Advertisement
Logen_relogen

Untitled

Aug 26th, 2024
39
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 29.75 KB | None | 0 0
  1. _version = 2
  2.  
  3. [client]
  4. #
  5. # Should Distant Horizon's config button appear in the options screen next to fov slider?
  6. optionsButton = true
  7.  
  8. [client.advanced]
  9.  
  10. [client.advanced.buffers]
  11. #
  12. # What method should be used to upload geometry to the GPU?
  13. #
  14. # AUTO: Picks the best option based on the GPU you have.
  15. #
  16. # BUFFER_STORAGE: Default if OpenGL 4.5 is supported.
  17. # Fast rendering, no stuttering.
  18. #
  19. # SUB_DATA: Backup option for NVIDIA.
  20. # Fast rendering but may stutter when uploading.
  21. #
  22. # BUFFER_MAPPING: Slow rendering but won't stutter when uploading.
  23. # Generally the best option for integrated GPUs.
  24. # Default option for AMD/Intel if OpenGL 4.5 isn't supported.
  25. # May end up storing buffers in System memory.
  26. # Fast rendering if in GPU memory, slow if in system memory,
  27. # but won't stutter when uploading.
  28. #
  29. # DATA: Fast rendering but will stutter when uploading.
  30. # Backup option for AMD/Intel.
  31. # Fast rendering but may stutter when uploading.
  32. #
  33. # If you don't see any difference when changing these settings,
  34. # or the world looks corrupted: restart your game.
  35. gpuUploadMethod = "AUTO"
  36. #
  37. # How long should a buffer wait per Megabyte of data uploaded?
  38. # Helpful resource for frame times: https://fpstoms.com
  39. #
  40. # Longer times may reduce stuttering but will make LODs
  41. # transition and load slower. Change this to [0] for no timeout.
  42. #
  43. # NOTE:
  44. # Before changing this config, try changing the "GPU Upload method" first.
  45. gpuUploadPerMegabyteInMilliseconds = 0
  46.  
  47. [client.advanced.lodBuilding]
  48. #
  49. # How should block data be compressed when creating LOD data?
  50. # This setting will only affect new or updated LOD data,
  51. # any data already generated when this setting is changed will be
  52. # unaffected until it is modified or re-loaded.
  53. #
  54. # MERGE_SAME_BLOCKS
  55. # Every block/biome change is recorded in the database.
  56. # This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data.
  57. # Expected Compression Ratio: 1.0
  58. #
  59. # VISUALLY_EQUAL
  60. # Only visible block/biome changes are recorded in the database.
  61. # Hidden blocks (IE ores) are ignored.
  62. # Expected Compression Ratio: 0.7
  63. worldCompression = "VISUALLY_EQUAL"
  64. #
  65. # If false LODs will be lit by Minecraft's lighting engine when possible
  66. # and fall back to the DH lighting engine only when necessary.
  67. #
  68. # If true LODs will only be lit using Distant Horizons' lighting engine.
  69. #
  70. # Generally it is best to leave this disabled and should only be enabled
  71. # if there are lighting issues or for debugging.
  72. onlyUseDhLightingEngine = false
  73. #
  74. # What algorithm should be used to compress new LOD data?
  75. # This setting will only affect new or updated LOD data,
  76. # any data already generated when this setting is changed will be
  77. # unaffected until it needs to be re-written to the database.
  78. #
  79. # UNCOMPRESSED
  80. # Should only be used for testing, is worse in every way vs [LZ4].
  81. # Expected Compression Ratio: 1.0
  82. # Estimated average DTO read speed: 1.64 milliseconds
  83. # Estimated average DTO write speed: 12.44 milliseconds
  84. #
  85. # LZ4
  86. # A good option if you're CPU limited and have plenty of hard drive space.
  87. # Expected Compression Ratio: 0.36
  88. # Estimated average DTO read speed: 1.85 ms
  89. # Estimated average DTO write speed: 9.46 ms
  90. #
  91. # LZMA2
  92. # Slow but very good compression.
  93. # Expected Compression Ratio: 0.14
  94. # Estimated average DTO read speed: 11.89 ms
  95. # Estimated average DTO write speed: 192.01 ms
  96. dataCompression = "LZMA2"
  97. #
  98. # Determines how long must pass between LOD chunk updates before another.
  99. # update can occur
  100. #
  101. # Increasing this value will reduce CPU load but may may cause
  102. # LODs to become outdated more frequently or for longer.
  103. minTimeBetweenChunkUpdatesInSeconds = 1
  104.  
  105. [client.advanced.autoUpdater]
  106. #
  107. # If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build.
  108. # If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar
  109. # and will update to new nightly builds if the current jar is a nightly jar (IE the version number ends in '-dev').
  110. updateBranch = "AUTO"
  111. #
  112. # Automatically check for updates on game launch?
  113. enableAutoUpdater = true
  114. #
  115. # Should Distant Horizons silently, automatically download and install new versions?
  116. enableSilentUpdates = false
  117.  
  118. [client.advanced.multiThreading]
  119. #
  120. # How many threads should be used when building LODs?
  121. #
  122. # These threads run when terrain is generated, when
  123. # certain graphics settings are changed, and when moving around the world.
  124. #
  125. # Multi-threading Note:
  126. # If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
  127. # CPU performance may suffer if Distant Horizons has a lot to load or generate.
  128. # This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
  129. numberOfLodBuilderThreads = 2
  130. #
  131. # Should only be disabled if deadlock occurs and LODs refuse to update.
  132. # This will cause CPU usage to drastically increase for the Lod Builder threads.
  133. #
  134. # Note that if deadlock did occur restarting MC may be necessary to stop the locked threads.
  135. enableLodBuilderThreadLimiting = true
  136. #
  137. # If this value is less than 1.0, it will be treated as a percentage
  138. # of time each thread can run before going idle.
  139. #
  140. # This can be used to reduce CPU usage if the thread count
  141. # is already set to 1 for the given option, or more finely
  142. # tune CPU performance.
  143. runTimeRatioForWorldGenerationThreads = "0.5"
  144. #
  145. # If this value is less than 1.0, it will be treated as a percentage
  146. # of time each thread can run before going idle.
  147. #
  148. # This can be used to reduce CPU usage if the thread count
  149. # is already set to 1 for the given option, or more finely
  150. # tune CPU performance.
  151. runTimeRatioForLodBuilderThreads = "0.25"
  152. #
  153. # If this value is less than 1.0, it will be treated as a percentage
  154. # of time each thread can run before going idle.
  155. #
  156. # This can be used to reduce CPU usage if the thread count
  157. # is already set to 1 for the given option, or more finely
  158. # tune CPU performance.
  159. runTimeRatioForFileHandlerThreads = "0.5"
  160. #
  161. # If this value is less than 1.0, it will be treated as a percentage
  162. # of time each thread can run before going idle.
  163. #
  164. # This can be used to reduce CPU usage if the thread count
  165. # is already set to 1 for the given option, or more finely
  166. # tune CPU performance.
  167. runTimeRatioForUpdatePropagatorThreads = "0.25"
  168. #
  169. # How many threads should be used when reading/writing LOD data to/from disk?
  170. #
  171. # Increasing this number will cause LODs to load in faster,
  172. # but may cause lag when loading a new world or when
  173. # quickly flying through existing LODs.
  174. #
  175. # Multi-threading Note:
  176. # If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
  177. # CPU performance may suffer if Distant Horizons has a lot to load or generate.
  178. # This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
  179. numberOfFileHandlerThreads = 2
  180. #
  181. # How many threads should be used when applying LOD updates?
  182. # An LOD update is the operation of down-sampling a high detail LOD
  183. # into a lower detail one.
  184. #
  185. # This config can have a much higher number of threads
  186. # assigned and much lower run time ratio vs other thread pools
  187. # because the amount of time any particular thread may run is relatively low.
  188. #
  189. # This is because LOD updating only only partially thread safe,
  190. # so between 40% and 60% of the time a given thread may end up
  191. # waiting on another thread to finish updating the same LOD it also wants
  192. # to work on.
  193. #
  194. # Multi-threading Note:
  195. # If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
  196. # CPU performance may suffer if Distant Horizons has a lot to load or generate.
  197. # This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
  198. numberOfUpdatePropagatorThreads = 2
  199. #
  200. # How many threads should be used when generating LOD
  201. # chunks outside the normal render distance?
  202. #
  203. # If you experience stuttering when generating distant LODs,
  204. # decrease this number.
  205. # If you want to increase LOD
  206. # generation speed, increase this number.
  207. #
  208. # Multi-threading Note:
  209. # If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
  210. # CPU performance may suffer if Distant Horizons has a lot to load or generate.
  211. # This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
  212. numberOfWorldGenerationThreads = 2
  213.  
  214. [client.advanced.logging]
  215. #
  216. # If enabled, the mod will log information about the renderer OpenGL process.
  217. # This can be useful for debugging.
  218. logRendererGLEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
  219. #
  220. # If enabled, the mod will log performance about the world generation process.
  221. # This can be useful for debugging.
  222. logWorldGenPerformance = "LOG_WARNING_TO_CHAT_AND_FILE"
  223. #
  224. # If enabled, the mod will log information about file sub-dimension operations.
  225. # This can be useful for debugging.
  226. logFileSubDimEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
  227. #
  228. # If enabled, a chat message will be displayed if Java doesn't have enough
  229. # memory allocated to run DH well.
  230. showLowMemoryWarningOnStartup = true
  231. #
  232. # If enabled, the mod will log information about file read/write operations.
  233. # This can be useful for debugging.
  234. logFileReadWriteEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
  235. #
  236. # If enabled, the mod will log information about network operations.
  237. # This can be useful for debugging.
  238. logNetworkEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
  239. #
  240. # If enabled, the mod will log information about the renderer buffer process.
  241. # This can be useful for debugging.
  242. logRendererBufferEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
  243. #
  244. # If enabled, the mod will log information about the LOD generation process.
  245. # This can be useful for debugging.
  246. logLodBuilderEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
  247. #
  248. # If enabled, the mod will log information about the world generation process.
  249. # This can be useful for debugging.
  250. logWorldGenEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
  251. #
  252. # If enabled, the mod will log information about the world generation process.
  253. # This can be useful for debugging.
  254. logWorldGenLoadEvent = "LOG_WARNING_TO_CHAT_AND_FILE"
  255.  
  256. [client.advanced.debugging]
  257. #
  258. # If enabled this will disable (most) vanilla Minecraft rendering.
  259. #
  260. # NOTE: Do not report any issues when this mode is on!
  261. # This setting is only for fun and debugging.
  262. # Mod compatibility is not guaranteed.
  263. lodOnlyMode = false
  264. #
  265. # Stops vertex colors from being passed.
  266. # Useful for debugging shaders
  267. enableWhiteWorld = false
  268. #
  269. # What renderer is active?
  270. #
  271. # DEFAULT: Default lod renderer
  272. # DEBUG: Debug testing renderer
  273. # DISABLED: Disable rendering
  274. rendererMode = "DEFAULT"
  275. #
  276. # If enabled the LODs will render as wireframe.
  277. renderWireframe = false
  278. #
  279. # If true the F8 key can be used to cycle through the different debug modes.
  280. # and the F6 key can be used to enable and disable LOD rendering.
  281. enableDebugKeybindings = false
  282. #
  283. # If true overlapping quads will be rendered as bright red for easy identification.
  284. # If false the quads will be rendered normally.
  285. showOverlappingQuadErrors = false
  286. #
  287. # Should specialized colors/rendering modes be used?
  288. #
  289. # OFF: LODs will be drawn with their normal colors.
  290. # SHOW_DETAIL: LODs' color will be based on their detail level.
  291. # SHOW_BLOCK_MATERIAL: LODs' color will be based on their material.
  292. # SHOW_OVERLAPPING_QUADS: LODs will be drawn with total white, but overlapping quads will be drawn with red.
  293. debugRendering = "OFF"
  294.  
  295. [client.advanced.debugging.debugWireframe]
  296. #
  297. # Render LOD section status?
  298. showRenderSectionStatus = false
  299. #
  300. # Render full data update/lock status?
  301. showFullDataUpdateStatus = false
  302. #
  303. # Render queued world gen tasks?
  304. showWorldGenQueue = false
  305. #
  306. # Render Quad Tree Rendering status?
  307. showQuadTreeRenderStatus = false
  308. #
  309. # If enabled, various wireframes for debugging internal functions will be drawn.
  310. #
  311. # NOTE: There WILL be performance hit!
  312. # Additionally, only stuff that's loaded after you enable this
  313. # will render their debug wireframes.
  314. enableRendering = false
  315.  
  316. [client.advanced.debugging.openGl]
  317. #
  318. # Requires a reboot to change.
  319. overrideVanillaGLLogger = false
  320. #
  321. # Can be changed if you experience crashing when loading into a world.
  322. #
  323. # Defines the OpenGL context type Distant Horizon's will create.
  324. # Generally this should be left as [CORE] unless there is an issue with your GPU driver.
  325. # Possible values: [CORE],[COMPAT],[ANY]
  326. glProfileMode = "CORE"
  327. #
  328. # Defines how OpenGL errors are handled.
  329. # May incorrectly catch OpenGL errors thrown by other mods.
  330. #
  331. # IGNORE: Do nothing.
  332. # LOG: write an error to the log.
  333. # LOG_THROW: write to the log and throw an exception.
  334. # Warning: this should only be enabled when debugging the LOD renderer
  335. # as it may break Minecraft's renderer when an exception is thrown.
  336. glErrorHandlingMode = "IGNORE"
  337. #
  338. # Can be changed if you experience crashing when loading into a world.
  339. #
  340. # If true Distant Horizon's OpenGL contexts will be created with legacy OpenGL methods disabled.
  341. # Distant Horizons doesn't use any legacy OpenGL methods so normally this should be disabled.
  342. enableGlForwardCompatibilityMode = true
  343. #
  344. # Can be changed if you experience crashing when loading into a world.
  345. # Note: setting to an invalid version may also cause the game to crash.
  346. #
  347. # Leaving this value at causes DH to try all supported GL versions.
  348. #
  349. # Defines the requested OpenGL context major version Distant Horizons will create.
  350. # Possible values (DH requires 3.2 or higher at minimum):
  351. # 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0
  352. # 3.3, 3.2
  353. glContextMajorVersion = 0
  354. #
  355. # Can be changed if you experience crashing when loading into a world.
  356. #
  357. # If true Distant Horizon's OpenGL contexts will be created with debugging enabled.
  358. # This allows for enhanced debugging but may throw warnings for other mods or active overlay software.
  359. enableGlDebugContext = false
  360. #
  361. # Can be changed if you experience crashing when loading into a world.
  362. # Note: setting to an invalid version may also cause the game to crash.
  363. #
  364. # Defines the requested OpenGL context major version Distant Horizons will create.
  365. # Possible values (DH requires 3.2 or higher at minimum):
  366. # 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0
  367. # 3.3, 3.2
  368. glContextMinorVersion = 0
  369.  
  370. [client.advanced.debugging.exampleConfigScreen]
  371. shortTest = "69"
  372. mapTest = "{}"
  373. byteTest = "8"
  374. longTest = "42069"
  375. listTest = ["option 1", "option 2", "option 3"]
  376. boolTest = false
  377. doubleTest = "420.69"
  378. floatTest = "0.42069"
  379. linkableTest = 420
  380. intTest = 69420
  381. stringTest = "Test input box"
  382.  
  383. [client.advanced.graphics]
  384.  
  385. [client.advanced.graphics.ssao]
  386. #
  387. # Determines how many points in space are sampled for the occlusion test.
  388. # Higher numbers will improve quality and reduce banding, but will increase GPU load.
  389. sampleCount = 6
  390. #
  391. # Determines how dark the Screen Space Ambient Occlusion effect will be.
  392. strength = "0.2"
  393. #
  394. # The radius, measured in pixels, that blurring is calculated for the SSAO.
  395. # Higher numbers will reduce banding at the cost of GPU performance.
  396. blurRadius = 2
  397. #
  398. # Increasing the value can reduce banding at the cost of reducing the strength of the effect.
  399. bias = "0.02"
  400. #
  401. # Determines how dark the occlusion shadows can be.
  402. # 0 = totally black at the corners
  403. # 1 = no shadow
  404. minLight = "0.25"
  405. #
  406. # Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks.
  407. radius = "4.0"
  408. #
  409. # Enable Screen Space Ambient Occlusion
  410. enabled = true
  411.  
  412. [client.advanced.graphics.advancedGraphics]
  413. #
  414. # What the value should vanilla Minecraft's texture LodBias be?
  415. # If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0)
  416. lodBias = "0.0"
  417. #
  418. # How should the sides and bottom of grass block LODs render?
  419. #
  420. # AS_GRASS: all sides of dirt LOD's render using the top (green) color.
  421. # FADE_TO_DIRT: sides fade from grass to dirt.
  422. # AS_DIRT: sides render entirely as dirt.
  423. grassSideRendering = "FADE_TO_DIRT"
  424. #
  425. # Determines how far from the camera Distant Horizons will start rendering.
  426. # Measured as a percentage of the vanilla render distance.
  427. #
  428. # Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,
  429. # but may cause holes to appear in the LODs.
  430. # Holes are most likely to appear when flying through unloaded terrain.
  431. #
  432. # Increasing the vanilla render distance increases the effectiveness of this setting.
  433. overdrawPrevention = "0.4"
  434. #
  435. # How bright LOD colors are.
  436. #
  437. # 0 = black
  438. # 1 = normal
  439. # 2 = near white
  440. brightnessMultiplier = "1.0"
  441. #
  442. # If enabled caves will be culled
  443. #
  444. # NOTE: This feature is under development and
  445. # it is VERY experimental! Please don't report
  446. # any issues related to this feature.
  447. #
  448. # Additional Info: Currently this cull all faces
  449. # with skylight value of 0 in dimensions that
  450. # does not have a ceiling.
  451. enableCaveCulling = true
  452. #
  453. # Identical to the other frustum culling option
  454. # only used when a shader mod is present using the DH API
  455. # and the shadow pass is being rendered.
  456. #
  457. # Disable this if shadows render incorrectly.
  458. disableShadowPassFrustumCulling = false
  459. #
  460. # At what Y value should cave culling start?
  461. caveCullingHeight = 40
  462. #
  463. # How should LODs be shaded?
  464. #
  465. # AUTO: Uses the same side shading as vanilla Minecraft blocks.
  466. # ENABLED: Simulates Minecraft's block shading for LODs.
  467. # Can be used to force LOD shading when using some shaders.
  468. # DISABLED: All LOD sides will be rendered with the same brightness.
  469. lodShading = "AUTO"
  470. #
  471. # How saturated LOD colors are.
  472. #
  473. # 0 = black and white
  474. # 1 = normal
  475. # 2 = very saturated
  476. saturationMultiplier = "1.0"
  477. #
  478. # This is the earth size ratio when applying the curvature shader effect.
  479. # Note: Enabling this feature may cause rendering bugs.
  480. #
  481. # 0 = flat/disabled
  482. # 1 = 1 to 1 (6,371,000 blocks)
  483. # 100 = 1 to 100 (63,710 blocks)
  484. # 10000 = 1 to 10000 (637.1 blocks)
  485. #
  486. # Note: Due to current limitations, the min value is 50
  487. # and the max value is 5000. Any values outside this range
  488. # will be set to 0 (disabled).
  489. earthCurveRatio = 0
  490. #
  491. # If false LODs outside the player's camera
  492. # aren't drawn, increasing GPU performance.
  493. #
  494. # If true all LODs are drawn, even those behind
  495. # the player's camera, decreasing GPU performance.
  496. #
  497. # Disable this if you see LODs disappearing at the corners of your vision.
  498. disableFrustumCulling = false
  499.  
  500. [client.advanced.graphics.quality]
  501. #
  502. # What is the maximum detail LODs should be drawn at?
  503. # Higher settings will increase memory and GPU usage.
  504. #
  505. # CHUNK: render 1 LOD for each Chunk.
  506. # HALF_CHUNK: render 4 LODs for each Chunk.
  507. # FOUR_BLOCKS: render 16 LODs for each Chunk.
  508. # TWO_BLOCKS: render 64 LODs for each Chunk.
  509. # BLOCK: render 256 LODs for each Chunk (width of one block).
  510. #
  511. # Lowest Quality: CHUNK
  512. # Highest Quality: BLOCK
  513. maxHorizontalResolution = "BLOCK"
  514. #
  515. # The radius of the mod's render distance. (measured in chunks)
  516. lodChunkRenderDistanceRadius = 128
  517. #
  518. # Should the blocks underneath avoided blocks gain the color of the avoided block?
  519. #
  520. # True: a red flower will tint the grass below it red.
  521. # False: skipped blocks will not change color of surface below them.
  522. tintWithAvoidedBlocks = true
  523. #
  524. # This indicates how quickly LODs decrease in quality the further away they are.
  525. # Higher settings will render higher quality fake chunks farther away,
  526. # but will increase memory and GPU usage.
  527. horizontalQuality = "MEDIUM"
  528. #
  529. # How should LOD transparency be handled.
  530. #
  531. # COMPLETE: LODs will render transparent.
  532. # FAKE: LODs will be opaque, but shaded to match the blocks underneath.
  533. # DISABLED: LODs will be opaque.
  534. transparency = "COMPLETE"
  535. #
  536. # This indicates how well LODs will represent
  537. # overhangs, caves, floating islands, etc.
  538. # Higher options will make the world more accurate, butwill increase memory and GPU usage.
  539. #
  540. # Lowest Quality: HEIGHT_MAP
  541. # Highest Quality: EXTREME
  542. verticalQuality = "MEDIUM"
  543. #
  544. # What blocks shouldn't be rendered as LODs?
  545. #
  546. # NONE: Represent all blocks in the LODs
  547. # NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height)
  548. blocksToIgnore = "NON_COLLIDING"
  549.  
  550. [client.advanced.graphics.fog]
  551. #
  552. # When should fog be drawn?
  553. #
  554. # USE_OPTIFINE_SETTING: Use whatever Fog setting Optifine is using.
  555. # If Optifine isn't installed this defaults to FOG_ENABLED.
  556. # FOG_ENABLED: Never draw fog on the LODs
  557. # FOG_DISABLED: Always draw fast fog on the LODs
  558. #
  559. # Disabling fog will improve GPU performance.
  560. drawMode = "FOG_ENABLED"
  561. #
  562. # What color should fog use?
  563. #
  564. # USE_WORLD_FOG_COLOR: Use the world's fog color.
  565. # USE_SKY_COLOR: Use the sky's color.
  566. colorMode = "USE_WORLD_FOG_COLOR"
  567. #
  568. # Should Minecraft's fog be disabled?
  569. #
  570. # Note: Other mods may conflict with this setting.
  571. disableVanillaFog = true
  572.  
  573. [client.advanced.graphics.fog.advancedFog]
  574. #
  575. # What is the maximum fog thickness?
  576. #
  577. # 0.0: No fog.
  578. # 1.0: Fully opaque fog.
  579. farFogMax = "1.0"
  580. #
  581. # At what distance should the far fog start?
  582. #
  583. # 0.0: Fog starts at the player's position.
  584. # 1.0: Fog starts at the closest edge of the vanilla render distance.
  585. # 1.414: Fog starts at the corner of the vanilla render distance.
  586. farFogStart = "0.0"
  587. #
  588. # What is the minimum fog thickness?
  589. #
  590. # 0.0: No fog.
  591. # 1.0: Fully opaque fog.
  592. farFogMin = "0.0"
  593. #
  594. # How should the fog thickness should be calculated?
  595. #
  596. # LINEAR: Linear based on distance (will ignore 'density')
  597. # EXPONENTIAL: 1/(e^(distance*density))
  598. # EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
  599. farFogFalloff = "EXPONENTIAL_SQUARED"
  600. #
  601. # Used in conjunction with the Fog Falloff.
  602. farFogDensity = "2.5"
  603. #
  604. # Where should the far fog end?
  605. #
  606. # 0.0: Fog ends at player's position.
  607. # 1.0: Fog ends at the closest edge of the vanilla render distance.
  608. # 1.414: Fog ends at the corner of the vanilla render distance.
  609. farFogEnd = "1.0"
  610.  
  611. [client.advanced.graphics.fog.advancedFog.heightFog]
  612. #
  613. # What is the minimum fog thickness?
  614. #
  615. # 0.0: No fog.
  616. # 1.0: Fully opaque fog.
  617. heightFogMin = "0.0"
  618. #
  619. # Where should the height fog start?
  620. #
  621. # ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky
  622. # BELOW_CAMERA: Height fog starts at the camera and goes towards the void
  623. # ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void
  624. # ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky
  625. # BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void
  626. # ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void
  627. heightFogMode = "ABOVE_AND_BELOW_CAMERA"
  628. #
  629. # If the height fog is calculated around a set height, what is that height position?
  630. heightFogBaseHeight = "70.0"
  631. #
  632. # What is the maximum fog thickness?
  633. #
  634. # 0.0: No fog.
  635. # 1.0: Fully opaque fog.
  636. heightFogMax = "1.0"
  637. #
  638. # How should the height fog thickness should be calculated?
  639. #
  640. # LINEAR: Linear based on height (will ignore 'density')
  641. # EXPONENTIAL: 1/(e^(height*density))
  642. # EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)
  643. heightFogFalloff = "EXPONENTIAL_SQUARED"
  644. #
  645. # What is the height fog's density?
  646. heightFogDensity = "2.5"
  647. #
  648. # How should height effect the fog thickness?
  649. # Note: height fog is combined with the other fog settings.
  650. #
  651. # BASIC: No special height fog effect. Fog is calculated based on camera distance
  652. # IGNORE_HEIGHT: Ignore height completely. Fog is only calculated with horizontal distance
  653. # ADDITION: heightFog + farFog
  654. # MAX: max(heightFog, farFog)
  655. # MULTIPLY: heightFog * farFog
  656. # INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog)
  657. # LIMITED_ADDITION: farFog + max(farFog, heightFog)
  658. # MULTIPLY_ADDITION: farFog + farFog * heightFog
  659. # INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog)
  660. # AVERAGE: farFog*0.5 + heightFog*0.5
  661. #
  662. # Note: height fog settings are ignored if 'BASIC' or 'IGNORE_HEIGHT' are selected.
  663. heightFogMixMode = "BASIC"
  664. #
  665. # Should the start of the height fog be offset?
  666. #
  667. # 0.0: Fog start with no offset.
  668. # 1.0: Fog start with offset of the entire world's height. (Includes depth)
  669. heightFogStart = "0.0"
  670. #
  671. # Should the end of the height fog be offset?
  672. #
  673. # 0.0: Fog end with no offset.
  674. # 1.0: Fog end with offset of the entire world's height. (Include depth)
  675. heightFogEnd = "1.0"
  676.  
  677. [client.advanced.graphics.noiseTextureSettings]
  678. #
  679. # Defines how far should the noise texture render before it fades away. (in blocks)
  680. # Set to 0 to disable noise from fading away
  681. noiseDropoff = 1024
  682. #
  683. # How many steps of noise should be applied to LODs?
  684. noiseSteps = 4
  685. #
  686. # Should a noise texture be applied to LODs?
  687. #
  688. # This is done to simulate textures and make the LODs appear more detailed.
  689. noiseEnabled = true
  690. #
  691. # How intense should the noise should be?
  692. noiseIntensity = "5.0"
  693.  
  694. [client.advanced.worldGenerator]
  695. #
  696. # How detailed should LODs be generated outside the vanilla render distance?
  697. #
  698. # PRE_EXISTING_ONLY
  699. # Only create LOD data for already generated chunks.
  700. #
  701. #
  702. # SURFACE
  703. # Generate the world surface,
  704. # this does NOT include trees,
  705. # or structures.
  706. #
  707. # FEATURES
  708. # Generate everything except structures.
  709. # WARNING: This may cause world generator bugs or instability when paired with certain world generator mods.
  710. distantGeneratorMode = "FEATURES"
  711. #
  712. # How long should a world generator thread run for before timing out?
  713. # Note: If you are experiencing timeout errors it is better to lower your CPU usage first
  714. # via the thread config before changing this value.
  715. worldGenerationTimeoutLengthInSeconds = 180
  716. #
  717. # Should Distant Horizons slowly generate LODs
  718. # outside the vanilla render distance?
  719. #
  720. # Note: when on a server, distant generation isn't supported
  721. # and will always be disabled.
  722. enableDistantGeneration = true
  723.  
  724. [client.advanced.multiplayer]
  725. #
  726. # AKA: Multiverse support.
  727. #
  728. # When matching levels (dimensions) of the same type (overworld, nether, etc.) the
  729. # loaded chunks must be at least this percent the same
  730. # in order to be considered the same world.
  731. #
  732. # Note: If you use portals to enter a dimension at two
  733. # different locations the system will think the dimension
  734. # it is two different levels.
  735. #
  736. # 1.0 (100%) the chunks must be identical.
  737. # 0.5 (50%) the chunks must be half the same.
  738. # 0.0 (0%) disables multi-dimension support,
  739. # only one world will be used per dimension.
  740. #
  741. # If multiverse support is needed start with a value of 0.2
  742. # and tweak the sensitivity from there.Lower values mean the matching is less strict.
  743. # Higher values mean the matching is more strict.
  744. multiverseSimilarityRequiredPercent = "0.0"
  745. #
  746. # How should multiplayer save folders should be named?
  747. #
  748. # NAME_ONLY: Example: "Minecraft Server"
  749. # IP_ONLY: Example: "192.168.1.40"
  750. # NAME_IP: Example: "Minecraft Server IP 192.168.1.40"
  751. # 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"
  752. serverFolderNameMode = "NAME_ONLY"
  753.  
  754.  
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement