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The server is the one who generates the LODs, the client just sets their config and the server sends what was requested |
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this wouldn't work - the server sends the same amount of chunks to the client regardless of the client's configured render distance.
haha... no. to my knowledge, seed cracking is not yet at the point where it can be pulled off fully automatically - and you can't crack the seed without knowing the world's generator settings, anyway. |
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Something that would be easier to do would be to save loaded chunks and keep them rendered after they move out of server render distance. There is a mod that already does this called Bobby on fabric, https://www.curseforge.com/minecraft/mc-mods/bobby. Something like this that also works with LOD's would be really cool and would mean higher render distances on multiplayer. |
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Possibly when in a server, this mod could spoof a higher render distance to the server to get more chunk data, and as such render further. It could also use seedfinding tech to find the seed and approximate new chunks, and if neither are possible, the mod could just apply lods to previously loaded chunks in the same world.
I'm not so sure how feasible it is, but it may be cool to see.
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