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 — with real occlusion, live block updates, and correct depth against your LOD terrain.
⚠️ 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.
The mod is split cleanly across the network boundary:
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 — 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 — 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.
Install the JAR on both the server and the clients. The server does the tracking and streaming; the client removes the rendering limits.
| Minecraft | Voxy |
|---|---|
| 26.2 | Voxy 0.2.19 |
| 26.1.2 | Voxy 0.2.18 |
| 1.21.1 | the mayjhon69669-sys/voxy-water-fix fork (mc1211 branch, 0.2.19) |
| 1.20.1 | the m3t4f1v3/voxy fork (0.2.15), with Sodium 0.5.13 and Java 21 |
Settings live in config/i-see-your-chunks.json and can be edited in-game through Mod Menu.
| Option | Description | Default |
|---|---|---|
enabled |
Master toggle — 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 (rendering reaches at most 1,024,000 blocks) | Maximum |
chunkRenderCount |
Chunks of terrain around each viewed player (0 = none, nearest-first) | 9 (3×3) |
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 (1–40) | 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 — and whatever they are riding — 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.
Distant players and mobs are fogged exactly like the terrain they stand on, so a far player blends into the haze with the ground under them instead of standing out against it. The mod never changes Voxy's fog itself; how far you can see is decided by Voxy's fog settings.
section_render_distance × 512 blocks (8,192 with the default of 16). Past that, terrain and players alike are pure fog colour. To see farther, lower Fog Intensity or turn off Environmental Fog in Voxy's settings. Both apply to terrain and players together.| 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 — 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 — only already-loaded chunks are sent |
The mod injects at these points:
ChunkMap$TrackedEntity.updatePlayer() — 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() — 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() — marks a streamed far chunk dirty when it changes, so the streamer re-sends the whole chunk on its next interval (only chunks it is actively streaming are ever tracked; a full re-send is used because the client can't apply incremental deltas to an out-of-range chunk it never cached)ClientChunkCache.<init> and updateViewRadius() — 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, before updateViewRadius would ever fire)ClientChunkCache.replaceWithPacketData() — converts each arriving far chunk into Voxy's LOD store directly, supplying our own light. Voxy's normal ingest reads the client light engine, which never lights a chunk past render distance (so it would silently write nothing); instead it is run through Voxy's own conversion pipeline with the real light captured from the chunk packet. Chunks past the client's storage radius (a viewed player thousands of blocks away) are rejected by vanilla before decoding; those are re-decoded from the intact packet buffer into a throwaway chunk and ingested directly, so far terrain renders at any distance without being held in the cacheClientChunkCache.replaceWithPacketData() / drop() (entity ticking): marks streamed chunks past the storage radius as ticking for entities, and unmarks them when the server forgets them. The client only ticks entities in chunks it has stored, and position updates only take effect on an entity's own tick, so mobs (and mounts) around a distant player would otherwise freeze in placeClientPacketListener.handleLevelChunkWithLight() — captures the chunk packet's real block + sky light so the ingest above can feed it to Voxy (vanilla otherwise discards that light for out-of-range chunks)LevelRenderer.isSectionCompiledAndVisible() (isSectionCompiled() on 1.21.1, isChunkCompiled() on 1.20.1): lets an entity render in a section Sodium never compiled, because Voxy is drawing that ground insteadClientLevel.setBlocksDirty() (1.20.1 only): re-ingests an edited chunk into Voxy at the end of the tick when it is cached but outside Sodium's render distance. A 1.20.1 server sends every chunk within its view distance whatever the client's render distance, and Voxy otherwise only picks up such a chunk's edits when it unloadsEntityRenderDispatcher.shouldRender() / Entity.shouldRenderAtSqrDistance() — distance-limit overrides that still respect the frustumVoxyRenderSystem.computeProjectionMat() — raises Voxy's hardcoded 48,000-block projection far plane to the shared far-render bound so injected far columns aren't clipped there (applied only when Voxy is present, gated by a mixin config plugin). The bound is computed live from the visibility-distance slider (48,000 floor, 1,024,000 ceiling) and this method runs every frame, so the reach follows the slider immediately; the managed-entity far plane uses the same bound, keeping terrain and the players on it in lockstepThe client↔server 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. Chunks within the client's storage radius (~48 chunks) pass through the vanilla cache normally. Beyond that, they're decoded straight into Voxy's LOD and never cached, so terrain around an arbitrarily distant player still renders — bounded by Voxy's own compact LOD store, not by held chunks. Columns past Voxy's render sphere are injected as extra render roots, and Voxy's distance cull is lifted for them, so they draw out to Voxy's projection far plane — which this mod raises from Voxy's hardcoded 48,000. That far plane is computed live from the visibility-distance slider (clamped to a 48,000 floor and a 1,024,000 ceiling at the slider's maximum) and shared with the managed-entity far plane, so terrain and the players on it reach the same distance and both follow the slider without a reconnect. The 1,024,000 ceiling is chosen simply as more than enough for any practical use, not because anything technical stops it there — pushing it out is nearly free on precision because the depth buffer is reverse-Z. Lighting uses the real block + sky light from each chunk packet; if a chunk ever arrives without light data, it falls back to a heightmap-based sky approximation.
common/ version-agnostic code shared by every MC version (config, networking, streaming, shared mixins, client logic)
26.2/fabric/ MC 26.2 module: version-specific render mixins, GUI, platform helpers
26.1.2/fabric/ MC 26.1.2 module
1.21.1/fabric/ MC 1.21.1 module (Mojang mappings)
1.20.1/fabric/ MC 1.20.1 module (Mojang mappings, Java 17 bytecode)
./gradlew clean build
Each JAR is written to <version>/fabric/build/libs/.
This project is licensed under the GNU Affero General Public License v3.0 (AGPL-3.0).
You are free to:
See the LICENSE file for full details.