#pregenerate Chunks on eu2 over night with Chunky
12 messages · Page 1 of 1 (latest)
The TPS aint great during chunk "pre"-generating either... it's the same impact actually.
The "pre" part means doing it before people play on it... which has been done for a 10K radius on all the servers.
What are you looking for that can't be found within the world generated already?
p.s. Don't forget there's a webmap to see all the world generated so far (surface only though): http://craftoria-eu2.modded.fun:8088/
Just thought to sketch the numbers... the initial pre-gen of the worlds took, like, 36-48 hours. (been a while, I forget).
That initial pre-gen was 20k blocks by 20k blocks = 400k square blocks of area.
The current world borders look to be set 5K out N, S, W, and E.
So that's... 4 x ( ( 5k x 20k a side) + ( 5k x 5k in the corners ) = 500k square blocks of area... so another 2+ days-ish of no player access while running the 'pre'-gen to fill out the current borders.
( of course, some % of that 'new' space has already been generated/explored ).
There shouldn't be any tps issues from worldgen, as server is running C2ME, which has helped EU1 to generate new chunks at really fast speeds even at low tps, without lowering it even more. Wonder why it's different on EU2
Cool beans; didn't know. Certainly one would hope the world gen problems in early Craftoria (really BWG)--the pathologically cpu-intensive biomes--got fixed.
C2ME sounds faster than even what was considered 'normal' world gen speeds for AoF7 and 6.
why is exploring such a major lag issue then if it's not the chunk gen part? @limpid sage @digital depot
also now that I think about it, it was less of an issue before the recent two server updates so maybe smth went wrong there?
yea I know, it's been way better before updating to 1.10.x and 1.12.x
Changed startup configs for next restart, report back after, k?