Distant Horizons

DH

Distant Horizons

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DH Server error messages (compressed data is corrupt)

My server is sending a lot of error messages telling me, the compressed data is corrupt. I have all the basic performance mods installed (C2ME ect.). Any idea how to fix this? In game its only loading part of the LODs but not everyone.
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What settings should be on the server?

I'd like to know how to configure the DH config file on my dedicated server, and also which ones I should install on my DH client. If I understand correctly, it's possible to leave LOD generation to the server, right?
Solution:
Just get latest DH version on both the server and client

Pregen LODs for server in single player, chunks are messed up, biomes completely cut off at chunk.

Using DH 2.3.2-b mod for both client & server on Forge 1.20.1 I followed the instructions for pregenning on the wiki by creating and downloading a dedicated host multiplayer world then loading it into single player. Then I let it load overnight and the following day I uploaded the entire world into my server host through FTP. There was DistantHorizons.sqlite which was around 10 GBs but no .sqlite-wal or sqlite.shm present. However, after loading it into the server host and playing multiplayer, it ended up generating new wal and shm files but this ended up with huge chunks where biomes past the spawn area are completely cut off in a straight line. It also looked nothing like the world I generated in single player (except the spawn zone). Did I do something wrong?...

New to DH- internal server

I saw I should change the distance generator mode to internal sever. I followed the steps, but when I get to distance generator mode, I only get: features, full-save chunks, pre-existing chunks only, and surface. Am in the wrong settings? Do I have to download an additional mod?

Unplayable on server. Culling, stuttering and rollback

I’ve been struggling with the mods for about 3 hours. I launched a second server centered around Tectonic, Terralith, Infinity Cave, and Cobblemon. I pre-generated the map for around 10 hours. But the chunks appear black, as if nothing was loaded. When I generate new chunks, the server spikes to 3000ms and shows a lag warning. When I use Spark Profiler, it indicates that the issue comes from C2SME, ModernFix, and Lithium. I tried uninstalling them, but nothing changed. As soon as I generate new chunks, the CPU usage shoots up to 300% and 3000ms. I’m not sure what to do, because a month ago I ran a survival world with the same mods and didn’t have this problems....

Server Crashed during chunk loading

https://mclo.gs/w5gacUy , Had preset set to aggressive and was AFK for a while, ran over to a different then it happened, was it just overloaded or a bug? - seems to just have overloaded now that I check it

LOD's Not Rendering Within Vanilla Render Distance

I've pregenerated out to ~580 chunks around 0,0. When starting up the world in singleplayer with 512 DH render, everything seems to render around me (and in the distance) at first. Once I start moving around, terrain disappears around me, seemingly equal to the vanilla render distance I have set. Sometimes it's everything around me in that range, other times it's just certain areas. It happens whether or not I use a vanilla render of 8 or 32, and whether or not I use shaders. To be clear, the LOD's are loaded in the distance, but then vanish as they enter my vanilla render distance. If I stay still, it will eventually load in around me. I'm currently using Bliss Shaders, but it still happens with Complementary. The game itself isn't crashing. CPU: 12th Gen i9-12900K...
Solution:
Sounds like you have the DH CPU preset too high, causing normal chunk loading to slow down
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Raycast hitresult

is there any method in API 1.20.1 to raytrace and get hitresult for LOD DH?

LOD Doesn't Ever Stay, And Range Is ALWAYS Limited

Regardless of whatever modpack I'm using, or just straight up vanilla. regardless of what settings I'm using, I always get a visual outcome which is similar to this image I've got linked. I've tried numerous different settings, dozens of tutorials, Asked multiple other DH users and all have different answers. I also never have those LOD chunks actually STAY, if I sign off of a server, they disappear and I have to go to those chunks again to see them, but if I go far enough, they'll show up in the distance like that image. For some reason, despite my specs, settings, etc, Chunks don't load around me more than a 12x12 chunk distance. It never goes further than 12 chunks in any direction and I have never been able to figure out why, even when I've been to those chunks....
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Does anyone know why this weird horizontal line shows up on my LODs?

I'm playing with Embeddium if this is of any use. Here's the full modlist: https://pastebin.com/0G344eXx
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Not generating anything on server

So everything is fine in singleplayer but when I test it on my server (both have the mod) that I set up, LOD's weren't being generated, or if they maybe were it was really slow so I couldnt notice? is there a setting setup guide for servers anywhere I could use to point me in the right direction? Thank you!

End dimension not rendering

No errors Multiplayer Works in overworld...
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how do i pregenerate chunks on my local server

Pretty much the title, i cant seem to figure out how to do it. I have to load each chunk myself to save it. I must've missed something, if so, please someone point me in the right direction
Solution:
dh config common.threadPreset

Is there any way to reduce this texture update wave?

Is there any way to reduce this texture update wave?
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INTERNAL_SERVER Query

I had run a normal pregen for lods for about 1500 chunks without realizing that it dosent generate vanilla blocks. I have now changed it to INTERNAL_SERVER but it dosent seem to generate vanilla chunks as it finished very quickly. How do i proceed? I want to generate full blocks on the server till 1024

Message when starting minecraft

I dont know what this means, please help
Solution:
Okay nvm! updating to the newest version of DH fixed it I think
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The Wither Storm is displayed on the upper LOD layer.

As you can see, this looks weird. Is there any way to fix this rendering error? Or there is no solution for now....
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Incorrect rendering of a human-made sky structure

On a multiplayer server, there's an iron golem spawner made in the sky, which looks as on the first picture. The LOD makes it partially appear as it was a huge wall connected to the ground. I am aware that such stuff might be a bit difficult to create LOD for, but as seen on the screenshot, upper half of the structure (which is identical or almost identical to the lower parts) is rendered correctly, which would suggest that DH is indeed capable of handling such things properly. Is there anything that I can do on my end to fix it? If not, is it a bug that could potentially be fixed in future releases or something that's just a consequence of how detail simplification works?...
Solution:
You can also try increasing vertical quality of the above won’t work
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Ambient Environment noise

The mod Ambient Environment adds a new texture to grass and water,this effect are making my distant horizons oceans look like this (image) there is a way to remove the squares whithout the remove of ambient environment mod?
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Running DH on server

Can't run DH on 1.21.7: https://mclo.gs/M9BKmv5 There seems to be no 1.21.7 release on curseforge either...