Dynmap - Dynamic web-based maps for Minecraft
#441
Posted 05 January 2013 - 02:24 AM
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.
#442
Posted 05 January 2013 - 05:33 AM
#443
Posted 05 January 2013 - 11:47 AM
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?
#444
Posted 05 January 2013 - 12:46 PM
Waterflow, on 04 January 2013 - 11:54 PM, said:
http://www.imagebana...9akk/nether.png
[dynmap] Enabling dynmap v1.3-1455
Thanks
Why can I only see the bedrock from my netherworld?
#445
Posted 05 January 2013 - 01:04 PM
#446
Posted 06 January 2013 - 01:17 AM
#448
Posted 06 January 2013 - 06:40 PM
#449
Posted 07 January 2013 - 03:27 AM
#450
Posted 07 January 2013 - 12:37 PM
mikeprimm, on 03 January 2013 - 04:27 PM, said:
- [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.
#451
Posted 08 January 2013 - 02:59 AM
-93Creeper
#452
Posted 08 January 2013 - 03:46 PM
Waterflow, on 05 January 2013 - 12:46 PM, said:
#453
Posted 08 January 2013 - 09:54 PM
Keybounce, on 04 January 2013 - 08:11 PM, said:
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).
Waterflow, on 04 January 2013 - 11:54 PM, said:
http://www.imagebana...9akk/nether.png
[dynmap] Enabling dynmap v1.3-1455
Thanks
FnordMan, on 05 January 2013 - 02:24 AM, said:
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.
ManaaniWanderer, on 05 January 2013 - 05:33 AM, said:
HanFox, on 05 January 2013 - 11:47 AM, said:
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?
weltallofid, on 05 January 2013 - 01:04 PM, said:
#454
Posted 08 January 2013 - 10:09 PM
notfood, on 06 January 2013 - 01:17 AM, said:
worlds: - name: world template: normal-hires - name: world_nether template: nether-hires - name: world_the_end template: the_end-hiresBasically, 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-hiresSee https://github.com/w...rlds-using-dmap for more details here.
blockout22, on 06 January 2013 - 01:40 PM, said:
(i can't remember weather the bukkit version used to have that before)
Pocketeditionelite, on 06 January 2013 - 06:40 PM, said:
Mr_93Creeper, on 08 January 2013 - 02:59 AM, said:
-93Creeper
#455
Posted 09 January 2013 - 03:17 AM
mikeprimm, on 08 January 2013 - 10:09 PM, said:
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:
worlds: - name: world template: normal-hires - name: world_nether template: nether-hires - name: world_the_end template: the_end-hiresBasically, 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-hiresSee https://github.com/w...rlds-using-dmap for more details here.
Chat history already supported - see https://github.com/w...t-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.
Hey, I have no idea what you are talking about. Rephrase lol? And I don't know what you are aaaaaskjng but I do host the server on a website :/
#456
Posted 09 January 2013 - 07:19 AM
HanFox, on 05 January 2013 - 11:47 AM, said:
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?
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.
#457
Posted 09 January 2013 - 03:18 PM
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.or...er-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.
#458
Posted 10 January 2013 - 12:19 AM
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?
#459
Posted 10 January 2013 - 01:38 AM
Stoneskull, on 10 January 2013 - 12:19 AM, said:
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?
#460
Posted 10 January 2013 - 05:38 AM
- 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)
- (Forge) Add controllable render-triggers: blockupdate, lightingupdate, chunkgenerate, chunkpopulate(v1.4.6+).
- 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)










