Server-side support

NIGHTLY 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 to work correctly. - "Open to LAN" servers are supported, both host and client must have the mod installed. - Nightly builds are only compatible with Sodium 0.6 and Iris 1.8. Oculus uses code from Iris 1.7, which won't work. - The mod does not work on plugin-based servers (Bukkit, Spigot, Paper and derivatives). Alternatively, you can try this experimental plugin version by @Jckf on server, with mod on client; keep in mind that its functionality is incomplete. - You currently need a connection with at least 7 Mbit/s per LOD bandwidth (800 kB/s) and <= 250ms ping, worse values may cause lagging and/or disconnects. 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 and F3 screen contents 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 have to set a unique levelKeyPrefix in in each backend server's config, otherwise client will mix up same dimensions of each server. If you install the mod on a new server, it will be auto-generated.
3 Replies
пшш
пшш2mo ago
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 /dhconfig (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) Alternatively2, you can use Chunky: 1. Disable distant generation on the server. 2. Increase server values of numberOfLodBuilderThreads and runTimeRatioForLodBuilderThreads, otherwise you might get "Too many queued chunks" warnings and risk ending up with swiss cheese LODs. (/swiss) 3. Start Chunky's pre-generation. 4. All chunks will have LODs automatically generated for them. 5. If you want to see LODs being generated on client, enable real-time updates on both sides. 6. When you're done generating, enable distant generation back on server to allow clients downloading them. If you want to prevent further generation by DH, switch generation mode to PRE_EXISTING_ONLY.
YAGPDB.xyz
YAGPDB.xyz2mo ago
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/
пшш
пшш2mo ago
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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