Server-side support

2.3+ (NIGHTLY & RC BUILDS) ONLY, CURRENT STABLE (2.2) WILL NOT LOAD ON SERVER Links & downloads: #links-n-downloads Important: - Same build should be installed on both server and client for communication to work correctly. - "Distant Generation" must be enabled on both server and client, otherwise generation won't be running; same applies for every toggle that has a server-side counterpart. - 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. Compatibility: - Iris 1.7.5+ or Oculus 1.8+. - Server plugin version (nightly builds only): click here. Be aware that it's still a work-in-progress and is not in a complete parity with the mod version yet. - Client and server's MC versions must match (within ranges allowed by the same mod file). - Protocol translation mods & plugins (e.g. ViaVersion) are not supported. While they're not actively blocked, it's not recommended to use them with DH; expect bugs when using anyway. 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.
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пшш
пшшOP2mo ago
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.
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, which is not 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) - How to pre-generate LODs on server? - Use /dh pregen (operator only) LOD data layout 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

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