some fog tweaks, increased DH distance
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@ -129,7 +129,7 @@ optionsButton = true
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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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numberOfBufferBuilderThreads = 4
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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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@ -144,7 +144,7 @@ optionsButton = true
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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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numberOfWorldGenerationThreads = 8.0
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[client.graphics]
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@ -200,10 +200,10 @@ optionsButton = true
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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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farFogType = "EXPONENTIAL"
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# What is the fog density?
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#
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farFogDensity = 2.5
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farFogDensity = 5.0
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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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@ -360,7 +360,7 @@ optionsButton = true
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# NOTE: Due to current limitations, the min value is 50
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# and the max value is 5000. Any values outside this range
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# will be set to 0(disabled).
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earthCurveRatio = 0
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earthCurveRatio = 500
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[client.graphics.quality]
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# This determines how lod level drop off will be done.
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@ -395,7 +395,7 @@ optionsButton = true
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lodBiomeBlending = 1
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# The radius of the mod's render distance. (measured in chunks)
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#
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lodChunkRenderDistance = 128
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lodChunkRenderDistance = 256
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# This indicates how detailed fake chunks will represent
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# overhangs, caves, floating islands, ect.
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# Higher options will make the world more accurate, but will increase memory and GPU usage.
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