Edited Alex's Caves config and DH still won't work.
I can't think of any other way to solve this. The edge of what I think is my normal render distance is weird and shadowy and I can still see stuff like campire smoke outside of my render distance. What do I do?



46 Replies
Would a dynamic lights mods count as a "mod that messes with the lightmap"?
CurseForge
Dynamic Lights [Server] [Forge/Fabric/Quilt]
Supported entities and items such as torches or lanterns emit light!
3.1M Downloads | Mods
I just changed the horizontal and vertical render distance settings based off of what this https://discord.com/channels/881614130614767666/1035937813310484540/1348774830459195463 says
All it did was make the dark border larger
Can you send your Alex caves config here?
Sure ofc just gimme some hours :(
/logs
You should send your
latest.log
file to provide additional useful information.
Logs are usually located in the .minecraft/logs
directory.
On Windows: %appdata%\.minecraft\logs
On Linux: ~/.minecraft/logs
On Mac: ~/Library/Application Support/minecraft/logs
Please upload the file to mclo.gs instead of sending the raw file. This makes reading the contents of the file a lot easier and improves the chances of you getting the help needed.
After uploading the file, click on Save
and send the link.Give them some hours to do so.
Going to follow this because I had the same issue on a later version
Here it is lads!
there is no fix applied here
https://discord.com/channels/881614130614767666/1035937813310484540/1175270562382233610
Really??
There's two very similar configs in that file. They're like, a word or two off.
I changed the one that message recommended to change but not the other one.
Nothing is set to false in that config. Not the correct one nor the one that's very similar
That is very very strange. I will take another looksie
I was having this same issue even without Alex's caves on 1.21.5 fabric
Different issue then
Ok. This time I 100% corrected the alex's caves config.
I still have the exact same issue, nothing new but nothing fixed :(
Should I try doing that thing with the FPS mod that supposedly messes with DH?
Nevermind, I tried and it did nothing :(
Let me try getting a modlist.
Took me a second to figure out but I got it. Sorry.
That should be every mod I have installed
Can you send the new Alex's caves config?
/logs
You should send your
latest.log
file to provide additional useful information.
Logs are usually located in the .minecraft/logs
directory.
On Windows: %appdata%\.minecraft\logs
On Linux: ~/.minecraft/logs
On Mac: ~/Library/Application Support/minecraft/logs
Please upload the file to mclo.gs instead of sending the raw file. This makes reading the contents of the file a lot easier and improves the chances of you getting the help needed.
After uploading the file, click on Save
and send the link.sure
[visuals]
#whether to cave maps are visible when held by players from the third-person perspective.
cave_maps_visible_in_third_person = true
#whether to shake the screen from tremorsaurus stomping, nuclear explosions, etc.
screen_shaking = true
#true if some block models, like uranium ore or abyssmarine bricks render as fullbright. May increase load time, no gameplay performance impact.
emissive_block_models = true
#whether to make the screen flash white during nuclear explosions.
nuclear_bomb_flash = true
#true if some biomes, such as primordial caves, have ambient light that makes the biome easier to see in.
biome_ambient_light = false
#true if some biomes, such as toxic caves, apply a color to ambient light. May conflict with shaders.
biome_ambient_light_coloring = false
#true if some biomes, such as primordial caves, have an always well-lit sky when in them. May conflict with shaders.
biome_sky_overrides = true
#true if some biomes, such as abyssal chasm, have an thicker water fog to them. May conflict with shaders.
biome_sky_fog_overrides = true
#true if ambersol block renders with rays of light emerging from it.
ambersol_shines = true
#true if irradiated effect makes mobs glow. May conflict with shaders.
radiation_glow_effect = true
#determines how far to the left the subterranodon flight indicator renders on the screen when mounted. Negative numbers will render it on the right.
#Range: -12000 ~ 12000
subterranodon_indicator_x = 22
#determines how far from bottom the subterranodon flight indicator renders on the screen when mounted.
#Range: -12000 ~ 12000
subterranodon_indicator_y = 6
#true if sugar rush makes the world more saturated. May conflict with shaders.
sugar_rush_saturation_effect = true
[audio]
#whether nuclear explosions briefly muffle other sounds.
nuclear_bomb_muffles_sounds = true
.
Send a log?
Yes
K
I put it through that website and hit save. This is what it gave me.
🤷
Here is the link to the log aswell
Anything from this log causing issues?
Jeez that's a lotta mods
And a lotta errors
Try with just DH, see if that works.
If it does work, see if any of your mods are on the known incompatibilities list #faq-mod-support
If that doesn't work, send logs of that
The link, not the txt file
aight
I like mods :)
Mods don't like each other
https://discord.com/channels/881614130614767666/1035937813310484540/1348774830459195463
I tried DH on its own, and I already tried the method from that link
You want a log of DH on its own even if it works normally?
Only DH works?
I don't need logs of that no
That means it's very likely some mod incompatibility
The list in #faq-mod-support might give you a clue, but the list is likely not complete
A /binary search might be necessary
Try a binary search and figure out which mod is causing it.
So disable half of the mods, see if issue is still there, if yes disable half again etc etc until you find the mod that's causing the issue.
That's gonna take a while :( but ok
Is there a way to streamline a binary search?
a binary search is quite fast, I don't think you need to do that
I have 200 plus mods...
I've done it with 400, its fine
fair enough
Some third party launcher is bound to implement such a thing at some point
But I don't think there is any that does this at the moment
couldn't find time to start working on it yet, sorry. Once I do I'll get back to you guys. Give me a day or two :)
Sorry for not being able to do the binary test today. Expect it done somewhat-ish soon.