Rendering issues in the TerraFirmaGreg modpack
Completely new world, Chunky has been disabled. 
Rendering misses  columns and rows of chunks. The only way this doesn't happen, if delete the .sqlite files and generate new with "Full - Save Chunks".  This however also pulls all the generated chunks into Xaeros Map, which takes out the joy of exploration. 
What to do here?

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In another test, I generated chunks with Chunky and set DH to "Pre-Existing only" which seemed to render correctly, but it was super slow and cumbersome. With chunky it's also weird to always manually pregenerate  a specific area with the radius commands, etc.
So concrete questions are: 
1) Why is it happening, what can I test so that it doesnt? 
2) Can I have it full generation, without Xaeros minimap displaying the rendered chunks?
Some more testing, I am getting more confused: 
In another clean world, the map is not picking up the generated chunks. See screenshot of the waypoint that is on the map, and how much further I can see.


Or hasn't it just gotten far enough with the rendering?
i had this issue too on that modpack
And on another savegame, the LOD rendered chunks get added to the map. This is really confusing. The waypoint on the map for both situations is the 8 chunk vanilla render distance ...


Any resolution @Rammy ?
i think the features generator just doesn't play well with TFC terrain, haven't found any other solution other than using the full generator
Did you experience the issue with mapping as well then?
don't recall the map being weird
it does behave quite weirdly

lots of these errors

I assume - or at least the way I understand it - "full - save chunks" actually saves the world data it generates so that the map picks it up. As if you had visited these areas already. Takes a lot of the fun out of exploration.
it is not meant for maps to pick up
although some people would like that
some maps do pick it up, some don't
the main thing is that it makes 100% accurate LODs, problem is that it's slower, and also saves the world data which you may or may not want
wish it could be toggled to save or don't save world data but that may not be possible
yeah, look at this example: 
It generates 32x32 chunks and then Xaeros map just draws it up. Notice the new spot where I teleported is only mapped to 8 chunks around me.

I would want a toggle which goes "generate full LODs, but don't save the world data"  - e.g keep it's own dataset for LOD rendering. I would make that disk space compromise honestly.
yeah but it may not be possible due to how it works
look, i started with features mode, lods were super broken, then changed to full and they are accurate again, but, it is slow and saves chunks to world data which is usually pretty unnecessary

now, to fix the slowness problem you can use c2me, tfg has sinytra connection preinstalled for something so you can just add it
yeah, exactly my experience. I dont really care about the slowness though.
btw it didn't seem the full generator was revealing map area
I guess the issue is that in full mode, it actually uses the TFG world generation to generate the chunks, then LODs them. In features or surface is must be using some other sort of algorithm that just makes wrong assumptions about how TFG world is generated, or how the world data is stored.
yeah that's probably correct
im trying to get c2me on it but i can't get it to work
I have very inconsistent experiences with map revealing.  most of the times it doesn't, but then suddenly a massive rectangular block of the map is revealed. Maybe Xaeros reads world data and whenever a new "region" is started or smth, it initializes it for the map? and if DH has managed to generate all chunks in that region, it just maps them all up.
These are some super wild assumptions though 🙂 But I could see it being implemented as such.