Semi Broken LOD generation in imported chunks.
After pasting some chunks from an old world (using MCA Selector) into my server those pasted chunks look like this when seen through distant horizons. As you can see none of the original chunks have any issues (they are the higher terrain in the top left). I even completely deleted the data.sqlite file from the server and the distant_horizions_server_data folder from the client. However, neither of those seemed to have any effect. If anyone could tell me what I am doing wrong here It would be greatly appreciated. I will happily provide any data you may need.

Solution:Jump to solution
Well, I found a solution. I selected the whole broken area with WorldEdit, ran //set grass_block, then //undo.
12 Replies
Here is a better screenshot from my other pc.

Those chunks might have incorrect metadata or be in older format
You can do 2 things:
1. Optimise your world, this is a vanilla feature user world settings
2. Enable recalculate height map in DH settings. LOD generation and loading will be slower, but the most important part of the metadata will be corrected
To do that would I have to transfer the world over to my client then back to the server? Or is it possible to do that directly on the server itself?
You will need to transfer it to a client first. The server doesn't have that functionality.
Alright I will attempt that
That did not work
Is this even possible when using the plugin?
Ah the plugin... no idea
@Jckf (GMT+2) How does this all work on the plugin
The plugin does not implement its own world data parsing. It simply relies on the data it gets from the server. If this is how your LODs turn out, that that's because that's what the server is reporting to us.
If you're using the FastOverworldBuilder; try changing to FullBuilder
The fast builder relies on the position of the highest block being reported correctly, while the full builder simply loops through everything and includes everything
Switching to FullBuilder Didn't fix it either
Is there something I can do that will make it send the correct data?
Solution
Well, I found a solution. I selected the whole broken area with WorldEdit, ran //set grass_block, then //undo.
So far that seems to have fixed it
lol
true