X-Git-Url: https://gitweb.ps.run/packwiz/blobdiff_plain/80194dfea42a212c27f443cae45f9229b81b9743..08af78edc150c8fd965f5ed76572c321249eb82e:/config/DistantHorizons.toml diff --git a/config/DistantHorizons.toml b/config/DistantHorizons.toml deleted file mode 100644 index 840aa96..0000000 --- a/config/DistantHorizons.toml +++ /dev/null @@ -1,818 +0,0 @@ -_version = 3 - -[server] - # - # Defines the Z-coordinate of the central point for generation boundaries, in blocks. - generationBoundsZ = 0 - # - # Defines the distance the player will receive updates around. - realTimeUpdateDistanceRadiusInChunks = 256 - # - # Prefix of the level keys sent to the clients. - # If the mod is running behind a proxy, each backend should use a unique value. - # If this value is empty, level key will be based on the server's seed hash. - levelKeyPrefix = "" - # - # Defines the distance allowed to be synchronized around the player. - # Should be the same or larger than maxGenerationRequestDistance in most cases. - maxSyncOnLoadRequestDistance = 4096 - # - # If true, clients will receive updated LODs when joining or loading new LODs. - synchronizeOnLoad = true - # - # Defines the distance allowed to generate around the player. - maxGenerationRequestDistance = 4096 - # - # Defines the X-coordinate of the central point for generation boundaries, in blocks. - generationBoundsX = 0 - # - # Makes the server send level keys for each world. - # Disable this if you use alternative ways to send level keys. - sendLevelKeys = true - # - # How many LOD generation requests per second should a client send? - # Also limits the number of client requests allowed to stay in the server's queue. - generationRequestRateLimit = 20 - # - # How many LOD sync requests per second should a client send? - # Also limits the amount of player's requests allowed to stay in the server's queue. - syncOnLoadRateLimit = 50 - # - # Defines the radius around the central point within which generation is allowed, in blocks. - # If this value is set to 0, generation bounds are disabled. - generationBoundsRadius = 0 - # - # If true, clients will receive real-time LOD updates for chunks outside the client's render distance. - enableRealTimeUpdates = true - # - # Maximum global speed for uploading LODs to the clients, in KB/s. - # Value of 0 disables the limit. - globalBandwidthLimit = 0 - # - # Maximum per-player speed for uploading LODs to the clients, in KB/s. - # Value of 0 disables the limit. - playerBandwidthLimit = 500 - # - # Enables adaptive transfer speed based on client performance. - # If true, DH will automatically adjust transfer rate to minimize connection lag. - # If false, transfer speed will remain fixed. - enableAdaptiveTransferSpeed = false - - [server.experimental] - # - # When enabled on the client, this allows loading lower detail levels as needed to speed up terrain generation. - # This must also be enabled on the server; otherwise, it will have no effect. - # For better performance when switching LOD detail levels, enabling [upsampleLowerDetailLodsToFillHoles] is recommended. - enableNSizedGeneration = false - -[common] - - [common.lodBuilding] - # - # How should block data be compressed when creating LOD data? - # This setting will only affect new or updated LOD data, - # any data already generated when this setting is changed will be - # unaffected until it is modified or re-loaded. - # - # MERGE_SAME_BLOCKS - # Every block/biome change is recorded in the database. - # This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data. - # Expected Compression Ratio: 1.0 - # - # VISUALLY_EQUAL - # Only visible block/biome changes are recorded in the database. - # Hidden blocks (IE ores) are ignored. - # Expected Compression Ratio: 0.7 - worldCompression = "VISUALLY_EQUAL" - # - # When DH pulls in pre-existing chunks it will attempt to - # run any missing world generation steps; for example: - # if a chunk has the status SURFACE, DH will skip BIOMES - # and SURFACE, but will run FEATURES. - # - # However if for some reason the chunks are malformed - # or there's some other issue that causes the status - # to be incorrect that can either cause world gen - # lock-ups and/or crashes. - # If either of those happen try setting this to True. - assumePreExistingChunksAreFinished = false - # - # If true LOD generation for pre-existing chunks will attempt to pull the lighting data - # saved in Minecraft's Region files. - # If false DH will pull in chunks without lighting and re-light them. - # - # Setting this to true will result in faster LOD generation - # for already generated worlds, but is broken by most lighting mods. - # - # Set this to false if LODs are black. - pullLightingForPregeneratedChunks = false - # - # What algorithm should be used to compress new LOD data? - # This setting will only affect new or updated LOD data, - # any data already generated when this setting is changed will be - # unaffected until it needs to be re-written to the database. - # - # UNCOMPRESSED - # Should only be used for testing, is worse in every way vs [LZ4]. - # Expected Compression Ratio: 1.0 - # Estimated average DTO read speed: 6.09 milliseconds - # Estimated average DTO write speed: 6.01 milliseconds - # - # LZ4 - # A good option if you're CPU limited and have plenty of hard drive space. - # Expected Compression Ratio: 0.4513 - # Estimated average DTO read speed: 3.25 ms - # Estimated average DTO write speed: 5.99 ms - # - # Z_STD - # A good option if you're CPU limited and have plenty of hard drive space. - # Expected Compression Ratio: 0.2606 - # Estimated average DTO read speed: 9.31 ms - # Estimated average DTO write speed: 15.13 ms - # - # LZMA2 - # Slow but very good compression. - # Expected Compression Ratio: 0.2 - # Estimated average DTO read speed: 13.29 ms - # Estimated average DTO write speed: 70.95 ms - dataCompression = "Z_STD" - # - # Enabling this will drastically increase chunk processing time - # and you may need to increase your CPU load to handle it. - # - # Normally DH will attempt to skip creating LODs for chunks it's already seen - # and that haven't changed. - # - # However sometimes that logic incorrectly prevents LODs from being updated. - # Disabling this check may fix issues where LODs aren't updated after - # blocks have been changed. - disableUnchangedChunkCheck = false - # - # True: Recalculate chunk height maps before chunks can be used by DH. - # This can fix problems with worlds created by World Painter or - # other external tools where the heightmap format may be incorrect. - # False: Assume any height maps handled by Minecraft are correct. - # - # Fastest: False - # Most Compatible: True - recalculateChunkHeightmaps = false - - [common.lodBuilding.experimental] - # - # When active DH will attempt to fill missing LOD data - # with any data that is present in the tree, preventing holes when moving - # when a N-sized generator (or server) is active. - # - # This is only used when N-sized world generation is available - # and/or when on a server where [generateOnlyInHighestDetail] is false. - # - # Experimental: - # Enabling this option will increase CPU and harddrive use - # and may cause rendering bugs. - upsampleLowerDetailLodsToFillHoles = false - - [common.multiThreading] - # - # How many threads should be used by Distant Horizons? - numberOfThreads = 12 - # - # A value between 1.0 and 0.0 that represents the percentage - # of time each thread can run before going idle. - # - # This can be used to reduce CPU usage if the thread count - # is already set to 1 for the given option, or more finely - # tune CPU performance. - threadRunTimeRatio = "1.0" - - [common.logging] - # - # If enabled, the mod will log information about the renderer OpenGL process. - # This can be useful for debugging. - logRendererGLEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE" - # - # If enabled, the mod will log performance about the world generation process. - # This can be useful for debugging. - logWorldGenPerformance = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE" - # - # If enabled, the mod will log information about network operations. - # This can be useful for debugging. - logNetworkEvent = "LOG_ERROR_TO_CHAT_AND_WARNING_TO_FILE" - # - # If enabled, the mod will log information about the renderer buffer process. - # This can be useful for debugging. - logRendererBufferEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE" - # - # If enabled, the mod will log information about the world generation process. - # This can be useful for debugging. - logWorldGenEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE" - # - # If enabled, the mod will log information about the world generation process. - # This can be useful for debugging. - logWorldGenLoadEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE" - - [common.logging.warning] - # - # If enabled, a chat message will be displayed when DH has too many chunks - # queued for updating. - showUpdateQueueOverloadedChatWarning = false - # - # If enabled, a chat message will be displayed if Java doesn't have enough - # memory allocated to run DH well. - showLowMemoryWarningOnStartup = true - # - # If enabled, a chat message will be displayed when a replay is started - # giving some basic information about how DH will function. - showReplayWarningOnStartup = true - # - # If enabled, a chat message will be displayed when a potentially problematic - # mod is installed alongside DH. - showModCompatibilityWarningsOnStartup = true - # - # If enabled, a chat message will be displayed if vanilla MC's - # render distance is higher than the recommended amount. - showHighVanillaRenderDistanceWarning = true - # - # If enabled, a chat message will be displayed if DH detects - # that any pooled objects have been garbage collected. - showPoolInsufficientMemoryWarning = true - - [common.worldGenerator] - # - # How detailed should LODs be generated outside the vanilla render distance? - # - # PRE_EXISTING_ONLY - # Only create LOD data for already generated chunks. - # - # - # SURFACE - # Generate the world surface, - # this does NOT include trees, - # or structures. - # - # FEATURES - # Generate everything except structures. - # WARNING: This may cause world generator bugs or instability when paired with certain world generator mods. - # - # INTERNAL_SERVER - # Ask the local server to generate/load each chunk. - # This is the most compatible and will generate structures correctly, - # but may cause server/simulation lag. - # Note: unlike other modes this option DOES save generated chunks to - # Minecraft's region files. - distantGeneratorMode = "FEATURES" - # - # How should distant generator progress be displayed? - # - # OVERLAY: may be the same as CHAT for some Minecraft versions - # CHAT - # LOG - # DISABLED - showGenerationProgress = "DISABLED" - # - # How often should the distant generator progress be displayed? - generationProgressDisplayIntervalInSeconds = 2 - # - # When logging generation progress also include the rate at which chunks - # are being generated. - # This can be useful for troubleshooting performance. - generationProgressIncludeChunksPerSecond = true - # - # For how many seconds should instructions for disabling the distant generator progress be displayed? - # Setting this to 0 hides the instructional message so the world gen progress is shown immediately when it starts. - generationProgressDisableMessageDisplayTimeInSeconds = 20 - # - # Should Distant Horizons slowly generate LODs - # outside the vanilla render distance? - # Depending on the generator mode, this will import existing chunks - # and/or generating missing chunks. - enableDistantGeneration = true - -[client] - # - # Should Distant Horizon's config button appear in Minecraft's options screen next to the fov slider? - showDhOptionsButtonInMinecraftUi = true - - [client.advanced] - - [client.advanced.autoUpdater] - # - # If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build. - # If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar - # and will update to new nightly builds if the current jar is a nightly jar (IE the version number ends in '-dev'). - updateBranch = "AUTO" - # - # Automatically check for updates on game launch? - enableAutoUpdater = true - # - # Should Distant Horizons silently, automatically download and install new versions? - # This setting is force disabled on dedicated servers for stability reasons. - enableSilentUpdates = false - - [client.advanced.debugging] - # - # If enabled this will disable (most) vanilla Minecraft rendering. - # - # NOTE: Do not report any issues when this mode is on! - # This setting is only for fun and debugging. - # Mod compatibility is not guaranteed. - lodOnlyMode = false - # - # Stops vertex colors from being passed. - # Useful for debugging shaders - enableWhiteWorld = false - # - # What renderer is active? - # - # DEFAULT: Default lod renderer - # DEBUG: Debug testing renderer - # DISABLED: Disable rendering - rendererMode = "DEFAULT" - # - # If enabled the LODs will render as wireframe. - renderWireframe = false - # - # If true the F8 key can be used to cycle through the different debug modes. - # and the F6 key can be used to enable and disable LOD rendering. - enableDebugKeybindings = false - # - # If true overlapping quads will be rendered as bright red for easy identification. - # If false the quads will be rendered normally. - showOverlappingQuadErrors = false - # - # Should specialized colors/rendering modes be used? - # - # OFF: LODs will be drawn with their normal colors. - # SHOW_DETAIL: LODs' color will be based on their detail level. - # SHOW_BLOCK_MATERIAL: LODs' color will be based on their material. - # SHOW_OVERLAPPING_QUADS: LODs will be drawn with total white, but overlapping quads will be drawn with red. - debugRendering = "OFF" - # - # If true OpenGL Buffer garbage collection will be logged - # this also includes the number of live buffers. - logBufferGarbageCollection = false - - [client.advanced.debugging.debugWireframe] - # - # Render LOD section status? - showRenderSectionStatus = false - # - # Render queued network sync on load tasks? - showNetworkSyncOnLoadQueue = false - # - # Render full data update/lock status? - showFullDataUpdateStatus = false - # - # Render queued world gen tasks? - showWorldGenQueue = false - # - # A white box will be drawn when an LOD starts rendering - # and a purple box when an LOD stops rendering. - # - # This can be used to debug Quad Tree holes. - showRenderSectionToggling = false - # - # Render Quad Tree Rendering status? - showQuadTreeRenderStatus = false - # - # If enabled, various wireframes for debugging internal functions will be drawn. - # - # NOTE: There WILL be performance hit! - # Additionally, only stuff that's loaded after you enable this - # will render their debug wireframes. - enableRendering = false - - [client.advanced.debugging.f3Screen] - # - # Shows how many chunks are queud for processing and the max count that can be queued. - showQueuedChunkUpdateCount = true - # - # Shows the memory use and array counts for each DH object pool. - showSeparatedObjectPools = false - # - # Shows the player's LOD position. - showPlayerPos = true - # - # Shows the combined memory use and array counts for all DH pooled objects. - showCombinedObjectPools = false - # - # Defines what internal detail level the player position will be shown as. - # Internal detail level means: 6 = 1x1 block, 7 = 2x2 blocks, etc. - playerPosSectionDetailLevel = 6 - # - # Shows info about each thread pool. - showThreadPools = true - # - # Shows what levels are loaded and world gen/rendering info about those levels. - showLevelStatus = true - - [client.advanced.debugging.openGl] - # - # Defines how OpenGL errors are handled. - # Requires rebooting Minecraft to change. - # Will catch OpenGL errors thrown by other mods. - overrideVanillaGLLogger = true - # - # Defines how OpenGL errors are handled. - # May incorrectly catch OpenGL errors thrown by other mods. - # - # IGNORE: Do nothing. - # LOG: write an error to the log. - # LOG_THROW: write to the log and throw an exception. - # Warning: this should only be enabled when debugging the LOD renderer - # as it may break Minecraft's renderer when an exception is thrown. - glErrorHandlingMode = "IGNORE" - # - # Massively reduces FPS. - # Should only be used if mysterious EXCEPTION_ACCESS_VIOLATION crashes are happening in DH's rendering code for troubleshooting. - validateBufferIdsBeforeRendering = false - # - # If true each Open GL error will only be logged once. - # Enabling this may cause some error logs to be missed. - # Does nothing if overrideVanillaGLLogger is set to false. - # - # Generally this can be kept as 'true' to prevent log spam. - # However, Please set this to 'false' if a developer needs your log to debug a GL issue. - onlyLogGlErrorsOnce = true - - [client.advanced.debugging.exampleConfigScreen] - shortTest = "69" - mapTest = "{}" - byteTest = "8" - longTest = "42069" - listTest = ["option 1", "option 2", "option 3"] - boolTest = false - doubleTest = "420.69" - floatTest = "0.42069" - linkableTest = 420 - intTest = 69420 - stringTest = "Test input box" - - [client.advanced.graphics] - - [client.advanced.graphics.culling] - # - # If false all beacons near the camera won't be drawn to prevent vanilla overdraw. - # If true all beacons will be rendered. - # - # Generally this should be left as true. It's main purpose is for debugging - # beacon updating/rendering. - disableBeaconDistanceCulling = true - # - # Determines how far from the camera Distant Horizons will start rendering. - # Measured as a percentage of the vanilla render distance. - # - # 0 = auto, overdraw will change based on the vanilla render distance. - # - # Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance, - # but may cause holes in the world. - # Holes are most likely to appear when flying through unloaded terrain. - # - # Increasing the vanilla render distance increases the effectiveness of this setting. - overdrawPrevention = "0.0" - # - # If enabled caves won't be rendered. - # - # Note: for some world types this can cause - # overhangs or walls for floating objects. - # Tweaking the caveCullingHeight, can resolve some - # of those issues. - enableCaveCulling = false - # - # Identical to the other frustum culling option - # only used when a shader mod is present using the DH API - # and the shadow pass is being rendered. - # - # Disable this if shadows render incorrectly. - disableShadowPassFrustumCulling = false - # - # At what Y value should cave culling start? - # Lower this value if you get walls for areas with 0 light. - caveCullingHeight = 60 - # - # A comma separated list of block resource locations that shouldn't be rendered - # if they are in a 0 sky light underground area. - # Air is always included in this list. - # Requires a restart to change. - 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" - # - # A comma separated list of block resource locations that won't be rendered by DH. - # Air is always included in this list. - # Requires a restart to change. - ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire,minecraft:brown_mushroom" - # - # If true LODs outside the player's camera - # aren't drawn, increasing GPU performance. - # - # If false all LODs are drawn, even those behind - # the player's camera, decreasing GPU performance. - # - # Disable this if you see LODs disappearing at the corners of your vision. - disableFrustumCulling = false - - [client.advanced.graphics.ssao] - # - # Determines how many points in space are sampled for the occlusion test. - # Higher numbers will improve quality and reduce banding, but will increase GPU load. - sampleCount = 6 - # - # Determines how dark the Screen Space Ambient Occlusion effect will be. - strength = "0.2" - # - # The radius, measured in pixels, that blurring is calculated for the SSAO. - # Higher numbers will reduce banding at the cost of GPU performance. - blurRadius = 2 - # - # Increasing the value can reduce banding at the cost of reducing the strength of the effect. - bias = "0.02" - # - # Determines how dark the occlusion shadows can be. - # 0 = totally black at the corners - # 1 = no shadow - minLight = "0.25" - # - # Enable Screen Space Ambient Occlusion - enableSsao = true - # - # Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks. - radius = "4.0" - - [client.advanced.graphics.noiseTexture] - # - # Should a noise texture be applied to LODs? - # - # This is done to simulate textures and make the LODs appear more detailed. - enableNoiseTexture = true - # - # Defines how far should the noise texture render before it fades away. (in blocks) - # Set to 0 to disable noise from fading away - noiseDropoff = 1024 - # - # How many steps of noise should be applied to LODs? - noiseSteps = 4 - # - # How intense should the noise should be? - noiseIntensity = "5.0" - - [client.advanced.graphics.experimental] - # - # This is the earth size ratio when applying the curvature shader effect. - # Note: Enabling this feature may cause rendering bugs. - # - # 0 = flat/disabled - # 1 = 1 to 1 (6,371,000 blocks) - # 100 = 1 to 100 (63,710 blocks) - # 10000 = 1 to 10000 (637.1 blocks) - # - # Note: Due to current limitations, the min value is 50 - # and the max value is 5000. Any values outside this range - # will be set to 0 (disabled). - earthCurveRatio = 0 - - [client.advanced.graphics.genericRendering] - # - # If true LOD clouds will be rendered. - enableCloudRendering = true - # - # 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. - beaconRenderHeight = 6000 - # - # If true LOD beacon beams will be rendered. - enableBeaconRendering = true - # - # If true non terrain objects will be rendered in DH's terrain. - # This includes beacon beams and clouds. - enableGenericRendering = true - # - # Can be disabled to use much slower but more compatible direct rendering. - # Disabling this can be used to fix some crashes on Mac. - enableInstancedRendering = true - - [client.advanced.graphics.quality] - # - # What is the maximum detail LODs should be drawn at? - # Higher settings will increase memory and GPU usage. - # - # CHUNK: render 1 LOD for each Chunk. - # HALF_CHUNK: render 4 LODs for each Chunk. - # FOUR_BLOCKS: render 16 LODs for each Chunk. - # TWO_BLOCKS: render 64 LODs for each Chunk. - # BLOCK: render 256 LODs for each Chunk (width of one block). - # - # Lowest Quality: CHUNK - # Highest Quality: BLOCK - maxHorizontalResolution = "BLOCK" - # - # If true LODs will fade away as you get closer to them. - # If false LODs will cut off abruptly at a set distance from the camera. - # This setting is affected by the vanilla overdraw prevention config. - ditherDhFade = true - # - # How bright LOD colors are. - # - # 0 = black - # 1 = normal - # 2 = near white - brightnessMultiplier = "1.0" - # - # How should LODs be shaded? - # - # AUTO: Uses the same side shading as vanilla Minecraft blocks. - # ENABLED: Simulates Minecraft's block shading for LODs. - # Can be used to force LOD shading when using some shaders. - # DISABLED: All LOD sides will be rendered with the same brightness. - lodShading = "AUTO" - # - # How saturated LOD colors are. - # - # 0 = black and white - # 1 = normal - # 2 = very saturated - saturationMultiplier = "1.0" - # - # This indicates how well LODs will represent - # overhangs, caves, floating islands, etc. - # Higher options will make the world more accurate, butwill increase memory and GPU usage. - # - # Lowest Quality: HEIGHT_MAP - # Highest Quality: EXTREME - verticalQuality = "HIGH" - # - # What blocks shouldn't be rendered as LODs? - # - # NONE: Represent all blocks in the LODs - # NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height) - blocksToIgnore = "NON_COLLIDING" - # - # The radius of the mod's render distance. (measured in chunks) - lodChunkRenderDistanceRadius = 256 - # - # What the value should vanilla Minecraft's texture LodBias be? - # If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0) - lodBias = "0.0" - # - # How should the sides and bottom of grass block LODs render? - # - # AS_GRASS: all sides of dirt LOD's render using the top (green) color. - # FADE_TO_DIRT: sides fade from grass to dirt. - # AS_DIRT: sides render entirely as dirt. - grassSideRendering = "FADE_TO_DIRT" - # - # Should the blocks underneath avoided blocks gain the color of the avoided block? - # - # True: a red flower will tint the grass below it red. - # False: skipped blocks will not change color of surface below them. - tintWithAvoidedBlocks = true - # - # This indicates how quickly LODs decrease in quality the further away they are. - # Higher settings will render higher quality fake chunks farther away, - # but will increase memory and GPU usage. - horizontalQuality = "HIGH" - # - # How should LOD transparency be handled. - # - # COMPLETE: LODs will render transparent. - # FAKE: LODs will be opaque, but shaded to match the blocks underneath. - # DISABLED: LODs will be opaque. - transparency = "COMPLETE" - # - # This is the same as vanilla Biome Blending settings for Lod area. - # Note that anything other than '0' will greatly effect Lod building time. - # - # '0' equals to Vanilla Biome Blending of '1x1' or 'OFF', - # '1' equals to Vanilla Biome Blending of '3x3', - # '2' equals to Vanilla Biome Blending of '5x5'... - lodBiomeBlending = 3 - # - # How should vanilla Minecraft fade into Distant Horizons LODs? - # - # NONE: Fastest, there will be a pronounced border between DH and MC rendering. - # SINGLE_PASS: Fades after MC's transparent pass, opaque blocks underwater won't be faded. - # DOUBLE_PASS: Slowest, fades after both MC's opaque and transparent passes, provides the smoothest transition. - vanillaFadeMode = "DOUBLE_PASS" - - [client.advanced.graphics.fog] - # - # Should Minecraft's fog render? - # Note: Other mods may conflict with this setting. - enableVanillaFog = false - # - # What is the maximum fog thickness? - # - # 0.0: No fog. - # 1.0: Fully opaque fog. - farFogMax = "1.0" - # - # Determines if fog is drawn on DH LODs. - enableDhFog = true - # - # At what distance should the far fog start? - # - # 0.0: Fog starts at the player's position. - # 1.0: Fog starts at the closest edge of the vanilla render distance. - # 1.414: Fog starts at the corner of the vanilla render distance. - farFogStart = "0.4" - # - # What is the minimum fog thickness? - # - # 0.0: No fog. - # 1.0: Fully opaque fog. - farFogMin = "0.0" - # - # What color should fog use? - # - # USE_WORLD_FOG_COLOR: Use the world's fog color. - # USE_SKY_COLOR: Use the sky's color. - colorMode = "USE_WORLD_FOG_COLOR" - # - # How should the fog thickness should be calculated? - # - # LINEAR: Linear based on distance (will ignore 'density') - # EXPONENTIAL: 1/(e^(distance*density)) - # EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2) - farFogFalloff = "EXPONENTIAL_SQUARED" - # - # Used in conjunction with the Fog Falloff. - farFogDensity = "2.5" - # - # Where should the far fog end? - # - # 0.0: Fog ends at player's position. - # 1.0: Fog ends at the closest edge of the vanilla render distance. - # 1.414: Fog ends at the corner of the vanilla render distance. - farFogEnd = "1.0" - - [client.advanced.graphics.fog.heightFog] - # - # Where should the height fog start? - # - # ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky - # BELOW_CAMERA: Height fog starts at the camera and goes towards the void - # ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void - # ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky - # BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void - # ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void - heightFogDirection = "BELOW_SET_HEIGHT" - # - # What is the minimum fog thickness? - # - # 0.0: No fog. - # 1.0: Fully opaque fog. - heightFogMin = "0.0" - # - # If the height fog is calculated around a set height, what is that height position? - heightFogBaseHeight = "80.0" - # - # What is the maximum fog thickness? - # - # 0.0: No fog. - # 1.0: Fully opaque fog. - heightFogMax = "1.0" - # - # How should the height fog thickness should be calculated? - # - # LINEAR: Linear based on height (will ignore 'density') - # EXPONENTIAL: 1/(e^(height*density)) - # EXPONENTIAL_SQUARED: 1/(e^((height*density)^2) - heightFogFalloff = "EXPONENTIAL_SQUARED" - # - # What is the height fog's density? - heightFogDensity = "20.0" - # - # How should height effect the fog thickness? - # Note: height fog is combined with the other fog settings. - # - # SPHERICAL: Fog is calculated based on camera distance. - # CYLINDRICAL: Ignore height, fog is calculated based on horizontal distance. - # - # MAX: max(heightFog, farFog) - # ADDITION: heightFog + farFog - # MULTIPLY: heightFog * farFog - # INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog) - # LIMITED_ADDITION: farFog + max(farFog, heightFog) - # MULTIPLY_ADDITION: farFog + farFog * heightFog - # INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog) - # AVERAGE: farFog*0.5 + heightFog*0.5 - heightFogMixMode = "SPHERICAL" - # - # Should the start of the height fog be offset? - # - # 0.0: Fog start with no offset. - # 1.0: Fog start with offset of the entire world's height. (Includes depth) - heightFogStart = "0.0" - # - # Should the end of the height fog be offset? - # - # 0.0: Fog end with no offset. - # 1.0: Fog end with offset of the entire world's height. (Include depth) - heightFogEnd = "0.6" - - [client.advanced.multiplayer] - # - # How should multiplayer save folders should be named? - # - # NAME_ONLY: Example: "Minecraft Server" - # IP_ONLY: Example: "192.168.1.40" - # NAME_IP: Example: "Minecraft Server IP 192.168.1.40" - # 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" - serverFolderNameMode = "NAME_ONLY" -