Everything the next agent needs to run the Phase 2 optimisation loop on a machine that can launch the client: - analysis/client-perf/: LEVERS (ranked levers + corrections), BENCH-MATRIX (world, scenes, config IDs, blocks B0-B14 with decision rules), PLAYER-TUNING, SPAWN-TUNING, research briefs, the jar scanner and its output, observed default configs, and proposed-configs/ (build.py generates tiers and bench variants and fails on unknown keys; apply_variant.py applies a variant and merges options.txt). - analysis/client-perf/bench/onion-bench/: bench-world datapack (scene teleports, Create grid, mob pen, sound storm, 120 s teleport tour). - analysis/audit/: the static recipe/dependency audit, including gen_fixes.py, which generates the shipped Paxi datapack and was never tracked. - phase0/: per-machine measurement harness (Steam Deck, 7700K/1060, 6700K/1080 Ti). - .pi/journal.md: running work log; read it first. All of it is packwizignored, so nothing here ships to players.
36 lines
1.8 KiB
TOML
36 lines
1.8 KiB
TOML
[visuals]
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#whether to cave maps are visible when held by players from the third-person perspective.
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cave_maps_visible_in_third_person = true
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#whether to shake the screen from tremorsaurus stomping, nuclear explosions, etc.
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screen_shaking = true
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#true if some block models, like uranium ore or abyssmarine bricks render as fullbright. May increase load time, no gameplay performance impact.
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emissive_block_models = true
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#whether to make the screen flash white during nuclear explosions.
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nuclear_bomb_flash = true
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#true if some biomes, such as primordial caves, have ambient light that makes the biome easier to see in.
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biome_ambient_light = true
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#true if some biomes, such as toxic caves, apply a color to ambient light. May conflict with shaders.
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biome_ambient_light_coloring = true
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#true if some biomes, such as primordial caves, have an always well-lit sky when in them. May conflict with shaders.
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biome_sky_overrides = true
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#true if some biomes, such as abyssal chasm, have an thicker water fog to them. May conflict with shaders.
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biome_sky_fog_overrides = true
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#true if ambersol block renders with rays of light emerging from it.
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ambersol_shines = true
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#true if irradiated effect makes mobs glow. May conflict with shaders.
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radiation_glow_effect = true
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#determines how far to the left the subterranodon flight indicator renders on the screen when mounted. Negative numbers will render it on the right.
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# Default: 22
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# Range: -12000 ~ 12000
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subterranodon_indicator_x = 22
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#determines how far from bottom the subterranodon flight indicator renders on the screen when mounted.
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# Default: 6
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# Range: -12000 ~ 12000
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subterranodon_indicator_y = 6
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#true if sugar rush makes the world more saturated. May conflict with shaders.
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sugar_rush_saturation_effect = true
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[audio]
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#whether nuclear explosions briefly muffle other sounds.
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nuclear_bomb_muffles_sounds = true
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