• 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Possible improvements for the 1.13 update
#1
Hello,

I am new to the server (been playing for about 2 days now) and caught wind of this reset for 1.13. After reading the thread on the subject in the "Updates" subforum, I thought I would suggest a few possible ways to save resources in the new world. The first idea I had was that it could be possible to asynchronously detect "throw away" chunks, and delete them. By this, I mean checking that a chunk is unused by a player. Personally, I would do this by looping through each block material in all created chunks (the reason for it to be async, and would obviously have to run all day) to find chunks that do not contain blocks that could not generate naturally. For the safety of player's bases, I would find a non-naturally spawning block (such as a powered rail, or a brewing stand), and exempting all chunks in perhaps a 5 chunk radius from that block. You could further keep your players' bases safe by also accounting for player homes. This method would be resource intensive, but, if you only ran it say, once a month and kept it async (since reading is for the most part thread safe), it shouldn't negatively impact the online players. Alternatively, you could have the method only work while there are no online players, though this could become inefficient if the player base becomes too large. The second idea I had was a possible improvement to the /rtp command. Currently, it does truly grab a random set of coordinates. However, this runs into the issue of these "specks" you will see all over the Dynmap for the server. If possible, it could be better to make the /rtp command only find coordinates in already existing chunks.
There are a number of possible problems with these ideas (such as players being more likely to teleport near each other's bases, or exploiting chunk regeneration), but I do feel even if ran sparingly, you could greatly extend the lifespan of the server's worlds.

Sincerely,
Thane
  Reply
#2
Hello there!

Thanks for the feedback.

I'm not sure where you're going with the chunk re-loading concept, however... Rest assured! We will be running a new RTP plugin once we update to 1.13, that uses a different algorithm to find new teleportation locations.

I feel as if the specs on dynmap aren't quite a problem, although they don't look the prettiest. This can also be due to dynmap rendering issues.

This is our second world for the server, and we're nearing an age of two years old. The last world had many corrupt/broken areas due to an old rogue admin we had. The current world seems to be holding on strongly, and I don't see any need for a reset for a while.

Once again, I appreciate your input.

Happy playing!
[Image: LlpaiAf.png]
  Reply
#3
(08-12-2018, 11:59 PM)Sid_Engel Wrote: Hello there!

Thanks for the feedback.

I'm not sure where you're going with the chunk re-loading concept, however... Rest assured! We will be running a new RTP plugin once we update to 1.13, that uses a different algorithm to find new teleportation locations.

I feel as if the specs on dynmap aren't quite a problem, although they don't look the prettiest. This can also be due to dynmap rendering issues.

This is our second world for the server, and we're nearing an age of two years old. The last world had many corrupt/broken areas due to an old rogue admin we had. The current world seems to be holding on strongly, and I don't see any need for a reset for a while.

Once again, I appreciate your input.

Happy playing!
Ah, happy to hear for an improved /rtp!
To simplify what I was describing, I recommended using some sort of async algorithm to search through chunks very slowly, deleting them when unnecessary. Basically, an algorithm that would check for sections of the world that look a bit like this:
   
and use FAWE to efficiently delete the unneeded chunks to reduce server space.
  Reply




Users browsing this thread: 1 Guest(s)