Certain slightly more exotic/unique blocks are missed by Dynmap Blockscan and might require special exceptions/handling.
The first mod to note is DynamicTrees-1.12.2-0.7.8, the most current release/non-alpha build as of writing. Here's an example of Dynamic Trees in-game:
https://i.imgur.com/3hchuOS.jpg
And their appearance (or rather lack of) on a map render:
https://i.imgur.com/PoktBSy.png
This is admittedly not a major issue in that the leaves are enough to give trees readability on a map, but I figured it was worth noting. Since using the actual item models would be a headache/nightmare it might be worth exploring replacing their instances with regular logs. Grabbing any part/thickness of the branch from this Biomes O Plenty dynamic Willow Tree in creative results in the same
The other problem child of a mod I've run into is Streams-1.12-0.4.4. It acts as a directionally flowing water source much like how a single vanilla liquid source block tapers and carries objects over a flat surface, only it continues to do so while flat and next to similar source blocks. It looks like this in-game:
https://i.imgur.com/REwel3w.jpg
Here's what they look like on a map render:
https://i.imgur.com/QBt0RmZ.png
In this particular instance I'm unable to grab a source block from in-game to reference the item name because it doesn't appear to be obtainable/place-able by players. Ideally it'd just use the default water texture.
Yea, anything with a custom non-full-block shape won't render. Possible that the water is custom rendered or custom textured (like chisel) that is different from vanilla techniques.
Your server logs would confirm as it scans the blocks which it is and why it can't render
Again, possible that the ground blocks use a different rendering mechanism than what vanilla uses.
As such, I think I've seen that the dynmap maker retired, and was pulled out for something specific, and miss like Chisel recognise that they don't render per spec and are planning to fix it their side.
It might be worth telling the mario mod ppl. And confirming against other mapping mods
@Too-DAMN-Much - you need to look at his dev builds to see just how active @mikeprimm has been. He's done an amazing job for all the updates to 1.12.x, 1.13 and 1.13.1 for bukkit as well as Forge with one thread alone almost 200 posts of interactions getting everything working and ready for 1.13.x.
http://dynmap.us/builds/dynmap/?C=M;O=D
Most if not all the rendering issues have been addressed in other issues reported and either result in fullrender or using wb fill force (worldborder) with the latest dev builds. I've personally tested almost every build and regenerated a 5,000 radius world in multiple resolutions to the highest res and perspective. If other mods are not rendering, there may be work to do there or not.
He is human, and he doesn't get paid for this work?
Unfortunately, that's the kind of reason why he got out of the modding community; "modder burnout"... especially if people are particularly unwilling to be open with how much they appreciate the free mod.
I think the only reason he is still working on it is that 1.13 looks to be the big change to file structure that should last for a number of years, at which point he might return
I for one am appreciative of the map working at all, let alone with 97% of the 300 mods on my server. And noone should be relying on the maps as anything more than a cool display and helper.
If you have time, the code is open source, so you can roll your sleeves up and contribute too - every little bit helps, and yes nonmodders can read code enough to figure out where a bug is
I think it's a little unkind to say a few missing modded blocks make the whole thing "totally unusable".
There are configurations so that dynmap is not as active on underpowered servers (and you run a daily or weekly fullrender to get things underway). There are a dozen java parameters I could recommend that helps performance, and a dozen mods that help with performance and avoiding people dropping off or timing the server out (watchdog etc).
I haven't got signs working either, but then I haven't looked into the various permission systems that are needed to activate that particular feature. I have an old feature request to bypass it but more likely I'll code it and submit it myself later this/next year.
Sorry - but he is updating it to 1.13. And he has been doing fantastic work supporting mods that follow the Forge recommendations for rendering.
I hope it is the end ... this community is tight knit, and I've recently see pahimar and dire tweet about how even one discouraging comment can kill inspiration. And we have examples of modders who left the community specifically because of entitled-but-getting-it-free people.
For a person who owes noone anything, doing it for free, and for the passion, he is doing damn well. We are proud of him. If this isn't cool with you, even after history, please just chill and leave quietly as we are here to _help_ eachother. 馃憣馃
Sorry - you are wrong on all accounts, and I can see you getting other mod authors from AdvancedRocketry and JED also telling you to pull your head in and stop being so entitled 馃槣
Winding yourself up and unleashing on the internet isn't going to help anyone - we have measureable proof its people like you that drive modders to quit. I'm not sure how modders force users to quit - they vote with their feet and use something else - there are plenty of options out there.
So - again - if its a joke, and driving you away ... please go? 馃槣
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Sorry - you are wrong on all accounts, and I can see you getting other mod authors from AdvancedRocketry and JED also telling you to pull your head in and stop being so entitled 馃槣
Winding yourself up and unleashing on the internet isn't going to help anyone - we have measureable proof its people like you that drive modders to quit. I'm not sure how modders force users to quit - they vote with their feet and use something else - there are plenty of options out there.
So - again - if its a joke, and driving you away ... please go? 馃槣