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delete

Posted:
Mon Apr 02, 2012 01:14
by bgsmithjr
delete

Posted:
Mon Apr 02, 2012 07:02
by sfan5
This means the Server unloaded it
If Player 1 is at {0,0,0} and you are at {100,0,0}, you can't see the Chunk where Player1 is.
But the Server can access the Chunk.

Posted:
Mon Apr 02, 2012 12:31
by celeron55
The server unloads world data from memory when there are no players close to it. The default range is a radius of 2-3 MapBlocks (32-48 nodes) or something like that. This is also the range in which objects are active and inside which ABMs operate. It is called the "active block range".
Node data also exists in memory for a short while after it has been needed for sending to a client.

Posted:
Mon Apr 02, 2012 12:36
by Jordach
celeron55 wrote:The server unloads world data from memory when there are no players close to it. The default range is a radius of 2-3 MapBlocks (32-48 nodes) or something like that. This is also the range in which objects are active and inside which ABMs operate. It is called the "active block range".
Node data also exists in memory for a short while after it has been needed for sending to a client.
To be short and sweet, the server reduces CPU and lag by doing so? However, there must be a way such as Jeija's mesecons to re-load chunks, so contraptions work fully.

Posted:
Mon Apr 02, 2012 20:41
by Temperest
Jordach wrote:However, there must be a way such as Jeija's mesecons to re-load chunks, so contraptions work fully.
I have a
feature request topic here, but it hasn't received much attention.
Apparently a solution is to place fake players at strategic points of a big mesecons structure so everything stays loaded.

Posted:
Mon Apr 02, 2012 20:44
by Jordach
I have though that too Temperest, however, this comes at the cost of lag and CPU cycles. Damn.

Posted:
Wed Apr 04, 2012 15:55
by randomproof
add this to your minetest.conf file:
server_unload_unused_data_timeout = 3600
This should make it so that mapblocks are unloaded after an hour:
You may need to add these too (increase the numbers to fit the size of your machine):
# from how far client knows about objects
active_object_send_range_blocks = 3
# how large area of blocks are subject to the active block stuff (active = objects are loaded and ABMs run)
active_block_range = 2

Posted:
Wed Apr 04, 2012 15:59
by Death Dealer
i do the same thing randomproof:D lag free^-^