dynmap

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Slind

Well-Known Member
Mar 8, 2013
492
73
53
hey

has anyone figured out how to run dynmap on ftb ultimate with mcpc+`?

i have the following:
ultimate 1.0.1
mcpc+ L15
dynmap forge mcpc+ 1.7.1 and 1.8.alpha
dynmap bridge 1.7

i disabled all worlds instead of the main world. i stopped/paused all rendering, but the tps stay at 6 with 5 players online.
without dynmap there can be 20 players online witch 19.xx tps
 

WebMaka

New Member
Jul 29, 2019
20
0
0
I'm also running FTB Ultimate 1.0.1 on MCPC+ legacy (L31) with Dynmap 1.6 and the Forge Bridge. My first suggestion is to update MCPC+, as the older builds do not play well with Dynmap, Xycraft, Mystcraft, etc. at all.

Dynmap will lag a FTB ultimate server, no matter how conservatively it's set to run. However, if you turn it down pretty severely it can run decently enough to remain useful - you'll get a good amount of render speed from a relatively low amount of additional lag. Here's part of the Dynmap config I run at the moment:

Code:
# How often a tile gets rendered (in seconds).
renderinterval: 1
 
# How many tiles on update queue before accelerate render interval
renderacceleratethreshold: 60
 
# How often to render tiles when backlog is above renderacceleratethreshold
renderaccelerateinterval: 0.2
 
# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
tiles-rendered-at-once: 2
 
# If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
# from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
# in more competition for CPU resources with other processes
usenormalthreadpriority: false
 
...
 
# Default delay on processing of updated tiles, in seconds.  This can reduce potentially expensive re-rendering
# of frequently updated tiles (such as due to machines, pistons, quarries or other automation).  Values can
# also be set on individual worlds and individual maps.
tileupdatedelay: 900
 
...
 
# Triggers for automatic updates : blockupdate-with-id is debug for breaking down updates by ID:meta
# To disable, set just 'none' and comment/delete the rest
render-triggers:
  - blockupdate
  #- blockupdate-with-id
  #- lightingupdate
  - chunkpopulate
  - chunkgenerated
  - playerjoin
  - blockplaced
  - blockbreak
  - blockspread
  - blockburn
  #- blockphysics
  - leavesdecay 
  - explosion
  #- none

To repeat, Dynmap will cause lag. That said, this setting combo creates a small amount of lag while allowing reasonable render/update rates on FTB servers running on Windows. If it's still too much lag, lower tiles-rendered-at-once to 1 and increase tileupdatedelay. The lag for the same setup on Ubuntu is negligible, so if you have the ability to switch to a Linux distro for your server, it might be worth considering as everything relating to Java just runs better in Linux than Windows.
 

Slind

Well-Known Member
Mar 8, 2013
492
73
53
thanks a lot for these settings.

the funny thing for me is, that if i turn the rendering off with ./dynmap pause all, the tps wont go up, or when i disable it at the beginning they still go down. So there has to be some kind bug, i think. I will check out the newier versions of mcpc+.
I couldnt use the L22 build because one of my plugins broke with L19, maybe its fixed now.
 

Slind

Well-Known Member
Mar 8, 2013
492
73
53
are u using dynmap as forge in the mods folder or as bukkit in the plugins folder ?

edit: not possible to update, at L19+ simpleregionmarket isnt working anymore, and at the L38 towny too


have u tried a higher renderinterval ?

renderinterval : this setting, a floating point value in seconds, is used to control how often tiles needing to be updated (due to changes by players, for example) are processed. Setting this too low can cause extra load on the server, due to recalculation of repeatedly updated tiles. Default is 0.5 seconds. Most servers will perform without issue down to 0.2 seconds.