_Jay Posted Monday at 08:42 PM Report Posted Monday at 08:42 PM Hello all Me and a group of friends are playing VS on my local PC (not a dedicated server, just my save that i open to LAN). We're playing with a vast array of mods including mods like Terra Prety and the mods recommended to use with it (Rivers, Watersheds, etc.) I am also using the Realistic Biome Generation mod My map generation settings follow Terra Prety's recommendations World Height: 448 Landform Scale: 300% Upheaval: 0% other than that from what I can remember all worldgen settings are default. We're at the point where we want to start exploring the story content for the first time, but the Resonance Archives are 134 thousand blocks south of us, this isn't an issue as we have flying mounts and the potential to build airships but it takes a long time to generate terrain. I know about the /wgen pregen command, but I honestly have no idea how to use this, I'm unsure what number equates to what radius, etc. Is it possible to pregen terrain in a straight line ahead of me so I can only generate in the direction we want to go? Otherwise I fear that it'll take several IRL sessions of multiple hours before we're even at the archives. I don't know why terrain is generating so slowly, according to usage VS is barely breaking 45-50% RAM, and hardly goes above 20-30% CPU. Anyone have any ideas? Thanks.
Rainbow Fresh Posted Tuesday at 07:03 AM Report Posted Tuesday at 07:03 AM Looking at the source code, it appears that the radius of the pregen command is in chunks centered around you. There is no way to give it a shape, so if you wanted to generated all 135k blocks (8438 chunks) between you and the RA you'd be generating terrain in a 270k² cube (284,765,625 chunks). At which point I'd be equally as concerned about your disk space as the time it takes to generate; which at the maximum pregen batch size of 200 chunks per second would be... nearly 400 hours if I am not too dumb to use a calculator right now. And that is assuming the maximum generation batch size per second is actually reached - as to why you say world generation is slow in general; the more mods you add that affect world generation meaning the more stuff needs to be considered for generation and the more complex terrain features become the longer it will take. Which is a linear (single thread) process so unless you have a single core CPU (in which case... how the hell do you exist) the 20-30% would make sense as only one core would run at constant full load. 1
_Jay Posted Tuesday at 08:06 PM Author Report Posted Tuesday at 08:06 PM Is there any way to get VS to use more CPU or multithread the process to speed up terrain generation?
MKMoose Posted Tuesday at 11:23 PM Report Posted Tuesday at 11:23 PM (edited) 3 hours ago, _Jay said: Is there any way to get VS to use more CPU or multithread the process to speed up terrain generation? There is generally no easy way to just improve performance with no strings attached, but you could try some of the available performance mods and software, for example Komet, OptiTime, Tungsten and Synergy, Optimum (custom client). Stratum (custom server, includes Tungsten and Synergy built-in). Of these, Tungsten or Stratum (one or the other, not both) are probably of most interest if world generation is the primary concern. Fair warning, though - they are not always easy plug-and play, they may be incompatible with a couple of your mods or with each other if you're using a lot of them, and they may sometimes bring some issues of their own. Heavily modded servers are just less stable by their nature, so there's always a risk that some of the deep engine optimizations cause one of the other mods to trip, even if all of the performance mods I've mentioned are reputable and reliable in the vanilla game. Edited Tuesday at 11:43 PM by MKMoose
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