Using Forge 1.20.2 with Distant Horizons and Pixelmon mod, LODs are not generating
Title, not sure haven't used this mod before but the mod is enabled in the Forge mod config.
54 Replies
/logsstored
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are there any settings to be changed?
just normal survival world, loaded up the game but no lods
i'm also using the minecraft launcher
i dont see a modlist, weird
i do see a lot of errors containing optifine. does it work if you remove it?
haven't tried without optifine, it is a preview version so let me try
okay the game crashes on launch
darn
also using essential mod
fresh install too, nothing really changed either
dont think essential is usually causing problems
can you try with just DH?
yeah no difference
forge 1.20.2 with just dh
no lods are generated
i load into the world, fly around for a bit but it's clearly a 12 chunk square that follows me around
also using rx 7800 xt if amd makes any difference
can you try deleting your config file at .minecraft/config/distanthorizons.toml
To edit the config, press the button next to the FOV slider to edit the config.
The config file found in .minecraft/config/DistantHorizons.toml
okay it seems to work now
nice!
strange, nothing was changed when i installed it
thanks for your help though
np! the file probably got corrupted somehow
hm added back my mods and it doesn't work anymore
frick
send logs again
maybe its a different issue this time
is there something i should disable in optifine perhaps?
one of the optimisations in the performance tab?
i would use fabric but pixelmon is built on forge unfortunately
can you perhaps switch to embeddium?
what's that?
sodium but forge
idk if it works with pixelmon though
ah shame i suppose no shader support
use oculus for that
its iris but forge
oh neat
i should check out those conversion mods
what do you mean
is it better than optifine?
embeddium + oculus? yes
nice, good to know
lol 1.20.2 seems to not be a great version for mods
oh i see youre playing on 1.20.2
yes
half of them don't exist, i should probably backport to 1.20 or something
was about so say, 1.20.2 is a real deadzone when it comes to mod support
yeah it was mainly for the latest version of pixelmon
1.20.1 and 1.20.4 are the most supported 1.20 releases atm
in that case there is not much you can do for performance/shaders as long as you use 1.20.2 unfortunately
yeah i'm going to 1.20.1
fair
ah yes it all works on 1.20.1
i suppose just avoid 1.20.2 in general
yep, thats a good life lesson to live by
lol
hey do u know if there's a shader compatible version of optifine or oculus for dh?
wanted to use some shaders with dh
Gist
Distant Horizons shader compatibility info
Distant Horizons shader compatibility info. GitHub Gist: instantly share code, notes, and snippets.
Only for oculus though
oh nice
Oh wait I read the question wrong
Latest oculus should work
is there a difference between rubidium and embeddium?
Yes, use embedium
Rubidium is depreciated
would u recommend using 256 chunks?
i know these questions are sorta off topic but thanks for the help
also is there a good method for quickly loading all chunks in a given area?
since flying around with 32 render distance takes a while
Yes that's a good amount
Just turn up cpu load and wait
You don't have to move
How do you turn up cpu load?
It's a setting in dh's settings
i turned it onto "I paid for the whole CPU"