i'm not entirely sure, i figured it was a compatible version though since the one we have is the 1.3 alpha 2 which says it needs the same version.
we're running the direwolf20 pack server v3 with added mods.
I'll try to find time to pull down that mod pack, and give it a go - I'm seeing a number of crash reports with it, though (including the same exception I flagged), so not sure where things stand there.
Edit: Pulled it down - got a similar error for EE3 trying to find RedPowerWorld, but different stack. Otherwise, though, it ran properly (as a server - I tried to use the client from the launcher to access the server, and its dying during launch.... must not like Macs...)
yeah i had issues with it trying to update ic2 as well but it is much easier than setting up all those mods by hand, i hope you can address it or something though, dynmap is honestly one of my favorite mods/utilities since i found it.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I'll be pushing 1.4-alpha-1 out tonight for Forge 1.4.6 - any requests for other Forge versions?
**** Version 1.4-alpha-1 (only released for v1.4.6 on Forge v6.5.0+) ***
[Forge v6.50+) Add limited support for render triggers (blockupdate, blockupdate-with-id (blockupdate with extra logging data to track which block IDs are source of updates), lightingupdate, chunkpopulate, chunkgenerate). blockupdate, chunkpopulate and chunkgenerate are on by default if empty render-trigger list.
Tune performance of chunk fetching on server thread - reduce lag
Add support for Fancy Fences wall rendering
Add workaround for IE10 zoom issue (force IE9 compatibility)
Forge 1.4.5 (443), as some mods are not yet ready for 1.4.6.
No real issue with fake updates/buildcraft pipes over here. But ...
Any suggestions on how to deal with hundreds of blocks being updated by a "spreading infection" block? Kinda like the old Cracked Sand spread?
Mod support request: Mystcraft adds a few useful blocks (two types of bookstands, in particular), as well as several types of "decay" that spread through the world, eating it up, if you have been either a bad world maker (can't describe a world well), or a greedy world maker (described a rich / valuable world).
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
If you have a quarry (World/Age) then be sure to disable dynmap for that world...
went from ~50-80% cpu on both cores down to ~20%. Rather should have done that earlier.
Only had one (buildcraft) quarry (basically at max speed) and one (steve's carts) tree farm running to boot.
Is there a way to add blocks to it for rendering manually, or is that done in its code? Reason I ask is my server has XyCraft and none of the blocks it adds are rendering, even with a texture pack set that has them in it. Otherwise a great mod/addition to the server.
I'm just wondering if anyone has any further up-to-date render files.
I've noticed Forestry is very light on it's feet and I've updated that a little bit, but I'm hoping some others have done some bits and bobs and just kept quiet about it.
Hey guys, Dynmap is awesome but I am running it on a server, that I am playing with my fiance and while its generating the chunks it maxes out the CPU usage, creating quite some lag. Is that a one time thing, until it creates map pieces for already generated chunks, or this is how it works even with all the chunks of the map created?
**** Version 1.4-alpha-1 (only released for v1.4.6 on Forge v6.5.0+) ***
[Forge v6.50+) Add limited support for render triggers (blockupdate, blockupdate-with-id (blockupdate with extra logging data to track which block IDs are source of updates), lightingupdate, chunkpopulate, chunkgenerate). blockupdate, chunkpopulate and chunkgenerate are on by default if empty render-trigger list.
Tune performance of chunk fetching on server thread - reduce lag
Add support for Fancy Fences wall rendering
Add workaround for IE10 zoom issue (force IE9 compatibility)
Just to add another report on performance:
I've tried this on our FTB server running the Mindcrack20 pack v6. When Dynmap is enabled 'top' shows that CPU usage for the Minecraft process fluctuates heavily between 80 and 200%. If I'm reading that correctly, it means that it's using between 80 and 150% of 1 CPU core, not of the entire CPU. This is on a Core i7 3770K with 6GB RAM allocated. Needless to say that when the usage spikes the server lags.
With Dynmap disabled CPU usage fluctuates between 20 and 40% most of the time.
That being said. Dynmap on FTB does look awesome. I'm really happy you're doing your best to make this work
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
Hi. I was wondering if there was a known problem about the login link in the web file of the dynmap plugin not working when the needed information was filled in. When I type in my regitry code, User ID and desired password, it gives me an error saying Internet Explorer cannot display webpage. Thanks in advance for the help!
-93Creeper
Forge 1.4.5 (443), as some mods are not yet ready for 1.4.6.
No real issue with fake updates/buildcraft pipes over here. But ...
Any suggestions on how to deal with hundreds of blocks being updated by a "spreading infection" block? Kinda like the old Cracked Sand spread?
Mod support request: Mystcraft adds a few useful blocks (two types of bookstands, in particular), as well as several types of "decay" that spread through the world, eating it up, if you have been either a bad world maker (can't describe a world well), or a greedy world maker (described a rich / valuable world).
I'll be sure to include 1.4.5 with alpha-2. Mystcraft block support is on the list - not sure how quickly I'll get to it.
If you have a quarry (World/Age) then be sure to disable dynmap for that world...
went from ~50-80% cpu on both cores down to ~20%. Rather should have done that earlier.
Only had one (buildcraft) quarry (basically at max speed) and one (steve's carts) tree farm running to boot.
1.3-alpha-2 will have a feature to help with this sort of thing - basically, you'll be able to set a minimum update delay time (globally, world-by-world, or even map by map) to control how much to delay the update processing of a changed map tile. For cases like quarries, which will generate lots of updates on the same smallish set of tiles, this can allow you to still have automatic updating, but make sure that the changed tiles don't get regenerated too often. Also, do understand that the compute is almost exclusively independent of the server thread, so don't confuse high CPU use there with something that will negatively impact your server (unless you're running on a single-core virtual server, or something similar).
Is there a way to add blocks to it for rendering manually, or is that done in its code? Reason I ask is my server has XyCraft and none of the blocks it adds are rendering, even with a texture pack set that has them in it. Otherwise a great mod/addition to the server.
Block rendering definitions are 99% done by data declaration files - you can see these in the 'renderdata' directory. They are, um, 'lightly documented' - see https://github.com/webbukkit/dynmap/wiki/Advanced-Block-Definitions for an out-of-date-but-still-relevant documentation (I'm trying to find time this week to update this, as I have some other folks interested in trying to contribute rendering definition updates). IF you do try to make one for a mod on your own, be sure to either a) submit it to me, and I'll see about including it (with appropriate credit in the changelog!), or don't modify an existing file - add a new one, so that installing an update from me doesn't stomp your changes.
I'm just wondering if anyone has any further up-to-date render files.
I've noticed Forestry is very light on it's feet and I've updated that a little bit, but I'm hoping some others have done some bits and bobs and just kept quiet about it.
Hey guys, Dynmap is awesome but I am running it on a server, that I am playing with my fiance and while its generating the chunks it maxes out the CPU usage, creating quite some lag. Is that a one time thing, until it creates map pieces for already generated chunks, or this is how it works even with all the chunks of the map created?
Which version of which build? If you are on Forge for 1.4.6, I suggest the latest alpha (1.4-alpha-1). Alpha 2 will be out shortly, and should further improve the amount of 'tile churn' that can happen on some forge configurations.
Can I disable the mysticraft maps from being created? Is there a wildcard or something to prevent them from being listed?
Yes - easiest option is to switch your default templates to an undefined template: in configuration.txt, change 'deftemplatesuffix' to 'bogus' (or something similar). Then, in worlds.txt, add the template you want to use for each of your valid worlds manually:
Basically, what this does is makes worlds get an empty/undefined template by default, but makes the worlds you want to map get specific (and valid) templates. See https://github.com/w...mplate-settings for more details
Alternately, change the deftemplatesuffix to 'bogus', and use the /dmap command to select the templates for your active worlds via command-line in chat:
/dmap worldreset _worldname_ _templatename_
e.g.
/dmap worldreset world normal-hires
/dmap worldreset world_nether nether-hires
/dmap worldreset world_the_end the_end-hires
99.9% likely you are on a hosted box, and another Bukkit/MC server also has dynmap - move your webserver port to another unused port, until you see the web server starting successfully during startup (no error on binding to the port). Also, on some hosts, you will also need to request to have the port opened on their firewall (if you see the server bind successfully, but cannot access the port via your browser, this is likely the case).
Hi. I was wondering if there was a known problem about the login link in the web file of the dynmap plugin not working when the needed information was filled in. When I type in my regitry code, User ID and desired password, it gives me an error saying Internet Explorer cannot display webpage. Thanks in advance for the help!
-93Creeper
Its known to be working - need to know more about how you're configured, what version, etc.
I'm just wondering if anyone has any further up-to-date render files.
I've noticed Forestry is very light on it's feet and I've updated that a little bit, but I'm hoping some others have done some bits and bobs and just kept quiet about it.
Also how do you add support for more mods? Can you just write the renderdata or does Dynmap need to be coded to pull them?
I've merged your changes, and they will be in the next code drop (1.4-alpha-2) - thanks!! It looks like you and dannybear have figured out the basics, per your GitHub issue - I'll try to find some time to update the wiki with current details: MOST mods can now be supported without code changes.
error "Web files are not matched with plugin version: All files need to be same version (1.3-1468)"
Installed Dynmap for the first time from the latest zip file marked "R: v1.3 for CB 1.4.6-R0.3 Dec 31, 2012" at http://dev.bukkit.org/server-mods/dynmap/. Get the correct black screen placeholder with controls but the error "Web files are not matched with plugin version: All files need to be same version (1.3-1468)". This was after setting config file (only thing I changed was lores to hires). I then began the initial full render of the world. No errors in the logs. render is progressing nicely, flat world finished, surface world in progress. Still has the same error on the web page at port 8123. A black screen, zoom controls, a compass, and the error message in white letters on a red background at top center. Running CraftBukkit 1.4.6-R0.3 (#2586) on a dedicated unix box and using the Safari browser from a mac to view the port.
Okay I realized my last post was too vague so here's a new one!
I'm running minecraft bukkit 1.4.5, because to my knowlage there's no non-beta build for 1.4.6, anyway when I type my ip into my web browser ( http://myipnoport:8123/ ) and it shows an error page that says
The connection has timed out
The server at myipnoportnoteven8123 is taking too long to respond.
Okay I realized my last post was too vague so here's a new one!
I'm running minecraft bukkit 1.4.5, because to my knowlage there's no non-beta build for 1.4.6, anyway when I type my ip into my web browser ( http://myipnoport:8123/ ) and it shows an error page that says
The connection has timed out
The server at myipnoportnoteven8123 is taking too long to respond.
What am I doing wrong? could you please help?
That sounds like you've got a firewall, and the port isn't opened (the timeout is the best clue - if there wasn't a firewall, and the port wasn't there, it'd fail immediately). Check the firewall settings on your server to be sure you've opened the port.
*** Version 1.4-alpha-2 released for Forge v1.2.5, v1.3.2, v1.4.2, v1.4.5, v1.4.6/v1.4.7 ***
Support for IC2 Advanced Power Management (thanks to dannybear!)
Support for IC2 Advanced Solar Panels (thanks to dannybear!)
Support for Thermal Expansion (thanks to HanFox!)
Updated support for Forestry (thanks to HanFox!)
Add 'tileupdatedelay' setting (global, per world, or per map) - limits how often tiles that are repeatedly modified will be rendered (reduce load due to automation such as quarries, machines)
(Forge) Improve default world names (such as 'world/Twilight Forest')
Add support for hiding players that have active invisibility potions (controlled by hide-if-invisiblity-potion setting)
Also, performance debug trigger 'blockupdate-with-id'- same as blockupdate trigger, but shows counts by block ID and data value to determine which block types are driving changes (via /dynmap triggerstats command)
Yes - easiest option is to switch your default templates to an undefined template: in configuration.txt, change 'deftemplatesuffix' to 'bogus' (or something similar). Then, in worlds.txt, add the template you want to use for each of your valid worlds manually...
I'll try to find time to pull down that mod pack, and give it a go - I'm seeing a number of crash reports with it, though (including the same exception I flagged), so not sure where things stand there.
Edit: Pulled it down - got a similar error for EE3 trying to find RedPowerWorld, but different stack. Otherwise, though, it ran properly (as a server - I tried to use the client from the launcher to access the server, and its dying during launch.... must not like Macs...)
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Forge 1.4.5 (443), as some mods are not yet ready for 1.4.6.
No real issue with fake updates/buildcraft pipes over here. But ...
Any suggestions on how to deal with hundreds of blocks being updated by a "spreading infection" block? Kinda like the old Cracked Sand spread?
Mod support request: Mystcraft adds a few useful blocks (two types of bookstands, in particular), as well as several types of "decay" that spread through the world, eating it up, if you have been either a bad world maker (can't describe a world well), or a greedy world maker (described a rich / valuable world).
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
If you have a quarry (World/Age) then be sure to disable dynmap for that world...
went from ~50-80% cpu on both cores down to ~20%. Rather should have done that earlier.
Only had one (buildcraft) quarry (basically at max speed) and one (steve's carts) tree farm running to boot.
I've noticed Forestry is very light on it's feet and I've updated that a little bit, but I'm hoping some others have done some bits and bobs and just kept quiet about it.
Here's my updated forestry-texture.txt:
Also how do you add support for more mods? Can you just write the renderdata or does Dynmap need to be coded to pull them?
BDcraft.net BDcraft Web Admin
Just to add another report on performance:
I've tried this on our FTB server running the Mindcrack20 pack v6. When Dynmap is enabled 'top' shows that CPU usage for the Minecraft process fluctuates heavily between 80 and 200%. If I'm reading that correctly, it means that it's using between 80 and 150% of 1 CPU core, not of the entire CPU. This is on a Core i7 3770K with 6GB RAM allocated. Needless to say that when the usage spikes the server lags.
With Dynmap disabled CPU usage fluctuates between 20 and 40% most of the time.
That being said. Dynmap on FTB does look awesome. I'm really happy you're doing your best to make this work
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
-93Creeper
These forums are dumb and break my links. I'm bubbleawsome on steam too.
I'll be sure to include 1.4.5 with alpha-2. Mystcraft block support is on the list - not sure how quickly I'll get to it.
Not sure - nether was fixed in 1.3 GA, so be sure you're running that, and have rerun your fullrender.
1.3-alpha-2 will have a feature to help with this sort of thing - basically, you'll be able to set a minimum update delay time (globally, world-by-world, or even map by map) to control how much to delay the update processing of a changed map tile. For cases like quarries, which will generate lots of updates on the same smallish set of tiles, this can allow you to still have automatic updating, but make sure that the changed tiles don't get regenerated too often. Also, do understand that the compute is almost exclusively independent of the server thread, so don't confuse high CPU use there with something that will negatively impact your server (unless you're running on a single-core virtual server, or something similar).
Block rendering definitions are 99% done by data declaration files - you can see these in the 'renderdata' directory. They are, um, 'lightly documented' - see https://github.com/webbukkit/dynmap/wiki/Advanced-Block-Definitions for an out-of-date-but-still-relevant documentation (I'm trying to find time this week to update this, as I have some other folks interested in trying to contribute rendering definition updates). IF you do try to make one for a mod on your own, be sure to either a) submit it to me, and I'll see about including it (with appropriate credit in the changelog!), or don't modify an existing file - add a new one, so that installing an update from me doesn't stomp your changes.
If you know how, feel free to submit updates as a pull request to https://github.com/webbukkit/DynmapCore (this is the common core used by all versions of Dynmap). If not, kick me links to the files via either a PM here or (much better) an 'issue' ticket on https://github.com/webbukkit/dynmap/issues.
Which version of which build? If you are on Forge for 1.4.6, I suggest the latest alpha (1.4-alpha-1). Alpha 2 will be out shortly, and should further improve the amount of 'tile churn' that can happen on some forge configurations.
Yes - easiest option is to switch your default templates to an undefined template: in configuration.txt, change 'deftemplatesuffix' to 'bogus' (or something similar). Then, in worlds.txt, add the template you want to use for each of your valid worlds manually:
Basically, what this does is makes worlds get an empty/undefined template by default, but makes the worlds you want to map get specific (and valid) templates. See https://github.com/w...mplate-settings for more details
Alternately, change the deftemplatesuffix to 'bogus', and use the /dmap command to select the templates for your active worlds via command-line in chat:
See https://github.com/w...rlds-using-dmap for more details here.
Chat history already supported - see https://github.com/webbukkit/dynmap/wiki/Component-Configuration - look for 'scrollback' setting on chatbox component.
99.9% likely you are on a hosted box, and another Bukkit/MC server also has dynmap - move your webserver port to another unused port, until you see the web server starting successfully during startup (no error on binding to the port). Also, on some hosts, you will also need to request to have the port opened on their firewall (if you see the server bind successfully, but cannot access the port via your browser, this is likely the case).
Its known to be working - need to know more about how you're configured, what version, etc.
I've merged your changes, and they will be in the next code drop (1.4-alpha-2) - thanks!! It looks like you and dannybear have figured out the basics, per your GitHub issue - I'll try to find some time to update the wiki with current details: MOST mods can now be supported without code changes.
Installed Dynmap for the first time from the latest zip file marked "R: v1.3 for CB 1.4.6-R0.3 Dec 31, 2012" at http://dev.bukkit.org/server-mods/dynmap/. Get the correct black screen placeholder with controls but the error "Web files are not matched with plugin version: All files need to be same version (1.3-1468)". This was after setting config file (only thing I changed was lores to hires). I then began the initial full render of the world. No errors in the logs. render is progressing nicely, flat world finished, surface world in progress. Still has the same error on the web page at port 8123. A black screen, zoom controls, a compass, and the error message in white letters on a red background at top center. Running CraftBukkit 1.4.6-R0.3 (#2586) on a dedicated unix box and using the Safari browser from a mac to view the port.
I'm running minecraft bukkit 1.4.5, because to my knowlage there's no non-beta build for 1.4.6, anyway when I type my ip into my web browser ( http://myipnoport:8123/ ) and it shows an error page that says
The connection has timed out
The server at myipnoportnoteven8123 is taking too long to respond.
What am I doing wrong? could you please help?
That sounds like you've got a firewall, and the port isn't opened (the timeout is the best clue - if there wasn't a firewall, and the port wasn't there, it'd fail immediately). Check the firewall settings on your server to be sure you've opened the port.
Thanks, it worked.