DH generates vanilla chunks LODs in a Premade world
I've got an Earth map world. But when I expect LODs to generate,
outside of vanilla render distance, I get vanilla-like chunks, not the ones of the 'Earth' which are premade!
Attached are 2 shots of how it goes
Firstly, the vanilla render distance, but then DH kicks in with them Icy Peaks outside.
There shouldn't really be, instead there would be premade Earth map chunks
Solution:Jump to solution
Okay, so after a while, came back to tell the solution.
The Solution is:
When experiencing troubles with a world taken from an older version, or made with WorldPainter,
make sure to 'Optimize' the world, it's done by:...
77 Replies
here are the mods
and it's 1.20.1 Fabric
As I'd like to mention, that I've experienced no troubles a year ago on DH 1.6 with such a world. The settings had had diferrent names, but the distant render is the thing that worked then perfectly.
Now it makes new chunks, instead of reading the map from the memory and sampling LODs
In 10 minutes, this is what happened
@Yeshi (GMT+1)
the https://discord.com/channels/881614130614767666/1221302644912422952/1221302644912422952 is about some chunks being vanilla-like. not all.
But yes, it's true that the map is taken from 1.19.3 and is loaded in 1.20.1
Though, I've tried on DH in 1.19.4, still the same issue
maybe try optimizing the world
on the world select screen, edit -> optimize
how?
is this singleplayer or multiplayer
Single
on the world select screen you click the world once
then at the bottom there's an edit button
aha yeah
'optimize world' ?
that's the one yeah
I'll once again copy a clean world, without LODs
and Firstly optimize it, then go with it
let's try
should I 'clear cache'?
as in deleting the LODs? yes
/lodstored
Single Player:
- Overworld:
.minecraft/saves/WORLD_NAME/data/DistantHorizons.sqlite
- Nether: .minecraft/saves/WORLD_NAME/DIM-1/data/DistantHorizons.sqlite
- End: .minecraft/saves/WORLD_NAME/DIM1/data/DistantHorizons.sqlite
- Custom Dimensions: .minecraft/saves/WORLD_NAME/DIMENSION_FOLDER/data/DistantHorizons.sqlite
Multiplayer:
- .minecraft/Distant_Horizons_server_data/SERVER_NAME/
nah, I just deleted the whole SAVE
and re unpacked it, we good
I mean, there's an option
this one
aight, nvm
we goin'
me when i'm in a being inaccurate competition and my opponent is the minecraft world optimizing progress bar
progress will be wacky. could take much less time than expected, could take much longer. who knows :clueless:
we good
I'm rly thankful to you for all the struggle
actually, wouldn't figure this out myself
thank you for such attention
I'm happy that I experiment with a small version of such a map, It's 4Gb. Could have made mistake by trying instantly on 90Gb whole size map
Just made it
for now looks like so
YES it works
yeah!!!
yet, there aren't any trees in there
is this fixable, cuz there should be
it's just the LODs not giving any
#dontsavethetrees
eh?
don't think about it
okay
any ways to LOD the trees?
do trees show on other world types
hmm
lemme see
ay, yeah, actually they do there
what mod adds the terrain
it's a premade map
oh
no other mods than DH, Iris, Indium, and Fabric is the core
It's just optimized from 1.19.3
by the advice of the upper discussion
have you deleted lod data
yeah
any quality settings to tweak?
can you try a natively supported 1.20 map
so that's what's going on
not really ðŸ˜
there isn't yet
so
in the circle there's vanilla render distt
outside are LODs
but then, there should be massive forest
but it's 'bald'
deforestation much
yeah
i wonder why trees work on a new world but not this one
yeah, the whole thing is so
I moved, and will wait
i don't know why the trees aren't showing
but there are, and they appear underneath
in 1min
really strange
anyways, that's a progress, from not having any LODs
nor shaders 😄
what version of the mod are you using
MC 1.20.1 Fabric
+ current Bliss shaders master from Github
what happens when you delete the lod file
here it says you deleted the world
Yeah, to avoid any mistakes, I delete the whole world
and re unpack
why
that doesn't help you
it's not slow, so i do
what do you mean
um, there were vanilla-like LODs
but the world is premade
how did you fix that
i was struggling to get it to read the world
Yeshi said to optimize the world
it fixed the thing!
i re unpacked the world and optimized it.
did you load into the world before optimizing it
no
i mean, I've been struggling with it, and loaded into it a couple of dozens of times
yet, the copy, that I've optimized wasn't loaded before doing so
sorry for confusing
Bump
the issue remains
trees aren't getting rendered
while there should be
Try not using Tlauncher
The problem remains
but I've changed something.
Now it's 1.20.4 MC with these versions of mods:
There should really be a forest, but stil there is none.
I've changed the launcher
The MC is 1.20.4 Fabric, the mods above mentioned
And the world is an optimized from 1.19.3 and it is premade.
How can the issue with the trees be fixed? any ideas?
1 more note:
it doesn't 'hate' trees. It just doesn't write them into LODs that are distant.
If you move towards them, they get added into the existing LODs
Are those trees from the dynamic trees mod?
I've just moved the discussion over here https://discord.com/channels/881614130614767666/1226816207710326804
But most importantly, I actually almost found the solution, just testing
The trees issue is actually only because of the specifics of this premade world
The version I've mistakenly took, is for populating later
While I needed a populated one.
So the behaviour of the whole thing was really unpredictable and hardly understandable
but thank you very much for the attention! rly
I'll deeply explain the outcomes of the both posts, and the solution will be here
for guys who might encounter the same things in the future
so they'll find it
helpful? i guess
Definitely helpful
DH is also very interesting in the situation
It generates the trees in some chunks bordering the vanilla render distance
But then it doesn't continue the same logic to the further ones.
that was the very most confusing thing of the whole process
I would definetely understand the issue, if it would only generate forest LODs only after chunks being visited, not bordering
It generates the trees in some chunks bordering the vanilla render distanceI think thats because those chunks are part of your render distance but arent rendered because they are next to chunks that are outside your render distance Or smth like that A weird quark with mcs rendering system So technically those are loaded (And DH can make LODs of them) but just not rendered
could be yeah! like a layer of some 'ghost' chunks
and they get the benefits of the vanilla render distance, yet they stay outside (as distant render chunks for DH)
so they had trees, and visited chunks would get them
So this version of the map is made unpopulated, (which i didn't notice at first)
only when you go with chunky/worldborder and respectively some mods,
then you get the forests by the logic of any custom forest stuff mods, some additional types of trees and stuff
really cool and clever, but so silently dangerous for guys who don't expect so
Solution
Okay, so after a while, came back to tell the solution.
The Solution is:
When experiencing troubles with a world taken from an older version, or made with WorldPainter,
make sure to 'Optimize' the world, it's done by:
going to Singleplayer >> find the save >> Edit >> Optimize World
That will take some time, depending on the worlds' size.
For me, it takes around 10 minutes for 200k chunks. Just for reference, that it's not instant.
Hope it helps!