I See Your Chunks
I See Your Chunks renders distant players standing on real terrain, far past your render distance. Instead of a player model floating in empty space at the edge of the world, the server streams the chunks that player is standing in, and your client draws them as actual geometry β with real occlusion, live block updates, and correct depth against your LOD terrain.
β οΈ Clients need Voxy. Voxy is what renders the streamed terrain. Without it a client still shows distant players and mobs, but floating with no ground under them. Dedicated servers do not need Voxy (it's a client-only mod). See How It Works.
β¨ Features
Core Functionality
- π Real Terrain, Not Ghosts: Distant players are rendered on the actual chunks they occupy, not floating in the void
- π« Zero Generation Cost: Only chunks already loaded on the server are streamed β nothing new is generated, loaded, or ticked
- π Live Block Updates: Changes inside streamed chunks are forwarded incrementally, so far terrain never goes stale
- π― Correct Occlusion: Because the terrain is genuinely present client-side, a player behind a hill is actually hidden β no partial-occlusion guesswork
- π‘ Opt-In Handshake: Clients announce themselves; the server sends nothing to anyone who didn't ask
Advanced Features
- ποΈ Mobs on Shared Ground: Mobs sitting in the terrain streamed around a viewed player are shown too, standing on that same real ground β never floating in isolation
- π΄ Mounts Ride Along: Whatever a viewed player is riding is always shown with them β the boat, the horse, the mount's mount β even at zero terrain, so nobody sits on thin air
- ποΈ Adjustable Terrain Footprint: A slider picks how many chunks surround each viewed player, growing nearest-first from just their chunk out to a radius, capped at the server's render distance
- π‘οΈ Vanish-Aware: Spectators, invisible, and vanished players (melius-vanish) are filtered server-side before any bandwidth is spent
- π Bandwidth Bounded: Hard caps on streamed chunks per viewer, a configurable footprint, and a configurable update interval
- π€ Degrades Gracefully: Vanilla client on a modded server, or modded client on a vanilla server β both fall back to plain vanilla behaviour
βοΈ How It Works
The mod is split cleanly across the network boundary:
- Client β Server (handshake): On join, the client sends how far out it wants distant players revealed and how many chunks of terrain it wants around each one. The server replies with an ack β its own render distance and whether streaming is on β so the client can keep its slider and chunk storage in step with reality. A vanilla client never sends the handshake and receives nothing.
- Server (streaming): Each tick interval, the server finds revealable players within that distance and sends the chunks nearest each one β grown nearest-first from the chunk they stand in (default 3Γ3), capped at the server's render distance β plus a one-chunk neighbour halo around that patch. Only already-resident chunks are sent, and only those vanilla hasn't already sent to that viewer. Mobs standing in the visible patch (not the halo) are revealed alongside the terrain.
- Client (acceptance): The client's chunk-cache storage radius is widened so those out-of-range chunks are accepted instead of dropped.
- Client (Voxy hand-off): Each streamed far chunk is handed straight to Voxy's ingest as it arrives, and Voxy draws it through its own far renderer, correctly depth-sorted against its LODs.
Why Voxy (on clients): streamed chunks lie beyond Sodium's render distance, so Sodium never compiles them into meshes. Voxy is what actually puts that terrain on screen β without it, the terrain half of this mod does nothing and distant players float in the void. It is required on clients for that reason, but only there: a dedicated server does the streaming and never renders anything, so it neither needs nor can load Voxy (a client-only mod). The client logs a loud warning if Voxy is missing.
Why the neighbour halo: Voxy's LOD mesher reads each chunk's neighbours to build it, so a chunk with un-streamed neighbours can't mesh and stays invisible β which would leave only the inner part of any patch rendering. Streaming one extra ring around the requested patch gives every visible chunk its neighbours; the halo itself is never drawn and never reveals mobs.
π₯ Installation
Install the JAR on both the server and the clients. The server does the tracking and streaming; the client removes the rendering limits.
Required (both sides)
- Fabric Loader 0.16.12+
- Fabric API
- Java 25
Required on clients
- Voxy β draws the streamed far terrain (client-only mod; dedicated servers don't need or want it)
Optional
- Mod Menu β in-game access to the config screen
π₯οΈ Configuration
Settings live in config/i-see-your-chunks.json and can be edited in-game through Mod Menu.
| Option | Description | Default |
|---|---|---|
enabled |
Master toggle β disables the mod entirely if false | true |
renderRemotePlayers |
Render distant players (and stream their chunks) | true |
renderRemoteEntities |
Render distant mobs that sit in streamed terrain | true |
visibilityDistanceBlocks |
How far out distant players are revealed | Infinite |
chunkRenderCount |
Chunks of terrain around each viewed player (0 = none, nearest-first) | 9 (3Γ3) |
streamFarChunks |
Server-side: stream terrain around revealed players | true |
sendSpectators |
Server-side: reveal players in spectator mode | false |
updateIntervalTicks |
Server-side: ticks between streaming passes (1β40) | 5 |
Note:
streamFarChunks,sendSpectators, andupdateIntervalTicksonly take effect on the machine running the server logic. The rest are client-side. AtchunkRenderCount = 0no terrain is sent, so only the viewed players β and whatever they are riding β appear; loose mobs are shown only where there is streamed ground to stand on.
Changing the config re-sends the handshake immediately, so streaming adjusts without a reconnect.
β Compatibility
| Mod | Status | Notes |
|---|---|---|
| Voxy | Client-required | Renders the streamed far terrain; required on clients, not needed on dedicated servers |
| Sodium | Full | No coupling to Sodium internals β nothing to break on update |
| Iris / shaders | Full | Streamed chunks are ordinary terrain, so shaders treat them normally |
| melius-vanish | Full | Vanished players are never revealed (reflective bridge, fails open) |
| C2ME | Compatible | Faster generation doesn't change what's streamed β only already-loaded chunks are sent |
π Technical Details
The mod injects at these points:
ChunkMap$TrackedEntity.updatePlayer()β lifts the tracking-distance cap and chunk requirement per viewer: unconditionally for players and whatever they ride (mount chains included), and for a loose mob only while it sits in a chunk that actually renders for that viewer (the visible patch, never the halo)ChunkMap.tick()β periodically re-evaluates managed entities against every player, since a mob's visibility flips as the streamed region around a distant player slides over or off itChunkHolder.broadcast()β forwards per-chunk block/light/block-entity updates to viewers streaming that chunk far awayClientChunkCache.<init>andupdateViewRadius()β widens the client storage radius so streamed chunks aren't rejected as out-of-range (both are required: the radius normally arrives in the login packet, beforeupdateViewRadiuswould ever fire)ClientChunkCache.replaceWithPacketData()β hands each arriving far chunk to Voxy'sVoxelIngestService, because Voxy otherwise only ingests chunks when they unload, and streamed chunks never unloadLevelRenderer.isSectionCompiledAndVisible()β lets an entity render in a section Sodium never compiled, because Voxy is drawing that ground insteadEntityRenderDispatcher.shouldRender()/Entity.shouldRenderAtSqrDistance()β distance-limit overrides that still respect the frustum
The clientβserver handshake (ClientHelloPayload in, ServerAckPayload back) carries preferences and the server's actual limits; nothing here relies on chunk generation, so it stays compatible with generation-side mods.
Terrain range is memory-bound. Streamed chunks pass through the vanilla client chunk cache, whose storage radius is capped (~48 chunks / 768 blocks from the viewer) to bound memory. A viewed player farther than that still renders as a player, but their surrounding terrain cannot β real chunks can't be held arbitrarily far from you the way a distant player marker can.
ποΈ Project Layout
26.2/src/ version-common code (config, networking, streaming, mixins, client logic)
26.2/fabric/ Fabric entry points and loader-specific compat
π¨ Building
./gradlew :mc26_2-fabric:build
The JAR is written to 26.2/fabric/build/libs/.
π License
This project is licensed under the GNU Affero General Public License v3.0 (AGPL-3.0).
You are free to:
- β Use in modpacks
- β Modify for personal use
- β Distribute modified versions (must also be AGPL-3.0)
See the LICENSE file for full details.

