Distant Horizons

DH

Distant Horizons

Discord server for the Distant Horizons mod

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Cannot Join Server with Distant Horizons Installed on both server and client.

Hi! I get this error when trying to join my server, if i remove Distant Horizons from my client I can enter with no problem. Forge 47.4.1 Minecraft 1.20.1 DH 2.3.4-b ...
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Lod chunks seem wrong or bugged

The lod chunks seem to be for a different seed, or are just wrong. Doesn't seem to be all the time, or maybe it's just until I load that chunk for real? 1.21.7 I think, dedicated server on fabric. I am near spawn and have run /pregen 512...
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Confused About Sync on Login Queue

the part with Requests 3704/3704. Shouldnt that go down after some time or does that just represent the amount of requests made and not the actualy queue?
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DH chunks halting generation.

Making a modpack. I'm running 8GB of RAM, and I have my CPU load set to Aggressive. There are a few chunks here and there that might generate when first loading the world, but it just stops. I've checked the FAQ for anything related to this, there's nothing there that mentions chunks halting. I'm not sure if this is a mod compatibility issue or not. Could be a config issue, but I just regenerated the config and it's still doing it. It does it even without shaders.
Solution:
yup it was outdated
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Server side configuration

Which variables should I adjust in config .toml for clients to not be able to generate LOD for chunks farther away than 32 chunks?

Purpose of generation mode INTERNAL_SERVER

I am interested in running DH server-side. I see that I should run /dh pregen to pre-load LODs in a wide area. From the documentation I can see that INTERNAL_SERVER mode modifies the pregen to generate chunks in addition to the LODs. Is there an actual purpose/benefit to this? I understand that it can increase the file size dramatically and it probably slows the pregen.
Solution:
The other reason for using it is to have the vanilla chunks pregen and saved, so that the vanilla generation and LoD updates don’t slowdown the server when players move around

No auto update script can be run

idk why this is happening, its in single player 1.20.1 https://mclo.gs/aHnpLNL com.seibel.distanthorizons.core.sql.DatabaseUpdater.getAutoUpdateScripts(DatabaseUpdater.java:185) ~[DistantHorizons-2.3.4-b-1.20.1-fabric-forge.jar%23335!/:?] {re:classloading}...

Weird lightning issue - probably not DH fault, cuase it looked fine yesterday .

For some reason my lighting looks really weird. I can’t figure out what is causing it. I’ve got a lot of mods but it only just now started being weird. I have removed the mods I added since then and it still is like this....
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Whenever any shaders are applied (with different settings tweaked), the DH water becomes invisible.

Hello! My issue is that whenever I apply any shaders, the water rendered by the DH mod becomes invisible and I see the ocean bottom instead. The first screenshot is how the world looks with no shaders applied (perfectly fine). And all other screenshots are my results with various shaders applied, in this order: BSL, Complementary Reimagined, Complementary Unbound + Euphoria Patches. (this becomes especially evident on the last screenshot) Client: The official Minecraft client...
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Making distant horizions work with alexes caves?

what do i have to edit to make these mods compicatable with eachother i searched around but i cannot find it?

Problem connecting to aternos server

From what I've seen, it is possible to be in an aternos server with Distant Horizons installed on the client side only. I have the mod installed on curseforge, but when I attempt to load into the server it states that the client has mods missing on server (distanthorizons) which it does, since i'm attempting to use it client-side. Attempting to join the server anyways it freezes and the game crashes. I asked for help through the Aternos server and they weren't sure, they confirmed that on Modrin...
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Question: Are my HDDs bottlenecking the DH chunk generation on the server?

Using the latest DH 2.3 release on Fabric server with C2ME and Noisium I assuming I'm still CPU bottlenecked since my CPU is at 99-100% usage and temps are relatively high... but I am using HDDs so I'm curious if HDDs can bottleneck DH? I assume it can at some point, but maybe only for Threadrippers/EPYCs? I'm only getting around 60 chunk/s so I'm curious if it'd be any faster if I buy a second 4TB SSD verus leaving them on my 4x16TB HDDs in Raid 10. The map is non-vanilla (max height of around ~1600 blocks) so that could be slowing it down just enough for it to be still CPU bottlenecked?...
Solution:
If your cpu is at 100% the bottleneck is not your drives
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Stupid question about plugins like CoordinateOffset

I have a server that is running paper with the bukkit version of Distant Horizons. The server also has a plugin called CoordinateOffset that causes all client side coordinates to be mismatched aka you can't communicate with others by just sharing coordinates since every players coordinate system is different. This seems like a no brainer but just to make sure - these (DH server and coordOffset) would be incompatible because the client sends the wrong coordinates to the DH server side right?...

DH on Purpur isn't sending LODs to clients

I have installed DHS 0.9 on my 1.21.4 Purpur server. Also setup the running flags. It shows no errors on logs and there is this when booting up: [11:33:19 INFO]: [DHS] Enabling DHSupport v0.9.0 [11:33:19 INFO]: [DHS] I am DHS 0.9.0 for MC 1.21.4....
Solution:
You can try updating to DHS 0.10.0
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Structure Generation not working using FULL generation

DH Version: 2.3.3-b-1.21.7 - Fabric Singleplayer I've seen that interal server generation should work for structure generation, however I can't seem to find the setting / believe it's already enabled as such as I'm playing Singleplayer. Only previously generated structures, that have entered my render distance are shown....
Solution:
Okay, I've found the issue. When switching rendering from feature to Full, I had to delete previously generated data from the file directories for some reason. However now it works perfectly!...

question about client-side LOD fading on servers

Hi! I play in a small server on 1.20.1 and have distant horizons installed on my end, but it is not in the server. I understand that LODs generate as you move around the world, which is fine. I have much of them pregenerated and saved, but whenever I log onto the server and move around the map, the LODs fade out as I get closer and it takes a while for the actual chunk to load in despite my vanilla render distance being at max. I have tweaked with settings for days and can't seem to fix this. Vi...

Fog incorrectly rendering below player's y position

I am playing on Fabric on 1.21.6, using DH 2.3.4-b. Vanilla fog is disabled and DH's fog is enabled. This fog is slightly below the player's y position and once LODs are loaded it disappears. The first screenshot is with many mods installed, the second with Distant Horizons only (in order to make sure that this is caused by DH)....
Solution:
This can be fixed by either letting DH load distant LODs or by disabling vanilla fading.
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shader fade in issue.

in short. The issue is that im going through a list of supported shaders (for iris) and all i need is ANY SHADER that does not make the game objectively look worse then vanilla. has any AA and does brake the fade in transition of the distant horizons like this. the screenshot shows a difference of just 1 bock which makes the switch from LOD to actual render abhorant. but without shaders i have no AA...
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