Alarming amount of "Exception in thread" errors in server log
Exception caught during firing event
Preloading the world in a singleplayer then would it be loaded in a realm?
How do I get my distant horizons to render in my multiplayer server?
Issue with errors crushing my game

WWOO incorrect FEATURE generation

Game crashes when closing a world hosted using World Host mod
verify DH is working
show generation progress
option set to overlay
and enable distant generation
true
, but it doesnt seem like its working.
Im playing on a 1.21.1 fabric server...MixinUtilBackgroundThread crash

GL ERROR, black fog and no LOD rendering
Distant Horizons is painfully slow
LOD generation not occurring on Pre-generated world

Distant Horizons stopped working
server console being spammed
DistantHorizons-neoforge-fabric-2.3.2-b-1.21.1.jar
sha256 c031e36b021c3b95c6a3c0a2ecafa960af07cd8ceda6baf26268f2660e7de713
mc - v1.21.1
neoforge - neoforge-21.1.160
...U+000D <Carriage Return> (CR)
character and when I added them to all line endings the DH start to work correctly even with LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE
unchanged...unloaded chunks even though the mod is on

Odd rendering past normal render distance

Is this something I should be worried about? (PriorityTaskPicker Thread, Uncaught exception)
DH loading vanilla chunks instead of amplified nether chunks.

[Cannot invoke "net.minecraft.class_2487.method_10545(String)" because "tagHeightmaps" is null].
DistantHorizons: couldn't load or make chunk at [[location]].Please try optimizing your world to fix this issue.
error after a player joins the world. It starts with a more verbose error message, then switches to that alone.
This happens both with the other mods I was using (C2ME, Fabric API, Krypton, Lithium) and without (as in that log).
The world is composed of chunks from various other worlds (using MCA Selector), and then was optimized with the vanilla client world optimization feature. That composition is the only thing I know of out of the ordinary here, so I can only assume it doesn't like it for some reason. I don't know what I would do to make DH happy if that's its problem though.
I first noticed that DH was sending my client LODs for chunks it had generated itself rather than for the real chunks that already existed in the world at those locations. I made the following edits to the config file:..."forceLoadExistingChunks": true
in chunky's config file
3. Use chunky's corners
command to set a rectangle around the world (I did it in smaller pieces so they were closer to actual rectangles and chunky didn't have to generate too many new chunks)...