New clients can't see server-pregenerated LODs on connect
Trying to figure out why newly connected clients can't see further than the vanilla render distance.
Fresh world dir on the server - the only server config change i made to DistantHorizons is to set
INTERNAL_SERVER, then run the dh pregen command to generate a 500 radius area around spawn before any clients connect. (used rcon, checked with status command, it completed fine before i connected a client).
Then I connect with my game using DH default client settings, and I expect to immediately be able to see further than the vanilla view-distance of 15, but i can't. I was expecting the pregenerated LODs to be sent from server to client up to the lodChunkRenderDistanceRadius of 256....setup
just installed dh plugin in my new server and im a little confused about what sould i do next. since i wanted to pre generate chunks (because of tectonic) and chunky does not work well with dh, all i need to do is "/dh config generation.mode INTERNAL_SERVER" then "/dh pregen start <dimension> <x> <y> <radius in chunks>" in order to pre generate both lods and chunk?
playing in paper + geysermc 1.21.10...
DH pregen breaks natural chunk spawn
I used /dh pregen start overworld 0 0 256 on my server. Took a few hours but managed to say it completed.
Upon logging in, I was able to turn on DH client side and see that LOD's were being generated around me, but they seemed to stop quite a bit shorter than a 256 chunk radius.
Exploring toward the unloaded chunks crashed my game when I got within my client chunk render distance (8 by default)
I turned on creative and flew up to see if it was my client taking a while to load the LOD's however after 12 hours I still saw the oddly short LOD radius, around 40 chunks instead of 256....
Crashed : (
So minecraft opens normally but when i try to load to my world or try to make a new one it crashed code is -1. I also have the crash report. I disabled my shaders it still wont load. The mod list is in the crash report too. If someone sees some obvious errors on my part pls tell me. The wersion of Fabric is 0.18.1 and it's 1.21.10 minecraft.
Also this :
* Error: java.lang.RuntimeException: Mixin transformation of net.minecraft.class_3324 failed...
Solution:
Removing the E4MC mod did fix the game it loads into the world now. Generate LOD's and seems to run good.
Issues with many other mods causing error spams and low TPS.
I'm currently building a mod pack focusing on world structures and mobs. Unfortunetly after days and days of refining and troubleshooting my mod list for maximum compatibility between mods, these error presists:
[net.minecraft.world.entity.ai.attributes.AttributeMap/]: Ignoring unknown attribute 'forge:step_height_addition'
[net.minecraft.world.entity.ai.attributes.AttributeMap/]: Ignoring unknown attribute 'minecraft:movement_speed'
[24Nov2025 05:47:27.652] [c2me-worker-7/ERROR][net.minecraft.world.entity.decoration.BlockAttachedEntity/]: Block-attached entity at invalid position: BlockPos{x=0, y=0, z=0}...
Game crashes when rendering the world
My game frequently crashes when loading into the world. I have distant horizons installed on the server aswell. My minecraft version is 1.21.1 and Neoforge 21.1.213
Is there something I can do?
Error log:...
Rate limited on client despite not rate limiting on server side
I'm running a fabric 1.21.10 server on my laptop while accessing the server from my pc
Laptop runs a 13th Gen Intel(R) Core(TM) i5-1340P
PC runs AMD Ryzen 5 5600 6-Core Processor
It seems that chunks outside 256 chunk render distance load very slowly...

chunks not loading after updating game and DH version
I used to play on 1.21 with distant horizons along with other mods, but now I updating my game to 1.21.10 and my distant horizons chunks are not loading in. I am playing on the same world.
Is it possible to use vanilla fog + DH together?
Hey, I know this might be a weird question since it literally goes against everything DH tries to achieve, but I was wondering if there was a way to use the vanilla fog option while having DH rendering enabled and not have it to do the ugly thing where you can see the normal vanilla fog but DH LODs arenโt hidden
What happens to distant generated chunks if the Minecraft version is changed?
Question for future planning in my server. If I were to set the distant generation to 256 for example, then Minecraft updates and changes the world generation (adds new structures/biomes/etc), would those LOD-only generated chunks get the new worldgen features? Or would they be โlocked inโ to whatever worldgen version the LODs were generated at?
Solution:
If only the LODs have been generated without the vanilla chunks being saved, when you finally visit those chunks on newer MC version they will have the new worldgen with new structures and stuff
But the existing LODs wonโt update to reflect what is really there, you would need to regenerate them to get the new worldgen showing up in the LODs
If the LODs where generated alongside vanilla chunks that were saved, wellโฆ the chunks will already exist with the old worldgen and will stay that way unless you delete them with some other program/mod...
DH-LOD Builder Thread ERROR
I keep getting this error message in the server console
[02:20:12] [DH-LOD Builder Thread[6898]/ERROR]: Uncaught exception in thread "DH-LOD Builder Thread[6898]"
java.util.concurrent.RejectedExecutionException: Task com.seibel.distanthorizons.core.util.threading.PriorityTaskPicker$TrackedRunnable@68033923 rejected from com.seibel.distanthorizons.core.util.threading.RateLimitedThreadPoolExecutor@39ff35f1[Running, pool size = 12, active threads = 4, queued tasks = 8, completed tasks = 919248]
at java.base/java.util.concurrent.ThreadPoolExecutor$AbortPolicy.rejectedExecution(Unknown Source) ~[?:?]...
DHS Chunk loading status
I'm going to generate DHS chunks overnight on my singleplayer world. I would like to know how many chunks/what area of the map has been preloaded tomorrow/whenever I generate more chunks overnight. Any way to go about this?
Overdraw Problem
i saw that people had this problem, many of them are using shaders, im not, when i enable them the problem fixes itself like the bot says, anyway.. I tried everyting ( 0.0, 1.0, 0.1-0.9, restarting the files 3 times, other version (1.21.10) ), its based on a specific Y level everything above me is glitched like on the photo.. I just dont know how to fix it
pictures here for the demonstration...
Solution:
it was the "chunks fade in" mod but the setting i turned off named "fade enabled"

shader problems
```
[22Nov2025 16:50:57.044] [Render thread/WARN] [net.irisshaders.iris.gl.shader.GlShader/]: Shader compilation log for dh_terrain.vsh: ERROR: 0:142: 'dhProjection' : undeclared identifier
ERROR: 0:142: '=' : cannot convert from ' temp float' to ' global 4X4 matrix of float'
ERROR: 2 compilation errors. No code generated.
[22Nov2025 16:50:57.044] [Render thread/ERROR] [Oculus/]: Failed to create shader rendering pipeline, disabling shaders!...

chunk border fog
does anyone know how to fix this before i go and manually try to remove mods one by one out of my modpack to try and fix ot
(i messed with settings for 30 min and couldnt find anything)
1.21.1...

Normal chunk and LOD at the same place?
I got the message, that it is advised to use only 8 chunks native render distance. I choose to go wider as id like the extra quality and the serv er is also rendering these chunks anyways. But now the far chunks that are still normally rendered are overlayed with LODs. So a lantern will also have an LOD over it and it looks weird. I havent found any setting to choose the starting distance for showing LODs around the player? What do i do?

Weird static glitch
Everything looks like this when i turn on the rendering in a world and it doesnt go away even after turning off the rendering. Im on version 1.21.8 and this is the only mods that is installed. The mod version is 2.3.6-b

