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Far View

My take on distance horizon (not a fork)
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FAR VIEW V1.5

File namefarview-mc1.21.3-0.1.5.jar
Uploader
scallydragonscallydragon
Uploaded
Aug 29, 2026
Downloads
3
Size
92.0 KB
Mod Loaders
NeoForge
File ID
8757783
Type
R
Release
Supported game versions
  • 1.21.3

Curse Maven Snippet

NeoForge

implementation "curse.maven:far-view-1657090:8757783"

Learn more about Curse Maven

What's new

## Added

<span style="color:#F1C40F;">**Distant trees now have trunks and real canopies.**</span>
Until now a tree in the distance was a flat patch of leaf colour sitting on the
ground, because the terrain memory only kept one block per column and for a tree
that is always the leaves. It now remembers what is underneath as well, so a
canopy has thickness, stands on a trunk, and has ground visible beneath it.

<span style="color:#F1C40F;">**Distant hills cast shadows.**</span>
Ridges now shade the valleys behind them, following the real sun as it moves
through the day. Off automatically while a shader pack is loaded, since the pack
does its own. Toggle: `sunShadows`.

<span style="color:#F1C40F;">**The distance blends into your shader pack's sky.**</span>
Previously the far haze always faded toward vanilla's horizon colour, so with a
pack loaded the distance dissolved into a colour the sky above it never reached.
It now matches whatever sky your pack is actually drawing — any pack, any of its
settings, nothing to configure. Toggle: `matchShaderSky`.

<span style="color:#F1C40F;">**A detail distance setting.**</span>
`detailDistance` controls how far full detail reaches before cells start merging
together. Merged cells are flat — no trunks, no block textures — so this is the
setting that actually decides how good the distance looks, and how much it
costs. Raise it for more, lower it for frames.

---

## Fixed

<span style="color:#E03E2D;">**Trees no longer smear down the hillsides they stand on.**</span>
Every tree was painting a curtain of leaf texture from its top all the way down
to the ground behind it. Most noticeable on slopes and in cherry groves.

<span style="color:#E03E2D;">**No more holes under trees, or gaps at the edge of your render distance.**</span>
Two separate places you could see straight through the world: beneath distant
tree canopies, and in a ring where the loaded world handed over to the far view.

<span style="color:#E03E2D;">**Distant hillsides show the ground under the grass.**</span>
A slope drawn in steps used to paint the whole step with the block on top, so a
grass step was a wall of lawn several blocks tall. Taller steps now show the
dirt and stone actually under the turf.

<span style="color:#E03E2D;">**Distant terrain is no longer dark under shader packs.**</span>
Shader packs turn off Minecraft's own face shading and apply their own, but the
far view was never getting either — so it sat dark and flat next to lit ground.

<span style="color:#E03E2D;">**No more floating slabs of terrain on the horizon.**</span>
The outermost edge of the remembered world was drawn as a thin plate, which from
a distance looked like fragments hanging in the sky.

<span style="color:#E03E2D;">**Distant terrain no longer blinks out when you turn with shaders on.**</span>

<span style="color:#E03E2D;">**Smoother frame times while the far view builds.**</span>
Building the distance could take most of a frame and then none of the next,
which was felt as stutter even at high frame rates.

<span style="color:#E03E2D;">**Far less log spam.**</span>
The status line was written every five seconds no matter what; it now only
appears when something changes.

 

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