feat(perf): add one-step tier setup script for existing players

Default Options only seeds configs when absent, so existing players never
got the tuned settings. build.py --ship now also writes the Deck/Mid/High
tier files to config/onion-perf/<tier>/, and onion-perf-setup.{sh,ps1,bat}
(installed into the instance folder) backs up and replaces the tier's
config files and merges only the tuned video keys into options.txt,
keeping keybinds, audio and vsync/max-FPS choices.

PLAYER-TUNING: point players at the script; bench B4 GC verdict (G1 for
everyone; ZGC/Shenandoah tested worse); 16 GB PCs 5-6 GB heap.
This commit is contained in:
logan committed 2026-10-18 15:31:20 -04:00
1 parent cf7ea5617e
commit f949c169a2
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+9
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@@ -69,3 +69,12 @@ config/paxi/datapacks/*
# ModernFix mixin overrides (build.py SHIP; enforced - ModernFix reads it before
# Default Options runs). dynamic_resources=true per bench B6.
!config/modernfix-mixins.properties
# Player tier overrides (build.py --ship) plus the per-machine setup script that
# applies a tier to an existing install (see PLAYER-TUNING.md §1). Must come after
# the blanket config/* and *.json patterns above (last matching pattern wins), and
# the directory itself must be re-included before anything under it.
!config/onion-perf
!config/onion-perf/**
!onion-perf-setup.sh
!onion-perf-setup.ps1
!onion-perf-setup.bat
+28 -20
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@@ -1,7 +1,7 @@
# Onion MC: performance settings for players
These are things the pack can't set for you, plus the settings to change for your machine.
Values marked *(provisional)* are waiting on Phase 2 benchmarks and may change.
All values below are final (benchmarked in Phase 2; see `RESULTS-proxy.md` in this folder).
## 1. Which tier are you?
@@ -12,24 +12,34 @@ Values marked *(provisional)* are waiting on Phase 2 benchmarks and may change.
| **High** | 8 GB+ VRAM card | GTX 1080 Ti, RTX 3060+ |
The pack's defaults are the **mid** tier. They're applied only when the config file doesn't
exist yet. **If you played before the defaults shipped**, close the game and delete these
files from the instance folder to pick them up on the next launch. This resets those mods'
settings.
exist yet. **If you played before the defaults shipped**, close Minecraft and run the
tier setup script in the instance folder to apply a tier over your current settings:
- **Windows:** double-click `onion-perf-setup.bat` in the instance folder.
- **Linux / Steam Deck / macOS:** run `sh onion-perf-setup.sh` in the instance folder.
Pick your tier when prompted. The script backs up everything it changes (to
`onion-perf-backup/<date-time>/`), replaces these 7 config files (the **deck** tier also
ships `config/sodium-options.json`; **high** has the same 7 as mid), and merges the tuned
video keys into `options.txt` — your keybinds, audio and every other setting stay as
they are. Nothing else is touched.
Manual fallback: copy the files below from `config/onion-perf/<tier>/` in the instance
folder over your own configs, and set the `options.txt` values from the table below by
hand (don't copy a tier's `options.txt` over yours — that resets all your video, audio
and control settings, keybinds included):
```
config/DistantHorizons.toml
config/sodium-options.json
config/entity_model_features.json
config/flywheel-client.toml
config/lambdynlights.toml
config/ssrd-common.toml
config/sound_physics_remastered/soundphysics.properties
config/sound_physics_remastered/sound_rates.properties
```
Don't delete `options.txt`: that resets all your video, audio and control settings,
keybinds included. Set the video values in the table below by hand instead.
Then change these for your tier *(provisional)*:
The whole tier table below is applied by the script:
| Setting | Where | Deck | Mid | High |
| --- | --- | --- | --- | --- |
@@ -55,25 +65,23 @@ each GC pause longer. Bench (B4h): **5 GB is enough; 4 GB is measurably worse**
| Your machine | Max memory (`-Xmx`) | Min memory |
| --- | --- | --- |
| Steam Deck (16 GB shared with the GPU) | **5 GB**, never above 6 | leave low (512 MB) |
| 16 GB PC | **6 GB** | leave low |
| 16 GB PC | **5–6 GB** | leave low |
| 32 GB PC | **6–8 GB** | may equal max |
| PC with little free RAM (other apps/containers running) | min(6 GB, free RAM − 2 GB) | leave low |
**JVM arguments** *(provisional; Phase 2 block B4 picks the winner)*. Paste one line into
*Java arguments* (Prism adds `-Xmx` itself from the memory box):
**JVM arguments** — bench block B4 settled this: the client-tuned G1 line below and the
phase-0 G1 set tied (S5 tour 1 % low 226.8 vs 228.1 fps), while Generational ZGC and
Shenandoah were measurably worse on the tour scene (1 % low 216.6 and 173.4 vs 226.8 fps).
So: **the G1 line below, for everyone.** Paste it into *Java arguments* (Prism adds
`-Xmx` itself from the memory box):
- **Default (all machines):** client-tuned G1
```
-XX:+UseG1GC -XX:MaxGCPauseMillis=37 -XX:G1HeapRegionSize=16M -XX:+UnlockExperimentalVMOptions -XX:G1NewSizePercent=23 -XX:G1ReservePercent=20 -XX:G1MixedGCCountTarget=3 -XX:G1HeapWastePercent=20 -XX:InitiatingHeapOccupancyPercent=10 -XX:G1RSetUpdatingPauseTimePercent=0 -XX:MaxTenuringThreshold=1 -XX:GCTimeRatio=99 -XX:+DisableExplicitGC -XX:+PerfDisableSharedMem
```
- **32 GB machines, if you still get stutter:** Generational ZGC. Distant Horizons
recommends it in its log warning about G1.
```
-XX:+UseZGC -XX:+ZGenerational -XX:+DisableExplicitGC -XX:+PerfDisableSharedMem
```
`-XX:+ZGenerational` is required: on Java 21, `-XX:+UseZGC` alone selects the older
non-generational ZGC. Avoid ZGC on the Deck or on low-RAM PCs. It needs spare memory and
CPU those machines don't have.
- Don't switch to Generational ZGC — not even on 32 GB machines. Distant Horizons
recommends it in a log warning about G1, but here it **tested worse** (tour 1 % low
216.6 fps vs 226.8 for G1; Shenandoah was worse still at 173.4).
Don't add `-XX:+AlwaysPreTouch` on the Deck or on low-RAM PCs. Don't copy
`-XX:ShenandoahGCMode=iu` from older guides: Java 21 refuses to start with it.
+20 -1
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@@ -11,7 +11,8 @@ pinned jar's source (see README.md, "Key provenance").
Output: out/<variant>/<path relative to the game dir>, plus out/MANIFEST.md.
python3 build.py # from this directory; stdlib only
python3 build.py --ship # also copy T-default into the repo (see SHIP), then
python3 build.py --ship # also copy T-default into the repo (see SHIP) and the
# player tiers into config/onion-perf/ (see PERF), then
# run `packwiz refresh` from the repo root
"""
import json
@@ -48,6 +49,15 @@ SHIP = {
"config/modernfix-mixins.properties": "config/modernfix-mixins.properties",
}
# Player tiers `--ship` also writes to config/onion-perf/<tier>/ (paths relative to
# the game dir) for onion-perf-setup.sh/.ps1, which existing players run to apply a
# tier over their configs. A tier carries only the files its layers tune, so
# untuned files (sable-client.toml; sodium-options.json except on deck) keep the
# player's own settings. modernfix-mixins.properties is enforced by packwiz already.
PERF = "config/onion-perf"
PERF_TIERS = {"deck": "T-deck", "mid": "T-default", "high": "T-high"} # mid == pack default
PERF_SKIP = {"config/modernfix-mixins.properties"}
# game-dir path -> (base file, format, may_append_new_keys)
FILES = {
"options.txt": (TEMPLATES / "options.txt", "options", False),
@@ -384,6 +394,15 @@ def main():
(REPO / dst).parent.mkdir(parents=True, exist_ok=True)
shutil.copyfile(OUT / "T-default" / src, REPO / dst)
print(f"shipped {len(SHIP)} files to {REPO / DO}; now run `packwiz refresh`")
shutil.rmtree(REPO / PERF, ignore_errors=True)
for tier, vid in PERF_TIERS.items():
layers, _ = VARIANTS[vid]
names = sorted({n for layer in layers for n in layer} - PERF_SKIP)
for name in names:
dst = REPO / PERF / tier / name
dst.parent.mkdir(parents=True, exist_ok=True)
shutil.copyfile(OUT / vid / name, dst)
print(f"shipped tier {tier} ({vid}): {len(names)} files to {REPO / PERF / tier}")
main()
@@ -0,0 +1,237 @@
"""Tests for onion-perf-setup.sh (and .ps1 when pwsh exists) against temp instance dirs.
Needs `python3 build.py --ship` to have generated config/onion-perf/ in the repo.
Run: python3 -m unittest discover -s analysis/client-perf/proposed-configs/tests
"""
import shutil
import subprocess
import tempfile
import unittest
from pathlib import Path
REPO = Path(__file__).resolve().parents[4]
PERF = REPO / "config" / "onion-perf"
SCRIPTS = ["onion-perf-setup.sh", "onion-perf-setup.ps1", "onion-perf-setup.bat"]
OLD_OPTIONS = (
"version:3955\n"
"maxFps:144\n"
"enableVsync:false\n"
"renderDistance:12\n"
"mipmapLevels:4\n"
"soundCategory_master:0.5\n"
"key_key.attack:key.mouse.left\n"
"key_key.jump:key.keyboard.space\n"
'resourcePacks:["vanilla","file/MyPack.zip"]\n'
)
def runners():
"""(name, argv prefix) for every available POSIX-sh implementation, plus pwsh."""
out = [("sh", ["sh"])]
if shutil.which("dash"):
out.append(("dash", ["dash"]))
if shutil.which("zsh"):
out.append(("zsh-emulate-sh", ["zsh", "--emulate", "sh"]))
return out
PWSH = shutil.which("pwsh")
def tier_options(tier):
kv = {}
for line in (PERF / tier / "options.txt").read_text().splitlines():
k, _, v = line.partition(":")
kv[k] = v
return kv
class Base:
"""Mixin; subclasses set self.cmd(script, args) -> argv."""
def setUp(self):
if not (PERF / "mid").is_dir():
self.skipTest("config/onion-perf not generated (run build.py --ship)")
self.tmp = Path(tempfile.mkdtemp())
self.game = self.tmp / "instance"
(self.game / "config").mkdir(parents=True)
shutil.copytree(PERF, self.game / "config" / "onion-perf")
for s in SCRIPTS:
shutil.copy(REPO / s, self.game / s)
(self.game / "config" / "DistantHorizons.toml").write_text("old dh\n")
(self.game / "config" / "unrelated.toml").write_text("keep me\n")
(self.game / "options.txt").write_text(OLD_OPTIONS)
def tearDown(self):
shutil.rmtree(self.tmp, ignore_errors=True)
def run_setup(self, *args, cwd=None):
return subprocess.run(self.cmd(*args), cwd=cwd or self.tmp, stdin=subprocess.DEVNULL,
capture_output=True, text=True, timeout=60)
def backups(self):
d = self.game / "onion-perf-backup"
return sorted(d.iterdir()) if d.is_dir() else []
def test_tier_copy_backup_and_merge(self):
for tier in ("deck", "mid", "high"):
with self.subTest(tier=tier):
if tier != "deck":
self.tearDown()
self.setUp()
r = self.run_setup(tier, "--yes")
self.assertEqual(r.returncode, 0, r.stdout + r.stderr)
src = PERF / tier
for f in (src / "config").rglob("*"):
if f.is_file():
rel = f.relative_to(src)
self.assertEqual((self.game / rel).read_bytes(), f.read_bytes(), rel)
self.assertEqual((self.game / "config/unrelated.toml").read_text(), "keep me\n")
# backup holds the pre-run files
(b,) = self.backups()
self.assertEqual((b / "config/DistantHorizons.toml").read_text(), "old dh\n")
self.assertEqual((b / "options.txt").read_text(), OLD_OPTIONS)
self.assertFalse((b / "config/unrelated.toml").exists())
# options merged key by key
want = tier_options(tier)
lines = (self.game / "options.txt").read_text().splitlines()
kv = dict(line.partition(":")[::2] for line in lines)
for k in ("version", "maxFps", "enableVsync"):
self.assertEqual(kv[k], dict(x.partition(":")[::2]
for x in OLD_OPTIONS.splitlines())[k], k)
for k, v in want.items():
if k not in ("version", "maxFps", "enableVsync"):
self.assertEqual(kv[k], v, k)
for keep in ("soundCategory_master:0.5", "key_key.attack:key.mouse.left",
"key_key.jump:key.keyboard.space",
'resourcePacks:["vanilla","file/MyPack.zip"]'):
self.assertIn(keep, lines)
self.assertEqual(len(lines), len(set(line.partition(":")[0] for line in lines)))
# existing lines keep their positions; appended keys go at the end
self.assertEqual(lines[0], "version:3955")
self.assertTrue(lines[3].startswith("renderDistance:"))
if want["mipmapLevels"] != "4":
self.assertIn(f"mipmapLevels: 4 -> {want['mipmapLevels']}", r.stdout)
else:
self.assertNotIn("mipmapLevels:", r.stdout)
self.assertIn("(unset) ->", r.stdout)
def test_value_with_colon_replaced_whole(self):
# split on the FIRST ':' only: a tier value containing ':' replaces as a whole
tier_opt = self.game / "config/onion-perf/high/options.txt"
tier_opt.write_text(tier_opt.read_text() + "onionProbe:part1:part2\n")
(self.game / "options.txt").write_text("version:3955\nonionProbe:wrong\n")
r = self.run_setup("high", "--yes")
self.assertEqual(r.returncode, 0, r.stderr)
lines = (self.game / "options.txt").read_text().splitlines()
self.assertIn("onionProbe:part1:part2", lines)
self.assertNotIn("onionProbe:wrong", lines)
self.assertIn("onionProbe: wrong -> part1:part2", r.stdout)
def test_idempotent(self):
self.assertEqual(self.run_setup("deck", "--yes").returncode, 0)
snap = {p: p.read_bytes() for p in self.game.rglob("*") if p.is_file()
and "onion-perf-backup" not in p.parts}
r = self.run_setup("deck", "--yes")
self.assertEqual(r.returncode, 0, r.stderr)
self.assertIn("nothing changed", r.stdout)
self.assertEqual(len(self.backups()), 1)
for p, data in snap.items():
self.assertEqual(p.read_bytes(), data, p)
def test_default_tier_is_mid_when_noninteractive(self):
r = self.run_setup("--yes")
self.assertEqual(r.returncode, 0, r.stderr)
self.assertIn("tier 'mid'", r.stdout)
self.assertEqual((self.game / "config/DistantHorizons.toml").read_bytes(),
(PERF / "mid/config/DistantHorizons.toml").read_bytes())
def test_missing_options(self):
(self.game / "options.txt").unlink()
r = self.run_setup("high", "--yes")
self.assertEqual(r.returncode, 0, r.stderr)
self.assertIn("options.txt not found", r.stdout)
self.assertFalse((self.game / "options.txt").exists())
def test_crlf_options_preserved(self):
(self.game / "options.txt").write_bytes(OLD_OPTIONS.replace("\n", "\r\n").encode())
r = self.run_setup("mid", "--yes")
self.assertEqual(r.returncode, 0, r.stderr)
data = (self.game / "options.txt").read_bytes()
self.assertNotIn(b"\r\r", data)
self.assertEqual(data.count(b"\n"), data.count(b"\r\n"))
self.assertIn(b"key_key.attack:key.mouse.left\r\n", data)
self.assertIn(b"biomeBlendRadius:1\r\n", data)
def test_lf_options_preserved(self):
self.run_setup("mid", "--yes")
self.assertNotIn(b"\r", (self.game / "options.txt").read_bytes())
def test_bad_tier(self):
r = self.run_setup("ultra", "--yes")
self.assertNotEqual(r.returncode, 0)
self.assertEqual((self.game / "config/DistantHorizons.toml").read_text(), "old dh\n")
def test_missing_onion_perf(self):
shutil.rmtree(self.game / "config" / "onion-perf")
r = self.run_setup("mid", "--yes")
self.assertNotEqual(r.returncode, 0)
self.assertIn("Update the modpack", r.stderr)
self.assertEqual(self.backups(), [])
def test_needs_yes_when_noninteractive(self):
r = self.run_setup("mid")
self.assertNotEqual(r.returncode, 0)
self.assertIn("--yes", r.stderr)
self.assertEqual((self.game / "config/DistantHorizons.toml").read_text(), "old dh\n")
def make_sh_case(name, prefix):
class Case(Base, unittest.TestCase):
def cmd(self, *args):
return [*prefix, str(self.game / "onion-perf-setup.sh"), *args]
def test_run_from_game_dir_with_relative_path(self):
r = subprocess.run([*prefix, "onion-perf-setup.sh", "mid", "--yes"], cwd=self.game,
stdin=subprocess.DEVNULL, capture_output=True, text=True)
self.assertEqual(r.returncode, 0, r.stderr)
Case.__name__ = Case.__qualname__ = f"Sh_{name.replace('-', '_')}"
return Case
for _n, _p in runners():
globals()[f"Sh_{_n.replace('-', '_')}"] = make_sh_case(_n, _p)
@unittest.skipUnless(PWSH, "pwsh not installed: onion-perf-setup.ps1 untested here")
class Pwsh(Base, unittest.TestCase):
def cmd(self, *args):
return [PWSH, "-NoProfile", "-ExecutionPolicy", "Bypass", "-File",
str(self.game / "onion-perf-setup.ps1"), *args]
class Packaging(unittest.TestCase):
def test_bat_is_crlf_and_calls_ps1(self):
data = (REPO / "onion-perf-setup.bat").read_bytes()
self.assertEqual(data.count(b"\n"), data.count(b"\r\n"))
self.assertIn(b'-File "%~dp0onion-perf-setup.ps1" %*', data)
def test_scripts_ascii(self):
for s in SCRIPTS:
(REPO / s).read_bytes().decode("ascii")
def test_mid_matches_default_options(self):
do = REPO / "config" / "defaultoptions"
self.assertEqual((PERF / "mid/options.txt").read_bytes(),
(do / "options.txt").read_bytes())
for f in (PERF / "mid/config").rglob("*"):
if f.is_file():
rel = f.relative_to(PERF / "mid")
self.assertEqual(f.read_bytes(), (do / "extra" / rel).read_bytes(), rel)
self.assertFalse((PERF / "mid/config/modernfix-mixins.properties").exists())
if __name__ == "__main__":
unittest.main()
@@ -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 = "LOW"
#
# 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 = 64
#
# 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 = "LOW"
#
# How should LOD transparency be handled.
#
# COMPLETE: LODs will render transparent.
# DISABLED: LODs will be opaque.
transparency = "DISABLED"
#
# 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 = 1
#
# 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 = "SINGLE_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"
@@ -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": 8,
"retainDetailOnLowFps": false,
"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
}
@@ -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 = "FLAT"
@@ -0,0 +1,16 @@
mode = "fastest"
chunk_rebuild_scheduler = "culling"
[adaptive_ticking]
slow = 5
slower = 8
background_sleep = true
[light_sources]
entities = false
self = true
water_sensitive_check = true
beam = true
guardian_laser = true
sonic_boom = true
glowing_effect = true
@@ -0,0 +1,30 @@
{
"quality": {
"weather_quality": "FAST",
"leaves_quality": "FAST",
"enable_vignette": true,
"use_closest_point_entity_sort": false
},
"advanced": {
"enable_memory_tracing": false,
"use_advanced_staging_buffers": true,
"cpu_render_ahead_limit": 3
},
"performance": {
"chunk_builder_threads": 0,
"chunk_build_defer_mode": "ALWAYS",
"animate_only_visible_textures": true,
"use_entity_culling": true,
"use_fog_occlusion": true,
"use_block_face_culling": true,
"use_no_error_g_l_context": true,
"quad_splitting_mode": "SAFE"
},
"notifications": {
"has_cleared_donation_button": false,
"has_seen_donation_prompt": false
},
"debug": {
"terrain_sorting_enabled": true
}
}
@@ -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
@@ -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=true
# 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
@@ -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
+11
View File
@@ -0,0 +1,11 @@
version:3955
renderDistance:8
simulationDistance:8
biomeBlendRadius:0
mipmapLevels:2
entityDistanceScaling:0.75
particles:1
entityShadows:false
graphicsMode:1
maxFps:120
enableVsync:true
@@ -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 = true
#
# 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"
@@ -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
}
@@ -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 = "SMOOTH"
@@ -0,0 +1,16 @@
mode = "fast"
chunk_rebuild_scheduler = "culling"
[adaptive_ticking]
slow = 5
slower = 8
background_sleep = true
[light_sources]
entities = false
self = true
water_sensitive_check = true
beam = true
guardian_laser = true
sonic_boom = true
glowing_effect = true
@@ -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
@@ -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=true
# 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
@@ -0,0 +1,12 @@
#The render distance for physics objects (SubLevels) in chunks.
# Default: 128
# Range: 1 ~ 1000000
physicsRenderDistance = 32
#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
+11
View File
@@ -0,0 +1,11 @@
version:3955
renderDistance:8
simulationDistance:8
biomeBlendRadius:2
mipmapLevels:4
entityDistanceScaling:1.0
particles:0
entityShadows:true
graphicsMode:1
maxFps:120
enableVsync:true
@@ -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"
@@ -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
}
@@ -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"
@@ -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
@@ -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
@@ -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
@@ -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
+11
View File
@@ -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
+112
View File
@@ -40,6 +40,106 @@ hash = "62034e0589087dab02d1a15192ad313a57f907d5ee9ebbf8853151f7831851a1"
file = "config/modernfix-mixins.properties"
hash = "ca92e91a2d856d42e4a5b1ba1900fbed0e942bcbeddd75c0195a2375ade75695"
[[files]]
file = "config/onion-perf/deck/config/DistantHorizons.toml"
hash = "46910495d79b540beed8137765fff4e14be3fd1860a5cadc73b38a6fbc0f3984"
[[files]]
file = "config/onion-perf/deck/config/entity_model_features.json"
hash = "89a8e21f43f512d78bfbc3ffb97b6d65cedc732a65ee565aed46499aa79fd57d"
[[files]]
file = "config/onion-perf/deck/config/flywheel-client.toml"
hash = "e10963bf43711e1d326e076a5b5baa5654b73d1a3878da6aa11c373b47c9e3ac"
[[files]]
file = "config/onion-perf/deck/config/lambdynlights.toml"
hash = "53a0c285438775ce29b8d44180feba1fd17b496eb0bbe5cb18684f2af1fdd3c9"
[[files]]
file = "config/onion-perf/deck/config/sodium-options.json"
hash = "c8c04fb322fc59c73e446f665522c3f0cdaafe6143b94b5895bb07f267489235"
[[files]]
file = "config/onion-perf/deck/config/sound_physics_remastered/sound_rates.properties"
hash = "c4676fcc924cc4bacc187d5364831aac1be170b93a2dc8e11119bff0235353e9"
[[files]]
file = "config/onion-perf/deck/config/sound_physics_remastered/soundphysics.properties"
hash = "912706e845015c30604db7ad0020a4ca95cdf4a94f7cad9eb8a166eab83f8279"
[[files]]
file = "config/onion-perf/deck/config/ssrd-common.toml"
hash = "9b75828543ed2b8cc5804eabecdc28262297a90d6f0e8e771d64ff779a69e3c9"
[[files]]
file = "config/onion-perf/deck/options.txt"
hash = "c021331ed6ac5150025ccf8f61fc96793fdf2d2950617a85b68b977f7510ee47"
[[files]]
file = "config/onion-perf/high/config/DistantHorizons.toml"
hash = "b4070cb07cf2fb9c7b14a2c49bc6b45b6aeb26d650fe8de80e4f9cbe67cb3ff5"
[[files]]
file = "config/onion-perf/high/config/entity_model_features.json"
hash = "7650058e21d1eaafc14cc1879bc20c2b510eb9f3095914322b8b08fc31025437"
[[files]]
file = "config/onion-perf/high/config/flywheel-client.toml"
hash = "8171fd8500c7bbd52df9fe4f8ea1b7abdc6a24868a9e7e54fa908b4725382bde"
[[files]]
file = "config/onion-perf/high/config/lambdynlights.toml"
hash = "0406650cc9d47011360284e0019f237ba3c94fc3067dc2bb4171f9a5fbea8367"
[[files]]
file = "config/onion-perf/high/config/sound_physics_remastered/sound_rates.properties"
hash = "c4676fcc924cc4bacc187d5364831aac1be170b93a2dc8e11119bff0235353e9"
[[files]]
file = "config/onion-perf/high/config/sound_physics_remastered/soundphysics.properties"
hash = "912706e845015c30604db7ad0020a4ca95cdf4a94f7cad9eb8a166eab83f8279"
[[files]]
file = "config/onion-perf/high/config/ssrd-common.toml"
hash = "9b744451175d440c4f2567d1fdd9799c2dc434012f5b1edb33cc7550193c4cef"
[[files]]
file = "config/onion-perf/high/options.txt"
hash = "22900375cf1d9a608d9d19c8bdbd5bd497d47f66a11a57182de576e09497fd7d"
[[files]]
file = "config/onion-perf/mid/config/DistantHorizons.toml"
hash = "8949bf3c7a43df7a7ae384213db0985425db3559219c29cb63eaef45c7962dcc"
[[files]]
file = "config/onion-perf/mid/config/entity_model_features.json"
hash = "7650058e21d1eaafc14cc1879bc20c2b510eb9f3095914322b8b08fc31025437"
[[files]]
file = "config/onion-perf/mid/config/flywheel-client.toml"
hash = "517e16b3dc86f15b5dccd9ff4f70f767b73ebc2166f6ea2891565417d930772a"
[[files]]
file = "config/onion-perf/mid/config/lambdynlights.toml"
hash = "3876c8b0c49cc8c2a7f500bc5d77429035e4edb25e16d27434e1dd4d546ae510"
[[files]]
file = "config/onion-perf/mid/config/sound_physics_remastered/sound_rates.properties"
hash = "c4676fcc924cc4bacc187d5364831aac1be170b93a2dc8e11119bff0235353e9"
[[files]]
file = "config/onion-perf/mid/config/sound_physics_remastered/soundphysics.properties"
hash = "d93803ffc12f4b55f9668dc2b9a4823d733b77f02dfee0879d6507f262ad34c6"
[[files]]
file = "config/onion-perf/mid/config/ssrd-common.toml"
hash = "9b75828543ed2b8cc5804eabecdc28262297a90d6f0e8e771d64ff779a69e3c9"
[[files]]
file = "config/onion-perf/mid/options.txt"
hash = "62034e0589087dab02d1a15192ad313a57f907d5ee9ebbf8853151f7831851a1"
[[files]]
file = "config/paxi/datapacks/onion-fixes/data/adorablehamsterpets/recipe/cucumber_crate.json"
hash = "21b11674b18c3fb0d8292095cf7c12bca82ef4054ec3f1cd8d1e0222d1655629"
@@ -1311,6 +1411,18 @@ file = "mods/zume.pw.toml"
hash = "165466fe8e528309d95875396f2a5e13c0bab7bcb0c1134d1fd5f3a935d488f5"
metafile = true
[[files]]
file = "onion-perf-setup.bat"
hash = "8e8e613429e5a2243829fa023c1dcc36b874ce42176bfa55dfa3c8a73122ccfd"
[[files]]
file = "onion-perf-setup.ps1"
hash = "86e12ff56f13229c3b0159eb2ea0cba403f35c6221be67037ea8481d370fa30d"
[[files]]
file = "onion-perf-setup.sh"
hash = "ecd5dfd5e135db6e9a98df65a7176cc2a9b3e14d7a140a3dcce90aae64d06519"
[[files]]
file = "resourcepacks/better-leaves.pw.toml"
hash = "c26f8da8b6f013fb7e917e29fc6ae783eb379c539da12d9d61196bc762fd26e1"
+7
View File
@@ -0,0 +1,7 @@
@echo off
rem Onion MC: apply a performance tier (deck / mid / high) to this instance.
rem Double-click it in the instance folder, or run: onion-perf-setup.bat high --yes
powershell -NoProfile -ExecutionPolicy Bypass -File "%~dp0onion-perf-setup.ps1" %*
set ONION_RC=%ERRORLEVEL%
pause
exit /b %ONION_RC%
+183
View File
@@ -0,0 +1,183 @@
# Onion MC: apply a performance tier's tuned settings to this instance.
#
# onion-perf-setup.bat [deck|mid|high] [--yes] (or run this .ps1 directly)
#
# Lives in the instance's game folder (the one that holds config\ and options.txt)
# after a pack update. Close Minecraft first. Every file it changes is backed up to
# onion-perf-backup\<date-time>\ first. options.txt is merged key by key: only the
# tier's video keys change; keybinds, audio, resource packs etc. are left alone.
# No network access. Windows PowerShell 5.1 compatible.
$ErrorActionPreference = 'Stop'
function Fail([string]$msg) {
[Console]::Error.WriteLine("error: $msg")
exit 1
}
$Game = $PSScriptRoot
if (-not $Game) { $Game = Split-Path -Parent $MyInvocation.MyCommand.Path }
$Tier = ''
$Yes = $false
foreach ($a in $args) {
$s = ([string]$a).ToLowerInvariant()
if (@('deck', 'mid', 'high') -contains $s) {
if ($Tier) { Fail 'more than one tier given' }
$Tier = $s
} elseif (@('-y', '--yes', '-yes', '/y') -contains $s) {
$Yes = $true
} else {
Fail "unknown argument '$a' (use: deck | mid | high, optionally --yes)"
}
}
$Perf = Join-Path $Game 'config\onion-perf'
if (-not (Test-Path -LiteralPath (Join-Path $Perf 'mid') -PathType Container)) {
Fail "$Perf not found. Update the modpack first (it ships these settings), and run this script from the instance's game folder."
}
$Interactive = [Environment]::UserInteractive -and -not [Console]::IsInputRedirected
if (-not $Tier) {
if ($Interactive) {
Write-Host 'Which tier fits this machine?'
Write-Host ' deck Steam Deck, handheld, laptop/integrated graphics'
Write-Host ' mid GTX 1060 / RX 580 class (~6 GB VRAM), 4-6 core CPU [pack default]'
Write-Host ' high 8 GB+ VRAM graphics card (GTX 1080 Ti, RTX 3060 and up)'
$Tier = (Read-Host 'Tier [mid]').Trim().ToLowerInvariant()
if (-not $Tier) { $Tier = 'mid' }
if (@('deck', 'mid', 'high') -notcontains $Tier) { Fail "unknown tier '$Tier'" }
} else {
$Tier = 'mid'
}
}
$Src = Join-Path $Perf $Tier
if (-not (Test-Path -LiteralPath $Src -PathType Container)) { Fail "$Src not found. Update the modpack first." }
if (-not $Yes) {
if (-not $Interactive) { Fail 'not running interactively: close Minecraft, then re-run with --yes' }
$ans = Read-Host 'Is Minecraft closed? [y/N]'
if (@('y', 'yes') -notcontains $ans.Trim().ToLowerInvariant()) {
Write-Host 'Close Minecraft and run this again.'
exit 1
}
}
$Stamp = Get-Date -Format 'yyyyMMdd-HHmmss'
$Backup = Join-Path $Game (Join-Path 'onion-perf-backup' $Stamp)
$n = 1
while (Test-Path -LiteralPath $Backup) {
$Backup = Join-Path $Game (Join-Path 'onion-perf-backup' "$Stamp-$n")
$n++
}
# .NET file calls, not New-Item/Copy-Item: instance folders often contain '[' (Prism
# names the game dir after the instance) and -Path/Copy-Item -Destination glob those.
[IO.Directory]::CreateDirectory($Backup) | Out-Null
function Save-Backup([string]$rel) {
$from = Join-Path $Game $rel
if (-not (Test-Path -LiteralPath $from -PathType Leaf)) { return }
$to = Join-Path $Backup $rel
[IO.Directory]::CreateDirectory([IO.Path]::GetDirectoryName($to)) | Out-Null
[IO.File]::Copy($from, $to, $true)
}
function Test-SameFile([string]$a, [string]$b) {
if (-not (Test-Path -LiteralPath $b -PathType Leaf)) { return $false }
$x = [IO.File]::ReadAllBytes($a)
$y = [IO.File]::ReadAllBytes($b)
if ($x.Length -ne $y.Length) { return $false }
return [Convert]::ToBase64String($x) -ceq [Convert]::ToBase64String($y)
}
$replaced = 0
$unchanged = 0
Write-Host "Applying tier '$Tier' to $Game"
$srcConfig = Join-Path $Src 'config'
$files = @()
if (Test-Path -LiteralPath $srcConfig) {
$srcConfig = (Get-Item -LiteralPath $srcConfig).FullName.TrimEnd('\', '/')
$files = @(Get-ChildItem -LiteralPath $srcConfig -Recurse -File | Sort-Object FullName)
}
foreach ($f in $files) {
$rel = 'config' + $f.FullName.Substring($srcConfig.Length)
$dst = Join-Path $Game $rel
if (Test-SameFile $f.FullName $dst) { $unchanged++; continue }
Save-Backup $rel
[IO.Directory]::CreateDirectory([IO.Path]::GetDirectoryName($dst)) | Out-Null
[IO.File]::Copy($f.FullName, $dst, $true)
Write-Host " replaced $($rel -replace '\\', '/')"
$replaced++
}
$Opt = Join-Path $Game 'options.txt'
$SrcOpt = Join-Path $Src 'options.txt'
$Utf8 = New-Object Text.UTF8Encoding $false
if (-not (Test-Path -LiteralPath $SrcOpt -PathType Leaf)) {
Write-Host ' (tier has no options.txt)'
} elseif (-not (Test-Path -LiteralPath $Opt -PathType Leaf)) {
Write-Host ' options.txt not found: skipped (Default Options seeds it on first launch)'
} else {
$skip = @('version', 'maxFps', 'enableVsync')
$want = @{}
$order = New-Object System.Collections.Generic.List[string]
foreach ($line in [IO.File]::ReadAllLines($SrcOpt, $Utf8)) {
$i = $line.IndexOf(':')
if ($i -lt 0) { continue }
$k = $line.Substring(0, $i)
if ($skip -ccontains $k) { continue }
if (-not $want.ContainsKey($k)) { $order.Add($k) }
$want[$k] = $line.Substring($i + 1)
}
$raw = [IO.File]::ReadAllText($Opt, $Utf8)
$nl = "`n"
if ($raw.Contains("`r`n")) { $nl = "`r`n" }
$lines = $raw -split "`r?`n"
$trailing = $raw.EndsWith("`n")
if ($trailing) { $lines = $lines[0..($lines.Length - 2)] }
if ($raw.Length -eq 0) { $lines = @() }
$out = New-Object System.Collections.Generic.List[string]
$done = @{}
$changes = New-Object System.Collections.Generic.List[string]
foreach ($line in $lines) {
$i = $line.IndexOf(':')
if ($i -gt 0) {
$k = $line.Substring(0, $i)
if ($want.ContainsKey($k) -and -not $done.ContainsKey($k)) {
$v = $line.Substring($i + 1)
if ($v -cne $want[$k]) { $changes.Add(" ${k}: $v -> $($want[$k])") }
$out.Add("${k}:$($want[$k])")
$done[$k] = $true
continue
}
}
$out.Add($line)
}
foreach ($k in $order) {
if (-not $done.ContainsKey($k)) {
$changes.Add(" ${k}: (unset) -> $($want[$k])")
$out.Add("${k}:$($want[$k])")
}
}
if ($changes.Count -gt 0) {
Save-Backup 'options.txt'
# WriteAllText (not WriteAllLines): same UTF-8-without-BOM bytes, but joins with
# the file's own line endings - WriteAllLines always uses Environment.NewLine.
$text = [string]::Join($nl, $out.ToArray()) + $nl
[IO.File]::WriteAllText($Opt, $text, $Utf8)
Write-Host ' options.txt keys changed:'
foreach ($c in $changes) { Write-Host $c }
} else {
Write-Host ' options.txt: already matches the tier'
}
}
if (@(Get-ChildItem -LiteralPath $Backup -Force).Count -eq 0) {
Remove-Item -LiteralPath $Backup -Force
$Backup = '(nothing changed, no backup needed)'
}
Write-Host "Done: tier '$Tier'; $replaced file(s) replaced, $unchanged already up to date."
Write-Host "Backup: $Backup"
Write-Host 'Also set Java memory in your launcher (5 GB is enough): see PLAYER-TUNING.md section 2.'
exit 0
+157
View File
@@ -0,0 +1,157 @@
#!/bin/sh
# Onion MC: apply a performance tier's tuned settings to this instance.
#
# sh onion-perf-setup.sh [deck|mid|high] [--yes]
#
# Run it from (or point it at) the instance's game folder - the one that holds
# config/ and options.txt; this script lives there after a pack update.
# Close Minecraft first. Every file it changes is backed up to
# onion-perf-backup/<date-time>/ first. options.txt is merged key by key: only the
# tier's video keys change; keybinds, audio, resource packs etc. are left alone.
# No network access. Windows: double-click onion-perf-setup.bat instead.
die() { echo "error: $*" >&2; exit 1; }
case "$0" in
*/*) GAME=$(cd "${0%/*}" && pwd) || die "cannot find the script's folder" ;;
*) GAME=$(pwd) ;;
esac
TIER=""
YES=0
for a in "$@"; do
case "$a" in
deck|mid|high) [ -z "$TIER" ] || die "more than one tier given"; TIER=$a ;;
-y|--yes) YES=1 ;;
-h|--help) sed -n '2,11p' "$0" | sed 's/^# \{0,1\}//'; exit 0 ;;
*) die "unknown argument '$a' (use: deck | mid | high, optionally --yes)" ;;
esac
done
PERF="$GAME/config/onion-perf"
[ -d "$PERF/mid" ] || die "$PERF not found. Update the modpack first (it ships these
settings), and run this script from the instance's game folder."
INTERACTIVE=0
[ -t 0 ] && INTERACTIVE=1
if [ -z "$TIER" ]; then
if [ "$INTERACTIVE" = 1 ]; then
cat <<'EOF'
Which tier fits this machine?
deck Steam Deck, handheld, laptop/integrated graphics
mid GTX 1060 / RX 580 class (~6 GB VRAM), 4-6 core CPU [pack default]
high 8 GB+ VRAM graphics card (GTX 1080 Ti, RTX 3060 and up)
EOF
printf 'Tier [mid]: '
read -r TIER || TIER=""
[ -n "$TIER" ] || TIER=mid
case "$TIER" in deck|mid|high) ;; *) die "unknown tier '$TIER'" ;; esac
else
TIER=mid
fi
fi
SRC="$PERF/$TIER"
[ -d "$SRC" ] || die "$SRC not found. Update the modpack first."
if [ "$YES" != 1 ]; then
[ "$INTERACTIVE" = 1 ] || die "not running interactively: close Minecraft, then re-run with --yes"
printf 'Is Minecraft closed? [y/N]: '
read -r ans || ans=""
case "$ans" in y|Y|yes|YES|Yes) ;; *) echo "Close Minecraft and run this again."; exit 1 ;; esac
fi
STAMP=$(date +%Y%m%d-%H%M%S)
BACKUP="$GAME/onion-perf-backup/$STAMP"
n=1
while [ -e "$BACKUP" ]; do BACKUP="$GAME/onion-perf-backup/$STAMP-$n"; n=$((n + 1)); done
mkdir -p "$BACKUP" || die "cannot create $BACKUP"
backup() { # backup <path relative to the game dir>, if it exists
[ -f "$GAME/$1" ] || return 0
case "$1" in */*) mkdir -p "$BACKUP/${1%/*}" || die "cannot create backup folder" ;; esac
cp -p "$GAME/$1" "$BACKUP/$1" || die "cannot back up $1"
}
LIST=$(mktemp "${TMPDIR:-/tmp}/onion-perf.XXXXXX") || die "mktemp failed"
REPORT=$(mktemp "${TMPDIR:-/tmp}/onion-perf.XXXXXX") || die "mktemp failed"
trap 'rm -f "$LIST" "$REPORT"' EXIT
(cd "$SRC" && find config -type f) | sort > "$LIST" || die "cannot list $SRC"
replaced=0
unchanged=0
echo "Applying tier '$TIER' to $GAME"
while IFS= read -r rel; do
if [ -f "$GAME/$rel" ] && cmp -s "$SRC/$rel" "$GAME/$rel"; then
unchanged=$((unchanged + 1))
continue
fi
backup "$rel"
case "$rel" in */*) mkdir -p "$GAME/${rel%/*}" || die "cannot create folder for $rel" ;; esac
cp "$SRC/$rel" "$GAME/$rel" || die "cannot write $rel"
echo " replaced $rel"
replaced=$((replaced + 1))
done < "$LIST"
OPT="$GAME/options.txt"
if [ ! -f "$SRC/options.txt" ]; then
echo " (tier has no options.txt)"
elif [ ! -f "$OPT" ]; then
echo " options.txt not found: skipped (Default Options seeds it on first launch)"
else
TMP="$OPT.onion-perf.tmp"
awk -v rep="$REPORT" '
NR == FNR {
sub(/\r$/, "")
i = index($0, ":")
if (i == 0) next
k = substr($0, 1, i - 1)
if (k == "version" || k == "maxFps" || k == "enableVsync") next
if (!(k in want)) order[++n] = k
want[k] = substr($0, i + 1)
next
}
{
cr = ""
if (sub(/\r$/, "")) { cr = "\r"; crlf = 1 }
i = index($0, ":")
if (i > 0) {
k = substr($0, 1, i - 1)
if ((k in want) && !(k in done)) {
v = substr($0, i + 1)
if (v != want[k]) print " " k ": " v " -> " want[k] > rep
print k ":" want[k] cr
done[k] = 1
next
}
}
print $0 cr
}
END {
for (j = 1; j <= n; j++) {
k = order[j]
if (!(k in done)) {
print " " k ": (unset) -> " want[k] > rep
print k ":" want[k] (crlf ? "\r" : "")
}
}
}
' "$SRC/options.txt" "$OPT" > "$TMP" || { rm -f "$TMP"; die "cannot merge options.txt"; }
if [ -s "$REPORT" ]; then
backup options.txt
mv "$TMP" "$OPT" || die "cannot write options.txt"
echo " options.txt keys changed:"
cat "$REPORT"
else
rm -f "$TMP"
echo " options.txt: already matches the tier"
fi
fi
if [ -z "$(ls -A "$BACKUP")" ]; then
rmdir "$BACKUP"
BACKUP="(nothing changed, no backup needed)"
fi
echo "Done: tier '$TIER'; $replaced file(s) replaced, $unchanged already up to date."
echo "Backup: $BACKUP"
echo "Also set Java memory in your launcher (5 GB is enough): see PLAYER-TUNING.md section 2."
+1 -1
View File
@@ -6,7 +6,7 @@ pack-format = "packwiz:1.1.0"
[index]
file = "index.toml"
hash-format = "sha256"
hash = "07463f2d8920a7a3ec3f9b3d7d5f0883ed265d3bc8c34e0c956b09d8ce277814"
hash = "f4b8ec15830662e033bd5c7723357a58aeeaf9dad1c5957f103961fb83ee0fd1"
[versions]
minecraft = "1.21.1"