Fake Trees generating in Distant Chunks
I dont have any specific error logs to show. I am not using any mods except for Axiom and I am playing on a singleplayer world that has been generated with Worldpainter. The issue i am noticing is that fake vanilla trees are generating over these worldpainter biomes. For example, i generated a jungle biome in worldpainter but it doesnt have any trees in it, however when i move around, fake vanilla trees pop in and out of the distance
5 Replies
For some reason this can happen with world painter worlds. I've not seen a fix yet
If it helps, ive been doing some more testing. It isnt consistent, certain terrain or WP features prevent DH trees from appearing on those chunks, however it still merged with existing structures that i place there after
I also notice that the DH trees dissapear if i manually change the biome with axiom to a treeless biome, and then change it back to a jungle biome
If perhaps there is a config that i could disable or a cache i could refresh that i could use?
Because otherwise it is very difficult to view any terrain objectively
I also know that this is a new feature as older versions didnt do this about a month or 2 ago
There is an option called "only use pre existing chunks" in the options for distant generation, you could try that
Also put generator mode on surface and not on features, that way no trees on generated lod chunks
And u prob can also reset current lod chunks
/lodstore
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/