Why doesn't dh generate chunks beyond some limit?
Even when the distance is set to 4k. It will generate somewhere around 128 chunks radius, then stop. It will still show everything in range, e.g. the spawn that i can clearly see here, but wont generate anything beyond some arbitrary point. If it is an expected behavior then ok, if not, will try do dump logs, mods etc.
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DH just stopped working
I was just in my singleplayer world being opened to LAN with my partner with DH enabled and i went mining for a bit and then all of a sudden when i came back from mining DH chunks that was already rendered disappeared and it when back to my normal render distant
How can i make distant horizons compatible with shaders on 1.16.5?
I know that it's not officially supported but i just can't pick any shader, even internal shaders make the lods go away. Is it something i'm doing wrong or is there some option in the DH settings that i don't know about? Btw i have DH 2.2
DH 1.21.4 Sodium
I am playing on Lunar client 1.21.4 and i have the newest nightly version of DH and for that i am using the newest sodium version
every time i try to launch the game it crashes and tells me i have to install indium for DH to work with sodium but there is no Indium version for 1.21.4...
Actual render distance not increasing beyond 64 chunks (singleplayer)
My render distance seems capped at 64 chunks. When I increase it past that, the line where DH loads its chunks moves further away (presumably to the level I've set it to) but I still only get to render chunks out to 64 ish. I am in a singleplayer creative world. Same issue with and without shaders. I assume this issue isn't directly with DH, but I am wondering if anyone could determine the issue? I am using Bobby atm
LODs rendering defaults to off
Simple issue, every time I reboot minecraft it justs starts out as off and it's pretty annoying. Is this a bug or am I doing something wrong?
LOD grid-lines in all desert and badlands terrain
Is there a reason for this or a known fix? Happens on Fabric and Forge
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DH Commands not existing on Paper 1.21.4-126 Server
Using DHS-0.7.0_for_MC-1.21.4.jar and voicechat-bukkit-2.5.27.jar
Tried using the "dh", "dh pregen", "dh config" commands in server terminal and in game (op).
Attached are logs and screenshot ingame....
DH Fog doesn't work?
Happened on the last few nightlies I've been on, playing on server 1.21.1 from this sundays nightly iirc. It will not let me enable DH Fog in the settings
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LODs not fading all the way through
note: im zooming in with zoomify in this screenshot
the stairs on the villager's house are shown as a faded full block in the LOD.
i also dont know whats going on with the spruce tree and the leaves dropping all the way down
...
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Converting Old 1.21.1 DH LODs for a server to newer version doesn't work.
I tried moving the folder with all my server LODs to a new instance (From version DistantHorizons-2.2.1-a-1.21.1-neo-fabric To DistantHorizons-fabric-2.3.0-b-dev-1.21.4) but the game didn't recognize/convert the old LODs and started generating new ones instead. Is this normal? Can I not port my old LODs over?
Questions About Serverside DH
Here is my situation: sometime soon I'll be pregenerating a 30k world on my server. I'd like to have those chunks rendered as LODS for me (I know this would have a massive filesize), but I don't know how DH's LOD generation works, as I've heard conflicting things.
Question 1: How does LOD generation happen? Like what specifies when the client renders LODS outside of what I, personally have explored? For example, in singleplayer, I notice that the game will automatically render out about 128 chunks. But it will not go further than that. No matter what I set my DH render distance to. However I notice distant LOD generation did not happen in my testing on a server- although in said server I don't have the serverside fork installed- maybe that's what the fork does? Also worth noting that the LODS did generate, I just had to visit the chunks within my "vanilla" render distance to get those LODS. But regardless of that fork, why does the LOD rendering cap at 128 chunks on singleplayer, and is the reason for it not doing that on a server because I did not have the serverside fork installed?
Question 2: What does the serverside fork do, technically? I've heard it does something along the lines of streams the LODS to the client, but I don't really know what this means. Does this mean that:...
"a java exception has occured"
this happens whenever i double click the fabric jar file
Solution:
Re-Download the newest version
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Version mismatch in curseforge
It says version 1.21.1 forge & fabric, but in the actual file name it has neo and fabric, I also tested it and it doesn't work, which confirms that it's actually neo and fabric instead of just a wrong name. Even if I download it from the links n download channel there is only fabric and neo. and two files with fabric and neo separate.
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Initial world creation hangs using the nightly build.
When creating a new world, it seems to get stuck and spits out "too many physics frames" in the live log (see screenshot). Worlds generate just fine when I disable DH entirely from modrinth, and then re-enabling it and loading the world works perfectly too, it even generates distant chunks.
Log in thread....
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generation speed comparision
is 2.3 DH with c2me faster than generating chunks with chunky and c2me, and then enabling DH 2.X to generate LODs?