5 # Defines the Z-coordinate of the central point for generation boundaries, in blocks.
\r
6 generationBoundsZ = 0
\r
8 # Defines the distance the player will receive updates around.
\r
9 realTimeUpdateDistanceRadiusInChunks = 256
\r
11 # Prefix of the level keys sent to the clients.
\r
12 # If the mod is running behind a proxy, each backend should use a unique value.
\r
13 # If this value is empty, level key will be based on the server's seed hash.
\r
16 # Defines the distance allowed to be synchronized around the player.
\r
17 # Should be the same or larger than maxGenerationRequestDistance in most cases.
\r
18 maxSyncOnLoadRequestDistance = 4096
\r
20 # If true, clients will receive updated LODs when joining or loading new LODs.
\r
21 synchronizeOnLoad = true
\r
23 # Defines the distance allowed to generate around the player.
\r
24 maxGenerationRequestDistance = 4096
\r
26 # Defines the X-coordinate of the central point for generation boundaries, in blocks.
\r
27 generationBoundsX = 0
\r
29 # Makes the server send level keys for each world.
\r
30 # Disable this if you use alternative ways to send level keys.
\r
31 sendLevelKeys = true
\r
33 # How many LOD generation requests per second should a client send?
\r
34 # Also limits the number of client requests allowed to stay in the server's queue.
\r
35 generationRequestRateLimit = 20
\r
37 # How many LOD sync requests per second should a client send?
\r
38 # Also limits the amount of player's requests allowed to stay in the server's queue.
\r
39 syncOnLoadRateLimit = 50
\r
41 # Defines the radius around the central point within which generation is allowed, in blocks.
\r
42 # If this value is set to 0, generation bounds are disabled.
\r
43 generationBoundsRadius = 0
\r
45 # If true, clients will receive real-time LOD updates for chunks outside the client's render distance.
\r
46 enableRealTimeUpdates = true
\r
48 # Maximum global speed for uploading LODs to the clients, in KB/s.
\r
49 # Value of 0 disables the limit.
\r
50 globalBandwidthLimit = 0
\r
52 # Maximum per-player speed for uploading LODs to the clients, in KB/s.
\r
53 # Value of 0 disables the limit.
\r
54 playerBandwidthLimit = 500
\r
56 # Enables adaptive transfer speed based on client performance.
\r
57 # If true, DH will automatically adjust transfer rate to minimize connection lag.
\r
58 # If false, transfer speed will remain fixed.
\r
59 enableAdaptiveTransferSpeed = false
\r
61 [server.experimental]
\r
63 # When enabled on the client, this allows loading lower detail levels as needed to speed up terrain generation.
\r
64 # This must also be enabled on the server; otherwise, it will have no effect.
\r
65 # For better performance when switching LOD detail levels, enabling [upsampleLowerDetailLodsToFillHoles] is recommended.
\r
66 enableNSizedGeneration = false
\r
70 [common.lodBuilding]
\r
72 # How should block data be compressed when creating LOD data?
\r
73 # This setting will only affect new or updated LOD data,
\r
74 # any data already generated when this setting is changed will be
\r
75 # unaffected until it is modified or re-loaded.
\r
77 # MERGE_SAME_BLOCKS
\r
78 # Every block/biome change is recorded in the database.
\r
79 # This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data.
\r
80 # Expected Compression Ratio: 1.0
\r
83 # Only visible block/biome changes are recorded in the database.
\r
84 # Hidden blocks (IE ores) are ignored.
\r
85 # Expected Compression Ratio: 0.7
\r
86 worldCompression = "VISUALLY_EQUAL"
\r
88 # When DH pulls in pre-existing chunks it will attempt to
\r
89 # run any missing world generation steps; for example:
\r
90 # if a chunk has the status SURFACE, DH will skip BIOMES
\r
91 # and SURFACE, but will run FEATURES.
\r
93 # However if for some reason the chunks are malformed
\r
94 # or there's some other issue that causes the status
\r
95 # to be incorrect that can either cause world gen
\r
96 # lock-ups and/or crashes.
\r
97 # If either of those happen try setting this to True.
\r
98 assumePreExistingChunksAreFinished = false
\r
100 # If true LOD generation for pre-existing chunks will attempt to pull the lighting data
\r
101 # saved in Minecraft's Region files.
\r
102 # If false DH will pull in chunks without lighting and re-light them.
\r
104 # Setting this to true will result in faster LOD generation
\r
105 # for already generated worlds, but is broken by most lighting mods.
\r
107 # Set this to false if LODs are black.
\r
108 pullLightingForPregeneratedChunks = false
\r
110 # What algorithm should be used to compress new LOD data?
\r
111 # This setting will only affect new or updated LOD data,
\r
112 # any data already generated when this setting is changed will be
\r
113 # unaffected until it needs to be re-written to the database.
\r
116 # Should only be used for testing, is worse in every way vs [LZ4].
\r
117 # Expected Compression Ratio: 1.0
\r
118 # Estimated average DTO read speed: 6.09 milliseconds
\r
119 # Estimated average DTO write speed: 6.01 milliseconds
\r
122 # A good option if you're CPU limited and have plenty of hard drive space.
\r
123 # Expected Compression Ratio: 0.4513
\r
124 # Estimated average DTO read speed: 3.25 ms
\r
125 # Estimated average DTO write speed: 5.99 ms
\r
128 # A good option if you're CPU limited and have plenty of hard drive space.
\r
129 # Expected Compression Ratio: 0.2606
\r
130 # Estimated average DTO read speed: 9.31 ms
\r
131 # Estimated average DTO write speed: 15.13 ms
\r
134 # Slow but very good compression.
\r
135 # Expected Compression Ratio: 0.2
\r
136 # Estimated average DTO read speed: 13.29 ms
\r
137 # Estimated average DTO write speed: 70.95 ms
\r
138 dataCompression = "Z_STD"
\r
140 # Enabling this will drastically increase chunk processing time
\r
141 # and you may need to increase your CPU load to handle it.
\r
143 # Normally DH will attempt to skip creating LODs for chunks it's already seen
\r
144 # and that haven't changed.
\r
146 # However sometimes that logic incorrectly prevents LODs from being updated.
\r
147 # Disabling this check may fix issues where LODs aren't updated after
\r
148 # blocks have been changed.
\r
149 disableUnchangedChunkCheck = false
\r
151 # True: Recalculate chunk height maps before chunks can be used by DH.
\r
152 # This can fix problems with worlds created by World Painter or
\r
153 # other external tools where the heightmap format may be incorrect.
\r
154 # False: Assume any height maps handled by Minecraft are correct.
\r
157 # Most Compatible: True
\r
158 recalculateChunkHeightmaps = false
\r
160 [common.lodBuilding.experimental]
\r
162 # When active DH will attempt to fill missing LOD data
\r
163 # with any data that is present in the tree, preventing holes when moving
\r
164 # when a N-sized generator (or server) is active.
\r
166 # This is only used when N-sized world generation is available
\r
167 # and/or when on a server where [generateOnlyInHighestDetail] is false.
\r
170 # Enabling this option will increase CPU and harddrive use
\r
171 # and may cause rendering bugs.
\r
172 upsampleLowerDetailLodsToFillHoles = false
\r
174 [common.multiThreading]
\r
176 # How many threads should be used by Distant Horizons?
\r
177 numberOfThreads = 12
\r
179 # A value between 1.0 and 0.0 that represents the percentage
\r
180 # of time each thread can run before going idle.
\r
182 # This can be used to reduce CPU usage if the thread count
\r
183 # is already set to 1 for the given option, or more finely
\r
184 # tune CPU performance.
\r
185 threadRunTimeRatio = "1.0"
\r
189 # If enabled, the mod will log information about the renderer OpenGL process.
\r
190 # This can be useful for debugging.
\r
191 logRendererGLEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
\r
193 # If enabled, the mod will log performance about the world generation process.
\r
194 # This can be useful for debugging.
\r
195 logWorldGenPerformance = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
\r
197 # If enabled, the mod will log information about network operations.
\r
198 # This can be useful for debugging.
\r
199 logNetworkEvent = "LOG_ERROR_TO_CHAT_AND_WARNING_TO_FILE"
\r
201 # If enabled, the mod will log information about the renderer buffer process.
\r
202 # This can be useful for debugging.
\r
203 logRendererBufferEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
\r
205 # If enabled, the mod will log information about the world generation process.
\r
206 # This can be useful for debugging.
\r
207 logWorldGenEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
\r
209 # If enabled, the mod will log information about the world generation process.
\r
210 # This can be useful for debugging.
\r
211 logWorldGenLoadEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
\r
213 [common.logging.warning]
\r
215 # If enabled, a chat message will be displayed when DH has too many chunks
\r
216 # queued for updating.
\r
217 showUpdateQueueOverloadedChatWarning = false
\r
219 # If enabled, a chat message will be displayed if Java doesn't have enough
\r
220 # memory allocated to run DH well.
\r
221 showLowMemoryWarningOnStartup = true
\r
223 # If enabled, a chat message will be displayed when a replay is started
\r
224 # giving some basic information about how DH will function.
\r
225 showReplayWarningOnStartup = true
\r
227 # If enabled, a chat message will be displayed when a potentially problematic
\r
228 # mod is installed alongside DH.
\r
229 showModCompatibilityWarningsOnStartup = true
\r
231 # If enabled, a chat message will be displayed if vanilla MC's
\r
232 # render distance is higher than the recommended amount.
\r
233 showHighVanillaRenderDistanceWarning = true
\r
235 # If enabled, a chat message will be displayed if DH detects
\r
236 # that any pooled objects have been garbage collected.
\r
237 showPoolInsufficientMemoryWarning = true
\r
239 [common.worldGenerator]
\r
241 # How detailed should LODs be generated outside the vanilla render distance?
\r
243 # PRE_EXISTING_ONLY
\r
244 # Only create LOD data for already generated chunks.
\r
248 # Generate the world surface,
\r
249 # this does NOT include trees,
\r
253 # Generate everything except structures.
\r
254 # WARNING: This may cause world generator bugs or instability when paired with certain world generator mods.
\r
257 # Ask the local server to generate/load each chunk.
\r
258 # This is the most compatible and will generate structures correctly,
\r
259 # but may cause server/simulation lag.
\r
260 # Note: unlike other modes this option DOES save generated chunks to
\r
261 # Minecraft's region files.
\r
262 distantGeneratorMode = "FEATURES"
\r
264 # How should distant generator progress be displayed?
\r
266 # OVERLAY: may be the same as CHAT for some Minecraft versions
\r
270 showGenerationProgress = "DISABLED"
\r
272 # How often should the distant generator progress be displayed?
\r
273 generationProgressDisplayIntervalInSeconds = 2
\r
275 # When logging generation progress also include the rate at which chunks
\r
276 # are being generated.
\r
277 # This can be useful for troubleshooting performance.
\r
278 generationProgressIncludeChunksPerSecond = true
\r
280 # For how many seconds should instructions for disabling the distant generator progress be displayed?
\r
281 # Setting this to 0 hides the instructional message so the world gen progress is shown immediately when it starts.
\r
282 generationProgressDisableMessageDisplayTimeInSeconds = 20
\r
284 # Should Distant Horizons slowly generate LODs
\r
285 # outside the vanilla render distance?
\r
286 # Depending on the generator mode, this will import existing chunks
\r
287 # and/or generating missing chunks.
\r
288 enableDistantGeneration = true
\r
292 # Should Distant Horizon's config button appear in Minecraft's options screen next to the fov slider?
\r
293 showDhOptionsButtonInMinecraftUi = true
\r
297 [client.advanced.autoUpdater]
\r
299 # If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build.
\r
300 # If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar
\r
301 # and will update to new nightly builds if the current jar is a nightly jar (IE the version number ends in '-dev').
\r
302 updateBranch = "AUTO"
\r
304 # Automatically check for updates on game launch?
\r
305 enableAutoUpdater = true
\r
307 # Should Distant Horizons silently, automatically download and install new versions?
\r
308 # This setting is force disabled on dedicated servers for stability reasons.
\r
309 enableSilentUpdates = false
\r
311 [client.advanced.debugging]
\r
313 # If enabled this will disable (most) vanilla Minecraft rendering.
\r
315 # NOTE: Do not report any issues when this mode is on!
\r
316 # This setting is only for fun and debugging.
\r
317 # Mod compatibility is not guaranteed.
\r
318 lodOnlyMode = false
\r
320 # Stops vertex colors from being passed.
\r
321 # Useful for debugging shaders
\r
322 enableWhiteWorld = false
\r
324 # What renderer is active?
\r
326 # DEFAULT: Default lod renderer
\r
327 # DEBUG: Debug testing renderer
\r
328 # DISABLED: Disable rendering
\r
329 rendererMode = "DEFAULT"
\r
331 # If enabled the LODs will render as wireframe.
\r
332 renderWireframe = false
\r
334 # If true the F8 key can be used to cycle through the different debug modes.
\r
335 # and the F6 key can be used to enable and disable LOD rendering.
\r
336 enableDebugKeybindings = false
\r
338 # If true overlapping quads will be rendered as bright red for easy identification.
\r
339 # If false the quads will be rendered normally.
\r
340 showOverlappingQuadErrors = false
\r
342 # Should specialized colors/rendering modes be used?
\r
344 # OFF: LODs will be drawn with their normal colors.
\r
345 # SHOW_DETAIL: LODs' color will be based on their detail level.
\r
346 # SHOW_BLOCK_MATERIAL: LODs' color will be based on their material.
\r
347 # SHOW_OVERLAPPING_QUADS: LODs will be drawn with total white, but overlapping quads will be drawn with red.
\r
348 debugRendering = "OFF"
\r
350 # If true OpenGL Buffer garbage collection will be logged
\r
351 # this also includes the number of live buffers.
\r
352 logBufferGarbageCollection = false
\r
354 [client.advanced.debugging.debugWireframe]
\r
356 # Render LOD section status?
\r
357 showRenderSectionStatus = false
\r
359 # Render queued network sync on load tasks?
\r
360 showNetworkSyncOnLoadQueue = false
\r
362 # Render full data update/lock status?
\r
363 showFullDataUpdateStatus = false
\r
365 # Render queued world gen tasks?
\r
366 showWorldGenQueue = false
\r
368 # A white box will be drawn when an LOD starts rendering
\r
369 # and a purple box when an LOD stops rendering.
\r
371 # This can be used to debug Quad Tree holes.
\r
372 showRenderSectionToggling = false
\r
374 # Render Quad Tree Rendering status?
\r
375 showQuadTreeRenderStatus = false
\r
377 # If enabled, various wireframes for debugging internal functions will be drawn.
\r
379 # NOTE: There WILL be performance hit!
\r
380 # Additionally, only stuff that's loaded after you enable this
\r
381 # will render their debug wireframes.
\r
382 enableRendering = false
\r
384 [client.advanced.debugging.f3Screen]
\r
386 # Shows how many chunks are queud for processing and the max count that can be queued.
\r
387 showQueuedChunkUpdateCount = true
\r
389 # Shows the memory use and array counts for each DH object pool.
\r
390 showSeparatedObjectPools = false
\r
392 # Shows the player's LOD position.
\r
393 showPlayerPos = true
\r
395 # Shows the combined memory use and array counts for all DH pooled objects.
\r
396 showCombinedObjectPools = false
\r
398 # Defines what internal detail level the player position will be shown as.
\r
399 # Internal detail level means: 6 = 1x1 block, 7 = 2x2 blocks, etc.
\r
400 playerPosSectionDetailLevel = 6
\r
402 # Shows info about each thread pool.
\r
403 showThreadPools = true
\r
405 # Shows what levels are loaded and world gen/rendering info about those levels.
\r
406 showLevelStatus = true
\r
408 [client.advanced.debugging.openGl]
\r
410 # Defines how OpenGL errors are handled.
\r
411 # Requires rebooting Minecraft to change.
\r
412 # Will catch OpenGL errors thrown by other mods.
\r
413 overrideVanillaGLLogger = true
\r
415 # Defines how OpenGL errors are handled.
\r
416 # May incorrectly catch OpenGL errors thrown by other mods.
\r
418 # IGNORE: Do nothing.
\r
419 # LOG: write an error to the log.
\r
420 # LOG_THROW: write to the log and throw an exception.
\r
421 # Warning: this should only be enabled when debugging the LOD renderer
\r
422 # as it may break Minecraft's renderer when an exception is thrown.
\r
423 glErrorHandlingMode = "IGNORE"
\r
425 # Massively reduces FPS.
\r
426 # Should only be used if mysterious EXCEPTION_ACCESS_VIOLATION crashes are happening in DH's rendering code for troubleshooting.
\r
427 validateBufferIdsBeforeRendering = false
\r
429 # If true each Open GL error will only be logged once.
\r
430 # Enabling this may cause some error logs to be missed.
\r
431 # Does nothing if overrideVanillaGLLogger is set to false.
\r
433 # Generally this can be kept as 'true' to prevent log spam.
\r
434 # However, Please set this to 'false' if a developer needs your log to debug a GL issue.
\r
435 onlyLogGlErrorsOnce = true
\r
437 [client.advanced.debugging.exampleConfigScreen]
\r
442 listTest = ["option 1", "option 2", "option 3"]
\r
444 doubleTest = "420.69"
\r
445 floatTest = "0.42069"
\r
448 stringTest = "Test input box"
\r
450 [client.advanced.graphics]
\r
452 [client.advanced.graphics.culling]
\r
454 # If false all beacons near the camera won't be drawn to prevent vanilla overdraw.
\r
455 # If true all beacons will be rendered.
\r
457 # Generally this should be left as true. It's main purpose is for debugging
\r
458 # beacon updating/rendering.
\r
459 disableBeaconDistanceCulling = true
\r
461 # Determines how far from the camera Distant Horizons will start rendering.
\r
462 # Measured as a percentage of the vanilla render distance.
\r
464 # 0 = auto, overdraw will change based on the vanilla render distance.
\r
466 # Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,
\r
467 # but may cause holes in the world.
\r
468 # Holes are most likely to appear when flying through unloaded terrain.
\r
470 # Increasing the vanilla render distance increases the effectiveness of this setting.
\r
471 overdrawPrevention = "0.0"
\r
473 # If enabled caves won't be rendered.
\r
475 # Note: for some world types this can cause
\r
476 # overhangs or walls for floating objects.
\r
477 # Tweaking the caveCullingHeight, can resolve some
\r
479 enableCaveCulling = false
\r
481 # Identical to the other frustum culling option
\r
482 # only used when a shader mod is present using the DH API
\r
483 # and the shadow pass is being rendered.
\r
485 # Disable this if shadows render incorrectly.
\r
486 disableShadowPassFrustumCulling = false
\r
488 # At what Y value should cave culling start?
\r
489 # Lower this value if you get walls for areas with 0 light.
\r
490 caveCullingHeight = 60
\r
492 # A comma separated list of block resource locations that shouldn't be rendered
\r
493 # if they are in a 0 sky light underground area.
\r
494 # Air is always included in this list.
\r
495 # Requires a restart to change.
\r
496 ignoredRenderCaveBlockCsv = "minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column,minecraft:cave_vines_plant,minecraft:vine,minecraft:cave_vines,minecraft:short_grass,minecraft:tall_grass,minecraft:small_dripleaf,minecraft:big_dripleaf,minecraft:big_dripleaf_stem,minecraft:sculk_vein"
\r
498 # A comma separated list of block resource locations that won't be rendered by DH.
\r
499 # Air is always included in this list.
\r
500 # Requires a restart to change.
\r
501 ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire,minecraft:brown_mushroom"
\r
503 # If true LODs outside the player's camera
\r
504 # aren't drawn, increasing GPU performance.
\r
506 # If false all LODs are drawn, even those behind
\r
507 # the player's camera, decreasing GPU performance.
\r
509 # Disable this if you see LODs disappearing at the corners of your vision.
\r
510 disableFrustumCulling = false
\r
512 [client.advanced.graphics.ssao]
\r
514 # Determines how many points in space are sampled for the occlusion test.
\r
515 # Higher numbers will improve quality and reduce banding, but will increase GPU load.
\r
518 # Determines how dark the Screen Space Ambient Occlusion effect will be.
\r
521 # The radius, measured in pixels, that blurring is calculated for the SSAO.
\r
522 # Higher numbers will reduce banding at the cost of GPU performance.
\r
525 # Increasing the value can reduce banding at the cost of reducing the strength of the effect.
\r
528 # Determines how dark the occlusion shadows can be.
\r
529 # 0 = totally black at the corners
\r
533 # Enable Screen Space Ambient Occlusion
\r
536 # Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks.
\r
539 [client.advanced.graphics.noiseTexture]
\r
541 # Should a noise texture be applied to LODs?
\r
543 # This is done to simulate textures and make the LODs appear more detailed.
\r
544 enableNoiseTexture = true
\r
546 # Defines how far should the noise texture render before it fades away. (in blocks)
\r
547 # Set to 0 to disable noise from fading away
\r
548 noiseDropoff = 1024
\r
550 # How many steps of noise should be applied to LODs?
\r
553 # How intense should the noise should be?
\r
554 noiseIntensity = "5.0"
\r
556 [client.advanced.graphics.experimental]
\r
558 # This is the earth size ratio when applying the curvature shader effect.
\r
559 # Note: Enabling this feature may cause rendering bugs.
\r
561 # 0 = flat/disabled
\r
562 # 1 = 1 to 1 (6,371,000 blocks)
\r
563 # 100 = 1 to 100 (63,710 blocks)
\r
564 # 10000 = 1 to 10000 (637.1 blocks)
\r
566 # Note: Due to current limitations, the min value is 50
\r
567 # and the max value is 5000. Any values outside this range
\r
568 # will be set to 0 (disabled).
\r
569 earthCurveRatio = 0
\r
571 [client.advanced.graphics.genericRendering]
\r
573 # If true LOD clouds will be rendered.
\r
574 enableCloudRendering = true
\r
576 # Sets the maximum height at which beacons will render.This will only affect new beacons coming into LOD render distance.Beacons currently visible in LOD chunks will not be affected.
\r
577 beaconRenderHeight = 6000
\r
579 # If true LOD beacon beams will be rendered.
\r
580 enableBeaconRendering = true
\r
582 # If true non terrain objects will be rendered in DH's terrain.
\r
583 # This includes beacon beams and clouds.
\r
584 enableGenericRendering = true
\r
586 # Can be disabled to use much slower but more compatible direct rendering.
\r
587 # Disabling this can be used to fix some crashes on Mac.
\r
588 enableInstancedRendering = true
\r
590 [client.advanced.graphics.quality]
\r
592 # What is the maximum detail LODs should be drawn at?
\r
593 # Higher settings will increase memory and GPU usage.
\r
595 # CHUNK: render 1 LOD for each Chunk.
\r
596 # HALF_CHUNK: render 4 LODs for each Chunk.
\r
597 # FOUR_BLOCKS: render 16 LODs for each Chunk.
\r
598 # TWO_BLOCKS: render 64 LODs for each Chunk.
\r
599 # BLOCK: render 256 LODs for each Chunk (width of one block).
\r
601 # Lowest Quality: CHUNK
\r
602 # Highest Quality: BLOCK
\r
603 maxHorizontalResolution = "BLOCK"
\r
605 # If true LODs will fade away as you get closer to them.
\r
606 # If false LODs will cut off abruptly at a set distance from the camera.
\r
607 # This setting is affected by the vanilla overdraw prevention config.
\r
608 ditherDhFade = true
\r
610 # How bright LOD colors are.
\r
615 brightnessMultiplier = "1.0"
\r
617 # How should LODs be shaded?
\r
619 # AUTO: Uses the same side shading as vanilla Minecraft blocks.
\r
620 # ENABLED: Simulates Minecraft's block shading for LODs.
\r
621 # Can be used to force LOD shading when using some shaders.
\r
622 # DISABLED: All LOD sides will be rendered with the same brightness.
\r
623 lodShading = "AUTO"
\r
625 # How saturated LOD colors are.
\r
627 # 0 = black and white
\r
629 # 2 = very saturated
\r
630 saturationMultiplier = "1.0"
\r
632 # This indicates how well LODs will represent
\r
633 # overhangs, caves, floating islands, etc.
\r
634 # Higher options will make the world more accurate, butwill increase memory and GPU usage.
\r
636 # Lowest Quality: HEIGHT_MAP
\r
637 # Highest Quality: EXTREME
\r
638 verticalQuality = "HIGH"
\r
640 # What blocks shouldn't be rendered as LODs?
\r
642 # NONE: Represent all blocks in the LODs
\r
643 # NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height)
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644 blocksToIgnore = "NON_COLLIDING"
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646 # The radius of the mod's render distance. (measured in chunks)
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647 lodChunkRenderDistanceRadius = 256
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649 # What the value should vanilla Minecraft's texture LodBias be?
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650 # If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0)
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653 # How should the sides and bottom of grass block LODs render?
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655 # AS_GRASS: all sides of dirt LOD's render using the top (green) color.
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656 # FADE_TO_DIRT: sides fade from grass to dirt.
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657 # AS_DIRT: sides render entirely as dirt.
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658 grassSideRendering = "FADE_TO_DIRT"
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660 # Should the blocks underneath avoided blocks gain the color of the avoided block?
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662 # True: a red flower will tint the grass below it red.
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663 # False: skipped blocks will not change color of surface below them.
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664 tintWithAvoidedBlocks = true
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666 # This indicates how quickly LODs decrease in quality the further away they are.
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667 # Higher settings will render higher quality fake chunks farther away,
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668 # but will increase memory and GPU usage.
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669 horizontalQuality = "HIGH"
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671 # How should LOD transparency be handled.
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673 # COMPLETE: LODs will render transparent.
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674 # FAKE: LODs will be opaque, but shaded to match the blocks underneath.
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675 # DISABLED: LODs will be opaque.
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676 transparency = "COMPLETE"
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678 # This is the same as vanilla Biome Blending settings for Lod area.
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679 # Note that anything other than '0' will greatly effect Lod building time.
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681 # '0' equals to Vanilla Biome Blending of '1x1' or 'OFF',
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682 # '1' equals to Vanilla Biome Blending of '3x3',
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683 # '2' equals to Vanilla Biome Blending of '5x5'...
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684 lodBiomeBlending = 3
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686 # How should vanilla Minecraft fade into Distant Horizons LODs?
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688 # NONE: Fastest, there will be a pronounced border between DH and MC rendering.
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689 # SINGLE_PASS: Fades after MC's transparent pass, opaque blocks underwater won't be faded.
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690 # DOUBLE_PASS: Slowest, fades after both MC's opaque and transparent passes, provides the smoothest transition.
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691 vanillaFadeMode = "DOUBLE_PASS"
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693 [client.advanced.graphics.fog]
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695 # Should Minecraft's fog render?
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696 # Note: Other mods may conflict with this setting.
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697 enableVanillaFog = false
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699 # What is the maximum fog thickness?
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702 # 1.0: Fully opaque fog.
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705 # Determines if fog is drawn on DH LODs.
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708 # At what distance should the far fog start?
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710 # 0.0: Fog starts at the player's position.
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711 # 1.0: Fog starts at the closest edge of the vanilla render distance.
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712 # 1.414: Fog starts at the corner of the vanilla render distance.
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713 farFogStart = "0.4"
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715 # What is the minimum fog thickness?
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718 # 1.0: Fully opaque fog.
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721 # What color should fog use?
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723 # USE_WORLD_FOG_COLOR: Use the world's fog color.
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724 # USE_SKY_COLOR: Use the sky's color.
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725 colorMode = "USE_WORLD_FOG_COLOR"
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727 # How should the fog thickness should be calculated?
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729 # LINEAR: Linear based on distance (will ignore 'density')
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730 # EXPONENTIAL: 1/(e^(distance*density))
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731 # EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
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732 farFogFalloff = "EXPONENTIAL_SQUARED"
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734 # Used in conjunction with the Fog Falloff.
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735 farFogDensity = "2.5"
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737 # Where should the far fog end?
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739 # 0.0: Fog ends at player's position.
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740 # 1.0: Fog ends at the closest edge of the vanilla render distance.
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741 # 1.414: Fog ends at the corner of the vanilla render distance.
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744 [client.advanced.graphics.fog.heightFog]
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746 # Where should the height fog start?
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748 # ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky
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749 # BELOW_CAMERA: Height fog starts at the camera and goes towards the void
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750 # ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void
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751 # ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky
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752 # BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void
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753 # ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void
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754 heightFogDirection = "BELOW_SET_HEIGHT"
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756 # What is the minimum fog thickness?
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759 # 1.0: Fully opaque fog.
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760 heightFogMin = "0.0"
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762 # If the height fog is calculated around a set height, what is that height position?
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763 heightFogBaseHeight = "80.0"
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765 # What is the maximum fog thickness?
\r
768 # 1.0: Fully opaque fog.
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769 heightFogMax = "1.0"
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771 # How should the height fog thickness should be calculated?
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773 # LINEAR: Linear based on height (will ignore 'density')
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774 # EXPONENTIAL: 1/(e^(height*density))
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775 # EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)
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776 heightFogFalloff = "EXPONENTIAL_SQUARED"
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778 # What is the height fog's density?
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779 heightFogDensity = "20.0"
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781 # How should height effect the fog thickness?
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782 # Note: height fog is combined with the other fog settings.
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784 # SPHERICAL: Fog is calculated based on camera distance.
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785 # CYLINDRICAL: Ignore height, fog is calculated based on horizontal distance.
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787 # MAX: max(heightFog, farFog)
\r
788 # ADDITION: heightFog + farFog
\r
789 # MULTIPLY: heightFog * farFog
\r
790 # INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog)
\r
791 # LIMITED_ADDITION: farFog + max(farFog, heightFog)
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792 # MULTIPLY_ADDITION: farFog + farFog * heightFog
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793 # INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog)
\r
794 # AVERAGE: farFog*0.5 + heightFog*0.5
\r
795 heightFogMixMode = "SPHERICAL"
\r
797 # Should the start of the height fog be offset?
\r
799 # 0.0: Fog start with no offset.
\r
800 # 1.0: Fog start with offset of the entire world's height. (Includes depth)
\r
801 heightFogStart = "0.0"
\r
803 # Should the end of the height fog be offset?
\r
805 # 0.0: Fog end with no offset.
\r
806 # 1.0: Fog end with offset of the entire world's height. (Include depth)
\r
807 heightFogEnd = "0.6"
\r
809 [client.advanced.multiplayer]
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811 # How should multiplayer save folders should be named?
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813 # NAME_ONLY: Example: "Minecraft Server"
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814 # IP_ONLY: Example: "192.168.1.40"
\r
815 # NAME_IP: Example: "Minecraft Server IP 192.168.1.40"
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816 # NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"NAME_IP_PORT_MC_VERSION: Example: "Minecraft Server IP 192.168.1.40:25565 GameVersion 1.16.5"
\r
817 serverFolderNameMode = "NAME_ONLY"
\r