init
This commit is contained in:
@@ -0,0 +1,766 @@
|
||||
_version = 2
|
||||
|
||||
[client]
|
||||
#
|
||||
# Should Distant Horizon's config button appear in the options screen next to fov slider?
|
||||
optionsButton = true
|
||||
|
||||
[client.advanced]
|
||||
|
||||
[client.advanced.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"
|
||||
#
|
||||
# A comma separated list of block resource locations that shouldn't be rendered
|
||||
# if they are in a 0 sky light underground area.
|
||||
# Note: air is always included in this list.
|
||||
ignoredRenderCaveBlockCsv = "minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column"
|
||||
#
|
||||
# If true LOD generation for pre-existing chunks will attempt to pull the lighting data
|
||||
# saved in Minecraft's Region files.
|
||||
# If false DH will pull in chunks without lighting and re-light them.
|
||||
#
|
||||
# Setting this to true will result in faster LOD generation
|
||||
# for already generated worlds, but is broken by most lighting mods.
|
||||
#
|
||||
# Set this to false if LODs are black.
|
||||
pullLightingForPregeneratedChunks = false
|
||||
#
|
||||
# What algorithm should be used to compress new 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 needs to be re-written to the database.
|
||||
#
|
||||
# UNCOMPRESSED
|
||||
# Should only be used for testing, is worse in every way vs [LZ4].
|
||||
# Expected Compression Ratio: 1.0
|
||||
# Estimated average DTO read speed: 1.64 milliseconds
|
||||
# Estimated average DTO write speed: 12.44 milliseconds
|
||||
#
|
||||
# LZ4
|
||||
# A good option if you're CPU limited and have plenty of hard drive space.
|
||||
# Expected Compression Ratio: 0.36
|
||||
# Estimated average DTO read speed: 1.85 ms
|
||||
# Estimated average DTO write speed: 9.46 ms
|
||||
#
|
||||
# LZMA2
|
||||
# Slow but very good compression.
|
||||
# Expected Compression Ratio: 0.14
|
||||
# Estimated average DTO read speed: 11.89 ms
|
||||
# Estimated average DTO write speed: 192.01 ms
|
||||
dataCompression = "LZMA2"
|
||||
#
|
||||
# A comma separated list of block resource locations that won't be rendered by DH.
|
||||
# Note: air is always included in this list.
|
||||
ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire"
|
||||
#
|
||||
# Determines how long must pass between LOD chunk updates before another.
|
||||
# update can occur
|
||||
#
|
||||
# Increasing this value will reduce CPU load but may may cause
|
||||
# LODs to become outdated more frequently or for longer.
|
||||
minTimeBetweenChunkUpdatesInSeconds = 1
|
||||
#
|
||||
# Normally DH will attempt to skip creating LODs for chunks it's already seen
|
||||
# and that haven't changed.
|
||||
#
|
||||
# However sometimes that logic incorrecly prevents LODs from being updated.
|
||||
# Disabling this check may fix issues where LODs aren't updated after
|
||||
# blocks have been changed.
|
||||
disableUnchangedChunkCheck = false
|
||||
|
||||
[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?
|
||||
enableSilentUpdates = false
|
||||
|
||||
[client.advanced.multiThreading]
|
||||
#
|
||||
# How many threads should be used when building LODs?
|
||||
#
|
||||
# These threads run when terrain is generated, when
|
||||
# certain graphics settings are changed, and when moving around the world.
|
||||
#
|
||||
# Multi-threading Note:
|
||||
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
|
||||
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
|
||||
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
|
||||
numberOfLodBuilderThreads = 1
|
||||
#
|
||||
# Should only be disabled if deadlock occurs and LODs refuse to update.
|
||||
# This will cause CPU usage to drastically increase for the Lod Builder threads.
|
||||
#
|
||||
# Note that if deadlock did occur restarting MC may be necessary to stop the locked threads.
|
||||
enableLodBuilderThreadLimiting = true
|
||||
#
|
||||
# If this value is less than 1.0, it will be treated as a 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.
|
||||
runTimeRatioForWorldGenerationThreads = "0.5"
|
||||
#
|
||||
# If this value is less than 1.0, it will be treated as a 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.
|
||||
runTimeRatioForLodBuilderThreads = "0.25"
|
||||
#
|
||||
# If this value is less than 1.0, it will be treated as a 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.
|
||||
runTimeRatioForFileHandlerThreads = "0.5"
|
||||
#
|
||||
# If this value is less than 1.0, it will be treated as a 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.
|
||||
runTimeRatioForUpdatePropagatorThreads = "0.25"
|
||||
#
|
||||
# How many threads should be used when reading/writing LOD data to/from disk?
|
||||
#
|
||||
# Increasing this number will cause LODs to load in faster,
|
||||
# but may cause lag when loading a new world or when
|
||||
# quickly flying through existing LODs.
|
||||
#
|
||||
# Multi-threading Note:
|
||||
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
|
||||
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
|
||||
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
|
||||
numberOfFileHandlerThreads = 1
|
||||
#
|
||||
# How many threads should be used when applying LOD updates?
|
||||
# An LOD update is the operation of down-sampling a high detail LOD
|
||||
# into a lower detail one.
|
||||
#
|
||||
# This config can have a much higher number of threads
|
||||
# assigned and much lower run time ratio vs other thread pools
|
||||
# because the amount of time any particular thread may run is relatively low.
|
||||
#
|
||||
# This is because LOD updating only only partially thread safe,
|
||||
# so between 40% and 60% of the time a given thread may end up
|
||||
# waiting on another thread to finish updating the same LOD it also wants
|
||||
# to work on.
|
||||
#
|
||||
# Multi-threading Note:
|
||||
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
|
||||
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
|
||||
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
|
||||
numberOfUpdatePropagatorThreads = 1
|
||||
#
|
||||
# How many threads should be used when generating LOD
|
||||
# chunks outside the normal render distance?
|
||||
#
|
||||
# If you experience stuttering when generating distant LODs,
|
||||
# decrease this number.
|
||||
# If you want to increase LOD
|
||||
# generation speed, increase this number.
|
||||
#
|
||||
# Multi-threading Note:
|
||||
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
|
||||
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
|
||||
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
|
||||
numberOfWorldGenerationThreads = 1
|
||||
|
||||
[client.advanced.logging]
|
||||
#
|
||||
# If enabled, the mod will log information about the renderer OpenGL process.
|
||||
# This can be useful for debugging.
|
||||
logRendererGLEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
|
||||
#
|
||||
# If enabled, the mod will log performance about the world generation process.
|
||||
# This can be useful for debugging.
|
||||
logWorldGenPerformance = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
|
||||
#
|
||||
# If enabled, the mod will log information about file sub-dimension operations.
|
||||
# This can be useful for debugging.
|
||||
logFileSubDimEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
|
||||
#
|
||||
# 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, the mod will log information about file read/write operations.
|
||||
# This can be useful for debugging.
|
||||
logFileReadWriteEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
|
||||
#
|
||||
# If enabled, the mod will log information about network operations.
|
||||
# This can be useful for debugging.
|
||||
logNetworkEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
|
||||
#
|
||||
# If enabled, a chat message will be displayed when a potentially problematic
|
||||
# mod is installed alongside DH.
|
||||
showModCompatibilityWarningsOnStartup = true
|
||||
#
|
||||
# If enabled, the mod will log information about the renderer buffer process.
|
||||
# This can be useful for debugging.
|
||||
logRendererBufferEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
|
||||
#
|
||||
# If enabled, the mod will log information about the LOD generation process.
|
||||
# This can be useful for debugging.
|
||||
logLodBuilderEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
|
||||
#
|
||||
# If enabled, the mod will log information about the world generation process.
|
||||
# This can be useful for debugging.
|
||||
logWorldGenEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
|
||||
#
|
||||
# If enabled, the mod will log information about the world generation process.
|
||||
# This can be useful for debugging.
|
||||
logWorldGenLoadEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
|
||||
|
||||
[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
|
||||
#
|
||||
# Stops vertex colors from being passed.
|
||||
# Useful for debugging shaders
|
||||
enableWhiteWorld = false
|
||||
#
|
||||
# What renderer is active?
|
||||
#
|
||||
# DEFAULT: Default lod renderer
|
||||
# DEBUG: Debug testing renderer
|
||||
# DISABLED: Disable rendering
|
||||
rendererMode = "DISABLED"
|
||||
#
|
||||
# If enabled the LODs will render as wireframe.
|
||||
renderWireframe = false
|
||||
#
|
||||
# If true the F8 key can be used to cycle through the different debug modes.
|
||||
# and the F6 key can be used to enable and disable LOD rendering.
|
||||
enableDebugKeybindings = false
|
||||
#
|
||||
# If true overlapping quads will be rendered as bright red for easy identification.
|
||||
# If false the quads will be rendered normally.
|
||||
showOverlappingQuadErrors = 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.
|
||||
debugRendering = "OFF"
|
||||
#
|
||||
# If true OpenGL Buffer garbage collection will be logged
|
||||
# this also includes the number of live buffers.
|
||||
logBufferGarbageCollection = false
|
||||
|
||||
[client.advanced.debugging.debugWireframe]
|
||||
#
|
||||
# Render LOD section status?
|
||||
showRenderSectionStatus = 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]
|
||||
#
|
||||
# Requires a reboot to change.
|
||||
overrideVanillaGLLogger = false
|
||||
#
|
||||
# Can be changed if you experience crashing when loading into a world.
|
||||
#
|
||||
# Defines the OpenGL context type Distant Horizon's will create.
|
||||
# Generally this should be left as [CORE] unless there is an issue with your GPU driver.
|
||||
# Possible values: [CORE],[COMPAT],[ANY]
|
||||
glProfileMode = "CORE"
|
||||
#
|
||||
# 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"
|
||||
#
|
||||
# Can be changed if you experience crashing when loading into a world.
|
||||
#
|
||||
# If true Distant Horizon's OpenGL contexts will be created with legacy OpenGL methods disabled.
|
||||
# Distant Horizons doesn't use any legacy OpenGL methods so normally this should be disabled.
|
||||
enableGlForwardCompatibilityMode = true
|
||||
#
|
||||
# Can be changed if you experience crashing when loading into a world.
|
||||
# Note: setting to an invalid version may also cause the game to crash.
|
||||
#
|
||||
# Leaving this value at causes DH to try all supported GL versions.
|
||||
#
|
||||
# Defines the requested OpenGL context major version Distant Horizons will create.
|
||||
# Possible values (DH requires 3.2 or higher at minimum):
|
||||
# 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0
|
||||
# 3.3, 3.2
|
||||
glContextMajorVersion = 0
|
||||
#
|
||||
# Can be changed if you experience crashing when loading into a world.
|
||||
#
|
||||
# If true Distant Horizon's OpenGL contexts will be created with debugging enabled.
|
||||
# This allows for enhanced debugging but may throw warnings for other mods or active overlay software.
|
||||
enableGlDebugContext = false
|
||||
#
|
||||
# Can be changed if you experience crashing when loading into a world.
|
||||
# Note: setting to an invalid version may also cause the game to crash.
|
||||
#
|
||||
# Defines the requested OpenGL context major version Distant Horizons will create.
|
||||
# Possible values (DH requires 3.2 or higher at minimum):
|
||||
# 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0
|
||||
# 3.3, 3.2
|
||||
glContextMinorVersion = 0
|
||||
|
||||
[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.graphics]
|
||||
|
||||
[client.advanced.graphics.ssao]
|
||||
#
|
||||
# Determines how many points in space are sampled for the occlusion test.
|
||||
# Higher numbers will improve quality and reduce banding, but will increase GPU load.
|
||||
sampleCount = 6
|
||||
#
|
||||
# Determines how dark the Screen Space Ambient Occlusion effect will be.
|
||||
strength = "0.2"
|
||||
#
|
||||
# The radius, measured in pixels, that blurring is calculated for the SSAO.
|
||||
# Higher numbers will reduce banding at the cost of GPU performance.
|
||||
blurRadius = 2
|
||||
#
|
||||
# Increasing the value can reduce banding at the cost of reducing the strength of the effect.
|
||||
bias = "0.02"
|
||||
#
|
||||
# Determines how dark the occlusion shadows can be.
|
||||
# 0 = totally black at the corners
|
||||
# 1 = no shadow
|
||||
minLight = "0.25"
|
||||
#
|
||||
# Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks.
|
||||
radius = "4.0"
|
||||
#
|
||||
# Enable Screen Space Ambient Occlusion
|
||||
enabled = false
|
||||
|
||||
[client.advanced.graphics.advancedGraphics]
|
||||
#
|
||||
# If true all beacons near the camera won't be drawn to prevent vanilla overdraw.
|
||||
# If false all beacons will be rendered.
|
||||
#
|
||||
# Generally this should be left as false. It's main purpose is for debugging
|
||||
# beacon updating/rendering.
|
||||
disableBeaconDistanceCulling = false
|
||||
#
|
||||
# What the value should vanilla Minecraft's texture LodBias be?
|
||||
# If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0)
|
||||
lodBias = "0.0"
|
||||
#
|
||||
# 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 = "AS_DIRT"
|
||||
#
|
||||
# Determines how far from the camera Distant Horizons will start rendering.
|
||||
# Measured as a percentage of the vanilla render distance.
|
||||
#
|
||||
# Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,
|
||||
# but may cause holes to appear in the LODs.
|
||||
# Holes are most likely to appear when flying through unloaded terrain.
|
||||
#
|
||||
# Increasing the vanilla render distance increases the effectiveness of this setting.
|
||||
overdrawPrevention = "0.4"
|
||||
#
|
||||
# How bright LOD colors are.
|
||||
#
|
||||
# 0 = black
|
||||
# 1 = normal
|
||||
# 2 = near white
|
||||
brightnessMultiplier = "1.0"
|
||||
#
|
||||
# If enabled caves will be culled
|
||||
#
|
||||
# NOTE: This feature is under development and
|
||||
# it is VERY experimental! Please don't report
|
||||
# any issues related to this feature.
|
||||
#
|
||||
# Additional Info: Currently this cull all faces
|
||||
# with skylight value of 0 in dimensions that
|
||||
# does not have a ceiling.
|
||||
enableCaveCulling = true
|
||||
#
|
||||
# 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
|
||||
#
|
||||
# At what Y value should cave culling start?
|
||||
# Lower this value if you get walls for areas with 0 light.
|
||||
caveCullingHeight = 60
|
||||
#
|
||||
# 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 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
|
||||
#
|
||||
# If false LODs outside the player's camera
|
||||
# aren't drawn, increasing GPU performance.
|
||||
#
|
||||
# If true all LODs are drawn, even those behind
|
||||
# the player's camera, decreasing GPU performance.
|
||||
#
|
||||
# Disable this if you see LODs disappearing at the corners of your vision.
|
||||
disableFrustumCulling = true
|
||||
|
||||
[client.advanced.graphics.genericRendering]
|
||||
#
|
||||
# If true LOD clouds will be rendered.
|
||||
enableCloudRendering = false
|
||||
#
|
||||
# If true LOD beacon beams will be rendered.
|
||||
enableBeaconRendering = false
|
||||
#
|
||||
# If true non terrain objects will be rendered in DH's terrain.
|
||||
# This includes beacon beams and clouds.
|
||||
enableRendering = false
|
||||
|
||||
[client.advanced.graphics.quality]
|
||||
#
|
||||
# What is the maximum detail LODs should be drawn 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).
|
||||
#
|
||||
# Lowest Quality: CHUNK
|
||||
# Highest Quality: BLOCK
|
||||
maxHorizontalResolution = "TWO_BLOCKS"
|
||||
#
|
||||
# The radius of the mod's render distance. (measured in chunks)
|
||||
lodChunkRenderDistanceRadius = 128
|
||||
#
|
||||
# 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
|
||||
#
|
||||
# This indicates how quickly LODs decrease in quality the further away they are.
|
||||
# Higher settings will render higher quality fake chunks farther away,
|
||||
# but will increase memory and GPU usage.
|
||||
horizontalQuality = "LOWEST"
|
||||
#
|
||||
# How should LOD transparency be handled.
|
||||
#
|
||||
# COMPLETE: LODs will render transparent.
|
||||
# FAKE: LODs will be opaque, but shaded to match the blocks underneath.
|
||||
# DISABLED: LODs will be opaque.
|
||||
transparency = "DISABLED"
|
||||
#
|
||||
# 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: EXTREME
|
||||
verticalQuality = "HEIGHT_MAP"
|
||||
#
|
||||
# What blocks shouldn't be rendered as LODs?
|
||||
#
|
||||
# NONE: Represent all blocks in the LODs
|
||||
# NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height)
|
||||
blocksToIgnore = "NON_COLLIDING"
|
||||
|
||||
[client.advanced.graphics.fog]
|
||||
#
|
||||
# When should fog be drawn?
|
||||
#
|
||||
# USE_OPTIFINE_SETTING: Use whatever Fog setting Optifine is using.
|
||||
# If Optifine isn't installed this defaults to FOG_ENABLED.
|
||||
# FOG_ENABLED: Never draw fog on the LODs
|
||||
# FOG_DISABLED: Always draw fast fog on the LODs
|
||||
#
|
||||
# Disabling fog will improve GPU performance.
|
||||
drawMode = "FOG_DISABLED"
|
||||
#
|
||||
# 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"
|
||||
#
|
||||
# Should Minecraft's fog be disabled?
|
||||
#
|
||||
# Note: Other mods may conflict with this setting.
|
||||
disableVanillaFog = true
|
||||
|
||||
[client.advanced.graphics.fog.advancedFog]
|
||||
#
|
||||
# What is the maximum fog thickness?
|
||||
#
|
||||
# 0.0: No fog.
|
||||
# 1.0: Fully opaque fog.
|
||||
farFogMax = "1.0"
|
||||
#
|
||||
# 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"
|
||||
#
|
||||
# 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.advancedFog.heightFog]
|
||||
#
|
||||
# What is the minimum fog thickness?
|
||||
#
|
||||
# 0.0: No fog.
|
||||
# 1.0: Fully opaque fog.
|
||||
heightFogMin = "0.0"
|
||||
#
|
||||
# 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
|
||||
heightFogMode = "ABOVE_AND_BELOW_CAMERA"
|
||||
#
|
||||
# If the height fog is calculated around a set height, what is that height position?
|
||||
heightFogBaseHeight = "70.0"
|
||||
#
|
||||
# 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 = "2.5"
|
||||
#
|
||||
# How should height effect the fog thickness?
|
||||
# Note: height fog is combined with the other fog settings.
|
||||
#
|
||||
# BASIC: No special height fog effect. Fog is calculated based on camera distance
|
||||
# IGNORE_HEIGHT: Ignore height completely. Fog is only calculated with horizontal distance
|
||||
# ADDITION: heightFog + farFog
|
||||
# MAX: max(heightFog, farFog)
|
||||
# MULTIPLY: heightFog * farFog
|
||||
# INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog)
|
||||
# LIMITED_ADDITION: farFog + max(farFog, heightFog)
|
||||
# MULTIPLY_ADDITION: farFog + farFog * heightFog
|
||||
# INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog)
|
||||
# AVERAGE: farFog*0.5 + heightFog*0.5
|
||||
#
|
||||
# Note: height fog settings are ignored if 'BASIC' or 'IGNORE_HEIGHT' are selected.
|
||||
heightFogMixMode = "BASIC"
|
||||
#
|
||||
# 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 = "1.0"
|
||||
|
||||
[client.advanced.graphics.noiseTextureSettings]
|
||||
#
|
||||
# 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
|
||||
#
|
||||
# Should a noise texture be applied to LODs?
|
||||
#
|
||||
# This is done to simulate textures and make the LODs appear more detailed.
|
||||
noiseEnabled = true
|
||||
#
|
||||
# How intense should the noise should be?
|
||||
noiseIntensity = "5.0"
|
||||
|
||||
[client.advanced.worldGenerator]
|
||||
#
|
||||
# How detailed should LODs be generated outside the vanilla render distance?
|
||||
#
|
||||
# PRE_EXISTING_ONLY
|
||||
# Only create LOD data for already generated chunks.
|
||||
#
|
||||
#
|
||||
# SURFACE
|
||||
# Generate the world surface,
|
||||
# this does NOT include trees,
|
||||
# or structures.
|
||||
#
|
||||
# FEATURES
|
||||
# Generate everything except structures.
|
||||
# WARNING: This may cause world generator bugs or instability when paired with certain world generator mods.
|
||||
distantGeneratorMode = "FEATURES"
|
||||
#
|
||||
# How long should a world generator thread run for before timing out?
|
||||
# Note: If you are experiencing timeout errors it is better to lower your CPU usage first
|
||||
# via the thread config before changing this value.
|
||||
worldGenerationTimeoutLengthInSeconds = 180
|
||||
#
|
||||
# Should Distant Horizons slowly generate LODs
|
||||
# outside the vanilla render distance?
|
||||
#
|
||||
# Note: when on a server, distant generation isn't supported
|
||||
# and will always be disabled.
|
||||
enableDistantGeneration = false
|
||||
|
||||
[client.advanced.multiplayer]
|
||||
#
|
||||
# AKA: Multiverse support.
|
||||
#
|
||||
# When matching levels (dimensions) of the same type (overworld, nether, etc.) the
|
||||
# loaded chunks must be at least this percent the same
|
||||
# in order to be considered the same world.
|
||||
#
|
||||
# Note: If you use portals to enter a dimension at two
|
||||
# different locations the system will think the dimension
|
||||
# it is two different levels.
|
||||
#
|
||||
# 1.0 (100%) the chunks must be identical.
|
||||
# 0.5 (50%) the chunks must be half the same.
|
||||
# 0.0 (0%) disables multi-dimension support,
|
||||
# only one world will be used per dimension.
|
||||
#
|
||||
# If multiverse support is needed start with a value of 0.2
|
||||
# and tweak the sensitivity from there.Lower values mean the matching is less strict.
|
||||
# Higher values mean the matching is more strict.
|
||||
multiverseSimilarityRequiredPercent = "0.0"
|
||||
#
|
||||
# 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 +1,108 @@
|
||||
#.
|
||||
#Parameters related to the physics of Aeronautics blocks
|
||||
[physics]
|
||||
#.
|
||||
#.
|
||||
#The recoil magnitude used whenever the Mounted Potato Cannon shoots
|
||||
# Default: 0.20000000298023224
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
recoil_magnitude = 0.20000000298023224
|
||||
#.
|
||||
#Thrust scaling for Propeller Bearings
|
||||
# Default: 0.20000000298023224
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
propellerBearingThrust = 0.20000000298023224
|
||||
#.
|
||||
#Airflow scaling for Propeller Bearings
|
||||
# Default: 0.05000000074505806
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
propellerBearingAirflow = 0.05000000074505806
|
||||
#.
|
||||
#Thrust scaling for Wooden Propellers
|
||||
# Default: 1.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
woodenPropellerThrust = 1.0
|
||||
#.
|
||||
#Airflow scaling for Wooden Propellers
|
||||
# Default: 0.10000000149011612
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
woodenPropellerAirflow = 0.10000000149011612
|
||||
#.
|
||||
#Thrust scaling for Andesite Propellers
|
||||
# Default: 1.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
andesitePropellerThrust = 1.0
|
||||
#.
|
||||
#Airflow scaling for Andesite Propellers
|
||||
# Default: 0.10000000149011612
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
andesitePropellerAirflow = 0.10000000149011612
|
||||
#.
|
||||
#Thrust scaling for Smart Propellers
|
||||
# Default: 1.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
smartPropellerThrust = 1.0
|
||||
#.
|
||||
#Airflow scaling for Smart Propellers
|
||||
# Default: 0.10000000149011612
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
smartPropellerAirflow = 0.10000000149011612
|
||||
#.
|
||||
#kpg lifted per cubic meter of Hot Air
|
||||
# Default: 1.5
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
hotAirStrength = 1.5
|
||||
#.
|
||||
#kpg lifted per cubic meter of Steam
|
||||
# Default: 1.5
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
steamStrength = 1.5
|
||||
|
||||
#.
|
||||
#Parameters and abilities of Aeronautics Blocks
|
||||
[blocks]
|
||||
#.
|
||||
#.
|
||||
#If Levitite Blend should break adjacent blocks with the appropriate tag
|
||||
break_blocks_on_levitite_crystallize = true
|
||||
#.
|
||||
#The maximum hot air a Hot Air Burner can output
|
||||
# Default: 500
|
||||
# Range: > -2147483648
|
||||
hot_air_burner_max = 500
|
||||
#.
|
||||
#The maximum distance a Hot Air Burner is allowed to search to find a balloon
|
||||
# Default: 80
|
||||
# Range: > -2147483648
|
||||
hot_air_burner_max_range = 80
|
||||
#.
|
||||
#The maximum steam a Steam Vent can output
|
||||
# Default: 5000
|
||||
# Range: > 0
|
||||
steam_vent_hot_air_amount = 5000
|
||||
#.
|
||||
#The maximum distance a Steam Vent is allowed to search to find a balloon
|
||||
# Default: 80
|
||||
# Range: > -2147483648
|
||||
steam_vent_max_range = 80
|
||||
|
||||
#.
|
||||
#Parameters and abilities of Aeronautics's kinetic mechanisms
|
||||
[kinetics]
|
||||
|
||||
#.
|
||||
#.
|
||||
#Fine tune the kinetic stats of individual components
|
||||
[kinetics.stressValues.v2]
|
||||
|
||||
#.
|
||||
#.
|
||||
#[in Stress Units]
|
||||
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
|
||||
[kinetics.stressValues.v2.impact]
|
||||
smart_propeller = 4.0
|
||||
gyroscopic_propeller_bearing = 2.0
|
||||
mounted_potato_cannon = 2.0
|
||||
propeller_bearing = 2.0
|
||||
andesite_propeller = 4.0
|
||||
wooden_propeller = 4.0
|
||||
@@ -0,0 +1,147 @@
|
||||
#.
|
||||
#Client-only settings - If you're looking for general settings, look inside your worlds serverconfig folder!
|
||||
[client]
|
||||
#.
|
||||
#Show item descriptions on Shift and controls on Ctrl.
|
||||
enableTooltips = true
|
||||
#.
|
||||
#Display a tooltip when looking at overstressed components.
|
||||
enableOverstressedTooltip = true
|
||||
#.
|
||||
#Log a stack-trace when rendering issues happen within a moving contraption.
|
||||
explainRenderErrors = false
|
||||
#.
|
||||
#Higher density means more spawned particles.
|
||||
# Default: 0.5
|
||||
# Range: 0.0 ~ 1.0
|
||||
fanParticleDensity = 0.5
|
||||
#.
|
||||
#[in Blocks]
|
||||
#Maximum Distance to the player at which items in Blocks' filter slots will be displayed
|
||||
# Default: 10.0
|
||||
# Range: 1.0 ~ 3.4028234663852886E38
|
||||
filterItemRenderDistance = 10.0
|
||||
#.
|
||||
#Choose the menu row that the Create config button appears on in the main menu
|
||||
#Set to 0 to disable the button altogether
|
||||
# Default: 2
|
||||
# Range: 0 ~ 4
|
||||
mainMenuConfigButtonRow = 2
|
||||
#.
|
||||
#Offset the Create config button in the main menu by this many pixels on the X axis
|
||||
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
|
||||
# Default: -4
|
||||
# Range: > -2147483648
|
||||
mainMenuConfigButtonOffsetX = -4
|
||||
#.
|
||||
#Choose the menu row that the Create config button appears on in the in-game menu
|
||||
#Set to 0 to disable the button altogether
|
||||
# Default: 3
|
||||
# Range: 0 ~ 5
|
||||
ingameMenuConfigButtonRow = 3
|
||||
#.
|
||||
#Offset the Create config button in the in-game menu by this many pixels on the X axis
|
||||
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
|
||||
# Default: -4
|
||||
# Range: > -2147483648
|
||||
ingameMenuConfigButtonOffsetX = -4
|
||||
#.
|
||||
#Setting this to true will prevent Create from sending you a warning when playing with Fabulous graphics enabled
|
||||
ignoreFabulousWarning = false
|
||||
#.
|
||||
#Disable to prevent being rotated while seated on a Moving Contraption
|
||||
rotateWhenSeated = true
|
||||
|
||||
#.
|
||||
#Configure your vision range when submerged in Create's custom fluids
|
||||
[client.fluidFogSettings]
|
||||
#.
|
||||
#The vision range through honey will be multiplied by this factor
|
||||
# Default: 1.0
|
||||
# Range: 0.125 ~ 256.0
|
||||
honey = 1.0
|
||||
#.
|
||||
#The vision range though chocolate will be multiplied by this factor
|
||||
# Default: 1.0
|
||||
# Range: 0.125 ~ 256.0
|
||||
chocolate = 1.0
|
||||
|
||||
#.
|
||||
#Settings for the Goggle Overlay
|
||||
[client.goggleOverlay]
|
||||
#.
|
||||
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
|
||||
# Default: 20
|
||||
# Range: > -2147483648
|
||||
overlayOffsetX = 20
|
||||
#.
|
||||
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
|
||||
# Default: 0
|
||||
# Range: > -2147483648
|
||||
overlayOffsetY = 0
|
||||
#.
|
||||
#Enable this to use your custom colors for the Goggle- and Hover- Overlay
|
||||
customColorsOverlay = false
|
||||
#.
|
||||
#The custom background color to use for the Goggle- and Hover- Overlays, if enabled
|
||||
#[in Hex: #AaRrGgBb]
|
||||
#[@cui:IntDisplay:#]
|
||||
# Default: -267386864
|
||||
# Range: > -2147483648
|
||||
customBackgroundOverlay = -267386864
|
||||
#.
|
||||
#The custom top color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
|
||||
#[in Hex: #AaRrGgBb]
|
||||
#[@cui:IntDisplay:#]
|
||||
# Default: 1347420415
|
||||
# Range: > -2147483648
|
||||
customBorderTopOverlay = 1347420415
|
||||
#.
|
||||
#The custom bot color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
|
||||
#[in Hex: #AaRrGgBb]
|
||||
#[@cui:IntDisplay:#]
|
||||
# Default: 1344798847
|
||||
# Range: > -2147483648
|
||||
customBorderBotOverlay = 1344798847
|
||||
|
||||
#.
|
||||
#Sound settings
|
||||
[client.sound]
|
||||
#.
|
||||
#Make cogs rumble and machines clatter.
|
||||
enableAmbientSounds = true
|
||||
#.
|
||||
#Maximum volume modifier of Ambient noise
|
||||
# Default: 0.10000000149011612
|
||||
# Range: 0.0 ~ 1.0
|
||||
ambientVolumeCap = 0.10000000149011612
|
||||
|
||||
#.
|
||||
#Mod Integration and Recipe Viewer
|
||||
[client.recipeViewerIntegration]
|
||||
#.
|
||||
#How Recipe Viewer search should interact with Stock Keepers
|
||||
#Allowed Values: SYNC_BOTH, SYNC_FROM_JEI, SYNC_FROM_STOCK_KEEPER, NONE
|
||||
syncRecipeViewerSearch = "SYNC_BOTH"
|
||||
|
||||
#.
|
||||
#Railway related settings
|
||||
[client.trains]
|
||||
#.
|
||||
#How far away the Camera should zoom when seated on a train
|
||||
# Default: 3.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
mountedZoomMultiplier = 3.0
|
||||
#.
|
||||
#Display nodes and edges of a Railway Network while f3 debug mode is active
|
||||
showTrackGraphOnF3 = false
|
||||
#.
|
||||
#Additionally display materials of a Rail Network while f3 debug mode is active
|
||||
showExtendedTrackGraphOnF3 = false
|
||||
#.
|
||||
#Display Track Networks and Trains on supported map mods
|
||||
showTrainMapOverlay = true
|
||||
#.
|
||||
#Track Network Color on maps
|
||||
#Allowed Values: RED, GREY, WHITE
|
||||
trainMapColorTheme = "RED"
|
||||
@@ -0,0 +1,7 @@
|
||||
#.
|
||||
#Modify Create's impact on your terrain
|
||||
[worldgen]
|
||||
#.
|
||||
#.
|
||||
#Prevents all worldgen added by Create from taking effect
|
||||
disableWorldGen = false
|
||||
@@ -0,0 +1,604 @@
|
||||
#.
|
||||
#The Backbone of Create
|
||||
[infrastructure]
|
||||
#.
|
||||
#[in Ticks]
|
||||
#The amount of time a server waits before sending out tickrate synchronization packets.
|
||||
#These packets help animations to be more accurate when tps is below 20.
|
||||
# Default: 20
|
||||
# Range: > 5
|
||||
tickrateSyncTimer = 20
|
||||
|
||||
#.
|
||||
#Packmakers' control panel for internal recipe compat
|
||||
[recipes]
|
||||
#.
|
||||
#.
|
||||
#Allow the Mechanical Press to process entire stacks at a time.
|
||||
bulkPressing = false
|
||||
#.
|
||||
#Allow the Mechanical Saw to process entire stacks at a time.
|
||||
bulkCutting = false
|
||||
#.
|
||||
#Allow supported potions to be brewed by a Mechanical Mixer + Basin.
|
||||
allowBrewingInMixer = true
|
||||
#.
|
||||
#Allow any shapeless crafting recipes to be processed by a Mechanical Mixer + Basin.
|
||||
allowShapelessInMixer = true
|
||||
#.
|
||||
#Allow any single-ingredient 2x2 or 3x3 crafting recipes to be processed by a Mechanical Press + Basin.
|
||||
allowShapedSquareInPress = true
|
||||
#.
|
||||
#Allow any standard crafting recipes to be processed by Mechanical Crafters.
|
||||
allowRegularCraftingInCrafter = true
|
||||
#.
|
||||
#The Maximum amount of ingredients that can be used to craft Firework Rockets using Mechanical Crafters.
|
||||
# Default: 9
|
||||
# Range: > 1
|
||||
maxFireworkIngredientsInCrafter = 9
|
||||
#.
|
||||
#Allow any stonecutting recipes to be processed by a Mechanical Saw.
|
||||
allowStonecuttingOnSaw = true
|
||||
#.
|
||||
#Allow Spouts to interact with Casting Tables and Basins from Tinkers' Construct.
|
||||
allowCastingBySpout = true
|
||||
#.
|
||||
#Display vanilla Log-stripping interactions in JEI.
|
||||
displayLogStrippingRecipes = true
|
||||
#.
|
||||
#The amount of Light sources destroyed before Chromatic Compound turns into Refined Radiance.
|
||||
# Default: 10
|
||||
# Range: > 1
|
||||
lightSourceCountForRefinedRadiance = 10
|
||||
#.
|
||||
#Allow the standard in-world Refined Radiance recipes.
|
||||
enableRefinedRadianceRecipe = true
|
||||
#.
|
||||
#Allow the standard in-world Shadow Steel recipe.
|
||||
enableShadowSteelRecipe = true
|
||||
|
||||
#.
|
||||
#Parameters and abilities of Create's kinetic mechanisms
|
||||
[kinetics]
|
||||
#.
|
||||
#.
|
||||
#Disable the Stress mechanic altogether.
|
||||
disableStress = false
|
||||
#.
|
||||
#Maximum length in blocks of mechanical belts.
|
||||
# Default: 20
|
||||
# Range: > 5
|
||||
maxBeltLength = 20
|
||||
#.
|
||||
#Maximum length in blocks of chain conveyor connections.
|
||||
# Default: 32
|
||||
# Range: > 5
|
||||
maxChainConveyorLength = 32
|
||||
#.
|
||||
#Maximum amount of connections each chain conveyor can have.
|
||||
# Default: 4
|
||||
# Range: > 1
|
||||
maxChainConveyorConnections = 4
|
||||
#.
|
||||
#Damage dealt by active Crushing Wheels.
|
||||
# Default: 4
|
||||
# Range: > 0
|
||||
crushingDamage = 4
|
||||
#.
|
||||
#[in Revolutions per Minute]
|
||||
#Maximum allowed rotation speed for any Kinetic Block.
|
||||
# Default: 256
|
||||
# Range: > 64
|
||||
maxRotationSpeed = 256
|
||||
#.
|
||||
#Select what mobs should ignore Deployers when attacked by them.
|
||||
#Allowed Values: ALL, CREEPERS, NONE
|
||||
ignoreDeployerAttacks = "CREEPERS"
|
||||
#.
|
||||
#Game ticks between Kinetic Blocks checking whether their source is still valid.
|
||||
# Default: 60
|
||||
# Range: > 5
|
||||
kineticValidationFrequency = 60
|
||||
#.
|
||||
#multiplier used for calculating exhaustion from speed when a crank is turned.
|
||||
# Default: 0.009999999776482582
|
||||
# Range: 0.0 ~ 1.0
|
||||
crankHungerMultiplier = 0.009999999776482582
|
||||
#.
|
||||
#Amount of sail-type blocks required for a windmill to assemble successfully.
|
||||
# Default: 8
|
||||
# Range: > 0
|
||||
minimumWindmillSails = 8
|
||||
#.
|
||||
#Number of sail-type blocks required to increase windmill speed by 1RPM.
|
||||
# Default: 8
|
||||
# Range: > 1
|
||||
windmillSailsPerRPM = 8
|
||||
#.
|
||||
#Max Distance in blocks a Weighted Ejector can throw
|
||||
# Default: 32
|
||||
# Range: > 0
|
||||
maxEjectorDistance = 32
|
||||
#.
|
||||
#Time in ticks until the next item launched by an ejector scans blocks for potential collisions
|
||||
# Default: 120
|
||||
# Range: > 10
|
||||
ejectorScanInterval = 120
|
||||
|
||||
#.
|
||||
#Encased Fan
|
||||
[kinetics.encasedFan]
|
||||
#.
|
||||
#Maximum distance in blocks Fans can push entities.
|
||||
# Default: 20
|
||||
# Range: > 5
|
||||
fanPushDistance = 20
|
||||
#.
|
||||
#Maximum distance in blocks from where Fans can pull entities.
|
||||
# Default: 20
|
||||
# Range: > 5
|
||||
fanPullDistance = 20
|
||||
#.
|
||||
#Game ticks between Fans checking for anything blocking their air flow.
|
||||
# Default: 30
|
||||
# Range: > 10
|
||||
fanBlockCheckRate = 30
|
||||
#.
|
||||
#[in Revolutions per Minute]
|
||||
#Rotation speed at which the maximum stats of fans are reached.
|
||||
# Default: 256
|
||||
# Range: > 64
|
||||
fanRotationArgmax = 256
|
||||
#.
|
||||
#Game ticks required for a Fan-based processing recipe to take effect.
|
||||
# Default: 150
|
||||
# Range: > 0
|
||||
fanProcessingTime = 150
|
||||
|
||||
#.
|
||||
#Moving Contraptions
|
||||
[kinetics.contraptions]
|
||||
#.
|
||||
#Maximum amount of blocks in a structure movable by Pistons, Bearings or other means.
|
||||
# Default: 2048
|
||||
# Range: > 1
|
||||
maxBlocksMoved = 2048
|
||||
#.
|
||||
#Maximum value of a chassis attachment range.
|
||||
# Default: 16
|
||||
# Range: > 1
|
||||
maxChassisRange = 16
|
||||
#.
|
||||
#Maximum amount of extension poles behind a Mechanical Piston.
|
||||
# Default: 64
|
||||
# Range: > 1
|
||||
maxPistonPoles = 64
|
||||
#.
|
||||
#Max length of rope available off a Rope Pulley.
|
||||
# Default: 384
|
||||
# Range: > 1
|
||||
maxRopeLength = 384
|
||||
#.
|
||||
#Maximum allowed distance of two coupled minecarts.
|
||||
# Default: 32
|
||||
# Range: > 1
|
||||
maxCartCouplingLength = 32
|
||||
#.
|
||||
#Maximum depth of blocks filled in using a Mechanical Roller.
|
||||
# Default: 12
|
||||
# Range: > 1
|
||||
rollerFillDepth = 12
|
||||
#.
|
||||
#Whether minecart contraptions can be picked up in survival mode.
|
||||
survivalContraptionPickup = true
|
||||
#.
|
||||
#Configure how Spawner blocks can be moved by contraptions.
|
||||
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
|
||||
movableSpawners = "NO_PICKUP"
|
||||
#.
|
||||
#Configure how Budding Amethyst can be moved by contraptions.
|
||||
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
|
||||
amethystMovement = "NO_PICKUP"
|
||||
#.
|
||||
#Configure how Obsidian blocks can be moved by contraptions.
|
||||
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
|
||||
movableObsidian = "UNMOVABLE"
|
||||
#.
|
||||
#Configure how Reinforced Deepslate blocks can be moved by contraptions.
|
||||
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
|
||||
movableReinforcedDeepslate = "UNMOVABLE"
|
||||
#.
|
||||
#Whether items mined or harvested by contraptions should be placed in their mounted storage.
|
||||
moveItemsToStorage = true
|
||||
#.
|
||||
#Whether harvesters should break crops that aren't fully grown.
|
||||
harvestPartiallyGrown = false
|
||||
#.
|
||||
#Whether harvesters should replant crops after harvesting.
|
||||
harvesterReplants = true
|
||||
#.
|
||||
#Whether minecart contraptions can be placed into container items.
|
||||
minecartContraptionInContainers = false
|
||||
#.
|
||||
#Whether stabilised bearings create a separated entity even on non-rotating contraptions.
|
||||
#[Technical]
|
||||
stabiliseStableContraptions = false
|
||||
#.
|
||||
#Whether the players hitbox should be expanded to the size of the contraption hitbox.
|
||||
#[Technical]
|
||||
syncPlayerPickupHitboxWithContraptionHitbox = false
|
||||
#.
|
||||
#Whether to prevent block dropping when contraption is placed inside in-world blocks.
|
||||
noDropWhenContraptionReplaceBlocks = false
|
||||
|
||||
#.
|
||||
#Configure speed/capacity levels for requirements and indicators.
|
||||
[kinetics.stats]
|
||||
#.
|
||||
#[in Revolutions per Minute]
|
||||
#Minimum speed of rotation to be considered 'medium'
|
||||
# Default: 30.0
|
||||
# Range: 0.0 ~ 4096.0
|
||||
mediumSpeed = 30.0
|
||||
#.
|
||||
#[in Revolutions per Minute]
|
||||
#Minimum speed of rotation to be considered 'fast'
|
||||
# Default: 100.0
|
||||
# Range: 0.0 ~ 65535.0
|
||||
fastSpeed = 100.0
|
||||
#.
|
||||
#[in Stress Units]
|
||||
#Minimum stress impact to be considered 'medium'
|
||||
# Default: 4.0
|
||||
# Range: 0.0 ~ 4096.0
|
||||
mediumStressImpact = 4.0
|
||||
#.
|
||||
#[in Stress Units]
|
||||
#Minimum stress impact to be considered 'high'
|
||||
# Default: 8.0
|
||||
# Range: 0.0 ~ 65535.0
|
||||
highStressImpact = 8.0
|
||||
#.
|
||||
#[in Stress Units]
|
||||
#Minimum added Capacity by sources to be considered 'medium'
|
||||
# Default: 256.0
|
||||
# Range: 0.0 ~ 4096.0
|
||||
mediumCapacity = 256.0
|
||||
#.
|
||||
#[in Stress Units]
|
||||
#Minimum added Capacity by sources to be considered 'high'
|
||||
# Default: 1024.0
|
||||
# Range: 0.0 ~ 65535.0
|
||||
highCapacity = 1024.0
|
||||
|
||||
#.
|
||||
#Fine tune the kinetic stats of individual components
|
||||
[kinetics.stressValues.v2]
|
||||
|
||||
#.
|
||||
#.
|
||||
#[in Stress Units]
|
||||
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
|
||||
[kinetics.stressValues.v2.impact]
|
||||
brass_encased_shaft = 0.0
|
||||
turntable = 4.0
|
||||
clutch = 0.0
|
||||
mechanical_mixer = 4.0
|
||||
gearbox = 0.0
|
||||
mechanical_bearing = 4.0
|
||||
copper_backtank = 4.0
|
||||
hose_pulley = 4.0
|
||||
display_board = 0.0
|
||||
crushing_wheel = 8.0
|
||||
adjustable_chain_gearshift = 0.0
|
||||
millstone = 4.0
|
||||
rotation_speed_controller = 0.0
|
||||
sticky_mechanical_piston = 4.0
|
||||
mechanical_crafter = 2.0
|
||||
deployer = 4.0
|
||||
elevator_pulley = 4.0
|
||||
stressometer = 0.0
|
||||
cogwheel = 0.0
|
||||
encased_chain_drive = 0.0
|
||||
belt = 0.0
|
||||
brass_encased_large_cogwheel = 0.0
|
||||
weighted_ejector = 2.0
|
||||
chain_conveyor = 1.0
|
||||
mechanical_saw = 4.0
|
||||
flywheel = 0.0
|
||||
mechanical_piston = 4.0
|
||||
speedometer = 0.0
|
||||
brass_encased_cogwheel = 0.0
|
||||
clockwork_bearing = 4.0
|
||||
mechanical_press = 8.0
|
||||
mechanical_drill = 4.0
|
||||
andesite_encased_shaft = 0.0
|
||||
netherite_backtank = 4.0
|
||||
mechanical_arm = 2.0
|
||||
sequenced_gearshift = 0.0
|
||||
andesite_encased_large_cogwheel = 0.0
|
||||
shaft = 0.0
|
||||
cuckoo_clock = 1.0
|
||||
gearshift = 0.0
|
||||
rope_pulley = 4.0
|
||||
andesite_encased_cogwheel = 0.0
|
||||
large_cogwheel = 0.0
|
||||
encased_fan = 2.0
|
||||
mysterious_cuckoo_clock = 1.0
|
||||
gantry_shaft = 0.0
|
||||
mechanical_pump = 4.0
|
||||
|
||||
#.
|
||||
#[in Stress Units]
|
||||
#Configure how much stress a source can accommodate for.
|
||||
[kinetics.stressValues.v2.capacity]
|
||||
steam_engine = 1024.0
|
||||
water_wheel = 32.0
|
||||
copper_valve_handle = 8.0
|
||||
hand_crank = 8.0
|
||||
creative_motor = 16384.0
|
||||
large_water_wheel = 128.0
|
||||
windmill_bearing = 512.0
|
||||
|
||||
#.
|
||||
#Create's liquid manipulation tools
|
||||
[fluids]
|
||||
#.
|
||||
#.
|
||||
#[in Buckets]
|
||||
#The amount of liquid a tank can hold per block.
|
||||
# Default: 8
|
||||
# Range: > 1
|
||||
fluidTankCapacity = 8
|
||||
#.
|
||||
#[in Blocks]
|
||||
#The maximum height a fluid tank can reach.
|
||||
# Default: 32
|
||||
# Range: > 1
|
||||
fluidTankMaxHeight = 32
|
||||
#.
|
||||
#[in Blocks]
|
||||
#The maximum distance a mechanical pump can push or pull liquids on either side.
|
||||
# Default: 16
|
||||
# Range: > 1
|
||||
mechanicalPumpRange = 16
|
||||
#.
|
||||
#[in Blocks]
|
||||
#The maximum distance a hose pulley can draw fluid blocks from.
|
||||
# Default: 128
|
||||
# Range: > 1
|
||||
hosePulleyRange = 128
|
||||
#.
|
||||
#[in Blocks]
|
||||
#[-1 to disable this behaviour]
|
||||
#The minimum amount of fluid blocks the hose pulley needs to find before deeming it an infinite source.
|
||||
# Default: 10000
|
||||
# Range: > -1
|
||||
hosePulleyBlockThreshold = 10000
|
||||
#.
|
||||
#Whether hose pulleys should continue filling up above-threshold sources.
|
||||
fillInfinite = false
|
||||
#.
|
||||
#Configure which fluids can be drained infinitely.
|
||||
#Allowed Values: ALLOW_ALL, DENY_ALL, ALLOW_BY_TAG, DENY_BY_TAG
|
||||
bottomlessFluidMode = "ALLOW_BY_TAG"
|
||||
#.
|
||||
#Whether hose pulleys should be allowed to place fluid sources.
|
||||
fluidFillPlaceFluidSourceBlocks = true
|
||||
#.
|
||||
#Whether open-ended pipes should be allowed to place fluid sources.
|
||||
pipesPlaceFluidSourceBlocks = true
|
||||
|
||||
#.
|
||||
#Tweaks for logistical components
|
||||
[logistics]
|
||||
#.
|
||||
#.
|
||||
#The amount of ticks a funnel waits between item transferrals, when it is not re-activated by redstone.
|
||||
# Default: 8
|
||||
# Range: > 1
|
||||
defaultExtractionTimer = 8
|
||||
#.
|
||||
#The amount of ticks a portable storage interface waits for transfers until letting contraptions move along.
|
||||
# Default: 60
|
||||
# Range: > 1
|
||||
psiTimeout = 60
|
||||
#.
|
||||
#Maximum distance in blocks a Mechanical Arm can reach across.
|
||||
# Default: 5
|
||||
# Range: > 1
|
||||
mechanicalArmRange = 5
|
||||
#.
|
||||
#Maximum distance in blocks a Package Port can be placed at from its target.
|
||||
# Default: 5
|
||||
# Range: > 1
|
||||
packagePortRange = 5
|
||||
#.
|
||||
#Maximum possible range in blocks of redstone link connections.
|
||||
# Default: 256
|
||||
# Range: > 1
|
||||
linkRange = 256
|
||||
#.
|
||||
#Maximum possible distance in blocks between display links and their target.
|
||||
# Default: 64
|
||||
# Range: > 1
|
||||
displayLinkRange = 64
|
||||
#.
|
||||
#The total amount of stacks a vault can hold per block in size.
|
||||
# Default: 20
|
||||
# Range: 1 ~ 2048
|
||||
vaultCapacity = 20
|
||||
#.
|
||||
#The amount of packages a chain conveyor can carry at a time.
|
||||
# Default: 20
|
||||
# Range: > 1
|
||||
chainConveyorCapacity = 20
|
||||
#.
|
||||
#The amount of ticks a brass tunnel waits between distributions.
|
||||
# Default: 10
|
||||
# Range: 1 ~ 10
|
||||
brassTunnelTimer = 10
|
||||
#.
|
||||
#The amount of ticks a factory gauge waits between requests.
|
||||
# Default: 100
|
||||
# Range: > 5
|
||||
factoryGaugeTimer = 100
|
||||
#.
|
||||
#Whether hostile mobs walking near a seat will start riding it.
|
||||
seatHostileMobs = true
|
||||
|
||||
#.
|
||||
#Everything related to Schematic tools
|
||||
[schematics]
|
||||
#.
|
||||
#.
|
||||
#Whether placing a Schematic directly in Creative Mode should replace world blocks with Air
|
||||
creativePrintIncludesAir = false
|
||||
#.
|
||||
#The amount of Schematics a player can upload until previous ones are overwritten.
|
||||
# Default: 10
|
||||
# Range: > 1
|
||||
maxSchematics = 10
|
||||
#.
|
||||
#[in KiloBytes]
|
||||
#The maximum allowed file size of uploaded Schematics.
|
||||
# Default: 256
|
||||
# Range: > 16
|
||||
maxTotalSchematicSize = 256
|
||||
#.
|
||||
#[in Bytes]
|
||||
#The maximum packet size uploaded Schematics are split into.
|
||||
# Default: 1024
|
||||
# Range: 256 ~ 32767
|
||||
maxSchematicPacketSize = 1024
|
||||
#.
|
||||
#Amount of game ticks without new packets arriving until an active schematic upload process is discarded.
|
||||
# Default: 600
|
||||
# Range: > 100
|
||||
schematicIdleTimeout = 600
|
||||
|
||||
#.
|
||||
#Schematicannon
|
||||
[schematics.schematicannon]
|
||||
#.
|
||||
#Amount of game ticks between shots of the cannon. Higher => Slower
|
||||
# Default: 10
|
||||
# Range: > 1
|
||||
schematicannonDelay = 10
|
||||
#.
|
||||
#Amount of blocks a Schematicannon can print per Gunpowder item provided.
|
||||
# Default: 400
|
||||
# Range: > 1
|
||||
schematicannonShotsPerGunpowder = 400
|
||||
|
||||
#.
|
||||
#Equipment and gadgets added by Create
|
||||
[equipment]
|
||||
#.
|
||||
#.
|
||||
#The Maximum Distance to an active mirror for the symmetry wand to trigger.
|
||||
# Default: 50
|
||||
# Range: > 10
|
||||
maxSymmetryWandRange = 50
|
||||
#.
|
||||
#The Maximum Distance a Block placed by Create's placement assist will have to its interaction point.
|
||||
# Default: 12
|
||||
# Range: > 3
|
||||
placementAssistRange = 12
|
||||
#.
|
||||
#The Maximum Distance at which a Toolbox can interact with Players' Inventories.
|
||||
# Default: 10
|
||||
# Range: > 1
|
||||
toolboxRange = 10
|
||||
#.
|
||||
#The Maximum volume of Air that can be stored in a backtank = Seconds of underwater breathing
|
||||
# Default: 900
|
||||
# Range: > 1
|
||||
airInBacktank = 900
|
||||
#.
|
||||
#The volume of Air added by each level of the backtanks Capacity Enchantment
|
||||
# Default: 300
|
||||
# Range: > 1
|
||||
enchantedBacktankCapacity = 300
|
||||
#.
|
||||
#Amount of free Extendo Grip actions provided by one filled Copper Backtank. Set to 0 makes Extendo Grips unbreakable
|
||||
# Default: 1000
|
||||
# Range: > 0
|
||||
maxExtendoGripActions = 1000
|
||||
#.
|
||||
#Amount of free Potato Cannon shots provided by one filled Copper Backtank. Set to 0 makes Potato Cannons unbreakable
|
||||
# Default: 200
|
||||
# Range: > 0
|
||||
maxPotatoCannonShots = 200
|
||||
|
||||
#.
|
||||
#Create's builtin Railway systems
|
||||
[trains]
|
||||
#.
|
||||
#.
|
||||
#Whether moving Trains can hurt colliding mobs and players.
|
||||
trainsCauseDamage = true
|
||||
#.
|
||||
#Maximum length of track that can be placed as one batch or turn.
|
||||
# Default: 32
|
||||
# Range: 16 ~ 128
|
||||
maxTrackPlacementLength = 32
|
||||
#.
|
||||
#Maximum length of a Train Stations' assembly track.
|
||||
# Default: 128
|
||||
# Range: 5 ~ 512
|
||||
maxAssemblyLength = 128
|
||||
#.
|
||||
#Maximum amount of bogeys assembled as a single Train.
|
||||
# Default: 20
|
||||
# Range: 1 ~ 200
|
||||
maxBogeyCount = 20
|
||||
#.
|
||||
#Relative speed of a manually controlled Train compared to a Scheduled one.
|
||||
# Default: 0.75
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
manualTrainSpeedModifier = 0.75
|
||||
|
||||
#.
|
||||
#Standard Trains
|
||||
[trains.trainStats]
|
||||
#.
|
||||
#[in Blocks/Second]
|
||||
#The top speed of any assembled Train.
|
||||
# Default: 28.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
trainTopSpeed = 28.0
|
||||
#.
|
||||
#[in Blocks/Second]
|
||||
#The top speed of Trains during a turn.
|
||||
# Default: 14.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
trainTurningTopSpeed = 14.0
|
||||
#.
|
||||
#[in Blocks/Second²]
|
||||
#The acceleration of any assembled Train.
|
||||
# Default: 3.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
trainAcceleration = 3.0
|
||||
|
||||
#.
|
||||
#Powered Trains
|
||||
[trains.poweredTrainStats]
|
||||
#.
|
||||
#[in Blocks/Second]
|
||||
#The top speed of powered Trains.
|
||||
# Default: 40.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
poweredTrainTopSpeed = 40.0
|
||||
#.
|
||||
#[in Blocks/Second]
|
||||
#The top speed of powered Trains during a turn.
|
||||
# Default: 20.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
poweredTrainTurningTopSpeed = 20.0
|
||||
#.
|
||||
#[in Blocks/Second²]
|
||||
#The acceleration of powered Trains.
|
||||
# Default: 3.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
poweredTrainAcceleration = 3.0
|
||||
@@ -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 ~ 8
|
||||
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 +1,32 @@
|
||||
#Disables File Watcher. Used to automatically update config if its file has been modified.
|
||||
disableConfigWatcher = false
|
||||
#Should we control the window. Disabling this disables new GL features and can be bad for mods that rely on them.
|
||||
earlyWindowControl = true
|
||||
#Max threads for early initialization parallelism, -1 is based on processor count
|
||||
maxThreads = -1
|
||||
#Enable NeoForge global version checking
|
||||
versionCheck = true
|
||||
#Default config path for servers
|
||||
defaultConfigPath = "defaultconfigs"
|
||||
#Disables Optimized DFU client-side - already disabled on servers
|
||||
disableOptimizedDFU = true
|
||||
#Early window provider
|
||||
earlyWindowProvider = "fmlearlywindow"
|
||||
#Early window width
|
||||
earlyWindowWidth = 854
|
||||
#Early window height
|
||||
earlyWindowHeight = 480
|
||||
#Early window framebuffer scale
|
||||
earlyWindowFBScale = 1
|
||||
#Early window starts maximized
|
||||
earlyWindowMaximized = false
|
||||
#Skip specific GL versions, may help with buggy graphics card drivers
|
||||
earlyWindowSkipGLVersions = []
|
||||
#Squir?
|
||||
earlyWindowSquir = false
|
||||
#Define dependency overrides below
|
||||
#Dependency overrides can be used to forcibly remove a dependency constraint from a mod or to force a mod to load AFTER another mod
|
||||
#Using dependency overrides can cause issues. Use at your own risk.
|
||||
#Example dependency override for the mod with the id 'targetMod': dependency constraints (incompatibility clauses or restrictive version ranges) against mod 'dep1' are removed, and the mod will now load after the mod 'dep2'
|
||||
#dependencyOverrides.targetMod = ["-dep1", "+dep2"]
|
||||
dependencyOverrides = {}
|
||||
@@ -0,0 +1,8 @@
|
||||
#EXPERIMENTAL: Enable the NeoForge block rendering pipeline - fixes the lighting of custom models.
|
||||
experimentalForgeLightPipelineEnabled = false
|
||||
#When enabled, NeoForge will show any warnings that occurred during loading.
|
||||
showLoadWarnings = true
|
||||
#Set to true to use a combined DEPTH_STENCIL attachment instead of two separate ones.
|
||||
useCombinedDepthStencilAttachment = false
|
||||
#A config option mainly for developers. Logs out configuration values that do not have translations when running a client in a development environment.
|
||||
logUntranslatedConfigurationWarnings = true
|
||||
@@ -0,0 +1,8 @@
|
||||
#A config option mainly for developers. Logs out modded item tags that do not have translations when running on integrated server. Format desired is tag.item.<namespace>.<path> for the translation key. Defaults to SILENCED.
|
||||
#Allowed Values: SILENCED, DEV_SHORT, DEV_VERBOSE, PROD_SHORT, PROD_VERBOSE
|
||||
logUntranslatedItemTagWarnings = "SILENCED"
|
||||
#A config option mainly for developers. Logs out modded tags that are using the 'forge' namespace when running on integrated server. Defaults to DEV_SHORT.
|
||||
#Allowed Values: SILENCED, DEV_SHORT, DEV_VERBOSE, PROD_SHORT, PROD_VERBOSE
|
||||
logLegacyTagWarnings = "DEV_SHORT"
|
||||
#Set this to true to enable showing debug information about attributes on an item when advanced tooltips is on.
|
||||
attributeAdvancedTooltipDebugInfo = true
|
||||
@@ -0,0 +1,10 @@
|
||||
#Set this to true to remove any BlockEntity that throws an error in its update method instead of closing the server and reporting a crash log. BE WARNED THIS COULD SCREW UP EVERYTHING USE SPARINGLY WE ARE NOT RESPONSIBLE FOR DAMAGES.
|
||||
removeErroringBlockEntities = false
|
||||
#Set this to true to remove any Entity (Note: Does not include BlockEntities) that throws an error in its tick method instead of closing the server and reporting a crash log. BE WARNED THIS COULD SCREW UP EVERYTHING USE SPARINGLY WE ARE NOT RESPONSIBLE FOR DAMAGES.
|
||||
removeErroringEntities = false
|
||||
#Set this to true to check the entire entity's collision bounding box for ladders instead of just the block they are in. Causes noticeable differences in mechanics so default is vanilla behavior. Default: false.
|
||||
fullBoundingBoxLadders = false
|
||||
#The permission handler used by the server. Defaults to neoforge:default_handler if no such handler with that name is registered.
|
||||
permissionHandler = "neoforge:default_handler"
|
||||
#Set this to true to enable advertising the dedicated server to local LAN clients so that it shows up in the Multiplayer screen automatically.
|
||||
advertiseDedicatedServerToLan = true
|
||||
@@ -0,0 +1,39 @@
|
||||
#.
|
||||
#Parameters and abilities of Offroad Blocks
|
||||
[blocks]
|
||||
#.
|
||||
#.
|
||||
#The block gathering search radius of the borehead bearing
|
||||
# Default: 1.5
|
||||
# Range: 0.0 ~ 10.0
|
||||
borehead_bearing_search_radius = 1.5
|
||||
#.
|
||||
#The amount of ticks it takes for the borehead bearing to recover from an item stall
|
||||
# Default: 10
|
||||
# Range: > 0
|
||||
borehead_bearing_stall_recovery_ticks = 10
|
||||
#.
|
||||
#Whether the borehead bearing should stall when it doesn't have enough room to accept a mined block
|
||||
borehead_bearing_stalling_enabled = true
|
||||
#.
|
||||
#The divisor used to determine the max speed of the attached borehead contraption contraption
|
||||
# Default: 4.0
|
||||
# Range: 1.0 ~ 3.4028234663852886E38
|
||||
borehead_bearing_rotation_divisor = 4.0
|
||||
|
||||
#.
|
||||
#Parameters and abilities of Offroad's kinetic mechanisms
|
||||
[kinetics]
|
||||
|
||||
#.
|
||||
#.
|
||||
#Fine tune the kinetic stats of individual components
|
||||
[kinetics.stressValues.v2]
|
||||
|
||||
#.
|
||||
#.
|
||||
#[in Stress Units]
|
||||
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
|
||||
[kinetics.stressValues.v2.impact]
|
||||
wheel_mount = 16.0
|
||||
borehead_bearing = 8.0
|
||||
@@ -0,0 +1,20 @@
|
||||
#.
|
||||
#Slow down a ponder scene whenever there is text on screen.
|
||||
comfyReading = false
|
||||
#.
|
||||
#Show additional info in the ponder view and reload scene scripts more frequently.
|
||||
editingMode = false
|
||||
|
||||
#.
|
||||
#Settings for the Placement Assist
|
||||
[placementAssist]
|
||||
#.
|
||||
#What indicator should be used when showing where the assisted placement ends up relative to your crosshair
|
||||
#Choose 'NONE' to disable the Indicator altogether
|
||||
#Allowed Values: TEXTURE, TRIANGLE, NONE
|
||||
indicatorType = "TEXTURE"
|
||||
#.
|
||||
#Change the size of the Indicator by this multiplier
|
||||
# Default: 1.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
indicatorScale = 1.0
|
||||
@@ -0,0 +1,17 @@
|
||||
#Whether sub-levels should apply block shading dynamically
|
||||
sub_level_dynamic_shading = true
|
||||
#Whether sub-levels can occlude the water surface
|
||||
sub_level_water_occlusion = true
|
||||
#Whether sub-levels should cast a shadow on the world
|
||||
sub_level_skylight_shadows = false
|
||||
#The distance back in game-ticks that the snapshot interpolation should operate
|
||||
# Default: 1.5
|
||||
# Range: 0.0 ~ 100.0
|
||||
sub_level_snapshot_interpolation_delay_ticks = 1.5
|
||||
#The renderer to use for sub-levels
|
||||
#Allowed Values: SODIUM_REACHAROUND
|
||||
sub_level_renderer = "SODIUM_REACHAROUND"
|
||||
#The zoom sensitivity for sub-level camera types
|
||||
# Default: 0.2
|
||||
# Range: 0.0 ~ 100.0
|
||||
sub_level_zoom_sensitivity = 0.2
|
||||
@@ -0,0 +1,34 @@
|
||||
#Whether sub-levels can split when parts are separated
|
||||
sub_level_splitting = true
|
||||
#Sub-level splitting heatmap steps that take place per tick
|
||||
# Default: 200
|
||||
# Range: > 1
|
||||
sub_level_splitting_heatmap_steps = 200
|
||||
#The minimum y coordinate sub-levels can exist at
|
||||
# Default: -10000.0
|
||||
# Range: -Infinity ~ Infinity
|
||||
sub_level_remove_min = -10000.0
|
||||
#The maximum y coordinate sub-levels can exist at
|
||||
# Default: 100000.0
|
||||
# Range: -Infinity ~ Infinity
|
||||
sub_level_remove_max = 100000.0
|
||||
#The fraction of velocity that is retained when a sub-level is loaded in. A value of 0.0 will indicate that no velocity should be carried over, while a value of 1.0 would carry over 100% of velocity on load.
|
||||
# Default: 0.9
|
||||
# Range: 0.0 ~ 1.0
|
||||
sub_level_velocity_retained_on_load = 0.9
|
||||
#The strength multiplier applied to sub-level punching impulses
|
||||
# Default: 2.1
|
||||
# Range: 0.0 ~ Infinity
|
||||
sub_level_punch_strength_multiplier = 2.1
|
||||
#The strength multiplier applied to the vertical component of downward sub-level punching impulses (to prevent jumping by punching the ground while standing on something light)
|
||||
# Default: 0.175
|
||||
# Range: 0.0 ~ Infinity
|
||||
sub_level_punch_downward_strength_multiplier = 0.175
|
||||
#The cooldown in ticks between sub-level punches
|
||||
# Default: 3
|
||||
# Range: > 0
|
||||
sub_level_punch_cooldown_ticks = 3
|
||||
#If the entire Sable UDP Networking pipeline should be disabled. This can improve compatibility with certain mods like Replay mod and certain networking setups, but will have worse performance and latency for networking sub-levels.
|
||||
disable_udp_pipeline = false
|
||||
#If Sable should attempt to authenticate with clients and send them sub-level data over UDP
|
||||
attempt_udp_networking = true
|
||||
@@ -0,0 +1,38 @@
|
||||
#Whether sub-levels can split when parts are separated
|
||||
sub_level_splitting = true
|
||||
#Sub-level splitting heatmap steps that take place per tick
|
||||
# Default: 200
|
||||
# Range: > 1
|
||||
sub_level_splitting_heatmap_steps = 200
|
||||
#The distance to network sub-levels to players at
|
||||
# Default: 320.0
|
||||
# Range: 1.0 ~ 1.7976931348623157E308
|
||||
sub_level_tracking_range = 320.0
|
||||
#The minimum y coordinate sub-levels can exist at
|
||||
# Default: -10000.0
|
||||
# Range: -Infinity ~ Infinity
|
||||
sub_level_remove_min = -10000.0
|
||||
#The maximum y coordinate sub-levels can exist at
|
||||
# Default: 100000.0
|
||||
# Range: -Infinity ~ Infinity
|
||||
sub_level_remove_max = 100000.0
|
||||
#The fraction of velocity that is retained when a sub-level is loaded in. A value of 0.0 will indicate that no velocity should be carried over, while a value of 1.0 would carry over 100% of velocity on load.
|
||||
# Default: 0.9
|
||||
# Range: 0.0 ~ 1.0
|
||||
sub_level_velocity_retained_on_load = 0.9
|
||||
#The strength multiplier applied to sub-level punching impulses
|
||||
# Default: 2.1
|
||||
# Range: 0.0 ~ Infinity
|
||||
sub_level_punch_strength_multiplier = 2.1
|
||||
#The strength multiplier applied to the vertical component of downward sub-level punching impulses (to prevent jumping by punching the ground while standing on something light)
|
||||
# Default: 0.175
|
||||
# Range: 0.0 ~ Infinity
|
||||
sub_level_punch_downward_strength_multiplier = 0.175
|
||||
#The cooldown in ticks between sub-level punches
|
||||
# Default: 3
|
||||
# Range: > 0
|
||||
sub_level_punch_cooldown_ticks = 3
|
||||
#If the entire Sable UDP Networking pipeline should be disabled. This can improve compatibility with certain mods like Replay mod and certain networking setups, but will have worse performance and latency for networking sub-levels.
|
||||
disable_udp_pipeline = false
|
||||
#If Sable should attempt to authenticate with clients and send them sub-level data over UDP
|
||||
attempt_udp_networking = true
|
||||
@@ -0,0 +1,38 @@
|
||||
#Whether sub-levels can split when parts are separated
|
||||
sub_level_splitting = true
|
||||
#Sub-level splitting heatmap steps that take place per tick
|
||||
# Default: 200
|
||||
# Range: > 1
|
||||
sub_level_splitting_heatmap_steps = 200
|
||||
#The minimum y coordinate sub-levels can exist at
|
||||
# Default: -10000.0
|
||||
# Range: -Infinity ~ Infinity
|
||||
sub_level_remove_min = -10000.0
|
||||
#The maximum y coordinate sub-levels can exist at
|
||||
# Default: 100000.0
|
||||
# Range: -Infinity ~ Infinity
|
||||
sub_level_remove_max = 100000.0
|
||||
#The fraction of velocity that is retained when a sub-level is loaded in. A value of 0.0 will indicate that no velocity should be carried over, while a value of 1.0 would carry over 100% of velocity on load.
|
||||
# Default: 0.9
|
||||
# Range: 0.0 ~ 1.0
|
||||
sub_level_velocity_retained_on_load = 0.9
|
||||
#The strength multiplier applied to sub-level punching impulses
|
||||
# Default: 2.1
|
||||
# Range: 0.0 ~ Infinity
|
||||
sub_level_punch_strength_multiplier = 2.1
|
||||
#The strength multiplier applied to the vertical component of downward sub-level punching impulses (to prevent jumping by punching the ground while standing on something light)
|
||||
# Default: 0.175
|
||||
# Range: 0.0 ~ Infinity
|
||||
sub_level_punch_downward_strength_multiplier = 0.175
|
||||
#The cooldown in ticks between sub-level punches
|
||||
# Default: 3
|
||||
# Range: > 0
|
||||
sub_level_punch_cooldown_ticks = 3
|
||||
#If the entire Sable UDP Networking pipeline should be disabled. This can improve compatibility with certain mods like Replay mod and certain networking setups, but will have worse performance and latency for networking sub-levels.
|
||||
disable_udp_pipeline = false
|
||||
#If Sable should attempt to authenticate with clients and send them sub-level data over UDP
|
||||
attempt_udp_networking = true
|
||||
#The distance to network sub-levels to players at
|
||||
# Default: 320.0
|
||||
# Range: 1.0 ~ 1.7976931348623157E308
|
||||
sub_level_tracking_range = 16384.0
|
||||
@@ -0,0 +1,18 @@
|
||||
#.
|
||||
#Settings of Simulated Items
|
||||
[items]
|
||||
#.
|
||||
#.
|
||||
#When to display physics properties in block tooltips
|
||||
#Allowed Values: ALWAYS, SHIFT, GOGGLES, SHIFT_GOGGLES, NEVER
|
||||
displayProperties = "GOGGLES"
|
||||
#.
|
||||
#The sensitivity of scrolling when holding a sub-level with the Creative Physics Staff
|
||||
# Default: 0.6000000238418579
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
physics_staff_scroll_sensitivity = 0.6000000238418579
|
||||
#.
|
||||
#The sensitivity of rotation when holding a sub-level with the Creative Physics Staff
|
||||
# Default: 0.3499999940395355
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
physics_staff_rotate_sensitivity = 0.3499999940395355
|
||||
@@ -0,0 +1,224 @@
|
||||
#.
|
||||
#Parameters and abilities of Simulated's kinetic mechanisms
|
||||
[kinetics]
|
||||
|
||||
#.
|
||||
#.
|
||||
#Fine tune the kinetic stats of individual components
|
||||
[kinetics.stressValues.v2]
|
||||
|
||||
#.
|
||||
#.
|
||||
#[in Stress Units]
|
||||
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
|
||||
[kinetics.stressValues.v2.impact]
|
||||
rope_winch = 4.0
|
||||
auger_shaft = 0.5
|
||||
torsion_spring = 16.0
|
||||
auger_cog = 0.5
|
||||
swivel_bearing = 4.0
|
||||
|
||||
#.
|
||||
#[in Stress Units]
|
||||
#Configure how much stress a source can accommodate for.
|
||||
[kinetics.stressValues.v2.capacity]
|
||||
light_blue_portable_engine = 64.0
|
||||
yellow_portable_engine = 64.0
|
||||
gray_portable_engine = 64.0
|
||||
black_portable_engine = 64.0
|
||||
red_portable_engine = 64.0
|
||||
lime_portable_engine = 64.0
|
||||
light_gray_portable_engine = 64.0
|
||||
pink_portable_engine = 64.0
|
||||
green_portable_engine = 64.0
|
||||
cyan_portable_engine = 64.0
|
||||
torsion_spring = 8.0
|
||||
brown_portable_engine = 64.0
|
||||
magenta_portable_engine = 64.0
|
||||
purple_portable_engine = 64.0
|
||||
steering_wheel = 16.0
|
||||
white_portable_engine = 64.0
|
||||
blue_portable_engine = 64.0
|
||||
orange_portable_engine = 64.0
|
||||
|
||||
#.
|
||||
#Settings for sub-level assembly
|
||||
[assembly]
|
||||
#.
|
||||
#.
|
||||
#Maximum amount of blocks in a structure assemble-able by Physics Assemblers, Swivel Bearings, or other means.
|
||||
# Default: 128000
|
||||
# Range: > 1
|
||||
maxBlocksMoved = 128000
|
||||
#.
|
||||
#Maximum range in blocks which honey glue may initially be placed
|
||||
# Default: 48
|
||||
# Range: > 1
|
||||
honeyGlueRange = 48
|
||||
#.
|
||||
#Maximum range in blocks which merging glue may be placed by items such as slime balls
|
||||
# Default: 4.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
mergingGlueRange = 4.0
|
||||
#.
|
||||
#The amount of ticks that disassembly alignment is allowed to take before failing.
|
||||
# Default: 20
|
||||
# Range: > 5
|
||||
maxDisassemblyTicks = 20
|
||||
#.
|
||||
#The maximum amount of degrees a Simulated Contraption is allowed to be tilted to fully disassemble
|
||||
# Default: 4.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
disassemblyDegreeTolerance = 4.0
|
||||
#.
|
||||
#The maximum velocity a Simulated Contraption is allowed to disassemble at in m/s
|
||||
# Default: 5.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
disassemblyMaxVelocity = 5.0
|
||||
#.
|
||||
#The maximum angular velocity a Simulated Contraption is allowed to disassemble at in rad/s
|
||||
# Default: 1.5707963705062866
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
disassemblyMaxAngularVelocity = 1.5707963705062866
|
||||
#.
|
||||
#Disallow disassembly of Simulated Contraptions in mid-air, requiring them to be within a few chunk sections of terrain
|
||||
disallowMidAirDisassembly = true
|
||||
#.
|
||||
#Whether only the original Physics Assembler can disassemble the Sub-Level it assembled
|
||||
#Disabling allows *ALL* Physics Assemblers to disassemble any Sub-Level
|
||||
"Primary Disassembly" = false
|
||||
|
||||
#.
|
||||
#Parameters related to the physics of Simulated Contraptions
|
||||
[physics]
|
||||
#.
|
||||
#.
|
||||
#The maximum force two magnets will apply towards each other
|
||||
# Default: 1000.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
redstoneMagnetStrength = 1000.0
|
||||
#.
|
||||
#The maximum force two docking connectors will apply towards each other
|
||||
# Default: 1000.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
dockingConnectorStrength = 1000.0
|
||||
#.
|
||||
#Limit for linear acceleration for a magnet pair
|
||||
# Default: 500.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
redstoneMagnetLinearAccelerationClamping = 500.0
|
||||
#.
|
||||
#Limit for angular acceleration for a magnet pair
|
||||
# Default: 50.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
redstoneMagnetAngularAccelerationClamping = 50.0
|
||||
#.
|
||||
#Limit for linear acceleration for a docking connector pair
|
||||
# Default: 500.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
dockingConnectorLinearAccelerationClamping = 500.0
|
||||
#.
|
||||
#Limit for angular acceleration for a docking connector pair
|
||||
# Default: 50.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
dockingConnectorAngularAccelerationClamping = 50.0
|
||||
#.
|
||||
#The stiffness of locked swivel bearing joints
|
||||
# Default: 1600.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
swivel_stiffness = 1600.0
|
||||
#.
|
||||
#The friction / damping of unlocked swivel bearing joints
|
||||
# Default: 0.30000001192092896
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
swivel_friction = 0.30000001192092896
|
||||
#.
|
||||
#The damping of locked swivel bearing joints
|
||||
# Default: 40.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
swivel_damping = 40.0
|
||||
#.
|
||||
#The angle tolerance in degrees for docking connectors to link
|
||||
# Default: 20.0
|
||||
# Range: 0.0 ~ 365.0
|
||||
docking_connector_angle = 20.0
|
||||
#.
|
||||
#The distance tolerance in blocks for docking connectors to link
|
||||
# Default: 0.5
|
||||
# Range: 0.0 ~ 4.0
|
||||
docking_connector_distance = 0.5
|
||||
#.
|
||||
#The maximum force handles are allowed to apply to the contraption they are attached to
|
||||
# Default: 120.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
handleMaxForce = 120.0
|
||||
#.
|
||||
#The linear stiffness of the joint motors used to hold sub-levels by the Creative Physics Staff
|
||||
# Default: 2650.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
physics_staff_linear_stiffness = 2650.0
|
||||
#.
|
||||
#The linear damping of the joint motors used to hold sub-levels by the Creative Physics Staff
|
||||
# Default: 125.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
physics_staff_linear_damping = 125.0
|
||||
#.
|
||||
#The angular stiffness of the joint motors used to hold sub-levels by the Creative Physics Staff
|
||||
# Default: 10000.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
physics_staff_angular_stiffness = 10000.0
|
||||
#.
|
||||
#The angular damping of the joint motors used to hold sub-levels by the Creative Physics Staff
|
||||
# Default: 850.0
|
||||
# Range: 0.0 ~ 3.4028234663852886E38
|
||||
physics_staff_angular_damping = 850.0
|
||||
|
||||
#.
|
||||
#Parameters and abilities of Simulated Blocks
|
||||
[blocks]
|
||||
#.
|
||||
#.
|
||||
#Maximum range for the Optical Sensor
|
||||
# Default: 15
|
||||
# Range: > 0
|
||||
optical_sensor_max_range = 15
|
||||
#.
|
||||
#Maximum range for the Laser Pointer
|
||||
# Default: 100
|
||||
# Range: > 0
|
||||
laser_pointer_max_range = 100
|
||||
#.
|
||||
#Maximum range for rope connections
|
||||
# Default: 40.0
|
||||
# Range: 0.0 ~ 1000.0
|
||||
max_rope_range = 40.0
|
||||
#.
|
||||
#Maximum percent the rope mounted on a Rope Winch is allowed to stretch before not accepting input
|
||||
# Default: 25.0
|
||||
# Range: 0.0 ~ 100.0
|
||||
max_rope_winch_stretch_allowed = 25.0
|
||||
#.
|
||||
#Steepest angle at which a rope can be grabbed onto using a wrench in degrees
|
||||
# Default: 85.0
|
||||
# Range: 0.0 ~ 90.0
|
||||
max_rope_zipline_angle = 85.0
|
||||
#.
|
||||
#The maximum RPM a Swivel Bearing is allowed to rotate at
|
||||
# Default: 96.0
|
||||
# Range: 0.0 ~ 256.0
|
||||
max_swivel_bearing_speed = 96.0
|
||||
|
||||
#.
|
||||
#Equipment and gadgets added by Simulated
|
||||
[equipment]
|
||||
#.
|
||||
#.
|
||||
#Amount of free Plunger Launcher shots provided by one filled Backtank. Set to 0 makes Plunger Launchers unbreakable
|
||||
# Default: 100
|
||||
# Range: > 0
|
||||
maxPlungerLauncherShots = 100
|
||||
#.
|
||||
#The max range that launched plungers can be from each other
|
||||
# Default: 64
|
||||
# Range: > 0
|
||||
maxPlungerLauncherRange = 64
|
||||
@@ -0,0 +1 @@
|
||||
{"v":1,"s":"7963ad0d3e043711be98efad4e435c34b5262ca875c68d4e525a391f0a5851acbd60e5a1537a2e5cee90cd727ee254205f204fe471958c77c79aa895781ae4bc","u":"6933eac6f09fbc44429b670c54c361be7b8d28edf80ee2fd977da0d0e1f9027bcd67dd1fc2083a6a882da7a6e3f59be71a582b57c22d775bb2be1abfe81bbbb9","p":"529a0692c0526d22f36e6d0f1b8d0b975e6a9e198b0cbbcf8a4e0f78623e1ad4fcc2555429e282c0f1218de1c141d78618e6c03afdc972463b1feeae3791d26f","t":1778490144}
|
||||
@@ -0,0 +1,6 @@
|
||||
# This is the configuration file for Sodium.
|
||||
#
|
||||
# You can find information on editing this file and all the available options here:
|
||||
# https://github.com/CaffeineMC/sodium/wiki/Configuration-File
|
||||
#
|
||||
# By default, this file will be empty except for this notice.
|
||||
@@ -0,0 +1,28 @@
|
||||
{
|
||||
"quality": {
|
||||
"weather_quality": "DEFAULT",
|
||||
"leaves_quality": "DEFAULT",
|
||||
"enable_vignette": false
|
||||
},
|
||||
"advanced": {
|
||||
"enable_memory_tracing": false,
|
||||
"use_advanced_staging_buffers": true,
|
||||
"cpu_render_ahead_limit": 3
|
||||
},
|
||||
"performance": {
|
||||
"chunk_builder_threads": 0,
|
||||
"always_defer_chunk_updates_v2": true,
|
||||
"animate_only_visible_textures": true,
|
||||
"use_entity_culling": false,
|
||||
"use_fog_occlusion": true,
|
||||
"use_block_face_culling": false,
|
||||
"use_no_error_g_l_context": true
|
||||
},
|
||||
"notifications": {
|
||||
"has_cleared_donation_button": false,
|
||||
"has_seen_donation_prompt": false
|
||||
},
|
||||
"debug": {
|
||||
"terrain_sorting_enabled": true
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,135 @@
|
||||
[embeddiumextras.general]
|
||||
#Set Fullscreen mode
|
||||
#Borderless let you change between screens more faster and move your mouse across monitors
|
||||
#Allowed Values: WINDOWED, BORDERLESS, FULLSCREEN
|
||||
fullscreen = "WINDOWED"
|
||||
#Configure FPS Display mode
|
||||
#Complete mode gives you min FPS count and average count
|
||||
#Allowed Values: OFF, SIMPLE, ADVANCED
|
||||
fpsDisplay = "ADVANCED"
|
||||
#Configure FPS Display gravity
|
||||
#Places counter on specified corner of your screen
|
||||
#Allowed Values: LEFT, CENTER, RIGHT
|
||||
fpsDisplayGravity = "LEFT"
|
||||
#Shows GPU and memory usage onto FPS display
|
||||
#Allowed Values: OFF, ON, GPU, RAM
|
||||
fpsDisplaySystem = "OFF"
|
||||
#Configure FPS Display margin
|
||||
#Give some space between corner and text
|
||||
# Default: 12
|
||||
# Range: 0 ~ 48
|
||||
fpsDisplayMargin = 12
|
||||
#Toggle FPS Display shadow
|
||||
#In case sometimes you can't see the text
|
||||
fpsDisplayShadow = false
|
||||
|
||||
[embeddiumextras.quality]
|
||||
#Toggle fog feature
|
||||
#Fog was a vanilla feature, toggling off may increases performance
|
||||
fog = false
|
||||
#Raise clouds
|
||||
#Modify clouds height perfect for a adaptative world experience
|
||||
# Default: 192
|
||||
# Range: 0 ~ 512
|
||||
cloudsHeight = 192
|
||||
#Chunks fade in speed
|
||||
#This option doesn't affect performance, just changes speed
|
||||
#Allowed Values: OFF, FAST, SLOW
|
||||
chunkFadeSpeed = "SLOW"
|
||||
|
||||
[embeddiumextras.quality.darkness]
|
||||
#Configure Darkness Mode
|
||||
#Each config changes what is considered 'true darkness'
|
||||
#Allowed Values: PITCH_BLACK, TOTAL_DARKNESS, DARK, DIM, OFF
|
||||
mode = "OFF"
|
||||
#Toggle Darkness on Overworld dimension
|
||||
enableOnOverworld = true
|
||||
#Toggle Darkness on Nether dimension
|
||||
enableOnNether = false
|
||||
#Configure fog brightness on nether when darkness is enabled
|
||||
# Default: 0.5
|
||||
# Range: 0.0 ~ 1.0
|
||||
netherFogBright = 0.5
|
||||
#Toggle Darkness on End dimension
|
||||
enableOnEnd = false
|
||||
#Configure fog brightness on nether when darkness is enabled
|
||||
# Default: 0.5
|
||||
# Range: 0.0 ~ 1.0
|
||||
endFogBright = 0.5
|
||||
#Toggle Darkness default mode for modded dimensions
|
||||
valueByDefault = false
|
||||
#List of all dimensions to use True Darkness
|
||||
#This option overrides 'valueByDefault' state
|
||||
dimensionWhitelist = []
|
||||
#Toggle darkness when dimension has no SkyLight
|
||||
enableOnNoSkyLight = false
|
||||
#Disables all bright sources of darkness like moon or fog
|
||||
#Only affects darkness effect
|
||||
enableBlockLightOnly = false
|
||||
#Toggles if moon phases affects darkness in the overworld
|
||||
affectedByMoonPhase = true
|
||||
#Configure max moon brightness level with darkness
|
||||
# Default: 0.25
|
||||
# Range: 0.0 ~ 1.0
|
||||
fullMoonBright = 0.25
|
||||
#Configure min moon brightness level with darkness
|
||||
# Default: 0.0
|
||||
# Range: 0.0 ~ 1.0
|
||||
newMoonBright = 0.0
|
||||
|
||||
[embeddiumextras.performance]
|
||||
#Toggles JREI item rendering until searching
|
||||
#Increases performance a little bit and cleans your screen when you don't want to use it
|
||||
hideJREI = false
|
||||
#Toggles Minecraft Fonts shadows
|
||||
#Depending of the case may increase performance
|
||||
#Gives a flat style text
|
||||
fontShadows = true
|
||||
|
||||
[embeddiumextras.performance.distanceCulling.tileEntities]
|
||||
#Toggles distance culling for Block Entities
|
||||
#Maybe you use another mod for that :(
|
||||
enable = false
|
||||
#Configure horizontal max distance before cull Block entities
|
||||
#Value is squared, default was 64^2 (or 64x64)
|
||||
# Default: 4096
|
||||
# Range: > 0
|
||||
cullingMaxDistanceX = 4096
|
||||
#Configure vertical max distance before cull Block entities
|
||||
#Value is raw
|
||||
# Default: 32
|
||||
# Range: 0 ~ 512
|
||||
cullingMaxDistanceY = 32
|
||||
#List of all Block Entities to be ignored by distance culling
|
||||
#Uses ResourceLocation to identify it
|
||||
#Example 1: "minecraft:chest" - Ignores chests only
|
||||
#Example 2: "ae2:*" - ignores all Block entities from Applied Energetics 2
|
||||
whitelist = ["waterframes:*"]
|
||||
|
||||
[embeddiumextras.performance.distanceCulling.entities]
|
||||
#Toggles distance culling for entities
|
||||
#Maybe you use another mod for that :(
|
||||
enable = false
|
||||
#Configure horizontal max distance before cull entities
|
||||
#Value is squared, default was 64^2 (or 64x64)
|
||||
# Default: 4096
|
||||
# Range: > 0
|
||||
cullingMaxDistanceX = 4096
|
||||
#Configure vertical max distance before cull entities
|
||||
#Value is raw
|
||||
# Default: 32
|
||||
# Range: 0 ~ 512
|
||||
cullingMaxDistanceY = 32
|
||||
#List of all Entities to be ignored by distance culling
|
||||
#Uses ResourceLocation to identify it
|
||||
#Example 1: "minecraft:bat" - Ignores bats only
|
||||
#Example 2: "alexsmobs:*" - ignores all entities for alexmobs mod
|
||||
whitelist = ["minecraft:ghast", "minecraft:ender_dragon", "iceandfire:*", "create:*"]
|
||||
|
||||
[embeddiumextras.others]
|
||||
#Configure if borderless fullscreen option should be attached to F11 or replace vanilla fullscreen
|
||||
#Allowed Values: ATTACH, REPLACE, OFF
|
||||
borderlessAttachModeOnF11 = "OFF"
|
||||
#Toggles fast language reload
|
||||
#Embeddedt points it maybe cause troubles to JEI, so ¿why not add it as a toggleable option?
|
||||
fastLanguageReload = true
|
||||
Reference in New Issue
Block a user