Clarity on multiplayer servers, Chunky, DH server fork
I'm hosting a dedicated server, it does not currently have the DH server fork mod. Trying to understand the ins and outs and make sure everything's stable and working before I invite friends.
Chunky + DH Client-side:
I understand you must visit the chunks in a server for your client-side DH to generate LODs. A few YouTube vids mentioned you could use Chunky, but a successful Chunky task doesn't seem to prompt my DH to do anything. Am I misunderstanding something?
Generating LODs in SP and moving to MP
I've successfully loaded the MP world in SP, generated DH LODs and transitioned them back, but this is really only convenient for me on the same network as the server. The LOD files can get huge, as can the server world if you're using Chunky. Distributing these files to friends with DH client-side sounds like a bit of a pain, and also would require periodic refreshes as people explore. I'd prefer something more sustainable.
DH Server Fork
If I'm understanding this correctly, the server would generate and distribute the LODs. How does it determine origin/center for designated radius? Is it similar to Chunky? Does it generate LODs in concert with Chunky tasks? Does it distribute everyone's individually explored LODs to everyone else?
I am a bit nervous about data usage with server-side, has anyone monitored how much data this tends to chew up? I do have data caps I need to keep an eye on.
14 Replies
First about chunky:
/chunky
Chunky is known to cause LODs to turn into swiss cheese and bloat up world size, as can be seen in the attached screenshot.
We recommend you enable "Distant Generation" in Distant Horizons' settings and wait.
If you actually want to pre-generate vanilla chunks along with LOD data, disable Distant Horizons, wait for chunky to finish, then re-enable Distant Horizons.
And for the server side fork, it works like dh in singleplayer
how does it determinate origin/centre for designed radius?Every player has its own radius, and the player is therefore also the center of its own radius. So there can be multiple radiuses active at the same time. Its like the normal vanilla chunks, where every player also has their own, albeit way smaller, radius .
Does it distribute everyone's individually explored LODs to everyone else?Yes, if those chunks are in the players render distance
Thanks for the response. I'm no coder, so if I sound like an idiot it's because I am. Which settings are server-controlled? Radius, quality, compression? Is it the server doing the processing for every player? (If 4 players are across the planet from each other, is the server processing four different DH jobs at once?)
Quality is client side
Radius is both client and server side as in the lower value will be used
And yes, server will try to generate LODs for all players
Though you would probably hit a CPU or CPU load limit first
Haven't tried it yet, so you can tell me to go figure it out myself but... can you have the server fork and mainline DH mods installed at the same time? Or would the server fork alone perform all the same functions if I choose to go create a SP world?
Server side fork performs the same as the normal version, with the exception that the server side fork is behind in features then the normal version's nightly
And no you can't have both at the same time
Both the server and clients should have the server side version for it to connect and work
The serverside fork has recently pulled in the changes to mainline, so only thing missing is the very recent stuff, which is only API related
Meaning it has the same features as nightly, except some API stuff
It won't stay like this forever though
Yea, ofcourse, but just wanted to say, it currently is at the same point as mainline
good to know
Does the DH server mod auto-update while in beta? I have the latest Iris and Sodium .jars from modrinth, but DH server mod doesn't like it.
It auto updates if you tell it you want that.
The serverside version needs the iris and sodium beta, which can be found in the iris discord