694 lines
26 KiB
TOML
Executable file
694 lines
26 KiB
TOML
Executable file
_version = 2
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[client]
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# Should Distant Horizon's config button appear in the options screen next to fov slider?
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#
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optionsButton = true
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[client.advanced]
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[client.advanced.buffers]
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# What method should be used to upload geometry to the GPU?
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#
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# AUTO: Picks the best option based on the GPU you have.
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#
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# BUFFER_STORAGE: Default if OpenGL 4.5 is supported.
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# Fast rendering, no stuttering.
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#
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# SUB_DATA: Backup option for NVIDIA.
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# Fast rendering but may stutter when uploading.
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#
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# BUFFER_MAPPING: Slow rendering but won't stutter when uploading.
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# Generally the best option for integrated GPUs.
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# Default option for AMD/Intel if OpenGL 4.5 isn't supported.
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# May end up storing buffers in System memory.
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# Fast rendering if in GPU memory, slow if in system memory,
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# but won't stutter when uploading.
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#
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# DATA: Fast rendering but will stutter when uploading.
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# Backup option for AMD/Intel.
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# Fast rendering but may stutter when uploading.
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#
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# If you don't see any difference when changing these settings,
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# or the world looks corrupted: restart your game.
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#
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gpuUploadMethod = "BUFFER_STORAGE"
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# If true geometry data will be uploaded on a DH controlled thread, reducing FPS stuttering.
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# If false uploading will be done on Minecraft's main rendering thread.
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#
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# Setting this to false may reduce crashes or corrupted geometry on systems with an AMD GPU when Sodium is installed.
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#
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#
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gpuUploadAsync = true
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# How long should a buffer wait per Megabyte of data uploaded?
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# Helpful resource for frame times: https://fpstoms.com
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#
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# Longer times may reduce stuttering but will make LODs
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# transition and load slower. Change this to [0] for no timeout.
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#
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# NOTE:
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# Before changing this config, try changing the "GPU Upload method" first.
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#
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#
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gpuUploadPerMegabyteInMilliseconds = 0
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[client.advanced.lodBuilding]
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# If false LODs will be lit by Minecraft's lighting engine when possible
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# and fall back to the DH lighting engine only when necessary.
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#
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# If true LODs will only be lit using Distant Horizons' lighting engine.
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#
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# Generally it is best to leave this disabled and should only be enabled
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# if there are lighting issues or for debugging.
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#
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#
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onlyUseDhLightingEngine = true
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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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#
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#
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minTimeBetweenChunkUpdatesInSeconds = 1
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[client.advanced.autoUpdater]
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# If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build
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#
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updateBranch = "NIGHTLY"
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# Automatically check for updates on game launch?
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#
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enableAutoUpdater = true
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# Should Distant Horizons silently, automatically download and install new versions?
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#
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enableSilentUpdates = false
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[client.advanced.multiThreading]
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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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#
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numberOfLodBuilderThreads = 5
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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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#
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#
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enableLodBuilderThreadLimiting = true
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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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#
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runTimeRatioForWorldGenerationThreads = 1.0
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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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#
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runTimeRatioForLodBuilderThreads = 1.0
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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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#
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runTimeRatioForFileHandlerThreads = 1.0
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# How many threads should be used when reading in LOD data 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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#
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numberOfFileHandlerThreads = 3
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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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#
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numberOfWorldGenerationThreads = 6
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[client.advanced.logging]
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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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#
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logRendererGLEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
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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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#
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logWorldGenPerformance = "LOG_WARNING_TO_CHAT_AND_FILE"
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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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#
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logFileSubDimEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
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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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#
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logFileReadWriteEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
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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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#
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logNetworkEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
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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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#
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logRendererBufferEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
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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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#
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logLodBuilderEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
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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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#
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logWorldGenEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
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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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#
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logWorldGenLoadEvent = "LOG_WARNING_TO_CHAT_AND_FILE"
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[client.advanced.debugging]
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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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#
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lodOnlyMode = false
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# Stops vertex colors from being passed.
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# Useful for debugging shaders
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#
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enableWhiteWorld = false
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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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#
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rendererMode = "DISABLED"
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# If enabled the LODs will render as wireframe.
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#
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renderWireframe = false
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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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#
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enableDebugKeybindings = false
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# Should specialized colors/rendering modes be used?
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#
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# OFF: Fake chunks will be drawn with their normal colors.
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# SHOW_DETAIL: Fake chunks color will be based on their detail level.
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# SHOW_GENMODE: Fake chunks color will be based on their distant generation mode.
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# SHOW_OVERLAPPING_QUADS: Fake chunks will be drawn with total white, but overlapping quads will be drawn with red.
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# but overlapping quads will be drawn with red, drawn as a wireframe.
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#
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debugRendering = "OFF"
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[client.advanced.debugging.debugWireframe]
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# Render LOD section status?
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#
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showRenderSectionStatus = false
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# Render queued world gen tasks?
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#
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showWorldGenQueue = false
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# Render render data file status?
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#
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showRenderDataFileStatus = false
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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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#
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enableRendering = false
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# Render full data file sampling progress?
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#
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showFullDataFileSampling = false
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# Render full data file status?
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#
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showFullDataFileStatus = false
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[client.advanced.debugging.openGl]
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# Requires a reboot to change.
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#
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#
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overrideVanillaGLLogger = false
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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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#
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#
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glProfileMode = "CORE"
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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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#
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#
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glErrorHandlingMode = "IGNORE"
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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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#
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#
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enableGlForwardCompatibilityMode = true
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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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#
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#
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glContextMajorVersion = 0
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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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#
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#
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enableGlDebugContext = false
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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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#
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#
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glContextMinorVersion = 0
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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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[client.advanced.graphics]
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[client.advanced.graphics.ssao]
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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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#
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sampleCount = 6
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# Determines how dark the Screen Space Ambient Occlusion effect will be.
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#
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strength = 0.2
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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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#
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blurRadius = 2
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# Increasing the value can reduce banding at the cost of reducing the strength of the effect.
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#
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bias = 0.02
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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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#
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minLight = 0.25
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# Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks.
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#
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radius = 4.0
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# Enable Screen Space Ambient Occlusion
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#
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enabled = true
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[client.advanced.graphics.advancedGraphics]
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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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#
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lodBias = 0.0
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# Determines how far Distant Horizon's near clip plane will render.
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#
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# Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,
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# but may cause holes to appear in the LODs.
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# Holes are most likely at the left and right edges of the screen
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# when flying through unloaded terrain.
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#
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# Increasing the vanilla render distance increases the effectiveness of these options.
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#
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overdrawPrevention = "MEDIUM"
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# Buggy experimental option that will attempt to match up
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# Distant Horizons' and Minecraft's near/far clip planes,
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# reducing overdraw.
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#
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# Only functional on Fabric.
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# Works best with an overdraw prevention setting of MEDIUM or higher
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# and cave culling is disabled.
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#
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#
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seamlessOverdraw = true
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# How bright LOD colors are.
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#
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# 0 = black
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# 1 = normal
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# 2 = near white
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#
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brightnessMultiplier = 1.0
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# If enabled caves will be culled
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#
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# NOTE: This feature is under development and
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# it is VERY experimental! Please don't report
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# any issues related to this feature.
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#
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# Additional Info: Currently this cull all faces
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# with skylight value of 0 in dimensions that
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# does not have a ceiling.
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#
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enableCaveCulling = true
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# At what Y value should cave culling start?
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#
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caveCullingHeight = 40
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# How should LODs be shaded?
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#
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# MINECRAFT: Uses the same side shading as vanilla Minecraft blocks.
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# OLD_LIGHTING: Simulates Minecraft's block shading for LODs.
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# Can be used to force LOD shading when using some shaders.
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# NONE: All LOD sides will be rendered with the same brightness.
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#
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#
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lodShading = "MINECRAFT"
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# How saturated LOD colors are.
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#
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# 0 = black and white
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# 1 = normal
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# 2 = very saturated
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#
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saturationMultiplier = 1.0
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# This is the earth size ratio when applying the curvature shader effect.
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# Note: Enabling this feature may cause rendering bugs.
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#
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# 0 = flat/disabled
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# 1 = 1 to 1 (6,371,000 blocks)
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# 100 = 1 to 100 (63,710 blocks)
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# 10000 = 1 to 10000 (637.1 blocks)
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#
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# Note: Due to current limitations, the min value is 50
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# and the max value is 5000. Any values outside this range
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# will be set to 0 (disabled).
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#
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earthCurveRatio = 50
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[client.advanced.graphics.quality]
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# What is the maximum detail LODs should be drawn at?
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# Higher settings will increase memory and GPU usage.
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#
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# CHUNK: render 1 LOD for each Chunk.
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# HALF_CHUNK: render 4 LODs for each Chunk.
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# FOUR_BLOCKS: render 16 LODs for each Chunk.
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# TWO_BLOCKS: render 64 LODs for each Chunk.
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# BLOCK: render 256 LODs for each Chunk (width of one block).
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#
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# Lowest Quality: CHUNK
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# Highest Quality: BLOCK
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#
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maxHorizontalResolution = "BLOCK"
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# The radius of the mod's render distance. (measured in chunks)
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#
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lodChunkRenderDistanceRadius = 400
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# Should the blocks underneath avoided blocks gain the color of the avoided block?
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#
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# True: a red flower will tint the grass below it red.
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# False: skipped blocks will not change color of surface below them.
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#
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tintWithAvoidedBlocks = true
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# This indicates how quickly LODs decrease in quality the further away they are.
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# Higher settings will render higher quality fake chunks farther away,
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# but will increase memory and GPU usage.
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#
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horizontalQuality = "MEDIUM"
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# How should LOD transparency be handled.
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#
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# COMPLETE: LODs will render transparent.
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# FAKE: LODs will be opaque, but shaded to match the blocks underneath.
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# DISABLED: LODs will be opaque.
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#
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#
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transparency = "COMPLETE"
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# This indicates how well LODs will represent
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# overhangs, caves, floating islands, etc.
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# Higher options will make the world more accurate, butwill increase memory and GPU usage.
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#
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# Lowest Quality: HEIGHT_MAP
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# Highest Quality: EXTREME
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#
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verticalQuality = "HIGH"
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# What blocks shouldn't be rendered as LODs?
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#
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# NONE: Represent all blocks in the LODs
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# NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height)
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#
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#
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blocksToIgnore = "NON_COLLIDING"
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[client.advanced.graphics.fog]
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# When should fog be drawn?
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#
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# USE_OPTIFINE_SETTING: Use whatever Fog setting Optifine is using.
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# If Optifine isn't installed this defaults to FOG_ENABLED.
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# FOG_ENABLED: Never draw fog on the LODs
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# FOG_DISABLED: Always draw fast fog on the LODs
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#
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# Disabling fog will improve GPU performance.
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#
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drawMode = "FOG_DISABLED"
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# At what distance should Fog be drawn on the LODs?
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|
#
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|
distance = "NEAR"
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|
# What color should fog use?
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#
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# USE_WORLD_FOG_COLOR: Use the world's fog color.
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|
# USE_SKY_COLOR: Use the sky's color.
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|
#
|
|
colorMode = "USE_WORLD_FOG_COLOR"
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|
# Should Minecraft's fog be disabled?
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|
#
|
|
# Note: Other mods may conflict with this setting.
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|
#
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|
disableVanillaFog = true
|
|
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[client.advanced.graphics.fog.advancedFog]
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# What is the maximum fog thickness?
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|
#
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|
# 0.0: No fog.
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|
# 1.0: Fully opaque fog.
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|
#
|
|
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 = 0.0
|
|
# 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?
|
|
#
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|
# LINEAR: Linear based on distance (will ignore 'density')
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|
# EXPONENTIAL: 1/(e^(distance*density))
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|
# EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
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|
#
|
|
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 = 60
|
|
# 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"
|
|
# 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"
|
|
|