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#2EOA3le
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1[visuals]
2 #whether to cave maps are visible when held by players from the third-person perspective.
3 cave_maps_visible_in_third_person = true
4 #whether to shake the screen from tremorsaurus stomping, nuclear explosions, etc.
5 screen_shaking = true
6 #true if some block models, like uranium ore or abyssmarine bricks render as fullbright. May increase load time, no gameplay performance impact.
7 emissive_block_models = true
8 #whether to make the screen flash white during nuclear explosions.
9 nuclear_bomb_flash = true
10 #true if some biomes, such as primordial caves, have ambient light that makes the biome easier to see in.
11 biome_ambient_light = false
12 #true if some biomes, such as toxic caves, apply a color to ambient light. May conflict with shaders.
13 biome_ambient_light_coloring = false
14 #true if some biomes, such as primordial caves, have an always well-lit sky when in them. May conflict with shaders.
15 biome_sky_overrides = true
16 #true if some biomes, such as abyssal chasm, have an thicker water fog to them. May conflict with shaders.
17 biome_sky_fog_overrides = true
18 #true if ambersol block renders with rays of light emerging from it.
19 ambersol_shines = true
20 #true if irradiated effect makes mobs glow. May conflict with shaders.
21 radiation_glow_effect = false
22 #determines how far to the left the subterranodon flight indicator renders on the screen when mounted. Negative numbers will render it on the right.
23 #Range: -12000 ~ 12000
24 subterranodon_indicator_x = 22
25 #determines how far from bottom the subterranodon flight indicator renders on the screen when mounted.
26 #Range: -12000 ~ 12000
27 subterranodon_indicator_y = 6
28 #true if sugar rush makes the world more saturated. May conflict with shaders.
29 sugar_rush_saturation_effect = true
30
31[audio]
32 #whether nuclear explosions briefly muffle other sounds.
33 nuclear_bomb_muffles_sounds = true
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