DH+Lost cities
im using latest version of DH along with oculus 1.7.0 renamed to 1.8.0 so it works with dh 2.2.1 when using distant rendering and flying through a city the chunks start breaking or something i get a few error generating chunks then i crash if i increase my render distance to 32
35 Replies
hhmm, im not sure what the issue is
i apolagize if i sent the log files in the wrong format il go and post them to mclo logs
you could try with just DH and lost cities and see if it still happens, and if it does, you could try asking the lost cities devs if this is a known bug
im doing only dh and lost cities and im experiencing same issues

this is only with distant horizons and lost cities if im not mistaken

mods and mod versions
then i recommend asking the lost cities devs if they have seen this before
one of the people who reported this bug already contacted the devs and they said they would love to work with the devs of DH to fix this
you should tell them to talk about it in #dh-tech-talk
alr and sorry for late response im currently in school
i sent a few messages there explaining what happened and i included the log file from the website
alright. have you also asked the lost cities developers to talk about it in #dh-tech-talk ?
no i havent who is it i should talk to?
i dont know
cause i dont think lost cities has a discord server
so idk how im gonna get in contact with one of the devs
nvm they have one
il go ask them there
i looked in their server and it seems like i need to disable multi threading on dh
ah i see
i didnt even know thats an option in dh's settings lol
il go check
alr i found the fix
disable thread limit
in the advanced settings
that will fix the error generating chunks
nvm
hey so uh
i went home and tested it
i still get errors
the terrain generation is just a little bit slow
what should i do
darn, i dont know then
pick between DH and lost cities
im picking lost cities
alright
and also when would this bug be fixed?
cause its a bug
this sounds like a bug thats not easily solvable. as lost cities seems to depend on world gen being single threaded, while DH multithreads world gen. even if this will get fixed, the solution may make DH distant generation incredibly slow when lost cities is installed because it needs to switch to singlethreading.
yeah i tried single threading and exacly as u said its very slow im just better of not using DH
i also went looking around here
desperately trying to find something
Hello, this is still a bug in the latest version of DH (2.3.2-b-1.20.1) on Minecraft Forge 1.20.1. Are there any plans to fix this? I have talked to the lost cities dev and they told me DH has to support lost cities, not the other way around. Thanks!
its hard to generate such big structures, so probably not anytime soon.
Understandable, hoping one day it gets implemented 🙏
Doesn't changing the Distant Generation mode to Internal Server fix this?
This way all generation should be done using vanilla code, so no generation errors should pop-up
Back then this mode did not exist, but now it might be a proper workaround at least
Good point
I play on a bisect hosting server. When I started playing I used farsight and pre generated an 10k x 10k area with chunky. Later I switched to distant horizons and pregenerated the LODs with the dh pregeneration and doenloaded the sqlite file to my instance. I never had issues with generation until i made a new world and wanted to pregenerate a 10k x 10k area. I might found a possible solition. When i turn off distant generation and normal generation, then pregenerate with chunky and then the LODs with distant horizons i get no errors. At least until i get to the border of the pregenerated area jut that is unlikely
!chunky
Using Chunky to pregenerate for DH is not recommended for several reasons. The first one is the swiss cheese that might show up when using chunky while DH is installed. The second reason is that it's pointless, as DH has a build in pregenerator that is better integrated than chunky:
- It saves space by only storing LODs, not normal chunks
- It is faster to use DH's pregenerator to generate the LODs than first using chunky to generate the normal chunks, and then using DH to convert the normal chunks to LODs
- It is part of DH, and therefore always/only called when DH needs it
- Chunky calculates it's radius in blocks, confusing the user if they are not aware of this
Distant Horizons' built-in LOD pregenerator is enabled by default, and can be sped up or slowed down by changing the
Cpu Load
in DH's settings, or disabled by turning off Distant Generation.
If you want to pregenerate both LODs and normal chunks, set the Distance Generator Mode to Internal Server
under Advanced, World Generator. This will of course take up quite a lot more storage space. Make sure you have C2ME installed if you want to use Internal Server, as the generation speed will be crap if you don't.
Note, this also applied to other similar pregeneration mods.Using Internal_server dstant gen mode shouldbe simpler
!generators
- FEATURES: Complete generation of all LODs with mostly correct structures and trees. Does not save vanilla chunks, and is much faster than INTERNAL_SERVER unless C2ME is installed.
- INTERNAL_SERVER: Generates and saves both DH LODs and vanilla chunks, has 100% correct LODs, because it also saves vanilla chunks it takes the most amount of drive space. Generation speed will suck unless C2ME is installed.
- PRE-EXISTING: generates LODs for all existing vanilla chunks.