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Chunks require player to move into them to load.

Discussion in 'Help' started by BouncyJeffer, Aug 11, 2017.

  1. BouncyJeffer

    BouncyJeffer Spider Jockey

    Messages:
    39
    GitHub:
    bouncyjeffer
    Whenever I tried testing PMMP on my server, everything besides chunks was an issue. They just didn't load properly. I would spawn in, and I think it's only one chunk or two that loads around me, and I have to walk into the rest of the chunks to load them. I believe it might be something in my pocketmine.yml. Whenever I use a fork though which I would prefer not to use, the issue doesn't occur and the chunks load fine. I have the pocketmine.yml here:
    # Main configuration file for PocketMine-MP
    # These settings are the ones that cannot be included in server.properties
    # Some of these settings are safe, others can break your server if modified incorrectly
    # New settings/defaults won't appear automatically on this file when upgrading.

    settings:
    #Three-letter language code for server-side localization
    #Check your language code on https://en.wikipedia.org/wiki/List_of_ISO_639-2_codes
    language: "eng"
    #Whether to send all strings translated to server locale or let the device handle them
    force-language: false
    #When server shut down, the players will get kicked and this is what will show on there screen.
    shutdown-message: "Server stopped."
    #Allow listing plugins via Query
    query-plugins: true
    #Show a console message when a plugin uses deprecated API methods
    deprecated-verbose: true
    #Enable plugin and core profiling by default
    enable-profiling: false
    #Will only add results when tick measurement is below or equal to given value (default 20)
    profile-report-trigger: 20
    #Number of AsyncTask workers.
    #Used for plugin asynchronous tasks, world generation, compression and web communication.
    #Set this approximately to your number of cores.
    #If set to auto, it'll try to detect the number of cores (or use 2)
    async-workers: 2
    #Enables use of non-production, development builds. WARNING: DO NOT enable this unless you are sure you know what you are doing.
    enable-testing: false

    memory:
    #Global soft memory limit in megabytes. Set to 0 to disable
    #This will trigger low-memory-triggers and fire an event to free memory when the usage goes over this
    global-limit: 0

    #Main thread soft memory limit in megabytes. Set to 0 to disable
    #This will trigger low-memory-triggers and fire an event to free memory when the usage goes over this
    main-limit: 0

    #Main thread hard memory limit in megabytes. Set to 0 to disable
    #This will stop the server when the limit is surpassed
    main-hard-limit: 1024

    #Period in ticks to check memory (default 1 second)
    check-rate: 20

    #Continue firing low-memory-triggers and event while on low memory
    continuous-trigger: true

    #Only if memory.continuous-trigger is enabled. Specifies the rate in memory.check-rate steps (default 30 seconds)
    continuous-trigger-rate: 30

    garbage-collection:
    #Period in ticks to fire the garbage collector manually (default 30 minutes), set to 0 to disable
    #This only affect the main thread. Other threads should fire their own collections
    period: 36000

    #Fire asynchronous tasks to collect garbage from workers
    collect-async-worker: true

    #Trigger on low memory
    low-memory-trigger: true

    max-chunks:
    #Limit of chunks to load per player, overrides chunk-sending.max-chunks
    trigger-limit: 28

    #Do chunk garbage collection on trigger
    trigger-chunk-collect: true

    #Trigger on low memory
    low-memory-trigger: true

    world-caches:
    disable-chunk-cache: true
    low-memory-trigger: true


    network:
    #Threshold for batching packets, in bytes. Only these packets will be compressed
    #Set to 0 to compress everything, -1 to disable.
    batch-threshold: 256
    #Compression level used when sending batched packets. Higher = Uses More CPU, Less = More Bandwidth Usage
    compression-level: 2
    #Use AsyncTasks for compression. Adds half/one tick delay, less CPU load on main thread
    async-compression: true
    #Experimental, only for Windows. Tries to use UPnP to automatically port forward
    upnp-forwarding: false

    debug:
    #If > 1, it will show debug messages in the console
    level: 1
    #Enables /status, /gc
    commands: true

    player:
    #Choose whether to enable player data saving.
    save-player-data: true

    level-settings:
    #The default format that levels will use when created
    default-format: anvil
    #If true, converts from a format that is not the default to the default format on load
    #NOTE: This is currently not implemented
    convert-format: false
    #Automatically change levels tick rate to maintain 20 ticks per second
    auto-tick-rate: false
    auto-tick-rate-limit: 20
    #Sets the base tick rate (1 = 20 ticks per second, 2 = 10 ticks per second, etc.)
    base-tick-rate: 1
    #Tick all players each tick even when other settings disallow this.
    always-tick-players: false

    chunk-sending:
    #Amount of chunks sent to players per tick
    per-tick: 1
    #Amount of chunks sent around each player
    max-chunks: 50
    #Amount of chunks that need to be sent before spawning the player
    spawn-threshold: 28
    #Save a serialized copy of the chunk in memory for faster sending
    #Useful in mostly-static worlds where lots of players join at the same time
    cache-chunks: true

    chunk-ticking:
    #Max amount of chunks processed each tick
    per-tick: 16
    #Radius of chunks around a player to tick
    tick-radius: 3
    light-updates: false
    clear-tick-list: true

    chunk-generation:
    #Max. amount of chunks in the waiting queue to be generated
    queue-size: 2
    #Max. amount of chunks in the waiting queue to be populated
    population-queue-size: 2

    ticks-per:
    animal-spawns: 400
    monster-spawns: 1
    autosave: 6000
    cache-cleanup: 900
    spawn-limits:
    monsters: 70
    animals: 15
    water-animals: 5
    ambient: 15

    auto-report:
    #Send crash reports for processing
    enabled: false
    send-code: true
    send-settings: true
    send-phpinfo: false
    host: crash.pocketmine.net

    anonymous-statistics:
    #Sends anonymous statistics for data aggregation, plugin usage tracking
    enabled: true
    host: stats.pocketmine.net

    commands:
    #Here you can customize server commands
    #Specify command names to override the default set here.
    #If no custom value is defined for a command, the default will be used.
    #NOTE: Some commands cannot be disabled here, such as the important ones like /stop, /reload, etc.
    default: true
    #Set override values per command here
    #For example, uncommenting the below will disable /plugins and /version
    #version: false
    #plugins: false

    aliases:
    #Examples:
    #showtheversion: version
    #savestop: [save-all, stop]

    worlds:
    #These settings will override the generator set in server.properties and allows loading multiple levels
    #Example:
    #world:
    # seed: 404
    # generator: FLAT:2;7,59x1,3x3,2;1;decoration(treecount=80 grasscount=45)
     
  2. robske_110 (Tim)

    robske_110 (Tim) Wither Skeleton Poggit Reviewer

    Messages:
    1,342
    GitHub:
    robske110
    Ok, first off are you running the latest version of PM?
    If yes, then you might want to look at your server.properties if this setting https://github.com/pmmp/PocketMine-...47e95422f3df3/src/pocketmine/Server.php#L1466 is sufficient and present.
    your pocketmine.yml seems fine.
    If all this doesn't help please try to setup a new server with default configuration and without plugins and see if the issue persists.
     
  3. BouncyJeffer

    BouncyJeffer Spider Jockey

    Messages:
    39
    GitHub:
    bouncyjeffer
    I tried it with and without plugins and set the configuration to default and didn't work. I'm not using the latest, but whenever I try this copy on my other server, it works fine. I tried setting the view-distance the 8, it didn't change anything.
     
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