+++ /dev/null
-_version = 3\r
-\r
-[server]\r
- #\r
- # Defines the Z-coordinate of the central point for generation boundaries, in blocks.\r
- generationBoundsZ = 0\r
- #\r
- # Defines the distance the player will receive updates around.\r
- realTimeUpdateDistanceRadiusInChunks = 256\r
- #\r
- # Prefix of the level keys sent to the clients.\r
- # If the mod is running behind a proxy, each backend should use a unique value.\r
- # If this value is empty, level key will be based on the server's seed hash.\r
- levelKeyPrefix = ""\r
- #\r
- # Defines the distance allowed to be synchronized around the player. \r
- # Should be the same or larger than maxGenerationRequestDistance in most cases.\r
- maxSyncOnLoadRequestDistance = 4096\r
- #\r
- # If true, clients will receive updated LODs when joining or loading new LODs.\r
- synchronizeOnLoad = true\r
- #\r
- # Defines the distance allowed to generate around the player.\r
- maxGenerationRequestDistance = 4096\r
- #\r
- # Defines the X-coordinate of the central point for generation boundaries, in blocks.\r
- generationBoundsX = 0\r
- #\r
- # Makes the server send level keys for each world.\r
- # Disable this if you use alternative ways to send level keys.\r
- sendLevelKeys = true\r
- #\r
- # How many LOD generation requests per second should a client send? \r
- # Also limits the number of client requests allowed to stay in the server's queue.\r
- generationRequestRateLimit = 20\r
- #\r
- # How many LOD sync requests per second should a client send? \r
- # Also limits the amount of player's requests allowed to stay in the server's queue.\r
- syncOnLoadRateLimit = 50\r
- #\r
- # Defines the radius around the central point within which generation is allowed, in blocks. \r
- # If this value is set to 0, generation bounds are disabled.\r
- generationBoundsRadius = 0\r
- #\r
- # If true, clients will receive real-time LOD updates for chunks outside the client's render distance.\r
- enableRealTimeUpdates = true\r
- #\r
- # Maximum global speed for uploading LODs to the clients, in KB/s.\r
- # Value of 0 disables the limit.\r
- globalBandwidthLimit = 0\r
- #\r
- # Maximum per-player speed for uploading LODs to the clients, in KB/s.\r
- # Value of 0 disables the limit.\r
- playerBandwidthLimit = 500\r
- #\r
- # Enables adaptive transfer speed based on client performance.\r
- # If true, DH will automatically adjust transfer rate to minimize connection lag.\r
- # If false, transfer speed will remain fixed.\r
- enableAdaptiveTransferSpeed = false\r
-\r
- [server.experimental]\r
- #\r
- # When enabled on the client, this allows loading lower detail levels as needed to speed up terrain generation.\r
- # This must also be enabled on the server; otherwise, it will have no effect.\r
- # For better performance when switching LOD detail levels, enabling [upsampleLowerDetailLodsToFillHoles] is recommended.\r
- enableNSizedGeneration = false\r
-\r
-[common]\r
-\r
- [common.lodBuilding]\r
- #\r
- # How should block data be compressed when creating LOD data? \r
- # This setting will only affect new or updated LOD data, \r
- # any data already generated when this setting is changed will be\r
- # unaffected until it is modified or re-loaded.\r
- # \r
- # MERGE_SAME_BLOCKS \r
- # Every block/biome change is recorded in the database. \r
- # This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data. \r
- # Expected Compression Ratio: 1.0\r
- # \r
- # VISUALLY_EQUAL \r
- # Only visible block/biome changes are recorded in the database. \r
- # Hidden blocks (IE ores) are ignored. \r
- # Expected Compression Ratio: 0.7\r
- worldCompression = "VISUALLY_EQUAL"\r
- #\r
- # When DH pulls in pre-existing chunks it will attempt to \r
- # run any missing world generation steps; for example: \r
- # if a chunk has the status SURFACE, DH will skip BIOMES \r
- # and SURFACE, but will run FEATURES. \r
- # \r
- # However if for some reason the chunks are malformed \r
- # or there's some other issue that causes the status \r
- # to be incorrect that can either cause world gen \r
- # lock-ups and/or crashes. \r
- # If either of those happen try setting this to True.\r
- assumePreExistingChunksAreFinished = false\r
- #\r
- # If true LOD generation for pre-existing chunks will attempt to pull the lighting data \r
- # saved in Minecraft's Region files. \r
- # If false DH will pull in chunks without lighting and re-light them. \r
- # \r
- # Setting this to true will result in faster LOD generation \r
- # for already generated worlds, but is broken by most lighting mods. \r
- # \r
- # Set this to false if LODs are black.\r
- pullLightingForPregeneratedChunks = false\r
- #\r
- # What algorithm should be used to compress new LOD data? \r
- # This setting will only affect new or updated LOD data, \r
- # any data already generated when this setting is changed will be\r
- # unaffected until it needs to be re-written to the database.\r
- # \r
- # UNCOMPRESSED \r
- # Should only be used for testing, is worse in every way vs [LZ4].\r
- # Expected Compression Ratio: 1.0\r
- # Estimated average DTO read speed: 6.09 milliseconds\r
- # Estimated average DTO write speed: 6.01 milliseconds\r
- # \r
- # LZ4 \r
- # A good option if you're CPU limited and have plenty of hard drive space.\r
- # Expected Compression Ratio: 0.4513\r
- # Estimated average DTO read speed: 3.25 ms\r
- # Estimated average DTO write speed: 5.99 ms\r
- # \r
- # Z_STD \r
- # A good option if you're CPU limited and have plenty of hard drive space.\r
- # Expected Compression Ratio: 0.2606\r
- # Estimated average DTO read speed: 9.31 ms\r
- # Estimated average DTO write speed: 15.13 ms\r
- # \r
- # LZMA2 \r
- # Slow but very good compression.\r
- # Expected Compression Ratio: 0.2\r
- # Estimated average DTO read speed: 13.29 ms\r
- # Estimated average DTO write speed: 70.95 ms\r
- dataCompression = "Z_STD"\r
- #\r
- # Enabling this will drastically increase chunk processing time\r
- # and you may need to increase your CPU load to handle it.\r
- # \r
- # Normally DH will attempt to skip creating LODs for chunks it's already seen\r
- # and that haven't changed.\r
- # \r
- # However sometimes that logic incorrectly prevents LODs from being updated.\r
- # Disabling this check may fix issues where LODs aren't updated after\r
- # blocks have been changed.\r
- disableUnchangedChunkCheck = false\r
- #\r
- # True: Recalculate chunk height maps before chunks can be used by DH.\r
- # This can fix problems with worlds created by World Painter or \r
- # other external tools where the heightmap format may be incorrect. \r
- # False: Assume any height maps handled by Minecraft are correct. \r
- # \r
- # Fastest: False\r
- # Most Compatible: True\r
- recalculateChunkHeightmaps = false\r
-\r
- [common.lodBuilding.experimental]\r
- #\r
- # When active DH will attempt to fill missing LOD data \r
- # with any data that is present in the tree, preventing holes when moving \r
- # when a N-sized generator (or server) is active. \r
- # \r
- # This is only used when N-sized world generation is available \r
- # and/or when on a server where [generateOnlyInHighestDetail] is false. \r
- # \r
- # Experimental:\r
- # Enabling this option will increase CPU and harddrive use\r
- # and may cause rendering bugs.\r
- upsampleLowerDetailLodsToFillHoles = false\r
-\r
- [common.multiThreading]\r
- #\r
- # How many threads should be used by Distant Horizons?\r
- numberOfThreads = 12\r
- #\r
- # A value between 1.0 and 0.0 that represents the percentage \r
- # of time each thread can run before going idle. \r
- # \r
- # This can be used to reduce CPU usage if the thread count \r
- # is already set to 1 for the given option, or more finely \r
- # tune CPU performance.\r
- threadRunTimeRatio = "1.0"\r
-\r
- [common.logging]\r
- #\r
- # If enabled, the mod will log information about the renderer OpenGL process. \r
- # This can be useful for debugging.\r
- logRendererGLEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"\r
- #\r
- # If enabled, the mod will log performance about the world generation process. \r
- # This can be useful for debugging.\r
- logWorldGenPerformance = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"\r
- #\r
- # If enabled, the mod will log information about network operations. \r
- # This can be useful for debugging.\r
- logNetworkEvent = "LOG_ERROR_TO_CHAT_AND_WARNING_TO_FILE"\r
- #\r
- # If enabled, the mod will log information about the renderer buffer process. \r
- # This can be useful for debugging.\r
- logRendererBufferEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"\r
- #\r
- # If enabled, the mod will log information about the world generation process. \r
- # This can be useful for debugging.\r
- logWorldGenEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"\r
- #\r
- # If enabled, the mod will log information about the world generation process. \r
- # This can be useful for debugging.\r
- logWorldGenLoadEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"\r
-\r
- [common.logging.warning]\r
- #\r
- # If enabled, a chat message will be displayed when DH has too many chunks \r
- # queued for updating.\r
- showUpdateQueueOverloadedChatWarning = false\r
- #\r
- # If enabled, a chat message will be displayed if Java doesn't have enough \r
- # memory allocated to run DH well.\r
- showLowMemoryWarningOnStartup = true\r
- #\r
- # If enabled, a chat message will be displayed when a replay is started \r
- # giving some basic information about how DH will function.\r
- showReplayWarningOnStartup = true\r
- #\r
- # If enabled, a chat message will be displayed when a potentially problematic \r
- # mod is installed alongside DH.\r
- showModCompatibilityWarningsOnStartup = true\r
- #\r
- # If enabled, a chat message will be displayed if vanilla MC's \r
- # render distance is higher than the recommended amount.\r
- showHighVanillaRenderDistanceWarning = true\r
- #\r
- # If enabled, a chat message will be displayed if DH detects \r
- # that any pooled objects have been garbage collected.\r
- showPoolInsufficientMemoryWarning = true\r
-\r
- [common.worldGenerator]\r
- #\r
- # How detailed should LODs be generated outside the vanilla render distance? \r
- # \r
- # PRE_EXISTING_ONLY \r
- # Only create LOD data for already generated chunks. \r
- # \r
- # \r
- # SURFACE \r
- # Generate the world surface, \r
- # this does NOT include trees, \r
- # or structures. \r
- # \r
- # FEATURES \r
- # Generate everything except structures. \r
- # WARNING: This may cause world generator bugs or instability when paired with certain world generator mods. \r
- # \r
- # INTERNAL_SERVER \r
- # Ask the local server to generate/load each chunk. \r
- # This is the most compatible and will generate structures correctly, \r
- # but may cause server/simulation lag. \r
- # Note: unlike other modes this option DOES save generated chunks to \r
- # Minecraft's region files.\r
- distantGeneratorMode = "FEATURES"\r
- #\r
- # How should distant generator progress be displayed? \r
- # \r
- # OVERLAY: may be the same as CHAT for some Minecraft versions \r
- # CHAT \r
- # LOG \r
- # DISABLED\r
- showGenerationProgress = "DISABLED"\r
- #\r
- # How often should the distant generator progress be displayed?\r
- generationProgressDisplayIntervalInSeconds = 2\r
- #\r
- # When logging generation progress also include the rate at which chunks \r
- # are being generated. \r
- # This can be useful for troubleshooting performance.\r
- generationProgressIncludeChunksPerSecond = true\r
- #\r
- # For how many seconds should instructions for disabling the distant generator progress be displayed? \r
- # Setting this to 0 hides the instructional message so the world gen progress is shown immediately when it starts.\r
- generationProgressDisableMessageDisplayTimeInSeconds = 20\r
- #\r
- # Should Distant Horizons slowly generate LODs \r
- # outside the vanilla render distance? \r
- # Depending on the generator mode, this will import existing chunks \r
- # and/or generating missing chunks.\r
- enableDistantGeneration = true\r
-\r
-[client]\r
- #\r
- # Should Distant Horizon's config button appear in Minecraft's options screen next to the fov slider?\r
- showDhOptionsButtonInMinecraftUi = true\r
-\r
- [client.advanced]\r
-\r
- [client.advanced.autoUpdater]\r
- #\r
- # If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build. \r
- # If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar \r
- # and will update to new nightly builds if the current jar is a nightly jar (IE the version number ends in '-dev').\r
- updateBranch = "AUTO"\r
- #\r
- # Automatically check for updates on game launch?\r
- enableAutoUpdater = true\r
- #\r
- # Should Distant Horizons silently, automatically download and install new versions? \r
- # This setting is force disabled on dedicated servers for stability reasons.\r
- enableSilentUpdates = false\r
-\r
- [client.advanced.debugging]\r
- #\r
- # If enabled this will disable (most) vanilla Minecraft rendering. \r
- # \r
- # NOTE: Do not report any issues when this mode is on! \r
- # This setting is only for fun and debugging. \r
- # Mod compatibility is not guaranteed.\r
- lodOnlyMode = false\r
- #\r
- # Stops vertex colors from being passed. \r
- # Useful for debugging shaders\r
- enableWhiteWorld = false\r
- #\r
- # What renderer is active? \r
- # \r
- # DEFAULT: Default lod renderer \r
- # DEBUG: Debug testing renderer \r
- # DISABLED: Disable rendering\r
- rendererMode = "DEFAULT"\r
- #\r
- # If enabled the LODs will render as wireframe.\r
- renderWireframe = false\r
- #\r
- # If true the F8 key can be used to cycle through the different debug modes. \r
- # and the F6 key can be used to enable and disable LOD rendering.\r
- enableDebugKeybindings = false\r
- #\r
- # If true overlapping quads will be rendered as bright red for easy identification. \r
- # If false the quads will be rendered normally.\r
- showOverlappingQuadErrors = false\r
- #\r
- # Should specialized colors/rendering modes be used? \r
- # \r
- # OFF: LODs will be drawn with their normal colors. \r
- # SHOW_DETAIL: LODs' color will be based on their detail level. \r
- # SHOW_BLOCK_MATERIAL: LODs' color will be based on their material. \r
- # SHOW_OVERLAPPING_QUADS: LODs will be drawn with total white, but overlapping quads will be drawn with red.\r
- debugRendering = "OFF"\r
- #\r
- # If true OpenGL Buffer garbage collection will be logged \r
- # this also includes the number of live buffers.\r
- logBufferGarbageCollection = false\r
-\r
- [client.advanced.debugging.debugWireframe]\r
- #\r
- # Render LOD section status?\r
- showRenderSectionStatus = false\r
- #\r
- # Render queued network sync on load tasks?\r
- showNetworkSyncOnLoadQueue = false\r
- #\r
- # Render full data update/lock status?\r
- showFullDataUpdateStatus = false\r
- #\r
- # Render queued world gen tasks?\r
- showWorldGenQueue = false\r
- #\r
- # A white box will be drawn when an LOD starts rendering \r
- # and a purple box when an LOD stops rendering. \r
- # \r
- # This can be used to debug Quad Tree holes.\r
- showRenderSectionToggling = false\r
- #\r
- # Render Quad Tree Rendering status?\r
- showQuadTreeRenderStatus = false\r
- #\r
- # If enabled, various wireframes for debugging internal functions will be drawn. \r
- # \r
- # NOTE: There WILL be performance hit! \r
- # Additionally, only stuff that's loaded after you enable this \r
- # will render their debug wireframes.\r
- enableRendering = false\r
-\r
- [client.advanced.debugging.f3Screen]\r
- #\r
- # Shows how many chunks are queud for processing and the max count that can be queued.\r
- showQueuedChunkUpdateCount = true\r
- #\r
- # Shows the memory use and array counts for each DH object pool.\r
- showSeparatedObjectPools = false\r
- #\r
- # Shows the player's LOD position.\r
- showPlayerPos = true\r
- #\r
- # Shows the combined memory use and array counts for all DH pooled objects.\r
- showCombinedObjectPools = false\r
- #\r
- # Defines what internal detail level the player position will be shown as. \r
- # Internal detail level means: 6 = 1x1 block, 7 = 2x2 blocks, etc.\r
- playerPosSectionDetailLevel = 6\r
- #\r
- # Shows info about each thread pool.\r
- showThreadPools = true\r
- #\r
- # Shows what levels are loaded and world gen/rendering info about those levels.\r
- showLevelStatus = true\r
-\r
- [client.advanced.debugging.openGl]\r
- #\r
- # Defines how OpenGL errors are handled. \r
- # Requires rebooting Minecraft to change. \r
- # Will catch OpenGL errors thrown by other mods.\r
- overrideVanillaGLLogger = true\r
- #\r
- # Defines how OpenGL errors are handled. \r
- # May incorrectly catch OpenGL errors thrown by other mods. \r
- # \r
- # IGNORE: Do nothing. \r
- # LOG: write an error to the log. \r
- # LOG_THROW: write to the log and throw an exception. \r
- # Warning: this should only be enabled when debugging the LOD renderer \r
- # as it may break Minecraft's renderer when an exception is thrown.\r
- glErrorHandlingMode = "IGNORE"\r
- #\r
- # Massively reduces FPS. \r
- # Should only be used if mysterious EXCEPTION_ACCESS_VIOLATION crashes are happening in DH's rendering code for troubleshooting.\r
- validateBufferIdsBeforeRendering = false\r
- #\r
- # If true each Open GL error will only be logged once. \r
- # Enabling this may cause some error logs to be missed. \r
- # Does nothing if overrideVanillaGLLogger is set to false. \r
- # \r
- # Generally this can be kept as 'true' to prevent log spam. \r
- # However, Please set this to 'false' if a developer needs your log to debug a GL issue.\r
- onlyLogGlErrorsOnce = true\r
-\r
- [client.advanced.debugging.exampleConfigScreen]\r
- shortTest = "69"\r
- mapTest = "{}"\r
- byteTest = "8"\r
- longTest = "42069"\r
- listTest = ["option 1", "option 2", "option 3"]\r
- boolTest = false\r
- doubleTest = "420.69"\r
- floatTest = "0.42069"\r
- linkableTest = 420\r
- intTest = 69420\r
- stringTest = "Test input box"\r
-\r
- [client.advanced.graphics]\r
-\r
- [client.advanced.graphics.culling]\r
- #\r
- # If false all beacons near the camera won't be drawn to prevent vanilla overdraw. \r
- # If true all beacons will be rendered. \r
- # \r
- # Generally this should be left as true. It's main purpose is for debugging\r
- # beacon updating/rendering.\r
- disableBeaconDistanceCulling = true\r
- #\r
- # Determines how far from the camera Distant Horizons will start rendering. \r
- # Measured as a percentage of the vanilla render distance.\r
- # \r
- # 0 = auto, overdraw will change based on the vanilla render distance.\r
- # \r
- # Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,\r
- # but may cause holes in the world. \r
- # Holes are most likely to appear when flying through unloaded terrain. \r
- # \r
- # Increasing the vanilla render distance increases the effectiveness of this setting.\r
- overdrawPrevention = "0.0"\r
- #\r
- # If enabled caves won't be rendered. \r
- # \r
- # Note: for some world types this can cause \r
- # overhangs or walls for floating objects. \r
- # Tweaking the caveCullingHeight, can resolve some \r
- # of those issues.\r
- enableCaveCulling = false\r
- #\r
- # Identical to the other frustum culling option\r
- # only used when a shader mod is present using the DH API\r
- # and the shadow pass is being rendered.\r
- # \r
- # Disable this if shadows render incorrectly.\r
- disableShadowPassFrustumCulling = false\r
- #\r
- # At what Y value should cave culling start? \r
- # Lower this value if you get walls for areas with 0 light.\r
- caveCullingHeight = 60\r
- #\r
- # A comma separated list of block resource locations that shouldn't be rendered \r
- # if they are in a 0 sky light underground area. \r
- # Air is always included in this list. \r
- # Requires a restart to change.\r
- 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
- #\r
- # A comma separated list of block resource locations that won't be rendered by DH. \r
- # Air is always included in this list. \r
- # Requires a restart to change.\r
- ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire,minecraft:brown_mushroom"\r
- #\r
- # If true LODs outside the player's camera \r
- # aren't drawn, increasing GPU performance. \r
- # \r
- # If false all LODs are drawn, even those behind \r
- # the player's camera, decreasing GPU performance. \r
- # \r
- # Disable this if you see LODs disappearing at the corners of your vision.\r
- disableFrustumCulling = false\r
-\r
- [client.advanced.graphics.ssao]\r
- #\r
- # Determines how many points in space are sampled for the occlusion test. \r
- # Higher numbers will improve quality and reduce banding, but will increase GPU load.\r
- sampleCount = 6\r
- #\r
- # Determines how dark the Screen Space Ambient Occlusion effect will be.\r
- strength = "0.2"\r
- #\r
- # The radius, measured in pixels, that blurring is calculated for the SSAO. \r
- # Higher numbers will reduce banding at the cost of GPU performance.\r
- blurRadius = 2\r
- #\r
- # Increasing the value can reduce banding at the cost of reducing the strength of the effect.\r
- bias = "0.02"\r
- #\r
- # Determines how dark the occlusion shadows can be. \r
- # 0 = totally black at the corners \r
- # 1 = no shadow\r
- minLight = "0.25"\r
- #\r
- # Enable Screen Space Ambient Occlusion\r
- enableSsao = true\r
- #\r
- # Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks.\r
- radius = "4.0"\r
-\r
- [client.advanced.graphics.noiseTexture]\r
- #\r
- # Should a noise texture be applied to LODs? \r
- # \r
- # This is done to simulate textures and make the LODs appear more detailed.\r
- enableNoiseTexture = true\r
- #\r
- # Defines how far should the noise texture render before it fades away. (in blocks) \r
- # Set to 0 to disable noise from fading away\r
- noiseDropoff = 1024\r
- #\r
- # How many steps of noise should be applied to LODs?\r
- noiseSteps = 4\r
- #\r
- # How intense should the noise should be?\r
- noiseIntensity = "5.0"\r
-\r
- [client.advanced.graphics.experimental]\r
- #\r
- # This is the earth size ratio when applying the curvature shader effect. \r
- # Note: Enabling this feature may cause rendering bugs. \r
- # \r
- # 0 = flat/disabled \r
- # 1 = 1 to 1 (6,371,000 blocks) \r
- # 100 = 1 to 100 (63,710 blocks) \r
- # 10000 = 1 to 10000 (637.1 blocks) \r
- # \r
- # Note: Due to current limitations, the min value is 50 \r
- # and the max value is 5000. Any values outside this range \r
- # will be set to 0 (disabled).\r
- earthCurveRatio = 0\r
-\r
- [client.advanced.graphics.genericRendering]\r
- #\r
- # If true LOD clouds will be rendered.\r
- enableCloudRendering = true\r
- #\r
- # 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
- beaconRenderHeight = 6000\r
- #\r
- # If true LOD beacon beams will be rendered.\r
- enableBeaconRendering = true\r
- #\r
- # If true non terrain objects will be rendered in DH's terrain. \r
- # This includes beacon beams and clouds.\r
- enableGenericRendering = true\r
- #\r
- # Can be disabled to use much slower but more compatible direct rendering. \r
- # Disabling this can be used to fix some crashes on Mac.\r
- enableInstancedRendering = true\r
-\r
- [client.advanced.graphics.quality]\r
- #\r
- # What is the maximum detail LODs should be drawn at? \r
- # Higher settings will increase memory and GPU usage. \r
- # \r
- # CHUNK: render 1 LOD for each Chunk. \r
- # HALF_CHUNK: render 4 LODs for each Chunk. \r
- # FOUR_BLOCKS: render 16 LODs for each Chunk. \r
- # TWO_BLOCKS: render 64 LODs for each Chunk. \r
- # BLOCK: render 256 LODs for each Chunk (width of one block). \r
- # \r
- # Lowest Quality: CHUNK\r
- # Highest Quality: BLOCK\r
- maxHorizontalResolution = "BLOCK"\r
- #\r
- # If true LODs will fade away as you get closer to them. \r
- # If false LODs will cut off abruptly at a set distance from the camera. \r
- # This setting is affected by the vanilla overdraw prevention config.\r
- ditherDhFade = true\r
- #\r
- # How bright LOD colors are. \r
- # \r
- # 0 = black \r
- # 1 = normal \r
- # 2 = near white\r
- brightnessMultiplier = "1.0"\r
- #\r
- # How should LODs be shaded? \r
- # \r
- # AUTO: Uses the same side shading as vanilla Minecraft blocks. \r
- # ENABLED: Simulates Minecraft's block shading for LODs. \r
- # Can be used to force LOD shading when using some shaders. \r
- # DISABLED: All LOD sides will be rendered with the same brightness.\r
- lodShading = "AUTO"\r
- #\r
- # How saturated LOD colors are. \r
- # \r
- # 0 = black and white \r
- # 1 = normal \r
- # 2 = very saturated\r
- saturationMultiplier = "1.0"\r
- #\r
- # This indicates how well LODs will represent \r
- # overhangs, caves, floating islands, etc. \r
- # Higher options will make the world more accurate, butwill increase memory and GPU usage. \r
- # \r
- # Lowest Quality: HEIGHT_MAP\r
- # Highest Quality: EXTREME\r
- verticalQuality = "HIGH"\r
- #\r
- # What blocks shouldn't be rendered as LODs? \r
- # \r
- # NONE: Represent all blocks in the LODs \r
- # NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height)\r
- blocksToIgnore = "NON_COLLIDING"\r
- #\r
- # The radius of the mod's render distance. (measured in chunks)\r
- lodChunkRenderDistanceRadius = 256\r
- #\r
- # What the value should vanilla Minecraft's texture LodBias be? \r
- # If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0)\r
- lodBias = "0.0"\r
- #\r
- # How should the sides and bottom of grass block LODs render? \r
- # \r
- # AS_GRASS: all sides of dirt LOD's render using the top (green) color. \r
- # FADE_TO_DIRT: sides fade from grass to dirt. \r
- # AS_DIRT: sides render entirely as dirt.\r
- grassSideRendering = "FADE_TO_DIRT"\r
- #\r
- # Should the blocks underneath avoided blocks gain the color of the avoided block? \r
- # \r
- # True: a red flower will tint the grass below it red. \r
- # False: skipped blocks will not change color of surface below them.\r
- tintWithAvoidedBlocks = true\r
- #\r
- # This indicates how quickly LODs decrease in quality the further away they are. \r
- # Higher settings will render higher quality fake chunks farther away, \r
- # but will increase memory and GPU usage.\r
- horizontalQuality = "HIGH"\r
- #\r
- # How should LOD transparency be handled. \r
- # \r
- # COMPLETE: LODs will render transparent. \r
- # FAKE: LODs will be opaque, but shaded to match the blocks underneath. \r
- # DISABLED: LODs will be opaque.\r
- transparency = "COMPLETE"\r
- #\r
- # This is the same as vanilla Biome Blending settings for Lod area. \r
- # Note that anything other than '0' will greatly effect Lod building time. \r
- # \r
- # '0' equals to Vanilla Biome Blending of '1x1' or 'OFF', \r
- # '1' equals to Vanilla Biome Blending of '3x3', \r
- # '2' equals to Vanilla Biome Blending of '5x5'...\r
- lodBiomeBlending = 3\r
- #\r
- # How should vanilla Minecraft fade into Distant Horizons LODs? \r
- # \r
- # NONE: Fastest, there will be a pronounced border between DH and MC rendering. \r
- # SINGLE_PASS: Fades after MC's transparent pass, opaque blocks underwater won't be faded. \r
- # DOUBLE_PASS: Slowest, fades after both MC's opaque and transparent passes, provides the smoothest transition.\r
- vanillaFadeMode = "DOUBLE_PASS"\r
-\r
- [client.advanced.graphics.fog]\r
- #\r
- # Should Minecraft's fog render? \r
- # Note: Other mods may conflict with this setting.\r
- enableVanillaFog = false\r
- #\r
- # What is the maximum fog thickness? \r
- # \r
- # 0.0: No fog. \r
- # 1.0: Fully opaque fog.\r
- farFogMax = "1.0"\r
- #\r
- # Determines if fog is drawn on DH LODs.\r
- enableDhFog = true\r
- #\r
- # At what distance should the far fog start? \r
- # \r
- # 0.0: Fog starts at the player's position. \r
- # 1.0: Fog starts at the closest edge of the vanilla render distance. \r
- # 1.414: Fog starts at the corner of the vanilla render distance.\r
- farFogStart = "0.4"\r
- #\r
- # What is the minimum fog thickness? \r
- # \r
- # 0.0: No fog. \r
- # 1.0: Fully opaque fog.\r
- farFogMin = "0.0"\r
- #\r
- # What color should fog use? \r
- # \r
- # USE_WORLD_FOG_COLOR: Use the world's fog color. \r
- # USE_SKY_COLOR: Use the sky's color.\r
- colorMode = "USE_WORLD_FOG_COLOR"\r
- #\r
- # How should the fog thickness should be calculated? \r
- # \r
- # LINEAR: Linear based on distance (will ignore 'density')\r
- # EXPONENTIAL: 1/(e^(distance*density)) \r
- # EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)\r
- farFogFalloff = "EXPONENTIAL_SQUARED"\r
- #\r
- # Used in conjunction with the Fog Falloff.\r
- farFogDensity = "2.5"\r
- #\r
- # Where should the far fog end? \r
- # \r
- # 0.0: Fog ends at player's position.\r
- # 1.0: Fog ends at the closest edge of the vanilla render distance. \r
- # 1.414: Fog ends at the corner of the vanilla render distance.\r
- farFogEnd = "1.0"\r
-\r
- [client.advanced.graphics.fog.heightFog]\r
- #\r
- # Where should the height fog start? \r
- # \r
- # ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky \r
- # BELOW_CAMERA: Height fog starts at the camera and goes towards the void \r
- # ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void \r
- # ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky \r
- # BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void \r
- # ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void\r
- heightFogDirection = "BELOW_SET_HEIGHT"\r
- #\r
- # What is the minimum fog thickness? \r
- # \r
- # 0.0: No fog. \r
- # 1.0: Fully opaque fog.\r
- heightFogMin = "0.0"\r
- #\r
- # If the height fog is calculated around a set height, what is that height position?\r
- heightFogBaseHeight = "80.0"\r
- #\r
- # What is the maximum fog thickness? \r
- # \r
- # 0.0: No fog. \r
- # 1.0: Fully opaque fog.\r
- heightFogMax = "1.0"\r
- #\r
- # How should the height fog thickness should be calculated? \r
- # \r
- # LINEAR: Linear based on height (will ignore 'density')\r
- # EXPONENTIAL: 1/(e^(height*density)) \r
- # EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)\r
- heightFogFalloff = "EXPONENTIAL_SQUARED"\r
- #\r
- # What is the height fog's density?\r
- heightFogDensity = "20.0"\r
- #\r
- # How should height effect the fog thickness? \r
- # Note: height fog is combined with the other fog settings. \r
- # \r
- # SPHERICAL: Fog is calculated based on camera distance. \r
- # CYLINDRICAL: Ignore height, fog is calculated based on horizontal distance. \r
- # \r
- # MAX: max(heightFog, farFog) \r
- # ADDITION: heightFog + farFog \r
- # MULTIPLY: heightFog * farFog \r
- # INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog) \r
- # LIMITED_ADDITION: farFog + max(farFog, heightFog) \r
- # MULTIPLY_ADDITION: farFog + farFog * heightFog \r
- # INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog) \r
- # AVERAGE: farFog*0.5 + heightFog*0.5\r
- heightFogMixMode = "SPHERICAL"\r
- #\r
- # Should the start of the height fog be offset? \r
- # \r
- # 0.0: Fog start with no offset.\r
- # 1.0: Fog start with offset of the entire world's height. (Includes depth)\r
- heightFogStart = "0.0"\r
- #\r
- # Should the end of the height fog be offset? \r
- # \r
- # 0.0: Fog end with no offset.\r
- # 1.0: Fog end with offset of the entire world's height. (Include depth)\r
- heightFogEnd = "0.6"\r
-\r
- [client.advanced.multiplayer]\r
- #\r
- # How should multiplayer save folders should be named? \r
- # \r
- # NAME_ONLY: Example: "Minecraft Server" \r
- # IP_ONLY: Example: "192.168.1.40" \r
- # NAME_IP: Example: "Minecraft Server IP 192.168.1.40" \r
- # 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
- serverFolderNameMode = "NAME_ONLY"\r
-\r