# Dimension Generation Lag

## Recommended Posts

As the title states, I am making my own dimension and having some serious problems getting some simple generation to work. I do mean simple - there's no complicated math, there is a fair bit of blocks, but it's sending FAR too many chunk update packets than makes sense: I can get upwards of 30,000 packets sent if i'm flying in creative!

Here is the code:

Method that places blocks into the chunk:

```
public void generateBasicTerrain(Chunk chunk, int par1, int par2)
{
ExtendedBlockStorage[] storageArrays = chunk.getBlockStorageArray();
for(int x = 0; x < 16; x++)
{
for(int z = 0; z < 16; z++)
{
for(int y = 0; y < SEALEVEL; y++)
{
if (y >> 4 >= storageArrays.length || y >> 4 < 0)
{
continue;
}
else
{
int i = x + par1;
int k = z + par2;
ExtendedBlockStorage var4 = storageArrays[y >> 4];
if(var4 == null)
{
storageArrays[y >> 4] = new ExtendedBlockStorage(y >> 4 << 4, !theProvider.hasNoSky);
}
if(var4 != null)
{
if(y < SEALEVEL && y >= SEAGROUNDLEVEL) //ocean
{
var4.setExtBlockID(x, y & 15, z, BLOCK_WATER);
}else
if(y < SEAGROUNDLEVEL && y >= SEAGROUNDLEVEL - 4) //ocean dirt/stone layer
{
if(y == SEAGROUNDLEVEL - 1 || y == SEAGROUNDLEVEL - 2)
{
var4.setExtBlockID(x, y & 15, z, BLOCK_DIRT);
}else
{
if(seedRandom.nextInt(Math.min(5, y) - 3) == 0)
{
var4.setExtBlockID(x, y & 15, z, BLOCK_DIRT);
}else
{
var4.setExtBlockID(x, y & 15, z, BLOCK_STONE);
}
}
}else
if(y < SEAGROUNDLEVEL - 4 && y >= 3) //ocean stone layer
{
var4.setExtBlockID(x, y & 15, z, BLOCK_STONE);
}else
if(y < 3) //bedrock layer
{
if(y == 0)
{
var4.setExtBlockID(x, y & 15, z, Block.bedrock.blockID);
}else
{
if(seedRandom.nextInt(y + 3) == 0){ var4.setExtBlockID(x, y & 15, z, Block.bedrock.blockID); }else
{
var4.setExtBlockID(x, y & 15, z, BLOCK_STONE);
}
}
}
}
}
//relightBlock and propagateSkylightOcclusion are reflection hacks to force update block lighting.
//If I remove these, packet send count is cut down to about 20,000 but then all the blocks are fully lit
and do not update when I place blocks unless said block produces light itself.
try{ this.relightBlock.invoke(chunk, x, y, z); }catch(Exception e){ e.printStackTrace(); }
if(y == SEALEVEL - 1)
{
try{ this.propagateSkylightOcclusion.invoke(chunk, x, z); }catch(Exception e){ e.printStackTrace(); }
}
}
}
}
chunk.setStorageArrays(storageArrays);
}
```

ProvideChunk in my ChunkProvider:

```public Chunk provideChunk(int par1, int par2)
{
try
{
seedRandom.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
Chunk chunk = new Chunk(worldObj, par1, par2);
this.generateBasicTerrain(chunk, par1, par2);

BiomeGenBase[] var5 = new BiomeGenBase[16 * 16];
Arrays.fill(var5, MyMod.myBiome); //hack for all-one-biome dimension
byte[] var6 = chunk.getBiomeArray();
for (int var7 = 0; var7 < var6.length; ++var7)
{
var6[var7] = (byte)var5[var7].biomeID;
}
//chunk.generateSkylightMap(); //didn't seem to do anything on or off
return chunk;
}catch(Exception e)
{
e.printStackTrace();
return new Chunk(worldObj, par1, par2);
}
}
```

I would really like help with this, because from what I understand straightforward chunk block editing is supposed to be *FASTER* than going through world, not slower. If nothing else, can someone tell me what of this is sending so many packets?

##### Share on other sites

Normally I don't like to bump, but this problem still exists. Do you need more information?

##### Share on other sites

I found the problem: I was using the flowing water blockID instead of the stationary blockID, resulting in thousands of update packets sent for each one as it converted to stationary. Using the stationary ID instead completely wiped the lag out. Thanks for the help!

## Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.

×   Pasted as rich text.   Restore formatting

Only 75 emoji are allowed.

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×

• ### Posts

• Wait guys, I still don't don't understand... I shall send my code -- Define the function to decrease hunger local function decreaseHunger(player)     local currentHunger = player.getHunger()          -- Check if hunger is not already zero     if currentHunger > 0 then         player.setHunger(currentHunger - 1)     end end -- Register event to decrease hunger over time script.registerEvent(EntityPlayer, function(player)     while true do         -- Decrease hunger every few seconds         decreaseHunger(player)         script.sleep(1000) -- Sleep for 1 second     end end)     Any help appriecated. It's been a while since I learnt Javascript or whatever Minecraft is made with... ... ... ... Nicknotname Hungerinpeaceful xx
• It depends on the data you want to save, but generally speaking you should use some custom Player Capabilities, attach to the Player and use them to store/retrieve any kind of data you want. You can find how to make them work for 1.20.x in the documentation here: https://docs.minecraftforge.net/en/latest/datastorage/capabilities/

• ### Who's Online (See full list)

×

• #### Activity

×
• Create New...