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1_version = 3
2
3[server]
4 #
5 # Defines the Z-coordinate of the central point for generation boundaries, in blocks.
6 generationBoundsZ = 0
7 #
8 # Defines the distance the player will receive updates around.
9 realTimeUpdateDistanceRadiusInChunks = 256
10 #
11 # Prefix of the level keys sent to the clients.
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 = ""
15 #
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 #
20 # If true, clients will receive updated LODs when joining or loading new LODs.
21 synchronizeOnLoad = true
22 #
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
28 #
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
32 #
33 # How many LOD generation requests per second should a client send?
34 # Also limits the number of client requests allowed to stay in the server's queue.
35 generationRequestRateLimit = 20
36 #
37 # How many LOD sync requests per second should a client send?
38 # Also limits the amount of player's requests allowed to stay in the server's queue.
39 syncOnLoadRateLimit = 50
40 #
41 # Defines the radius around the central point within which generation is allowed, in blocks.
42 # If this value is set to 0, generation bounds are disabled.
43 generationBoundsRadius = 0
44 #
45 # If true, clients will receive real-time LOD updates for chunks outside the client's render distance.
46 enableRealTimeUpdates = true
47 #
48 # Maximum global speed for uploading LODs to the clients, in KB/s.
49 # Value of 0 disables the limit.
50 globalBandwidthLimit = 0
51 #
52 # Maximum per-player speed for uploading LODs to the clients, in KB/s.
53 # Value of 0 disables the limit.
54 playerBandwidthLimit = 500
55 #
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.
59 enableAdaptiveTransferSpeed = false
60
61 [server.experimental]
62 #
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.
65 # For better performance when switching LOD detail levels, enabling [upsampleLowerDetailLodsToFillHoles] is recommended.
66 enableNSizedGeneration = false
67
68[common]
69
70 [common.lodBuilding]
71 #
72 # How should block data be compressed when creating LOD data?
73 # This setting will only affect new or updated LOD data,
74 # any data already generated when this setting is changed will be
75 # unaffected until it is modified or re-loaded.
76 #
77 # MERGE_SAME_BLOCKS
78 # Every block/biome change is recorded in the database.
79 # This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data.
80 # Expected Compression Ratio: 1.0
81 #
82 # VISUALLY_EQUAL
83 # Only visible block/biome changes are recorded in the database.
84 # Hidden blocks (IE ores) are ignored.
85 # Expected Compression Ratio: 0.7
86 worldCompression = "VISUALLY_EQUAL"
87 #
88 # When DH pulls in pre-existing chunks it will attempt to
89 # run any missing world generation steps; for example:
90 # if a chunk has the status SURFACE, DH will skip BIOMES
91 # and SURFACE, but will run FEATURES.
92 #
93 # However if for some reason the chunks are malformed
94 # or there's some other issue that causes the status
95 # to be incorrect that can either cause world gen
96 # lock-ups and/or crashes.
97 # If either of those happen try setting this to True.
98 assumePreExistingChunksAreFinished = false
99 #
100 # If true LOD generation for pre-existing chunks will attempt to pull the lighting data
101 # saved in Minecraft's Region files.
102 # If false DH will pull in chunks without lighting and re-light them.
103 #
104 # Setting this to true will result in faster LOD generation
105 # for already generated worlds, but is broken by most lighting mods.
106 #
107 # Set this to false if LODs are black.
108 pullLightingForPregeneratedChunks = false
109 #
110 # What algorithm should be used to compress new LOD data?
111 # This setting will only affect new or updated LOD data,
112 # any data already generated when this setting is changed will be
113 # unaffected until it needs to be re-written to the database.
114 #
115 # UNCOMPRESSED
116 # Should only be used for testing, is worse in every way vs [LZ4].
117 # Expected Compression Ratio: 1.0
118 # Estimated average DTO read speed: 6.09 milliseconds
119 # Estimated average DTO write speed: 6.01 milliseconds
120 #
121 # LZ4
122 # A good option if you're CPU limited and have plenty of hard drive space.
123 # Expected Compression Ratio: 0.4513
124 # Estimated average DTO read speed: 3.25 ms
125 # Estimated average DTO write speed: 5.99 ms
126 #
127 # Z_STD
128 # A good option if you're CPU limited and have plenty of hard drive space.
129 # Expected Compression Ratio: 0.2606
130 # Estimated average DTO read speed: 9.31 ms
131 # Estimated average DTO write speed: 15.13 ms
132 #
133 # LZMA2
134 # Slow but very good compression.
135 # Expected Compression Ratio: 0.2
136 # Estimated average DTO read speed: 13.29 ms
137 # Estimated average DTO write speed: 70.95 ms
138 dataCompression = "Z_STD"
139 #
140 # Enabling this will drastically increase chunk processing time
141 # and you may need to increase your CPU load to handle it.
142 #
143 # Normally DH will attempt to skip creating LODs for chunks it's already seen
144 # and that haven't changed.
145 #
146 # However sometimes that logic incorrectly prevents LODs from being updated.
147 # Disabling this check may fix issues where LODs aren't updated after
148 # blocks have been changed.
149 disableUnchangedChunkCheck = false
150 #
151 # True: Recalculate chunk height maps before chunks can be used by DH.
152 # This can fix problems with worlds created by World Painter or
153 # other external tools where the heightmap format may be incorrect.
154 # False: Assume any height maps handled by Minecraft are correct.
155 #
156 # Fastest: False
157 # Most Compatible: True
158 recalculateChunkHeightmaps = false
159
160 [common.lodBuilding.experimental]
161 #
162 # When active DH will attempt to fill missing LOD data
163 # with any data that is present in the tree, preventing holes when moving
164 # when a N-sized generator (or server) is active.
165 #
166 # This is only used when N-sized world generation is available
167 # and/or when on a server where [generateOnlyInHighestDetail] is false.
168 #
169 # Experimental:
170 # Enabling this option will increase CPU and harddrive use
171 # and may cause rendering bugs.
172 upsampleLowerDetailLodsToFillHoles = false
173
174 [common.multiThreading]
175 #
176 # How many threads should be used by Distant Horizons?
177 numberOfThreads = 8
178 #
179 # A value between 1.0 and 0.0 that represents the percentage
180 # of time each thread can run before going idle.
181 #
182 # This can be used to reduce CPU usage if the thread count
183 # is already set to 1 for the given option, or more finely
184 # tune CPU performance.
185 threadRunTimeRatio = "1.0"
186
187 [common.logging]
188 #
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"
192 #
193 # If enabled, the mod will log performance about the world generation process.
194 # This can be useful for debugging.
195 logWorldGenPerformance = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
196 #
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"
200 #
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"
204 #
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"
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"
212
213 [common.logging.warning]
214 #
215 # If enabled, a chat message will be displayed when DH has too many chunks
216 # queued for updating.
217 showUpdateQueueOverloadedChatWarning = false
218 #
219 # If enabled, a chat message will be displayed if Java doesn't have enough
220 # memory allocated to run DH well.
221 showLowMemoryWarningOnStartup = true
222 #
223 # If enabled, a chat message will be displayed when a replay is started
224 # giving some basic information about how DH will function.
225 showReplayWarningOnStartup = true
226 #
227 # If enabled, a chat message will be displayed when a potentially problematic
228 # mod is installed alongside DH.
229 showModCompatibilityWarningsOnStartup = true
230 #
231 # If enabled, a chat message will be displayed if vanilla MC's
232 # render distance is higher than the recommended amount.
233 showHighVanillaRenderDistanceWarning = true
234 #
235 # If enabled, a chat message will be displayed if DH detects
236 # that any pooled objects have been garbage collected.
237 showPoolInsufficientMemoryWarning = true
238
239 [common.worldGenerator]
240 #
241 # How detailed should LODs be generated outside the vanilla render distance?
242 #
243 # PRE_EXISTING_ONLY
244 # Only create LOD data for already generated chunks.
245 #
246 #
247 # SURFACE
248 # Generate the world surface,
249 # this does NOT include trees,
250 # or structures.
251 #
252 # FEATURES
253 # Generate everything except structures.
254 # WARNING: This may cause world generator bugs or instability when paired with certain world generator mods.
255 #
256 # INTERNAL_SERVER
257 # Ask the local server to generate/load each chunk.
258 # This is the most compatible and will generate structures correctly,
259 # but may cause server/simulation lag.
260 # Note: unlike other modes this option DOES save generated chunks to
261 # Minecraft's region files.
262 distantGeneratorMode = "FEATURES"
263 #
264 # How should distant generator progress be displayed?
265 #
266 # OVERLAY: may be the same as CHAT for some Minecraft versions
267 # CHAT
268 # LOG
269 # DISABLED
270 showGenerationProgress = "DISABLED"
271 #
272 # How often should the distant generator progress be displayed?
273 generationProgressDisplayIntervalInSeconds = 2
274 #
275 # When logging generation progress also include the rate at which chunks
276 # are being generated.
277 # This can be useful for troubleshooting performance.
278 generationProgressIncludeChunksPerSecond = true
279 #
280 # For how many seconds should instructions for disabling the distant generator progress be displayed?
281 # Setting this to 0 hides the instructional message so the world gen progress is shown immediately when it starts.
282 generationProgressDisableMessageDisplayTimeInSeconds = 20
283 #
284 # Should Distant Horizons slowly generate LODs
285 # outside the vanilla render distance?
286 # Depending on the generator mode, this will import existing chunks
287 # and/or generating missing chunks.
288 enableDistantGeneration = true
289
290[client]
291 #
292 # Should Distant Horizon's config button appear in Minecraft's options screen next to the fov slider?
293 showDhOptionsButtonInMinecraftUi = true
294
295 [client.advanced]
296
297 [client.advanced.autoUpdater]
298 #
299 # If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build.
300 # If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar
301 # and will update to new nightly builds if the current jar is a nightly jar (IE the version number ends in '-dev').
302 updateBranch = "AUTO"
303 #
304 # Automatically check for updates on game launch?
305 enableAutoUpdater = true
306 #
307 # Should Distant Horizons silently, automatically download and install new versions?
308 # This setting is force disabled on dedicated servers for stability reasons.
309 enableSilentUpdates = false
310
311 [client.advanced.debugging]
312 #
313 # If enabled this will disable (most) vanilla Minecraft rendering.
314 #
315 # NOTE: Do not report any issues when this mode is on!
316 # This setting is only for fun and debugging.
317 # Mod compatibility is not guaranteed.
318 lodOnlyMode = false
319 #
320 # Stops vertex colors from being passed.
321 # Useful for debugging shaders
322 enableWhiteWorld = false
323 #
324 # What renderer is active?
325 #
326 # DEFAULT: Default lod renderer
327 # DEBUG: Debug testing renderer
328 # DISABLED: Disable rendering
329 rendererMode = "DEFAULT"
330 #
331 # If enabled the LODs will render as wireframe.
332 renderWireframe = false
333 #
334 # If true the F8 key can be used to cycle through the different debug modes.
335 # and the F6 key can be used to enable and disable LOD rendering.
336 enableDebugKeybindings = false
337 #
338 # If true overlapping quads will be rendered as bright red for easy identification.
339 # If false the quads will be rendered normally.
340 showOverlappingQuadErrors = false
341 #
342 # Should specialized colors/rendering modes be used?
343 #
344 # OFF: LODs will be drawn with their normal colors.
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.
348 debugRendering = "OFF"
349 #
350 # If true OpenGL Buffer garbage collection will be logged
351 # this also includes the number of live buffers.
352 logBufferGarbageCollection = false
353
354 [client.advanced.debugging.debugWireframe]
355 #
356 # Render LOD section status?
357 showRenderSectionStatus = false
358 #
359 # Render queued network sync on load tasks?
360 showNetworkSyncOnLoadQueue = false
361 #
362 # Render full data update/lock status?
363 showFullDataUpdateStatus = false
364 #
365 # Render queued world gen tasks?
366 showWorldGenQueue = false
367 #
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.
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"
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