767 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			TOML
		
	
	
	
	
	
			
		
		
	
	
			767 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			TOML
		
	
	
	
	
	
| _version = 2
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| 
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| [client]
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| 	#
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| 	# Should Distant Horizon's config button appear in the options screen next to fov slider?
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| 	optionsButton = true
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| 
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| 	[client.advanced]
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| 
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| 		[client.advanced.lodBuilding]
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| 			#
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| 			# How should block data be compressed when creating LOD data? 
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| 			# This setting will only affect new or updated LOD data, 
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| 			# any data already generated when this setting is changed will be
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| 			# unaffected until it is modified or re-loaded.
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| 			# 
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| 			# MERGE_SAME_BLOCKS 
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| 			# Every block/biome change is recorded in the database. 
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| 			# This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data. 
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| 			# Expected Compression Ratio: 1.0
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| 			# 
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| 			# VISUALLY_EQUAL 
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| 			# Only visible block/biome changes are recorded in the database. 
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| 			# Hidden blocks (IE ores) are ignored.  
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| 			# Expected Compression Ratio: 0.7
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| 			worldCompression = "VISUALLY_EQUAL"
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| 			#
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| 			# A comma separated list of block resource locations that shouldn't be rendered 
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| 			# if they are in a 0 sky light underground area. 
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| 			# Note: air is always included in this list.
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| 			ignoredRenderCaveBlockCsv = "minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column"
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| 			#
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| 			# If true LOD generation for pre-existing chunks will attempt to pull the lighting data 
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| 			# saved in Minecraft's Region files. 
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| 			# If false DH will pull in chunks without lighting and re-light them. 
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| 			#  
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| 			# Setting this to true will result in faster LOD generation 
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| 			# for already generated worlds, but is broken by most lighting mods. 
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| 			#  
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| 			# Set this to false if LODs are black.
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| 			pullLightingForPregeneratedChunks = false
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| 			#
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| 			# What algorithm should be used to compress new LOD data? 
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| 			# This setting will only affect new or updated LOD data, 
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| 			# any data already generated when this setting is changed will be
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| 			# unaffected until it needs to be re-written to the database.
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| 			# 
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| 			# UNCOMPRESSED 
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| 			# Should only be used for testing, is worse in every way vs [LZ4].
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| 			# Expected Compression Ratio: 1.0
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| 			# Estimated average DTO read speed: 1.64 milliseconds
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| 			# Estimated average DTO write speed: 12.44 milliseconds
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| 			# 
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| 			# LZ4 
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| 			# A good option if you're CPU limited and have plenty of hard drive space.
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| 			# Expected Compression Ratio: 0.36
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| 			# Estimated average DTO read speed: 1.85 ms
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| 			# Estimated average DTO write speed: 9.46 ms
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| 			# 
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| 			# LZMA2 
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| 			# Slow but very good compression.
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| 			# Expected Compression Ratio: 0.14
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| 			# Estimated average DTO read speed: 11.89 ms
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| 			# Estimated average DTO write speed: 192.01 ms
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| 			dataCompression = "LZMA2"
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| 			#
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| 			# A comma separated list of block resource locations that won't be rendered by DH. 
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| 			# Note: air is always included in this list.
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| 			ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire"
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| 			#
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| 			# Determines how long must pass between LOD chunk updates before another. 
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| 			# update can occur
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| 			# 
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| 			# Increasing this value will reduce CPU load but may may cause 
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| 			# LODs to become outdated more frequently or for longer.
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| 			minTimeBetweenChunkUpdatesInSeconds = 1
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| 			#
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| 			# Normally DH will attempt to skip creating LODs for chunks it's already seen
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| 			# and that haven't changed.
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| 			# 
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| 			# However sometimes that logic incorrecly prevents LODs from being updated.
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| 			# Disabling this check may fix issues where LODs aren't updated after
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| 			# blocks have been changed.
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| 			disableUnchangedChunkCheck = false
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| 
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| 		[client.advanced.autoUpdater]
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| 			#
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| 			# If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build. 
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| 			# If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar 
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| 			# and will update to new nightly builds if the current jar is a nightly jar (IE the version number ends in '-dev').
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| 			updateBranch = "AUTO"
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| 			#
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| 			# Automatically check for updates on game launch?
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| 			enableAutoUpdater = true
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| 			#
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| 			# Should Distant Horizons silently, automatically download and install new versions?
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| 			enableSilentUpdates = false
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| 
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| 		[client.advanced.multiThreading]
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| 			#
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| 			# How many threads should be used when building LODs? 
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| 			# 
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| 			# These threads run when terrain is generated, when
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| 			# certain graphics settings are changed, and when moving around the world. 
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| 			# 
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| 			# Multi-threading Note: 
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| 			# If the total thread count in Distant Horizon's config is more threads than your CPU has cores, 
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| 			# CPU performance may suffer if Distant Horizons has a lot to load or generate. 
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| 			# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
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| 			numberOfLodBuilderThreads = 4
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| 			#
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| 			# Should only be disabled if deadlock occurs and LODs refuse to update. 
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| 			# This will cause CPU usage to drastically increase for the Lod Builder threads. 
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| 			# 
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| 			# Note that if deadlock did occur restarting MC may be necessary to stop the locked threads.
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| 			enableLodBuilderThreadLimiting = true
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| 			#
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| 			# If this value is less than 1.0, it will be treated as a percentage 
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| 			# of time each thread can run before going idle. 
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| 			# 
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| 			# This can be used to reduce CPU usage if the thread count 
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| 			# is already set to 1 for the given option, or more finely 
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| 			# tune CPU performance.
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| 			runTimeRatioForWorldGenerationThreads = "0.5"
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| 			#
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| 			# If this value is less than 1.0, it will be treated as a percentage 
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| 			# of time each thread can run before going idle. 
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| 			# 
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| 			# This can be used to reduce CPU usage if the thread count 
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| 			# is already set to 1 for the given option, or more finely 
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| 			# tune CPU performance.
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| 			runTimeRatioForLodBuilderThreads = "0.25"
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| 			#
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| 			# If this value is less than 1.0, it will be treated as a percentage 
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| 			# of time each thread can run before going idle. 
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| 			# 
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| 			# This can be used to reduce CPU usage if the thread count 
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| 			# is already set to 1 for the given option, or more finely 
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| 			# tune CPU performance.
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| 			runTimeRatioForFileHandlerThreads = "0.5"
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| 			#
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| 			# If this value is less than 1.0, it will be treated as a percentage 
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| 			# of time each thread can run before going idle. 
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| 			# 
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| 			# This can be used to reduce CPU usage if the thread count 
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| 			# is already set to 1 for the given option, or more finely 
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| 			# tune CPU performance.
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| 			runTimeRatioForUpdatePropagatorThreads = "0.25"
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| 			#
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| 			# How many threads should be used when reading/writing LOD data to/from disk? 
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| 			# 
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| 			# Increasing this number will cause LODs to load in faster, 
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| 			# but may cause lag when loading a new world or when 
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| 			# quickly flying through existing LODs. 
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| 			# 
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| 			# Multi-threading Note: 
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| 			# If the total thread count in Distant Horizon's config is more threads than your CPU has cores, 
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| 			# CPU performance may suffer if Distant Horizons has a lot to load or generate. 
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| 			# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
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| 			numberOfFileHandlerThreads = 4
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| 			#
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| 			# How many threads should be used when applying LOD updates? 
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| 			# An LOD update is the operation of down-sampling a high detail LOD 
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| 			# into a lower detail one.
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| 			# 
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| 			# This config can have a much higher number of threads 
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| 			# assigned and much lower run time ratio vs other thread pools 
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| 			# because the amount of time any particular thread may run is relatively low.
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| 			# 
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| 			# This is because LOD updating only only partially thread safe, 
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| 			# so between 40% and 60% of the time a given thread may end up 
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| 			# waiting on another thread to finish updating the same LOD it also wants
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| 			# to work on.
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| 			# 
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| 			# Multi-threading Note: 
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| 			# If the total thread count in Distant Horizon's config is more threads than your CPU has cores, 
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| 			# CPU performance may suffer if Distant Horizons has a lot to load or generate. 
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| 			# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
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| 			numberOfUpdatePropagatorThreads = 2
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| 			#
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| 			# How many threads should be used when generating LOD 
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| 			# chunks outside the normal render distance? 
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| 			# 
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| 			# If you experience stuttering when generating distant LODs, 
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| 			# decrease this number. 
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| 			# If you want to increase LOD 
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| 			# generation speed, increase this number. 
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| 			# 
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| 			# Multi-threading Note: 
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| 			# If the total thread count in Distant Horizon's config is more threads than your CPU has cores, 
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| 			# CPU performance may suffer if Distant Horizons has a lot to load or generate. 
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| 			# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
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| 			numberOfWorldGenerationThreads = 4
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| 
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| 		[client.advanced.logging]
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| 			#
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| 			# If enabled, the mod will log information about the renderer OpenGL process. 
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| 			# This can be useful for debugging.
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| 			logRendererGLEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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| 			#
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| 			# If enabled, the mod will log performance about the world generation process. 
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| 			# This can be useful for debugging.
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| 			logWorldGenPerformance = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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| 			#
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| 			# If enabled, the mod will log information about file sub-dimension operations. 
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| 			# This can be useful for debugging.
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| 			logFileSubDimEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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| 			#
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| 			# If enabled, a chat message will be displayed if Java doesn't have enough 
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| 			# memory allocated to run DH well.
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| 			showLowMemoryWarningOnStartup = true
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| 			#
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| 			# If enabled, a chat message will be displayed when a replay is started 
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| 			# giving some basic information about how DH will function.
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| 			showReplayWarningOnStartup = true
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| 			#
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| 			# If enabled, the mod will log information about file read/write operations. 
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| 			# This can be useful for debugging.
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| 			logFileReadWriteEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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| 			#
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| 			# If enabled, the mod will log information about network operations. 
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| 			# This can be useful for debugging.
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| 			logNetworkEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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| 			#
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| 			# If enabled, a chat message will be displayed when a potentially problematic 
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| 			# mod is installed alongside DH.
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| 			showModCompatibilityWarningsOnStartup = true
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| 			#
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| 			# If enabled, the mod will log information about the renderer buffer process. 
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| 			# This can be useful for debugging.
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| 			logRendererBufferEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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| 			#
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| 			# If enabled, the mod will log information about the LOD generation process. 
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| 			# This can be useful for debugging.
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| 			logLodBuilderEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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| 			#
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| 			# If enabled, the mod will log information about the world generation process. 
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| 			# This can be useful for debugging.
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| 			logWorldGenEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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| 			#
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| 			# If enabled, the mod will log information about the world generation process. 
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| 			# This can be useful for debugging.
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| 			logWorldGenLoadEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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| 
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| 		[client.advanced.debugging]
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| 			#
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| 			# If enabled this will disable (most) vanilla Minecraft rendering. 
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| 			# 
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| 			# NOTE: Do not report any issues when this mode is on! 
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| 			#    This setting is only for fun and debugging. 
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| 			#    Mod compatibility is not guaranteed.
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| 			lodOnlyMode = false
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| 			#
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| 			# Stops vertex colors from being passed. 
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| 			# Useful for debugging shaders
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| 			enableWhiteWorld = false
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| 			#
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| 			# What renderer is active? 
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| 			# 
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| 			# DEFAULT: Default lod renderer 
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| 			# DEBUG: Debug testing renderer 
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| 			# DISABLED: Disable rendering
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| 			rendererMode = "DEFAULT"
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| 			#
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| 			# If enabled the LODs will render as wireframe.
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| 			renderWireframe = false
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| 			#
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| 			# If true the F8 key can be used to cycle through the different debug modes. 
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| 			# and the F6 key can be used to enable and disable LOD rendering.
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| 			enableDebugKeybindings = false
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| 			#
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| 			# If true overlapping quads will be rendered as bright red for easy identification. 
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| 			# If false the quads will be rendered normally.
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| 			showOverlappingQuadErrors = false
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| 			#
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| 			# Should specialized colors/rendering modes be used? 
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| 			# 
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| 			# OFF: LODs will be drawn with their normal colors. 
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| 			# SHOW_DETAIL: LODs' color will be based on their detail level. 
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| 			# SHOW_BLOCK_MATERIAL: LODs' color will be based on their material. 
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| 			# SHOW_OVERLAPPING_QUADS: LODs will be drawn with total white, but overlapping quads will be drawn with red.
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| 			debugRendering = "OFF"
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| 			#
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| 			# If true OpenGL Buffer garbage collection will be logged 
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| 			# this also includes the number of live buffers.
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| 			logBufferGarbageCollection = false
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| 
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| 			[client.advanced.debugging.debugWireframe]
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| 				#
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| 				# Render LOD section status?
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| 				showRenderSectionStatus = false
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| 				#
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| 				# Render full data update/lock status?
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| 				showFullDataUpdateStatus = false
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| 				#
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| 				# Render queued world gen tasks?
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| 				showWorldGenQueue = false
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| 				#
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| 				# Render Quad Tree Rendering status?
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| 				showQuadTreeRenderStatus = false
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| 				#
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| 				# If enabled, various wireframes for debugging internal functions will be drawn. 
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| 				# 
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| 				# NOTE: There WILL be performance hit! 
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| 				#    Additionally, only stuff that's loaded after you enable this 
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| 				#    will render their debug wireframes.
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| 				enableRendering = false
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| 
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| 			[client.advanced.debugging.openGl]
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| 				#
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| 				# Requires a reboot to change.
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| 				overrideVanillaGLLogger = false
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| 				#
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| 				# Can be changed if you experience crashing when loading into a world.
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| 				# 
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| 				# Defines the OpenGL context type Distant Horizon's will create. 
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| 				# Generally this should be left as [CORE] unless there is an issue with your GPU driver. 
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| 				# Possible values: [CORE],[COMPAT],[ANY]
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| 				glProfileMode = "CORE"
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| 				#
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| 				# Defines how OpenGL errors are handled. 
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| 				# May incorrectly catch OpenGL errors thrown by other mods. 
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| 				# 
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| 				# IGNORE: Do nothing. 
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| 				# LOG: write an error to the log. 
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| 				# LOG_THROW: write to the log and throw an exception. 
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| 				#            Warning: this should only be enabled when debugging the LOD renderer 
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| 				#            as it may break Minecraft's renderer when an exception is thrown.
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| 				glErrorHandlingMode = "IGNORE"
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| 				#
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| 				# Can be changed if you experience crashing when loading into a world.
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| 				# 
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| 				# If true Distant Horizon's OpenGL contexts will be created with legacy OpenGL methods disabled. 
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| 				# Distant Horizons doesn't use any legacy OpenGL methods so normally this should be disabled.
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| 				enableGlForwardCompatibilityMode = true
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| 				#
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| 				# Can be changed if you experience crashing when loading into a world.
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| 				# Note: setting to an invalid version may also cause the game to crash.
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| 				# 
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| 				# Leaving this value at causes DH to try all supported GL versions. 
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| 				# 
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| 				# Defines the requested OpenGL context major version Distant Horizons will create. 
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| 				# Possible values (DH requires 3.2 or higher at minimum): 
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| 				# 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0 
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| 				# 3.3, 3.2
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| 				glContextMajorVersion = 0
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| 				#
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| 				# Can be changed if you experience crashing when loading into a world.
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| 				# 
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| 				# If true Distant Horizon's OpenGL contexts will be created with debugging enabled. 
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| 				# This allows for enhanced debugging but may throw warnings for other mods or active overlay software.
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| 				enableGlDebugContext = false
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| 				#
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| 				# Can be changed if you experience crashing when loading into a world.
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| 				# Note: setting to an invalid version may also cause the game to crash.
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| 				# 
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| 				# Defines the requested OpenGL context major version Distant Horizons will create. 
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| 				# Possible values (DH requires 3.2 or higher at minimum): 
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| 				# 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0 
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| 				# 3.3, 3.2
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| 				glContextMinorVersion = 0
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| 
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| 			[client.advanced.debugging.exampleConfigScreen]
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| 				shortTest = "69"
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| 				mapTest = "{}"
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| 				byteTest = "8"
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| 				longTest = "42069"
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| 				listTest = ["option 1", "option 2", "option 3"]
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| 				boolTest = false
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| 				doubleTest = "420.69"
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| 				floatTest = "0.42069"
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| 				linkableTest = 420
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| 				intTest = 69420
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| 				stringTest = "Test input box"
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| 
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| 		[client.advanced.graphics]
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| 
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| 			[client.advanced.graphics.ssao]
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| 				#
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| 				# Determines how many points in space are sampled for the occlusion test. 
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| 				# Higher numbers will improve quality and reduce banding, but will increase GPU load.
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| 				sampleCount = 6
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| 				#
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| 				# Determines how dark the Screen Space Ambient Occlusion effect will be.
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| 				strength = "0.2"
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| 				#
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| 				# The radius, measured in pixels, that blurring is calculated for the SSAO. 
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| 				# Higher numbers will reduce banding at the cost of GPU performance.
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| 				blurRadius = 2
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| 				#
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| 				# Increasing the value can reduce banding at the cost of reducing the strength of the effect.
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| 				bias = "0.02"
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| 				#
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| 				# Determines how dark the occlusion shadows can be. 
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| 				# 0 = totally black at the corners 
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| 				# 1 = no shadow
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| 				minLight = "0.25"
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| 				#
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| 				# Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks.
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| 				radius = "4.0"
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| 				#
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| 				# Enable Screen Space Ambient Occlusion
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| 				enabled = true
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| 
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| 			[client.advanced.graphics.advancedGraphics]
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| 				#
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| 				# If true all beacons near the camera won't be drawn to prevent vanilla overdraw. 
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| 				# If false all beacons will be rendered. 
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| 				# 
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| 				# Generally this should be left as false. It's main purpose is for debugging
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| 				# beacon updating/rendering.
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| 				disableBeaconDistanceCulling = false
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| 				#
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| 				# What the value should vanilla Minecraft's texture LodBias be? 
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| 				# If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0)
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| 				lodBias = "0.0"
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| 				#
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| 				# How should the sides and bottom of grass block LODs render? 
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| 				# 
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| 				# 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"
 | |
| 				#
 | |
| 				# Determines how far from the camera Distant Horizons will start rendering. 
 | |
| 				# Measured as a percentage of the vanilla render distance.
 | |
| 				# 
 | |
| 				# Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,
 | |
| 				# but may cause holes to appear in the LODs. 
 | |
| 				# Holes are most likely to appear when flying through unloaded terrain. 
 | |
| 				# 
 | |
| 				# Increasing the vanilla render distance increases the effectiveness of this setting.
 | |
| 				overdrawPrevention = "0.4"
 | |
| 				#
 | |
| 				# How bright LOD colors are. 
 | |
| 				# 
 | |
| 				# 0 = black 
 | |
| 				# 1 = normal 
 | |
| 				# 2 = near white
 | |
| 				brightnessMultiplier = "1.0"
 | |
| 				#
 | |
| 				# If enabled caves will be culled 
 | |
| 				# 
 | |
| 				# NOTE: This feature is under development and 
 | |
| 				#  it is VERY experimental! Please don't report 
 | |
| 				#  any issues related to this feature. 
 | |
| 				# 
 | |
| 				# Additional Info: Currently this cull all faces 
 | |
| 				#  with skylight value of 0 in dimensions that 
 | |
| 				#  does not have a ceiling.
 | |
| 				enableCaveCulling = true
 | |
| 				#
 | |
| 				# 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
 | |
| 				#
 | |
| 				# 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 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
 | |
| 				#
 | |
| 				# If false LODs outside the player's camera 
 | |
| 				# aren't drawn, increasing GPU performance. 
 | |
| 				# 
 | |
| 				# If true 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.genericRendering]
 | |
| 				#
 | |
| 				# If true LOD clouds will be rendered.
 | |
| 				enableCloudRendering = true
 | |
| 				#
 | |
| 				# 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.
 | |
| 				enableRendering = 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"
 | |
| 				#
 | |
| 				# The radius of the mod's render distance. (measured in chunks)
 | |
| 				lodChunkRenderDistanceRadius = 128
 | |
| 				#
 | |
| 				# 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 = "MEDIUM"
 | |
| 				#
 | |
| 				# 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 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 = "MEDIUM"
 | |
| 				#
 | |
| 				# 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"
 | |
| 
 | |
| 			[client.advanced.graphics.fog]
 | |
| 				#
 | |
| 				# When should fog be drawn? 
 | |
| 				# 
 | |
| 				# USE_OPTIFINE_SETTING: Use whatever Fog setting Optifine is using.
 | |
| 				# If Optifine isn't installed this defaults to FOG_ENABLED. 
 | |
| 				# FOG_ENABLED: Never draw fog on the LODs 
 | |
| 				# FOG_DISABLED: Always draw fast fog on the LODs 
 | |
| 				# 
 | |
| 				# Disabling fog will improve GPU performance.
 | |
| 				drawMode = "FOG_ENABLED"
 | |
| 				#
 | |
| 				# 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"
 | |
| 				#
 | |
| 				# Should Minecraft's fog be disabled? 
 | |
| 				# 
 | |
| 				# Note: Other mods may conflict with this setting.
 | |
| 				disableVanillaFog = true
 | |
| 
 | |
| 				[client.advanced.graphics.fog.advancedFog]
 | |
| 					#
 | |
| 					# What is the maximum fog thickness? 
 | |
| 					# 
 | |
| 					# 0.0: No fog. 
 | |
| 					# 1.0: Fully opaque fog.
 | |
| 					farFogMax = "1.0"
 | |
| 					#
 | |
| 					# 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"
 | |
| 					#
 | |
| 					# 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.advancedFog.heightFog]
 | |
| 						#
 | |
| 						# What is the minimum fog thickness? 
 | |
| 						# 
 | |
| 						# 0.0: No fog. 
 | |
| 						# 1.0: Fully opaque fog.
 | |
| 						heightFogMin = "0.0"
 | |
| 						#
 | |
| 						# 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
 | |
| 						heightFogMode = "ABOVE_AND_BELOW_CAMERA"
 | |
| 						#
 | |
| 						# If the height fog is calculated around a set height, what is that height position?
 | |
| 						heightFogBaseHeight = "70.0"
 | |
| 						#
 | |
| 						# 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 = "2.5"
 | |
| 						#
 | |
| 						# How should height effect the fog thickness? 
 | |
| 						# Note: height fog is combined with the other fog settings. 
 | |
| 						# 
 | |
| 						# BASIC: No special height fog effect. Fog is calculated based on camera distance 
 | |
| 						# IGNORE_HEIGHT: Ignore height completely. Fog is only calculated with horizontal distance 
 | |
| 						# ADDITION: heightFog + farFog 
 | |
| 						# MAX: max(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 
 | |
| 						# 
 | |
| 						# Note: height fog settings are ignored if 'BASIC' or 'IGNORE_HEIGHT' are selected.
 | |
| 						heightFogMixMode = "BASIC"
 | |
| 						#
 | |
| 						# 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 = "1.0"
 | |
| 
 | |
| 			[client.advanced.graphics.noiseTextureSettings]
 | |
| 				#
 | |
| 				# 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
 | |
| 				#
 | |
| 				# Should a noise texture be applied to LODs? 
 | |
| 				# 
 | |
| 				# This is done to simulate textures and make the LODs appear more detailed.
 | |
| 				noiseEnabled = true
 | |
| 				#
 | |
| 				# How intense should the noise should be?
 | |
| 				noiseIntensity = "5.0"
 | |
| 
 | |
| 		[client.advanced.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.
 | |
| 			distantGeneratorMode = "FEATURES"
 | |
| 			#
 | |
| 			# How long should a world generator thread run for before timing out? 
 | |
| 			# Note: If you are experiencing timeout errors it is better to lower your CPU usage first 
 | |
| 			# via the thread config before changing this value.
 | |
| 			worldGenerationTimeoutLengthInSeconds = 180
 | |
| 			#
 | |
| 			# Should Distant Horizons slowly generate LODs 
 | |
| 			#  outside the vanilla render distance?
 | |
| 			# 
 | |
| 			#  Note: when on a server, distant generation isn't supported 
 | |
| 			#  and will always be disabled.
 | |
| 			enableDistantGeneration = true
 | |
| 
 | |
| 		[client.advanced.multiplayer]
 | |
| 			#
 | |
| 			# AKA: Multiverse support. 
 | |
| 			# 
 | |
| 			# When matching levels (dimensions) of the same type (overworld, nether, etc.) the 
 | |
| 			# loaded chunks must be at least this percent the same 
 | |
| 			# in order to be considered the same world. 
 | |
| 			# 
 | |
| 			# Note: If you use portals to enter a dimension at two 
 | |
| 			# different locations the system will think the dimension 
 | |
| 			# it is two different levels. 
 | |
| 			# 
 | |
| 			# 1.0 (100%) the chunks must be identical. 
 | |
| 			# 0.5 (50%)  the chunks must be half the same. 
 | |
| 			# 0.0 (0%)   disables multi-dimension support, 
 | |
| 			#             only one world will be used per dimension. 
 | |
| 			# 
 | |
| 			# If multiverse support is needed start with a value of 0.2 
 | |
| 			# and tweak the sensitivity from there.Lower values mean the matching is less strict.
 | |
| 			# Higher values mean the matching is more strict.
 | |
| 			multiverseSimilarityRequiredPercent = "0.0"
 | |
| 			#
 | |
| 			# 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"
 | |
| 
 |