modpack/config/DistantHorizons.toml
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 cc9d166efa v1.1.0 | Initial commit.
2022-08-19 20:29:50 +02:00

504 lines
20 KiB
TOML

# Show the lod button in the options screen next to fov
optionsButton = true
_version = 1
[client]
[client.advanced]
# Due to some demand for playing without vanilla terrains,
# we decided to add this mode for fun.
#
# NOTE: Do not report any issues when this mode is on!
# Again, this setting is only for fun, and mod
# compatibility is not guaranteed.
#
#
lodOnlyMode = false
[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 for NVIDIA 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. Possibly the best option for integrated GPUs.
# Default option for AMD/Intel.
# 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 the game to clear the old buffers.
#
gpuUploadMethod = "AUTO"
# How frequently should vertex buffers (geometry) be rebuilt and sent to the GPU?
# Higher settings may cause stuttering, but will prevent holes in the world
#
rebuildTimes = "NORMAL"
# 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 fake chunks
# transition and load slower. Change this to [0] for no timeout.
#
# NOTE:
# Before changing this config, try changing "GPU Upload methods"
# and determined the best method for your hardware first.
#
gpuUploadPerMegabyteInMilliseconds = 0
[client.advanced.debugging]
# What renderer is active?
#
# DEFAULT: Default lod renderer
# DEBUG: Debug testing renderer
# DISABLED: Disable rendering
#
rendererType = "DEFAULT"
# 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
# Should specialized colors/rendering modes be used?
#
# OFF: Fake chunks will be drawn with their normal colors.
# SHOW_WIREFRAME: Fake chunks will be drawn as wireframes.
# SHOW_DETAIL: Fake chunks color will be based on their detail level.
# SHOW_DETAIL_WIREFRAME: Fake chunks color will be based on their detail level, drawn as a wireframe.
# SHOW_GENMODE: Fake chunks color will be based on their distant generation mode.
# SHOW_GENMODE_WIREFRAME: Fake chunks color will be based on their distant generation mode, drawn as a wireframe.
# SHOW_OVERLAPPING_QUADS: Fake chunks will be drawn with total white, but overlapping quads will be drawn with red.
# SHOW_OVERLAPPING_QUADS_WIREFRAME: Fake chunks will be drawn with total white,
# but overlapping quads will be drawn with red, drawn as a wireframe.
#
debugMode = "OFF"
[client.advanced.debugging.debugSwitch]
# 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, 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.threading]
# How many threads are used when building vertex buffers?
# (The things sent to your GPU to draw the fake chunks).
#
# If you experience high CPU usage when NOT generating distant
# fake chunks, lower this number. A higher number will make fake
# fake chunks' transition faster when moving around the world.
#
# This and the number of world generator threads are independent,
# so if they add up to more threads than your CPU has cores,
# that shouldn't cause an issue.
#
# The maximum value is the number of logical processors on your CPU.
#
numberOfBufferBuilderThreads = 2
# How many threads should be used when generating fake
# chunks outside the normal render distance?
#
# If it's less than 1, it will be treated as a percentage
# of time single thread can run before going to idle.
#
# If you experience stuttering when generating distant LODs,
# decrease this number. If you want to increase LOD
# generation speed, increase this number.
#
# This and the number of buffer builder threads are independent,
# so if they add up to more threads than your CPU has cores,
# that shouldn't cause an issue.
#
numberOfWorldGenerationThreads = 4.0
[client.graphics]
[client.graphics.fogQuality]
# What color should fog use?
#
# USE_WORLD_FOG_COLOR: Use the world's fog color.
# USE_SKY_COLOR: Use the sky's color.
#
# This setting doesn't affect performance.
fogColorMode = "USE_WORLD_FOG_COLOR"
# At what distance should Fog be drawn on the fake chunks?
#
# This setting shouldn't affect performance.
fogDistance = "FAR"
# 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.
fogDrawMode = "FOG_ENABLED"
# If true disable Minecraft's fog.
#
# Experimental! Mod support is not guarantee.
disableVanillaFog = true
[client.graphics.fogQuality.advancedFog]
# What is the maximum fog thickness?
#
# '0.0': No fog at all.
# '1.0': Fully fog color.
#
farFogMax = 1.0
# Where should the far fog start?
#
# '0.0': Fog start at player's position.
# '1.0': The fog-start's circle fit just in the lod render distance square.
# '1.414': The lod render distance square fit just in the fog-start's circle.
#
farFogStart = 0.0
# What is the minimum fog thickness?
#
# '0.0': No fog at all.
# '1.0': Fully fog color.
#
farFogMin = 0.0
# How the fog thickness should be calculated from distance?
#
# LINEAR: Linear based on distance (will ignore 'density')
# EXPONENTIAL: 1/(e^(distance*density))
# EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
#
farFogType = "EXPONENTIAL_SQUARED"
# What is the fog density?
#
farFogDensity = 2.5
# Where should the far fog end?
#
# '0.0': Fog end at player's position.
# '1.0': The fog-end's circle fit just in the lod render distance square.
# '1.414': The lod render distance square fit just in the fog-end's circle.
#
farFogEnd = 1.0
[client.graphics.fogQuality.advancedFog.heightFog]
# How the fog thickness should be calculated from height?
#
# LINEAR: Linear based on height (will ignore 'density')
# EXPONENTIAL: 1/(e^(height*density))
# EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)
#
heightFogType = "EXPONENTIAL_SQUARED"
# What is the minimum fog thickness?
#
# '0.0': No fog at all.
# '1.0': Fully fog color.
#
heightFogMin = 0.0
# Where should the height fog be located?
#
# ABOVE_CAMERA: Height fog starts from camera to the sky
# BELOW_CAMERA: Height fog starts from camera to the void
# ABOVE_AND_BELOW_CAMERA: Height fog starts from camera to both the sky and the void
# ABOVE_SET_HEIGHT: Height fog starts from a set height to the sky
# BELOW_SET_HEIGHT: Height fog starts from a set height to the void
# ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height to both the sky and the void
#
#
heightFogMode = "ABOVE_AND_BELOW_CAMERA"
# What is the maximum fog thickness?
#
# '0.0': No fog at all.
# '1.0': Fully fog color.
#
heightFogMax = 1.0
# If the height fog is calculated around a set height, what is that height position?
#
#
heightFogHeight = 70.0
# What is the fog density?
#
heightFogDensity = 2.5
# How the height should effect the fog thickness combined with the normal function?
#
# BASIC: No special height fog effect. Fog is calculated based on camera distance
# IGNORE_HEIGHT: Ignore height completely. Fog is calculated based on 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 that for 'BASIC' mode and 'IGNORE_HEIGHT' mode, fog settings for height fog has no effect.
#
heightFogMixMode = "BASIC"
# How far the start of height fog should offset?
#
# '0.0': Fog start with no offset.
# '1.0': Fog start with offset of the entire world's height. (Include depth)
#
heightFogStart = 0.0
# How far the end of height fog should 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.graphics.advancedGraphics]
# If on Vanilla Overdraw mode of NEVER, how much should should the border be offset?
#
# '1': The start of lods will be shifted inwards by 1 chunk, causing 1 chunk of overdraw.
# '-1': The start fo lods will be shifted outwards by 1 chunk, causing 1 chunk of gap.
#
# This setting can be used to deal with gaps due to our vanilla rendered chunk
# detection not being perfect.
#
overdrawOffset = 0
# How bright fake chunk colors are.
#
# 0 = black
# 1 = normal
# 2 = near white
#
brightnessMultiplier = 1.0
# How often should LODs be drawn on top of regular chunks?
# HALF and ALWAYS will prevent holes in the world,
# but may look odd for transparent blocks or in caves.
#
# NEVER:
# LODs won't render on top of vanilla chunks. Use Overdraw offset to change the border offset.
# DYNAMIC:
# LODs will render on top of distant vanilla chunks to hide delayed loading.
# Will dynamically decide the border offset based on vanilla render distance.
# ALWAYS:
# LODs will render on all vanilla chunks preventing all holes in the world.
#
# This setting shouldn't affect performance.
#
vanillaOverdraw = "DYNAMIC"
# Will prevent some overdraw issues, but may cause nearby fake chunks to render incorrectly
# especially when in/near an ocean.
#
# This setting shouldn't affect performance.
#
useExtendedNearClipPlane = true
# 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
# At what Y value should cave culling start?
#
caveCullingHeight = 40
# 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"