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- _version = 2
- [client]
- #
- # Should Distant Horizon's config button appear in the options screen next to fov slider?
- optionsButton = true
- [client.advanced]
- [client.advanced.buffers]
- #
- # What method should be used to upload geometry to the GPU?
- #
- # AUTO: Picks the best option based on the GPU you have.
- #
- # BUFFER_STORAGE: Default if OpenGL 4.5 is supported.
- # Fast rendering, no stuttering.
- #
- # SUB_DATA: Backup option for NVIDIA.
- # Fast rendering but may stutter when uploading.
- #
- # BUFFER_MAPPING: Slow rendering but won't stutter when uploading.
- # Generally the best option for integrated GPUs.
- # Default option for AMD/Intel if OpenGL 4.5 isn't supported.
- # May end up storing buffers in System memory.
- # Fast rendering if in GPU memory, slow if in system memory,
- # but won't stutter when uploading.
- #
- # DATA: Fast rendering but will stutter when uploading.
- # Backup option for AMD/Intel.
- # Fast rendering but may stutter when uploading.
- #
- # If you don't see any difference when changing these settings,
- # or the world looks corrupted: restart your game.
- gpuUploadMethod = "AUTO"
- #
- # How long should a buffer wait per Megabyte of data uploaded?
- # Helpful resource for frame times: https://fpstoms.com
- #
- # Longer times may reduce stuttering but will make LODs
- # transition and load slower. Change this to [0] for no timeout.
- #
- # NOTE:
- # Before changing this config, try changing the "GPU Upload method" first.
- gpuUploadPerMegabyteInMilliseconds = 0
- [client.advanced.lodBuilding]
- #
- # How should block data be compressed when creating LOD data?
- # This setting will only affect new or updated LOD data,
- # any data already generated when this setting is changed will be
- # unaffected until it is modified or re-loaded.
- #
- # MERGE_SAME_BLOCKS
- # Every block/biome change is recorded in the database.
- # This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data.
- # Expected Compression Ratio: 1.0
- #
- # VISUALLY_EQUAL
- # Only visible block/biome changes are recorded in the database.
- # Hidden blocks (IE ores) are ignored.
- # Expected Compression Ratio: 0.7
- worldCompression = "VISUALLY_EQUAL"
- #
- # If false LODs will be lit by Minecraft's lighting engine when possible
- # and fall back to the DH lighting engine only when necessary.
- #
- # If true LODs will only be lit using Distant Horizons' lighting engine.
- #
- # Generally it is best to leave this disabled and should only be enabled
- # if there are lighting issues or for debugging.
- onlyUseDhLightingEngine = false
- #
- # What algorithm should be used to compress new LOD data?
- # This setting will only affect new or updated LOD data,
- # any data already generated when this setting is changed will be
- # unaffected until it needs to be re-written to the database.
- #
- # UNCOMPRESSED
- # Should only be used for testing, is worse in every way vs [LZ4].
- # Expected Compression Ratio: 1.0
- # Estimated average DTO read speed: 1.64 milliseconds
- # Estimated average DTO write speed: 12.44 milliseconds
- #
- # LZ4
- # A good option if you're CPU limited and have plenty of hard drive space.
- # Expected Compression Ratio: 0.36
- # Estimated average DTO read speed: 1.85 ms
- # Estimated average DTO write speed: 9.46 ms
- #
- # LZMA2
- # Slow but very good compression.
- # Expected Compression Ratio: 0.14
- # Estimated average DTO read speed: 11.89 ms
- # Estimated average DTO write speed: 192.01 ms
- dataCompression = "LZMA2"
- #
- # Determines how long must pass between LOD chunk updates before another.
- # update can occur
- #
- # Increasing this value will reduce CPU load but may may cause
- # LODs to become outdated more frequently or for longer.
- minTimeBetweenChunkUpdatesInSeconds = 1
- [client.advanced.autoUpdater]
- #
- # If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build.
- # If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar
- # and will update to new nightly builds if the current jar is a nightly jar (IE the version number ends in '-dev').
- updateBranch = "AUTO"
- #
- # Automatically check for updates on game launch?
- enableAutoUpdater = true
- #
- # Should Distant Horizons silently, automatically download and install new versions?
- enableSilentUpdates = false
- [client.advanced.multiThreading]
- #
- # How many threads should be used when building LODs?
- #
- # These threads run when terrain is generated, when
- # certain graphics settings are changed, and when moving around the world.
- #
- # Multi-threading Note:
- # If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
- # CPU performance may suffer if Distant Horizons has a lot to load or generate.
- # This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
- numberOfLodBuilderThreads = 2
- #
- # Should only be disabled if deadlock occurs and LODs refuse to update.
- # This will cause CPU usage to drastically increase for the Lod Builder threads.
- #
- # Note that if deadlock did occur restarting MC may be necessary to stop the locked threads.
- enableLodBuilderThreadLimiting = true
- #
- # If this value is less than 1.0, it will be treated as a percentage
- # of time each thread can run before going idle.
- #
- # This can be used to reduce CPU usage if the thread count
- # is already set to 1 for the given option, or more finely
- # tune CPU performance.
- runTimeRatioForWorldGenerationThreads = "0.5"
- #
- # If this value is less than 1.0, it will be treated as a percentage
- # of time each thread can run before going idle.
- #
- # This can be used to reduce CPU usage if the thread count
- # is already set to 1 for the given option, or more finely
- # tune CPU performance.
- runTimeRatioForLodBuilderThreads = "0.25"
- #
- # If this value is less than 1.0, it will be treated as a percentage
- # of time each thread can run before going idle.
- #
- # This can be used to reduce CPU usage if the thread count
- # is already set to 1 for the given option, or more finely
- # tune CPU performance.
- runTimeRatioForFileHandlerThreads = "0.5"
- #
- # If this value is less than 1.0, it will be treated as a percentage
- # of time each thread can run before going idle.
- #
- # This can be used to reduce CPU usage if the thread count
- # is already set to 1 for the given option, or more finely
- # tune CPU performance.
- runTimeRatioForUpdatePropagatorThreads = "0.25"
- #
- # How many threads should be used when reading/writing LOD data to/from disk?
- #
- # Increasing this number will cause LODs to load in faster,
- # but may cause lag when loading a new world or when
- # quickly flying through existing LODs.
- #
- # Multi-threading Note:
- # If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
- # CPU performance may suffer if Distant Horizons has a lot to load or generate.
- # This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
- numberOfFileHandlerThreads = 2
- #
- # How many threads should be used when applying LOD updates?
- # An LOD update is the operation of down-sampling a high detail LOD
- # into a lower detail one.
- #
- # This config can have a much higher number of threads
- # assigned and much lower run time ratio vs other thread pools
- # because the amount of time any particular thread may run is relatively low.
- #
- # This is because LOD updating only only partially thread safe,
- # so between 40% and 60% of the time a given thread may end up
- # waiting on another thread to finish updating the same LOD it also wants
- # to work on.
- #
- # Multi-threading Note:
- # If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
- # CPU performance may suffer if Distant Horizons has a lot to load or generate.
- # This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
- numberOfUpdatePropagatorThreads = 2
- #
- # How many threads should be used when generating LOD
- # chunks outside the normal render distance?
- #
- # If you experience stuttering when generating distant LODs,
- # decrease this number.
- # If you want to increase LOD
- # generation speed, increase this number.
- #
- # Multi-threading Note:
- # If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
- # CPU performance may suffer if Distant Horizons has a lot to load or generate.
- # This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
- numberOfWorldGenerationThreads = 2
- [client.advanced.logging]
- #
- # If enabled, the mod will log information about the renderer OpenGL process.
- # This can be useful for debugging.
- logRendererGLEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
- #
- # If enabled, the mod will log performance about the world generation process.
- # This can be useful for debugging.
- logWorldGenPerformance = "LOG_WARNING_TO_CHAT_AND_FILE"
- #
- # If enabled, the mod will log information about file sub-dimension operations.
- # This can be useful for debugging.
- logFileSubDimEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
- #
- # If enabled, a chat message will be displayed if Java doesn't have enough
- # memory allocated to run DH well.
- showLowMemoryWarningOnStartup = true
- #
- # If enabled, the mod will log information about file read/write operations.
- # This can be useful for debugging.
- logFileReadWriteEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
- #
- # If enabled, the mod will log information about network operations.
- # This can be useful for debugging.
- logNetworkEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
- #
- # If enabled, the mod will log information about the renderer buffer process.
- # This can be useful for debugging.
- logRendererBufferEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
- #
- # If enabled, the mod will log information about the LOD generation process.
- # This can be useful for debugging.
- logLodBuilderEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
- #
- # If enabled, the mod will log information about the world generation process.
- # This can be useful for debugging.
- logWorldGenEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
- #
- # If enabled, the mod will log information about the world generation process.
- # This can be useful for debugging.
- logWorldGenLoadEvent = "LOG_WARNING_TO_CHAT_AND_FILE"
- [client.advanced.debugging]
- #
- # If enabled this will disable (most) vanilla Minecraft rendering.
- #
- # NOTE: Do not report any issues when this mode is on!
- # This setting is only for fun and debugging.
- # Mod compatibility is not guaranteed.
- lodOnlyMode = false
- #
- # Stops vertex colors from being passed.
- # Useful for debugging shaders
- enableWhiteWorld = false
- #
- # What renderer is active?
- #
- # DEFAULT: Default lod renderer
- # DEBUG: Debug testing renderer
- # DISABLED: Disable rendering
- rendererMode = "DEFAULT"
- #
- # If enabled the LODs will render as wireframe.
- renderWireframe = false
- #
- # If true the F8 key can be used to cycle through the different debug modes.
- # and the F6 key can be used to enable and disable LOD rendering.
- enableDebugKeybindings = false
- #
- # If true overlapping quads will be rendered as bright red for easy identification.
- # If false the quads will be rendered normally.
- showOverlappingQuadErrors = false
- #
- # Should specialized colors/rendering modes be used?
- #
- # OFF: LODs will be drawn with their normal colors.
- # SHOW_DETAIL: LODs' color will be based on their detail level.
- # SHOW_BLOCK_MATERIAL: LODs' color will be based on their material.
- # SHOW_OVERLAPPING_QUADS: LODs will be drawn with total white, but overlapping quads will be drawn with red.
- debugRendering = "OFF"
- [client.advanced.debugging.debugWireframe]
- #
- # Render LOD section status?
- showRenderSectionStatus = false
- #
- # Render full data update/lock status?
- showFullDataUpdateStatus = false
- #
- # Render queued world gen tasks?
- showWorldGenQueue = false
- #
- # Render Quad Tree Rendering status?
- showQuadTreeRenderStatus = false
- #
- # If enabled, various wireframes for debugging internal functions will be drawn.
- #
- # NOTE: There WILL be performance hit!
- # Additionally, only stuff that's loaded after you enable this
- # will render their debug wireframes.
- enableRendering = false
- [client.advanced.debugging.openGl]
- #
- # Requires a reboot to change.
- overrideVanillaGLLogger = false
- #
- # Can be changed if you experience crashing when loading into a world.
- #
- # Defines the OpenGL context type Distant Horizon's will create.
- # Generally this should be left as [CORE] unless there is an issue with your GPU driver.
- # Possible values: [CORE],[COMPAT],[ANY]
- glProfileMode = "CORE"
- #
- # Defines how OpenGL errors are handled.
- # May incorrectly catch OpenGL errors thrown by other mods.
- #
- # IGNORE: Do nothing.
- # LOG: write an error to the log.
- # LOG_THROW: write to the log and throw an exception.
- # Warning: this should only be enabled when debugging the LOD renderer
- # as it may break Minecraft's renderer when an exception is thrown.
- glErrorHandlingMode = "IGNORE"
- #
- # Can be changed if you experience crashing when loading into a world.
- #
- # If true Distant Horizon's OpenGL contexts will be created with legacy OpenGL methods disabled.
- # Distant Horizons doesn't use any legacy OpenGL methods so normally this should be disabled.
- enableGlForwardCompatibilityMode = true
- #
- # Can be changed if you experience crashing when loading into a world.
- # Note: setting to an invalid version may also cause the game to crash.
- #
- # Leaving this value at causes DH to try all supported GL versions.
- #
- # Defines the requested OpenGL context major version Distant Horizons will create.
- # Possible values (DH requires 3.2 or higher at minimum):
- # 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0
- # 3.3, 3.2
- glContextMajorVersion = 0
- #
- # Can be changed if you experience crashing when loading into a world.
- #
- # If true Distant Horizon's OpenGL contexts will be created with debugging enabled.
- # This allows for enhanced debugging but may throw warnings for other mods or active overlay software.
- enableGlDebugContext = false
- #
- # Can be changed if you experience crashing when loading into a world.
- # Note: setting to an invalid version may also cause the game to crash.
- #
- # Defines the requested OpenGL context major version Distant Horizons will create.
- # Possible values (DH requires 3.2 or higher at minimum):
- # 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0
- # 3.3, 3.2
- glContextMinorVersion = 0
- [client.advanced.debugging.exampleConfigScreen]
- shortTest = "69"
- mapTest = "{}"
- byteTest = "8"
- longTest = "42069"
- listTest = ["option 1", "option 2", "option 3"]
- boolTest = false
- doubleTest = "420.69"
- floatTest = "0.42069"
- linkableTest = 420
- intTest = 69420
- stringTest = "Test input box"
- [client.advanced.graphics]
- [client.advanced.graphics.ssao]
- #
- # Determines how many points in space are sampled for the occlusion test.
- # Higher numbers will improve quality and reduce banding, but will increase GPU load.
- sampleCount = 6
- #
- # Determines how dark the Screen Space Ambient Occlusion effect will be.
- strength = "0.2"
- #
- # The radius, measured in pixels, that blurring is calculated for the SSAO.
- # Higher numbers will reduce banding at the cost of GPU performance.
- blurRadius = 2
- #
- # Increasing the value can reduce banding at the cost of reducing the strength of the effect.
- bias = "0.02"
- #
- # Determines how dark the occlusion shadows can be.
- # 0 = totally black at the corners
- # 1 = no shadow
- minLight = "0.25"
- #
- # Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks.
- radius = "4.0"
- #
- # Enable Screen Space Ambient Occlusion
- enabled = true
- [client.advanced.graphics.advancedGraphics]
- #
- # What the value should vanilla Minecraft's texture LodBias be?
- # If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0)
- lodBias = "0.0"
- #
- # How should the sides and bottom of grass block LODs render?
- #
- # AS_GRASS: all sides of dirt LOD's render using the top (green) color.
- # FADE_TO_DIRT: sides fade from grass to dirt.
- # AS_DIRT: sides render entirely as dirt.
- grassSideRendering = "FADE_TO_DIRT"
- #
- # Determines how far from the camera Distant Horizons will start rendering.
- # Measured as a percentage of the vanilla render distance.
- #
- # Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,
- # but may cause holes to appear in the LODs.
- # Holes are most likely to appear when flying through unloaded terrain.
- #
- # Increasing the vanilla render distance increases the effectiveness of this setting.
- overdrawPrevention = "0.4"
- #
- # How bright LOD colors are.
- #
- # 0 = black
- # 1 = normal
- # 2 = near white
- brightnessMultiplier = "1.0"
- #
- # If enabled caves will be culled
- #
- # NOTE: This feature is under development and
- # it is VERY experimental! Please don't report
- # any issues related to this feature.
- #
- # Additional Info: Currently this cull all faces
- # with skylight value of 0 in dimensions that
- # does not have a ceiling.
- enableCaveCulling = true
- #
- # Identical to the other frustum culling option
- # only used when a shader mod is present using the DH API
- # and the shadow pass is being rendered.
- #
- # Disable this if shadows render incorrectly.
- disableShadowPassFrustumCulling = false
- #
- # At what Y value should cave culling start?
- caveCullingHeight = 40
- #
- # How should LODs be shaded?
- #
- # AUTO: Uses the same side shading as vanilla Minecraft blocks.
- # ENABLED: Simulates Minecraft's block shading for LODs.
- # Can be used to force LOD shading when using some shaders.
- # DISABLED: All LOD sides will be rendered with the same brightness.
- lodShading = "AUTO"
- #
- # How saturated LOD colors are.
- #
- # 0 = black and white
- # 1 = normal
- # 2 = very saturated
- saturationMultiplier = "1.0"
- #
- # This is the earth size ratio when applying the curvature shader effect.
- # Note: Enabling this feature may cause rendering bugs.
- #
- # 0 = flat/disabled
- # 1 = 1 to 1 (6,371,000 blocks)
- # 100 = 1 to 100 (63,710 blocks)
- # 10000 = 1 to 10000 (637.1 blocks)
- #
- # Note: Due to current limitations, the min value is 50
- # and the max value is 5000. Any values outside this range
- # will be set to 0 (disabled).
- earthCurveRatio = 0
- #
- # If false LODs outside the player's camera
- # aren't drawn, increasing GPU performance.
- #
- # If true all LODs are drawn, even those behind
- # the player's camera, decreasing GPU performance.
- #
- # Disable this if you see LODs disappearing at the corners of your vision.
- disableFrustumCulling = false
- [client.advanced.graphics.quality]
- #
- # What is the maximum detail LODs should be drawn at?
- # Higher settings will increase memory and GPU usage.
- #
- # CHUNK: render 1 LOD for each Chunk.
- # HALF_CHUNK: render 4 LODs for each Chunk.
- # FOUR_BLOCKS: render 16 LODs for each Chunk.
- # TWO_BLOCKS: render 64 LODs for each Chunk.
- # BLOCK: render 256 LODs for each Chunk (width of one block).
- #
- # Lowest Quality: CHUNK
- # Highest Quality: BLOCK
- maxHorizontalResolution = "BLOCK"
- #
- # The radius of the mod's render distance. (measured in chunks)
- lodChunkRenderDistanceRadius = 128
- #
- # Should the blocks underneath avoided blocks gain the color of the avoided block?
- #
- # True: a red flower will tint the grass below it red.
- # False: skipped blocks will not change color of surface below them.
- tintWithAvoidedBlocks = true
- #
- # This indicates how quickly LODs decrease in quality the further away they are.
- # Higher settings will render higher quality fake chunks farther away,
- # but will increase memory and GPU usage.
- horizontalQuality = "MEDIUM"
- #
- # How should LOD transparency be handled.
- #
- # COMPLETE: LODs will render transparent.
- # FAKE: LODs will be opaque, but shaded to match the blocks underneath.
- # DISABLED: LODs will be opaque.
- transparency = "COMPLETE"
- #
- # This indicates how well LODs will represent
- # overhangs, caves, floating islands, etc.
- # Higher options will make the world more accurate, butwill increase memory and GPU usage.
- #
- # Lowest Quality: HEIGHT_MAP
- # Highest Quality: EXTREME
- verticalQuality = "MEDIUM"
- #
- # What blocks shouldn't be rendered as LODs?
- #
- # NONE: Represent all blocks in the LODs
- # NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height)
- blocksToIgnore = "NON_COLLIDING"
- [client.advanced.graphics.fog]
- #
- # When should fog be drawn?
- #
- # USE_OPTIFINE_SETTING: Use whatever Fog setting Optifine is using.
- # If Optifine isn't installed this defaults to FOG_ENABLED.
- # FOG_ENABLED: Never draw fog on the LODs
- # FOG_DISABLED: Always draw fast fog on the LODs
- #
- # Disabling fog will improve GPU performance.
- drawMode = "FOG_ENABLED"
- #
- # What color should fog use?
- #
- # USE_WORLD_FOG_COLOR: Use the world's fog color.
- # USE_SKY_COLOR: Use the sky's color.
- colorMode = "USE_WORLD_FOG_COLOR"
- #
- # Should Minecraft's fog be disabled?
- #
- # Note: Other mods may conflict with this setting.
- disableVanillaFog = true
- [client.advanced.graphics.fog.advancedFog]
- #
- # What is the maximum fog thickness?
- #
- # 0.0: No fog.
- # 1.0: Fully opaque fog.
- farFogMax = "1.0"
- #
- # At what distance should the far fog start?
- #
- # 0.0: Fog starts at the player's position.
- # 1.0: Fog starts at the closest edge of the vanilla render distance.
- # 1.414: Fog starts at the corner of the vanilla render distance.
- farFogStart = "0.0"
- #
- # What is the minimum fog thickness?
- #
- # 0.0: No fog.
- # 1.0: Fully opaque fog.
- farFogMin = "0.0"
- #
- # How should the fog thickness should be calculated?
- #
- # LINEAR: Linear based on distance (will ignore 'density')
- # EXPONENTIAL: 1/(e^(distance*density))
- # EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
- farFogFalloff = "EXPONENTIAL_SQUARED"
- #
- # Used in conjunction with the Fog Falloff.
- farFogDensity = "2.5"
- #
- # Where should the far fog end?
- #
- # 0.0: Fog ends at player's position.
- # 1.0: Fog ends at the closest edge of the vanilla render distance.
- # 1.414: Fog ends at the corner of the vanilla render distance.
- farFogEnd = "1.0"
- [client.advanced.graphics.fog.advancedFog.heightFog]
- #
- # What is the minimum fog thickness?
- #
- # 0.0: No fog.
- # 1.0: Fully opaque fog.
- heightFogMin = "0.0"
- #
- # Where should the height fog start?
- #
- # ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky
- # BELOW_CAMERA: Height fog starts at the camera and goes towards the void
- # ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void
- # ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky
- # BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void
- # ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void
- heightFogMode = "ABOVE_AND_BELOW_CAMERA"
- #
- # If the height fog is calculated around a set height, what is that height position?
- heightFogBaseHeight = "70.0"
- #
- # What is the maximum fog thickness?
- #
- # 0.0: No fog.
- # 1.0: Fully opaque fog.
- heightFogMax = "1.0"
- #
- # How should the height fog thickness should be calculated?
- #
- # LINEAR: Linear based on height (will ignore 'density')
- # EXPONENTIAL: 1/(e^(height*density))
- # EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)
- heightFogFalloff = "EXPONENTIAL_SQUARED"
- #
- # What is the height fog's density?
- heightFogDensity = "2.5"
- #
- # How should height effect the fog thickness?
- # Note: height fog is combined with the other fog settings.
- #
- # BASIC: No special height fog effect. Fog is calculated based on camera distance
- # IGNORE_HEIGHT: Ignore height completely. Fog is only calculated with horizontal distance
- # ADDITION: heightFog + farFog
- # MAX: max(heightFog, farFog)
- # MULTIPLY: heightFog * farFog
- # INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog)
- # LIMITED_ADDITION: farFog + max(farFog, heightFog)
- # MULTIPLY_ADDITION: farFog + farFog * heightFog
- # INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog)
- # AVERAGE: farFog*0.5 + heightFog*0.5
- #
- # Note: height fog settings are ignored if 'BASIC' or 'IGNORE_HEIGHT' are selected.
- heightFogMixMode = "BASIC"
- #
- # Should the start of the height fog be offset?
- #
- # 0.0: Fog start with no offset.
- # 1.0: Fog start with offset of the entire world's height. (Includes depth)
- heightFogStart = "0.0"
- #
- # Should the end of the height fog be offset?
- #
- # 0.0: Fog end with no offset.
- # 1.0: Fog end with offset of the entire world's height. (Include depth)
- heightFogEnd = "1.0"
- [client.advanced.graphics.noiseTextureSettings]
- #
- # Defines how far should the noise texture render before it fades away. (in blocks)
- # Set to 0 to disable noise from fading away
- noiseDropoff = 1024
- #
- # How many steps of noise should be applied to LODs?
- noiseSteps = 4
- #
- # Should a noise texture be applied to LODs?
- #
- # This is done to simulate textures and make the LODs appear more detailed.
- noiseEnabled = true
- #
- # How intense should the noise should be?
- noiseIntensity = "5.0"
- [client.advanced.worldGenerator]
- #
- # How detailed should LODs be generated outside the vanilla render distance?
- #
- # PRE_EXISTING_ONLY
- # Only create LOD data for already generated chunks.
- #
- #
- # SURFACE
- # Generate the world surface,
- # this does NOT include trees,
- # or structures.
- #
- # FEATURES
- # Generate everything except structures.
- # WARNING: This may cause world generator bugs or instability when paired with certain world generator mods.
- distantGeneratorMode = "FEATURES"
- #
- # How long should a world generator thread run for before timing out?
- # Note: If you are experiencing timeout errors it is better to lower your CPU usage first
- # via the thread config before changing this value.
- worldGenerationTimeoutLengthInSeconds = 180
- #
- # Should Distant Horizons slowly generate LODs
- # outside the vanilla render distance?
- #
- # Note: when on a server, distant generation isn't supported
- # and will always be disabled.
- enableDistantGeneration = true
- [client.advanced.multiplayer]
- #
- # AKA: Multiverse support.
- #
- # When matching levels (dimensions) of the same type (overworld, nether, etc.) the
- # loaded chunks must be at least this percent the same
- # in order to be considered the same world.
- #
- # Note: If you use portals to enter a dimension at two
- # different locations the system will think the dimension
- # it is two different levels.
- #
- # 1.0 (100%) the chunks must be identical.
- # 0.5 (50%) the chunks must be half the same.
- # 0.0 (0%) disables multi-dimension support,
- # only one world will be used per dimension.
- #
- # If multiverse support is needed start with a value of 0.2
- # and tweak the sensitivity from there.Lower values mean the matching is less strict.
- # Higher values mean the matching is more strict.
- multiverseSimilarityRequiredPercent = "0.0"
- #
- # How should multiplayer save folders should be named?
- #
- # NAME_ONLY: Example: "Minecraft Server"
- # IP_ONLY: Example: "192.168.1.40"
- # NAME_IP: Example: "Minecraft Server IP 192.168.1.40"
- # NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"NAME_IP_PORT_MC_VERSION: Example: "Minecraft Server IP 192.168.1.40:25565 GameVersion 1.16.5"
- serverFolderNameMode = "NAME_ONLY"
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