Black lines/shader errors beneath floating islands with AND without shaders

tested on the latest release for DH for 1.21.1 also on the latest nightly and same result. Same result when shaders ON. using big globe modlist: - Big Globe - Big Globe - Biome Tags - Big Globe - Towns and Towers Compatibility - Big Globe - YUNG's Better Desert Temples Compatibility - Big Globe - YUNG's Better Dungeons Compatibility - Big Globe - YUNG's Better Jungle Temples Compatibility - Big Globe - YUNG's Better Nether Fortresses Compatibility - Big Globe - YUNG's Better Ocean Monuments Compatibility - Big Globe - YUNG's Better Strongholds Compatibility - Big Globe - YUNG's Better Witch Huts Compatibility - CameraOverhaul - Cardinal Components API - Cloth Config v15 - Concurrent Chunk Management Engine - Continuity - CoolRain - Cristel Lib - Distant Horizons - Entity Model Features - Entity Texture Features - Euphonium - Explorer's Compass - Explorify - Fabric API - Faster Random - FirstPerson - Forge Config API Port - GeckoLib 4 - Iris - NightlyBuild_1.21.1-3721ebea-2025-04-11T11_24_17+10_00 - Noisium - NotEnoughAnimations - Particle Rain - Point Blank - PointBlank:Recipe GunPacks - Presence Footsteps - Shoulder Surfing Reloaded - Sodium - Towns and Towers - Traveler's Backpack - YUNG's API - YUNG's Better Desert Temples - YUNG's Better Dungeons - YUNG's Better End Island - YUNG's Better Jungle Temples - YUNG's Better Mineshafts - YUNG's Better Nether Fortresses - YUNG's Better Ocean Monuments - YUNG's Better Strongholds - YUNG's Better Witch Huts - YUNG's Bridges - YUNG's Extras - YUNG's Menu Tweaks
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8 Replies
Sassy
SassyOP4d ago
I didnt think this fell under the unbrella of the FAQ with the LOD chunks loading in black? since dif behaviour
Sassy
SassyOP4d ago
they dissapear gradually when going closer, but just come back when further
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Sassy
SassyOP4d ago
good example here as well:
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majo24
majo244d ago
Try lowering the cave culling height inside DH's settings
Sassy
SassyOP4d ago
aaah cave culling , makes sense , it fixes it, but even set to 0 , the highest platforms still have the weird issue. not sure if it is bug worthy? bug could be: incompatibility with floating islands i guess but thanks that does fix it ah nvm i think setting it to 0 fixed every instance of the graphical glitch
Sassy
SassyOP4d ago
some still left over, does it need to rerender them or something?
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Sassy
SassyOP4d ago
turning cave culling off removed it completely tho
Miki_P98
Miki_P984d ago
If the first solid block in the column is below cave culling height, the sky light level is low and there is a block above, it can be detected as a cave By default the cave culling height is set to a bit below the vanilla ocean level to prevent breaking structures built or generated over the ocean, but even in vanilla it can fail Basically reduce the cave culling height until you get acceptable amount of artefacts or disable it as you did

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