LOD's different for Multiplayer vs Single player, LOD showing up sooner
So im playing on a server, and the mountain shown here's LOD is very prevalent when your up close to it, not that far. Shows as all green, but when you get close, the textures properly come in. but go away again when you walk awy.
But I switch to a single player world, without changing settings, and I can go super far out, and still see the brown block's with their green tops. Is this possibly just due to the server's distance settings set low? Or is there a setting I can adjust.
1.20.1 for both. Shaders disabled. LOD Render distance set to 256 quality set to high, cpu balanced...
Solution:
It is due to the server render distance, looks like the server may be capping it at 8 chunks.

LODS only generate in terrain ive passed through
i tried using distant horizons on this aternos server, like this smp ive had for a while, like all this terrain here (including unloaded chunks) ive probably already flown through it with elytra in the past, but it only loads the one that i have passed through. also, it has this weird visual glitch, like this weird stuttering or something like particles of like color similar but slighely different to the lods that the particles appear infront of

Help making oculus 1.18.2 compatible with DH
I've been extensively testing combinations of shaders, oculus vs rubidium/embeddium etc, optifine versions, forge versions, just about everything I can to try and find a combination that works with distant horizons for forge 1.18.2. I have had no luck so far, but I have heard that backporting the newer, compatible 1.19.2 version of oculus to 1.18.2 is entirely possible.
I asked a while back and received some generalized instructions on porting mods from 1.19.2 to 1.18.2, but as I don't know java, it wasn't much help. What I did do, though, is poke around the files a lot. And from doing that, I can't imagine why it wouldn't be entirely possible with just a little assistance.
I've also heard that it could be done by "cherrypicking the commit" of the 1.19.2 oculus fork in the github. I don't really know what this means or how to do this. I assume this means going back and forth between the 1.19.2 and 1.18.2 versions and adding all the stuff from the 1.19.2 version that the 1.18.2 is missing, but I have no clue how to tell exactly what I need to change and what needs to stay the same. ...

Far LOD chunks starting to load, but not fully
some really far chunks I have never loaded in are starting to show up but not fully. I had my radius set to 500, but it doesn't really wanna show anything past 300, despite me trying to use chunky to load in 1000 chunks so I didn't have to fly around all of them. I also have a few other mods installed, like c2me, lithium, sodium, and tectonic are most of the notable one. I also already disabled to 2 setting in c2me.

The game won't launch
when using DH 2.0.0 or 2.0.1 the game crashes with the following message "The game crashed whilst initializing game
Error: java.lang.ClassCastException: class java.lang.String cannot be cast to class java.lang.Double (java.lang.String and java.lang.Double are in module java.base of loader 'bootstrap')". I don't know what to take from this so can you guys help me what this means...
DH doesn't work
DH is doing working, but not how it is expected to, it loads but for some time and then it stops, there are huge missing parts of terrain which is really annoying. Not using Forge but Fabric with Iris, indium, sodium and terralith. DH distance set to 256

running Distant Horizons + Iris on forge 1.20.1?
Can't get it to work.. both distant horizons and iris don't show up in the mods list
(running with Forgified fabric)
OR is there a way to run forge mods on fabric 1.20.1?...
DH not doing anything 1.20.1
so I have this problem, that DH seems to doreally nothing, I also have Terralith installed, but it should work from what I've read from FAQ.
Solution:
nvm, I reloaded the world and it started working somehow (with bliss shaders)

DH doesn't work with Bliss shaders
Why DH doesn't work with Bliss shaders? Doesn't load beyond a normal render

rendering issues
Alright so distant horizons appears to not be able to render after a few lod chunks, even though i've set the render distance on it to 2048 chunks. also these weird missing chunks appear sometimes. i also attached a list of my mods

DH Batching generation error when trying to use chunky
I've been trying to use chunky to pre generate my world so I can run it better, but whenever I try to use chunky, it will load to about 60% then I will get a DH error that ends the generation and then the game breaks.
what do i have to do
Incompatible mods found!
net.fabricmc.loader.impl.FormattedException: Some of your mods are incompatible with the game or each other!
A potential solution has been determined, this may resolve your problem:
- Replace mod 'Sodium' (sodium) 0.5.3 with version 0.5.3 that is compatible with:
- indium, any version...
Solution:
Then replace indium with a version that works with sodium 0.5.3
im opening my game and it instantly crashes
Solution:
You are missing Indium, which is needed for Distant Horizons to work with Iris.
issues with render distance
It feels like Distant Horizons does nothing, and I get this thick fog at the edge of my render distance. I'm not sure what to do about it
Solution:
Needed newest version of iris

Can someone send me a Bliss shader config?
I have 32 gig of ddr4 ram, intel core 15, and a radeon RX6750XT
Works vanilla, but when I reload the game with optifine, it doesn't.
Using 1.20.1
Mod list:
-DistantHorizons
-Fabric API
-Optifabric 1.14.3 (game version 1.20.1)...
