
Modrinth · Minecraft mod
Chunksmith
Pre-generates chunks fast, and safely: an adaptive throttle paces generation against server tick-health so it can run with players online. Builds Distant Horizons / voxy LOD data as it goes and serves it to clients. Fabric, Forge, NeoForge and Paper/Folia.
Quick answer
Which Chunksmith release matches 1.21.7 bukkit?
Chunksmith 3.17.0+1.21.x-plugin targets 1.21, 1.21.1, 1.21.2 with bukkit, folia, paper. Installation on the client is optional. Installation on the dedicated server is optional. No extra mods listed for this file.
Where it goes
Is Chunksmith required on the client, server, or both?
Installation on the client is optional. Installation on the dedicated server is optional.
The source marks this as usable on both the client and server.
What else does Chunksmith 3.17.0+1.21.x-plugin need?
3.17.0+1.21.x-plugin on 1.21.7 bukkit. Every mod below is checked against that same setup.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Chunksmith without breaking your instance.
Built for Chunksmith 3.17.0+1.21.x-plugin on 1.21.7 bukkit. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 3.17.0+1.21.x-plugin. It targets 1.21, 1.21.1, 1.21.2 with bukkit, folia, paper; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
Installation on the client is optional. Installation on the dedicated server is optional.
- 04
Pick the file you checked
Use the “Get this file” button beside 3.17.0+1.21.x-plugin. It opens that exact file at the source.
About this project
What does Chunksmith add?
Chunksmith
Pre-generate your world -- and see it.
Chunksmith generates chunks ahead of time so players never wait on worldgen. What makes it different
is that the same pass also builds the distant-horizon data for Distant Horizons or voxy. One run,
two results: a world that loads instantly, and a world you can see to the edge of.
Originally derived from Chunky by pop4959; developed
independently since. Everything Chunky did, Chunksmith still does.
Full documentation is on the wiki -- every
setting, every command, and walkthroughs for pregenerating, trimming, and getting multiplayer LOD
working.
Report a bug or ask a question
What Chunksmith adds
It builds your LOD data while it pregenerates
No second pass. No re-reading region files. No separate LOD pregen afterwards. Install Distant
Horizons or voxy, run a pregen, and the distant terrain is simply there.
It turns itself on. If a renderer is installed, LOD generation is on. There is no config key to
hunt for.
Already pregenerated? Run the same pregen again. Chunksmith builds LODs from the chunks it
already has -- it does not regenerate them, and it skips everything already done. Pregenerate today,
install a renderer next month, lose nothing.
Multiplayer LOD, with no companion mod. Players joining your server download the pregenerated LOD
data and see the whole world at distance without ever having walked it. The same jar is both halves --
server and client. The Paper/Spigot plugin serves it too, so a modded client against a plugin server
works.
It keeps generating while people are playing
Most pregenerators make you choose between speed and a playable server. Chunksmith measures what it
adds to tick time rather than steering on absolute tick time -- so a server already running hot for
its own reasons doesn't throttle Chunksmith to nothing for load it didn't cause.
Every online player shrinks the allowance further, so an empty server runs flat out and a busy one
actively gives ground. If the server still can't sustain it, the run pauses itself with a stated
reason and resumes when things recover. Your /cs pause always outranks it.
It is measurably faster
dispatchMaxConcurrent controls how many chunk requests stay in flight, and it scales to your CPU
instead of a fixed cap. On an 8-core dedicated server, raising it from the old fixed 50 to 200
measured +39% -- 31.6 to 43.9 chunks/sec. Settable live.
Other mods' structures actually get built
A pregenerator that drops each chunk the instant it's generated breaks every mod that reacts to "a
new chunk appeared" and then builds on a later tick -- the ground is already gone by the time it
looks. Measured with Millenaire on a 1.21.1 pregen: 309 placement attempts, 309 deferrals, zero
villages.
Chunksmith holds each chunk until all eight neighbours exist, then releases it. Nothing here is
mod-specific -- the rule is about chunks, so anything that builds on new land benefits.
It tells you when worldgen misbehaves
Overreach detection and structure-fault attribution, so a broken worldgen mod is something you can
identify rather than something you merely suffer.
Everything is live
Every setting is readable and settable with /cs set -- no restart, no editing files, no server
downtime. That's a rule the project holds itself to, with a test that fails if a setting is added
without a command for it.
Everything Chunky did
Flexible shapes (square, circle, diamond, triangle, star, and more), centred on coordinates, world
spawn, or the world border. Multi-world. Live progress, rate, ETA and an optional boss bar. Pause,
continue, cancel, and continue-on-restart. World trimming. A developer API for progress and
completion events.
Installing
Required on the server -- or in single-player, where your own game is the server. The client
install is optional.
You only need it on the client for multiplayer LOD: to see pregenerated distant terrain on a
server you haven't walked. Pre-generation alone needs nothing on the client.
Ships as a Fabric, Forge, and NeoForge mod and a Paper / Spigot plugin. (Folia is no longer
tested: the plugin still carries its Folia support and as far as anyone knows it still works, but
nothing verifies that any more, so it is not a promise this project makes.)
Server and client should run the same Chunksmith version. The LOD wire protocol is versioned and
a mismatch is refused with a clear message rather than failing strangely.
Renderer support, per loader and Minecraft version, is on the
Supported renderers page --
including the voxy forks, and which mods Chunksmith refuses to load beside.
Quick start
/cs world <world> # pick the world
/cs spawn # centre on spawn
/cs radius 5000 # how far out
/cs start # go
/cs progress to watch it, /cs pause and /cs continue as needed. The
wiki has the rest.
Source
CSv3-Current -- the 3.x line, where
current development happens. The 2.x line is frozen onCSv2_archive.
License
GPL-3.0-only. Original Chunky (c) pop4959. Chunksmith modifications (c) Kishku7.
Project description from Modrinth.
Pick your setup
Chunksmith by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
26.3-pre-1
1 loader build26.2
3 loader builds26.1.2
3 loader builds26.1.1
3 loader builds26.1
3 loader builds1.21.11
5 loader builds1.21.10
5 loader builds1.21.9
5 loader builds1.21.8
5 loader builds1.21.7
5 loader builds1.21.6
5 loader buildsShowing the newest 12 of 25 game versions. Older files are in the list below.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Chunksmith versions and loaders
3.17.0+1.21.x-plugin
chunksmith-3.17.0+1.21.x-plugin.jar
3 Sept 2026
3.16.0+1.21.x-plugin
chunksmith-3.16.0+1.21.x-plugin.jar
2 Sept 2026
3.15.0+1.21.x-plugin
chunksmith-3.15.0+1.21.x-plugin.jar
27 Aug 2026
Looking for an older file? The official Modrinth project page is in Resources.