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Living Horizon

Shows mobs and players far past your render distance, on the game's terrain and on Voxy and Distant Horizons terrain, with birds in the sky.
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Living Horizon 0.15.0 (Quilt 26.3)

File namelivinghorizon-0.15.0-mc26.3-quilt.jar
Uploader
clixmodsclixmods
Uploaded
Oct 31, 2026
Downloads
7
Size
1.2 MB
Mod Loaders
Quilt
File ID
9384704
Type
B
Beta
Supported game versions
  • 26.3

Curse Maven Snippet

Quilt

modImplementation "curse.maven:living-horizon-1730768:9384704"

Learn more about Curse Maven

What's new

Server

New

  • Mobs in unexplored land — Living Horizon now shows a server's players the mobs the world would place in regions nobody has explored yet, up to 512 blocks around each of them by default. Their positions are estimated from the seed: they may differ, or be gone, once you get there. This feature can be turned off or its range changed in the server settings.
  • Seed sharing — Servers can now let Living Horizon share the world seed with players who have the mod, so their game can estimate mobs anywhere by itself, through a spyglass or with Guess Nearby Mobs. This option is off by default, as knowing the seed reveals everything about the world.

Improved

  • Elytra flight visible from afar — The server now shares which players are flying with an elytra, so they are correctly shown gliding at long range.

Client

New

  • Quick links to Living Horizon — The mod's settings now offer shortcuts to Modrinth, CurseForge, Nexus Mods and the official website, alongside Discord.
  • Mobs in unexplored areas — Regions nobody has explored yet are no longer empty: Living Horizon estimates from the seed which mobs the world would place there, as far as Mob Render Distance reaches. As they are only estimates, they may differ or be gone once you get there. Available in single player and on servers with the mod; Show Guessed Mobs hides them.
  • Estimated mobs through a spyglass — Looking through a spyglass now shows the estimated mobs of unexplored areas wherever you aim, however far. On a server, the server must share its seed.
  • Estimate the mobs around you — The new Guess Nearby Mobs button shows the estimated mobs up to 1,024 chunks around you at once, and keeps them for your next sessions. On a server, the server must share its seed.
  • Typed values — Sliders in the mod's settings that end in Unlimited (maximum counts and render distances) now accept a value typed on the keyboard, even beyond their last step, and Sodium's page shows it too. Right-click a slider to enter an exact value; the arrow keys also move each slider step by step.
  • Distance preview in the world — When you hover or change a distance setting, its limit is now shown directly in the world, behind the menu. You can see at a glance how far the chosen value reaches.

Improved

  • Optional simplification distance — Simplification Distance can now be turned off. Mobs, entities, players and birds then only become simplified images once they look small enough on screen.
  • Up to 4,000 distant mobs — Max Mobs now goes up to 4,000 before Unlimited.
  • Unlimited at the end of the slider — Unlimited now sits at the right end of the render distance sliders, after 4,000 blocks, instead of the left. The sliders now read from the shortest to the longest distance.
  • Confirmation before Unlimited — The game now asks for confirmation before setting a number of mobs, entities or offline players, or a render distance, to Unlimited. These values can sharply lower the frame rate, or even crash the game. On Sodium's page, the question comes with Apply.
  • More sensible default limits — No setting is unlimited by default any more, to avoid large drops in performance: Player Render Distance, Animation Distance and Entity Render Distance stop at 4,000 blocks. The High and Ultra presets show at most 1,500 and 3,000 mobs, Ultra up to 2,048 blocks, and settings left on the old defaults move to the new ones.
  • More natural elytra flight — Distant players flying with an elytra are now shown with their wings spread in a real flying pose, instead of running upright in the air.
  • Smoother resource pack changes — Simplified images of mobs are no longer needlessly rebuilt when a resource pack is turned off and back on. Loading resources also no longer freezes the game while they are looked up.

Fixed

  • Distant mobs visible on the far terrain — Distant mobs, estimated ones included, now stay visible on the far terrain, instead of being hidden as if nothing were under them: for a while after a world opens, among thousands of estimated mobs, or when Voxy or Distant Horizons is slow to answer.
  • Distant Horizons' fog on mobs — Distant mobs now get the same fog as Distant Horizons' terrain and fade with it, instead of standing out sharply against the landscape. (Without shaders.)

Improved

  • Ice and Fire flying mobs seen from every angle — Ice and Fire's dragons, amphitheres and hippogryphs now have simplified images seen from below and from above, like phantoms and planes, instead of from the side only. They look right as they fly overhead or when you look down on them.
  • Sharper huge mobs in the distance — Very large mobs now keep their full 3D model while they still look large on screen, instead of turning into a blocky simplified image.

Fixed

  • Ice and Fire mobs correctly simplified — Distant Ice and Fire dragons now have whole simplified images at their real size, instead of a close-up of their legs or a wing. Dragons of different ages no longer share one image, and sea serpents keep their 3D model instead of a cut-off image.
  • Players who logged off keep their boat — A player who logged off in the middle of the water no longer loses the boat they rest in once you move away: they keep it near or far, and the next time you play.
  • Players who logged off no longer float in the air — A player who logged off in the air, gliding with an elytra or falling, no longer goes back up there once you move away: they rest on the ground under them. With Voxy or Distant Horizons, they are on the ground even before you come near.
  • Distant mobs rest naturally — Distant mobs past the Animation Distance, or smaller than the Min. Animated Size, now stand where they are, instead of sliding back and forth with their legs still and trembling. They walk on from where they stopped once they are close enough again.

Full release on GitHub

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