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Weird map glitch

Discussion in 'Help' started by NickTehUnicorn, Jul 20, 2017.

  1. NickTehUnicorn

    NickTehUnicorn Zombie

    Messages:
    200
    GitHub:
    unickorn
    So a little part of the map (that I'm in) loads, when I get out of the loaded part, it disappears and another small part that I'm in loads.
    After teleporting to another world, it's gone.
    Video:
    NOTE: The problem is not only with one map.
     
    Last edited: Jul 20, 2017
  2. Matthew

    Matthew Baby Zombie

    Messages:
    167
    GitHub:
    matthww
    Nobody can really help you without any information. For example what PocketMine version do you have, what plugins do you have installed, how does your configuration file look (server.properties and pocketmine.yml).....
     
    NickTehUnicorn likes this.
  3. Matthew

    Matthew Baby Zombie

    Messages:
    167
    GitHub:
    matthww
    How did you fix it? or did it dissapear out of the sudden?
     
  4. NickTehUnicorn

    NickTehUnicorn Zombie

    Messages:
    200
    GitHub:
    unickorn
    It seemed like it was gone and now it's back.
    Should I specify my PocketMine version and stuff?
     
  5. NickTehUnicorn

    NickTehUnicorn Zombie

    Messages:
    200
    GitHub:
    unickorn

    Server info:
    OS:
    Ubuntu 14.04 64 bit
    Memory: 512MB (+ 512MB VSwap)
    PocketMine version: PocketMine-MP 1.6.2dev+poggit.1204 ▒Unleashed▒ implementing API version 3.0.0-ALPHA6 for Minecraft: PE v1.1.0.55
    PHP version: 7.0.6
    Plugins(27): DevTools v1.12.1, ParticlesPlus v0.0.2, ItemCasePE v1.1.0-dev1, MyPlot v1.1.4, essentialsTP v1.1.1-dev2, AdminFun v1.0.0, EconomyAPI v5.7.1-dev1, BuilderHelper v1.0.4, NoTP v1.0.5, SignPortal v1.1.3-dev1, PurePerms v1.4.1-dev1, LBParticles v0.0.1, WorldProtect v2.3.5-dev1, ClearLagg v1.1.0, ServerLoveMCPE v4, SlapperRotation v1.0.1, EconomySell v2.0.7, SimpleAuth v1.8.1-dev1, Slapper v1.3.5, InventoryClear v2.0.0, superBAR v1.6.2, MineReset v3.0.2, JumpPads v1, SimpleAuthHelper v2.0.5-dev1, HotBlock v1.0.2, SlapBack v1.0.0, PureChat v1.4.1-dev1
    I know. That's a lot.
    Code:
    #Properties Config file
    #Thu Jul 20 15:45:12 CEST 2017
    server-name=TESTINGGG
    motd=§b§k|§r§eNick's §cDead §aServer §b§k|
    server-port=19132
    online-mode=off
    level-name=Spawn
    level-type=DEFAULT
    gamemode=0
    max-players=10
    spawn-protection=1
    announce-player-achievements=off
    white-list=off
    enable-query=on
    enable-rcon=off
    server-ip=0.0.0.0
    allow-flight=on
    spawn-animals=on
    spawn-mobs=on
    force-gamemode=on
    hardcore=off
    pvp=on
    difficulty=1
    generator-settings=
    level-seed=
    rcon.password= I don't think that matters.
    auto-save=on
    inventory-slots=32
    view-distance=16
    Code:
    # 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
     shutdown-message: "§bServer is closed! §fIt's probably because §l§aNick §fis working on something. §bBe back later"
     #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: auto
    
    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: 0
    
     #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: 3600
    
      #Fire asynchronous tasks to collect garbage from workers
      collect-async-worker: true
    
      #Trigger on low memory
      low-memory-trigger: true
    
     max-chunks:
      #Maximum render distance per player when low memory is triggered
      chunk-radius: 10
    
      #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 = more CPU, less bandwidth usage
     compression-level: 7
     #Use AsyncTasks for compression. Adds half/one tick delay, less CPU load on main thread
     async-compression: false
     #Experimental, only for Windows. Tries to use UPnP to automatically port forward
     upnp-forwarding: false
    
    debug:
     #To enable assertion execution, set zend.assertions in your php.ini to 1
     assertions:
      #Warn if assertions are enabled in php.ini, due to assertions may impact on runtime performance if enabled.
      warn-if-enabled: false
     #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
     anti-cheat:
      #If false, will try to prevent speed and noclip cheats. May cause movement issues with some blocks which are not yet properly implemented.
      allow-movement-cheats: true
      #If false, times block breaks to ensure players are not cheating. May cause issues with some blocks which are not yet properly implemented.
      allow-instabreak: true
    
    level-settings:
     #The default format that levels will use when created
     default-format: anvil
     #Automatically change levels tick rate to maintain 20 ticks per second
     auto-tick-rate: true
     auto-tick-rate-limit: 20
     #Sets the base tick rate (1 = 20 ticks per second, 2 = 10 ticks per second, etc.)
     base-tick-rate: 2
     #Tick all players each tick even when other settings disallow this.
     always-tick-players: false
    
    chunk-sending:
     #To change server normal render distance, change view-distance in server.properties.
     #Amount of chunks sent to players per tick
     per-tick: 16
     #Radius of chunks that need to be sent before spawning the player
     spawn-radius: 10
     #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: false
    
    chunk-ticking:
     #Max amount of chunks processed each tick
     per-tick: 40
     #Radius of chunks around a player to tick
     tick-radius: 3
     light-updates: false
     clear-tick-list: true
     disable-block-ticking:
      #- 2 # grass
    
    chunk-generation:
     #Max. amount of chunks in the waiting queue to be generated
     queue-size: 10
     #Max. amount of chunks in the waiting queue to be populated
     population-queue-size: 6
    
    ticks-per:
     animal-spawns: 10
     monster-spawns: 1
     autosave: 9000
     cache-cleanup: 900
     spawn-limits:
      monsters: 10
      animals: 10
      water-animals: 5
      ambient: 10
    
    auto-report:
     #Send crash reports for processing
     enabled: true
     send-code: true
     send-settings: true
     send-phpinfo: false
     use-https: true
     host: crash.pmmp.io
    
    anonymous-statistics:
     #Sends anonymous statistics for data aggregation, plugin usage tracking
     enabled: true
     host: stats.pocketmine.net
    
    auto-updater:
     enabled: true
     on-update:
      warn-console: true
      warn-ops: true
     #Can be development, alpha, beta or stable.
     preferred-channel: development
     #If using a development version, it will suggest changing the channel
     suggest-channels: true
     host: update.pmmp.io
    
    timings:
     #Choose the host to use for viewing your timings results.
     host: timings.pmmp.io
    
    console:
     #Choose whether to enable server stats reporting on the console title.
     #NOTE: The title ticker will be disabled regardless if console colours are not enabled.
     title-tick: true
    
    aliases:
     #Examples:
     #showtheversion: version
     #savestop: [save-all, stop]
    
    worlds:
     Eiffel:
     McDonalds:
     MarriageChapel:
     Mine:
     HotBlock:
     DisneyTower:
     BuildPlace:
    
    
     
    Last edited: Jul 20, 2017
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