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Turbo for Distant Horizons

Distant Horizons addon: generates distant terrain from the world noise many times faster, with real trees nearby
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Turbo for Distant Horizons 1.1.0

File namedhturbo-neoforge-1.21.1-1.1.0.jar
Uploader
PockyPocky
Uploaded
Oct 12, 2026
Downloads
194
Size
253.8 KB
Mod Loaders
NeoForge
File ID
9146479
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:turbo-for-distant-horizons-1734835:9146479"

Learn more about Curse Maven

What's new

Added

  • Grass and flowers on distant ground: meadows, plains and flower forests get grass and the biome's own flowers, with tulip fields and flower patches where the game puts them. Config ground_cover.
  • Lava lakes in the distance, where and as the game places them.
  • Distant ground is covered by the world's own surface rules, also those of data packs and terrain mods: gravel shores, calcite, coarse dirt, powder snow, mud, badlands clay bands and hoodoos, icebergs in frozen oceans - the same blocks as up close (98.5% of columns in a comparison with real generation, up from 96.7%). Config vanilla_surface (off: one typical block per biome, a little faster).

Changed

  • Flowers and other small plants no longer paint the whole block under them in the distance (a poppy made a red block, a dandelion a yellow one): their colour is blended softly into the ground, grass shades it a little, and the ground keeps its material for shaders. Works for all distant terrain, also the one built from real chunks. Config soft_plant_colors.

Fixed

  • Distant terrain heights match the real world much more closely (exact on 98% of columns near the player, up from 70%): the terrain between the game's sample points is now interpolated the way the game does it, with the same values the game uses. Fewer phantom shores, hills and dips that change when real chunks load; grassy shores no longer turn into water. With full_resolution on, the next level of detail is exact on 98% of columns too.
  • Snow in the distance now matches the real world (98% of snowy columns in a comparison with real generation, up from 70%): cold ground keeps its grass or rock under a thin snow layer like the game's, tree crowns get snow too, and mountain slopes turn to bare rock or packed ice only where the game's own rule says so.
  • Powder snow fields no longer turn grey in the distance with soft plant colours on.
  • Steep slopes, ravines and cliffs no longer turn into bare stone in the distance and grass up close: the top keeps the biome's block like in the real world (bare rock only on snowy mountain slopes), and the walls show the layers under it (dirt, sandstone, clay bands, then stone).
  • Jungle trees near the player failed to appear in distant terrain, and trees could grow inside each other: trees are now placed on the terrain as the game does, with trees already standing there taken into account.

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