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Far View

My take on distance horizon (not a fork)
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FAR VIEW V1.3

File namefarview-mc1.21.1-0.1.3.jar
Uploader
scallydragonscallydragon
Uploaded
Aug 22, 2026
Downloads
46
Size
78.4 KB
Mod Loaders
NeoForge
File ID
8704880
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:far-view-1657090:8704880"

Learn more about Curse Maven

What's new

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## Added

<span style="color:#F1C40F;">**1.21.1, 1.21.3, and 1.21.4 are fully caught up.**</span>
These versions were stuck on an old build without the texture work from 0.1.2.
They now have everything 1.20.1 has, plus everything in this release.

<span style="color:#F1C40F;">**Trees carry a hint of trunk colour now**</span>, instead of reading as a solid patch of
leaf green. Still not a real trunk shape (see Known limitations below) — this is a
colour cue, not a structural change — but a stand of trees is easier to tell apart
from a grassy hill at a distance.

---

## Fixed

<span style="color:#E03E2D;">**The multi-second freeze during automatic horizon growth is gone.**</span>
Growing the horizon into brand-new terrain could force a full, uninterrupted world
generation pass — structures and all — right in the middle of a frame. However far
into new ground the automatic growth reaches, it now generates a much lighter
version of the terrain in the background: enough for accurate height and colour,
without the part that was freezing the game. (The manual full-detail sweep,
Ctrl+J, is unaffected — it already generates real terrain on purpose, because
you're watching it happen.)

---

## Known limitations

**Trees are still columns**, shape-wise. FarView stores one surface height per
block column, so a forest still reads as spires rather than a canopy with air
beneath it — this release only improves the *colour*, not the shape. Fixing the
shape needs a change to how terrain is stored, and remains the next major piece
of work.

**Caves are not represented**, for the same underlying reason.

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