Alex's Caves

Alex's Caves

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Alex's caves causes weird shadow when using Distant horizons

Closed this issue ยท 2 comments

commented

Whenever I use Alex's caves alongside distant horizons in the new update Beta 2.3.2 there is a a shadow ring around the edge of my loaded chunks.

Image

commented

can not work together now. you need to remove the "client.LightTextureMixin" from mixins json file. Cave mod seems do some thing strange here.

commented

I confirm this happens on 1.20.1

  • Neoforged 47.1.106
  • alexscaves-2.0.2
  • citadel-2.6.2-1.20.1
  • DistantHorizons-fabric-forge-2.3.2-b-1.20.1

Removing the mixin as joe-vettek said works, and so does disabling biome_ambient_light_coloring in the client config.
Which is weird because it's already supposed to ignore that when distant horizons is present?

if (AlexsCaves.CLIENT_CONFIG.biomeAmbientLightColoring.get() && !ACLoadedMods.isDistantHorizonsLoaded()) {

Ooooh theory!

public void playerLoggedIn(PlayerEvent.PlayerLoggedInEvent event) {
if (AlexsCaves.COMMON_CONFIG.warnGenerationIncompatibility.get() && !AlexsCaves.MOD_GENERATION_CONFLICTS.isEmpty() && event.getEntity().level().isClientSide) {
for (String modid : AlexsCaves.MOD_GENERATION_CONFLICTS) {
if (ModList.get().isLoaded(modid)) {
event.getEntity().sendSystemMessage(Component.translatable("alexscaves.startup_warning.generation_incompatible", modid).withStyle(ChatFormatting.RED));
}
}
AlexsCaves.PROXY.checkModCompatibility();
}
}

Maybe the checkmodcompability call is supposed to be outside this if?

With (no other mods)
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Without
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