From 74f029b9b41c95f01f4358160b532537edb7ba48 Mon Sep 17 00:00:00 2001 From: Andrew Brown Date: Thu, 15 Mar 2012 23:35:03 -0400 Subject: [PATCH] added an faq about deleting parts of your map --- docs/config.rst | 4 +++- docs/faq.rst | 58 +++++++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 61 insertions(+), 1 deletion(-) diff --git a/docs/config.rst b/docs/config.rst index 52c0cca..be88405 100644 --- a/docs/config.rst +++ b/docs/config.rst @@ -358,6 +358,8 @@ values. The valid configuration keys are listed below. This is a where a specific texture pack can be found to be used during this render. It can be either a folder or a directory. Its value should be a string. +.. _crop: + ``crop`` You can use this to render a small subset of your map, instead of the entire thing. The format is (min x, min z, max x, max z). @@ -397,7 +399,7 @@ values. The valid configuration keys are listed below. once with the :option:`--check-tiles` mode activated, and then once with the :option:`--forcerender` option. The first run will go and delete tiles that should no longer exist, while the second will render the tiles around - the edge properly. + the edge properly. Also see :ref:`this faq entry`. Sorry there's no better way to handle these cases at the moment. It's a tricky problem and nobody has devoted the effort to solve it yet. diff --git a/docs/faq.rst b/docs/faq.rst index b7bd3eb..e6f1a0c 100644 --- a/docs/faq.rst +++ b/docs/faq.rst @@ -90,3 +90,61 @@ If you are seeing exorbitant memory usage, then it is likely either a bug or a subtly corrupted world. Please file an issue or come talk to us on IRC so we can take a look! See :ref:`help`. +.. _cropping_faq: + +I've deleted some sections of my world but they still appear in the map +----------------------------------------------------------------------- +Okay, so making edits to your world in e.g. worldedit has some caveats, +especially regarding deleting sections of your world. + +This faq also applies to using the :ref:`crop` option. + +Under normal operation with vanilla Minecraft and no external tools fiddling +with the world, Overviewer performs correctly, rendering areas that have +changed, and everything is good. + +Often with servers one user will travel reeeeally far out and cause a lot of +extra work for the server and for The Overviewer, so you may be tempted to +delete parts of your map. This can cause problems, so read on to learn what you +can do about it. + +First some explanation: Until recently (Mid May 2012) The Overviewer did not +have any facility for detecting parts of the map that should no longer exist. +Remember that the map is split into small tiles. When Overviewer starts up, the +first thing it does is calculate which tiles should exist and which should be +updated. This means it does not check or even look at tiles that should not +exist. This means that parts of your world which have been deleted will hang +around on your map because Overviewer won't even look at those tiles and notice +they shouldn't be there. You may even see strange artifacts around the border as +tiles that should exist get updated. + +Now, with the :option:`--check-tiles` option, The Overviewer *will* look for and +remove tiles that should no longer exist. So you can render your map once with +that option and all those extra tiles will get removed automatically. However, +this is only half of the solution. The other half is making sure the tiles along +the border are re-rendered, or else it will look like your map is being cut off. + +Explanation: The tiles next to the ones that were removed are tiles that should +continue to exist, but parts of them have chunks that no longer exist. Those +tiles then should be re-rendered to show that. However, since tile updates are +triggered by the chunk last-modified timestamp changing, and the chunks that +still exist have *not* been updated, those tiles will not get re-rendered. + +The consequence of this is that your map will end up looking cut-off around the +new borders that were created by the parts you deleted. You can fix this one of +two ways. + +1. You can run a render with :option:`--forcerender`. This has the unfortunate + side-effect of re-rendering *everything* and doing much more work than is + necessary. + +2. Manually navigate the tile directory hierarchy and manually delete tiles + along the edge. Then run once again with :option:`--check-tiles` to re-render + the tiles you just deleted. This may not be as bad as it seems. Remember each + zoom level divides the world into 4 quadrants: 0, 1, 2, and 3 are the upper + left, upper right, lower left, and lower right. It shouldn't be too hard to + navigate it manually to find the parts of the map that need re-generating. + +3. The third non-option is to not worry about it. The problem will fix itself if + people explore near there, because that will force that part of the map to + update.