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Farfield

Farfield is a Far-distance terrain rendering for Minecraft, using levels of detail (LOD): render hundreds to thousands of chunks at a low cost, seamlessly.
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Farfield 0.1.0 NeoForge

File namefarfield-neoforge-1.21.1-0.1.0.jar
Uploader
Lakio21Lakio21
Uploaded
Oct 25, 2026
Downloads
23
Size
613.4 KB
Mod Loaders
NeoForge
File ID
9321843
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:farfield-1747252:9321843"

Learn more about Curse Maven

What's new

Changes since v0.1.0-alpha.2:

  • fix(preview): plant density measured against generated chunks, a quarter as many
  • feat(config): performance log lines off by default, a setting to turn them on
  • perf(render): plants' pass in its own program; holes cut first, tint per vertex
  • feat(render): plants timed on the stat line; /farfield debug plants
  • feat(render): stat line every 10 s; view fill line once the view settles
  • feat(lod): kelp and seagrass drawn as crossed quads in their water
  • fix(lod): the kelp's body is water; no covered translucent grounds
  • fix(render): spyglass detail in view only; no section kept empty for want of room; waterlogged blocks are fluid
  • fix(render): sections wait for their looks; looks get the 60 fps headroom while many wait
  • fix(render, preview): map colors until looks are built; preview plants by the renderer's rule
  • feat(lod, preview): grounds covered by plants on coarse levels; plants in the preview
  • feat(render): plants as crossed quads on the finest level
  • perf(preview): one sea biome per quart; shared climate caches
  • perf(preview): per-column caches in the preview's density; stage times per tile
  • perf(render, preview): LOD meshes and preview tiles nearest and in front first
  • fix(render): vanilla's translucent layers in LOD ice; translucent sections far to near
  • feat(preview): frozen ocean icebergs from vanilla's surface noises
  • fix(render): hand off to vanilla's visible sections; sky light in preview seas
  • fix(render): mesh preview sections by their draw level
  • fix(render): no holes in partial blocks drawn as cubes; preview snow by vote
  • feat(preview): snow on tree tops; vanilla spruce and pine crowns
  • perf(preview): count coarse tree voxels from areas; preview benchmark
  • perf(preview): coarser heights for far tiles; lighter neighbor layers
  • feat(settings): mesher and preview thread counts, Auto by default
  • perf(render): 4 vertices per quad; cache decoded sections for meshing
  • perf(render): skip the sections the game draws entirely (ADR-047)
  • feat(preview): frozen seas; fix(render): vanilla vertical hand-off
  • perf(render): depth pre-pass without discard where nothing can be cut (E.13, ADR-044)
  • perf(render): depth pre-pass for opaque LOD faces (E.13, ADR-043)
  • perf(render): draw only the face directions that can face the camera (E.12)
  • build: machine-independent dev setup (A.9, ADR-042)
  • feat(preview): huge mushrooms, cactus, bamboo and villages (E.11)
  • feat(preview): trees at each biome's density (E.11)
  • fix(preview): close the preview's side toward real water
  • fix(preview): keep a tile's mask while it is read again
  • feat(preview): height tiles drawn at every level (E.11)
  • feat(preview): noise preview of terrain not generated yet (E.11)
  • feat(server): generation spike S6 (E.11)
  • feat(render): shaped blocks drawn as their boxes (E.10)

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