
Chunksmith
Pre-generates chunks fast, and safely: an adaptive throttle paces generation against server tick-health so it can run with players online. Builds Distant Horizons / voxy LOD data as it goes and serves it to clients. Fabric, Forge, NeoForge and Paper/Folia.
Tags
Creators
Details
3.17.0+1.21.x-plugin
Compatibility
Changes
Added
-
Your world can pre-generate itself before you start playing it. On a single-player world, Chunksmith now freezes the world on entry and pre-generates a 4096-block radius behind a progress screen, with a filling bar, a live estimate of the time remaining, and an Enter World Now button. Pressing it hands the world straight back to you -- it does not stop the run. Generation carries on in the background and yields to you from then on.
Freezing does not make generation faster. It stops the world moving while it runs, so nothing ages, wanders off or starves while you wait.
Once a world has finished, it never does this again. A completed run is recorded, so loading that world afterwards goes straight in. Leaving early with the button records nothing, so the next load simply continues where it stopped, and raising
worldEnterPregenRadiusasks for more world and starts it again.It works in a world created without cheats -- the settings are changed directly rather than through the command interpreter -- and everything it borrows is written down before it is touched, so a crash mid-freeze is put back on the next start rather than leaving your world frozen.
On by default, MC 26+ on Fabric and NeoForge, single-player only. Turn it off with
worldEnterPregen, or size it withworldEnterPregenRadius(default 4096). (mod_support #20)
Fixed
-
An IPv6 address can now actually be set with
/cs set. Quoting it -- the obvious thing to try once the bare form is refused by Minecraft's command parser -- used to fail too: the quotes were arriving as part of the value, so"2001:db8::1"was rejected as malformed. Both routes were closed on a setting whose whole job is naming an address. Quoted values now work everywhere, on every loader and the plugin. (Bare IPv6 still cannot work -- Minecraft's parser stops at the first colon -- so quote it:/cs set lodBackchannelHost "2001:db8::1".) -
Impossible addresses are refused instead of stored.
256.1.1.1was accepted and kept: four numeric labels satisfy every ordinary hostname rule, so the setting held an address that could never resolve and the only symptom was a backchannel that quietly did not work. Also refused now:1.1.1.999,1.2.3,1.2.3.4.5,010.1.1.1(a leading zero means octal to some resolvers and decimal to others) andexample.123. Fully-qualified names ending in a dot, likeexample.com., are accepted -- they were being refused. -
0.0.0.0is no longer accepted as the address to advertise to clients. It is exactly right forlodBackchannelBindAddress(listen on every interface) and meaningless forlodBackchannelHost: a client told to connect to0.0.0.0has been told nothing. Leave that key empty if you want each client to use the address it connected on. -
A server whose hostname contains an underscore can now serve LOD over the backchannel.
myserver_minecraft.example.combroke it in two places at once: the address was rejected outright by the config, solodBackchannelHostsilently reset to empty and could not be set at all; and the download itself failed on every region without ever falling back to the slower in-band channel, so it looked like the mod had simply stopped. Both are fixed -- such a host is now accepted, and the downloader resolves it and reports plainly in the log what it did. If a host genuinely cannot be reached, it now says so and falls back instead of going quiet. (mod_support #26, reported by arsenelupin0)
Removed
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The standalone Chunksmith-Client mod is gone -- the project has been retired and its repository deleted -- so everything that referenced it has come out: the
chunksmithclientincompatibility declarations from the Fabric and NeoForge manifests, and the startup check that warned when both were installed.If you still have an old Chunksmith-Client jar installed, remove it. Chunksmith no longer refuses to start alongside it; both mods register the same
chunksmith:lodchannel, so having both is now a duplicate registration rather than a clear error message. Its multiplayer LOD job has been built into Chunksmith itself since 3.1.0 -- you lose nothing by deleting it.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:4BeAEBIb:iegdvRNN"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:4BeAEBIb:iegdvRNN"
}
