Server crashes upon startup after adding server side DH
My server will start without DH installed but crashes on startup after installing DistantHorizons-fabric-2.1.3-a-dev-1.20.1
https://mclo.gs/Ibd7iNL
60 Replies
that's because that's not a serverside port from what I remember
Hmm, I downloaded from https://gitlab.com/s809/distant-horizons/-/wikis/home using the 1.20.1 link 🤔
GitLab
Home · Wiki · s809 / Distant Horizons · GitLab
This is a mod that adds a Level Of Detail (LOD) system to Minecraft. This implementation renders simplified chunks outside of the normal render distance allowing for an...
yeah Distant Horizons doesn't work on the server
it's client side only
This is for the server side dev version of DH that gets installed on both the client and server
?????????
is it?
Oh
my bad then
it's experimental, i have no idea how it works
Ok thank you for your replies but I'm looking for someone who does haha
it's still in development so the loading is very strange from what I've heard
do you have any other mods installed on the server?
wait a minute
a bunch of mods threw errors about being incompatible with the loader semantic whatever that means
I don't think it's DH at fault in this case
The server loads just fine without DH
I don't think you're the person that can help me with this
well that's the thing, the log is complaning about oceans delight so I dunno. Have you tried the binary split on the mods?
That is complaining about the name scheming of the mod's version
If you look below in the red, there are errors regarding DH
ah alright alright
well either way have you tried doing a binary split?
to find the mod that is causing the issue?
I have close to 300 mods with lots of dependencies, and I was trying to avoid that by posting my logs here
yeeeeah true
I'm surprised nobody has tried to help except for myself.
Hopefully someone can provide some guidance to save me hours upon hours of weeding out the incompatible mod(s). I'd really like to use DH on my dedicated without having people fly around on client generating it client side
Wait a minute, are you using any terrain generation mods?
Yes
just send those and the world seed to your friends and have them run their computers overnight with aggressive (or optimized) CPU load with a high Distant Horizons distance and then have them move the resulting SQLITE files to the server folder so that those LODs load in
it's an overnight thing but it works perfectly
not to mention it's far less buggy than the serverside fork
Is this something that I can do for them, or must they participate? Can't I just do this myself and send them the local LOD cache generated by mine, or will that not work?
Yup that'll work!
This is my first time playing multiplayer unfortunately, so I'm inexperienced with anything multiplayer related
Especially if you have a powerful CPU however keep in mind that the LOD file will get sizeable
if you have an empty google drive it won't be a problem though
server hosting using essential by any chance?
that's generally the easiest way to do it
Nope, I'm hosting using a dedicated via Bloom
I see
and they allow you to add your own mods too? that's neat
It was a very easy process but the last thing I need to figure out is this DH stuff
Yes, I just interact with it remotely
Kinda like an RDP client
Interesting
Now let's say I run chunky overnight and also spend some time letting DH generate a fairly hefty amount of LOD on my own PC... why would I need to upload that LOD to the server?
Can't I just send the LOD file to my friends to use locally, since normal DH is client side anyway?
Ahhhh wait, the generated chunks from running chunky on the server wouldn't autogenerate LOD client side
yes you can
yeah
What you could alternatively do is use Chunky to generate the world out to a radius on the server then download the world, generate LODs locally and then move them to the actual server sqlite
or rather, replace the server sqlite
that saves Distant Horizons the generation of chunks part of things HOWEVER it also exposes you to chunk holes and swiss cheese problems
I've only ever tried using chunky once and it ended up generating a really janky and messed up looking world. Is that always the case with chunky or does it sound like I did it incorrectly?
so basically, best thing to do would be:
You generated the LODs overnight, just crank Distant Horizons cpu load and do it locally with the downloaded world file or something with all the terrain gen mods
Send your friends the SQLITE file to replace the server one
it's always the case
don't use it
Okay, well I'll be starting from a fresh world, so I'd just have to fly around to generate manually?
Or just not even worry about actual generation and just let DH auto-generate lods then move them to the server?
Nope, Distant Horizons has a pregenerator for terrain
I'll still wait for a reply regarding serverside DH fork while I sleep and then this could be a decent backup method to get standard DH working fine as a workaround
crank the CPU load and it will generate chunks, build LODs, wipe the chunks, and you'll be left with an SQLITE file that has all the terrain
Do this in single player, just make sure you're using the same seed and terrain gen mods so you don't generate LODs for a different world
If I transfer a seed from local to dedicated, will all of the NPCs be missing?
Ok wait, let me just explain the steps:
Generate a world on your server
Get the seed and terrain generation mods for that world and put them into singleplayer on your computer along with Distant Horizons
Once you have that world opened on your local game, turn Distant Horizons' CPU load all the way up and let it run overnight (set your render distance in DH to 2048 just to make sure it doesn't just stop generating because it hits the radius you set)
The next day save the world and close the game, copy the SQLITE file from that world and send it to your friends who use it to replace their server sqlite file with it so that they have all the LODs which will load in when they join the server
Ahhh, gotcha
It's a bit confusing at first glance but three other people have done it when I told them to and it worked so I have faith in my abilities now, at least a little 🤣
What would be the best way to expand upon LOD generation once we outgrow 2048?
I assume I'd need to copy the world over from server to local, autogenerate more LODs, then update everyone with the new LOD files?
2048 could take around 50 hours to generate and is farther of a distance than most people will travel in Minecraft in a month
Yup
just set the radius as high as possible OR generate from a different location
Is there any indicator that the set autogeneration distance has been generated or just let it sit overnight and yolo? xD
Anyway, heading to bed now. I'll check back in here tomorrow
F3 and you can see how many world gen tasks there are to complete ;)
alright, goodnight!
the original problem probably was that it automatically updated you to the nightly builds, which do not work on servers
I'm not at my PC right now but is this something I can prevent from auto-updating?
I read that there was a config file for the server side version but haven't taken a look at it yet, so I'm assuming there may be an update toggle within the config?
Although the downloaded zip file from gitlab for 1.20.1 was titled nightly iirc
go to the /config/distanthorizons.toml file and change enableAutoUpdater to false
I figured that would be the case. Thanks, I'll take a look after work! Is it worth the trouble btw or should I just generate LODs locally and share the LOD files with my friends who will be accessing the server?
that depends on your use case and client and server hardware
Looking to use it on a server for 2-3 people with a bit over 200 mods. I'm using Bloom for hosting and went with the package with their best cpu, a 5950x and 8gb ram
My friends and I all have overkill PCs and are looking for a mostly stable experience
8 gb is the max? thats quite low for a 5950x lol
the most stable would probably be just generating in singleplayer and sharing the LODs
Naw it's the minimum ram for the 5950x package. I started with 8 for now and will just buy more as needed
They have 12, 16, etc.
ah alright
Does the dev build cause crashing?
well world generation required quite a lot of ram, so if you want to heavily use the serverside branch, that might not be enough
maybe
Ahhh okay. I believe my dedicated just crashes if it maxes out of ram so maybe I'll just give it a try and see how things pan out then use the client side version if its not stable
Thanks for your help
np!
your file is corrupted, redownload it
Okay, I'll download a new copy after work and make sure update is set to false in the config then let you know the result. 👍
Is this the amount of tasks on the bottom of the red box?
When I try to look around, it doesnt seem like I can see the LOD's builded close to me though
Yup
it takes forever to get stuff loading
but clearly the mod is working based on your terrain
At least I think it is
how high is your vanilla render distance?
I realized I uploaded my normal DH config file when importing my modlist onto the dedicated. Deleting the incorrect config file and reuploading the DH server side fork in case of corruption resolved the issue 👍