push unmodified configs
This commit is contained in:
504
config/DistantHorizons.toml
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504
config/DistantHorizons.toml
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_Versions = "1.6.3a"
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# Show the lod button in the options screen next to fov
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optionsButton = true
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[client]
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[client.advanced]
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# Due to some demand for playing without vanilla terrains,
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# we decided to add this mode for fun.
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#
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# NOTE: Do not report any issues when this mode is on!
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# Again, this setting is only for fun, and mod
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# compatibility is not guaranteed.
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#
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#
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lodOnlyMode = false
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[client.advanced.buffers]
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# What method should be used to upload geometry to the GPU?
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#
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# AUTO: Picks the best option based on the GPU you have.
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# BUFFER_STORAGE: Default for NVIDIA if OpenGL 4.5 is supported.
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# Fast rendering, no stuttering.
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# SUB_DATA: Backup option for NVIDIA.
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# Fast rendering but may stutter when uploading.
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# BUFFER_MAPPING: Slow rendering but won't stutter when uploading. Possibly the best option for integrated GPUs.
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# Default option for AMD/Intel.
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# May end up storing buffers in System memory.
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# Fast rendering if in GPU memory, slow if in system memory,
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# but won't stutter when uploading.
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# DATA: Fast rendering but will stutter when uploading.
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# Backup option for AMD/Intel.
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# Fast rendering but may stutter when uploading.
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#
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# If you don't see any difference when changing these settings, or the world looks corrupted:
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# Restart the game to clear the old buffers.
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#
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gpuUploadMethod = "AUTO"
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# How frequently should vertex buffers (geometry) be rebuilt and sent to the GPU?
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# Higher settings may cause stuttering, but will prevent holes in the world
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#
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rebuildTimes = "NORMAL"
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# How long should a buffer wait per Megabyte of data uploaded?
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# Helpful resource for frame times: https://fpstoms.com
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#
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# Longer times may reduce stuttering but will make fake chunks
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# transition and load slower. Change this to [0] for no timeout.
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#
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# NOTE:
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# Before changing this config, try changing "GPU Upload methods"
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# and determined the best method for your hardware first.
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#
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gpuUploadPerMegabyteInMilliseconds = 0
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[client.advanced.debugging]
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# What renderer is active?
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#
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# DEFAULT: Default lod renderer
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# DEBUG: Debug testing renderer
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# DISABLED: Disable rendering
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#
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rendererType = "DEFAULT"
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# If true the F8 key can be used to cycle through the different debug modes.
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# and the F6 key can be used to enable and disable LOD rendering.
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enableDebugKeybindings = false
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# Should specialized colors/rendering modes be used?
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#
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# OFF: Fake chunks will be drawn with their normal colors.
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# SHOW_WIREFRAME: Fake chunks will be drawn as wireframes.
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# SHOW_DETAIL: Fake chunks color will be based on their detail level.
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# SHOW_DETAIL_WIREFRAME: Fake chunks color will be based on their detail level, drawn as a wireframe.
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# SHOW_GENMODE: Fake chunks color will be based on their distant generation mode.
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# SHOW_GENMODE_WIREFRAME: Fake chunks color will be based on their distant generation mode, drawn as a wireframe.
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# SHOW_OVERLAPPING_QUADS: Fake chunks will be drawn with total white, but overlapping quads will be drawn with red.
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# SHOW_OVERLAPPING_QUADS_WIREFRAME: Fake chunks will be drawn with total white,
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# but overlapping quads will be drawn with red, drawn as a wireframe.
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#
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debugMode = "OFF"
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[client.advanced.debugging.debugSwitch]
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# If enabled, the mod will log information about the renderer OpenGL process.
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# This can be useful for debugging.
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#
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logRendererGLEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
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# If enabled, the mod will log performance about the world generation process.
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# This can be useful for debugging.
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#
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logWorldGenPerformance = "LOG_WARNING_TO_CHAT_AND_FILE"
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# If enabled, the mod will log information about file sub-dimension operations.
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# This can be useful for debugging.
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#
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logFileSubDimEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
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# If enabled, the mod will log information about file read/write operations.
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# This can be useful for debugging.
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#
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logFileReadWriteEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
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# If enabled, the mod will log information about network operations.
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# This can be useful for debugging.
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#
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logNetworkEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
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# If enabled, the mod will log information about the renderer buffer process.
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# This can be useful for debugging.
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#
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logRendererBufferEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
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# If enabled, the mod will log information about the LOD generation process.
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# This can be useful for debugging.
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#
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logLodBuilderEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
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# If enabled, the mod will log information about the world generation process.
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# This can be useful for debugging.
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#
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logWorldGenEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
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# If enabled, the mod will log information about the world generation process.
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# This can be useful for debugging.
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#
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logWorldGenLoadEvent = "LOG_WARNING_TO_CHAT_AND_FILE"
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[client.advanced.threading]
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# How many threads are used when building vertex buffers?
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# (The things sent to your GPU to draw the fake chunks).
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#
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# If you experience high CPU usage when NOT generating distant
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# fake chunks, lower this number. A higher number will make fake
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# fake chunks' transition faster when moving around the world.
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#
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# This and the number of world generator threads are independent,
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# so if they add up to more threads than your CPU has cores,
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# that shouldn't cause an issue.
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#
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# The maximum value is the number of logical processors on your CPU.
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#
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numberOfBufferBuilderThreads = 2
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# How many threads should be used when generating fake
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# chunks outside the normal render distance?
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#
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# If it's less than 1, it will be treated as a percentage
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# of time single thread can run before going to idle.
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#
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# If you experience stuttering when generating distant LODs,
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# decrease this number. If you want to increase LOD
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# generation speed, increase this number.
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#
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# This and the number of buffer builder threads are independent,
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# so if they add up to more threads than your CPU has cores,
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# that shouldn't cause an issue.
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#
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numberOfWorldGenerationThreads = 4.0
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[client.graphics]
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[client.graphics.fogQuality]
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# What color should fog use?
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#
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# USE_WORLD_FOG_COLOR: Use the world's fog color.
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# USE_SKY_COLOR: Use the sky's color.
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#
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# This setting doesn't affect performance.
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fogColorMode = "USE_WORLD_FOG_COLOR"
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# At what distance should Fog be drawn on the fake chunks?
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#
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# This setting shouldn't affect performance.
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fogDistance = "FAR"
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# When should fog be drawn?
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#
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# USE_OPTIFINE_SETTING: Use whatever Fog setting Optifine is using.
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# If Optifine isn't installed this defaults to FOG_ENABLED.
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# FOG_ENABLED: Never draw fog on the LODs
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# FOG_DISABLED: Always draw fast fog on the LODs
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#
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# Disabling fog will improve GPU performance.
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fogDrawMode = "FOG_ENABLED"
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# If true disable Minecraft's fog.
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#
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# Experimental! Mod support is not guarantee.
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disableVanillaFog = true
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[client.graphics.fogQuality.advancedFog]
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# What is the maximum fog thickness?
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#
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# '0.0': No fog at all.
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# '1.0': Fully fog color.
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#
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farFogMax = 1.0
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# Where should the far fog start?
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#
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# '0.0': Fog start at player's position.
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# '1.0': The fog-start's circle fit just in the lod render distance square.
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# '1.414': The lod render distance square fit just in the fog-start's circle.
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#
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farFogStart = 0.0
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# What is the minimum fog thickness?
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#
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# '0.0': No fog at all.
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# '1.0': Fully fog color.
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#
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farFogMin = 0.0
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# How the fog thickness should be calculated from distance?
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#
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# LINEAR: Linear based on distance (will ignore 'density')
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# EXPONENTIAL: 1/(e^(distance*density))
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# EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
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#
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farFogType = "EXPONENTIAL_SQUARED"
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# What is the fog density?
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#
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farFogDensity = 2.5
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# Where should the far fog end?
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#
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# '0.0': Fog end at player's position.
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# '1.0': The fog-end's circle fit just in the lod render distance square.
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# '1.414': The lod render distance square fit just in the fog-end's circle.
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#
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farFogEnd = 1.0
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[client.graphics.fogQuality.advancedFog.heightFog]
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# How the fog thickness should be calculated from height?
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#
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# LINEAR: Linear based on height (will ignore 'density')
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# EXPONENTIAL: 1/(e^(height*density))
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# EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)
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#
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heightFogType = "EXPONENTIAL_SQUARED"
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# What is the minimum fog thickness?
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#
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# '0.0': No fog at all.
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# '1.0': Fully fog color.
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#
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heightFogMin = 0.0
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# Where should the height fog be located?
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#
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# ABOVE_CAMERA: Height fog starts from camera to the sky
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# BELOW_CAMERA: Height fog starts from camera to the void
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# ABOVE_AND_BELOW_CAMERA: Height fog starts from camera to both the sky and the void
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# ABOVE_SET_HEIGHT: Height fog starts from a set height to the sky
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# BELOW_SET_HEIGHT: Height fog starts from a set height to the void
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# ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height to both the sky and the void
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#
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#
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heightFogMode = "ABOVE_AND_BELOW_CAMERA"
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# What is the maximum fog thickness?
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#
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# '0.0': No fog at all.
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# '1.0': Fully fog color.
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#
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heightFogMax = 1.0
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# If the height fog is calculated around a set height, what is that height position?
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#
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#
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heightFogHeight = 70.0
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# What is the fog density?
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#
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heightFogDensity = 2.5
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# How the height should effect the fog thickness combined with the normal function?
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#
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# BASIC: No special height fog effect. Fog is calculated based on camera distance
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# IGNORE_HEIGHT: Ignore height completely. Fog is calculated based on horizontal distance
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# ADDITION: heightFog + farFog
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# MAX: max(heightFog, farFog)
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# MULTIPLY: heightFog * farFog
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# INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog)
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# LIMITED_ADDITION: farFog + max(farFog, heightFog)
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# MULTIPLY_ADDITION: farFog + farFog * heightFog
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# INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog)
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# AVERAGE: farFog*0.5 + heightFog*0.5
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#
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# Note that for 'BASIC' mode and 'IGNORE_HEIGHT' mode, fog settings for height fog has no effect.
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#
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heightFogMixMode = "BASIC"
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# How far the start of height fog should offset?
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#
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# '0.0': Fog start with no offset.
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# '1.0': Fog start with offset of the entire world's height. (Include depth)
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#
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heightFogStart = 0.0
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# How far the end of height fog should offset?
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#
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# '0.0': Fog end with no offset.
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# '1.0': Fog end with offset of the entire world's height. (Include depth)
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#
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heightFogEnd = 1.0
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[client.graphics.advancedGraphics]
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# If on Vanilla Overdraw mode of NEVER, how much should should the border be offset?
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#
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# '1': The start of lods will be shifted inwards by 1 chunk, causing 1 chunk of overdraw.
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# '-1': The start fo lods will be shifted outwards by 1 chunk, causing 1 chunk of gap.
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#
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# This setting can be used to deal with gaps due to our vanilla rendered chunk
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# detection not being perfect.
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#
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overdrawOffset = 0
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# How bright fake chunk colors are.
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#
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# 0 = black
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# 1 = normal
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# 2 = near white
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#
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brightnessMultiplier = 1.0
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# How often should LODs be drawn on top of regular chunks?
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# HALF and ALWAYS will prevent holes in the world,
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# but may look odd for transparent blocks or in caves.
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#
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# NEVER:
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# LODs won't render on top of vanilla chunks. Use Overdraw offset to change the border offset.
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# DYNAMIC:
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# LODs will render on top of distant vanilla chunks to hide delayed loading.
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# Will dynamically decide the border offset based on vanilla render distance.
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# ALWAYS:
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# LODs will render on all vanilla chunks preventing all holes in the world.
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#
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# This setting shouldn't affect performance.
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#
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vanillaOverdraw = "DYNAMIC"
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# Will prevent some overdraw issues, but may cause nearby fake chunks to render incorrectly
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# especially when in/near an ocean.
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#
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# This setting shouldn't affect performance.
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||||
#
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useExtendedNearClipPlane = true
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# If enabled caves will be culled
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||||
#
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||||
# 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
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# At what Y value should cave culling start?
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||||
#
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caveCullingHeight = 40
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||||
# If false fake chunks behind 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.
|
||||
#
|
||||
disableDirectionalCulling = false
|
||||
# How saturated fake chunk 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: This feature is just for fun and is VERY experimental!
|
||||
#Please don't report any issues related to this feature.
|
||||
#
|
||||
# 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
|
||||
|
||||
[client.graphics.quality]
|
||||
# This determines how lod level drop off will be done.
|
||||
#
|
||||
# SMOOTH_DROPOFF:
|
||||
# The lod level is calculated for each point, making the drop off a smooth circle.
|
||||
# PERFORMANCE_FOCUSED:
|
||||
# One detail level for an entire region. Minimize CPU usage and
|
||||
# improve terrain refresh delay, especially for high Lod render distance.
|
||||
# AUTO:
|
||||
# Use SMOOTH_DROPOFF for less then 128 Lod render distance,
|
||||
# or PERFORMANCE_FOCUSED otherwise.
|
||||
#
|
||||
dropoffQuality = "AUTO"
|
||||
# This indicates how quickly fake chunks 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"
|
||||
# This indicates how quickly fake chunks 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.
|
||||
horizontalScale = 12
|
||||
# This is the same as vanilla Biome Blending settings for Lod area.
|
||||
# Note that anything other than '0' will greatly effect Lod building time
|
||||
# and increase triangle count. The cost on chunk generation speed is also
|
||||
# quite large if set too high.
|
||||
#
|
||||
# '0' equals to Vanilla Biome Blending of '1x1' or 'OFF',
|
||||
# '1' equals to Vanilla Biome Blending of '3x3',
|
||||
# '2' equals to Vanilla Biome Blending of '5x5'...
|
||||
#
|
||||
lodBiomeBlending = 1
|
||||
# The radius of the mod's render distance. (measured in chunks)
|
||||
#
|
||||
lodChunkRenderDistance = 128
|
||||
# This indicates how detailed fake chunks will represent
|
||||
# overhangs, caves, floating islands, ect.
|
||||
# Higher options will make the world more accurate, but will increase memory and GPU usage.
|
||||
#
|
||||
# LOW: uses at max 2 columns per position.
|
||||
# MEDIUM: uses at max 4 columns per position.
|
||||
# HIGH: uses at max 8 columns per position.
|
||||
#
|
||||
# Lowest Quality: LOW Highest Quality: HIGH
|
||||
verticalQuality = "MEDIUM"
|
||||
# What is the maximum detail fake chunks should be drawn at?
|
||||
# This setting will only affect closer chunks.
|
||||
# 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
|
||||
drawResolution = "BLOCK"
|
||||
|
||||
[client.worldGenerator]
|
||||
# In what priority should fake chunks be generated outside the vanilla render distance?
|
||||
#
|
||||
# FAR_FIRST
|
||||
# Fake chunks are generated from lowest to highest detail
|
||||
# with a priority for far away regions.
|
||||
# This fills in the world fastest, but you will have large low detail
|
||||
# blocks for a while while the generation happens.
|
||||
#
|
||||
# NEAR_FIRST
|
||||
# Fake chunks are generated around the player
|
||||
# in a spiral, similar to vanilla minecraft.
|
||||
# Best used when on a server since we can't generate
|
||||
# fake chunks.
|
||||
#
|
||||
# BALANCED
|
||||
# A mix between NEAR_FIRSTandFAR_FIRST.
|
||||
# First prioritise completing nearby highest detail chunks,
|
||||
# then focus on filling in the low detail areas away from the player.
|
||||
#
|
||||
# AUTO
|
||||
# Uses BALANCED when on a single player world
|
||||
# and NEAR_FIRST when connected to a server.
|
||||
#
|
||||
# This shouldn't affect performance.
|
||||
generationPriority = "NEAR_FIRST"
|
||||
# How should block and sky lights be processed for distant generation?
|
||||
#
|
||||
# Note that this include already existing chunks since vanilla
|
||||
# does not store sky light values to save file.
|
||||
#
|
||||
# FAST: Use height map to fake the light values.
|
||||
# FANCY: Use actaul light engines to generate proper values.
|
||||
#
|
||||
# This will effect generation speed, but not the rendering performance.
|
||||
lightGenerationMode = "FANCY"
|
||||
distanceGenerationMode = "FEATURES"
|
||||
# When generating fake chunks, what blocks should be ignored?
|
||||
# Ignored blocks don't affect the height of the fake chunk, but might affect the color.
|
||||
# So using BOTH will prevent snow covered blocks from appearing one block too tall,
|
||||
# but will still show the snow's color.
|
||||
#
|
||||
# NONE: Use all blocks when generating fake chunks
|
||||
# NON_FULL: Only use full blocks when generating fake chunks (ignores slabs, lanterns, torches, tall grass, etc.)
|
||||
# NO_COLLISION: Only use solid blocks when generating fake chunks (ignores tall grass, torches, etc.)
|
||||
# BOTH: Only use full solid blocks when generating fake chunks
|
||||
#
|
||||
# This wont't affect performance.
|
||||
blocksToAvoid = "BOTH"
|
||||
# Whether to enable Distant chunks generator?
|
||||
#
|
||||
# Turning this on allows Distant Horizons to make lods for chunks
|
||||
# that are outside of vanilla view distance.
|
||||
#
|
||||
# Note that in server, distant generation is always off.
|
||||
#
|
||||
enableDistantGeneration = true
|
||||
|
||||
[client.multiplayer]
|
||||
# When matching worlds of the same dimension type the
|
||||
# tested 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 this system may think it is two different worlds.
|
||||
#
|
||||
# 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.
|
||||
#
|
||||
#
|
||||
multiDimensionRequiredSimilarity = 0.0
|
||||
# What multiplayer save folders should be named.
|
||||
#
|
||||
# AUTO: NAME_IP for LAN connections, NAME_IP_PORT for all others.
|
||||
# NAME_ONLY: Example: "Minecraft Server"
|
||||
# NAME_IP: Example: "Minecraft Server IP 192.168.1.40"
|
||||
# NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"
|
||||
#
|
||||
#
|
||||
serverFolderNameMode = "AUTO"
|
||||
|
||||
Reference in New Issue
Block a user