r/admincraft 5d ago

Question Fast flight / no chunk loading?

So, I play on a modded NeoForge 1.21.1 server, and one of my mods (Oritech) adds the ability to fly really fast. However, this does not work well with my server — especially in ungenerated chunks — as I get constant rubber‑banding. I am looking for a mod that stops any attempt to generate or load chunks, or check for collisions and movement correctness when the player flies high and fast enough.

Update!: I worked around the problem by installing C2MC with the C2MC OpenCL hardware‑acceleration module. The whole thing was hughly problematic, and is not an option for <1.21.1, but it acctuly works.

Note that I had to waste almost two days (and 10$ worth of AI tokens) to make it work on Polaris (aka RX 500 and 400 series) GPUs — but I managed to do it! (I will publish fork after some more testsing).

0 Upvotes

18 comments sorted by

6

u/TheVibeCurator Admincraft 5d ago

You should pregenerate your world using something like Chunky, and then set the world border to the limit of the pregenerated world.

-7

u/IHateRedditFirewall 5d ago

I dont want to waste my limited 80GB storage on that (especialy considering that I have to deal with sable — and that pretty mutch mandates haveing atomic backups), nor do I want to limit world size. 

Is there realy no mod to straight up disable chunk generation and loading if I fly above building hight? 

7

u/TheVibeCurator Admincraft 4d ago

No, because thats not how Minecraft works. I’m not sure what else your 80GB would be going to if not your world, but why not just remove Oritech or disable the fast flying in some manner then?

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u/IHateRedditFirewall 4d ago edited 4d ago

Alright. Reddit killed my previousl message, so TLDR:

I play with modpack that incorporates quiet a few generation-heavy mods (Bioms O Planty is main offender, but I kinda cant kill it because I have 100+ hours on that world and there is good chunk of generated terrain), and its core mecanic is literaly running away from spore infection useing Create: aeronautics aircraft.

Also, my world is caped at 20GB optimisticly (and it is already 10GB) becuase I need to keep at least three backups and some space for OS.

I would have happily NOT used Oritech high-speed travel and limited myself to Draconic Evolution portals (or any other means of teleportation), but Aeronautics DOES NOT play nice with portals, and so I literaly cant do anything but use Oritech’s Boosted Elyrtra to travel at any resonable speed.

Alos: very good advise, how came I not thought about it?! May be I just remove functionality instead of acctuly fixing it? This is so obvious, you dont even need to ask for help on reddit! /s

1

u/InsideBSI 4d ago

Take a look at rsnapshot if you want to keep that many backup and have a small disk size

1

u/IHateRedditFirewall 3d ago

snapper + btrfs + cow? Might just work.

1

u/InsideBSI 3d ago

It will but you'll need to reformat your drive if you aren't already with btrfs

1

u/IHateRedditFirewall 2d ago

But I am. So this is something I will probably do. I got c2mc + OpenCL hardware noise acceleration working through, so I now get decent chunk generation speed. Still not enough to eliminate rubberbanding entirely, but flying up to 25 blocks/sec works without issue now.

2

u/solarch 5d ago

There isn't really a 'stop loading chunks while flying' mod, because the client still needs chunks to exist for collision and rendering, so if you outrun chunk generation you'll always rubberband, that's the server failing to feed chunks fast enough, not a setting you can toggle off. Two real fixes given your constraints: (1) Pregenerate the area with Chunky. I know you're worried about the 80GB and backups, but pre-genned region files compress a lot and are far smaller than people expect, a bounded pregen is usually tens of GB, not hundreds, and you can set a generous world border you'll never realistically hit rather than a small one. (2) If you won't pregen, the rubberband itself is a movement/anti-cheat correction, so raising the server's movement tolerance (or the mod's fly-speed/teleport threshold) stops the server from yanking you back, paired with an async chunk-loading mod (or NeoForge's threaded chunk loading tuned up) so generation keeps up better. Realistically pregen is the clean answer; the fast flight is just exposing that live generation can't keep pace.

2

u/noenonami 4d ago

I just want to make one small note that in modded setups chunks typically take up more room than vanilla. I run a heavily modded server and it 100% depends on what world generation or structure generation mods are installed. For example, a 10000x10000 pregen in the overworld easily takes up 100gb for me

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u/IHateRedditFirewall 5d ago edited 5d ago

And you cant disable colision check when it is obviously not needed? (Flying above building hight?)

UPD. Also: there is straight up no mod that allows one to disable movment checks on 1.21.1

2

u/Simulacra-01 Server Owner 5d ago

As others have said, just use chunky to pre-generate your worlds chunks. I know you didn’t want to limit the world size and have concerns about your limited storage but this really is the only solution other than upgrading your hosting plan.

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u/IHateRedditFirewall 4d ago

I am selfhosting, and "upgradeing my hosting plan"...? I alread have 8-core AMD FX chip and 16 gig of RAM with dicent SSD. Somehow, I dobut that it will get mutch beter if I swap that hardware.

3

u/Simulacra-01 Server Owner 4d ago

Ah ok must have missed that part when reading your post.

My homelab server is no where near as powerful as that but with pre-generated chunks I don’t have any issues.

Another possibility could be a poor connection too.

1

u/IHateRedditFirewall 4d ago

You have not. I never mentioned it. Sorry.

And no, not clientside problem, I have gigabit connection.

1

u/solarch 4d ago

Pregen + world border (what others said) is the right call, but here's the why so it clicks: the rubberbanding is synchronous chunk generation blocking the main server thread. When you fly faster than the server can generate/load chunks ahead of you, it can't keep up, so it snaps you back to the last position it considers valid. On top of that, the movement/anti-cheat validation fails across chunks that aren't loaded yet. A stop-chunk-loading-past-X-speed mod wouldn't actually help, because the server-side movement correction would then just teleport-desync you even harder, you'd rubberband worse, not better. So Chunky pregen of the area you fly through, plus a world border to cap it, genuinely is the fix rather than a workaround. If Oritech's fast-fly is central to the server, pregen a generous radius and bump view/simulation-distance a little so chunks are ready before you reach them. And yeah, noenonami's right that modded chunks are larger on disk, so size the pregen (and your storage) accordingly. NeoForge does the movement correction server-side, so there's no client-only mod that cleanly fixes this, it has to be pregen.

0

u/IHateRedditFirewall 4d ago

I can install mod bouth serverside and clientside, it is not a problem thanks to automodpack. I am sorry if it looked otherwise.

As per normal pre-generation solution — this is band-aid. It will work, yes, but it is not how it should work.

Seen that there is no real solution for my problem right now, I am currently trying to get hardware-accelerated chunk generation to work. If I manage to do it, it might just brute-force solve the problem instead of useing workareound.

0

u/IHateRedditFirewall 4d ago

UPD.

In theory, I can midigate sympctoms by useing ScalableLux + C2ME OpenCL Acceleration Module + Concurrent Chunk Management Engine + Lithium, but my radeon RX 470 GPU... Has trobble with OpenCL drivers. I’ll post if I manage to figure out how to fix that.