Mods / Farseer

Tags: #Graphics #Worldgen
Author: badgerson
Side: Both
Created: Apr 5th at 6:45 PM
Last modified: Apr 28th at 11:42 AM
Downloads: 22709
Follow Unfollow 709

Latest release (for Vintage Story 1.20.0 - 1.20.3, 1.20.4, 1.20.5 - 1.20.7 and 1.20.8 - 1.20.9, potentially outdated):
farseer_1.3.1.zip  1-click install


Press Control + Shift + F in-game to bring up a settings menu where you can adjust view distance and various look-and-feel settings.

 

Farseer is a dead-simple LOD terrain system, allowing you to see the silhouette of terrain much further out than normal - by default ~4000 blocks in all directions. It does so by building two-dimensional heightmaps using the information stored in your world's chunks, and will automatically generate them for far-out chunks around players so they can see distant areas they have not yet visited.

To be clear, the mod won't show "real" chunks with trees, buildings and so on, it's just a simple heightmap rendered to look like atmospheric fog.

The initial LOD building process can be quite slow if you haven't explored much already, as the mod will have to partially generate real world chunks when they don't exist yet. The new partial chunks won't be saved, so your world file size stays the same.

Heightmaps themselves barely use any disk space or RAM and are stored in a database on the server so they can be loaded very quickly by any connecting player the next time they are needed. They are also 100% static, meaning they will not "update" when something in a chunk changes.

The mod needs to be present on the server-side in order to work, but for players on the server it's optional, they just won't see the distant terrain if they don't have the mod installed. At the moment the mod is marked as required on both sides, so that the server can auto-download it for connecting players.

Configuring

 

There's two configuration files, one for the client and one for the server. The client settings can be changed in-game with the default keybind Control + Shift + F. The server settings can only be changed manually by editing the file.

Server settings

  • HeightmapGridSize (default 128): Increasing this will make the heightmaps more detailed, but also increase file size and bandwidth use exponentially. Value should be a number to the power of two, so 32, 64, 128, 256 and so on. 512 is the highest possible value, sampling the heightmap at every single block. If you change this on an existing world, you should remove the mod's database for that world first (In VintageStoryData/Farseer directory) to reset existing regions.
  • ChunkGenerationQueueThreshold (default 64): If more than this number of chunks are currently being generated, the mod will not generate any far terrain heightmaps until it's lower again, to prevent server overload. Max possible value is 2000.
  • MaxClientViewDistance (default 4096): Limits the max view distance of players so they can't eat up all of your disk space. Increase this on the server if you want to increase view distance for players. Ignored in singleplayer and in "Open to LAN" worlds. Note that players can't see the server-side limit in their GUI (yet) unlike with normal view distance.
  • GenRealChunks (default false): If set to true, the mod will generate and save actual chunks as up until your "far view distance". When set to false, only chunks within your normal view distance are saved.

Before you try

 

  • This mod is experimental and not throughly tested. You may experience issues, crashes and other weird behaviour. If you do, please share in the comments or on the mod's GitHub Issues page.
  • It uses vanilla's built-in chunk generation system to build distant heightmaps, but in a slightly unorthodox way, which has potential to cause issues with some mods (none confirmed so far).
  • As a precaution, back up your save before installing the mod.

 

Known issues:

  • The mod will probably break on very small world sizes or at the very edges of a world.
  • The transition between real chunks and far terrain is ugly and the two can sometimes overlap.
  • The extra tax on worldgen can cause some chunk generation errors, but afaik nothing that permanently messes up your save.

What's next?

  • Fixing bugs as they appear!
  • Optimize rendering to work well on low-end PC's. At the moment it kills FPS on my laptop..
  • Try to generate faraway regions faster somehow.
  • In-game configuration UI for client settings like view distance
  • More settings for controlling the look of the far terrain
  • Improving the handling of edge cases, making the code more robust and able to deal with unforseen situations.
  • Improving the look of the transition between real chunks and far terrain, using some kind of fog-like fade effect.
  • Explore alternatives to a plain heightmap
    • Voxel-based approach to take care of overhangs and floating blocks..?
    • Save some information that can be used to semi-accurately color distant terrain..?

 

To keep the comments tidy, you should post error messages on the issue tracker :)

Mod Version For Game version Downloads Release date Changelog Download 1-click mod install*
1.3.1
1.20.0 - 1.20.3 1.20.5 - 1.20.7 1.20.8 - 1.20.9
13524 Apr 28th at 11:42 AM farseer_1.3.1.zip 1-click install

Removed the "batch rendering" of far regions, it had the opposite effect to what was intended (improving performance..)

1.3.0
1.20.0 - 1.20.3 1.20.5 - 1.20.7
4497 Apr 13th at 7:16 PM farseer_1.3.0.zip 1-click install
  • Special rendering of oceans and lakes
  • Fixed far terrain not using sun color
  • Added an optional globe effect that "bends" distant terrain in a similar way to how clouds are.
  • Merge all meshes into a single drawcall to hopefully improve performance.
  • Added server-side setting to generate real saved chunks instead of just "peeking" chunks and not saving them.
1.2.5
1.20.0 - 1.20.3 1.20.5 - 1.20.7
2016 Apr 9th at 7:01 PM farseer_1.2.5.zip 1-click install

Should hopefully fix the client not fully respecting server's max view distance.

1.2.4
1.20.0 - 1.20.3 1.20.5 - 1.20.7
214 Apr 9th at 3:49 PM farseer_1.2.4.zip 1-click install
  • Fixes view distance slider server-limit so it acts just like the vanilla view distance slider.
  • Add button to disable the mod client-side, for when a server has the mod installed but a player prefers not to use it.
1.2.3
1.20.0 - 1.20.3 1.20.5 - 1.20.7
607 Apr 8th at 8:50 PM farseer_1.2.3.zip 1-click install
  • Fixed a mistake in the shader that made fog at evenings look odd
1.2.2
1.20.0 - 1.20.3 1.20.5 - 1.20.7
119 Apr 8th at 5:41 PM farseer_1.2.2.zip 1-click install
  • Fix unnessecary bandwidth use when modifying client settings
  • Far view distance slider is now limited by server settings
  • Few other minor improvements to client settings panel
  • Attempt to buffer and batch regions sent to players, so they don't get too many at once and freeze
  • Minor changes to default client settings
1.2.1
1.20.0 - 1.20.3 1.20.5 - 1.20.7
370 Apr 7th at 9:50 PM farseer_1.2.1.zip 1-click install
  • Should fix a regression introduced in 1.2.0 where new regions never showed up or started generating when walking around. Oops!
  • Added a reset button to client settings window
  • Removed some unnessecary console logs
1.2.0
1.20.0 - 1.20.3 1.20.5 - 1.20.7
85 Apr 7th at 8:17 PM farseer_1.2.0.zip 1-click install
  • Added an in-game config screen where you can quickly change view distance and play around with a bunch of shading settings! Also various shading tweaks, the defaults are different yet again.
  • Improved the "transition" between real chunks and far terrain a bit, should have less of a janky fog ring.
  • Improve server performance by only processing regions in view when any player has moved a lot recently.
  • Fixed far terrain looking odd when other mods change FoV
  • Fixed z-fighting issues with very high render distances
  • Upped default view distance to 4096 blocks
1.1.1
1.20.0 - 1.20.3 1.20.5 - 1.20.7
681 Apr 6th at 4:28 PM farseer_1.1.1.zip 1-click install

Should fix a crash when changing grid size without deleting the height database first (now skips "stitching" regions with differing grid size)

1.1.0
1.20.0 - 1.20.3 1.20.5 - 1.20.7
44 Apr 6th at 4:03 PM farseer_1.1.0.zip 1-click install
  • Greatly improved visuals of the far terrain shader ☀️
  • New client setting for controlling the "tint" of terrain to your preference
  • Heightmap generation now dynamically adjusts the priority of what to generate based on closeness to players, so even if they move around a lot the closest regions will be generated first
  • Now uses "chunk peeking" instead of fully generating and saving chunks. It's a lot faster and doesn't inflate your save game!
  • Adjusted default grid size to be 128.
  • Server setting "ChunkQueueThreshold" is now a flat number instead of percentage, if you are updating from 1.0.1 you should change this number to 512 to avoid errors when reading the config.
1.0.2
1.20.0 - 1.20.3 1.20.5 - 1.20.7
419 Apr 5th at 11:51 PM farseer_1.0.2.zip 1-click install

Adjusted the colors of distant terrain

1.0.1
1.20.0 - 1.20.3 1.20.5 - 1.20.7
106 Apr 5th at 8:54 PM farseer_1.0.1.zip 1-click install

Fixed a crash when joining any server without Farsee installed. oops

1.0.0
1.20.0 - 1.20.3 1.20.5 - 1.20.7
27 Apr 5th at 8:09 PM Empty farseer_1.0.0.zip 1-click install

128 Comments (oldest first | newest first)

💬 ObiKind, 6 days ago

Fitz would be proud!

💬 badgerson , 6 days ago

propaneko

 

Sorry for the late reply, this is not a Farseer issue per se, a part of your world save file is corrupted but the corrupted chunk is very far away, so you only experience it with the mod enabled, or if you travel there 😅

💬 Lawrencium, Jul 4th at 3:29 AM

Figured it out. Just wanna say I LOVE this mod, you're awesome.

 

 

💬 Lawrencium, Jul 3rd at 9:13 PM

How do i edit the file so I can modify server settings

💬 PeterSanderson, Jun 28th at 3:05 PM

Currently the console is getting spammed with the updates from farseer. Is there a way to turn that off?

💬 propaneko, Jun 26th at 9:02 AM
Error message
26.6.2025 08:59:44 [Server Notification] A client reconnected, resuming game calendar.
26.6.2025 08:59:59 [Server Chat] [farseer] Enabled for player propaneko (view distance 4096)
26.6.2025 09:00:06 [Server Notification] [farseer] Building heightmaps for 62 faraway region(s)..
26.6.2025 09:00:06 [Server Error] Failed deserializing a map chunk. Not in repair mode, will exit.
26.6.2025 09:00:06 [Server Fatal] Caught unhandled exception in thread 'chunkdbthread'. Shutting down server.
26.6.2025 09:00:06 [Server Error] Exception: Sub-message not read correctly
at ProtoBuf.ProtoReader.EndSubItem(SubItemToken token, ProtoReader reader) in C:\Code\pb-net_24\src\protobuf-net\ProtoReader.cs:line 618
at proto_24(Object, ProtoReader)
at ProtoBuf.ProtoReader.ReadTypedObject(Object value, Int32 key, ProtoReader reader, Type type) in C:\Code\pb-net_24\src\protobuf-net\ProtoReader.cs:line 575
at proto_22(Object, ProtoReader)
at ProtoBuf.Meta.TypeModel.Deserialize(Stream source, Object value, Type type, SerializationContext context)
at Vintagestory.Server.ServerMapChunk.FromBytes(Byte[] serializedChunk)
at Vintagestory.Server.ServerSystemSupplyChunks.TryLoadMapChunk(Int32 chunkX, Int32 chunkZ, ServerMapRegion forRegion)
at Vintagestory.Server.ServerSystemSupplyChunks.loadOrGenerateChunkColumn_OnChunkThread(ChunkColumnLoadRequest chunkRequest, Int32 stage)
at Vintagestory.Server.ServerSystemSupplyChunks.tryLoadOrGenerateChunkColumnsInQueue()
at Vintagestory.Server.ServerSystemSupplyChunks.OnSeparateThreadTick()
at Vintagestory.Server.ServerThread.Update()
at Vintagestory.Server.ServerThread.Process()
26.6.2025 09:00:06 [Server Notification] Client 1 disconnected: Server shutting down - Exception during Process
[Audit] Client propaneko got removed: 'Server shutting down - Exception during Process' (Server shutting down - Exception during Process)
26.6.2025 09:00:06 [Server Notification] Last player disconnected, compacting large object heap...
26.6.2025 09:00:08 [Server Notification] UDP: client disconnected propaneko
26.6.2025 09:00:08 [Server Event] Player propaneko got removed. Reason: Server shutting down - Exception during Process
26.6.2025 09:00:08 [Server Notification] Server stop requested, begin shutdown sequence. Stop reason: Exception during Process
26.6.2025 09:00:08 [Server Notification] Server ticking has been suspended
26.6.2025 09:00:08 [Server Notification] Entering runphase Shutdown

server is on 1.20.12. After attempting to join with farseer I get this error and server shuts down. Without the mod all is working fine.

💬 badgerson , Jun 25th at 10:27 AM

Mirok you can't, it's not designed for client-side use, the server does most of the number crunching and it would take a bunch of work to change that.

 

Also, if it were to work purely  client-side, you definitely would not be able to see faraway areas you haven't explored yourself.

💬 Keldt, Jun 17th at 1:40 PM

Still working on v1.20.12!  

I've played with this mod running (and no others) for ~5 hours.

 

Had one crash while tweaking settings on a large creative world, but was fine after restart. I think I messed with the globe effect and then upped my far view distance from ~6k to ~16k, then crash.

💬 Mirok, Jun 15th at 2:30 PM

What needs to be changed in the mod file so that it only works on the client side? (I wanted to use the mod to play on other servers where the mod is not installed, judging by the description it is possible)

💬 VnllaGorilla, Jun 5th at 5:09 AM

Hi there, 

I'm on version 1.20.11 and am experiencing crashes. Although I've got a fair few other mods going at the same time. The crashes seem to only happen with Farseer enabled. Runs flawlessly if I stay in one area usually, but exploring seems to make it crash. 

💬 Dhon, Jun 4th at 2:36 PM

Confirm, works without issues for me on 1.20.11. Fantastic mod, great work.

 

By the way, how is the progress on the transition fog effect between the rendered terrain and the LOD? The cutoff looks pretty unnatural no matter how I set up the settings. I don't want to complain, just curious.

 

Once again thanks for the mod.

💬 MystiVaid, Jun 3rd at 10:38 AM

It works fine on my computer, with the game version being 1.20.11, running on Arch Linux, and the hardware configuration is i5 9300h + gtx1650 + 16gb.

💬 Kagura, Jun 3rd at 5:50 AM

I just bought this game today so not familliar with the game nor mod that much, but it seems to be working fine for me on 1.20.11. I can see the silhouette, bring up the mod menu without any problem.

 

FYI, I first created the world, then installed the mod afterwards.

CPU: Ryzen 7 5700X

GPU: RTX 3060 Ti

RAM: 16GB 3,200MHz (probably LPDDR4)

ROM: 2TB SSD

💬 ChukyUniqul, Jun 1st at 2:17 PM

It doesn't seem to run at all for me. Couldn't even bring up the menu with the latest version. 

 

Btw I'd be remiss if I didn't thank you for this mod it's SO good, man!

💬 badgerson , May 31st at 10:38 AM

Yo, now that 1.20.11 is live, has anyone tried running Farseer on it? If so, does it run well, or does it crash? Please do report back if it crashes and I'll look into it

💬 Legentus, May 28th at 6:57 PM

This mod doesn't seem to play nice with Terra Prety which is really unfortunate :( any way to get it working properly? Just doesn't produce a silhouette most of the time for that far-off terrain. Thanks for this amazing mod.

 

Turned off Terra Prety and it still isn't working right, not sure what I have that's possibly conflicting with it. Will update post after some testing.

💬 1noden, May 22nd at 10:22 PM

I cannot stop playing with this mod, its truly amazing.
It should be base game.
its just... so PEAK.
PEAK

💬 Marlim, May 22nd at 6:00 PM

I intend to use this mod on a server, is it safe? What is the minimum map size for it to work? 
badgerson

 

💬 badgerson , May 19th at 8:50 AM

PeachyPotato works fine for me in 1.20.10. If you experience crashes related to Farseer please submit an issue on github. See "issue tracker" on the top of this page.

 

1.20.11 is not yet released. You may be referring to 1.20.11-rc.1, which is an unstable release and won't be supported.

💬 PeachyPotato, May 18th at 1:33 AM

yeah seems broken on 1.20.11 with rivers updated and better ruins. crashes single player client as soon as i enable this mod. truly a shame, I hope it can be updated quickly :)

💬 Rythillian, May 16th at 1:10 AM

Using the rivers mod our console gets spammed with: 
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.ServerMods.GenBlockLayers.OnChunkColumnGeneration_Patch1(GenBlockLayers this, IChunkColumnGenerateRequest request)
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1853
16.5.2025 01:09:48 [Server Worldgen] An error was thrown in pass Terrain when generating chunk column X=-7,Z=0 in world 'wickerwood' with seed 1147943913

💬 osciuto, May 14th at 8:53 AM

Questa mod è spettacolare, speriamo tu la migliori presto, a breve ti invierò un'immagine con un piccolo difetto che ho riscontrato, grazie per il tuo lavoro

💬 Marlim, May 12th at 5:11 PM

This mod is amazing.
Do you plan to fix this problem with smaller maps?

💬 crumps, May 9th at 2:09 PM

I cannot imagine playing without this any longer. The way this now makes the world feel all-encompassing and truly alive is insane. I can see so many of the mountains in the distance now, I even had a 512 render distance and this has just completely changed so much.

💬 badgerson , May 8th at 2:41 PM

@Marlim it "should" break as soon as you go near the edge of the world

💬 Marlim, May 6th at 6:17 PM

Are you sure? I tested it on a singleplayer world with the same size and it worked.
badgerson

💬 badgerson , May 6th at 10:33 AM

@Marlim ok, the mod definitely does not work with small world sizes atm. that's why you're getting errors 😅 sorry about that. If your server also has a small world size I wouln't put ot on there. The file mentioned is only stored on the server-side. But in the case if a small world, deleting it won't help anyway..

💬 GlitchTDG, May 6th at 12:36 AM

Quite the elegant and smart solution for the view distance problem, it adds so much to the atmosphere and grandeur of the game without being extremely taxing like a " distant horizons " equivalent would be. It looks like it was always supposed to be like that, great work !

💬 Marlim, May 5th at 7:01 PM

The map is relatively small:
X: 5120
Y: 320
Z: 10000

I was thinking about putting this mod on the server, but I'm worried, will all players have to delete this file manually?

badgerson

💬 badgerson , May 5th at 10:47 AM

Marlim oh no, that's a logic error :/ how big is your world size? Might help in tracking down the issue.

 

For now you can try to remove this folder, see if it helps: VintageStoryData/Farseer

💬 Marlim, May 4th at 2:52 AM

I didn't find an updated log in this path, I believe it is on the server side, I get a message of being removed from the server by remote control.
I found this message mentioning Farseer in the "server-debug" log.

3.5.2025 22:43:54 [Event] Player Marlim got removed. Reason: Threw an exception at the server
3.5.2025 22:43:54 [Error] Exception: An item with the same key has already been added. Key: 140
at System.Collections.Generic.Dictionary`2.TryInsert(TKey key, TValue value, InsertionBehavior behavior)
at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
at Farseer.FarseerServer.GetRegionsInViewOfPlayer(FarseePlayer player, Dictionary`2& priorities) in /home/abadger/repos/my-projects/vintage-story/Farseer/Farseer/Server/FarseerServer.cs:line 261
at Farseer.FarseerServer.UpdateRegionsInView() in /home/abadger/repos/my-projects/vintage-story/Farseer/Farseer/Server/FarseerServer.cs:line 142
at Farseer.FarseerServer.EnableForPlayer(IServerPlayer fromPlayer, FarseerEnable request) in /home/abadger/repos/my-projects/vintage-story/Farseer/Farseer/Server/FarseerServer.cs:line 93
at Vintagestory.Server.NetworkChannel.<>c__DisplayClass6_0`1.<SetMessageHandler>b__0(Packet_CustomPacket p, IServerPlayer player) in VintagestoryLib\Server\API\NetworkChannel.cs:line 55
at Vintagestory.Server.NetworkChannel.OnPacket(Packet_CustomPacket p, IServerPlayer player) in VintagestoryLib\Server\API\NetworkChannel.cs:line 23
at Vintagestory.Server.NetworkAPI.HandleCustomPacket_Patch1(NetworkAPI this, Packet_Client packet, ConnectedClient client)
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 278
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 957

badgerson

💬 Benko_1000, May 2nd at 3:27 PM

Any way to add an option to make the distant terrain "circle" smaller than your view distance? To reduce the transition, because the chunks look a bit like this if viewed from higher altitudes (setting is 512/4096).

Not really noticable on regular terrain, but with oceans and islands its very visible

image

💬 badgerson , May 1st at 6:10 PM

Marlim Please open an issue on the Issue Tracker (see the top of this page for a link) and paste in your crash log file. It should be in VintageStoryData/Logs/client-crash.log

💬 Marlim, May 1st at 4:31 PM

Does this mod work on servers? I tried to install it on my server, but when it is installed and I try to enter the game it crashes.

badgerson

💬 Doomstrike53, Apr 28th at 9:37 PM

badgerson Sweet, I'll try it out again when I've got more time to play

💬 badgerson , Apr 28th at 11:44 AM

Doomstrike53 I think i know what's going on, a dumb attempt at optimization on my part, causes these lag spikes 😅 should probably test on my laptop from now on.. anyway, I pushed an update that reverts the optimization, hopefully runs better.

💬 Haru_Haru, Apr 28th at 9:36 AM

Same as Doomstrike53, after playing it on multiplayer(Lan) it began to stutter quite a lot.

Strangely, it makes the make stutter more on superflat(creative) world.

Amazing mod though.

 

 

 
💬 Doomstrike53, Apr 28th at 9:15 AM

badgerson It is single player, or was since I restarted again and changed a few settings. I'm not at my main desktop right now but CPU and GPU are both high-end AMD.

💬 badgerson , Apr 27th at 9:14 AM

Doomstrike53 Is it a singleplayer world? Also what are your specs? It sounds like maybe one of the server-side operations are taking up too much cpu time, but it shouln't cause stuttering since it runs on a seperate thread afaik..

💬 Doomstrike53, Apr 27th at 3:19 AM

I decided to start a new game and added this to the modlist. After a few in-game days I noticed stuttering that happens consistenly every 9 or so seconds. Tried a number of things but nothing worked until I removed this mod specifically. I haven't put a lot of time into that save since, so it's possible it could be something else but all things considered I doubt it.

💬 A_Whisper, Apr 26th at 8:46 AM

Coaltrain0 My brother in Christ, why are you still playing on 1.19??? Genuinely curious.

💬 AlohaRyda, Apr 23rd at 4:31 PM

No matter what i do, i can't seem to get this mod to work anymore since updating to the recent version of the mod. It tells me it's working within the logs but shows nothing in game. I just get the usual fog'o war.

I thought maybe it was the world gen mods i was using so i took them all out and only left farseer installed, but that didn't fix anything. So i took every mod out except for farseer, and still nothing changes.

I really love this mod and i want to use it, but  i think i'll wait on it for now.

💬 Coaltrain0, Apr 19th at 7:09 PM

Does this mod still work for 1.19? or only 1.20 if its not too much of a bother would it be possible to make a 19 version? If not thats ok ill wait for another day to try it out :)

💬 Schnackebums, Apr 19th at 3:03 PM

Thank you for this mod, it´s revolutionary when it comes to exploring and how the world feels.
There sadly aren´t many up-to-date graphic mods (especially no shaders) for the current version, so this feels like a breath of fresh air :)

💬 huh, Apr 19th at 2:33 AM

Wonderful idea and great implementation. Thank you for making this.

💬 Zadak, Apr 17th at 5:45 PM

Amazing stuff, was looking for something like this a few months ago

💬 turfish, Apr 17th at 5:29 PM

badgerson See I couldn't find that config, ill dig around more, sorry if ive mentioned you twice by the way and given you two notifications, the original comment was formatted weirdly and I couldn't fix it.

💬 badgerson , Apr 17th at 5:27 PM

turfish If you want even more fine-grained control you can adjust the values manually in the config file I guess. I don't think more than 100 steps in the UI would be sensible for most users 😅

💬 turfish, Apr 17th at 12:54 PM

Could you perhaps make it so the RGB and Alpha sliders arent in a percentage? Makes it harder to get the exact colour im looking for when it comes to the LOD.

Thanks if you do.

💬 badgerson , Apr 17th at 10:41 AM

GoatMaster93 try changing the keybind in your game settings. Should be somewhere on the list as "Toggle Farseer settings window"

💬 GoatMaster93, Apr 17th at 8:21 AM

I am unable to open the setting menu for the mod

💬 Doomstrike53, Apr 16th at 10:21 PM

I only recently found out about the Distant Horizons mod for Minecraft and thought how cool it would be to have something like that for the superior block building game. I hope this mod keeps improving with time and I'd love to use it in a survival world once the issues are ironed out.

💬 Kalmorph, Apr 16th at 2:33 PM

Thanks for this mod, the 3 things I wish VS got improved asap is wind, weather and their corresponding visuals, like having wind change directions instead of being the same always, clouds and weathers that may represent that, equally performant but also accurate shadows (there's this issue where during twilights, shadows just disappear and the gets super smooth, super weird) and of course, tweakable view distance with LODs (like Distant Horizons in MC).

With this one, I got one cut from the list <3

💬 RegrettableName, Apr 15th at 3:03 PM

I'd rather have it be safe rather than fast. It runs fast enough for me to be happy, at least in survival.

💬 badgerson , Apr 15th at 9:31 AM

Lodey it's not just you, the distant generation is wildly inefficient and must be improved, however the way it's done now is very "safe" (doesn't cause worldgen bugs) and any performance improvements will require delving into hacky workarounds 🙃

💬 Lodey, Apr 14th at 9:17 PM

I love this mod. However the regions generate excruciatingly slow and I don't know if it's just my setup. Is it normal for a single region to take 25 seconds or longer to generate? When there's over 100 regions queued up that becomes a long process. Regardless, thanks for your hard work bringing this well-needed feature to Vintage Story!

💬 Brick, Apr 14th at 8:11 PM

Hmmm. Reading about how it works. Does it mean if you manually dig a whole mountain down it will still show up from the distance and if you build large landmarks they wont be seen?

💬 Guimoute, Apr 14th at 7:03 PM

badgerson Oh sorry, I didn't intend to spoil anything. It's just that the two seemingly use the same approach, so I was wondering about the interaction. Distant terrain getting rust-colored is actually the best outcome we could imagine. Thanks again.

💬 badgerson , Apr 14th at 6:37 PM

Guimoute I am embarassingly enough not far enough into the game to have seen this event and I don't want it spoiled! I did see a picture on Discord recently from someone else with a big brown sphere and Farseer enabled. It seems the distant terrain is also rust-colored in this case, which looks a bit odd, but it's better than it not working :)

💬 Guimoute, Apr 14th at 5:33 PM

Hello badgerson! I just wanted to ask if you know whether your mod affects the sphere of Rust around the Devastation that we can see usually from 3 km away?

💬 Sammy_SMD, Apr 11th at 11:18 PM

This mod is awesome

💬 badgerson , Apr 11th at 11:32 AM

Tim_Fragmagnet I think this is a good idea, especially the "apply a spherical offset" part because it's similar to how the game's clouds are rendered, they actually "bend downwards" further out to simulate something akin to a globe. If I can get it to look right using arcane math, it'll definitely be an optional setting

💬 badgerson , Apr 11th at 6:20 AM

WickedSchnitzel it works the way it does now for two reasons:

  • To be consistent with the vanilla view distance slider.
  • To avoid annoying the user when switching servers or playing singleplayer. If the server can dictate the client's far view distance setting, they would have to re-adjust every time they joined a new server.
💬 umbrage, Apr 11th at 1:01 AM

This is such a fantastic addition.
Wide shot of distant landforms

💬 CHRONIC343, Apr 11th at 12:37 AM

I really like this mod. I love how you can change the color tint options of the terrain and fog tint. I really feel like this should be in the vanilla game. It makes so much sense. Helps a lot too.

💬 tehtelev, Apr 10th at 8:10 AM

Everything ingenious is simple

💬 WickedSchnitzel, Apr 10th at 8:04 AM

Seems to respect the set max distance for the server now When you are ready again, maybe you could again lock the slider to the max server view distance, just so that players will notice that it is locked and won't get confused trying to crank it up with no changes for them.
And thanks for your work.

💬 Tim_Fragmagnet, Apr 10th at 2:05 AM

How about an optional feature that dynamically adjusts view dsitance based on your altitude above sea level, ie simulating being able to see farther over the horizon as you gain altitude.

2 potential ways of doing this

1. apply a spherical offset to the heightmap so that it gets rendered as a sphere with the outside facing the sky. This accomplishes the goal fully and naturally as you physically need to gain altitude to see things over the horizon of the sphere, unless said things are tall, like mountains.

2. use right triaingle trigonometry to dynamically set the player's farseer view distance based off of the radius of a sphere + their current altitude above sea level vs the radius of a sphere. This wouldn't provide the visual effect of an actual horizon, but would achieve the goal nonetheless. 

For spherical calculations a 6,378,137 meter radius is a sufficient analog of earth, a smaller radius provides a more aggressive horizon effect that will likely be more prefereable with the distances this mod works with.

💬 Mackeroni, Apr 9th at 9:30 PM

... Oh. My god. You absolute madman.

💬 NotQuiteNil, Apr 9th at 7:57 PM

That break is well-earned, I'd say. The amount of progress you made on this in such a short time is impressive. Great to have such a useful utility this early in the game's lifespan!

💬 badgerson , Apr 9th at 7:02 PM

WickedSchnitzel should be fixed with 1.2.5. Now I most take a break..

💬 badgerson , Apr 9th at 6:00 PM

WickedSchnitzel don't worry its only a visual bug I forgot to handle, they will only be sent heightmaps in a distance of 1536 blocks, but right now it "looks" like they can see further because the shader itself doesnt respect server limits

💬 WickedSchnitzel, Apr 9th at 5:05 PM

In v1.2.4, i have set "MaxClientViewDistance": 1536 in server config, but clients are able to crank it all up and above. It was better in 1.2.3, where it was locked to 1536 for clients, as i set it. Won't this cause bigger files?

💬 Evoken, Apr 9th at 4:32 PM

It's great that we have an equivalent of Distant Horizons in Vintage Story :D Does this mod also render objects build by player in the far view?

💬 badgerson , Apr 9th at 2:02 PM

DUCATISLO if you lower your render distance and enable farseer, you should get better fps. That being said, the mod could certainly  be more optimized than it is, and setting your far view distance to a high number on weak hardware will lag a lot.

💬 DUCATISLO, Apr 9th at 1:54 PM

does this make my fps better?

💬 Keijokainen, Apr 8th at 8:39 PM

Fantastic job! good mod. Helps a lot having lower render distance for performance and still seeing all the things.

💬 Syd, Apr 8th at 6:50 PM

absolutely awesome to have a mod like distant horizons in VS. thank you!

💬 badgerson , Apr 8th at 3:02 PM

WickedSchnitzel it's marked as not being mandatory on client 🤔 marking it as mandatory would be equally wrong. Would be nice if there was a server-side option to force send certain mods..

EDIT: in version 1.2.3 I changed it to be mandatory on client now so it can auto-download, next update will have a setting to turn it off completely client-side, for players that don't want it/can't run with good enough FPS.

💬 WickedSchnitzel, Apr 8th at 2:36 PM

The mod does not download for clients, because its not marked as both client and server. Can you change that? Or add a second zip that will download on server connection?

 

💬 XurxoMF, Apr 8th at 1:35 PM

After some time playing with this mod I've to say that I ❤️ it! It's amazing!

💬 badgerson , Apr 8th at 12:54 PM

RowanSkie yup, it's just a 2d heightmap, so floating things will look strange. It's a tech limitation, having the terrain take care of overhangs and floating bits would require a much more complex setup.

💬 RowanSkie, Apr 8th at 3:39 AM

I noticed that it treats floating islands as if they're very tall spikes?

💬 Excelsiorr, Apr 8th at 2:38 AM

This mod is absolutely stunning to play with, I've had no errors of any kind so far other than that maybe structures from better ruins dont generate as often? As far as I'm concerned, this is a must have for any play through of this game going forward

💬 PhobosFogg, Apr 7th at 8:29 PM

badgerson Amazing, looking forward to trying!  My users are going to get really annoyed with my constant pings ahaha - I YOLO'd adding this to my live server (totally on me if anything bad happens, and yes, I have backups from before adding it and every update).  Thanks so much again for making this.

💬 badgerson , Apr 7th at 8:19 PM

PhobosFogg just updated, now there's an ingame config window and way more settings. Press Ctrl+Shift+F to bring it up! There's a fully custom color tint that gives a lot more control than just the sky tint.

💬 PhobosFogg, Apr 7th at 7:51 PM

@badgerson That's exactly what I did - found a high spot with long view potential, and took a series of screenshots with different tint settings to see what it did.  I found I liked numbers between about 5.0 and 10.0 - I found the default which makes the far-out terrain pretty much white against the horizon too bright and too hard to distinguish from clouds.  I found a sweet spot where the most distance terrain is a little darker than the clouds, and so more visible.  I also noted that the effect is going to depend very much on client render range.  With 512, you only see the lightest shades from Farseer, but if you go shorter, the terrain closer in gets quite dark (which is a nice effect and really adds to the feeling of distance).  Users will therefore need to play around a bit to find what they like for their particular render range in their client.  This mod will be fantastic for people on lower-power machine, who will be able to bring their render range in, but maintain a sense of the terrain around them.

💬 badgerson , Apr 7th at 4:36 PM

HaraiseTenshi just delete the config, I'll rename that option in the next release so this doesn't happen again 😅

💬 HaraiseTenshi, Apr 7th at 3:53 PM

It seems to want to load a config but fails? Maybe from the old version? Start up nontheless to the "default config" fallback seems to work
SHould I just delete the config then? To my knowledge I did not edit that in any way.

7.4.2025 17:49:38 [Error] [farseer] Could not load config! Loading default settings instead.
7.4.2025 17:49:38 [Error] [farseer] Exception: Input string '0.35' is not a valid integer. Path 'ChunkQueueThreshold', line 3, position 29.
at Newtonsoft.Json.JsonTextReader.ParseReadNumber(ReadType readType, Char firstChar, Int32 initialPosition)
at Newtonsoft.Json.JsonTextReader.ReadNumberValue(ReadType readType)
at Newtonsoft.Json.JsonReader.ReadForType(JsonContract contract, Boolean hasConverter)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent)
at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings)
at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings)
at Vintagestory.Common.APIBase.LoadModConfig[T](String filename) in VintagestoryLib\Common\API\APIBase.cs:line 99
at Farseer.FarseerServer..ctor(FarseerModSystem modSystem, ICoreServerAPI sapi) in /home/abadger/repos/my-projects/vintage-story/Farseer/Farseer/Server/FarseerServer.cs:line 45

💬 badgerson , Apr 7th at 11:01 AM

PhobosFogg the sky tint setting is a bit hard to explain without getting overly technical. The terrain uses the sky color, and the setting affects "where" the sky color is sampled vertically :) I want to have an in-game config screen soon for things like this. Easier to see by playing around than to explain.

💬 PhobosFogg, Apr 7th at 3:15 AM

"New client setting for controlling the "tint" of terrain to your preference"
You might want to note that this is in a config file, not in the game UI, and help with what the number does would be appreciated!

Loving this so far!

I am finding that the mod delays teleportation significantly while it's working through chunks.  Shouldn't be a problem unless a player goes through a translocator for the first time then decides they need to immediately return.

💬 ThugsBunny, Apr 7th at 12:02 AM

@Guimoute so the aspect of the mod is to make it look like your seeing more in the distance for an immersive feel even tho nothing is rendered? not throwing shade just tying to understand, either way awsome mod

 

💬 Guimoute, Apr 6th at 10:36 PM

ThugsBunny The chunks are "behind fog" as you say. The real chunks are never loaded. The mod takes the height of every point beyond your render distance to create a silhouette of what the world generation would look like. It's not loading the chunks so there is nothing to show, hence the brilliant idea of the fog-like aspect.

💬 ThugsBunny, Apr 6th at 9:14 PM

im having an issue, i can tell if this is just me but it looks like its eiher not doing anything or the chunks are behind fog. ive gone to the config but its just how much it loads n stuff so idk what to do. steam deck btw and i can send my modlist if needed

💬 Churburby, Apr 6th at 9:07 PM

Excellent mod, love the look and adds a lot.

I am getting errors in map generation; multi-chunk earth-tone rectangles are appearing on the map.  In game they are just fine.

Mapgen mods I'm also running are Rivers, Continental map gen, Terra Prety

💬 Tyan, Apr 6th at 8:36 PM

Such a huge effect from such a simple change. Large scale maps truly feel continental in size and seeing misty hills and mountains in the distance just makes me want to explore. Gone are the days of just picking a direction to travel or sail in, now you can actually navigate over long distances and vantage points are actually useful for finding your way over distance.

💬 DUCATISLO, Apr 6th at 7:36 PM

oh fuck yeah

💬 Guimoute, Apr 6th at 6:49 PM

I predict this will be the most downloaded mod ever! Great work!

💬 badgerson , Apr 6th at 6:13 PM

@Sidfu that is excellent!

💬 Sidfu, Apr 6th at 6:12 PM

@badgerson  actaly just tested and yes new version fixes the issue.
same as before  same seed, mod list and settings thtat was super slow to gen chunk and had the errors now is error free and chunks gen fine. i can no longer outrun chunk generation.

💬 badgerson , Apr 6th at 6:09 PM

Sidfu newest version does heightmap generation differently, hope it fixes your issue.

💬 Sidfu, Apr 6th at 5:59 PM

badgerson its a generic error teh game gives when something in the chunk fails.
as i said thou same seed, mods and settings gens without any worldgen errors without your mod. if i can find time ill take and try to see if its a issue with a incomp mod.

 [Worldgen] An error was thrown in pass TerrainFeatures when generating chunk column X=63983,Z=63949 in world 'Peaceful Village Story' with seed 729063544
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Vintagestory.ServerMods.ChildDepositGenerator.GenDeposit(IBlockAccessor blockAccessor, IServerChunk[] chunks, Int32 originChunkX, Int32 originChunkZ, BlockPos pos, Dictionary`2& subDepositsToPlace) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\Generators\Disc-ChildDeposit.cs:line 48
at Vintagestory.ServerMods.GenDeposits.GeneratePartial(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, Int32 chunkdX, Int32 chunkdZ) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 203
at Vintagestory.ServerMods.GenPartial.GenChunkColumn(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\GenPartial.cs:line 38
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1853


💬 Altael, Apr 6th at 4:52 PM

I was wishing to have something similiar to Distant Horizons from Minecraft in VS and you just made my dreams come true. What a hero.

💬 mj_outlaw, Apr 6th at 4:41 PM

this is awesome

💬 badgerson , Apr 6th at 4:22 PM

RedRockG, sorry about that, it's likely because the default grid size was changed. I'll fix it fast

💬 RedRockG, Apr 6th at 4:13 PM

Game Version: v1.20.7 (Stable)
6/04/2025 11:13:13: Critical error occurred in the following mod: farseer@1.1.0
Loaded Mods: aculinaryartillery@1.2.5, barkbeetle@1.0.3, betterandimprovedweather@0.1.0, bettertraders@0.0.9, c4btraduccionesjuego@25.3.28, c4btraduccionesmods@2.61.0, chargedjump@1.0.4, chickenfeed@1.1.7, chiseltools@1.14.15, clayprocessing1to4@1.0.3, rlldtco0001@1.2.0, crosshair@1.0.0, DiamondTools@2.0.6, dodgemaster@1.1.2, driftershaveloot@1.0.3, drtagx@0.8.1, fernslikegrass@1.2.2, forestsymphony@1.0.2, grasstoropes@1.1.4, immersiveorecrush@2.2.1, increasedstoragecapacity@0.0.3, lettherebelight@0.0.2, MinecraftSoundtrackMod@1.0.0, MoveLikeKaji@0.0.6, mushroom@1.0.3, mycodiversity@1.0.3, natshumanskin@1.0.1, natsachievements@1.2.0, npclibrary@0.1.2, npcelves@0.0.4, npcgoblins@0.0.1, npchalflings@0.0.4, npchumans@0.0.4, npckobolds@0.0.4, npcorcs@0.0.4, particlesplus@1.2.1, pigfeed@1.0.8, playingwithfire@1.0.0, primitivesurvival@3.7.6, saltandsands@1.1.0, swifttime@1.0.4, TemporalTechnology@1.0.8, game@1.20.7, vsimgui@1.1.8, zoombuttonreborn@2.0.0, ancienttools@1.5.25, apegrapes@1.2.6, egocaribautomapmarkers@4.0.1, awearablelight@1.1.31, bedspawnv2@1.4.0, betterentityinteraction@1.0.4, betterfpcamera@1.3.0, betterruins@0.4.9, butchering@1.8.1, carryon@1.8.0-rc.4, commonlib@2.6.1, configlib@1.5.2, coreofarts@0.2.3, caffCuniculture@1.0.8, emotemenupatched@1.0.6, entangledinnature@1.0.61, extrainfo@1.9.9, farseer@1.1.0, firewoodtosticks@1.0.0, foodshelves@1.5.3, fromgoldencombs@1.8.12, highfert@1.0.2, hit@2.2.0, hudclockpatch@1.0.0, immersivetpscamera@1.0.7, immersivewoodchopping@0.7.5, immersivewoodsawing@0.2.7, improvedhandbookrecipes@1.1.3, knapster@2.14.4, krpgenchantment@0.6.25, lavoisier@1.3.1, livemap@0.0.9, mobsradar@2.1.6, ndlwoodentorchholder@1.4.1, nocharcoallost@1.0.1, petai@3.3.1, portals@1.0.9, projectiletracker@1.0.3, rpvoicechat@2.3.16, rustandrailroads@2.0.4, scarecrow@1.6.5, statushudcont@3.2.6, stonebakeoven@1.1.6, substrate@1.1.2, survivalcats@1.0.1, thirdperson_crosshair@1.0.0, trailmodcupdate@1.2.1, vanity@2.4.2, creative@1.20.7, survival@1.20.7, wildfarmingrevival@1.3.6, woodenfortifications@2.0.5, xorberax-bloodmod@0.3.4, apanserbjornstory@0.9.6, artofgrowing@0.5.3, chemistrylib@1.1.5, detailedanimals@0.4.2, extraoverlays@1.5.0, infinitetorch@1.0.2, itemrarity@1.1.4, oregolems@0.1.7, stonequarry@3.4.3, wethology@1.0.0-dev.9, wolftaming@3.0.5, zippysmoosetweaks@1.0.1
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Farseer.FarRegionRenderer.BuildRegion(FarRegionData sourceData, Boolean isRebuild) in /home/abadger/repos/my-projects/vintage-story/Farseer/Farseer/Client/FarRegionRenderer.cs:line 82
at Farseer.FarseerClient.OnRecieveFarRegionData(FarRegionData data) in /home/abadger/repos/my-projects/vintage-story/Farseer/Farseer/Client/FarseerClient.cs:line 49
at Vintagestory.Client.NoObf.NetworkChannel.<>c__DisplayClass12_0`1.<SetMessageHandler>b__0(Packet_CustomPacket p) in VintagestoryLib\Client\API\NetworkChannel.cs:line 74
at Vintagestory.Client.NoObf.NetworkAPI.HandleCustomPacket(Packet_Server packet) in VintagestoryLib\Client\API\NetworkAPI.cs:line 137
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 127
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 MCosmo, Apr 6th at 3:38 PM

Having just done some brief testing, this seems to work well for where it is and is a very appreciated addition. Excited to see where it goes

💬 AidasLit, Apr 6th at 2:18 PM

LoD is just one of those things you need in the current day and age, block game was heavily outdated in that regard and VS is no different, so this is an amazing thing to see on the mod list. What are your plans for the future with this mod? Only barebones LoD or something more advanced like non-static stuff?

💬 XurxoMF, Apr 6th at 12:16 PM

This looks AMAZING I love it ❤️

💬 Mirok, Apr 6th at 10:54 AM

Finally, something similar to Distant Horizons is being developed in Vintage Story! It remains to wait for GTNH... 😜

💬 ILoveMyWife, Apr 6th at 10:53 AM

View distance 1536 vs 512 - looks fantastic, though with bloom enabled, areas near the sun(left side) seem to glow. Runs great on macOS. After I turned the view distance up, the game felt like it was lagging slightly every couple seconds, but restarting the game resolved it. Might not have anything to do with the mod, though.

 

Louse The heightmaps are stored in the VintagestoryData folder, in a new folder called Farseer, alongside your Mods folder.

💬 badgerson , Apr 6th at 10:22 AM

Qwerdo I agree the transition looks bad, also I don't think the far terrain color is just right yet. It's supposed to look like very thick atmospheric fog. I made it darker recently because at sunset they would be brighter than the sky, which looked insane 😅 also the heightmap generator does definitely check for sea level so that shouldn't be an issue..?

💬 badgerson , Apr 6th at 10:19 AM

Alex_Greyfrost if you submit a GitHub issue with some details I can look into it. In my own testing I haven't had issues with Rivers

💬 badgerson , Apr 6th at 10:18 AM

Sidfu It saves to your VintagestoryData folder, next to where your worlds are saved in the Farseer subdirectory :)

💬 badgerson , Apr 6th at 10:17 AM

Sidfu what kind of chunk errors? do they turn up wrong, shadowy or something like that, or do they just not generate?

💬 Sidfu, Apr 6th at 9:53 AM

gave it a try and it slows gen down to much which in turn seems to cause it to cause chunk gen errors. the tests wehre on same seed/settings and same mod list.
my mod list= no gen errors
with mod enabled= gen errors
my mod list 90 fps and chunks load fine and fast
with mod enabled  90fps and i can outrun chunks loading.

best i can tell is the mod works fine but it has issues when there is no generated chunk yet. i belive it may be going into some type of loop when it cant find the distance data to gen the lod. this seems to play into why it does the above on a new game but on a existin ggame where i had explored a good distance around my base i got no chunk errors till i got to new chunks.

💬 PhobosFogg, Apr 6th at 9:52 AM

This is phenomenal.  Makes the world feel real, and vast.  I am very grateful for this mod.

💬 Louse, Apr 6th at 5:29 AM

Sorry if its a dumb question but I have my mods folder in my regular hard drive folder but my game install is in the SSD which of the drives is this going to use? should I try make it so everything is in the SSD? or does it not matter at all. This looks insane, awesome mod btw!

💬 Nephelangelo, Apr 6th at 3:09 AM

WOAH. Vintage Story's first LOD?

💬 Alex_Greyfrost, Apr 6th at 3:07 AM

Noticed an incompatibility with Rivers, I imagine since they generate seperately it might not render like other terrain mods that change the noisemap entirely.

💬 Alex_Greyfrost, Apr 6th at 2:26 AM

STELLAR work with this, already quite functional with the base level of setup needed. I've been waiting for a mod like this since I started modding it. Will keep an eye on this~

💬 Silouan, Apr 6th at 1:20 AM

This is the Vintage Story version of Distant Horizons in the making right here.

 

💬 Qwerdo, Apr 6th at 1:05 AM

Can confirm that it works flawlessly with Plains & Valleys, Continental World and the rivers mod (it even shows the riverbanks in the sillhoutte!)

Do you think it's possible to add a config to change the color of the sillhouette? Right now the border between properly rendered chunks and silhouette chunks is a bit jarring because of the contrast. A bit lighter would be nice I think.

Perhaps you could even use the climate data of the silhouette chunks to pick a color. say, high temperature, humidity and forestation makes for a very green color. This would add to the amount of information so it might not be feasable for up to 3000 blocks.
Also, water isn't taken into account since it isn't part of the heightmap but maybe you could just cutoff at sealevel since the heightmap under that will be covered in water anyway.

I see that you're using a generated mesh for the farchunk data. Perhaps when picking vertices, you can just check if the vertex is lower than sealevel, and if so, set the vertex y coordinate to the sealevel height.

Anyway, I'm really excited for this mod. Thanks for making it!

💬 Brady_The, Apr 5th at 10:23 PM

Mapless ocean worlds on potato computers just became a whole lot more enjoyable!

(I suppose anything else did too. Awesome!)

💬 FrazierFr, Apr 5th at 10:22 PM

Nice mod

 

💬 SpearAndFang, Apr 5th at 10:01 PM

AMAZING! Love it.

💬 badgerson , Apr 5th at 9:35 PM

turfish Yes, no problem. In that case it will load the existing chunks from disk and use them for heightmaps.

💬 turfish, Apr 5th at 9:00 PM

This seems like a real cool mod, does it work on existing worlds with existing chunks loaded?

 (edit comment delete)