Mods / Distant Vistas
- Tags:
- Author:
- IllLeroySquad
- Side:
- Both
- Created:
- Aug 23rd at 9:30 PM
- Last modified:
- Oct 4th at 4:38 AM
- Downloads:
- 2916
-
Recommended download (for Vintage Story 1.22.5 - 1.22.7):
distantvistas_1.1.3.zip 1-click install
I have spent upwards of $400 creating this mod. If you enjoyed it, a donation to Cash App $leroysquad is appreciated.
Upgrading: Fully quit Vintage Story. Put distantvistas_1.1.3.zip in Mods and remove the old zip. Delete the Distant Vistas folder in that world's ModData, then start the game again. That folder is the saved far land. Until it is gone, the ocean and the rest of the LOD stay as they were. Deleting it makes the far land render fresh as you walk.
1.1.3 draws the far land from ground you have already walked. Seasons, frost, and snow stay live with the world, and the land uses the real textures from your resource pack. With ValksFuzzyClouds, the near clouds are that mod's real volume, and Distant Vistas continues the same march past the cloud map, over the far land. Clear sky stays clear. Far ocean is a solid water surface, not a view of the seabed. Far land uses the same fog as the ground in front of you, all the way across. Land behind the camera is no longer drawn.
Install
Drop distantvistas_1.1.3.zip in your Mods folder. Do not extract it. Fully quit Vintage Story and start it again. Leaving to the menu does not load a new zip. This release is for game versions 1.22.5 through 1.22.7. It is client-side. The server does not need it.
The client MeshRef leak fix is built in, so there is no separate download. If that mod is already installed, the two do not conflict. .vaogc prints the bundled fixer stats.
Farseer
Farseer 1.4.0 is optional, and recommended. Distant Vistas draws the land you have walked. Farseer fills the land you have not walked, starting where the trail ends, out to 16,384 blocks, in land colours. Put farseer_1.4.0.zip in your Mods folder and turn it on in the mod manager. If a stalled region build is retried, the server log says a stalled region build is retried every 2 seconds.
ValksFuzzyClouds
ValksFuzzyClouds 2.1.3 is optional, and recommended. It is the cloud shader Distant Vistas continues past the cloud map. Put valksfuzzyclouds_2.1.3.zip in Mods and turn it on. HigherClouds replaces the same cloud file and is not the shader used for this. Without ValksFuzzyClouds, the far-cloud pass stays off.
Commands
Type these in chat. When a reply says the setting is saved, it is kept in your config.
.dvistasprints Distant Vistas status: stored land, meshes drawn, capture progress, whether saving is on, the render distance, the current far edge, the detail distance, and the season. If another LOD mod is drawing and Distant Vistas is staying idle, it names that mod. Switch that mod off, or run.dvdefer off, then restart. That choice is made once at startup..dvfarseershows whether Distant Vistas overwrote Farseer's region shaders..dvseasonshows the canopy season Distant Vistas is using from the Vintage Story calendar..dvdeferstays idle when another LOD mod draws. The default is on. Off draws anyway. With no argument it reports whether defer is on, and whether it is idle now because another mod is drawing..dvdefer onand.dvdefer offare saved. Restart the game to apply. If you draw anyway, switch the other mod off as well, or the two draw over the same ground..dvwhyexplains why nearby far land draws coarser than the detail setting allows..dvshadowsturns sun shadows from far land on or off. Shadows fall on the far land itself, and as long shadows on the chunks around you. They follow the game's shadow setting. The default is on. With no argument it reports whether they are on, and how many of the four vanilla chunk shaders carry those shadows past the usual range..dvshadows onand.dvshadows offare saved. If the game's shadows are off, nothing casts until you turn them on..dvcloudscontinues the ValksFuzzyClouds volume past the cloud map when that mod is installed. Clear sky stays clear. Without ValksFuzzyClouds the pass stays off. Clear sky stays clear. The default is on. With no argument it reports the current far-cloud state..dvclouds onand.dvclouds offare saved. They only draw when volumetric clouds are on..dvfarcaps the render distance in blocks, and the number is saved.0means unlimited. Any number above 0 is kept between 1,024 and 262,144. You always give a number. There is no bare command that only reports the cap..dvtexturessets block texture detail on far land, from 0 (flat colour) to 1 (full). It uses the loaded resource pack's textures. The default is 1. With no argument it reports the current strength. A number in that range is saved..dvleavesturns wind sway, rolling gusts, and leaf depth on far canopies on or off. The default is on. Sway also follows the game's waving foliage setting. With no argument it reports on or off..dvleaves onand.dvleaves offare saved..dvflowersturns flower petal colours on far meadows on or off. Colours come from your resource pack's flower textures. The default is on. Off draws flowering plants as plain grass. With no argument it reports on or off, and how many flowering plants it knows. The setting is saved..dvgrassdraws far tall grass at its real height with blades, and berry bushes as round clumps. The default is on. Off draws both as plain blocks. With no argument it reports on or off, and how many grass heights and bushes it knows. The setting is saved..dvdetailsets the distance in blocks before far-land detail starts to halve. The default is 320. A higher value keeps the terrain sharper and costs more video memory and processor time. With no argument it reports the current distance, that full 1-block detail reaches twice that far (640 blocks at the default), and that you can set it between 128 and 4,096. A number in that range is saved. The land re-selects over the next few seconds.
The commands from .dvwhy onward are registered while Distant Vistas is drawing. If it is staying idle for another LOD mod, only .dvistas, .dvfarseer, .dvseason, and .dvdefer are available until you restart after turning defer off.
These two exist only when the mod is also installed on a server, and they need the control server privilege. Single-player does not need them.
.dvserverprints Distant Vistas server assist status: the cache, what has been served, and a note that settings live inModConfig/distantvistas-server.json(restart to apply)..dvgenbuilds the Distant Vistas cache around you. Terrain nobody has visited is generated from the world seed and captured, and nothing is written to the savegame. With no subcommand it reports the current run..dvgen startstarts a run centred on you, or on x and z when you give them. The default radius is 128 chunks, up to 256..dvgen stopcancels the run in progress..dvgen statusreports progress of the current or last run..dvgen diffmeasures what a peek produces against a full generation.
What you see
- Far land uses your resource pack's block textures. Texture detail defaults to full (1).
- Leaf wind, rolling gusts, and crown depth are on by default. Sway follows the game's waving foliage setting.
- Tree colours match the trees nearby: the climate and the season at that tree, including branchy leaves.
- Sun shadows run from the ground at your feet out across the far land, and they follow the game's shadow setting. Far-land shadows are on by default.
- Flowers show their petal colours in far meadows. That is on by default.
- Tall grass keeps its real height and blades, and berry bushes draw as round clumps. That is on by default.
- Far ocean is a solid water surface in the water's own colour. The seabed under it is not drawn.
- With ValksFuzzyClouds installed, horizon clouds are that volume continued past the cloud map, in the same 3D march, over the far land. Clear sky stays clear. They draw only when volumetric clouds are on. Far clouds are on by default, and they stay off if ValksFuzzyClouds is not installed.
- Fog on far land is the game's own fog curve, colour, and density at every point, the same across the canvas. There is no second distance-based sky fade. The dissolve at the very edge of explored land remains so the world does not end in a wall.
- Far land behind the camera is not drawn. The shadow pass walks the terrain once per frame.
- Land you have walked stays after you relog.
Low-end computers
If the game stutters, draw less. These save, and you do not need a new world.
.dvfar 1024is the low end of the draw cap..dvdetail 128or256keeps less of the far land sharp. The default is 320..dvshadows offturns off the far-land shadow pass.
Uninstall
1.1.3 is client-side. Removing it from the server does not turn it off for players who installed it.
Fully quit Vintage Story. Delete the distantvistas zip from the Mods folder, and from ModsByServer if it is there. Leaving to the menu does not unload it.
Distant land that stays after the zip is gone is the saved capture. Delete the Distant Vistas folder in that world's ModData, then start the game again.
Credits
Fork of Vintage Horizons (AliasFactory, MIT). Rendering adapted from Farseer (Badgerson, MIT). Built and shared by IllLeroySquad. Source: https://github.com/leroysquad/DistantVistas
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.1.3 | distantvistas | 315 | Oct 4th at 4:38 AM | distantvistas_1.1.3.zip | 1-click install | ||
|
1.1.3. With ValksFuzzyClouds, the near clouds are that volume, and Distant Vistas continues the same march past the cloud map over the far land. Clear sky stays clear. Far ocean stays a solid water surface. Upgrading: fully quit, replace the zip, then delete the Distant Vistas folder in that world's ModData and start again. The old capture stays until that folder is gone. Deleting it makes the far land render fresh. ValksFuzzyClouds 2.1.3 is recommended. HigherClouds replaces the same cloud file and is not the shader used for this. Without ValksFuzzyClouds, the far-cloud pass stays off. | |||||||
| 1.1.2 | distantvistas | 82 | Oct 3rd at 8:05 PM | distantvistas_1.1.2.zip | 1-click install | ||
|
1.1.2. Horizon clouds stay at cloud height and thin into the sky. Far ocean is a solid water surface, not a view of the seabed. Upgrading: fully quit, replace the zip, then delete the Distant Vistas folder in that world's ModData and start again. The old capture stays until that folder is gone. Deleting it makes the far land render fresh. | |||||||
| 1.1.1 | distantvistas | 247 | Oct 1st at 7:00 AM | distantvistas_1.1.1.zip | 1-click install | ||
|
1.1.1. Horizon clouds follow the clouds the game already drew, and clear sky stays clear. Far land uses the same fog as the ground in front of you, all the way across. Land behind the camera is no longer drawn. | |||||||
| 1.1.0 | distantvistas | 14 | Oct 1st at 6:01 AM | distantvistas_1.1.0.zip | 1-click install | ||
|
1.1.0. Far land from the ground you have already walked, using the game's own seasons, textures, and weather. Farseer 1.4.0 fills the land you have not walked, starting where your trail ends.
Drop distantvistas_1.1.0.zip in Mods. Do not extract it. Fully quit Vintage Story, then start it again. | |||||||
| 1.0.72 | distantvistas | 86 | Sep 9th at 10:13 PM | Release Retracted | |||
Retraction Reason:Game Breaking bugs and loading screens Changelog:1.0.72
Fully quit Vintage Story, then start it again. Drop distantvistas_1.0.72.zip in Mods — do not extract. | |||||||
| 1.0.22 | distantvistas | 27 | Sep 9th at 10:08 AM | Release Retracted | |||
Retraction Reason:There are some game-breaking bugs, like hitching, white meshes where there shouldn't be any, and it's just generally overall bad. I will have an update here in a couple of hours for those fixes. Changelog:If you have Farseer installed, uninstall it. Distant Vistas 1.0.22 incorporates Farseer. Running both will conflict. Works with all of this tested: Vintage Story 1.22.5, 1.22.6, and 1.22.7. 1.0.22 — midground coverage / foliage path (empty-mesh remesh + Leaves GetColor), plus the Farseer integration fixes leading up to this build:
Drop | |||||||
| 1.0.1 | distantvistas | 178 | Sep 7th at 6:20 AM | Release Retracted | |||
Retraction Reason:need to work on offical release Changelog:1.0.1: public servers without Distant Vistas skip the join overlay. 1.0 hop-scan teleported you and sent a gamemode command, which kicked people off vanilla servers. This build skips overlay, hops, /gamemode, client teleports, and the 750 view hold when the assist channel is not connected. Capture while you walk, same as 0.7.78. Singleplayer overlay is unchanged. A server that also has Distant Vistas still gets the overlay. Drop | |||||||
| 1.0.0 | distantvistas | 22 | Sep 7th at 5:17 AM | Release Retracted | |||
Retraction Reason:Need to reform offical release Changelog:Official 1.0. Far 3D land you already walked stays on the horizon. Join overlay paints a disk of land so far hills exist when you spawn. Seasons and December frost match the ground: summer bright green, winter mottled brown/olive (not manila plates), real snow stays snow, trees keep leaf colour plus frost-white tops. Graphics view is held at 750 for the overlay, then your real slider comes back. Never leaves 750, 1000, or a maxed leftover stuck. Overlay does not freeze Windows. Mouse look and world audio restore when it ends. Esc leaves to the menu. Drop Still true: no view-distance sky circle, no spawn plates, mountains do not chop into caves, cake-slice ocean fixed, vanilla edge fade patched so LOD joins, night uses live ambient, Farseer does not shut this off. Fork of Vintage Horizons. What works for me may not work for you. | |||||||
| 0.79.0 | distantvistas | 406 | Sep 11th at 9:40 AM | distantvistas_0.79.0.zip | 1-click install | ||
|
0.79.0 (same build as distantvistas_0.79.zip). Play-only. Far LOD from land you have already walked. No login overlay. Overlay stays off until seasons are dialed in. No hop-scan, no client teleports, no creative flight, no /gamemode. No visit bake on new chunks. Same as a vanilla public server: walk, capture, keep the horizon. What it has:
Official 1.0 builds stay retracted. Drop | |||||||
| 0.7.78 | distantvistas | 283 | Sep 4th at 7:38 AM | distantvistas_0.7.78.zip | 1-click install | ||
|
0.7.78
Drop distantvistas_0.7.78.zip in Mods. Do not extract. Client install. Run with Client MeshRef Leak Fix. | |||||||
| 0.7.77 | distantvistas | 24 | Sep 4th at 6:40 AM | distantvistas_0.7.77.zip | 1-click install | ||
|
0.7.77 Pressure thrash hysteresis. Enter mesh pressure only after about 1.5s of sustained bad frames (enter at ~40ms p95 / ~37ms avg), and clear only after about 2.5s under a lower bar (~25ms p95 and ~28ms avg). Stops the 0.7.75/0.7.76 feedback loop where whole-client ~33ms deltaTime permanently latched pressure, eviction/remesh made frames worse, and FPS bounced. Eviction under pressure capped at 2 meshes/frame with a short cooldown. Mesh count alone still never opens pressure. Linux zip paths. Packaging forces forward-slash (/) entry names in the mod zip so Linux clients/servers load shaders and assets. Cake ban, FOV occlusion, and fail-open unchanged. Drop distantvistas_0.7.77.zip in Mods. Do not extract. Client install. Run with Client MeshRef Leak Fix. | |||||||
| 0.7.75 | distantvistas | 22 | Sep 4th at 6:01 AM | distantvistas_0.7.75.zip | 1-click install | ||
|
0.7.75
0.7.74 — Potato FOV occlusion: L0/L1 tiles behind a nearer ridge skip Submit; cache stays. 0.7.73 — Cake plates from parent cover: L3+ never whole in the view cone again. 0.7.72 — Yaw no longer opens a sky hole in the lead cone. Gap budget 1024. Compat: Vintage Story 1.22.5–1.22.7. Drop the zip in Mods. Do not extract. Run with Client MeshRef Leak Fix. | |||||||
| 0.7.60 | distantvistas | 136 | Sep 3rd at 11:18 AM | distantvistas_0.7.60.zip | 1-click install | ||
|
Looking at a workshop no longer draws the whole visited cache as L0. Fine L0 stops at 512 blocks plus one tile. Farther L0 stays on the GPU for walk-back; the parent draws. Multiplayer join no longer piles thousands of meshes. Map-chunks hide the far disc. The tile under your feet still covers until a world-chunk exists. Visited land you already captured stays when you leave, as that same tile, not a coarse plate. Look-down cubes wait until about 67 degrees. Farseer: we are not going to implement it. Installing it does not conflict. Distant Vistas still draws. Farseer just is not enabled once you are in game, as far as I can tell. Drop distantvistas_0.7.60.zip in Mods. Do not extract. Client install. Run with Client MeshRef Leak Fix. | |||||||
| 0.7.57 | distantvistas | 26 | Sep 3rd at 10:48 AM | distantvistas_0.7.57.zip | 1-click install | ||
|
Visited land you already captured stays when you leave. Same tile, not a coarse plate. LOD used to hide as soon as the map-chunks existed, before vanilla had a world-chunk to draw. Standing there was sky. Walking off remeshed nothing, or a parent plate sat in. Yield waits for a live world-chunk. The captured L0/L1 is requested while you stand on it and remeshed when you leave. Look-down cubes still wait until about 67 degrees so those plates are off the monitor. Farseer: we are not going to implement it. Installing it does not conflict. Distant Vistas still draws. Farseer just is not enabled once you are in game, as far as I can tell. Drop distantvistas_0.7.57.zip in Mods. Do not extract. Client install. Run with Client MeshRef Leak Fix. | |||||||
| 0.7.56 | distantvistas | 18 | Sep 3rd at 10:12 AM | distantvistas_0.7.56.zip | 1-click install | ||
|
Look-down cubes wait until you actually look down. Mild pitch used to turn the hills in front into squares while the skyline was still on screen. It now waits until about 67 degrees so those plates are off the monitor. Straight down still coarsens. Still in from 0.7.55: Farseer no longer shuts this off, mountain leaves match the grass, spawn plates stay locked, winter colour matches the ground. Drop distantvistas_0.7.56.zip in Mods. Do not extract. Client install. Run with Client MeshRef Leak Fix. | |||||||
| 0.7.55 | distantvistas | 37 | Sep 3rd at 7:28 AM | distantvistas_0.7.55.zip | 1-click install | ||
|
Farseer used to shut this mod off. It does not anymore. We draw with Farseer behind us. Our tiles sit on top where we have them. It does not crash the game. I am not sure the mix looks right for everyone. Tell me if it does. Colour shading: mountain leaves match the grass. Winter: I thought it was done in 0.7.14. It was better. Far autumn snapping green was not actually gone until 0.7.49. On my main world winter looks right. Let me know if it is not. Spawn plates: looking down at spawn no longer paints a low-poly plate over the real ground. Still in from 0.7.49: visited land stays, the view-distance sky circle is gone, mountain ridges no longer chop into caves. Drop distantvistas_0.7.55.zip in Mods. Do not extract. Client install. Run with Client MeshRef Leak Fix. | |||||||
| 0.7.49 | distantvistas | 18 | Sep 3rd at 6:34 AM | distantvistas_0.7.49.zip | 1-click install | ||
|
Land you already walked stays. The view-distance sky circle is gone: LOD only steps aside when that tile is actually loaded. Far autumn no longer snaps green while you walk; seasons sit on the keep origin. Mountain ridges no longer chop into caves. That is when visited land and the walking-season snap actually held. Spawn plates and mountain leaf/grass shading came later. Drop distantvistas_0.7.49.zip in Mods. Do not extract. Client install. Run with Client MeshRef Leak Fix. | |||||||
| 0.7.34 | distantvistas | 190 | Sep 1st at 1:40 AM | distantvistas_0.7.34.zip | 1-click install | ||
|
Far land in front stays real hills. Giant square plates only sit behind the camera. Turning starts loading about 15 degrees before it hits the screen. Standing still no longer remeshes every frame. This was the public build after a lot of isolated work that never went up (skip-disc, ice caps, far seasons). It did not have the sky-circle fix, keep-origin seasons, or mountain cave chop. Those are 0.7.49. | |||||||
| 0.7.25 | distantvistas | 108 | Aug 31st at 8:18 PM | distantvistas_0.7.25.zip | 1-click install | ||
|
Visited land stays when you fly or turn instead of punching sky behind the camera. Fill keeps meshing as you go. Better than 0.7.22. Holes in visited land were not actually gone as a class until 0.7.49. | |||||||
| 0.7.24 | distantvistas | 21 | Aug 31st at 7:48 PM | distantvistas_0.7.24.zip | 1-click install | ||
|
Far land at night no longer stays noon-orange while nearby vanilla goes dark. LOD uses the same live ambient the chunks use. That held. | |||||||
| 0.7.22 | distantvistas | 32 | Aug 31st at 6:51 PM | distantvistas_0.7.22.zip | 1-click install | ||
|
Stopped dumping visited land into giant parent plates after a fill, and stopped using a parent box as a stand-in for missing children. Looked better than 0.7.21. Visited land still punched sky later. Plates still came back in other forms. | |||||||
| 0.7.20 | distantvistas | 33 | Aug 31st at 5:20 PM | distantvistas_0.7.20.zip | 1-click install | ||
|
Far grass going grey while nearby grass was green is fixed. Climate tint is back on olive grass. White plastic mountain caps from sampling snow-row climate too high. Those two held. The winter/seasonal line in the old text was leftover from 0.7.14 and was not finished yet. | |||||||
| 0.7.17 | distantvistas | 75 | Aug 31st at 12:15 AM | distantvistas_0.7.17.zip | 1-click install | ||
|
Fixes the clear square / terrain cutaway that followed the camera while flying high. The old handoff only looked at horizontal distance and could hide LOD even when the ground was far below and vanilla was not drawing it. Surface height is in the handoff now. Look-down holes still showed up later. | |||||||
| 0.7.16 | distantvistas | 26 | Aug 30th at 11:18 PM | distantvistas_0.7.16.zip | 1-click install | ||
|
Server join and white cliffs from 0.7.15: a server install now requires the client mod so Vintage Story can download it on join. Missing neighbour data no longer becomes full-height walls. Incomplete fragments were supposed to stay hidden. Far land was supposed to stay detailed when you walked away. That last one did not hold. Giant plates and sky holes came back in later drops. Colour/winter here is still the 0.7.14 pass, not the finished one. | |||||||
| 0.7.14 | distantvistas | 157 | Aug 28th at 12:56 PM | distantvistas_0.7.14.zip | 1-click install | ||
|
First pass at the winter colour mismatch. Far fields were taking one hashed seasonal texel, so whole hills went one dead-grass brown or leftover green, and dirt got the winter tint too. This averages a lattice of colour-map samples and leaves dirt brown, like vanilla topsoil. Valley snow is captured snow plus seasonal tint, not a white sheet. Fog and up-face light at the seam match vanilla. That made winter better up close. It did not finish far seasons. Far autumn still snapped green while you walked until 0.7.49. Mountain leaves matching grass is 0.7.55. | |||||||
| 0.7.11 | distantvistas | 237 | Aug 24th at 1:08 AM | distantvistas_0.7.11.zip | 1-click install | ||
|
Fixed ocean "cake slice": LOD no longer draws cave interiors through transparent water. Under water, opaque LOD meshes only a sealed seabed skin. Remesh only. No recapture needed. That held. | |||||||
| 0.7.7 | distantvistas | 65 | Aug 23rd at 10:18 PM | distantvistas_0.7.7.zip | 1-click install | ||
|
Fixed: regular checkerboard / 32-block cliff grid of missing LOD past the vanilla cut. Capture treated a 64-block L0 section as done after the first 32-block chunk, so the other three chunks were skipped forever. 0.7.7 only skips when that chunk's own quadrant is already captured. That capture skip stayed fixed. | |||||||
| 0.7.5 | distantvistas | 31 | Aug 23rd at 9:37 PM | distantvistas_0.7.5.zip | 1-click install | ||
|
Fixed: white fog slice / mid-mountain cut at the vanilla view-distance edge. Vanilla chunk shaders fade terrain alpha at the live view-distance horizon. 0.7.5 ships patched shader overrides that force full alpha so LOD can join behind vanilla chunks. That part held. | |||||||






Im using up to 10gb more ram when i use the mod and discovered around 4x4k. Would be awesome if this could be further optimized. Also it seems like the dirt layer in the distance is not loaded and it seems to be stone woch leads to an ugly border. Anyway i love this mod
What's the CPU impact like with this mod?
Hey! I tried this amazing mod on my server, but some players had a lot of issues with high lag because they have low end computers. Now I am trying to remove the mod but the distant chunks keeps being present :l There is any procedure to actually disable the mod?
Thanks!
Removing the zip from the server does not turn it off for players. 1.1.1 is client-side, so anyone who installed it still has it. Fully quit Vintage Story, then delete the distantvistas zip from their Mods folder and from ModsByServer if it is there. Leaving to the menu does not unload it.
The distant land that stays after the zip is gone is the saved capture. Delete the Distant Vistas folder in that world’s ModData, then start the game again. That clears the stored land.
Got it! Thanks for the reply. Another question about this. There is any posibility right now to have the mod applied on server and players that face this frame drop issue could deactivate the mod on their client only for them?
Yes. You don’t need it on the server. 1.1.1 only draws on the client that has the zip. A player who is dropping frames can fully quit, delete distantvistas from their own Mods folder (and ModsByServer if it’s there), and start again. Everyone else keeps it. There isn’t a server switch that turns it off for one person while the zip is still on their client. Lower settings, if they want to keep it, are
.dvfar 1024,.dvdetail 128or256, and.dvshadows off.Incredible farseer update, I didnt even know the colored LOD was possible with farseer. However, I have a huge modpack and Im fairly certain this mod causes several second freezing, which likely isnt an issue with the mod in normal conditions. I love the colored farseer renders, so is it possible to add a way to 'freeze' the distant vistas portion of the rendering, say, after rendering a certain amount of chunks it stops the distant vistas portion for performance?
There isn’t a switch that freezes Distant Vistas after a set number of chunks in 1.1.1. What you can do now is draw less: .dvfar 1024 is the low end, and .dvdetail 128 or 256. Both save, and you don’t need a new world. That still captures new land, it just draws less of it. A hard stop on new capture isn’t in this build.
The low-end settings perform much better. I understand that I haven’t commissioned you and therefore don’t have any right to demand anything from you, but I wanted to ask if it would be possible to make a toggle to have the settings even lower?
I have a high end computer, but this mod causes my FPS to fluctuate quite a bit when loading new chunks, but loading previously loaded chunks is perfectly fine.
If it’s possible to reduce the settings further, I’d really appreciate it. I completely understand if that isn’t feasible or isn’t something you want to pursue. This mod is fantastic either way.
Hey I'm experiencing a weird issue where if I have shadows turned on in the setting my world just flickers in the distance, it's actually really hard to look at.
Is there anything I can do to fix that sort of thing? other than turning off shadows?
That flicker is the far-land shadow pass. The workaround is .dvshadows off. It saves, and you don’t need a new world. There isn’t another switch that keeps those shadows and stops the flicker. I’m looking at it.
Is anyone experiencing issue of snow not being rendered on mountains in LOD chunks with these new updates? its just bare rock.
also also playing with Wildgrass (fork) and bushgrass (i believe, the one that flowers white) renders as full white block in the LOD chunk. like stark white and entire patches of the distant terrain look like stark white splotches. feel like one of the config options might disable/fix that but idk
ive not ran into it, but i will look into and get back to you.
strangely i think at least the snow was rendering fine at first but i wanted to clear the lod so i deleted the moddata folder and suddenly the snow stopped rendering.
here some screenshots to show the issues
i've also noticed the clouds in LOD chunks "stretching down" to player height (the stretched region moves up and down with player height)

Three separate things in what you posted.
Snow. It was showing at first because that capture stored the snow blocks themselves. Deleting the ModData folder threw that away, and the new capture stored the rock underneath. Live snow on far land only covers a face when that spot is below freezing, and it is not covering those mountains. That is a bug, I am looking at it.
White patches. The white flowering grass and bush from Wildgrass is being drawn as a solid white block, so a patch of them reads as a white splotch. That is the plant colour coming through as a full block. I am looking at that too.
Clouds. The horizon clouds are sitting on the camera height, so the stretched part moves up and down with you. They should stay at the cloud level and only continue the clouds the game already drew. I am looking at that as well.
Curious if the issue with it loading - pre-mod installation explored chunks on server is still a thing in the latest version (1.1.1)
That was the login load on 0.79.0. You walked a few builds, then a later login drew a continent and other land you had explored before the mod was installed, and that session lagged more than the first one. 1.1.1 does not do that. There is no login pre-scan, no login overlay, and a chunk the server streams in is not recorded just because it arrives. It also does not read the server’s old map. Land shows up only after your client loads that chunk with 1.1.1 on. If you have not loaded it since this version, it stays empty until you do. The server does not need the mod.
Awesome to hear and oh its client side only now! Thats nice as well!
IllLeroySquad First of all, amazing mod. Thank you for sharing this.
I have a question tho, with the experience that you have developing this mod do you think it is possible to have a distant render of players than how narrow the player and entity view is in vanilla?
Thanks. Distant Vistas only stores terrain. It does not draw players or other entities, and it does not change vanilla's entity view distance. A far render of players would be a separate system from this mod.
Yes I am totally aware of that, I am asking regarding your experience working on this, if you see that as a possibility (not as part of this mod)
Hey. Distant player and entity rendering would be its own system, not a small add, and I’m not planning any more major updates on Distant Vistas right now. ROI isn’t great lol, and I don’t have a lot of time.
Hello everyone! I have a question about Distant Vistas. As I understand it, the default .dvdetail value is 512 blocks, meaning that the terrain keeps higher detail up to 512 blocks and then the LOD quality starts to decrease.
Is this basically the same distance as the vanilla View Distance setting in Vintage Story? If I already have my in-game View Distance set to 512 blocks, does that mean Distant Vistas is also using 512 blocks for its high-detail range? Or do these two settings work independently?
If they are independent, what would be the recommended way to configure them? For example, should I keep .dvdetail at 512 even though my vanilla View Distance is already 512, or would it make sense to lower .dvdetail to something like 256 to avoid unnecessary performance/VRAM usage?
I'm also wondering whether having both settings at 512 means that the same area is effectively being rendered twice, or whether Distant Vistas takes over beyond the vanilla view-distance boundary rather than rendering the same terrain again.
And one more question: if I change .dvdetail or the Distant Vistas settings, do I need to create a new world for the changes to take effect, or can I simply change the settings and continue playing in my existing world?
Thanks!
They are separate. Vanilla view distance is how far the real chunks load.
.dvdetailis how far the far land stays at full 1-block detail before it starts getting coarser.The default is 320, not 512. At 320, full detail runs out to about 640 blocks. You can set it from 128 to 4096. Higher is sharper and costs more.
Leave vanilla view distance wherever the game runs well, and only raise
.dvdetailif you want the far land itself sharper. Setting both to 512 does not draw the same ground twice.Can we get an option to darken or do manual color correction on the distant LOD, please?
Something basic the way farseer handles this
There is not a manual darken or saturation slider yet, the way Farseer has one.
1.1.0 colours the land you have walked from your resource pack and from the same climate and season maps the nearby blocks use, so it should sit next to the real terrain without an extra tint. Farseer's own colour only applies past the land you have walked.
I don't know if I'm just not installing this correctly, but the mod is obviously on and working, but for me the stuff in the distance isn't loading correctly. I can see through most of it, I haven't managed to fix it yet and wanted to ask here since I can't figure it out
The only reason you should have sky wholes is when you have not rendered that part of the map fully and did not stick around long enough in the area for chunkdata to be recorded. I would try with a fresh instal and a new world and see if that fixes it, as well as download farseer 1.4.0 for the best experience. Ive not had a problem with it remaining unrendered. But all my tests are done on public servers or new singleplayer worlds.
My bad it didn't give me a notif that you had responded to these, could it be due to world generation mods I'm using? As to uploading a picture, I just took one in Gyazo and went I went to link to it on a word, it just removed the word and put the picture there. Am I sending you the vcdbs file for the world? I was using farseer and distant vista's for this picture and I had sailed all the way over there, around the bend of the lake and back and even when I was leaving my home area where that picture is from that I was hanging out at for a solid 15 minutes it still did the same thing even to the home area.
1.1.0 fixes the holes that stay after you have already been there, including after a relog. Those spots were land the mod never finished recording, so when the game unloaded the chunks there was nothing to draw. Capture keeps up now, including behind you.
Land you still have not walked is drawn by Farseer 1.4.0, starting where your trail ends. 1.1.0 is the recommended download.
I'm having the same experience i.e. big holes in the distant landscape (even more noticeable than the screenshot above). I haven't been over there, and it is the same with or without Farseer 1.4. Once I go over to that area, hang around it all loads in but when I fly back to my original spot and look back, there are different holes in the landscape that I can see further parts of the landscape through.
Sorry I can't supply screenshots. I tried Gyazo as mentioned above, but the website was giving internal server errors.
That is fixed in 1.1.0. Once the land is recorded it stays when you leave it and when you log back in. The holes were columns that never got recorded, so flying back showed sky where the chunks had unloaded. Farseer 1.4.0 fills what you have not walked. 1.1.0 is the recommended download.
Where did the list of commands go?
Here is the list. Run them in chat.
.dvistasprints status.dvdetailis how far full detail lasts. Default 320, full detail out to twice that, from 128 to 4096.dvleaveson or off, wind and crown depth.dvshadowson or off.dvcloudson or off.dvflowerson or off.dvgrasson or off, tall grass and bushesIs there anyway to force the mod to load data of chunks that have already been explored prior to installing the mod? That way I dont have to run all over again?
All good, figured I would ask! Loving the mod so far!
No worries. Appriciate it. Glad youre enjoying it.
So does this work the same for on a server, I added this to my private server as well and was in my world earlier and only went to a few of my key builds, then I logged on later and now I am clearly seeing LOD chunks for areas I am 100% sure I have not been to since adding this mod.....Also noticing a fair bit more lag now then I did earlier when I first added the mod.
which version are you on? Ive retracted some prior builds, so i would make sure you have the current one. You shouldnt be seeing far lod chunks if youve never visted them now, i did not experience this when i joined a server, but that server was vanilla, ive not tried having it both server and on client. the prior builds had something like that, that was the overlay feature, which was retracted. the new build has no loading or overlay. So no chunks should spawn were you havent been now. now you should a farseer type silloute over far chunks if there loaded, but this new version should of reset your canvas on online multiplayer servers. not sure what happens when both sides have it though.
Version is 0.79.0 on 1.22.7
- I had chunkLOD prior to this but removed it (I still have the ChunkLod folder in my %appdata% folder and on the server though?)
- When I first joined my server it was doing as you said, I had to explore to show new chunks, but as time when on earlier I did notice some distant ones showing up but nothing crazy, however when I joined later in the evening there was an entire continent I never visited yet (after installing the mod, ive been there prior) that was now showing up. along with several other areas as well.
edit: I wonder if it has somethig to do with the mod algermonsterrainsampler? I have that installed still from chunkLOD (I forgot it used it and didn't remove it).
i would not have chunk loader or farseerer on, nor any other, this one kinda incorporates all the techniques and uses them in different ways so they may conflict? i have alot of mods and i didnt have any conflicts or anything like that but i also dont have chunk loader orany of that cuz pretty sure it might conflict but havent tested. it may have to be some bake logic that didnt get tied off correctly for this release. ill have to look at it and also see if any others report similar issues.
Yeah I removed ChunkLOD just not the algermonsterrainsampler (not sure if that could be why) so I dont THINK there would still be a conflict from chunkLODs storage folder. But maybe I am wrong?
I will reset everything in a few hours and try with a fresh load of it and let you know if I still have the same thing happening. Its not too big a deal as I kinda wanted the terrain to load the chunks I previously explored, the lag was just concerning to me
i have a fresh load on mine, then i added the mods on top. though havent spent much on server. Maybe reach out to me on discord with your server ill join and see if it get the same thinga nd pull the logs on my end.
Yeah Ill test it out and get back to you via discord probably tomorrow and see whats what.
hey leroy how much frames does this mod cost in general I am alas on a semi potato I tricked into thinking it is smort :P also if you need any help optimizing it I can lend a hand :D well once I figure out how to fix FFTSR its been 11 hours on this damn fix from a fix that broke my rendering stages haha keeps hucking this error at me and killing it on start,,, _dead its a global command but ya I can not figure out what is causing it to trigger...... sigh my damn carpol tunnel and brain hurts I might pick it back up tomororrw its now 3 am here and I guess that makes 12 hours as I started it at 3pm ffs XD
alot of the performance stuff should be worked out with 7.7.9. the comments are refering to the retracked builds. i heard performance on the 7.78 was good before. if you want to look at the code please do. in fact we should talk on discord. ive spent literally 30 hours straight (not an exagerration) just trying to get this damn season thing to work.
for sure what is your discord I would love to chat and I might be able lend a hand where I can :)
leroysq
Hey IllLeroySquad, so I just wanted to say first of all that I really love this mod! It just makes the game look so fuckin good! But unfortunately it has made the game virtually unplayable for me as it takes litereally an hour or more to load in and I don't really have much time to play most days... Seems it needs to re-render everything every season? And the mod data file gets so absurly large that I had to purge it at one point when it reached nearly 50gb! That's it though, works amazingly otherwise and makes the game so much better when im actually able to play with it lol
I'll probably give it another try in a later version that maybe makes it not take as long to load... Idk if thats even possible really, I'm barely a beginner in programming lol
Edit: Also, seems to not work well with some mods that pause the game automatically or open windows upon loading in like Pause on Start, Idle Pause, and Launcher Mod Updater.
I plan on the loading time. In the mean time i would just use 7.78. i will be adding a config file to turn off overlay and flyover. I am also working on the refreshing of meshes so that they dont get so large and purge the data before getting outta hand, same with the performance side of thing, the problem should be fixed in up coming update. As for the loading screen time. well see what i can do. appricate the feedback my friend. I will work on compatablitiy with other mods once the core of some of these bugs are worked out.
try the new update
Wow! I have no idea what sort of black magic you did but the latest update fixed everything I was complaining about lol
Amazing stuff, man! This is going into my permanent mods list forever!! :D
thats what i was shooting for. Glad it fixed it.
I am getting weird issues where on startup with the latest version my server fails to auto save, only happens when DV is enabled.
fixing now, retracted last build should have something up in a couplee hours working
It's on singleplayer too, it says time left 8 minutes which is wrongly estimated as my PC is held together with tape and dreams, but it didn't load properly after the last two updates, sorry if that moves the fix's destination, and don't overwork yourself
I don't understand the issue I am getting, I am booting the game on a creative world with version 1.0.0 as the only mod and it just stops responding around 40% this wasn't an issue before sp IDK
ive not experienced this myself, havent played mucn of 1.0.0 see if 7.78 works? as for the last retracted build 1.0.7.2, ive pulled it down so still working on the fixes. i will be making a setting in the configs to turn off the start up over lay for those who do not care about seasons. or who may be running into similar issues. As for your current issue if 7.7.8 doesnt fix it, maybe a fresh instal of vs? the versions could have done something to the meshes and now it gets stuck on your world for some reason, id keep the save game and see if a fresh install works
Cleared cache, mod data, mod config of DV content, restarted my pc, still same issue, reinstalled VS now and checking how that affects it.
When I boot up my world it takes a while to load which isn't rare cause mods, but even with everything gone the DV screen comes up and loads, goes to around 40-60% game stops responding and says it is only at 5% and I end up closing the app.
install new update
It seems that sadly my old drive isn't up to snuff anymore apparently, that is where my issues stem from...
im very sorry to hear that. I wonder if theres anything i can do. Ive optimized that game size thing now, it evicts old parents and children once they get past a certain view distance. so you dont get huge files anymore.
you did instal the newest update today yes?
I did and it works, I blew my entire pc out and reinstalled everything just to find that it is my external disk that gave up sadly
oh man, jesus man. Very sorry to hear that. Well now you get to go get a new one at least?
Hahahah, no, no money
shoot wish i had an extra ssd lying around. I use to. I put them all to use unfortunately or sold them.
You got any 1080p screenshots?
my screenshots are too big for some reason and it compresses the image too much, ill see what i can do.
New screenshots are on the page. The main one is the sunset over the lake. They are 1600 wide so the page will take them. Sorry the old ones were so crushed.
Now this mod can truly be called legendary. I don’t know how it is for others, but for me, it definitely is. No other LOD mod can compare to it. Thank you so much!
exactly what i was going for, must have mod. I think my fork contributed something like 21k lines of C#
Alright, I jumped to conclusions. I re-entered the game, and the chunk loading menu appeared again, only this time it says that some kind of repair is taking place, as well as building meshes... It's starting to get a little annoying. If this happens every time I rejoin, I'm going to kill myself))
While this process was running, I started wondering: why doesn't this happen in the background? For example, while the player is playing. Or in my case (I'm playing on a server), shouldn't the server process the regions itself and send them to the players, like Farseer does, for example?
The mod is really missing some kind of menu where the player can decide when to start processing chunks if they're playing singleplayer, as well as a settings menu. Using commands isn't very convenient, especially if you don't remember them-you have to go to the mod's website and read through them))
Please make compat with servers))
Rolling it back. Theres quite a few breaking bugs that i just came seem to get rid of atm and dont have the time or resources to focus on it right now, will resume next week sometime. For now i would keep 1.0.1 or 7.7.8 until i get this worked out.
Update: i have fixed the chunck loading. working on the white spackled grey and white on lod. as for menu and other suggestions, those are coming in time.
Thank you so much for your efforts! I’m really looking forward to the updates!
dont know if the 7.2 fixed the hitching with new chunk loading, seemed like it helped but not enough. Still working on a solution, for now let me know how this one performs.
It freezes at this stage for me and doesn’t progress. I’m testing it on a server.
going to pull latest down, will replace it hopefully with the solution today. have some time will work on it. restructuring again.
tell me what you think about new update
0.79.0?
yes
use farseerer and youll really love what you see
I'm playing with Farseer and it's absolutely incredible, you're the best. Thank you so much!
Can I somehow copy my world loading data and transfer it to another computer?
add me on discord leroysq
If I want to disable the pre-scan thing in singleplayer, what do I toggle off in the config file?
ill get back to you, for now i would just revert back to 7.78 or 7.77
1.1.0 does not run that login pre-scan, so there is nothing to toggle. Far land is recorded while you play.
works really well helped a friend who coulden't join cuz of ping he got this then it worked!
Really happy to hear that my friend. Ive heard its been helping alot of people actually with performance.
thank you friend you really helped people in my server run it smoothly
Is it normal for the distant blocks to have no textures? Mine are all single color blocks. I couldn't tell for sure from the above example images, but I think they are textured?
that is a bug that should come out today. im working on uniformity. I didnt realize this, before a couple hours ago been working on it all morning and day, it is related to winter and its mixing up meshes, or distoring the coloring. im overhauling it as we speak.
You might want to stick with 7.78 or 1.01 because of some white/grey glitch i wont be able to fix for awhile at least on servers that also do not have distant vistas. i cannot replicate this issue on single player i can only on multiplayer and at the moment ive ran out of time to dedicate to the mod.
1.1.0 draws the real block textures from the resource pack you have loaded, instead of one flat colour per block. 1.1.0 is the recommended download.
It took me a while to figure out what was going on, but the Pause on Start mod does not allow the overlay generation to follow through. Removing the mod does fix that issue for me though.
have the fix. will be out with next update today
have been working on this fix all day. Havent forgot. I have this fix but alot of it is caught up in what im doing and i dont have a stable build with just that fix.
1.1.0 does not use the login overlay, so Pause on Start no longer blocks it. Recording happens while you are in the world.
Getting an error when I load into a save after updating, ending up with the mod disabled after loading in.
Update: reverted back to 0.7.60 and it's working again
That’s two copies of Distant Vistas loaded at once, not a crash in the new version. The log is trying to load 0.7.78 while another DistantVistas.dll is already in memory.
Fully close Vintage Story. In %AppData%\VintagestoryData\Mods keep only one copy: either the zip or the distantvistas folder, not both. Delete older distantvistas_*.zip files. If you play on a server, check ModsByServer too. Then start the game from a closed client. Rejoining from an already-running game keeps the first DLL loaded and will throw this again.
New update looks phenomenal, hits performance quite a bit harder though.
working on that, and winter lods'
Hi there! I got this when trying to use the new ver:
0.7.77 on Linux:
4.9.2026 03:58:01 [Error] [distantvistas] An exception was thrown when trying to load assembly:
4.9.2026 03:58:01 [Error] [distantvistas] Exception: Could not load file or assembly 'DistantVistas, Version=0.7.77.0, Culture=neutral, PublicKeyToken=null'. Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr __ptrNativeAssemblyBinder_native, UInt16* __ilPath_native, UInt16* __niPath_native, ObjectHandleOnStack __retAssembly_native)
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr __ptrNativeAssemblyBinder_native, UInt16* __ilPath_native, UInt16* __niPath_native, ObjectHandleOnStack __retAssembly_native)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at Vintagestory.Common.ModAssemblyLoader.LoadFrom(String path) in VintagestoryLib\Common\API\ModAssemblyLoader.cs:line 36
at Vintagestory.Common.ModContainer.<>c__DisplayClass38_0.<LoadAssembly>b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 607
at System.Linq.Enumerable.ListSelectIterator`2.MoveNext()
at System.Linq.Enumerable.IEnumerableWhereIterator`1.ToList()
at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 606
from what i can tell that log means the server already loaded DistantVistas once, then tried to load it again. Fully stop the server. In the server Mods folder keep only one Distant Vistas zip (not also an unpacked distantvistas folder, and not two zips). Start the server again.
I've installed distantvistas 0.7.75 but it not worked correctly here, then I installed the new updated (0.7.77) and deleted the previous one. That's what it show to me on console rn and the mod don't work anymore.
Edit: 0.7.78 worked correctly now! Looking great, awesome mod dude!
i have a big update that is coming today hopefully
Thank you very much for the mod! I love the look this brings to my game. It lets me lower my view distance without feeling like I'm losing visibility so the game runs far smoother. Life saver on my 100+ mod setup!
I run on Linux and had to fix one thing to get it working correctly. On Linux (Fedora, Flatpak, VS 1.22.7) the mod fails at startup with:
[Error] Shader file distantvistas:shaders/lodterrain.vsh not found.
[Error] Shader file distantvistas:shaders/lodterrain.fsh not found.
[Error] Link error in shader program for pass lodterrain
[Error] [DistantVistas] lodterrain shader failed to compile; LOD rendering disabled
I traced the cause to be that 6 of the 10 entries in distantvistas_0.7.60.zip were written with backslash separators:
assets\distantvistas\shaders\lodterrain.fsh
assets\distantvistas\shaders\lodterrain.vsh
assets\game\shaders\chunkliquid.vsh
assets\game\shaders\chunkopaque.vsh
assets\game\shaders\chunktopsoil.vsh
assets\game\shaders\chunktransparent.vsh
Windows resolves those as directories, so it goes unnoticed there. On Linux the entries are literal filenames, so the asset system can't resolve distantvistas:shaders/lodterrain.vsh, and the LOD pass plus the vanilla chunk overrides never compile.
Repacking the zip with forward slashes fixes it and LOD renders correctly. Looks like a packaging-tool setting rather than a code issue, but worth normalizing in the release script since it silently disables most of the mod's rendering on Linux.
Thanks a lot for digging into that and writing it up so clearly. That packaging bug is fixed now. Current release is 0.7.78 and the zip uses forward slashes. Glad it’s helping with the big mod list.
Works perfectly, thanks so much!
ok got a ultra stupid problem, glow worms render green and not blue and its not pretty plz fix unplayable
i love that actually, im keeping it.
Hi there, how did you go with the Winter colour discrepancy?
i have revisted the winter issue, it isnt fixed. working on it now
Good luck! 🤞
The new update is semi fixed it. However getting reports of white mesh when its supposed to be green, whihc i saw in testing but thought i fixed and couldnt replicate. that should all be patched out today i hope (was supposed to be done yesterday but i havent had a working build in 2 days with the work ive been doing so i wasnt able to patch the small stuff in other comments yet with an update as its all supposed to come out in this next one) and a much more detailed canvas should appear. God willing of course.
I'll check it out later today, my winter is coming soon.
1.1.0 follows the game's season on far land: climate tint, leaf colour, frost, and snow. That is the build to check when your winter hits.
I like your mod much more than Vintage Horizons, the landscape looks really nice. I’d really like it if you could come up with something to deal with Farseer overlapping your LOD. Maybe you could make a fork of it? Or add a distant, unloaded LOD to your own mod?
Also, could you add an LOD settings menu? For example, controls for saturation and brightness.
working on something now. im trying to get them to play nicely.
You are amazing!)
Update: we are not going to implement Farseer. It does not conflict if it is installed. Distant Vistas still draws. Farseer just is not enabled once you are in game, as far as I can tell.
That overlap is exactly what I kept seeeing as well. Upon further review I actually got them to play nicely together. You still will not need Farseer for Distant Vistas to do its job, but I had to dig into their values, pull pieces of their approach in, and change a bunch on our side so both can sit in the same view without fighting. The overlapping LOD problem was the whole point of that work. LOD settings for saturation and brightness are on my radar too. Next update should feel a lot closer to what you were asking for.
I’m really looking forward to your update! Thank you for all your hard work!
1.1.0 is the overlap fix. Distant Vistas draws the land you have walked. Farseer 1.4.0 starts where that ends and fills what you have not walked, in land colour rather than sky blue. They should not paint the same ground.
A saturation and brightness menu is not in yet.
Hello! I love the mod and I have no idea about code, but is it possible to make it draw over farseer? Farseer currently causes DV to not render at all, and since it looks like this mod either doesnt or cant use terrain sampler, having an option to see far away as well as see the land youve already been to would be awesome.
Farseer making Distant Vistas not render at all was the first wall I ran into. Upon further review I got them drawing together. You still will not need Farseer, but the thing you wanted (far land AND the land you already walked) is basically the mix I am wiring up now. Took a lot of fiddling with their values and folding their stuff into how we draw. Next update should finally give you both without one wiping the other out.
They draw together now. Distant Vistas is the land you have walked. Farseer is the land past that. You do not have to pick one.
Out of curiosity, does this share Farseer's unloaded chunk estimations?
That's personally my biggest gripe with Vintage Horizons over Farseer, since the latter gives a boon to exploring large oceans by giving landmass outlines in the distance, while the former just... looks wonky with only showing previously loaded chunks.
No. Same as Horizons that way. It only shows land the client has already loaded. It does not do Farseer's unloaded chunk estimates, so unexplored ocean stays empty until you actually go there.
I'd still try this though. For me it's a vast improvement over both once you've actually seen the land. If those ocean outlines are the main thing you want, Farseer still does that.
When I ran both (with Horizons, I mean), Farseer glitched oddly with the simulated terrain, and performance took a hit. (I chalk that up to my laptop being 10 years old at this point). So gotta limit myself to one or the other for my GTX 970M's sake lol
I got the same issue with Farseer glitching oddly. At first I could not get Farseer to work at all, or it was really weird. I tried and tried and it would not even load right, so I kept hammering at it and it still would not cooperate. Now I got it working, and I saw exactly what you were talking about - that glitching oddly in the mountain faces, almost where you can see the sky. I could not really mess with it till now. I am messing with it now and it looks really good. I am implementing some features with Farseer that are going to enhance its performance, enhance my mod's performance, and take off some of the performance issues while integrating really nicely with Farseer. I am really excited to see what I can do here.
Update on this: with Farseer 1.4.0 installed, unwalked land is Farseer's, starting where your walked land ends. That is the ocean outlines, without Farseer painting over land you have already seen. Without Farseer, unwalked ocean is still empty.