Distant Horizons

DH

Distant Horizons

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bug-report

Extreme CPU usage at low presets.

The past couple dev builds of Beta 2.3.0, Ive been having this issue where after like 5m of playing. the game goes to 0 fps gradually and stay's that way till crash. During this time my entire pc is barely usable till I force quit the game. I noticed this happen instantly after I change the CPU preset from medium to high or max, But sometimes it just happens without me changing the preset and leaving it at medium to low. Actually after installing the latest release. I had the same issue. Now I don't know what to do? I allocated 24gb of ram (out of 64) 7800x3D, 3080 OC 10gb. This has happened now on 2 modpacks. my custom modpack, and Enderverse "Deka vu" modpack after adding DH to it manually....

Inconsistent lighting in caves

The cave walls are unlit in some sections with little consistency. I first thought it won't properly light WorldEdit pasted blocks but the it happens even if I place the blocks myself
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Ghosting occurs

minecraft version:1.20.1 Ouclus version:1.7.0 DH version:2.1.0a This happened after moving the perspective...
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DH 2.3 RC-2 LOD Rendering and Unrendering

These LODs were rendered. Moving around was fine until it just unrendered all of these chunks. Takes some time to render these back. Not really sure what causes this so let me know what I need to upload to help figure out the cause.
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DH 2.3 RC2 Server Shutdown Hang + Water Shading Inconsistency

Server Log after shutdown command: https://mclo.gs/DA6qb7T Also some chunks over lakes will not shade properly, currently using complimentary. When I approach within 4 or 5 blocks of the surface, all nearby water chunks shade improperly. Might be some reflection issue or something. Both issues are not present for me in DH 2.3 RC1 - which is actually super stable for me! Well done overall, you guys are amazing. I'll post some screenshots of the water tomorrow if needed, I need to sleep for now, early morning tomorrow....

Grid pattern on mountain

There is a grid pattern on the mountains. I think it has something to do with WWOO because I had a similiar problem in the desert but I managed to fix it.
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Distant Horizons resource usage goes down after time in world?

For some reason when I first join a world I'm generating DH on, my CPU and disk usage are much higher towards the start, and then start to slow down till it's only using 5% of the CPU on I Paid for the Whole CPU, and disk write is only 0.1 MB/s (from 2-3MB/s peak). I got a heap dump from spark and showed it to a modpack developer I'm currently in the Discord VC with and he said to post it here.
Solution:
As of the latest nightly, all issues for me have now been fixed. 👍
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water bug distant horizonts 1.21.4 beta 2.3.0

When enabling distant horizons some chunks have errors in the water
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DH 2.3.0 RC2 Server Crash

This has happened twice now. I've attached a crash log. It complains about insufficient storage, which there is plenty available. Our world is pre-genned. In the DATA folder, the DH DBs are > 20GB in total. Our world does not come close in size (less than half that). Maybe there is a leak or something ?...

Client crashes when clicking mod's config button [neoforge 1.21 / 21.0.167][dh 2.1.2]

On neoforge 1.21.0 / 21.0.167 with distant horizons 2.1.2 (Downloaded from curseforge), when clicking on Mods > Distant Horizons > Config (mod config button) from both the main menu and in-game menu, the game client crashes. No other mods loaded. Relevant log line:
java.lang.AbstractMethodError: Receiver class com.seibel.distanthorizons.neoforge.NeoforgeMain$$Lambda/0x00000000811fbcb0 does not define or inherit an implementation of the resolved method 'abstract net.minecraft.client.gui.screens.Screen createScreen(net.neoforged.fml.ModContainer, net.minecraft.client.gui.screens.Screen)' of interface net.neoforged.neoforge.client.gui.IConfigScreenFactory.
at TRANSFORMER/[email protected]/net.neoforged.neoforge.client.gui.ModListScreen.lambda$displayModConfig$6(ModListScreen.java:299) ~[neoforge-21.0.167-universal.jar%23170!/:?] {re:classloading}
java.lang.AbstractMethodError: Receiver class com.seibel.distanthorizons.neoforge.NeoforgeMain$$Lambda/0x00000000811fbcb0 does not define or inherit an implementation of the resolved method 'abstract net.minecraft.client.gui.screens.Screen createScreen(net.neoforged.fml.ModContainer, net.minecraft.client.gui.screens.Screen)' of interface net.neoforged.neoforge.client.gui.IConfigScreenFactory.
at TRANSFORMER/[email protected]/net.neoforged.neoforge.client.gui.ModListScreen.lambda$displayModConfig$6(ModListScreen.java:299) ~[neoforge-21.0.167-universal.jar%23170!/:?] {re:classloading}
...
Solution:
Does the config crash when opened through the normal DH settings button?

Sun shines through LOD chunk blocks.

I cant tell if this is something related to DH or Bliss. But I'd like to know if anybody knows a solution to this.
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Config screen crash

I deleted my config and it still happened: "Unable to convert config value [{}] from [class java.lang.String] to [class java.util.HashMap] for config [mapTest], the default config value will be used instead [{}]. Make sure a converter is defined in [ConfigTypeConverters]." It seems the defaults are not working....

No clue what this even is.

Just did a ring around a giant body of water. then this appeared at an angle looking across it. No clue where to start or what to say. More funny than anything....
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Latest Nightly Build - Aether and Overworld transition problems

With the latest nightly build from today, there seems to be an issue with Aether - Overworld transitions that don't involve the portal. Either by dying and respawning in the overworld, or falling from the Aether to the overworld, for some reason, the game just freezes and the task has to be ended forcefully, as it doesn't ever recover. Portals work as expected....

Setting: Transparency - When enabled, Aether clouds have a seizure.

The screenshots show that when Transparency is enabled, the Aether cloud blocks don't render properly, though when Transparency is disabled, they do render properly.
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Floating Island Rendering Error

Noticed a weird rendering bug with a mod that generates floating islands. Blocks appear to extend downwards towards the ground until you approach the island and they disappear.
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Weird bug where client/server desynced

I updated from 1.21.1 to 1.21.4 and upgraded my distant horizons mod to DistantHorizons-fabric-2.3.0-b-dev-1.21.4. After playing singleplayer for a while, I went on a blue ice boat track and while travelling I changed my vanilla render distance (not simulation distance) from 16 to 32 chunks, noticed some holes, and changed it back. Then, after a while, I travelled back across the same track and suddenly my client and server were desynced, and when I quit to title it couldn't finish saving and I had to shut minecraft down. During the desync I placed a shulker, which I no longer have after rejoining the world. The same thing happened when I went back to the same area. I shut minecraft down again, removed the distant horizons mod, and now the game no longer desyncs when I enter that area. Luckily I had made a backup and only lost a couple hours of progress or my shulker (depending on wether or not I choose to reload from backup) but this seems like it could be devastating Please let me know what further information to give....

1.21.4 Crashes on server connect

1.21.4 isn't working for me at all. The second I try to connect to my server, the game crashes and gives me this message:
The game crashed whilst unexpected error
Error: java.lang.AbstractMethodError: Receiver class com.moulberry.flashback.compat.DistantHorizonsSupport$1 does not define or inherit an implementation of the resolved method 'abstract void onWorldLoad(com.seibel.distanthorizons.api.methods.events.sharedParameterObjects.DhApiEventParam)' of abstract class com.seibel.distanthorizons.api.methods.events.abstractEvents.DhApiWorldLoadEvent.
The game crashed whilst unexpected error
Error: java.lang.AbstractMethodError: Receiver class com.moulberry.flashback.compat.DistantHorizonsSupport$1 does not define or inherit an implementation of the resolved method 'abstract void onWorldLoad(com.seibel.distanthorizons.api.methods.events.sharedParameterObjects.DhApiEventParam)' of abstract class com.seibel.distanthorizons.api.methods.events.abstractEvents.DhApiWorldLoadEvent.
...
Solution:
It is flashback that is crashing

Compatibility Issue with BBS Mod

First of all, i am not sure if this is a Problem with DH or the Shader or with the BBS Mod. I am working on a Minecraft Movie. The issue is that inside of the camera view of the BBS Mod, the Distant Horizon Render gets rendered in front of everything else (see the weird render of DH in the Picture). In the normal Player view everything is fine until i start the recording of the scene. Maybe there is a simply solution for this. Please notice the weird blue thing in front of the left cloud, this outline stays at this place whereever the camera looks and is the negative version of the visible DH render. I assume this needs to align with the actual render. I think the Camera of the BBS Mod is looking from a different point than me (the player) is. So the mask of the background gets calculated from a different position than the actucal DH Image and thats what causes the mismatch. ...
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Nightly bd946af2 freezes game on loading a world

the 1.21.4 nightly completely freezes the game, and the exit code is -805306369. so probably a memory related issue?
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