Any idea which mod could be causing this?
Is this a bug with a specific mod or just general weirdness? I'll post a modlist later. 1.20.1

Unloads
The lods unload after i go into the nether and come back out and the only way to reload them is by restarting my game iam playing on singleplayer and there arent any errors
enabling shaders causes lod to not be visible
i sat and waited in my singleplayer to test this. The generation finished, and with out shaders it looked great. Once i pressed 'K' to enable complimentary shaders, the lod is not rendered. MC 1.21.4 nightly build Iris 1.8.8 and complementary 5.4
log and screenshots added...
"Shared/Same Context Buffer" LOD Builder Failure
Hi all. I've been using Distant Horizons in Allthemods-10, and have had no issues for around a month so far. However, today I've encountered a bug that no solution a search engine or the FAQ has been able to fix. I've even nuked the config file and restarted computer.
The LOD Builder component will queue jobs but never actually complete them. Every job in that sequence beforehand can complete fine. In debug mode, the "Rendering" to "Same/Shared Context Buffer" will cycle endlessly, along with the CPU limit warning if I walk around enough to get the queue to 1,000.
This problem would occur intermittently over the past week and usually a restart would fix it. However, when I loaded a new dimension via Compact Machines, the problem became consistent and unfixable. I know it is not a compatibility issue as I've been playing for a month and loaded other modded dimensions just fine without issue. During this, no in-progress wireframes are visible.
Error messages are visible in screenshot. Modlist is the standard ATM10 version, as of October 24, plus Simple Clouds, Chunky (not running) and Distant Horizons. Singleplayer world only. No logs, this never caused a crash....
Solution:
Switching to nightly build fixed it, but i'm not gonna mark it as a solution since that involves a more generally unstable build type.

I keep crashing when I try to run DH w/ sodium on 1.21.4
It tells me to install indium, but there isn't a version I can find for 1.21.4. I have the latest version of sodium and it says that it's incompatible. Does anyone have a fix? (Most people online are saying indium got merged into sodium so you no longer need it)
I didn't see anything helpful in the FAQ, I might just be blind though....
Reduce Distant Horizons load on server?
This error is popping up frequently along with overload lag spike errors. Attached.
Any settings I can change to make distant horizons more server load friendly CPU wise?...
generation issues
When i use dh and no other mods, the clouds generate far but the chunks dont generate past what my render distance is set too and there is this weird line where it looks like the mod is trying to generate more but isnt working

chunks shadows look strange
that black blocks in the fake chunks are there because i didn't torch the zone, but i already light up the area but seems chunks doesnt update, i tried destroy and put blocks in that chunks so maybe DH updates the chunks but it didnt, in fact, those dispersed blocks in the black area appear after i tried to updating chunks, like if DH just update that block position instead all chunk.
a solution could be delete the data file of DH, but i am in a multiplayer world and I've already explored quite a bit....

Lighting for shadows messed up
For lod chunks, the lighting is messed up specifically for when there are shadows or dark spots, the mod just turns everything black and considers the entire area as black.

Is there a way to render not loaded chunk in render distance
hi, I'm playing on a laggy server and sometime, it won't charge more than 3 chunk of render distance
That make a weird thing where DH has a LOD version of the chunk but won't render it because it too close
In the screenshot, you can see DH chunk fade away and vanilla chunk not loading
...
Solution:
You can try changing the overdraw to bring LoDs closer to you

Server Side Memory Leak
For some reason. DH 2.3 from the latest Nightly Build is memory leaking server side. Confirmed no issues once I remove the mod.
Seems to be with the Overworld specifically...
Even while I was pregening the Overworld, the memory would consistently leak, max out, then crash the sever and restart. Had to restart the process multiple times after each crash to finish the pregen....

LOD database is not being converted when upgrading DH from 2.2.1a (1.21.1) to 2.3.0b-dev (1.21.4)
Just like what title said, recently I updated my Minecraft client while also updating Distant Horizons from 2.2.1a to 2.3.0b. But after updating (and copying DH's data folder and keeping server's name) I found that migration didn't happen, no lagging, no notification/message. When I checked the log, I found following information (β¬οΈ) indicating that DH itself might think there's no data to migrate while the data itself is still there, with a mere name changing from
overworld
to gm150ja4g3ueg@minecraft@@overworld
as well as a 9MB new database in that folder. I tried to restore the backup and doing above all over again. But nothing has changed. π«
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[20:21:43] [DH-Full Data Migration Thread[0]/INFO]: Found [0] data sources that need migration.
[20:21:43] [DH-Full Data Migration Thread[0]/INFO]: No migration necessary....How to increase distance quality?
Is there a way to make every block in view (or within reason) render in the same quality?
for example, everything past a certain distance (unsure on what exact distance) loses all detail and becomes a single colour block and makes for texture popping
Thanks!...
DH + simply clouds + complementary shaders make blocks see trough
When i enable shaders with simple clouds installed lot's of blocks become see trough. Without simple clouds shaders and DH work perfectly fine. Without shaders DH and simple clouds work fine and withoud Dh shaders and Simple clouds work fine. Is there any way to fix this
Modloader: forge 1.20.1
...
Solution:
I don't think you can use simple clouds and DH at the same time

what is distant generation?
what exactly is distant generation? is it like trying to preload chunks outside of my render distance? like for example if i have the LOD redner distance to 50 chunks, but have only a render distance of 20 chunks. it tries to generate does other 30 chunks?
Can i still have LODs without distant generation then? what if i only want LODs to appear where I've been and dont mind if it looks incomplete and want to actually manually walk and generate chunks?...
