62 Replies
It might be from chunky
/chunky
Using Chunky's pregeneration and Distant Horizons at the same time is known to cause LODs to turn into swiss cheese as can be seen in the attached screenshot.
Distant Horizons has a built-in LOD pregenerator called Distant Generation. However, Distant Generation only saves the LODs, not the vanilla chunks. This is in order to save file space, as pregeneration often leads to huge file sizes.
If you actually want to pregenerate vanilla chunks along with LOD data, remove Distant Horizons, use chunky to pregenerate, and add Distant Horizons back. Once the pregeneration is done and Distant Generation is enabled, Distant Horizons will convert all the pregenerated, saved chunks, inside your DH Render Distance to LODs.
If you only want the LOD data and don't need the vanilla chunks, use Distant Generation instead of Chunky's pregeneration.
Note, these issues may not only occur with Chunky, but also with other similar pregeneration mods.
Delete your current LODs to fix this
/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/
I wonder if I have more than just chunky causing issues
maybe. send your mods list and we can take a look
https://discord.com/channels/881614130614767666/881614131877269586/1309198643089248338
try turning up cpu load in dh's settings and slowly moving over the holes
No longer have chunky installed on server or client, and only DH
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chunky shouldnt cause problems if chunky is installed on the server and DH only on the client
I wouldn't have thought it would either, but.
Also, modlist is a bit large, give me a minute.
its probably a case of your cpu not having enough time to convert all chunks to LODs
so you should give it more time, by increasing the cpu load
CPU laod is now set to balanced, No more swiss cheese, just world cutoff
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nice!
distant generation doesnt work on servers, so that is expected
/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.
Well, that's lame lol
true, which is why the next update will change that
Wait, but 2.3 jars area already available?
yep, nightly builds
in <id:browse>
Im gonna test it
alright
make sure to read https://discord.com/channels/881614130614767666/1285883332768563284
Will do, thanks for the help
np!
Seems as long as you're up to date on current versions of sodium and iris, you shouldn't have an issue with nightly builds
thats the case most of the time yea
I will assume chunky SHOULD NOT be installed on the server if using the DH nightly build
correct
Copy that! Thanks again
Wonder if there's some setting I need to change for DH server, it's VERY SLOWELY generating distance
Try increasing CPU load on the server
Which setting is that specifically?
Using the /dh config settings that is.
Also, noticed these? Render tears or something?
https://i.imgur.com/GSbF59v.gif
Individual threading values
You can copy the values from singleplayer presets
Does it happen without shaders?
One sec, let everything reload
Doesn't seem so
Looks specifically related to shader
Though, without shader, I noticed a lot of things at distance have weird black dots.
And teleporting gets a little funky lol
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what are you looking at?
Water
Just got slapped with a crash though
is that the whole log?
Really only thge last 20 or so lines refer to the crash
But theres a bunch of world gen stuff from mekanism removal (Items Displayed not mekanism)
It's regenerating and fixing itself over time
This is a game crash specifically, servers still running with no thrown errors
Just noticed this
If needed, these are my PC stats
RTX 4060 GPU
64bit OS Windows 11
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can you try deleting the config file and trying again?
/config
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
DH config for client?
thats where its located
the one that crashed
Yep, one moment
So, seems my computer doesnt have it in that lcoation, since I use a secondary drive as my installation lcoation, gotta search for it
Found it
This look like correct file content?
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Want to be sure I'm deleting the correct one
no thats not the correct one
it should be called
DistantHorizons.toml
Hmm... Ah
or
DistantHorizons
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Using modrinth it has it all in the folder path
Delete and restart the game?
Weird, DH now seems to be rendering FURTHER
oh thats odd
Yeah, not sure what caused that, but Ill take it lol
Now its doing some funkiness
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Looks like /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.Sections 1 and 3
Gotcha, not that its a massive issue, after a minute it cleared up