Server-side support
NIGHTLY & RC BUILDS ONLY, CURRENT STABLE WILL NOT LOAD ON SERVER
Links & downloads: #links-n-downloads
Important:
- Same version must be installed on both server and client for communication to work correctly.
- Nightly builds are only compatible with Sodium 0.6 and Iris 1.7.5+. Oculus uses code from Iris 1.7.0, which won't work.
- If you're using a plugin-based server, use this server plugin instead of this mod; keep in mind that it does not support everything implemented by the mod version yet.
- Default settings require a connection with at least 500 KB/s (4 Mbit/s) bandwidth, which amounts to ~10-15 LODs/second in vanilla worlds. This can be changed via client & server configs.
How to report bugs/crashes:
1. Read the FAQ #faq-start-here.
- Make sure you're on the latest build. Use
Build:
line to compare the commit hash with latest one on GitLab, or (easier) redownload the mod.
- If you have other mods:
1. Try running with only DH enabled.
- Check #faq-mod-support for explicit incompatibilities.
- If you have many mods, use the binary split method to check for incompatibilities. (Send /binary
in #bot-commands to find out how to do it)
- Post full logs from both client and server, F3 screen contents and response of /dh debug
together with your report.
How to install:
Drop the matching jar (Merged
is for all mod loaders) into mods/
of the server and clients.
Note for proxies (e.g. Velocity):
You should set a unique levelKeyPrefix
in each backend server's config. While it's not strictly required, it's strongly recommended to make client's dimension names more readable and prevent collisions between LODs of each server.
If you don't set one, a seed hash will be used on its place.
3 Replies
FAQ
- Will players with without the mod be able to connect to the server with DH?
- Yes, the mod is optional on both sides.
- How to check if mod is working?
- Check for status F3 line when on server, in between other DH status lines.
- How to change server-side settings?
- Use
/dh config
(operator only)
- Can clients generate instead?
- No, world generation is coupled with server-side logic and clients don't have server-side logic initialized when in multiplayer.
- How to import pre-generated LODs?
- Put them into world/
, in the structure same as of singleplayer world. (See LOD data layout)
- Can I pre-generate LODs on server?
- No, it's not possible in near future by means of only this mod.
- Alternatively, you can generate using the client's generation:
1. Copy the world to saves
on client.
2. Generate LODs using that client
3. Copy generated LODs to server. (See LOD data layout)
- (Not recommended) Alternatively, you can use Chunky:
1. Disable DH on server, either by removing or renaming its jar.
2. Run Chunky's pre-generation.
3. When you're done generating, re-enable DH.
If you want to prevent further generation by DH, switch generation mode to PRE_EXISTING_ONLY
.Single Player:
- Overworld:
.minecraft/saves/WORLD_NAME/data/DistantHorizons.sqlite
- Nether: .minecraft/saves/WORLD_NAME/DIM-1/data/DistantHorizons.sqlite
- End: .minecraft/saves/WORLD_NAME/DIM1/data/DistantHorizons.sqlite
- Custom Dimensions: .minecraft/saves/WORLD_NAME/DIMENSION_FOLDER/data/DistantHorizons.sqlite
Multiplayer:
- .minecraft/Distant_Horizons_server_data/SERVER_NAME/
Dedicated servers:
- Overworld:
server_folder/world/data/DistantHorizons.sqlite
- Nether: server_folder/world/DIM-1/data/DistantHorizons.sqlite
- End: server_folder/world/DIM1/data/DistantHorizons.sqlite
- Custom Dimensions: server_folder/world/DIMENSION_FOLDER/data/DistantHorizons.sqlite