240 lines
11 KiB
ReStructuredText
240 lines
11 KiB
ReStructuredText
==========================
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Frequently Asked Questions
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==========================
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.. contents::
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:local:
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General Questions
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=================
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Does the Overviewer work with mod blocks?
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-----------------------------------------
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The Overviewer will render the world, but none of the blocks added by mods
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will be visible. Currently, the blocks Overviewer supports are hardcoded, and
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because there is no official Minecraft modding API as of the time of writing,
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supporting mod blocks is not trivial.
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Can I view Overviewer maps without having an internet connection?
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-----------------------------------------------------------------
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Yes, absolutely. The Overviewer switched away from the Google Maps API and
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now uses Leaflet. All files which Overviewer needs are included in the output,
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so even if you have no internet connection, you will still be able to view the
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map without any issues.
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When my map expands, I see remnants of another zoom level.
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---------------------------------------------------------
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When your map expands ("Your map seems to have expanded beyond its previous
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bounds") you may see tiles at a zoom level that shouldn't be there, usually
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around the borders. This is probably not a bug, but is typically caused by
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copying the map tiles from their render destination to another location (such as
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a web server).
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When you're copying the rendered map, you need to be sure files that *don't*
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exist in the source are *deleted* in the destination.
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Explanation: When Overviewer re-arranges tiles to make room for another zoom
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level, it moves some tiles at a particular zoom level and places them at a
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higher zoom level. The tiles that used to be at that zoom level should no longer
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exist there, but if you're copying tiles, there is no mechanism to *delete*
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those files at the copy destination.
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If that explanation doesn't make full sense, then just know that you must do one
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of the following:
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* Render the tiles directly to the destination.
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* Copy the tiles from the render destination in a way that deletes extra files,
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such as using ``rsync`` with ``--delete``.
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* Erase and re-copy the files at the final destination when the map expands.
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Map expansions double the width and height of the map, so you will eventually
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hit a map size that is unlikely to need another level.
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You've added a new feature or changed textures, but it's not showing up on my map!
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----------------------------------------------------------------------------------
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Some new features will only show up in newly-rendered areas. Use the
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:option:`--forcerender` option to update the entire map. If you have a really
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large map and don't want to re-render everything, take a look at
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the :ref:`rerenderprob<rerenderprob>` configuration option.
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The background color of the map is black, and I don't like it!
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--------------------------------------------------------------
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You can change the background color by specifying a new one in the configuration
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file. See the :doc:`config` page for more details.
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I downloaded the Windows version but when I double-click it, the window closes real fast.
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-----------------------------------------------------------------------------------------
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The Overviewer is a command line program and must be run from a command line. It
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is necessary to become at least a little familiar with a command line to run The
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Overviewer (if you have no interest in this, perhaps this isn't the mapping
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program for you). A brief guide is provided on the
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:doc:`win_tut/windowsguide` page.
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Unfortunately, A full tutorial of the Windows command line is out of scope for this
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documentation; consult the almighty Google for tutorials and information on
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the Windows command line. (If you would like to contribute a short tutorial to
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these docs, please do!)
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Batch files are another easy way to run the Overviewer without messing with
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command lines, but information on how to do this has also not been written.
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On a related note, we also welcome contributions for a graphical interface for
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the Overviewer.
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The Overviewer is eating up all my memory!
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------------------------------------------
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We have written The Overviewer with memory efficiency in mind. On even the
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largest worlds we have at our disposal to test with, it should not be taking
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more than a gigabyte or two. It varies of course, that number is only an
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estimate, but most computers with a reasonable amount of RAM should run just
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fine.
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If you are seeing exorbitant memory usage, then it is likely either a bug or a
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subtly corrupted world. Please file an issue or come talk to us on IRC so we can
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take a look! See :ref:`help`.
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How can I log The Overviewer's output to a file?
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------------------------------------------------
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If you are on a UNIX-like system like MacOSX or Linux, you can use shell redirection
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to write the output into a file::
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overviewer.py --config=myconfig.py > renderlog.log 2>&1
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What this does is redirect the previous commands standard output to the file "renderlog.log",
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and redirect the standard error to the standard output. The file will be overwritten each time
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you run this command line; to simply append the output to the file, use two greater than signs::
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overviewer.py --config=myconfig.py >> renderlog.log 2>&1
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.. _cropping_faq:
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I've deleted some sections of my world, but they still appear in the map.
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-----------------------------------------------------------------------
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Okay, so making edits to your world in e.g. worldedit has some caveats,
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especially regarding deleting sections of your world.
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This faq also applies to using the :ref:`crop<crop>` option.
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Under normal operation with vanilla Minecraft and no external tools fiddling
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with the world, Overviewer performs correctly, rendering areas that have
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changed, and everything is good.
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Often with servers one user will travel reeeeally far out and cause a lot of
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extra work for the server and for The Overviewer, so you may be tempted to
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delete parts of your map. This can cause problems, so read on to learn what you
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can do about it.
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First some explanation: Until recently (Mid May 2012) The Overviewer did not
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have any facility for detecting parts of the map that should no longer exist.
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Remember that the map is split into small tiles. When Overviewer starts up, the
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first thing it does is calculate which tiles should exist and which should be
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updated. This means it does not check or even look at tiles that should not
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exist. This means that parts of your world which have been deleted will hang
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around on your map because Overviewer won't even look at those tiles and notice
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they shouldn't be there. You may even see strange artifacts around the border as
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tiles that should exist get updated.
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Now, with the :option:`--check-tiles` option, The Overviewer *will* look for and
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remove tiles that should no longer exist. So you can render your map once with
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that option and all those extra tiles will get removed automatically. However,
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this is only half of the solution. The other half is making sure the tiles along
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the border are re-rendered, or else it will look like your map is being cut off.
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Explanation: The tiles next to the ones that were removed are tiles that should
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continue to exist, but parts of them have chunks that no longer exist. Those
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tiles then should be re-rendered to show that. However, since tile updates are
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triggered by the chunk last-modified timestamp changing, and the chunks that
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still exist have *not* been updated, those tiles will not get re-rendered.
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The consequence of this is that your map will end up looking cut-off around the
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new borders that were created by the parts you deleted. You can fix this one of
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two ways.
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1. You can run a render with :option:`--forcerender`. This has the unfortunate
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side-effect of re-rendering *everything* and doing much more work than is
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necessary.
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2. Manually navigate the tile directory hierarchy and manually delete tiles
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along the edge. Then run once again with :option:`--check-tiles` to re-render
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the tiles you just deleted. This may not be as bad as it seems. Remember each
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zoom level divides the world into 4 quadrants: 0, 1, 2, and 3 are the upper
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left, upper right, lower left, and lower right. It shouldn't be too hard to
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navigate it manually to find the parts of the map that need re-generating.
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3. The third non-option is to not worry about it. The problem will fix itself if
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people explore near there, because that will force that part of the map to
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update.
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My map is zoomed out so far that it looks (almost) blank.
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--------------------------------------------------------
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We see this quite a bit, and seems to stem from a bug in the Minecraft terrain
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generation.
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Explanation: Minecraft generates chunks of your world as it needs them. When
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Overviewer goes to render your map, it looks at how big the world is, and
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calculates how big the maps needs to be in order to fit it all in.
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Occasionally, we see that Minecraft has generated a few chunks of the world
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extremely far away from the main part of the world. These erroneous chunks have
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most likely not been explored [*]_ and should not exist.
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There are two solutions. The preferred is to delete the offending chunks. Open
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up your region folder of your world and look at the region file names. They are
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numbered ``r.##.##.mcr`` where ``##`` is a number. The two numbers indicate the
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coordinates of that region file. Look for region files with coordinates much
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larger in magnitude than any others. Most likely you will find around 1–3
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region files with coordinates much larger than any others. Delete or otherwise
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remove those files, and re-render your map.
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The other option is to use the :ref:`crop<crop>` option to tell Overviewer not
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to render all of your map, but instead to only render the specified region.
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As always, if you need assistance, come chat with us on :ref:`irc<help>`.
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.. [*] They could also have been triggered by an accidental teleport where the coordinates were typed in manually.
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I want to put manual POI definitions or other parts of my config into a separate file.
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-------------------------------------------------------------------------------------
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This can be achieved by creating a module and then importing it in
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your config. First, create a file containing your markers
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definitions. We'll call it ``manualmarkers.py``.
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::
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mymarkers = [{'id':'town', 'x':200, 'y':64, 'z':-400, 'name':'Pillowcastle'},
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{'id':'town', 'x':500, 'y':70, 'z': 100, 'name':'brownotopia' }]
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The final step is to import the very basic module you've just created
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into your config. In your config, do the following
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::
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import sys
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sys.path.append("/wherever/your/manualmarkers/is/") # Replace this with your path to manualmarkers.py,
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# so python can find it
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from manualmarkers import * # import our markers
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# all the usual config stuff goes here
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renders["myrender"] = {
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"title" : "foo",
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"world" : "someworld",
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"manualpois" : mymarkers, # IMPORTANT! Variable name from manualmarkers.py
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# and here goes the list of the filters, etc.
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}
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Now you should be all set.
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