Links
Tags
Creators
Details
1.2.0
Compatibility
Required content
Changes
📋 Changelog v1.2.0 (Beta)
✨ What's New
Dynamic Simulation Distance
- Added Simulation Distance category with three smart control modes:
FPS,MS(server tick), andFPS+MS. - Adjustable min/max simulation distance, cooldown ticks, and performance thresholds.
- Automatically disables MS mode on external multiplayer servers to avoid unreliable adjustments.
UI & Configuration Improvements
- Merged Render Distance, FPS Control, and Cooldowns into a single category.
- Two‑column layout on the Simulation Distance screen – all options visible at a glance.
- Fixed slider text positioning (labels left, values right).
- Visual warnings when config values conflict (min > max).
Advanced Culling Adjustments
- Disables horizontal culling at Render Distance ≤ 4 chunks – prevents black gaps when moving sideways.
- Added 15% radius margin to the culling ellipsoid – reduces chunk pop‑in.
- Fog transitions now sync with culling profile changes – eliminates visual gaps when switching profiles.
🐞 Known Issues (current version)
- Visual holes sometimes appear when moving or changing render distance, especially at low RD (2‑4 chunks).
- F3+A (reload chunks) temporarily fixes the holes – a clear sign that the culling system and the render engine are not always synchronized.
- Horizontal culling can be too aggressive on some setups, causing chunks to disappear earlier than expected.
Why does this happen?
The mod uses an ellipsoid (3D shape) to decide which chunks to render.
But the render engine (Embeddium/vanilla) doesn't always immediately update when the ellipsoid changes – so some chunks remain invisible even though they should be visible, or vice versa.
🛠️ What I'm working on (next fixes)
- Complete rework of the culling system – moving from a complex ellipsoid with hysteresis to a simpler, more stable formula inspired by proven mods (like Better Render Distance).
- Better synchronization with Embeddium – using the official
RenderSectionDistanceFilterEventAPI instead of fragile mixins, so the engine always knows when the culling shape changes. - Removing the need for F3+A – automatically notifying the renderer when render distance or culling parameters change, without full world reloads.
- Smoother vertical culling – adding a small extra margin to the vertical axis to prevent holes when looking up/down.
First version was buggy, I know.
I'm learning and improving step by step. The next update will focus 100% on stability – no new features until the culling system works flawlessly.
📌 Notes for testers
- If you experience holes, please share your render distance, vertical scale, and whether you use Embeddium.
- Temporary workaround: press F3+A to reload chunks.
- Help me fix it faster – report issues on GitHub/GitLab.
Thank you for your patience. ❤️
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:igJ9HWHI:m97MJ66q"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:igJ9HWHI:m97MJ66q"
}

