Closed spookymgmt closed 2 weeks ago
Alternative solution - make every single island have their very own world.
Alternative solution - make every single island have their very own world.
Def not a good alternative, having 100k worlds wouldnt do the trick at all and cause many issues
Alternative solution - make every single island have their very own world.
Def not a good alternative, having 100k world wouldnt do the trick at all and cause many issues
Why would having 100k worlds be an issue? And it would do the trick as every island would be at 0,0.
Alternative solution - make every single island have their very own world.
Def not a good alternative, having 100k world wouldnt do the trick at all and cause many issues
Why would having 100k worlds be an issue? And it would do the trick as every island would be at 0,0.
when you start the server each worls are loaded into memory , it would take a decent amount of time and also a lot of RAM also 0.0.0 is always loaded meaning all islands will be loaded 24/24 i dont think loading 100k islands at the same time and running the whole day will make the server happy
BentoBox assumes one world per game mode (excluding nether and end) right now and that's really hardwired into the logic of the game, so moving to multiple worlds per game mode, even an overflow world idea, is a heavy lift and not something that can be done quickly or easily, sorry.
Here are some ideas that may help:
There is the Slimeworld feature request where that system is used to load and save worlds for per-world islands and the world loading is done using that system. I've looked at it a few times, but it's complex. I agree it could be useful in this context, but still a heavy lift right now.
I saw a comment - can't remember where, where I think you said you had resolved the issue?
Yes thank you
Expected behavior
Well, for java, you can keep expanding your x, z coordinates infinitely. However, when bedrock clients connect to the server, they're capped out at around 200k on either x, or z. This is the Bedrock Edition distance effects
I propose a solution below
Observed/Actual behavior
.
Steps/models to reproduce
Just go really far out on a bedrock client, starts to stutter and break game.
BentoBox version
2.3.0, b403 aoneblock
Plugin list
No response
Other
To fix this, we need islands to span throughout multiple worlds. As soon as the current world has an island at 200k+ on either the x or z coordinate, it'll generate a new world. In my case
oneblock_world
->oneblock_world2
.It can start at 0,0 again, and not ruin player experience.
I've had over 100k unique users in the last 4 days. If this isn't fixable my whole gamemode is ruined and 20 grand down the drain on marketing 💀.
As you're familiar with the code base, would this be an easy addition / change?
If you do not have the time possibly I can find another dev who can do this, I'm not sure.
I just don't really have any options right now. It's this, or loose out on too big of an investment.