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
No description
25 Replies
Puhpine
Puhpine2w ago
Did you call the server the default of "Minecraft Server"?
TopCat
TopCat2w ago
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?
Miki_P98
Miki_P982w ago
/slowgen
YAGPDB.xyz
YAGPDB.xyz2w ago
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)
Miki_P98
Miki_P982w ago
Naming the servers the same name will cause the LODs to be shared After changing the name the LODs will restart /server
YAGPDB.xyz
YAGPDB.xyz2w ago
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.
TopCat
TopCat2w ago
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
Miki_P98
Miki_P982w ago
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
Cxsmo
Cxsmo2w ago
I had to just restart my game and the server, and now its working fine again
TopCat
TopCat2w ago
logged back in and now the original issue is back
No description
TopCat
TopCat2w ago
server was restarted too nvm those were just holes in chunks
TopCat
TopCat2w ago
This is the issue now
Puhpine
Puhpine2w ago
You're using a quite old version of dh so itll naturally be buggier
TopCat
TopCat2w ago
No description
TopCat
TopCat2w ago
version 2.2.1 now and the bug persists
Puhpine
Puhpine2w ago
have you tried deleting your current LODs and seeing if that fixes it on the new version? /lodstored
YAGPDB.xyz
YAGPDB.xyz2w ago
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/
TopCat
TopCat2w ago
Ill try
CreepermeYT
CreepermeYT2w ago
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
TopCat
TopCat2w ago
Restarted minecraft aswell as deleting the files containing the lod's
No description
TopCat
TopCat2w ago
Oh ill try there are still holes
CreepermeYT
CreepermeYT2w ago
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
Miki_P98
Miki_P982w ago
/overdraw
YAGPDB.xyz
YAGPDB.xyz2w ago
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.
TopCat
TopCat2w ago
👍
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