#[1.19.2] Missing Chunks on map

1 messages · Page 1 of 1 (latest)

limber heath
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It seems like about half of the chunks between the edge of render distance and the player aren't getting rendered, leaving these QR-esque holes in the map.

vital estuaryBOT
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Thank you! Please provide any errors you are experiencing and upload your configuration.txt. Someone from our <@&1086854037040812224> team will respond to help shortly. As a general reminder, everyone on our support team is a volunteer, please be kind!

limber heath
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[FYI, the dynmap version is 3.5].

vital estuaryBOT
loud furnace
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Are the chunks there when you zoom in?

limber heath
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No, unfortunately

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My friend's on there right now too. He walked straight through one of the "void spaces" and it didn't update at all.

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Nether seems to be behaving similarly.

loud furnace
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Walking doesn't update it, only block update, chunk-generate and chunk-populate do

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So maybe try the forge generator to see if that works

limber heath
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Using /forge generate for 4000 chunks didn't update the map at all. I will check in a bit if entering the world after having done so has any influence.

loud furnace
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If not, try a fullrender of said map

limber heath
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Fullrender appears to be clearing it up. Also, it seems like me having generated 4000 chunks is taking a pretty hefty strain on the server's CPU. Is that normal or do you think that's something else? If it is because of that, is there a way to reverse it?

loud furnace
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the generation itself is quite resource heavy, both the chunk and tile generation, after a fullrender is completed the process usage should die down again

limber heath
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It was pretty high before I even started the fullrender.

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Like, floating around 100% for just me on it

loud furnace
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maybe dynmap found the chunkgenerate trigger and started rendering it

limber heath
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But once it's actually done generating it should go back to normal?

loud furnace
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it should, what is the output of /dynmap stats?

limber heath
loud furnace
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yeah its processing the queue, keep an eye on the size, and if it is 0 + 0 the usage should die down

limber heath
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Okie dokie

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Does having that many chunks generated put any strain on memory or just storage

loud furnace
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memory no, as per player the loaded amount is the same

limber heath
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Oh, I see

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I will let you know if I'm having performance problems when it's done

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The only thing I could think it would be is that I aborted the chunk generation some ways through by stopping the server because the whole thing was really slowing down.

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But I doubt it.

loud furnace
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that would be really bad coding if that would be the case

limber heath
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I know right? lmao

limber heath
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Queue is 0+0 and CPU still reads 120%

loud furnace
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Then it's not dynmap's fault

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Maybe check the timings, if forge has such a feature

limber heath
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You mean that?

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Got it. It was Dynmap. The queue said zero but it was still running that much, I guess.

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Feel free to close this ticket.

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Thanks for the assistance!

loud furnace
vital estuaryBOT
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