anyone had this layer issue?
dh chunks seem to float a layer above the actual blocks?
32 Replies

I don't think I see what you mean
let me try and get a better picture
Outside of a bit of a fading dither in the middle sightly to the left and down
I don't see anything wrong

so like, the lod are loading above the map
so it doubles
Ah I see it now
Try enabling
recalculate height map
in the DH settingswhere do i find it?

I think LOD building
Though I don't remember
Maybe World Generator?
?

sadly didnt seeem to work

/overdraw
Q: There are holes at the edge of vanilla Render Distance, especially during movement
A: This is caused by either vanilla terrain not loading in fast enough, or shader's incorrect overdraw prevention implementation or configuration (if you use one)
Some world gen speed improvement can be found when adding these three mods, but the affect will be minor:
- Noisium
- Faster Random
- C2ME (DH 2.3.0+)
The easiest fix is to move slower and/or ignore it. This hole is most visible while moving over not generated (by vanilla) terrain. Moving over that terrain every subsequent time may not create the hole. And moving slower will give MC more time to load the chunks as you go.
If none of that helped, you can also tune the overdraw prevention, look at the third section to know how.
Q: There are low quality full blocks behind and around non-full block, e.g. fences or ladders
A: This is intended behavior, to prevent holes in the world while you move, DH will overlap with some part of the vanilla terrain.
How much of the terrain is covered is determined by the overdraw prevention:
1.0 will mean DH LODs start where vanilla chunks end.
0.1 will mean that DH render very close to the players position.
0.0 sets it on auto mode.
To fix this, you can either:
Increase your vanilla RD, which will move the DH LODs further from you.
Tune the Overdraw Prevention setting, see the next section to know how.
Q: Where do I edit the overdraw prevention setting?
A: Overdraw prevention setting can be edited inside the DH config under:
Advanced > Graphics > Culling
BUT: if you use shaders, they will influence overdraw prevention. The effectiveness of overdraw prevention depends on the shader’s internal settings, which may or may not be adjustable. However, the shader’s overdraw prevention will always operate within the limits set by DH’s overdraw prevention. To avoid conflicts, ensure that DH’s overdraw prevention is not set too high.
Try 1st and 3rd section
is that the gen speed and overdraw prevention setting?
i dont think its just overdraw though, cuz ive had that issue before. then it was just a simple gap between vanilla chunks and dh chunks. now dh is doubled above normal chunks which ive never seen before
my overdraw prevention was already set to the lowest

Doesn't seem like anything doubled there, just the usual gap from overdraw prevention
Like the message says, if you're using a shader, you'll have to look in the shader settings
even if i stood on the lowest level, i could see the dh water float above the normal one about 5 or so blocks in the air
so same as this

what should i look for in the shader?
Oh, I see now
If you temporarily rename the overworld LOD database so DH doesn't see it and uses a new one, does this still happen?
/lodstored You can find the paths to the databases here:
Single Player:
- Overworld:
.minecraft/saves/WORLD_NAME/data/DistantHorizons.sqlite
- Nether: .minecraft/saves/WORLD_NAME/DIM-1/data/DistantHorizons.sqlite
- End: .minecraft/saves/WORLD_NAME/DIM1/data/DistantHorizons.sqlite
- Custom Dimensions: .minecraft/saves/WORLD_NAME/DIMENSION_FOLDER/data/DistantHorizons.sqlite
Multiplayer:
- .minecraft/Distant_Horizons_server_data/SERVER_NAME/
Server Mod
- Overworld: SERVER_FOLDER/world/data/DistantHorizons.sqlite
- Nether: SERVER_FOLDER/world/DIM-1/data/DistantHorizons.sqlite
- End: SERVER_FOLDER/world/DIM1/data/DistantHorizons.sqlite
- Custom Dimensions: SERVER_FOLDER/world/DIMENSION_FOLDER/data/DistantHorizons.sqlite
Server Plugin
All dimensions in one file: SERVER_FOLDER/plugins/DHSupport/data.sqlite
NOTE:
Sometimes there might be 2 additional files next to the main one with extensions .sqlite-wal
and .sqlite-shm
If there are, all 3 should be treated as a single file, a.k.a. moved, deleted, backed-up always together!And does it still happen without the shader active?
would it have the same effect if i made a new world? cuz ive been making new worlds to test to the same effect
let me see
Yes, it would
so if i make a new world i shouldnt need to rename files? if im not misunderstanding you completely
Yes, however since you already said this happens across worlds, you no longer need to test this
ah yes. definitely a complementary shader issue

got any knowhow on how to fix the incompatability with shaders and dh?
It is the shader that has or does not have DH compatibility
You would need to edit the shader code
i havent had issues with using complementary till recently
so i think its a setting i changed by accident
Try to figure out wich setting d oes this and report the bug to the Complementary dev