From a01bc3b2f1ecdbdab3d9c956883100e6fc36da9d Mon Sep 17 00:00:00 2001 From: Logan Date: Wed, 14 Oct 2026 18:05:45 -0400 Subject: [PATCH] feat(perf): ship client perf defaults via Default Options, add perf mods Pack-side half of the client performance work (analysis/client-perf/). - Add Default Options 21.1.8 (client). It copies config/defaultoptions/ options.txt and extra/** into place only when the target is absent, so player changes are never clobbered. It is also client-only. packwiz `preserve` would also land these files in this repo's server config, which matters for DistantHorizons.toml [server]/[common] and SSRD's COMMON config. - Seed provisional mid-tier defaults generated by analysis/client-perf/proposed-configs/build.py --ship: render distance 8, DH LOD radius 128 / SSAO off / 2 threads, EMF animation LOD 12, Flywheel TRI_LINEAR lighting, LambDynamicLights fast, SSRD 16 chunks, Sound Physics 16 rays / 2 bounces plus per-tick caps on noisy Create sounds. All values are unmeasured; Phase 2 (BENCH-MATRIX.md) replaces them. ModernFix dynamic_resources is held back until bench block B6 passes. - Add Sodium Extra 0.9.4, Reese's Sodium Options 2.2.4, BadOptimizations 2.4.1 and Particle Core 0.3.3 (all client-side). Their declared ranges match the pins (Sodium 0.8.13, fzzy_config, Kotlin for Forge). - Bump Puzzles Lib 21.1.62 -> 21.1.64 as a bugfix: 21.1.63 restores dropped access transformers. The event-cache change in 21.1.64 is Fabric-only. --- .gitignore | 5 + .packwizignore | 4 + .../extra/config/DistantHorizons.toml | 980 ++++++++++++++++++ .../extra/config/entity_model_features.json | 36 + .../extra/config/flywheel-client.toml | 14 + .../extra/config/lambdynlights.toml | 16 + .../sound_rates.properties | 20 + .../soundphysics.properties | 99 ++ .../extra/config/ssrd-common.toml | 12 + config/defaultoptions/options.txt | 11 + index.toml | 59 +- mods/badoptimizations.pw.toml | 13 + mods/default-options.pw.toml | 13 + mods/particle-core.pw.toml | 13 + mods/puzzles-lib.pw.toml | 8 +- mods/reeses-sodium-options.pw.toml | 13 + mods/sodium-extra.pw.toml | 13 + pack.toml | 2 +- 18 files changed, 1325 insertions(+), 6 deletions(-) create mode 100644 config/defaultoptions/extra/config/DistantHorizons.toml create mode 100644 config/defaultoptions/extra/config/entity_model_features.json create mode 100644 config/defaultoptions/extra/config/flywheel-client.toml create mode 100644 config/defaultoptions/extra/config/lambdynlights.toml create mode 100644 config/defaultoptions/extra/config/sound_physics_remastered/sound_rates.properties create mode 100644 config/defaultoptions/extra/config/sound_physics_remastered/soundphysics.properties create mode 100644 config/defaultoptions/extra/config/ssrd-common.toml create mode 100644 config/defaultoptions/options.txt create mode 100644 mods/badoptimizations.pw.toml create mode 100644 mods/default-options.pw.toml create mode 100644 mods/particle-core.pw.toml create mode 100644 mods/reeses-sodium-options.pw.toml create mode 100644 mods/sodium-extra.pw.toml diff --git a/.gitignore b/.gitignore index e30d1d4..d0a7778 100644 --- a/.gitignore +++ b/.gitignore @@ -3,3 +3,8 @@ cache/ # Immersive Paintings player-upload cache (regenerated at runtime; see .packwizignore) immersive_paintings_cache/ + +# Large or regenerable local artifacts +*.tar.gz +analysis/raw/ +analysis/client-perf/proposed-configs/out/ diff --git a/.packwizignore b/.packwizignore index 1163672..f571b15 100644 --- a/.packwizignore +++ b/.packwizignore @@ -63,3 +63,7 @@ config/paxi/* config/paxi/datapacks/* !config/paxi/datapacks/onion-fixes !config/paxi/datapacks/onion-fixes/** +# Client perf defaults (analysis/client-perf/proposed-configs/build.py --ship). +# Default Options copies them into place client-side, only when the target is absent. +!config/defaultoptions +!config/defaultoptions/** diff --git a/config/defaultoptions/extra/config/DistantHorizons.toml b/config/defaultoptions/extra/config/DistantHorizons.toml new file mode 100644 index 0000000..4281b5a --- /dev/null +++ b/config/defaultoptions/extra/config/DistantHorizons.toml @@ -0,0 +1,980 @@ +_version = 4 + +[server] + # + # Defines the distance the player will receive updates around. + realTimeUpdateDistanceRadiusInChunks = 256 + # + # Prefix of the level keys sent to the clients. + # If the mod is running behind a proxy, each backend should use a unique value. + # If this value is empty, level key will be based on the server's seed hash. + levelKeyPrefix = "" + # + # Defines the distance allowed to be synchronized around the player. + # Should be the same or larger than maxGenerationRequestDistance in most cases. + maxSyncOnLoadRequestDistance = 4096 + # + # If true, clients will receive updated LODs when joining or loading new LODs. + synchronizeOnLoad = true + # + # Custom server key used which can be used to always reuse the same LOD data folder, + # for cases when the server doesn't have a static IP for some reason. + # If this value is empty, the client itself decides which folder name to use. + # Requires rejoining the server to apply after changing. + serverKey = "" + # + # Defines the distance allowed to generate around the player. + maxGenerationRequestDistance = 4096 + # + # Makes the server send level keys for each world. + # Disable this if you use alternative ways to send level keys. + sendLevelKeys = true + # + # DO NOT CHANGE UNLESS YOU KNOW WHAT YOU'RE DOING. + # Autogenerated ID used to prevent multiple independent servers from accidentally + # writing over each other's LODs when the same serverKey is set on both. + # + # How many LOD generation requests per second should a client send? + # Also limits the number of client requests allowed to stay in the server's queue. + generationRequestRateLimit = 20 + # + # How many LOD sync requests per second should a client send? + # Also limits the amount of player's requests allowed to stay in the server's queue. + syncOnLoadRateLimit = 50 + # + # If true, clients will receive real-time LOD updates for chunks outside the client's render distance. + enableRealTimeUpdates = true + # + # Maximum global speed for uploading LODs to the clients, in KB/s. + # Value of 0 disables the limit. + globalBandwidthLimit = 0 + # + # Maximum per-player speed for uploading LODs to the clients, in KB/s. + # Value of 0 disables the limit. + playerBandwidthLimit = 500 + # + # Enables adaptive transfer speed based on client performance. + # If true, DH will automatically adjust transfer rate to minimize connection lag. + # If false, transfer speed will remain fixed. + enableAdaptiveTransferSpeed = false + + [common.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" + # + # Requires a level restart to apply. + # + # Setting this to a less strict mode increases DB read/write + # speed at the cost of potential data loss/corruption if + # the computer looses power + # (unexpected program shutdown should be safe for all options). + # + # FULL + # ACID - data will never be lost or corrupted + # Slow + # At max throughput: ~2k saves per sec, ~70% disk usage + # + # NORMAL + # May not be durable - some data may be lost on power loss, but DB should be safe from corruption + # Fast + # At max throughput: ~14k saves per sec, ~40% disk usage + # + # OFF + # Not consistent - database may be corrupted during power loss + # Very Fast + # At max throughput: ~16k saves per sec, ~6% disk usage + databaseSyncMode = "NORMAL" + dataCompression = "Z_STD_BLOCK" + # + # Enabling this will drastically speed up chunk processing time + # if you are CPU limited. + # Disabling it will drastically speed up chunk processing time + # if you are disk speed/IO limited. + # + # Normally DH will attempt to skip creating LODs for chunks it's already seen + # and that haven't changed. + # + # Disabling this option can also fix a rare bug where + # modified chunks are skipped due to being too similar to + # their saved hash. + disableUnchangedChunkCheck = false + + [common.multiThreading] + # + # How many threads should be used by Distant Horizons? + numberOfThreads = 2 + # + # A value between 1.0 and 0.0 that represents the 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. + threadRunTimeRatio = "1.0" + # + # What Java thread priority should DH's primary thread pools run with? + # + # You probably don't need to change this unless you are also + # running C2ME and are seeing thread starvation in either C2ME or DH. + threadPriority = 5 + + [common.logging] + # + # If enabled, the mod will log information about the renderer setup, cleanup, and any issues it may encounter. + # This can be useful for debugging. + logRendererEventToFile = "INFO" + # + # If enabled, the mod will log information about the world generation process. + # This can be useful for debugging. + logWorldGenEventToFile = "INFO" + # + # If enabled, the mod will log information about the renderer OpenGL process. + # This can be useful for debugging. + logRendererGLEventToChat = "ERROR" + # + # + globalChatMaxLevel = "ERROR" + # + # If enabled, the mod will log information about the world generation process. + # This can be useful for debugging. + logWorldGenChunkLoadEventToFile = "INFO" + # + # If enabled, the mod will log information about the renderer OpenGL process. + # This can be useful for debugging. + logRendererGLEventToFile = "INFO" + # + # If enabled, the mod will log information about network operations. + # This can be useful for debugging. + logNetworkEventToFile = "INFO" + # + # If enabled, config changes sent by the server will be logged. + logConnectionConfigChangesToFile = "WARN" + # + # + globalFileMaxLevel = "INFO" + + [common.logging.warning] + # + # If enabled, a message will be displayed in chat if explicit garbage collection + # is disabled. + # This is known to cause out-of-memory issues + # and is better solved with a concurrent garbage collector. + showExplicitGcDisabledWarning = false + # + # If enabled, a chat message will be displayed when DH has too many chunks + # queued for updating. + showSlowWorldGenSettingWarnings = true + # + # If enabled, a chat message will be displayed when DH has too many chunks + # queued for updating. + showUpdateQueueOverloadedChatWarning = false + # + # If enabled, a message will be logged if explicit garbage collection + # is disabled. + # This is known to cause out-of-memory issues + # and is better solved with a concurrent garbage collector. + logExplicitGcDisabledWarning = false + # + # If enabled, a chat message will be displayed if Java doesn't have enough + # memory allocated to run DH well. + showLowMemoryWarningOnStartup = true + # + # If enabled, a chat message will be displayed when a replay is started + # giving some basic information about how DH will function. + showReplayWarningOnStartup = true + # + # If enabled, a chat message will be displayed when a potentially problematic + # mod is installed alongside DH. + showModCompatibilityWarningsOnStartup = true + # + # If enabled, a chat message will be displayed if vanilla MC's + # render distance is higher than the recommended amount. + showHighVanillaRenderDistanceWarning = true + # + # If enabled, a chat message will be displayed if DH detects + # that any pooled objects have been garbage collected. + showPoolInsufficientMemoryWarning = true + # + # If enabled, a message will be logged if the garbage + # collector Java is currently using is known + # to cause frame stuttering and/or other issues. + logGarbageCollectorWarning = true + # + # If enabled, a chat message will be displayed in chat if the garbage + # collector Java is currently using is known + # to cause frame stuttering and/or other issues. + showGarbageCollectorWarning = true + + [common.worldGenerator] + # + # How should distant generator progress be displayed? + # + # OVERLAY: may be the same as CHAT for some Minecraft versions + # CHAT + # LOG + # DISABLED + showGenerationProgress = "DISABLED" + # + # If the SURFACE_THEN_CHUNKS generator plan is + # in use, this percentage can be defined to reduce how far the + # second high-quality generation pass will go + # as a percentage of your total render distance: + # -1.0 = Infinity + # 0.0 = 0% + # 0.5 = 50% + # 1.0 = 100% + # 2.0 = 200% + # + # Does nothing on a dedicated server. + surfaceRegenMaxDistancePercent = "-1.0" + # + # The max radius in chunks around the central point where world generation is allowed. + # If this value is set to 0, generation bounds are disabled and the render distance will be used. + # + # This should only be set if you have a pre-generated world that has a very limited size. + # Setting this on a normal MC world will prevent the world generator from filling + # out your render distance. + generationMaxChunkRadius = 0 + # + # If the Minecraft server thread is taking too long + # Distant Horizons will pause world gen to reduce server stuttering/lag. + limitIfServerUnhealthy = true + # + # How often should the distant generator progress be displayed? + generationProgressDisplayIntervalInSeconds = 2 + # + # When logging generation progress also include the rate at which chunks + # are being generated. + # This can be useful for troubleshooting performance. + generationProgressIncludeChunksPerSecond = true + # + # How detailed should LODs be generated outside the vanilla render distance? + # + # PRE_EXISTING_ONLY + # Only create LOD data for already generated chunks. + # + # FEATURES + # Generate everything except structures. + # Note: This may cause world generator bugs or instability when paired with certain world generator mods. + # + # INTERNAL_SERVER + # Ask the local server to generate/load each chunk. + # This is the most compatible and will generate structures correctly, + # but may cause server/simulation lag. + # Note: unlike other modes this option DOES save generated chunks to + # Minecraft's region files. + chunkGeneratorMode = "FEATURES" + # + # Defines how LODs will be generated + # outside the vanilla render distance. + # In multiplayer, this may be overridden by the server. + # + # SURFACE_THEN_CHUNKS + # The rough surface will be generated first + # then chunks will be generated to fill in + # missing features (ie trees and villages). + # + # Recommended for modded or vanilla worlds. + # + # SURFACE_ONLY + # Only the rough surface will be generated. + # Chunk features like trees and villages + # won't be generated. + # + # Recommended for computers that don't have + # enough CPU power or RAM space to handle + # the chunk generator. + # + # CHUNKS_ONLY + # Slower than either surface options, + # but provides more accurate terrain. + # + # Recommended for custom worlds + # where the surface generator would + # generate incorrect terrain. + # + # DISABLED + # No distant terrain will be generated. + generatorPlan = "SURFACE_THEN_CHUNKS" + # + # If true and the player/camera is moving quickly + # Distant Horizons will pause world gen to improve loading speed + # and reduce CPU load. + pauseIfMovingQuickly = true + # + # For how many seconds should instructions for disabling the distant generator progress be displayed? + # Setting this to 0 hides the instructional message so the world gen progress is shown immediately when it starts. + generationProgressDisableMessageDisplayTimeInSeconds = 20 + # + # The center Z chunk position that the world gen max radius is centered around. + generationCenterChunkZ = 0 + # + # The center X chunk position that the world gen max radius is centered around. + generationCenterChunkX = 0 + +[client] + # + # Should Distant Horizon's config button appear in Minecraft's options screen next to the fov slider? + showDhOptionsButtonInMinecraftUi = true + + [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? + # This setting is force disabled on dedicated servers for stability reasons. + enableSilentUpdates = false + + [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 + # + # What renderer is active? + # + # DEFAULT: Default lod renderer + # DEBUG_TRIANGLE: Debug testing renderer + # DISABLED: Disable rendering + rendererMode = "DEFAULT" + # + # If true overlapping quads will be rendered as bright red for easy identification. + # If false the quads will be rendered normally. + showOverlappingQuadErrors = false + # + # If true OpenGL Buffer garbage collection will be logged + # this also includes the number of live buffers. + logBufferGarbageCollection = 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. + debugRenderingColors = "OFF" + # + # Stops vertex colors from being passed. + # Useful for debugging shaders + enableWhiteWorld = false + # + # If enabled the LODs will render as wireframe. + renderWireframe = false + # + # If true several keys can be used to toggle debug states. + # F6 - enable/disable LOD rendering + # F7 - enable/disable LOD only rendering + # F8 - cycle through the different debug rendering modes + enableDebugKeybindings = false + + [client.advanced.debugging.debugWireframe] + # + # Render LOD section status? + showRenderSectionStatus = false + # + # Render queued network sync on load tasks? + showNetworkSyncOnLoadQueue = 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] + # + # Defines how OpenGL errors are handled. + # Requires rebooting Minecraft to change. + # Will catch OpenGL errors thrown by other mods. + overrideVanillaGLLogger = true + # + # 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" + # + # If true each Open GL error will only be logged once. + # Enabling this may cause some error logs to be missed. + # Does nothing if overrideVanillaGLLogger is set to false. + # + # Generally this can be kept as 'true' to prevent log spam. + # However, Please set this to 'false' if a developer needs your log to debug a GL issue. + onlyLogGlErrorsOnce = true + + [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.debugging.f3Screen] + # + # Shows info about the render thread tasks. + showRenderThreadTasks = false + # + # Shows how many chunks are queued for processing and the max count that can be queued. + showQueuedChunkUpdateCount = true + # + # Shows the memory use and array counts for each DH object pool. + showSeparatedObjectPools = false + # + # Shows the player's LOD position. + showPlayerPos = true + # + # Shows the combined memory use and array counts for all DH pooled objects. + showCombinedObjectPools = false + # + # Defines what internal detail level the player position will be shown as. + # Internal detail level means: 6 = 1x1 block, 7 = 2x2 blocks, etc. + playerPosSectionDetailLevel = 6 + # + # Only show levels that DH is actively rendering. + onlyShowRenderingLevels = true + # + # Shows info about each thread pool. + showThreadPools = true + # + # Shows what levels are loaded and world gen/rendering info about those levels. + showLevelStatus = true + + [client.advanced.debugging.positionFinderDebugging] + positionFinderEnable = false + positionFinderMinBlockY = -64 + positionFinderZPos = 0 + positionFinderXPos = 0 + positionFinderMaxBlockY = 125 + positionFinderDetailLevel = 6 + positionFinderMarginPercent = "0.0" + + [client.advanced.graphics] + # + # Enabling Anti-Aliasing smooths edges and reduces flickering when moving. + enableAntiAliasing = true + # + # Enable Screen Space Ambient Occlusion + enableSsao = false + # + # If true some vanilla graphics settings will be automatically changed + # during DH setup to provide a better experience. + # + # IE disabling vanilla clouds (which render on top of DH LODs), + # and chunk fading (DH already fades MC chunks) + overrideVanillaGraphicsSettings = true + + [client.advanced.graphics.culling] + # + # Determines how far from the camera Distant Horizons will start rendering. + # Measured as a percentage of the vanilla render distance. + # + # -1 = auto, overdraw will change based on the vanilla render distance. + # + # Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance, + # but may cause holes in the world. + # Holes are most likely to appear when flying through unloaded terrain. + # + # Increasing the vanilla render distance increases the effectiveness of this setting. + overdrawPrevention = "-1.0" + # + # 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 + # + # A comma separated list of block resource locations that will be replaced by water + # if they're visible on the water's surface. + waterSubSurfaceBlockReplacementCsv = "minecraft:kelp,minecraft:tall_seagrass,minecraft:seagrass" + # + # A comma separated list of block resource locations that won't be rendered by DH. + # Air is always included in this list. + # + # Note: + # If you see gaps, or holes you may have to change + # worldCompression to [MERGE_SAME_BLOCKS] and re-generate the LODs. + ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire,minecraft:brown_mushroom" + # + # A comma separated list of block resource locations that will be removed + # when on top of water. + waterSurfaceBlockReplacementCsv = "minecraft:lily_pad" + # + # Defines what blocks should be rendered as LODs. + # + # NONE: Include all blocks in the LODs + # NON_COLLIDING: Only render solid blocks in the LODs (tall grass, torches, etc. will be ignored) + blocksToIgnore = "NON_COLLIDING" + # + # If true LODs outside the player's camera + # aren't drawn, increasing GPU performance. + # + # If false 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 + # + # If false all beacons near the camera won't be drawn to prevent vanilla overdraw. + # If true all beacons will be rendered. + # + # Generally this should be left as true. It's main purpose is for debugging + # beacon updating/rendering. + disableBeaconDistanceCulling = true + # + # 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 + # + # If enabled caves won't be rendered. + # + # Note: for some world types this can cause + # overhangs or walls for floating objects. + # Tweaking the caveCullingHeight, can resolve some + # of those issues. + enableCaveCulling = true + # + # At what Y value should cave culling start? + # Lower this value if you get walls for areas with 0 light. + caveCullingHeight = 60 + # + # A comma separated list of block resource locations that shouldn't be rendered + # if they are in a 0 sky light underground area. + # Air is always included in this list. + # + # Defaults to an empty list since most cave blocks will be automatically ignored due to being: + # transparent, non-solid, or liquids, but new blocks can be added here if needed. + ignoredRenderCaveBlockCsv = "" + # + # If set to true the overdraw prevention radius will get closer + # to the camera when flying/moving quickly. + # + # This helps reduce issues where Minecraft can't load or + # generate chunks fast enough to keep up with DH. + reduceOverdrawWithFastMovement = true + + [client.advanced.graphics.texture] + # + # A comma separated list of block resource locations + # that DH will render their sides using the bottom texture. + # Partial matches/incomplete resource locations will also match. + # + # Example: "minecraft:grass_block,nylium" + # + # Changes require a restart. + blocksDontUseSideTextureCsv = "grass_block,mycelium,nylium,dirt_path,grass" + # + # The highest detail level number that can render with block textures. + # At higher detail levels each LOD covers multiple blocks, + # which can essentially make textures smaller than a pixel and therefore invisible. + # + # Larger numbers texture more distant LODs + # but increase memory usage. + maxTexturedLodDetailLevel = 2 + # + # If true nearby and zoomed-in LODs will render with their block's + # actual texture instead of a single flat color. + # + # Only applies to high detail LODs where the texture is actually visible, + # distant LODs always use flat colors. + # Some shader packs nay not have an affect. + enableTexturedLods = true + # + # A comma separated list of block resource locations + # that DH won't render textures on. + # Partial matches/incomplete resource locations will also match. + # + # Example: "minecraft:grass_block,nylium" + # + # Changes require a restart. + blocksDontRenderTextureCsv = "minecraft:bamboo" + # + # A comma separated list of tag names + # that DH will render their sides using the bottom texture. + # + # Example: "grass_blocks,nylium" + # + # Changes require a restart. + blockTagsDontUseSideTextureCsv = "grass_blocks,nylium" + # + # A comma separated list of block resource locations + # that DH will use rasterization to determine + # the face textures. + # + # Can be used to fix issues with mods/blocks where + # a side uses just part of a modeled block's texture. + # + # Example: "minecraft:beacon" + # + # Changes require a restart. + blocksAlwaysRasterizeTextureCsv = "minecraft:beacon" + + [client.advanced.graphics.noiseTexture] + # + # Should a noise texture be applied to LODs? + # + # This is done to simulate textures and make the LODs appear more detailed. + enableNoiseTexture = true + # + # 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 + # + # How intense should the noise should be? + noiseIntensity = "0.05" + + [client.advanced.graphics.experimental] + # + # A comma separated list of dimension resource locations where DH won't render. + # + # Example: "minecraft:the_nether,minecraft:the_end" + # For Minecraft 1.12.2 and older: + # Open the F3 screen and copy the dimension_name:ID shown in yellow. Example: "overworld:0" + # + # Note: + # Some DH settings will be disabled and/or changed to improve + # visuals when DH rendering is disabled. + ignoredDimensionCsv = "" + # + # Requires a restart to change. + # + # Options: + # AUTO - changes based on the most likely API for that MC version + # OPEN_GL - The Default for MC 1.21.11 and older (supports Iris shaders) + # BLAZE_3D - The Default for MC 26.1.2 and newer (supports Vulkan) + renderingEngine = "AUTO" + # + # 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 + + [client.advanced.graphics.genericRendering] + # + # A comma separated separated list of dimension resource locations where DH clouds will render. + # + # Example: "minecraft:overworld,minecraft:the_end" + # + # Changes require a world re-load. + dimensionEnabledCloudRenderingCsv = "minecraft:overworld" + # + # If true LOD clouds will be rendered. + enableCloudRendering = true + # + # If true LOD beacon beams will be rendered wider at extreme distances, + # making them easier to see. + # If false all LOD beacon beams will only ever be 1 block wide. + expandDistantBeacons = true + # + # Sets the maximum height beacons will render up to. + # + # Requires a world re-load to take affect. + beaconRenderHeight = 6000 + # + # If true LOD beacon beams will be rendered. + enableBeaconRendering = true + # + # If true non terrain objects will be rendered by DH. + # i.e. beacon beams and clouds. + enableGenericRendering = true + # + # False = DH will render a single layer of clouds, like vanilla Minecraft. + # True = DH will render 3 layers of clouds at different heights. + enableMultiLayerClouds = true + + [client.advanced.graphics.quality] + # + # What is the maximum detail LODs can render 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). + # + # Fastest: CHUNK + # Fanciest: BLOCK + maxHorizontalResolution = "BLOCK" + # + # If true LODs will fade away as you get closer to them. + # If false LODs will cut off abruptly at a set distance from the camera. + # This setting is affected by the vanilla overdraw prevention config. + ditherDhFade = true + # + # If true DH will try to use the camera position when + # determining LOD quality drop-off. + # If false DH will use the player's position. + # + # Enabling helps free-cam mods render correctly. + # Disabling helps multi-camera mods render correctly (ie Immersive Portals or camera mods). + useCameraPositionForQualityDropOff = true + # + # How bright LOD colors are. + # + # 0 = black + # 1 = normal + # 2 = near white + brightnessMultiplier = "1.0" + # + # How many detail levels zooming in can increase LOD quality by. + # Higher numbers allow stronger zooms to render crisper terrain, + # but will increase memory and GPU usage while zoomed in. + # + # A vanilla spyglass needs 4 detail levels to reach its full quality. + maxZoomQualityIncrease = 4 + # + # 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 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: PIXEL_ART + verticalQuality = "MEDIUM" + # + # The radius of the mod's render distance. (measured in chunks) + # + # Note: this is a best effort number. + # The actual render distance may be above or below this number + # depending on your other graphic settings. + lodChunkRenderDistanceRadius = 128 + # + # 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" + # + # This indicates how far apart drops in LOD quality are. + # + # Higher settings will increase the distance between drops + # but will increase memory and GPU usage. + horizontalQuality = "MEDIUM" + # + # How should LOD transparency be handled. + # + # COMPLETE: LODs will render transparent. + # DISABLED: LODs will be opaque. + transparency = "COMPLETE" + # + # This is the same as vanilla Biome Blending settings for Lod area. + # Note: anything above '0' will slow down LOD loading time. + # + # '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 = 3 + # + # How should vanilla Minecraft fade into Distant Horizons LODs? + # + # NONE: Fastest, there will be a pronounced border between DH and MC rendering. + # SINGLE_PASS: Fades after MC's transparent pass, opaque blocks underwater won't be faded. + # DOUBLE_PASS: Slowest, fades after both MC's opaque and transparent passes, provides the smoothest transition. + vanillaFadeMode = "DOUBLE_PASS" + # + # If true LOD quality will increase when the camera is zoomed in, + # IE when using a spyglass or zoom mod. + # + # Only LODs visible through the camera view are affected. + # + # When zoomed in LODs will load to the same detail level + # they would have if you were close to them. + increaseQualityWhenZoomedIn = true + + [client.advanced.graphics.fog] + # + # Should Minecraft's fog render? + # Note: Other mods may conflict with this setting. + enableVanillaFog = false + # + # What is the maximum fog thickness? + # + # 0.0: No fog. + # 1.0: Fully opaque fog. + farFogMax = "1.0" + # + # Determines if fog is drawn on DH LODs. + enableDhFog = true + # + # 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 = "0.4" + # + # What is the minimum fog thickness? + # + # 0.0: No fog. + # 1.0: Fully opaque fog. + farFogMin = "0.0" + # + # 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" + # + # 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.heightFog] + # + # 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 + heightFogDirection = "BELOW_SET_HEIGHT" + # + # What is the minimum fog thickness? + # + # 0.0: No fog. + # 1.0: Fully opaque fog. + heightFogMin = "0.0" + # + # If the height fog is calculated around a set height, what is that height position? + heightFogBaseHeight = "80.0" + # + # 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 = "20.0" + # + # How should height effect the fog thickness? + # Note: height fog is combined with the other fog settings. + # + # SPHERICAL: Fog is calculated based on camera distance. + # CYLINDRICAL: Ignore height, fog is calculated based on horizontal distance. + # + # MAX: max(heightFog, farFog) + # ADDITION: 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 + heightFogMixMode = "SPHERICAL" + # + # 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 = "0.6" + + [client.advanced.multiplayer] + # + # 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" diff --git a/config/defaultoptions/extra/config/entity_model_features.json b/config/defaultoptions/extra/config/entity_model_features.json new file mode 100644 index 0000000..9ea5681 --- /dev/null +++ b/config/defaultoptions/extra/config/entity_model_features.json @@ -0,0 +1,36 @@ +{ + "allowedCEM": "ALL", + "logModelCreationData": false, + "debugOnRightClick": false, + "renderModeChoice": "NORMAL", + "vanillaModelHologramRenderMode_2": "OFF", + "modelExportMode": "NONE", + "automaticModelExporting": false, + "attemptPhysicsModPatch_2": "CUSTOM", + "modelUpdateFrequency": "Slow", + "entityRenderModeOverrides": {}, + "entityPhysicsModPatchOverrides": {}, + "entityVanillaHologramOverrides": {}, + "modelsNamesDisabled": [], + "allowEBEModConfigModify": true, + "animationLODDistance": 12, + "retainDetailOnLowFps": true, + "retainDetailOnLargerMobs": true, + "animationFrameSkipDuringIrisShadowPass": true, + "preventFirstPersonHandAnimating": false, + "onlyClientPlayerModel": false, + "doubleChestAnimFix": true, + "enforceOptifineVariationRequiresDefaultModel": false, + "enforceOptifineVariationRequiresDefaultModel_v2": false, + "resetPlayerModelEachRender": true, + "resetPlayerModelEachRender_v2": true, + "onlyDebugRenderOnHover": false, + "enforceOptifineSubFoldersVariantOnly": false, + "enforceOptiFineAnimSyntaxLimits": true, + "allowOptifineFallbackProperties": true, + "showReloadErrorToast": true, + "exportRotations": false, + "asmMaths": true, + "logASM": false, + "parrotShoulderPositionAnimatesByDefault": true +} diff --git a/config/defaultoptions/extra/config/flywheel-client.toml b/config/defaultoptions/extra/config/flywheel-client.toml new file mode 100644 index 0000000..8b5c625 --- /dev/null +++ b/config/defaultoptions/extra/config/flywheel-client.toml @@ -0,0 +1,14 @@ +#Select the backend to use. Set to "DEFAULT" to let Flywheel decide. +backend = "DEFAULT" +#Enable or disable instance update limiting with distance. +limitUpdates = true +#The number of worker threads to use. Set to -1 to let Flywheel decide. Set to 0 to disable parallelism. Requires a game restart to take effect. +# Default: -1 +# Range: -1 ~ 4 +workerThreads = -1 + +#Config options for Flywheel's built-in backends. +[flw_backends] + #How smooth Flywheel's shader-based lighting should be. May have a large performance impact. + #Allowed Values: FLAT, TRI_LINEAR, SMOOTH, SMOOTH_INNER_FACE_CORRECTED + lightSmoothness = "TRI_LINEAR" diff --git a/config/defaultoptions/extra/config/lambdynlights.toml b/config/defaultoptions/extra/config/lambdynlights.toml new file mode 100644 index 0000000..24fc7a1 --- /dev/null +++ b/config/defaultoptions/extra/config/lambdynlights.toml @@ -0,0 +1,16 @@ +mode = "fast" +chunk_rebuild_scheduler = "culling" + +[adaptive_ticking] +slow = 5 +slower = 8 +background_sleep = true + +[light_sources] +entities = true +self = true +water_sensitive_check = true +beam = true +guardian_laser = true +sonic_boom = true +glowing_effect = true diff --git a/config/defaultoptions/extra/config/sound_physics_remastered/sound_rates.properties b/config/defaultoptions/extra/config/sound_physics_remastered/sound_rates.properties new file mode 100644 index 0000000..c3ea8c0 --- /dev/null +++ b/config/defaultoptions/extra/config/sound_physics_remastered/sound_rates.properties @@ -0,0 +1,20 @@ +# Partial file: SPR merges these over its generated per-sound defaults (-1 = unlimited). +create\:cogs=4 +create\:mixing=4 +create\:mixing_compounded_1=4 +create\:mechanical_press_activation=4 +create\:mechanical_press_activation_compounded_1=4 +create\:mechanical_press_activation_belt=4 +create\:mechanical_press_activation_belt_compounded_1=4 +create\:crushing_1=4 +create\:crushing_2=4 +create\:crushing_3=4 +create\:saw_activate_stone=4 +create\:saw_activate_wood=4 +create\:funnel_flap=4 +create\:funnel_flap_compounded_1=4 +create\:depot_slide=4 +create\:depot_plop=4 +create\:steam=4 +create\:sanding_short=4 +create\:sanding_long=4 diff --git a/config/defaultoptions/extra/config/sound_physics_remastered/soundphysics.properties b/config/defaultoptions/extra/config/sound_physics_remastered/soundphysics.properties new file mode 100644 index 0000000..f6ec8e3 --- /dev/null +++ b/config/defaultoptions/extra/config/sound_physics_remastered/soundphysics.properties @@ -0,0 +1,99 @@ +# Enables/Disables all sound effects +enabled=true +# Affects how quiet a sound gets based on distance +# Lower values mean distant sounds are louder +# This setting requires you to be in singleplayer or having the mod installed on the server +# 1.0 is the physically correct value +attenuation_factor=1.0 +# The ray distance at which reverb starts +# 0.0 disables reverb attenuation +reverb_attenuation_distance=0.0 +# The volume of simulated reverberations +reverb_gain=1.0 +# The brightness of reverberation +# Higher values result in more high frequencies in reverberation +# Lower values give a more muffled sound to the reverb +reverb_brightness=1.0 +# The distance of reverb relative to the sound distance +reverb_distance=1.5 +# The amount of sound that will be absorbed when traveling through blocks +block_absorption=1.0 +# Higher values mean smaller objects won't be considered as occluding +occlusion_variation=0.35 +# The default amount of sound reflectance energy for all blocks +# Lower values result in more conservative reverb simulation with shorter reverb tails +# Higher values result in more generous reverb simulation with higher reverb tails +default_block_reflectivity=0.5 +# The default amount of occlusion for all blocks +# Lower values will result in sounds being less muffled through walls +# Higher values mean sounds will be not audible though thicker walls +default_block_occlusion_factor=1.0 +# Minecraft won't allow sounds to play past a certain distance +# This parameter is a multiplier for how far away a sound source is allowed to be in order for it to actually play +# This setting only takes affect in singleplayer worlds and when installed on the server +sound_distance_allowance=4.0 +# A value controlling the amount that air absorbs high frequencies with distance +# A value of 1.0 is physically correct for air with normal humidity and temperature +# Higher values mean air will absorb more high frequencies with distance +# 0 disables this effect +air_absorption=1.0 +# How much sound is filtered when the player is underwater +# 0.0 means no filter +# 1.0 means fully filtered +underwater_filter=0.9 +# Whether sounds like cave, nether or underwater ambient sounds should have sound physics +evaluate_ambient_sounds=false +# The number of rays to trace to determine reverberation for each sound source +# More rays provides more consistent tracing results but takes more time to calculate +# Decrease this value if you experience lag spikes when sounds play +environment_evaluation_ray_count=16 +# The number of rays bounces to trace to determine reverberation for each sound source +# More bounces provides more echo and sound ducting but takes more time to calculate +# Decrease this value if you experience lag spikes when sounds play +environment_evaluation_ray_bounces=2 +# If sound hits a non-full-square side, block occlusion is multiplied by this +non_full_block_occlusion_factor=0.25 +# The maximum amount of rays to determine occlusion +# Directly correlates to the amount of blocks between walls that are considered +max_occlusion_rays=16 +# The amount at which occlusion is capped +max_occlusion=64.0 +# If enabled, the occlusion calculation only uses one path between the sound source and the listener instead of 9 +strict_occlusion=false +# Whether to try calculating where the sound should come from based on reflections +sound_direction_evaluation=true +# Skip redirecting non-occluded sounds (the ones you can see directly) +redirect_non_occluded_sounds=true +# If music discs or other longer sounds should be frequently reevaluated +update_moving_sounds=false +# The interval in ticks that moving sounds are reevaluated +# Lower values mean more frequent reevaluation but also more lag +# This option only takes effect if update_moving_sounds is enabled +sound_update_interval=5 +# The maximum distance a sound can be processed +max_sound_processing_distance=512.0 +# Disable level clone and cache. This will fall back to original main thread access. +# WARNING! Enabling this will cause instability and issues with other mods. +unsafe_level_access=false +# The radius of chunks to clone for level access +level_clone_range=4 +# The maximum number of ticks to retain the cloned level in the cache +level_clone_max_retain_ticks=20 +# The maximum distance a player can move from the cloned origin before invalidation +level_clone_max_retain_block_distance=16 +# Enables debug logging +debug_logging=false +# Provides more information about occlusion in the logs +occlusion_logging=false +# Provides more information about the environment calculation in the logs +environment_logging=false +# Provides more information about how long computations take +performance_logging=false +# If enabled, the path of the sound will be rendered in game +render_sound_bounces=false +# If enabled, occlusion will be visualized in game +render_occlusion=false +# Enables/Disables sound effects for Simple Voice Chat audio +simple_voice_chat_integration=true +# Enables/Disables hearing your own echo with Simple Voice Chat +simple_voice_chat_hear_self=false diff --git a/config/defaultoptions/extra/config/ssrd-common.toml b/config/defaultoptions/extra/config/ssrd-common.toml new file mode 100644 index 0000000..30fedc0 --- /dev/null +++ b/config/defaultoptions/extra/config/ssrd-common.toml @@ -0,0 +1,12 @@ +#The render distance for physics objects (SubLevels) in chunks. +# Default: 128 +# Range: 1 ~ 1000000 +physicsRenderDistance = 16 +#The minimum render distance for physics objects (SubLevels) in chunks. +# Default: 16 +# Range: 1 ~ 1000000 +minPhysicsRenderDistance = 16 +#The maximum render distance for physics objects (SubLevels) in chunks. +# Default: 4096 +# Range: 1 ~ 1000000 +maxPhysicsRenderDistance = 4096 diff --git a/config/defaultoptions/options.txt b/config/defaultoptions/options.txt new file mode 100644 index 0000000..27086e3 --- /dev/null +++ b/config/defaultoptions/options.txt @@ -0,0 +1,11 @@ +version:3955 +renderDistance:8 +simulationDistance:8 +biomeBlendRadius:1 +mipmapLevels:2 +entityDistanceScaling:0.75 +particles:0 +entityShadows:true +graphicsMode:1 +maxFps:120 +enableVsync:true diff --git a/index.toml b/index.toml index 9aa74c5..44c617a 100644 --- a/index.toml +++ b/index.toml @@ -4,6 +4,38 @@ hash-format = "sha256" file = "config/akashictome-common.toml" hash = "4e479c86ddfec0c5e28f07034f033a10abae404309f38ccc4bfc15da9de2dfa2" +[[files]] +file = "config/defaultoptions/extra/config/DistantHorizons.toml" +hash = "8949bf3c7a43df7a7ae384213db0985425db3559219c29cb63eaef45c7962dcc" + +[[files]] +file = "config/defaultoptions/extra/config/entity_model_features.json" +hash = "7650058e21d1eaafc14cc1879bc20c2b510eb9f3095914322b8b08fc31025437" + +[[files]] +file = "config/defaultoptions/extra/config/flywheel-client.toml" +hash = "517e16b3dc86f15b5dccd9ff4f70f767b73ebc2166f6ea2891565417d930772a" + +[[files]] +file = "config/defaultoptions/extra/config/lambdynlights.toml" +hash = "3876c8b0c49cc8c2a7f500bc5d77429035e4edb25e16d27434e1dd4d546ae510" + +[[files]] +file = "config/defaultoptions/extra/config/sound_physics_remastered/sound_rates.properties" +hash = "c4676fcc924cc4bacc187d5364831aac1be170b93a2dc8e11119bff0235353e9" + +[[files]] +file = "config/defaultoptions/extra/config/sound_physics_remastered/soundphysics.properties" +hash = "d93803ffc12f4b55f9668dc2b9a4823d733b77f02dfee0879d6507f262ad34c6" + +[[files]] +file = "config/defaultoptions/extra/config/ssrd-common.toml" +hash = "9b75828543ed2b8cc5804eabecdc28262297a90d6f0e8e771d64ff779a69e3c9" + +[[files]] +file = "config/defaultoptions/options.txt" +hash = "62034e0589087dab02d1a15192ad313a57f907d5ee9ebbf8853151f7831851a1" + [[files]] file = "config/paxi/datapacks/onion-fixes/data/adorablehamsterpets/recipe/cucumber_crate.json" hash = "21b11674b18c3fb0d8292095cf7c12bca82ef4054ec3f1cd8d1e0222d1655629" @@ -300,6 +332,11 @@ file = "mods/autowalker.pw.toml" hash = "c6afe14535bd7876fae5eaf26295143ffa175ac7766c4ee1b7eebd2e71e9fe35" metafile = true +[[files]] +file = "mods/badoptimizations.pw.toml" +hash = "dd56ff2bcc4253d1d70c08333632743fb56cdc4cf5518dc6afc024164633145d" +metafile = true + [[files]] file = "mods/baguettelib.pw.toml" hash = "ad964c7bc216dc509aba7cc617456a340e7746565e79d0cd4fab8a4d31ec95ed" @@ -450,6 +487,11 @@ file = "mods/curios.pw.toml" hash = "36debf7653e95a855b4fedacc19027cf2e01960fc0b6d55ef2ffbffbcb455690" metafile = true +[[files]] +file = "mods/default-options.pw.toml" +hash = "a6967d761dde867ccc1af53dc9f4e530eb9917a9cb21d0fc15708e8cd2c0f2ba" +metafile = true + [[files]] file = "mods/delight-lib.pw.toml" hash = "c4fb5bf78ad912a20ff50767f4e5cb64fd84f04d58db0c79bc728b643acc4038" @@ -885,6 +927,11 @@ file = "mods/overweight-farming.pw.toml" hash = "836ffb879311a16e620c05796513395a3b9009c7d27d84c5938f03add120bec6" metafile = true +[[files]] +file = "mods/particle-core.pw.toml" +hash = "7333c29c224d843384e26b2c7d9af1d31dada870d776fb1ad8f3d8c3040b313d" +metafile = true + [[files]] file = "mods/patchouli.pw.toml" hash = "d7f360ebb9f009d6dc0b368cd8fa399bdff70c0f6ef931687b2a35137f72715d" @@ -947,7 +994,7 @@ metafile = true [[files]] file = "mods/puzzles-lib.pw.toml" -hash = "6b1ee632cee2d75301016eaac99a3446ad605f11fbfda631effac0eb7da59f6c" +hash = "0a04f1d0b86262c6dfdbd14e0493d7f4786f24054a95a07ff7b41a7870bb258d" metafile = true [[files]] @@ -965,6 +1012,11 @@ file = "mods/rechiseled.pw.toml" hash = "6bee7be8af8f9247fbf84dcd1ec9af2adaa42e55d52ab8a5bfe9b6ff7c94da46" metafile = true +[[files]] +file = "mods/reeses-sodium-options.pw.toml" +hash = "8690379014fbba53059759936c7deb4d62aabc7a2006da3d45929dc582b119b7" +metafile = true + [[files]] file = "mods/resourceful-lib.pw.toml" hash = "c0b066684294c33972d562e0cb08ea17b2d31bcf86cd1d6c63b8e968f0eac7a2" @@ -1010,6 +1062,11 @@ file = "mods/smartbrainlib.pw.toml" hash = "6e7ce9c2aee5bb72d2698eb89035c9b2458d20daa0782e1a03cfba7a6647621e" metafile = true +[[files]] +file = "mods/sodium-extra.pw.toml" +hash = "6ab228a1fa98348b7444c0715e4db592414d2102e441671ac5e79066596a912c" +metafile = true + [[files]] file = "mods/sodium.pw.toml" hash = "2a001cdb3d5ac4970d422914083c27380eba8ebd40dfd435754fe6566ba78beb" diff --git a/mods/badoptimizations.pw.toml b/mods/badoptimizations.pw.toml new file mode 100644 index 0000000..34ff0e3 --- /dev/null +++ b/mods/badoptimizations.pw.toml @@ -0,0 +1,13 @@ +name = "BadOptimizations" +filename = "BadOptimizations-2.4.1-1.21.1.jar" +side = "client" + +[download] +url = "https://cdn.modrinth.com/data/g96Z4WVZ/versions/S2qthD5S/BadOptimizations-2.4.1-1.21.1.jar" +hash-format = "sha512" +hash = "2b66428bd98bd5ec0e09f2ec6af801cefb7b9b99cc4f0993daeaffe8d0ccc5ee0c2a73e9f38d4f92540ead0181704d2c9e946837ec05cf710fc3b20fce3b0cac" + +[update] +[update.modrinth] +mod-id = "g96Z4WVZ" +version = "S2qthD5S" diff --git a/mods/default-options.pw.toml b/mods/default-options.pw.toml new file mode 100644 index 0000000..701f478 --- /dev/null +++ b/mods/default-options.pw.toml @@ -0,0 +1,13 @@ +name = "Default Options" +filename = "defaultoptions-neoforge-1.21.1-21.1.8.jar" +side = "client" + +[download] +url = "https://cdn.modrinth.com/data/WEg59z5b/versions/1zt17WsC/defaultoptions-neoforge-1.21.1-21.1.8.jar" +hash-format = "sha512" +hash = "29f66777068d92b1e149630d569441e5176ac40ec5cb4ee6c63c565aa7d475587a5097f59c433d69a39fd238b64902e2ba742b30c26419de901c86a3300b848e" + +[update] +[update.modrinth] +mod-id = "WEg59z5b" +version = "1zt17WsC" diff --git a/mods/particle-core.pw.toml b/mods/particle-core.pw.toml new file mode 100644 index 0000000..530513e --- /dev/null +++ b/mods/particle-core.pw.toml @@ -0,0 +1,13 @@ +name = "Particle Core" +filename = "particle_core-0.3.3+1.21+neoforge.jar" +side = "client" + +[download] +url = "https://cdn.modrinth.com/data/RSeLon5O/versions/2QF4NhZD/particle_core-0.3.3%2B1.21%2Bneoforge.jar" +hash-format = "sha512" +hash = "bf14200f4f279c2c5f5a50e09ef561f34463848fde507cb5930e4f4dbfed107697387ce030593be37a14da73cc459b0901928466fb44b2c2a387c584f38ec489" + +[update] +[update.modrinth] +mod-id = "RSeLon5O" +version = "2QF4NhZD" diff --git a/mods/puzzles-lib.pw.toml b/mods/puzzles-lib.pw.toml index 0d5caf8..8c7fe28 100644 --- a/mods/puzzles-lib.pw.toml +++ b/mods/puzzles-lib.pw.toml @@ -1,13 +1,13 @@ name = "Puzzles Lib" -filename = "puzzleslib-v21.1.62-mc1.21.1+neoforge.jar" +filename = "puzzleslib-v21.1.64-mc1.21.1+neoforge.jar" side = "both" [download] -url = "https://cdn.modrinth.com/data/QAGBst4M/versions/1TmfTuyw/puzzleslib-v21.1.62-mc1.21.1%2Bneoforge.jar" +url = "https://cdn.modrinth.com/data/QAGBst4M/versions/lATqZwtV/puzzleslib-v21.1.64-mc1.21.1%2Bneoforge.jar" hash-format = "sha512" -hash = "241ff7229990305fe5f85521b9c11cd8e2e8d01cb94bbca987aae4d3d9ecbd9115a4b66f618a62d73ef1b569ff8c72434bc1354bbfaf2f69c0e997db034c4883" +hash = "f60ecfc9fedf9c6967891024711391abdc6ffb45c09030f221e9bf061a5a99323a612cecf19af4b0d86b7a3dd4c49f273e2a9b2d2b61bbc867f85d9f3034f5b7" [update] [update.modrinth] mod-id = "QAGBst4M" -version = "1TmfTuyw" +version = "lATqZwtV" diff --git a/mods/reeses-sodium-options.pw.toml b/mods/reeses-sodium-options.pw.toml new file mode 100644 index 0000000..3af8efe --- /dev/null +++ b/mods/reeses-sodium-options.pw.toml @@ -0,0 +1,13 @@ +name = "Reese's Sodium Options" +filename = "reeses-sodium-options-neoforge-2.2.4+mc1.21.1.jar" +side = "client" + +[download] +url = "https://cdn.modrinth.com/data/Bh37bMuy/versions/XjF2IkL8/reeses-sodium-options-neoforge-2.2.4%2Bmc1.21.1.jar" +hash-format = "sha512" +hash = "a99d41a41ca83376c4fa29ed22a99e98288a7e9a4749fbf6d3724b9804b8e66648e267c6851a53d040069fdc2d889f8205cbb444bee10a35be840d13fc9ed477" + +[update] +[update.modrinth] +mod-id = "Bh37bMuy" +version = "XjF2IkL8" diff --git a/mods/sodium-extra.pw.toml b/mods/sodium-extra.pw.toml new file mode 100644 index 0000000..6a0f140 --- /dev/null +++ b/mods/sodium-extra.pw.toml @@ -0,0 +1,13 @@ +name = "Sodium Extra" +filename = "sodium-extra-neoforge-0.9.4+mc1.21.1.jar" +side = "client" + +[download] +url = "https://cdn.modrinth.com/data/PtjYWJkn/versions/ufpcXU9c/sodium-extra-neoforge-0.9.4%2Bmc1.21.1.jar" +hash-format = "sha512" +hash = "b930a9c6364bdbac42da7175f9fa71360053cd046d2f1e9a99d712e5942299882bfb585e5b661490b791e219b5dd6b9f064fb94f169d7a32a9934c1dc2b85edf" + +[update] +[update.modrinth] +mod-id = "PtjYWJkn" +version = "ufpcXU9c" diff --git a/pack.toml b/pack.toml index 8b6c1e7..3ba347e 100644 --- a/pack.toml +++ b/pack.toml @@ -6,7 +6,7 @@ pack-format = "packwiz:1.1.0" [index] file = "index.toml" hash-format = "sha256" -hash = "32a433d7d5bc07fc2cf3a4da8b213a94470b746290c8f82a52d37602ed5b6f12" +hash = "50d97b070e620b4e850df2feb7a07b11bf7a90cab87efa96219a217b9586446d" [versions] minecraft = "1.21.1"