Weird dots
For some reason when trying to use DH with any render settings above 1, i get these weird dots when rendering. why might this be and what are some fixes? its a bit hard to see with the rain here

How to lower performance Impact for fresh server starts?
I am setting up a new server and we want to use DH serverside, but not on full load, since it would tank performance at the server start with all the players online.
I have found the "requestRateLimit" setting, but to my understanding it is for each player?
Would lowering this make it have less performance impact, or is this just for sending the LODs, not generating?
And what is the default value?...
Solution:
If you want to lower the performance impact of DH, use the
/dh config threadPreset
commandhow to fix missing DH render if i still have the file with it
i have the 500mb file with my rendered chunks still in the broken overworld folder but idk what to move where to recover my rendered chunks. also if possible, what is the command to prerender the chunks in server and how to load them on my client in specified distance so that i could clear the folder and have it freshly rendered if moving files wont work or something.
Solution:
try leaving minecraft, deleting both folders, joining the server, and leave minecraft again

Quick question on world naming
How does the DHS plugin recognize world names? I have a world called "world 2025-04" and for the life of me I cannot get LOD generation to start from console where I need to specify the world. I continuously get "Unknown world." Combinations I have tried include
* world 2025-04
* world-2025-04
* world_2025-04
* world_2025_04...
No clouds without shaders.
DH breaks the skybox(?) in Minecraft. When creating a new world the sky white lines flash across the sky for ~one second before the sky just turns blue. Resource packs like Dynamic skies are broken. Only showing the custom sun and moon. The game is unaffected by cloud-mods like simple clouds. Leaving the sky just the same as without them. Completely blue. Using shaders seems to fix the issue and all clouds return.
Folia thread error
I got thread error when testing out Folia with DH
Plugins:
-AnarchyExploitFixes
-AuthMe
-Chunker...
What version of DH is compatible with Oculus in MC 1.18.2 (version 1.6.4) for shaders?
Just finished flying around Westeroscraft, loading the entire map into DH, but they're on 1.18.2 still and Oculus only goes up to version 1.6.4 there.
Solution:
none

pregen on server
Hey so im on my server trying to pregen the world so its easier on the server when people are exploring new chunks. I left my pc on generating 625 chunks and its now at 550 but just now I'm realizing that i should've been using the "internal server" generation mode. After reading a bit it seems the features generation only saves lods. So now Im not sure what to do? Do i somehow reset the saves and pregen the world all over again but using "internal server" this time around?
Why do I get this error ?
Everything was working fine for days then crashes started happening continously, I kept getting this error:
java.lang.NullPointerException: Cannot invoke "it.unimi.dsi.fastutil.longs.LongArrayList.getLong(int)" because "this.wrapped" is null
I isolated DH as the problem, Im playing with the version : DistantHorizons-fabric-forge-2.3.0-b-1.20.1...
shader/lighting issue?
Hey!
I’ve been having an issue with Distant Horizons when using shaders. It seems like my shaders kind of cut off past a certain chunk distance. I’ve tried multiple shaders that are known to be compatible, but the effect is the same. Compared to screenshots from others, my world looks different—almost like the shader effects (like lighting, shadows, etc.) stop being applied after a certain point in the distance.
...

Since today LOD's are fading out too early. 2.3.2-b
Only today have I noticed that my LOD's slowly fade out until invisible, then pop in the full res minecraft chunk. This happens even when standing still, and has never occurred until today. Has anyone else seen this issue?
Thanks in advance!...

text display entities aren't transparent with bliss shaders
Does anyone have any experience using distant horizons + bliss shaders I'm having an issue wherew and show a white background which is annoying when fighting groups of mobs
https://github.com/X0nk/Bliss-Shader/issues/346...
DH nightly auto updates
is it me, but like month ago, every time i boot minecraft, i was getting dh update (nightly) popup, but now it doesn't, more than week
p.s i always choose in dh config to update to nightly versions, not auto or stable
I also don't use silent updates, cuz i dont need it
edit: i also didn't got any updates (yet), after manually updating to latest nightly...
Black fog and a "render thread/ERROR"
[17:48:32] [DH-Phantom Array Recycler Thread[0]/WARN]: Pool: [Render Reducer]. Unable to find checkout for phantom reference [java.lang.ref.PhantomReference@1d1107ab], arrays will need to be recreated.
[17:48:34] [Render thread/ERROR]:Unable to convert config value [{}] from [class java.lang.String] to [class java.util.HashMap] for config [mapTest], the default config value will be used instead [{}]. Make sure a converter is defined in [ConfigTypeConverters].
CPU Load is at maximum even when using the balanced config... idk if that's relevant...

Minecraft keeps crashing ONLY when exiting world.
I don't know if it's specifically caused by DH but I'm seeing it a lot in the crash report I've received, I'd like help with this.

DH Server getting 10fps after Client-only was getting 120fps
I'm running a 1.20.1 server. First run was my client only. I ran around for several minutes rendering and generating LODs for chunks all around my world. FPS was stable at roughly 100fps-120fps. Had a friend join and everything worked fine. FPS was doing great at 100+fps for him.
I installed DH on the server so that everyone could share LODs and get real-time updates and as soon as I am loading in my FPS is a solid 10fps, and he is getting around 20fps-30fps (probably only because he is running at a lower resolution is my guess.).
Mod List:...
