DH chunks are innacurate
Issue persists regardless of shaders,
Its on a fabric server with the following mods:
Yungs API
Balm
Cloth config
Fabric API
Forge config API port
Lithostitched
Puzzles lib
Yungs better desert temples
Yungs better dungeons
Yungs better jungle temples
Yungs better Mineshafts,
Yungs better nether fortresses
Yungs better ocean monuments
Yungs better witch huts
Yungs bridges
Yungs extra's
ChoiceTheorems overhauled village
Improved pillager outposts
Tidal towns
Towers of the wild Modded
Philip's ruins
When dungeons arise - Seven seas
Nullscape
Tectonic
Xaeros minimap
Xaeros worldmap
Waystones
Create
Clockwork
Valkyrean skies
Eureka! Ships!
Create big cannons
---------------------------------
DH version is 2.1.0a since newer versions arent compatible with the modpack (Issue persists in DH version 2.1.2)
In a singleplayer world DH works fine with the same mods
25 Replies
Did you call the server the default of "Minecraft Server"?
Yeah
Ill try changing it see what happens
I changed it and now the LOD's dont render at all
chunks unload behind me that kinda thing
fine in singleplayer
Iris version is 1.7.2 and dh version is 2.1.2, do I have to install dh on the server?
/slowgen
World generation in general is quite slow, if you want to speed it up:
Install Noisium and Faster Random, these mods can improve generation speed by a couple percent.
Make sure to remove the C2ME mod as it significantly slows down DH chunk generation by up to 35%.
Increase
CPU Load
in Distant Horizons settings for faster generation, but you will experience more lag spikes and stuttering due to heavier workload on CPU.
To see if Distant Generator
is really working or not:
1) Check CPU usage while in-game, using Aggressive
settings of CPU Load
. If CPU usage's hovering around 80-100%, the LoDs are generating in the background.
2) Go to DH settings > Advanced Options > Debug > Wireframe
, set Enable Debug Wireframe Rendering
and Show World Gen Queue
to True
.
Enabling both settings will show you the visualization of world gen tasks queued and working on the map (blue boxes for queued tasks, red boxes for working tasks)Naming the servers the same name will cause the LODs to be shared
After changing the name the LODs will restart
/server
Distant Generation doesn't work in multiplayer, meaning DH won't be able to generate LODs for chunks outside the vanilla render distance.
Instead, as you travel around the world, LODs will be generated for areas you've visited.
In the next update, DH 2.3, you will be able to add DH to your server granted it's running a compatible mod/plugin loader (Fabric, (Neo)Forge, Bukkit and their derivatives). This will allow the server to generate LODs and send them to the client, making distant generation possible on multiplayer.
If you wish to try 2.3 early, read everything in this thread: https://discord.com/channels/881614130614767666/1285883332768563284
Keep in mind that this build is still experimental, we do not encourage using it on large servers until further testing.
do you mean the same name as in the actual world name from server properties or just same namebetween players
My issue now is that the chunks just unload like in vanilla minecraft
I mean the name on the client server list
Do the LODs work if you explore the terrain first?
Some slowely over the terrain with high CPU load
I had to just restart my game and the server, and now its working fine again
logged back in and now the original issue is back
server was restarted too
nvm those were just holes in chunks
This is the issue now
You're using a quite old version of dh so itll naturally be buggier
version 2.2.1 now and the bug persists
have you tried deleting your current LODs and seeing if that fixes it on the new version?
/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/
Ill try
Yeah those dark chunks will stay there until you place or remove a block in those chunks using DH 2.2.0
And the holes in the terrain might just be because DH 2.1.2 had an older generation logic
Restarted minecraft aswell as deleting the files containing the lod's
Oh ill try
there are still holes
These holes (the ones where you can see caves as in spectator mode) occur by moving too fast and DH should fix them in <1minute
These holes in the other hand, you can see the chunk borders, which mean they haven't generated yet. These ones will take longer but should also fix themselves if Distant Generator is on
/overdraw
Hole at the edge of vanilla Render Distance, especially during movement:
This is caused by either vanilla terrain not loading in fast enough, or shader's incorrect overdraw prevention implementation or configuration (if you use one)
Some world gen speed improvement can be found when adding these two mods, but the affect will be minor:
- Noisium
- Faster Random
There is another mod that may help:
C2ME
. However, it can decrease DH generation speed by up to 35%.
The easiest fix is to move slower and/or ignore it. This hole is most visible while moving over not generated (by vanilla) terrain. Moving over that terrain every subsequent time may not create the hole. And moving slower will give MC more time to load the chunks as you go.
If none of that helped, you can also tune the overdraw prevention, look at the third section to know how.
Low quality full blocks behind and around non-full block, e.g. fences or ladders:
This is intended behavior, to prevent holes in the world while you move, DH will overlap with some part of the vanilla terrain.
How much of the terrain is covered is determined by the overdraw prevention:
- 1.0
will mean DH LODs start where vanilla chunks end.
- 0.0
will mean that DH render everywhere starting from your position.
To fix this, you can either:
- Increase your vanilla RD, which will move the DH LODs further from you.
- Tune the Overdraw Prevention setting, see the next section to know how.
Where to edit the overdraw prevention setting?
Overdraw prevention setting can be edited inside the DH config under:
Advanced > Graphics > Advanced Graphics
But if you use shaders, they will override and take control of the overdraw prevention.
In that case, check the shader's settings, if overdraw prevention is not there, contact the shader devs or change the shader you use.👍