Distant Horizons

DH

Distant Horizons

Discord server for the Distant Horizons mod

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bug-report

Alarming amount of "Exception in thread" errors in server log

I added Distant Horizons to our All The Mods 9 server but our server log is getting spammed with: "Exception in thread "DH-PriorityTaskPicker Thread[4437]" java.util.concurrent.RejectedExecutionException: Task com.seibel.distanthorizons.core.util.threading.PriorityTaskPicker$TrackedRunnable@2a107abb rejected from com.seibel.distanthorizons.core.util.threading.RateLimitedThreadPoolExecutor@2e1acf5d[Running, pool size = 4, active threads = 4, queued tasks = 4, completed tasks = 14298] at java.base/java.util.concurrent.ThreadPoolExecutor$AbortPolicy.rejectedExecution(ThreadPoolExecutor.java:2081) at java.base/java.util.concurrent.ThreadPoolExecutor.reject(ThreadPoolExecutor.java:841)...

Exception caught during firing event

Got the error from my logs saying Exception caught during firing event: Cannot invoke "com.seibel.distanthorizons.core.level.AbstractDhServerLevel.removePlayer(com.seibel.distanthorizons.core.wrapperInterfaces.misc.IServerPlayerWrapper)" because the return value of "com.seibel.distanthorizons.core.world.AbstractDhServerWorld.getLevel(com.seibel.distanthorizons.core.wrapperInterfaces.world.ILevelWrapper)" is null No crash report was generated...

Preloading the world in a singleplayer then would it be loaded in a realm?

I had a question if i were to use the same seed world in a singleplayer then use distant generator on DH is there a way to make it load on the realm aswell?

How do I get my distant horizons to render in my multiplayer server?

I couldn’t find anything in faqs (sorry if I missed it). But I feel like I’ve tried everything, even asking in the apex server chat. And they told me multiple things and nothing is working. Please help! I’m mentally exhausted trying to figure this out lol and once I fix that problem I’ll be good

Issue with errors crushing my game

I know that it has been mentioned before in the fqa but my situation is different. Context: Made a bedrock world and recently converted it to a java world....
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WWOO incorrect FEATURE generation

Some people have been recommending WWOO with distant horizon but i seem to have issues generating LODs with accurate features like trees, rocks, sometime even village houses. I am currently on 1.21.1, neoforge .160, with DH 2.3.2 and the latest WWOO mod/datapack (yields similar results). The reason i am creating a thread is that I am trying to avoid using internal_server generation and i want to know if someone has found a fix.
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Game crashes when closing a world hosted using World Host mod

When I play using World Host and I'm sharing a world, when I exit the world, the game crashes. I tested all my other mods, and this only happens when Distant Horizons is on

verify DH is working

I have the 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

at ...MixinUtilBackgroundThread from mod distanthorizons Minecraft.rollbackResourcePacks(Minecraft.java:803)...
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GL ERROR, black fog and no LOD rendering

I am using the latest 2.3.3-b-dev build on 1.21.5. I keep getting a GL ERROR in chat, a black fog, no LOD chunks loading. I tried deleting the toml config, no other mods, stable 1.21.5, ... All give the same error. Below I have provided the latest logs. Can anyone pls help me! ❤️ This issue started from a specific 1.21.3 build. I can find the specific final version that still works for me if needed. A later 1.21.3 dev build gives the same problem.

Distant Horizons is painfully slow

Idk why but it takes a century to generate chuncks using DH. Any way to speed this up?

LOD generation not occurring on Pre-generated world

Hello, I am attempting to pregenerate LODs for a large server map in a 1.21.4 single player world, when I encountered an issue where LODs were not generating. I have been in this area for a significant amount of time and not a single chunk outside of vanilla rendering distance has generated. Attached is the mod list I am using and a picture of the world. Thank you so much for your help....
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Distant Horizons stopped working

I had DH working before Easter on a server. After I came back, it's no longer showing anything behind server view distance. DH 2.3.2 1.20.1 forge 47.4.00 There were no mod changes, no updates, basically nothing other than the date on which I turned on the game. I went through all of the debug steps, including reinstalling, new configs etc. ...

server console being spammed

I have issue with DH on server, DH - DistantHorizons-neoforge-fabric-2.3.2-b-1.21.1.jar sha256 c031e36b021c3b95c6a3c0a2ecafa960af07cd8ceda6baf26268f2660e7de713 mc - v1.21.1 neoforge - neoforge-21.1.160 ...
Solution:
welp I found out why there is no difference in configs generated at linux and generated at windows expect the 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

anyone know how to fix this issue. I do not know how to describe the issue further besides the fact that no chunks are being loaded. And yes the mod is enabled.
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Odd rendering past normal render distance

1.21.4 running fabric I notice weird behaviour outside the normal render perimeter and I don't quite know how to troubleshoot it. It's very noticeable with shaders and when freecaming near the edge there's this dithering the void effect. I am playing on a server I'm running myself so I have full control over changing stuff. Mod list...
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Is this something I should be worried about? (PriorityTaskPicker Thread, Uncaught exception)

Minecraft 1.21.5 fabric-server-mc.1.21.5-loader.0.16.13-launcher.1.0.3 with DistantHorizons-neoforge-fabric-2.3.2-b-1.21.5 fabric-api-0.120.0+1.21.5...
Solution:
I searched after posting and found that "acki022" Had the same/similar issue and they solved it by changing the threads specified in the config So I set it to 2 as I think my host only has 8 cores/threads https://discord.com/channels/881614130614767666/1356712885400764509/1358021569187938364...

DH loading vanilla chunks instead of amplified nether chunks.

So I own a private server and in the middle of the server playtime we switched to amplified nether. Instead of showing amplified nether lods, it shows vanilla. Is there a way to reset the lods so it starts generating for ampified nether? I tried deleting the sqlite files in the server manager, but that didnt do anything.
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[Cannot invoke "net.minecraft.class_2487.method_10545(String)" because "tagHeightmaps" is null].

Log: https://mclo.gs/aiLxjsr TL;DR of that log: Server spams the 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:...
Solution:
Alrighty, in case anyone with a similar problem comes across this in future, here is how I fixed it! 1. Install chunky on the server 2. Set "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)...