything with the nether yet. As soon as I start running in one direction, the spikes because it's generating LODs 256 blocks away, BUT I still want it to generate pre-existing LODs. I changed generation mode to PRE_EXISTING_ONLY without realizing that it only generates chunks the server has loaded. I also tried turning realtimeupdates off and reducing the realtimeupdateDistance but it doesn't seem to sync far away chunks.
Solution:
I understand the first part, and disabling distant generation would be the solution. But I don't understand the second part.
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12 Replies
falacy
falacyOP5mo ago
Seems like setting enableRealTimeUpdates to false is like turning off sync entirely, rather than continuing to load LODs far away it just doesn't. which is unfortunate because I could've at least tried lowering the realtimeUpdateDistance to lower the CPU usage but that'll just prevent LODs from outside that distance from loading I think a workaround could be using generation mode PRE_EXISTING_ONLY and instead of using the preload command I get that mod that teleports the player around to actually log the chunks, but I'd still be appreciative if someone knows another way
Puhpine
Puhpine5mo ago
I'm not sure I follow what exactly it is you want. Have you tried disabling distant generation?
falacy
falacyOP5mo ago
Basically, CPU usage jumps to 100% whenever people walk around places that haven't been loaded Because it's trying to constantly generate things outside vanilla view However I've preloaded 256 chunks already I'd like the server to just use those 256 chunks, and sync them always without clients trying to update chunks outside of vanilla distance 24/7 when they walk On the server or on clients? Disabling distant generation on a client when a server also has DH installed seems to load no LODs at all
Solution
Puhpine
Puhpine5mo ago
I understand the first part, and disabling distant generation would be the solution. But I don't understand the second part.
Puhpine
Puhpine5mo ago
Server
falacy
falacyOP5mo ago
I'll try real quick yeah sorry it's kind of hard to explain lol
Puhpine
Puhpine5mo ago
Yeah
falacy
falacyOP5mo ago
i've just been deleting my instance over and over to simulate a new player joining the server what generation mode should it be on I don't even really understand internal_server but I have it set to that
Puhpine
Puhpine5mo ago
The default of features should do the trick /generators
YAGPDB.xyz
YAGPDB.xyz5mo ago
- FEATURES: Complete generation of all LODs with mostly correct structures and trees. Does not save vanilla chunks, and is much faster than INTERNAL_SERVER unless C2ME is installed. - INTERNAL_SERVER: Generates and saves both DH LODs and vanilla chunks, has 100% correct LODs, because it also saves vanilla chunks it takes the most amount of drive space. Generation speed will suck unless C2ME is installed. - PRE-EXISTING: generates LODs for all existing vanilla chunks.
falacy
falacyOP5mo ago
I guess it doesn't really matter if I have distant generation off Yeah that seemed to fix it, disabling distant generation on the server I did that on the client earlier and it just stopped generating anything so I assumed that didn't work lol
Puhpine
Puhpine5mo ago
Nice!

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