| 1 | _version = 3
|
| 2 |
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| 3 | [server]
|
| 4 | #
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| 5 | # Defines the Z-coordinate of the central point for generation boundaries, in blocks.
|
| 6 | generationBoundsZ = 0
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| 7 | #
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| 8 | # Defines the distance the player will receive updates around.
|
| 9 | realTimeUpdateDistanceRadiusInChunks = 256
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| 10 | #
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| 11 | # Prefix of the level keys sent to the clients.
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| 12 | # If the mod is running behind a proxy, each backend should use a unique value.
|
| 13 | # If this value is empty, level key will be based on the server's seed hash.
|
| 14 | levelKeyPrefix = ""
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| 15 | #
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| 16 | # Defines the distance allowed to be synchronized around the player.
|
| 17 | # Should be the same or larger than maxGenerationRequestDistance in most cases.
|
| 18 | maxSyncOnLoadRequestDistance = 4096
|
| 19 | #
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| 20 | # If true, clients will receive updated LODs when joining or loading new LODs.
|
| 21 | synchronizeOnLoad = true
|
| 22 | #
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| 23 | # Defines the distance allowed to generate around the player.
|
| 24 | maxGenerationRequestDistance = 4096
|
| 25 | #
|
| 26 | # Defines the X-coordinate of the central point for generation boundaries, in blocks.
|
| 27 | generationBoundsX = 0
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| 28 | #
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| 29 | # Makes the server send level keys for each world.
|
| 30 | # Disable this if you use alternative ways to send level keys.
|
| 31 | sendLevelKeys = true
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| 32 | #
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| 33 | # How many LOD generation requests per second should a client send?
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| 34 | # Also limits the number of client requests allowed to stay in the server's queue.
|
| 35 | generationRequestRateLimit = 20
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| 36 | #
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| 37 | # How many LOD sync requests per second should a client send?
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| 38 | # Also limits the amount of player's requests allowed to stay in the server's queue.
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| 39 | syncOnLoadRateLimit = 50
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| 40 | #
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| 41 | # Defines the radius around the central point within which generation is allowed, in blocks.
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| 42 | # If this value is set to 0, generation bounds are disabled.
|
| 43 | generationBoundsRadius = 0
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| 44 | #
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| 45 | # If true, clients will receive real-time LOD updates for chunks outside the client's render distance.
|
| 46 | enableRealTimeUpdates = true
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| 47 | #
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| 48 | # Maximum global speed for uploading LODs to the clients, in KB/s.
|
| 49 | # Value of 0 disables the limit.
|
| 50 | globalBandwidthLimit = 0
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| 51 | #
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| 52 | # Maximum per-player speed for uploading LODs to the clients, in KB/s.
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| 53 | # Value of 0 disables the limit.
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| 54 | playerBandwidthLimit = 500
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| 55 | #
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| 56 | # Enables adaptive transfer speed based on client performance.
|
| 57 | # If true, DH will automatically adjust transfer rate to minimize connection lag.
|
| 58 | # If false, transfer speed will remain fixed.
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| 59 | enableAdaptiveTransferSpeed = false
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| 60 |
|
| 61 | [server.experimental]
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| 62 | #
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| 63 | # When enabled on the client, this allows loading lower detail levels as needed to speed up terrain generation.
|
| 64 | # This must also be enabled on the server; otherwise, it will have no effect.
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| 65 | # For better performance when switching LOD detail levels, enabling [upsampleLowerDetailLodsToFillHoles] is recommended.
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| 66 | enableNSizedGeneration = false
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| 67 |
|
| 68 | [common]
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| 69 |
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| 70 | [common.lodBuilding]
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| 71 | #
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| 72 | # How should block data be compressed when creating LOD data?
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| 73 | # This setting will only affect new or updated LOD data,
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| 74 | # any data already generated when this setting is changed will be
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| 75 | # unaffected until it is modified or re-loaded.
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| 76 | #
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| 77 | # MERGE_SAME_BLOCKS
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| 78 | # Every block/biome change is recorded in the database.
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| 79 | # 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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| 80 | # Expected Compression Ratio: 1.0
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| 81 | #
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| 82 | # VISUALLY_EQUAL
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| 83 | # Only visible block/biome changes are recorded in the database.
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| 84 | # Hidden blocks (IE ores) are ignored.
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| 85 | # Expected Compression Ratio: 0.7
|
| 86 | worldCompression = "VISUALLY_EQUAL"
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| 87 | #
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| 88 | # When DH pulls in pre-existing chunks it will attempt to
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| 89 | # run any missing world generation steps; for example:
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| 90 | # if a chunk has the status SURFACE, DH will skip BIOMES
|
| 91 | # and SURFACE, but will run FEATURES.
|
| 92 | #
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| 93 | # However if for some reason the chunks are malformed
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| 94 | # or there's some other issue that causes the status
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| 95 | # to be incorrect that can either cause world gen
|
| 96 | # lock-ups and/or crashes.
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| 97 | # If either of those happen try setting this to True.
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| 98 | assumePreExistingChunksAreFinished = false
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| 99 | #
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| 100 | # If true LOD generation for pre-existing chunks will attempt to pull the lighting data
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| 101 | # saved in Minecraft's Region files.
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| 102 | # If false DH will pull in chunks without lighting and re-light them.
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| 103 | #
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| 104 | # Setting this to true will result in faster LOD generation
|
| 105 | # for already generated worlds, but is broken by most lighting mods.
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| 106 | #
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| 107 | # Set this to false if LODs are black.
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| 108 | pullLightingForPregeneratedChunks = false
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| 109 | #
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| 110 | # What algorithm should be used to compress new LOD data?
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| 111 | # This setting will only affect new or updated LOD data,
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| 112 | # any data already generated when this setting is changed will be
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| 113 | # unaffected until it needs to be re-written to the database.
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| 114 | #
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| 115 | # UNCOMPRESSED
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| 116 | # Should only be used for testing, is worse in every way vs [LZ4].
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| 117 | # Expected Compression Ratio: 1.0
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| 118 | # Estimated average DTO read speed: 6.09 milliseconds
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| 119 | # Estimated average DTO write speed: 6.01 milliseconds
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| 120 | #
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| 121 | # LZ4
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| 122 | # A good option if you're CPU limited and have plenty of hard drive space.
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| 123 | # Expected Compression Ratio: 0.4513
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| 124 | # Estimated average DTO read speed: 3.25 ms
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| 125 | # Estimated average DTO write speed: 5.99 ms
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| 126 | #
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| 127 | # Z_STD
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| 128 | # A good option if you're CPU limited and have plenty of hard drive space.
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| 129 | # Expected Compression Ratio: 0.2606
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| 130 | # Estimated average DTO read speed: 9.31 ms
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| 131 | # Estimated average DTO write speed: 15.13 ms
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| 132 | #
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| 133 | # LZMA2
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| 134 | # Slow but very good compression.
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| 135 | # Expected Compression Ratio: 0.2
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| 136 | # Estimated average DTO read speed: 13.29 ms
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| 137 | # Estimated average DTO write speed: 70.95 ms
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| 138 | dataCompression = "Z_STD"
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| 139 | #
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| 140 | # Enabling this will drastically increase chunk processing time
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| 141 | # and you may need to increase your CPU load to handle it.
|
| 142 | #
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| 143 | # Normally DH will attempt to skip creating LODs for chunks it's already seen
|
| 144 | # and that haven't changed.
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| 145 | #
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| 146 | # However sometimes that logic incorrectly prevents LODs from being updated.
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| 147 | # Disabling this check may fix issues where LODs aren't updated after
|
| 148 | # blocks have been changed.
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| 149 | disableUnchangedChunkCheck = false
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| 150 | #
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| 151 | # True: Recalculate chunk height maps before chunks can be used by DH.
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| 152 | # This can fix problems with worlds created by World Painter or
|
| 153 | # other external tools where the heightmap format may be incorrect.
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| 154 | # False: Assume any height maps handled by Minecraft are correct.
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| 155 | #
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| 156 | # Fastest: False
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| 157 | # Most Compatible: True
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| 158 | recalculateChunkHeightmaps = false
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| 159 |
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| 160 | [common.lodBuilding.experimental]
|
| 161 | #
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| 162 | # When active DH will attempt to fill missing LOD data
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| 163 | # with any data that is present in the tree, preventing holes when moving
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| 164 | # when a N-sized generator (or server) is active.
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| 165 | #
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| 166 | # This is only used when N-sized world generation is available
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| 167 | # and/or when on a server where [generateOnlyInHighestDetail] is false.
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| 168 | #
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| 169 | # Experimental:
|
| 170 | # Enabling this option will increase CPU and harddrive use
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| 171 | # and may cause rendering bugs.
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| 172 | upsampleLowerDetailLodsToFillHoles = false
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| 173 |
|
| 174 | [common.multiThreading]
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| 175 | #
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| 176 | # How many threads should be used by Distant Horizons?
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| 177 | numberOfThreads = 8
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| 178 | #
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| 179 | # A value between 1.0 and 0.0 that represents the percentage
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| 180 | # of time each thread can run before going idle.
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| 181 | #
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| 182 | # This can be used to reduce CPU usage if the thread count
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| 183 | # is already set to 1 for the given option, or more finely
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| 184 | # tune CPU performance.
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| 185 | threadRunTimeRatio = "1.0"
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| 186 |
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| 187 | [common.logging]
|
| 188 | #
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| 189 | # If enabled, the mod will log information about the renderer OpenGL process.
|
| 190 | # This can be useful for debugging.
|
| 191 | logRendererGLEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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| 192 | #
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| 193 | # If enabled, the mod will log performance about the world generation process.
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| 194 | # This can be useful for debugging.
|
| 195 | logWorldGenPerformance = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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| 196 | #
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| 197 | # If enabled, the mod will log information about network operations.
|
| 198 | # This can be useful for debugging.
|
| 199 | logNetworkEvent = "LOG_ERROR_TO_CHAT_AND_WARNING_TO_FILE"
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| 200 | #
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| 201 | # If enabled, the mod will log information about the renderer buffer process.
|
| 202 | # This can be useful for debugging.
|
| 203 | logRendererBufferEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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| 204 | #
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| 205 | # If enabled, the mod will log information about the world generation process.
|
| 206 | # This can be useful for debugging.
|
| 207 | logWorldGenEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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| 208 | #
|
| 209 | # If enabled, the mod will log information about the world generation process.
|
| 210 | # This can be useful for debugging.
|
| 211 | logWorldGenLoadEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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| 212 |
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| 213 | [common.logging.warning]
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| 214 | #
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| 215 | # If enabled, a chat message will be displayed when DH has too many chunks
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| 216 | # queued for updating.
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| 217 | showUpdateQueueOverloadedChatWarning = false
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| 218 | #
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| 219 | # If enabled, a chat message will be displayed if Java doesn't have enough
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| 220 | # memory allocated to run DH well.
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| 221 | showLowMemoryWarningOnStartup = true
|
| 222 | #
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| 223 | # If enabled, a chat message will be displayed when a replay is started
|
| 224 | # giving some basic information about how DH will function.
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| 225 | showReplayWarningOnStartup = true
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| 226 | #
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| 227 | # If enabled, a chat message will be displayed when a potentially problematic
|
| 228 | # mod is installed alongside DH.
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| 229 | showModCompatibilityWarningsOnStartup = true
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| 230 | #
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| 231 | # If enabled, a chat message will be displayed if vanilla MC's
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| 232 | # render distance is higher than the recommended amount.
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| 233 | showHighVanillaRenderDistanceWarning = true
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| 234 | #
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| 235 | # If enabled, a chat message will be displayed if DH detects
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| 236 | # that any pooled objects have been garbage collected.
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| 237 | showPoolInsufficientMemoryWarning = true
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| 238 |
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| 239 | [common.worldGenerator]
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| 240 | #
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| 241 | # How detailed should LODs be generated outside the vanilla render distance?
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| 242 | #
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| 243 | # PRE_EXISTING_ONLY
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| 244 | # Only create LOD data for already generated chunks.
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| 245 | #
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| 246 | #
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| 247 | # SURFACE
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| 248 | # Generate the world surface,
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| 249 | # this does NOT include trees,
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| 250 | # or structures.
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| 251 | #
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| 252 | # FEATURES
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| 253 | # Generate everything except structures.
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| 254 | # WARNING: This may cause world generator bugs or instability when paired with certain world generator mods.
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| 255 | #
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| 256 | # INTERNAL_SERVER
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| 257 | # Ask the local server to generate/load each chunk.
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| 258 | # This is the most compatible and will generate structures correctly,
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| 259 | # but may cause server/simulation lag.
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| 260 | # Note: unlike other modes this option DOES save generated chunks to
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| 261 | # Minecraft's region files.
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| 262 | distantGeneratorMode = "FEATURES"
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| 263 | #
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| 264 | # How should distant generator progress be displayed?
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| 265 | #
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| 266 | # OVERLAY: may be the same as CHAT for some Minecraft versions
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| 267 | # CHAT
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| 268 | # LOG
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| 269 | # DISABLED
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| 270 | showGenerationProgress = "DISABLED"
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| 271 | #
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| 272 | # How often should the distant generator progress be displayed?
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| 273 | generationProgressDisplayIntervalInSeconds = 2
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| 274 | #
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| 275 | # When logging generation progress also include the rate at which chunks
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| 276 | # are being generated.
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| 277 | # This can be useful for troubleshooting performance.
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| 278 | generationProgressIncludeChunksPerSecond = true
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| 279 | #
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| 280 | # For how many seconds should instructions for disabling the distant generator progress be displayed?
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| 281 | # Setting this to 0 hides the instructional message so the world gen progress is shown immediately when it starts.
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| 282 | generationProgressDisableMessageDisplayTimeInSeconds = 20
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| 283 | #
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| 284 | # Should Distant Horizons slowly generate LODs
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| 285 | # outside the vanilla render distance?
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| 286 | # Depending on the generator mode, this will import existing chunks
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| 287 | # and/or generating missing chunks.
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| 288 | enableDistantGeneration = true
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| 289 |
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| 290 | [client]
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| 291 | #
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| 292 | # Should Distant Horizon's config button appear in Minecraft's options screen next to the fov slider?
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| 293 | showDhOptionsButtonInMinecraftUi = true
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| 294 |
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| 295 | [client.advanced]
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| 296 |
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| 297 | [client.advanced.autoUpdater]
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| 298 | #
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| 299 | # If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build.
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| 300 | # If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar
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| 301 | # 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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| 302 | updateBranch = "AUTO"
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| 303 | #
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| 304 | # Automatically check for updates on game launch?
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| 305 | enableAutoUpdater = true
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| 306 | #
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| 307 | # Should Distant Horizons silently, automatically download and install new versions?
|
| 308 | # This setting is force disabled on dedicated servers for stability reasons.
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| 309 | enableSilentUpdates = false
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| 310 |
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| 311 | [client.advanced.debugging]
|
| 312 | #
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| 313 | # If enabled this will disable (most) vanilla Minecraft rendering.
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| 314 | #
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| 315 | # NOTE: Do not report any issues when this mode is on!
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| 316 | # This setting is only for fun and debugging.
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| 317 | # Mod compatibility is not guaranteed.
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| 318 | lodOnlyMode = false
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| 319 | #
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| 320 | # Stops vertex colors from being passed.
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| 321 | # Useful for debugging shaders
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| 322 | enableWhiteWorld = false
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| 323 | #
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| 324 | # What renderer is active?
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| 325 | #
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| 326 | # DEFAULT: Default lod renderer
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| 327 | # DEBUG: Debug testing renderer
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| 328 | # DISABLED: Disable rendering
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| 329 | rendererMode = "DEFAULT"
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| 330 | #
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| 331 | # If enabled the LODs will render as wireframe.
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| 332 | renderWireframe = false
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| 333 | #
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| 334 | # If true the F8 key can be used to cycle through the different debug modes.
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| 335 | # and the F6 key can be used to enable and disable LOD rendering.
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| 336 | enableDebugKeybindings = false
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| 337 | #
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| 338 | # If true overlapping quads will be rendered as bright red for easy identification.
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| 339 | # If false the quads will be rendered normally.
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| 340 | showOverlappingQuadErrors = false
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| 341 | #
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| 342 | # Should specialized colors/rendering modes be used?
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| 343 | #
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| 344 | # OFF: LODs will be drawn with their normal colors.
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| 345 | # SHOW_DETAIL: LODs' color will be based on their detail level.
|
| 346 | # SHOW_BLOCK_MATERIAL: LODs' color will be based on their material.
|
| 347 | # SHOW_OVERLAPPING_QUADS: LODs will be drawn with total white, but overlapping quads will be drawn with red.
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| 348 | debugRendering = "OFF"
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| 349 | #
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| 350 | # If true OpenGL Buffer garbage collection will be logged
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| 351 | # this also includes the number of live buffers.
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| 352 | logBufferGarbageCollection = false
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| 353 |
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| 354 | [client.advanced.debugging.debugWireframe]
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| 355 | #
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| 356 | # Render LOD section status?
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| 357 | showRenderSectionStatus = false
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| 358 | #
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| 359 | # Render queued network sync on load tasks?
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| 360 | showNetworkSyncOnLoadQueue = false
|
| 361 | #
|
| 362 | # Render full data update/lock status?
|
| 363 | showFullDataUpdateStatus = false
|
| 364 | #
|
| 365 | # Render queued world gen tasks?
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| 366 | showWorldGenQueue = false
|
| 367 | #
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| 368 | # A white box will be drawn when an LOD starts rendering
|
| 369 | # and a purple box when an LOD stops rendering.
|
| 370 | #
|
| 371 | # This can be used to debug Quad Tree holes.
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| 372 | showRenderSectionToggling = false
|
| 373 | #
|
| 374 | # Render Quad Tree Rendering status?
|
| 375 | showQuadTreeRenderStatus = false
|
| 376 | #
|
| 377 | # If enabled, various wireframes for debugging internal functions will be drawn.
|
| 378 | #
|
| 379 | # NOTE: There WILL be performance hit!
|
| 380 | # Additionally, only stuff that's loaded after you enable this
|
| 381 | # will render their debug wireframes.
|
| 382 | enableRendering = false
|
| 383 |
|
| 384 | [client.advanced.debugging.f3Screen]
|
| 385 | #
|
| 386 | # Shows how many chunks are queud for processing and the max count that can be queued.
|
| 387 | showQueuedChunkUpdateCount = true
|
| 388 | #
|
| 389 | # Shows the memory use and array counts for each DH object pool.
|
| 390 | showSeparatedObjectPools = false
|
| 391 | #
|
| 392 | # Shows the player's LOD position.
|
| 393 | showPlayerPos = true
|
| 394 | #
|
| 395 | # Shows the combined memory use and array counts for all DH pooled objects.
|
| 396 | showCombinedObjectPools = false
|
| 397 | #
|
| 398 | # Defines what internal detail level the player position will be shown as.
|
| 399 | # Internal detail level means: 6 = 1x1 block, 7 = 2x2 blocks, etc.
|
| 400 | playerPosSectionDetailLevel = 6
|
| 401 | #
|
| 402 | # Shows info about each thread pool.
|
| 403 | showThreadPools = true
|
| 404 | #
|
| 405 | # Shows what levels are loaded and world gen/rendering info about those levels.
|
| 406 | showLevelStatus = true
|
| 407 |
|
| 408 | [client.advanced.debugging.openGl]
|
| 409 | #
|
| 410 | # Defines how OpenGL errors are handled.
|
| 411 | # Requires rebooting Minecraft to change.
|
| 412 | # Will catch OpenGL errors thrown by other mods.
|
| 413 | overrideVanillaGLLogger = true
|
| 414 | #
|
| 415 | # Defines how OpenGL errors are handled.
|
| 416 | # May incorrectly catch OpenGL errors thrown by other mods.
|
| 417 | #
|
| 418 | # IGNORE: Do nothing.
|
| 419 | # LOG: write an error to the log.
|
| 420 | # LOG_THROW: write to the log and throw an exception.
|
| 421 | # Warning: this should only be enabled when debugging the LOD renderer
|
| 422 | # as it may break Minecraft's renderer when an exception is thrown.
|
| 423 | glErrorHandlingMode = "IGNORE"
|
| 424 | #
|
| 425 | # Massively reduces FPS.
|
| 426 | # Should only be used if mysterious EXCEPTION_ACCESS_VIOLATION crashes are happening in DH's rendering code for troubleshooting.
|
| 427 | validateBufferIdsBeforeRendering = false
|
| 428 | #
|
| 429 | # If true each Open GL error will only be logged once.
|
| 430 | # Enabling this may cause some error logs to be missed.
|
| 431 | # Does nothing if overrideVanillaGLLogger is set to false.
|
| 432 | #
|
| 433 | # Generally this can be kept as 'true' to prevent log spam.
|
| 434 | # However, Please set this to 'false' if a developer needs your log to debug a GL issue.
|
| 435 | onlyLogGlErrorsOnce = true
|
| 436 |
|
| 437 | [client.advanced.debugging.exampleConfigScreen]
|
| 438 | shortTest = "69"
|
| 439 | mapTest = "{}"
|
| 440 | byteTest = "8"
|
| 441 | longTest = "42069"
|
| 442 | listTest = ["option 1", "option 2", "option 3"]
|
| 443 | boolTest = false
|
| 444 | doubleTest = "420.69"
|
| 445 | floatTest = "0.42069"
|
| 446 | linkableTest = 420
|
| 447 | intTest = 69420
|
| 448 | stringTest = "Test input box"
|
| 449 |
|
| 450 | [client.advanced.graphics]
|
| 451 |
|
| 452 | [client.advanced.graphics.culling]
|
| 453 | #
|
| 454 | # If false all beacons near the camera won't be drawn to prevent vanilla overdraw.
|
| 455 | # If true all beacons will be rendered.
|
| 456 | #
|
| 457 | # Generally this should be left as true. It's main purpose is for debugging
|
| 458 | # beacon updating/rendering.
|
| 459 | disableBeaconDistanceCulling = true
|
| 460 | #
|
| 461 | # Determines how far from the camera Distant Horizons will start rendering.
|
| 462 | # Measured as a percentage of the vanilla render distance.
|
| 463 | #
|
| 464 | # 0 = auto, overdraw will change based on the vanilla render distance.
|
| 465 | #
|
| 466 | # Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,
|
| 467 | # but may cause holes in the world.
|
| 468 | # Holes are most likely to appear when flying through unloaded terrain.
|
| 469 | #
|
| 470 | # Increasing the vanilla render distance increases the effectiveness of this setting.
|
| 471 | overdrawPrevention = "0.0"
|
| 472 | #
|
| 473 | # If enabled caves won't be rendered.
|
| 474 | #
|
| 475 | # Note: for some world types this can cause
|
| 476 | # overhangs or walls for floating objects.
|
| 477 | # Tweaking the caveCullingHeight, can resolve some
|
| 478 | # of those issues.
|
| 479 | enableCaveCulling = true
|
| 480 | #
|
| 481 | # Identical to the other frustum culling option
|
| 482 | # only used when a shader mod is present using the DH API
|
| 483 | # and the shadow pass is being rendered.
|
| 484 | #
|
| 485 | # Disable this if shadows render incorrectly.
|
| 486 | disableShadowPassFrustumCulling = false
|
| 487 | #
|
| 488 | # At what Y value should cave culling start?
|
| 489 | # Lower this value if you get walls for areas with 0 light.
|
| 490 | caveCullingHeight = 60
|
| 491 | #
|
| 492 | # A comma separated list of block resource locations that shouldn't be rendered
|
| 493 | # if they are in a 0 sky light underground area.
|
| 494 | # Air is always included in this list.
|
| 495 | # Requires a restart to change.
|
| 496 | ignoredRenderCaveBlockCsv = "minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column,minecraft:cave_vines_plant,minecraft:vine,minecraft:cave_vines,minecraft:short_grass,minecraft:tall_grass,minecraft:small_dripleaf,minecraft:big_dripleaf,minecraft:big_dripleaf_stem,minecraft:sculk_vein"
|
| 497 | #
|
| 498 | # A comma separated list of block resource locations that won't be rendered by DH.
|
| 499 | # Air is always included in this list.
|
| 500 | # Requires a restart to change.
|
| 501 | ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire,minecraft:brown_mushroom"
|
| 502 | #
|
| 503 | # If true LODs outside the player's camera
|
| 504 | # aren't drawn, increasing GPU performance.
|
| 505 | #
|
| 506 | # If false all LODs are drawn, even those behind
|
| 507 | # the player's camera, decreasing GPU performance.
|
| 508 | #
|
| 509 | # Disable this if you see LODs disappearing at the corners of your vision.
|
| 510 | disableFrustumCulling = false
|
| 511 |
|
| 512 | [client.advanced.graphics.ssao]
|
| 513 | #
|
| 514 | # Determines how many points in space are sampled for the occlusion test.
|
| 515 | # Higher numbers will improve quality and reduce banding, but will increase GPU load.
|
| 516 | sampleCount = 6
|
| 517 | #
|
| 518 | # Determines how dark the Screen Space Ambient Occlusion effect will be.
|
| 519 | strength = "0.2"
|
| 520 | #
|
| 521 | # The radius, measured in pixels, that blurring is calculated for the SSAO.
|
| 522 | # Higher numbers will reduce banding at the cost of GPU performance.
|
| 523 | blurRadius = 2
|
| 524 | #
|
| 525 | # Increasing the value can reduce banding at the cost of reducing the strength of the effect.
|
| 526 | bias = "0.02"
|
| 527 | #
|
| 528 | # Determines how dark the occlusion shadows can be.
|
| 529 | # 0 = totally black at the corners
|
| 530 | # 1 = no shadow
|
| 531 | minLight = "0.25"
|
| 532 | #
|
| 533 | # Enable Screen Space Ambient Occlusion
|
| 534 | enableSsao = true
|
| 535 | #
|
| 536 | # Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks.
|
| 537 | radius = "4.0"
|
| 538 |
|
| 539 | [client.advanced.graphics.noiseTexture]
|
| 540 | #
|
| 541 | # Should a noise texture be applied to LODs?
|
| 542 | #
|
| 543 | # This is done to simulate textures and make the LODs appear more detailed.
|
| 544 | enableNoiseTexture = true
|
| 545 | #
|
| 546 | # Defines how far should the noise texture render before it fades away. (in blocks)
|
| 547 | # Set to 0 to disable noise from fading away
|
| 548 | noiseDropoff = 1024
|
| 549 | #
|
| 550 | # How many steps of noise should be applied to LODs?
|
| 551 | noiseSteps = 4
|
| 552 | #
|
| 553 | # How intense should the noise should be?
|
| 554 | noiseIntensity = "5.0"
|
| 555 |
|
| 556 | [client.advanced.graphics.experimental]
|
| 557 | #
|
| 558 | # This is the earth size ratio when applying the curvature shader effect.
|
| 559 | # Note: Enabling this feature may cause rendering bugs.
|
| 560 | #
|
| 561 | # 0 = flat/disabled
|
| 562 | # 1 = 1 to 1 (6,371,000 blocks)
|
| 563 | # 100 = 1 to 100 (63,710 blocks)
|
| 564 | # 10000 = 1 to 10000 (637.1 blocks)
|
| 565 | #
|
| 566 | # Note: Due to current limitations, the min value is 50
|
| 567 | # and the max value is 5000. Any values outside this range
|
| 568 | # will be set to 0 (disabled).
|
| 569 | earthCurveRatio = 0
|
| 570 |
|
| 571 | [client.advanced.graphics.genericRendering]
|
| 572 | #
|
| 573 | # If true LOD clouds will be rendered.
|
| 574 | enableCloudRendering = true
|
| 575 | #
|
| 576 | # Sets the maximum height at which beacons will render.This will only affect new beacons coming into LOD render distance.Beacons currently visible in LOD chunks will not be affected.
|
| 577 | beaconRenderHeight = 6000
|
| 578 | #
|
| 579 | # If true LOD beacon beams will be rendered.
|
| 580 | enableBeaconRendering = true
|
| 581 | #
|
| 582 | # If true non terrain objects will be rendered in DH's terrain.
|
| 583 | # This includes beacon beams and clouds.
|
| 584 | enableGenericRendering = true
|
| 585 | #
|
| 586 | # Can be disabled to use much slower but more compatible direct rendering.
|
| 587 | # Disabling this can be used to fix some crashes on Mac.
|
| 588 | enableInstancedRendering = true
|
| 589 |
|
| 590 | [client.advanced.graphics.quality]
|
| 591 | #
|
| 592 | # What is the maximum detail LODs should be drawn at?
|
| 593 | # Higher settings will increase memory and GPU usage.
|
| 594 | #
|
| 595 | # CHUNK: render 1 LOD for each Chunk.
|
| 596 | # HALF_CHUNK: render 4 LODs for each Chunk.
|
| 597 | # FOUR_BLOCKS: render 16 LODs for each Chunk.
|
| 598 | # TWO_BLOCKS: render 64 LODs for each Chunk.
|
| 599 | # BLOCK: render 256 LODs for each Chunk (width of one block).
|
| 600 | #
|
| 601 | # Lowest Quality: CHUNK
|
| 602 | # Highest Quality: BLOCK
|
| 603 | maxHorizontalResolution = "BLOCK"
|
| 604 | #
|
| 605 | # If true LODs will fade away as you get closer to them.
|
| 606 | # If false LODs will cut off abruptly at a set distance from the camera.
|
| 607 | # This setting is affected by the vanilla overdraw prevention config.
|
| 608 | ditherDhFade = true
|
| 609 | #
|
| 610 | # How bright LOD colors are.
|
| 611 | #
|
| 612 | # 0 = black
|
| 613 | # 1 = normal
|
| 614 | # 2 = near white
|
| 615 | brightnessMultiplier = "1.0"
|
| 616 | #
|
| 617 | # How should LODs be shaded?
|
| 618 | #
|
| 619 | # AUTO: Uses the same side shading as vanilla Minecraft blocks.
|
| 620 | # ENABLED: Simulates Minecraft's block shading for LODs.
|
| 621 | # Can be used to force LOD shading when using some shaders.
|
| 622 | # DISABLED: All LOD sides will be rendered with the same brightness.
|
| 623 | lodShading = "AUTO"
|
| 624 | #
|
| 625 | # How saturated LOD colors are.
|
| 626 | #
|
| 627 | # 0 = black and white
|
| 628 | # 1 = normal
|
| 629 | # 2 = very saturated
|
| 630 | saturationMultiplier = "1.0"
|
| 631 | #
|
| 632 | # This indicates how well LODs will represent
|
| 633 | # overhangs, caves, floating islands, etc.
|
| 634 | # Higher options will make the world more accurate, butwill increase memory and GPU usage.
|
| 635 | #
|
| 636 | # Lowest Quality: HEIGHT_MAP
|
| 637 | # Highest Quality: EXTREME
|
| 638 | verticalQuality = "MEDIUM"
|
| 639 | #
|
| 640 | # What blocks shouldn't be rendered as LODs?
|
| 641 | #
|
| 642 | # NONE: Represent all blocks in the LODs
|
| 643 | # NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height)
|
| 644 | blocksToIgnore = "NON_COLLIDING"
|
| 645 | #
|
| 646 | # The radius of the mod's render distance. (measured in chunks)
|
| 647 | lodChunkRenderDistanceRadius = 256
|
| 648 | #
|
| 649 | # What the value should vanilla Minecraft's texture LodBias be?
|
| 650 | # If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0)
|
| 651 | lodBias = "0.0"
|
| 652 | #
|
| 653 | # How should the sides and bottom of grass block LODs render?
|
| 654 | #
|
| 655 | # AS_GRASS: all sides of dirt LOD's render using the top (green) color.
|
| 656 | # FADE_TO_DIRT: sides fade from grass to dirt.
|
| 657 | # AS_DIRT: sides render entirely as dirt.
|
| 658 | grassSideRendering = "FADE_TO_DIRT"
|
| 659 | #
|
| 660 | # Should the blocks underneath avoided blocks gain the color of the avoided block?
|
| 661 | #
|
| 662 | # True: a red flower will tint the grass below it red.
|
| 663 | # False: skipped blocks will not change color of surface below them.
|
| 664 | tintWithAvoidedBlocks = true
|
| 665 | #
|
| 666 | # This indicates how quickly LODs decrease in quality the further away they are.
|
| 667 | # Higher settings will render higher quality fake chunks farther away,
|
| 668 | # but will increase memory and GPU usage.
|
| 669 | horizontalQuality = "MEDIUM"
|
| 670 | #
|
| 671 | # How should LOD transparency be handled.
|
| 672 | #
|
| 673 | # COMPLETE: LODs will render transparent.
|
| 674 | # FAKE: LODs will be opaque, but shaded to match the blocks underneath.
|
| 675 | # DISABLED: LODs will be opaque.
|
| 676 | transparency = "COMPLETE"
|
| 677 | #
|
| 678 | # This is the same as vanilla Biome Blending settings for Lod area.
|
| 679 | # Note that anything other than '0' will greatly effect Lod building time.
|
| 680 | #
|
| 681 | # '0' equals to Vanilla Biome Blending of '1x1' or 'OFF',
|
| 682 | # '1' equals to Vanilla Biome Blending of '3x3',
|
| 683 | # '2' equals to Vanilla Biome Blending of '5x5'...
|
| 684 | lodBiomeBlending = 3
|
| 685 | #
|
| 686 | # How should vanilla Minecraft fade into Distant Horizons LODs?
|
| 687 | #
|
| 688 | # NONE: Fastest, there will be a pronounced border between DH and MC rendering.
|
| 689 | # SINGLE_PASS: Fades after MC's transparent pass, opaque blocks underwater won't be faded.
|
| 690 | # DOUBLE_PASS: Slowest, fades after both MC's opaque and transparent passes, provides the smoothest transition.
|
| 691 | vanillaFadeMode = "DOUBLE_PASS"
|
| 692 |
|
| 693 | [client.advanced.graphics.fog]
|
| 694 | #
|
| 695 | # Should Minecraft's fog render?
|
| 696 | # Note: Other mods may conflict with this setting.
|
| 697 | enableVanillaFog = false
|
| 698 | #
|
| 699 | # What is the maximum fog thickness?
|
| 700 | #
|
| 701 | # 0.0: No fog.
|
| 702 | # 1.0: Fully opaque fog.
|
| 703 | farFogMax = "1.0"
|
| 704 | #
|
| 705 | # Determines if fog is drawn on DH LODs.
|
| 706 | enableDhFog = true
|
| 707 | #
|
| 708 | # At what distance should the far fog start?
|
| 709 | #
|
| 710 | # 0.0: Fog starts at the player's position.
|
| 711 | # 1.0: Fog starts at the closest edge of the vanilla render distance.
|
| 712 | # 1.414: Fog starts at the corner of the vanilla render distance.
|
| 713 | farFogStart = "0.4"
|
| 714 | #
|
| 715 | # What is the minimum fog thickness?
|
| 716 | #
|
| 717 | # 0.0: No fog.
|
| 718 | # 1.0: Fully opaque fog.
|
| 719 | farFogMin = "0.0"
|
| 720 | #
|
| 721 | # What color should fog use?
|
| 722 | #
|
| 723 | # USE_WORLD_FOG_COLOR: Use the world's fog color.
|
| 724 | # USE_SKY_COLOR: Use the sky's color.
|
| 725 | colorMode = "USE_WORLD_FOG_COLOR"
|
| 726 | #
|
| 727 | # How should the fog thickness should be calculated?
|
| 728 | #
|
| 729 | # LINEAR: Linear based on distance (will ignore 'density')
|
| 730 | # EXPONENTIAL: 1/(e^(distance*density))
|
| 731 | # EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
|
| 732 | farFogFalloff = "EXPONENTIAL_SQUARED"
|
| 733 | #
|
| 734 | # Used in conjunction with the Fog Falloff.
|
| 735 | farFogDensity = "2.5"
|
| 736 | #
|
| 737 | # Where should the far fog end?
|
| 738 | #
|
| 739 | # 0.0: Fog ends at player's position.
|
| 740 | # 1.0: Fog ends at the closest edge of the vanilla render distance.
|
| 741 | # 1.414: Fog ends at the corner of the vanilla render distance.
|
| 742 | farFogEnd = "1.0"
|
| 743 |
|
| 744 | [client.advanced.graphics.fog.heightFog]
|
| 745 | #
|
| 746 | # Where should the height fog start?
|
| 747 | #
|
| 748 | # ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky
|
| 749 | # BELOW_CAMERA: Height fog starts at the camera and goes towards the void
|
| 750 | # ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void
|
| 751 | # ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky
|
| 752 | # BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void
|
| 753 | # ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void
|
| 754 | heightFogDirection = "BELOW_SET_HEIGHT"
|
| 755 | #
|
| 756 | # What is the minimum fog thickness?
|
| 757 | #
|
| 758 | # 0.0: No fog.
|
| 759 | # 1.0: Fully opaque fog.
|
| 760 | heightFogMin = "0.0"
|
| 761 | #
|
| 762 | # If the height fog is calculated around a set height, what is that height position?
|
| 763 | heightFogBaseHeight = "80.0"
|
| 764 | #
|
| 765 | # What is the maximum fog thickness?
|
| 766 | #
|
| 767 | # 0.0: No fog.
|
| 768 | # 1.0: Fully opaque fog.
|
| 769 | heightFogMax = "1.0"
|
| 770 | #
|
| 771 | # How should the height fog thickness should be calculated?
|
| 772 | #
|
| 773 | # LINEAR: Linear based on height (will ignore 'density')
|
| 774 | # EXPONENTIAL: 1/(e^(height*density))
|
| 775 | # EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)
|
| 776 | heightFogFalloff = "EXPONENTIAL_SQUARED"
|
| 777 | #
|
| 778 | # What is the height fog's density?
|
| 779 | heightFogDensity = "20.0"
|
| 780 | #
|
| 781 | # How should height effect the fog thickness?
|
| 782 | # Note: height fog is combined with the other fog settings.
|
| 783 | #
|
| 784 | # SPHERICAL: Fog is calculated based on camera distance.
|
| 785 | # CYLINDRICAL: Ignore height, fog is calculated based on horizontal distance.
|
| 786 | #
|
| 787 | # MAX: max(heightFog, farFog)
|
| 788 | # ADDITION: heightFog + farFog
|
| 789 | # MULTIPLY: heightFog * farFog
|
| 790 | # INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog)
|
| 791 | # LIMITED_ADDITION: farFog + max(farFog, heightFog)
|
| 792 | # MULTIPLY_ADDITION: farFog + farFog * heightFog
|
| 793 | # INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog)
|
| 794 | # AVERAGE: farFog*0.5 + heightFog*0.5
|
| 795 | heightFogMixMode = "SPHERICAL"
|
| 796 | #
|
| 797 | # Should the start of the height fog be offset?
|
| 798 | #
|
| 799 | # 0.0: Fog start with no offset.
|
| 800 | # 1.0: Fog start with offset of the entire world's height. (Includes depth)
|
| 801 | heightFogStart = "0.0"
|
| 802 | #
|
| 803 | # Should the end of the height fog be offset?
|
| 804 | #
|
| 805 | # 0.0: Fog end with no offset.
|
| 806 | # 1.0: Fog end with offset of the entire world's height. (Include depth)
|
| 807 | heightFogEnd = "0.6"
|
| 808 |
|
| 809 | [client.advanced.multiplayer]
|
| 810 | #
|
| 811 | # How should multiplayer save folders should be named?
|
| 812 | #
|
| 813 | # NAME_ONLY: Example: "Minecraft Server"
|
| 814 | # IP_ONLY: Example: "**.**.**.**"
|
| 815 | # NAME_IP: Example: "Minecraft Server IP **.**.**.**"
|
| 816 | # NAME_IP_PORT: Example: "Minecraft Server IP **.**.**.**:25565"NAME_IP_PORT_MC_VERSION: Example: "Minecraft Server IP **.**.**.**:25565 GameVersion 1.16.5"
|
| 817 | serverFolderNameMode = "NAME_ONLY"
|