Open Tsoccerguy3 opened 2 years ago
If you set the tracking distance really low in WDL, everything should be successfully saved - it's just that you might also end up saving entities that should have died/naturally despawned.
Just to make sure, though, this is a case of servers changing the track distance for an entity based on how heavy load is? Not just setting separate track distances for a specific kind of entity that are always used for that same kind of entity?
Things like item frames , armorstands , paintings , image to map graphics (maps in frames) , player heads , etc .. make heavy use of these for special effects . The hosting server prevents lag by only rendering some things at low distance , say 6 blocks , others with a little less lag at 10 blocks and so on . With setting the wanted item at say 6 blocks , I would need to be close enough to grab the item and not over write it with nothing , when i walk away . If you have the time , try https://mcmagic.us/ . This will putt the plugin to the test . If you can track and save the content , then you will have improved the plugin . Right now on this map , missing a lot of the content . Also the frames that contain map data are getting mixed up and co-ords are wrong .
In newer versions of Paper and Spigot , there is support for variable tracking and rendering of entities and items. WDL can make note of the first appearance of armorstands, maps, items, etc... and auto set tracking distance . On some servers , I see some things set to appear at a tracking distance of say 6 , while others are set to the render distance usually 32. The server is doing this to speed up rendering . If a chunk has lots of armorstands , items , entities or custom models , having auto tracking really speeds things up. Right now setting a fixed tracking distance misses stuff with a server low tracking distance or to far .