the game crashed when making a world and joining it, error code
the game crashed when making a world and joining that newly made world, error code -1
heres the log...
OVERLOADING CPU / HIGH TEMP
Hello, i've noticed that the new version of Distant Horizon for 1.21 somehow causes the CPU to reach insane amount of temperature without a reason, i put it in confront with the 1.20.4 (DistantHorizons-fabric-2.1.1-a-dev-1.20.4) and that one runs smoothly (40-60) Celsius, while the 1.21 version (DistantHorizons-2.1.2-a-1.21-neo-fabric) the CPU reaches 85-100 Celsius all the time.
Specs: i9 13900k + rtx 4090...
two visual bug
first: i getting a visual bug at far. its looks like a cave and i dont why it happens. any knowledge to fix it?

Some lod chunks are black
when I took this screenshot I was using rethinking voxels, but its the same when I switch to bliss.

Broken anchor for settings button
Space between slider and DH settings button is dependent on game's language and often its too noticeable to ignore. Fix pls
Tested it on forge 1.20.1 and its Fabric exclusive issue...

LODs visual bug
I'm playing a pretty heavily modded pack, i tried disable supplementaries as well as all the other citated incompatible mods and i still get this bug (it affects the same chunks every time, even if i reconnect)

Weird Floating Textures in the Void
Can reproduce with Minecraft 1.21 and following mod list:
- fabricloader 0.15.11
- fabric-api-0.100.3+1.21
- distanthorizons 2.1.2-a
...
Solution:
I think thatβs just cave culling acting strangely.
Try the latest nightly build or disable cave culling....

Server Data Folder being on Read Only mode breaks DH
Whilst the .sql files are NOT on Read Only..
I am not entirely sure why it happens, a friend of mine said they don't understand how the folders being on read only but not the files themselves pose and issue.
Alright, folders being stuck on Read Only is on my end, for some reason.. But, still, why must it check for folders whilst it could get to the SQLs? Maybe there's something I'm missing, I'm no developer sadly.
...

LODs sometimes render way too close to the player
The short tall tree in the middle, despite being not too far away (the vanilla render distance is 12, the DH render distance is 128), is being rendered with LODs, which shouldn't happen as it should be rendered with the vanilla renderer that close up...
This is also perceptible with structures made with stairs or other non-full blocks.
Also, this is in Multiplayer....
Solution:
I don't see the problem, but try changing overdraw prevention

30 fps cap in VR
Shouldn't I be getting fps in the 300+ range when comparing to other systems like this.
Solution:
I found a work around to the 30fps cap. Using the steam app called Lossless scaling, with these settings the game fps was raised to 40-50 with shaders and feels much smoother in vr now.

LOD of area above player loading in, not correctly detailing height
I have a small afk platform at my base, in previous versions (nightly builds in 1.20.4 i think?) when the LOD loaded in, it would be a large chunk, this makes sense. However since the official 1.20 release, this LOD has included grass all the way up to the platform, and as well as that because LOD's seem to load in a sphere and not a cylnder, it is high enough that i can easily see the broken LOD
Solution:
i do not know what i changed, but after a crash due to memory usage, the issue has resolved itself?

DH doesn't like the Twilight Forest
When you enter the Twilight Forest dimension, you are met with a warning message. The distant generation appears to be mostly fine, but you will occasionally encounter visual bugs.

water shader breaking far away
I was playing on my minecraft server and noticed that the underwater fog/shader broke after some distance. Not sure if this is a known bug or if theres a fix for this

DH likes to randomly crash and doesnt create a standard crash report file.
it does, however leave a hs_err file.
Ambient Environment Incompatibilty
Using DH and Ambient Environment causes violent noise on the LoD chunks, making for really obvious seams between real and LoD chunks

LOD Stitching issue
I am using:
1.20.1, Fabric, and the latest nightly of DH
Personal modpack, but DH was stable until recently. Of note, I am using RTF 0.0.6 and WWOO.
When DH renders the LOD visuals, it seems to be struggling to stitch together the chunks it draws. This seems to happen most obviously in desert biomes, but I can see stitch 'seams' across entire worlds. Once I physically explore an area, it seems to 'reset' the LOD, and when I leave that area, they will be drawn properly from then on. Attached are 2 images of an example of what I mean. Both are taken outside of MC render distance (you can see right below the camera in both shots where it cuts off), so both images are looking at LOD. One before I physically enter the area for the first time, once after....
