Ring of unloading
I lowered Overdraw Prevention, does nothing. The ring is relational to my RD. At 1 RD it is just a ring around my feet.
As I move through the world this ring always exists. Any ideas?
Using
DistantHorizons-forge-2.1.3-a-dev-1.20.1
...how do i fix the water? to make it look like it does on the left
water looks very iffy to me and i just cant seem to make it look right
i installed the mod and dragged it into feather client, but it wont work in singleplayer
i am using sodium and iris shader in feather client
Lod's generating with the correct blocks and terrain but with some dark lighting on it
For some reasons, some chunks in my survival world are appearing darkened. It is kinda like what you can see on the faq questions, but unlike there where the problem is due to mods, here i can have, on the same version and the same mods, a completely working DH as seen in the pictures liked.
Some things that can be important are that this survival world was first created in 1.19.4 for a survival server on Aternos, then we used the Paper Bukkit plugin to get more render distance on Aternos. It seems that only the chunks generated in 1.19.4 have this dark light problem.
Also, i downloaded the map to get it in solo, and i tried to suppress some files, like the bukkit datapack, but nothing worked. I don't know if it is maybe a version problem of my specific world, but if someone has or had the same issue and a solution, please send me an answer....
Shadow
Distant horizons(dh) is not creating shadows in some chunks some in ocean some in outside rendering shaders none with some FPS Problems also
Suggested settings for complementary and dokucraft
Are there any particular settings that would improve the appearance of LODS with complementary shaders and Dokucraft light on 1.20 or 1.21? Also just open to general suggestions on improving both visual quality and performance that I might be unaware of.
LODs not loading with & without (singleplayer)
whenever i have photon or any kind of shaders installed (i install it from the official site thats given) the LODs become insanely bright.
im using 1.7 oculus and embeddium 0.3.2
modlist is in the .txt file...
Sever LOD File
Hello, I'm using chunky to pregen my world and using the experimental DH mod on the sever to also get LOD's. My question is can I simply copy the DH files from the server to my client? Or are these files specifically different? (Like the "DistantHorizons.sqlite")
Mod Versions
Working on building a mod pack for me and my friends, It is forge 1.20.1 running with rubidium oculus and many others. I wanted to add distant horizons to this, but, I don't know what version to use for oculus and distant horizons for shader compatibility. If anyone could help me find versions that work that'd be awesome.
chunks that are rendered by the mod get 'eaten' when rendered properly
heres a video of it
Solution:
your cpu is overloaded. cap your framerate lower or reduce your vanilla render distance
Vanilla fog won't disable
For some reason the fog on vanilla chunks is still there despite DH rendering LODs. I have disable vanilla fog set to true in the DH settings, but it does not work. I don't seem to have any mods that mess with fog.
Solution:
disable the fog in BC lib settings
Is it normal for the database to be 200GB big + that it breaks the Base game backup system?
Additional info to the last part
I mean with that the backup system for world and in the sense of it trying to write for some odd reasons the entire database into the advancements file and ignore like anything else in the world folder
--...
Light appear to be not affecting LOD's Block
Light rendered on render distance appear to be darked than LOD's block, but with shaders that lighting problem seems gone or not so visible.
Mod list:
```
accessories 1.0.0-beta.20+1.21
ambientsounds 6.0.4...
Solution:
try disabling the fog in bc lib settings
(unsolved) shadow issue when blocks are above void
(tldr of observations below)
what is the setting to remove the full black shadows that appear on blocks only when the structure is above void?...
Lod quality looks like roblox
can somebody help me figure out why blocks at lil range look like this?