Distant Horizons

DH

Distant Horizons

This is the place to go for: news, information, and discussion about the Distant Horizons Minecraft mod.

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Random? black blocks

Random? grass blocks are black, and looking at the surrounding blocks the transition should be smoother
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Significant surface features artifacts on DH 2.2

Minecraft version: 1.20.1 Distant Horizons version: 2.2.0-a Mod loader: Fabric Loader 0.16.2 Installed mods: Lithium, Distant Horizons Bug: There are large areas with few or no trees, but when you go there it's a forest. And Log file is bloating....
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Persistent Holes, and Walls Between LOD and Normal Chunks

notice: I posted this in both "help-me" and "bug-report" because these things are bugs, and I want help to see if there are any fixes. If it turns out to be my error and there's an easy fix, I'll delete the bug report, but I didn't see anything that would fix this in the faq channels or previous "help-me" reports. In the video I took, there are visible barriers between LOD and normal chunks; they're barely visible on land, but very visible in water. Also another big issue: There are persistent holes in the world, which disappear when I go near, then reappear when I go back. It's impossible not to notice them, as you can see straight through the world when they're there....

Bamboo Rendering Bug in LOD Chunks

When bamboo is rendered in LOD chunks, it seems to have a green chute at the top. These "chutes" disappear with a perfect seam when vanilla chunks take LOD chunks' place. These "chutes" also seem to be rasterized in the wrong order, as the clouds that should be behind the "chutes" appear in front of them. ...

Incorrect reflection

Incorrect reflection with shaders in LODs
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White neather

Mincraft: 1.21 Distant Horizons: 2.1.2-a Sodium: 0.5.11...
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Transparent LOD Blocks rendering in front of everything else with Vertex Shader

I apologize if I'm doing something wrong here and all help is appreciated Basically I just created this simple vertex shader, I don't think it's a problem on the shader's end because it only does this with distant horizons transparent LOD blocks, it works properly if I turn off transparency entirely in distant horzon settings, but if there is a way for me to fix this with the shader I would happily do it....
Solution:
You will need to add a fragment shader, and from there, you perform a depth discard. If you need more info on how to do so, head over to the shaderLABS Discord server for more info.

Mod doesnt actually work

i got the mod and stuff needed for it i entered the amount of chunks i want loaded and it makes my cpu ramp up to 100% while doing approximately nothing.

Fog Breaks when using QDAA mod

Using latest serverside commit.
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Mining Dimension chunks loading in overworld

See thread https://discord.com/channels/881614130614767666/1270306651588657193 TLDR Mining dimension (from allthemodium) chunks load in overworld. LOD folder doesn't recognise mining dimension (no separate folder is created)...

[2.1.3] On MacOS crashes when logging on server with rendered turned on

So I always need to turn off the lods before logging on my server. Attaching a crassh report

Distant Horizons + Bliss + Modded dimension Bug?

LODS wont load with bliss in any modded dimensions such as the aether and twilight forest, other shaders work. If anyone is aware of a fix that would be greatly appreciated! :)

[1.21] DH creating things that don't exist

Attached are two screenshots, one is loaded and one is an LOD
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incompatibility of lod with framed blocks

referring to the topic and the images, the lod of framed blocks will be the texture of original wood blocks instead of the cover
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Light incompatible with Create

Just noticed that if you use create together with this on a server (havent seen it in sp so far) the components are getting rendered through walls and for an infinite amount of distance in full texture Short Info list for those that are to lazy to read ^^ - Mods affected: Create + all addons (Distant Horizons duh) - Multiplayer (Self Host Server)...
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Features being hallucinated at wrong y-level with Oh the Biomes We've Gone

Follow up of: https://discord.com/channels/881614130614767666/1267132055385407700 I did some testing with just BWG and DH on its own and the same issues still happened, even with vanilla world height. I also checked by pregenerating chunks with Chunky and then enabling DH and the issue did not occur. So it does seem to be an issue with DHs inbuilt generator placing the features at the wrong position....

LODs flicker while in a nether portal

This does not happen with distortion effects off.

Cave Culling acting weird?

I think this is already known, and if it is then I am sorry, but I still wanted to report this just in case. DH-Version: newest nightly from today. (edit: https://discord.com/channels/881614130614767666/898024877833998387/1266764771638902919) ...
Solution:
This is expected behavior with cave culling. Disabling cave culling is the fix....
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Distant Horizons and Supplementaries Waypost compatibility issue

I think there's a compatibility issue with Distant Generation and Supplementaries' way signs. I'm seeing the following error in my log occasionally. "[18:30:51] [DH-World Gen Thread[2]/ERROR] [Supplementaries/]: Failed to get Road Sign Block Entity during generation. How did this happen?" I first encountered this on the server-side fork, but I created a new 1.20.1 instance with Distant Horizons 2.1.3-a-dev, Supplementaries, and Moonlight Library and the error still occurs on this instance in a fresh world. Currently I have the Supplementaries config [building.sign_post.way_sign] set to enabled = false on my server, which seems to prevent the error. This config option prevents them from spawning entirely. There's no crashing or anything, but I thought I should report this....