Strange Distant Horizons behaviour over multiple versions.
I can't get Distant Horizons to work at all in my singleplayer custom-made modpack, with about 200+ mods and shaders.
None of the mods I use are in the incompatibilities list, as far as I am aware and have read through again just now.
I have no logs, because the crashes didn't produce any:
Distant Horizons 2.1.0a loads with all other mods, but right as it gets to the main menu, where the Forge loading screen is supposed to disappear, the game freezes, and crashes, with error code 6. No log is created.
Distant Horizons 2.1.2 loads up with all other mods and the game makes it to the main menu, but I can't load or make any worlds. When trying to load or make a new world, it just freezes on the dirt-background screen before loading/making a new world and doesn't proceed, only ending the process closes Minecraft thereafter. No log is created either.
Distant Horizons 2.20+ doesn't work due to Oculus incompatibility.
I am fine with waiting for Oculus to be updated in that regard and use an older version in the meantime, if I could, but yeah, these issues are preventing me from launching the game.
I use Linux personally, but I also tried launching the pack on a Windows setup, it produced the same results. I am not sure what is happening. I have read that Valkyrien Skies/Eureka can conflict with version 2.1.2, but that doesn't explain why 2.1.0 doesn't work.
59 Replies
Logs are created on game start not end, it is impossible for them to not exist if the game launched
Also /Oculus
Oculus may work, but can produce unexpected results, it is preffered to use Iris on Fabric or Neoforge instead.
To use oculus with DH, it is only possible to use minecraft 1.20.1 with forge. Oculus 1.7 is the only officially released version of Oculus that works with DH, and only works with DH 2.1.x. If you are using DH 2.2.x with Oculus 1.7, that is the reason for your crash.
For DH 2.2.x, the only option is to use an unreleased version of Oculus found at https://github.com/Asek3/Oculus/actions/runs/11198312573/artifacts/2020008921 (you need to be logged in or it will 404). Unzip the given file, take
oculus-mc1.20.1-1.7.0.jar.
and put it in your mods folder.
For DH 2.3, you need the unreleased version mentioned above, and edit it to make it work with DH 2.3:
- unzip the mod .jar
- go inside the META folder
- edit mods.toml to say it is Oculus 1.8.0
- save the file and zip the mod file back (zip the files and not the folder)I meant crash reports weren't produced, the standard latest.log is present, yeah.
I didn't know there's an unreleased Oculus version.
What I know is that Distant Horizons 2.1.2 actually worked for a bit, but I kept having "Server tick error" crashes that caused my worlds to suddenly exit out, saying "Server closed" and kicking me to the Multiplayer screen.
This was due to Valkyrien Skies 2, after removing that, it worked fine, though that's when I also found out that 2.1.0 doesn't have this issue with Valk.
But yeah, that version just straight up doesn't let me launch the game properly.
/logs
You should send your
latest.log
file to provide additional useful information.
Logs are usually located in the .minecraft/logs
directory.
On Windows: %appdata%\.minecraft\logs
On Linux: ~/.minecraft/logs
On Mac: ~/Library/Application Support/minecraft/logs
Please upload the file to mclo.gs instead of sending the raw file. This makes reading the contents of the file a lot easier and improves the chances of you getting the help needed.
After uploading the file, click on Save
and send the link./shadersupport
Distant Horizons and Iris Shader Support Requirements:
- DH 2.1 + Iris
- Minecraft 1.20.1, 1.20.4, 1.20.6, 1.21
- Sodium 0.5.8+
- Iris 1.7.0 - 1.7.3
- Fabric API
- A compatible shaderpack: https://gist.github.com/Steveplays28/52db568f297ded527da56dbe6deeec0e
- DH 2.2 + Iris
- Minecraft 1.20.1, 1.21.1
- Sodium 0.5.8+
- Iris 1.7.5, 1.8, or newer
- Fabric API
- A compatible shaderpack: https://gist.github.com/Steveplays28/52db568f297ded527da56dbe6deeec0e
Gist
Distant Horizons shader compatibility info
Distant Horizons shader compatibility info. GitHub Gist: instantly share code, notes, and snippets.
.
my shader is Complimetary, which is on the compatible list.
And I am looking at the log right now.
One if the worldgen mods might be incompatible with DH
Worldgen mods I have are
Terralith
Tectonic
Biomes O' Plenty
That should work, any structure mods?
Lost Cities crashes with DH for example
I do not have
Lost Cities
Twilight Forest
That one mod with two dimensions that has to do with sleep I think
Deeper & Darker
I do however have
Aether
Ad Astra
Incendium
Stellarity
Yung's API + Structures
CTOV Structures
Towns & Towers
Create Structures
Geophilic
Ender's Cataclysm
Structory + Towers
Terrablender + Aeroblender
and as for the latest.log, at the very end of it, it just cuts off after updating custom language to default, no error or crash indicator.
[18Dez.2024 10:02:03.904] [Render thread/INFO] [com.seibel.distanthorizons.core.render.glObject.GLProxy/]: Attempting to create a context with GL version: [4.6]
[18Dez.2024 10:02:03.925] [Render thread/INFO] [com.seibel.distanthorizons.core.render.glObject.GLProxy/]: Successfully created a context with GL version: [4.6]
[18Dez.2024 10:02:03.926] [Render thread/INFO] [com.seibel.distanthorizons.core.render.glObject.GLProxy/]: lodBuilderGlCapabilities:
Your OpenGL support:
openGL version 3.2+: [true] <- REQUIRED
Vertex Attribute Buffer Binding: [true] <- optional improvement
Buffer Storage: [true] <- optional improvement
[18Dez.2024 10:02:03.935] [Render thread/INFO] [com.seibel.distanthorizons.core.render.glObject.GLProxy/]: proxyWorkerGlCapabilities:
Your OpenGL support:
openGL version 3.2+: [true] <- REQUIRED
Vertex Attribute Buffer Binding: [true] <- optional improvement
Buffer Storage: [true] <- optional improvement
[18Dez.2024 10:02:03.958] [Render thread/INFO] [com.seibel.distanthorizons.core.render.glObject.GLProxy/]: GPU Vendor [NVIDIA CORPORATION], Preferred upload method is [BUFFER_STORAGE].
[18Dez.2024 10:02:03.959] [Render thread/INFO] [com.seibel.distanthorizons.core.render.glObject.GLProxy/]: GLProxy creation successful. OpenGL smiles upon you this day.
[18Dez.2024 10:02:03.968] [Render thread/INFO] [net.minecraft.client.renderer.texture.TextureAtlas/]: Created: 2048x2048x0 minecraft:textures/atlas/particles.png-atlas
[18Dez.2024 10:02:03.974] [Render thread/INFO] [net.minecraft.client.renderer.texture.TextureAtlas/]: Created: 4096x2048x0 minecraft:textures/atlas/paintings.png-atlas
[18Dez.2024 10:02:03.984] [Render thread/INFO] [net.minecraft.client.renderer.texture.TextureAtlas/]: Created: 256x256x0 minecraft:textures/atlas/mob_effects.png-atlas
[18Dez.2024 10:02:04.004] [Render thread/INFO] [net.minecraft.client.renderer.texture.TextureAtlas/]: Created: 2048x1024x0 fallingleaves:leaves-atlas
[18Dez.2024 10:02:04.008] [Render thread/INFO] [net.minecraft.client.renderer.texture.TextureAtlas/]: Created: 2048x1024x0 fallingleaves:leaves-atlas
[18Dez.2024 10:02:04.011] [Render thread/INFO] [net.minecraft.client.renderer.texture.TextureAtlas/]: Created: 256x256x0 jei:textures/atlas/gui.png-atlas
[18Dez.2024 10:02:04.061] [Render thread/INFO] [patchouli/]: BookContentResourceListenerLoader preloaded 374 jsons
[18Dez.2024 10:02:04.624] [Render thread/INFO] [com.simibubi.create.Create/]: Loaded 52 train hat configurations.
[18Dez.2024 10:02:04.624] [Render thread/INFO] [net.minecraft.client.renderer.texture.TextureAtlas/]: Created: 1024x1024x0 elytratrims:textures/atlas/elytra_features.png-atlas
[18Dez.2024 10:02:04.628] [Render thread/INFO] [net.minecraft.client.renderer.texture.TextureAtlas/]: Created: 256x256x0 moonlight:textures/atlas/map_markers.png-atlas
[18Dez.2024 10:02:04.698] [Render thread/INFO] [Oculus/]: Creating pipeline for dimension NamespacedId{namespace='minecraft', name='overworld'}
[18Dez.2024 10:02:04.700] [Render thread/WARN] [Embeddium-MixinTaintDetector/]: Mod(s) [oculus] are modifying Embeddium class me.jellysquid.mods.sodium.client.gl.device.GLRenderDevice$ImmediateDrawCommandList, which may cause instability.
[18Dez.2024 10:02:04.738] [Render thread/INFO] [FirstPersonModel/]: Loading PlayerAnimator support!
[18Dez.2024 10:02:04.739] [Render thread/INFO] [FirstPersonModel/]: Loaded Vanilla Hands items: [handheld_worldshaper, potato_cannon, extendo_grip]
[18Dez.2024 10:02:04.739] [Render thread/INFO] [FirstPersonModel/]: Loaded Auto Disable items: []
[18Dez.2024 10:02:04.874] [Render thread/INFO] [ambientsounds/]: Loaded AmbientEngine 'basic' v3.1.1. 11 dimension(s), 11 features, 11 blockgroups, 2 sound collections, 37 regions, 58 sounds, 11 sound categories, 5 solids and 2 biome types
[18Dez.2024 10:02:05.164] [Render thread/INFO] [de.mrjulsen.crn.CreateRailwaysNavigator/]: Updated custom language to: (Default)
You can send your full modlist or logs that shoul include it, maybe someone will notice something wrong with it.
Your best bet is probably a /binary search
You can also update to latest stable DH 2.2.1 and Oculus to the 1.7.5 experimental alpha
Try a binary search and figure out which mod is causing it.
So disable half of the mods, see if issue is still there, if yes disable half again etc etc until you find the mod that's causing the issue.
Yea, that Oculus version may fix it.
Though I did already know that I can't use DH 2.2+ due to the Oculus thing.
Hence why I was trying to use version 2.1+.
A question about the current RC1, it has been out for a month now, how stable is it?
Thing were fixed in newer nighly, but other stuff was broken in the process
Whole of DH is still in alpha, the stableness per se is similar and DH itself is rarely the direct reason for crashes
Well, I wouldn't mind trying it out then, provided it is stable enough for multiple people playing.
So long as it doesn't constantly crash the server or people, I can definitely live with minor glitches until more releases are available.
After all, this isn't a mod that affects terrain generation, or adds/removes items and such, should always be able to be updated relatively painlessly.
There are three files in the Oculus zip.
Shadow and Sources, what are those?
I have no idea, don’t use them
My guess is they are better to use as standalone librarues during development
But not as the user
The normal jar it the right one
I am not, though trying the new Oculus with DH 2.2.1 produces this error now.
The game crashed whilst initializing game
Error: java.lang.RuntimeException: DH found, but one or more API methods are missing. Iris requires DH [2.0.4] or DH API version [1.1.0] or newer. Please make sure you are on the latest version of DH and Iris.
Okay, scratch that, I accidentally left an older version in the folder.
Of DH.
I am a bit tired, been working on many mods for a couple days now, fixing errors and such.
I know the feeling
And even when everything finaly boots and runs together there are still balance changes and fine tuning to be made 🫠
Exactly
Editing Config Files is a pain.
Especially because I prefer doing it manually.
Alright, it launched, let's see if I can make a new world.
No, still can't seem to make a new world.
The Release Candidate version doesn't let me make a new world either.
Just freezes at the dirt screen.
Then binary is your last choice
that's now the second time i have to do that today.
oh boy.
That is not even the full part, you can go further balancing mods and stuff with custom datapacks
yeah, that i am aware of, but i don't go that far, because i am not that experienced yet.
did you run the oculus version from GitHub too? or do you use fabric?
Fabric
With MC 1.20.1, Iris 1.7.5 and newest Embeddium for fabric
nice
Forge was too unstable with too bad performance for me
i did want to use Fabric, but i just can't live without my Aether and Ad Astra in a modpack. if only Aether was 1.20.1 on fabric too.
I prefere to port the forge mods to fabric then use forge again
oh, you port them? nice.
I have the same problem with DivineRPG
Well port is a strong word… I TRY
With not so great success
But there is some progress
that's still something, better than nothing.
The biggest enemy is time
that is true.
though the 1.20 - 1.21 modloader divide has really caused quite a bit of chaos, most mods aren't on 1.21.1 yet, and while i'd love to use neoforge, it doesn't have 1.20.
1.20.1 has aether, but only on forge.
none of the mods are responsible, apparently, it must be a config file problem then.
yeah, the mods are fine, the defaultconfig files i was using were causing problems.
for some reason.
odd
agreed, that is so strange.
but oculus' unreleased version, and DH 2.3 work.
how did you get access to that Oculus version by the way?
not like the dev on GitHub just hands them out-
they do hand it out
oh, huh
you downloaded it from the oculus github
yes, but you can't access it without an account.
thats unrelated
thats just github being github
hm, I see, I am not familiar with GitHub at all.
not a dev, just an admin.
basicly, the oculus creator asek is on a hiatus and not available to upload anything to modrinth or curseforge. IMS, the creator of iris, made a commit to oculus that adds compatability to DH 2.2.x, but because asek is not available this hasnt been made available in a public release yet
so that's why his github issues list filled with complaints.
and no responses.
GIthub also has github artifacts, that auto compiles new commits. you downloaded a artifact
i think i am familiar with how that roughly works
but it's nice of IMS to help out for those still stuck on Forge.
cause i do know of their aversion towards Forge, which is understandable.
@Miki_P98 turns out that no mods were responsible for this world creation oddity.
instead, defaultconfig files were.
which is... bizarre.
yeah... i wonder why it doesn't launch.
i totally didn't forget to add a " there because i am so tired of making this work
i forgot multiple "
i do have a question, one last one actually, if i use the beta on a server, will everyone have to use distant horizons, or is that just support for those that use it?
The players won't have to have DH installed, its optional
okay, that is good, because not everyone would be able to run it, thanks for the help overall, you three.
i managed to get it working, will now play a bit in a singleplayer world to see how stable it is within my pack.
now i just need to figure out what option causes my aether and nether portals to be invisible when lit, in the complimentary shader pack.
Do you mean invisible in the LODs or invisible even in the vanilla render distance?
even in vanilla
one sec, i will provide a screenshot
Hmm, not sure then
i couldn't figure it out either, other than disabling shaders, they remain invisible.
even water is invisible.
okay, this is strange.
it seems like this new oculus version has some issues with Shaders like Complimentary, BSL and Shrimple.
but it works perfectly fine with others like Bliss and Photon.
there is a reason we say "Oculus may work, but can produce unexpected results, it is preffered to use Iris on Fabric or Neoforge instead."
yes, that is what i originally wanted to do.
because i was aware of that.
it's just that Aether doesn't exist on Fabric 1.20.1
and most mods aren't on 1.21.1 yet.
the Aether is a must have for me.
but Create is on 1.20.1 only, which makes Forge the only viable option for me.
so long as i find a shader that works, i am not too bothered by needing to temporarily switch away from Complimentary.
well, everything has worked out so far, no more crashes, good performance and apart from the oculus thing, which isn't exactly something you're responsible for obviously, i am really happy.
can't wait to start this new playthrough with friends.