diff --git a/modrinth.index.json b/modrinth.index.json index 76e136b..964ee52 100644 --- a/modrinth.index.json +++ b/modrinth.index.json @@ -2277,5 +2277,5 @@ "game": "minecraft", "name": "Modded Expansion", "summary": "MeepishRealms: Modded Expansion is a vanilla-aesthetic Forge modpack focused around long-term progression, automation, building, socialization, and collaboration.", - "versionId": "1.5.1" + "versionId": "1.5.2" } diff --git a/overrides/config/DistantHorizons.toml b/overrides/config/DistantHorizons.toml new file mode 100644 index 0000000..97e8f5e --- /dev/null +++ b/overrides/config/DistantHorizons.toml @@ -0,0 +1,781 @@ +_version = 2 + +[client] + # Should Distant Horizon's config button appear in the options screen next to fov slider? + # + optionsButton = true + + [client.advanced] + + [client.advanced.graphics] + + [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 = "BLOCK" + # The radius of the mod's render distance. (measured in chunks) + # + lodChunkRenderDistanceRadius = 80 + # 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 = "MEDIUM" + # 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 = "MEDIUM" + # 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 = "COMPLETE" + # 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" + # 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 + + [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_ENABLED" + # 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] + # 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 = "0.0" + # 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" + # What is the minimum fog thickness? + # + # 0.0: No fog. + # 1.0: Fully opaque fog. + # + farFogMin = "0.0" + # What is the maximum fog thickness? + # + # 0.0: No fog. + # 1.0: Fully opaque fog. + # + farFogMax = "1.0" + # 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" + + [client.advanced.graphics.fog.advancedFog.heightFog] + # 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" + # 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" + # 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" + # What is the minimum fog thickness? + # + # 0.0: No fog. + # 1.0: Fully opaque fog. + # + heightFogMin = "0.0" + # 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" + + [client.advanced.graphics.ssao] + # Enable Screen Space Ambient Occlusion + # + enabled = true + # 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 the radius Screen Space Ambient Occlusion is applied, measured in blocks. + # + radius = "4.0" + # Determines how dark the Screen Space Ambient Occlusion effect will be. + # + strength = "0.2" + # 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" + # 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 + + [client.advanced.graphics.noiseTextureSettings] + # Should a noise texture be applied to LODs? + # + # This is done to simulate textures and make the LODs appear more detailed. + # + # + noiseEnabled = true + # How many steps of noise should be applied to LODs? + # + noiseSteps = 4 + # How intense should the noise should be? + # + noiseIntensity = "5.0" + # 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 + + [client.advanced.graphics.advancedGraphics] + # 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" + # How saturated LOD colors are. + # + # 0 = black and white + # 1 = normal + # 2 = very saturated + # + saturationMultiplier = "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 + # At what Y value should cave culling start? + # + caveCullingHeight = 40 + # 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 + # 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 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" + # 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 = false + # 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 + # How should the sides and bottom of grass block LODs render? + # + # AS_GRASS: all sides of dirt LOD's render using the top (green) color. + # FADE_TO_DIRT: sides fade from grass to dirt. + # AS_DIRT: sides render entirely as dirt. + # + # + grassSideRendering = "FADE_TO_DIRT" + + [client.advanced.worldGenerator] + # 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 + # 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 = 60 + + [client.advanced.multiplayer] + # How should multiplayer save folders should be named? + # + # NAME_ONLY: Example: "Minecraft Server" + # IP_ONLY: Example: "192.168.1.40" + # NAME_IP: Example: "Minecraft Server IP 192.168.1.40" + # NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"NAME_IP_PORT_MC_VERSION: Example: "Minecraft Server IP 192.168.1.40:25565 GameVersion 1.16.5" + # + serverFolderNameMode = "NAME_ONLY" + # 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" + + [client.advanced.lodBuilding] + # 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 + # If false LODs will be lit by Minecraft's lighting engine when possible + # and fall back to the DH lighting engine only when necessary. + # + # If true LODs will only be lit using Distant Horizons' lighting engine. + # + # Generally it is best to leave this disabled and should only be enabled + # if there are lighting issues or for debugging. + # + # + onlyUseDhLightingEngine = 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" + # 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" + # Determines if a message should be displayed in the chat when LOD migration starts. + # + # + showMigrationChatWarning = true + + [client.advanced.multiThreading] + # 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 = 3 + # 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 = "0.75" + # 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 = 2 + # 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 = "0.75" + # 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 = 4 + # 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 = "0.5" + # 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 = 2 + # 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 = "0.5" + # 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 + + [client.advanced.buffers] + # What method should be used to upload geometry to the GPU? + # + # AUTO: Picks the best option based on the GPU you have. + # + # BUFFER_STORAGE: Default if OpenGL 4.5 is supported. + # Fast rendering, no stuttering. + # + # SUB_DATA: Backup option for NVIDIA. + # Fast rendering but may stutter when uploading. + # + # BUFFER_MAPPING: Slow rendering but won't stutter when uploading. + # Generally the best option for integrated GPUs. + # Default option for AMD/Intel if OpenGL 4.5 isn't supported. + # May end up storing buffers in System memory. + # Fast rendering if in GPU memory, slow if in system memory, + # but won't stutter when uploading. + # + # DATA: Fast rendering but will stutter when uploading. + # Backup option for AMD/Intel. + # Fast rendering but may stutter when uploading. + # + # If you don't see any difference when changing these settings, + # or the world looks corrupted: restart your game. + # + gpuUploadMethod = "AUTO" + # How long should a buffer wait per Megabyte of data uploaded? + # Helpful resource for frame times: https://fpstoms.com + # + # Longer times may reduce stuttering but will make LODs + # transition and load slower. Change this to [0] for no timeout. + # + # NOTE: + # Before changing this config, try changing the "GPU Upload method" first. + # + # + gpuUploadPerMegabyteInMilliseconds = 0 + # If true geometry data will be uploaded on a DH controlled thread, reducing FPS stuttering. + # If false uploading will be done on Minecraft's main rendering thread. + # + # Setting this to false may reduce crashes or corrupted geometry on systems with an AMD GPU when Sodium is installed. + # + # + gpuUploadAsync = true + + [client.advanced.autoUpdater] + # Automatically check for updates on game launch? + # + enableAutoUpdater = true + # Should Distant Horizons silently, automatically download and install new versions? + # + enableSilentUpdates = false + # If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build + # + updateBranch = "STABLE" + + [client.advanced.logging] + # If enabled, the mod will log information about the world generation process. + # This can be useful for debugging. + # + logWorldGenEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE" + # If enabled, the mod will log performance about the world generation process. + # This can be useful for debugging. + # + logWorldGenPerformance = "LOG_WARNING_TO_CHAT_AND_FILE" + # If enabled, the mod will log information about the world generation process. + # This can be useful for debugging. + # + logWorldGenLoadEvent = "LOG_WARNING_TO_CHAT_AND_FILE" + # If enabled, the mod will log information about the LOD generation process. + # This can be useful for debugging. + # + logLodBuilderEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE" + # If enabled, the mod will log information about the renderer buffer process. + # This can be useful for debugging. + # + logRendererBufferEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE" + # If enabled, the mod will log information about the renderer OpenGL process. + # This can be useful for debugging. + # + logRendererGLEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE" + # If enabled, the mod will log information about file read/write operations. + # This can be useful for debugging. + # + logFileReadWriteEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE" + # If enabled, the mod will log information about file sub-dimension operations. + # This can be useful for debugging. + # + logFileSubDimEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE" + # If enabled, the mod will log information about network operations. + # This can be useful for debugging. + # + logNetworkEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE" + + [client.advanced.debugging] + # What renderer is active? + # + # DEFAULT: Default lod renderer + # DEBUG: Debug testing renderer + # DISABLED: Disable rendering + # + rendererMode = "DISABLED" + # 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 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 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 + # If true overlapping quads will be rendered as bright red for easy identification. + # If false the quads will be rendered normally. + # + # + showOverlappingQuadErrors = false + + [client.advanced.debugging.debugWireframe] + # 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 + # Render queued world gen tasks? + # + showWorldGenQueue = false + # Render LOD section status? + # + showRenderSectionStatus = false + # Render Quad Tree Rendering status? + # + showQuadTreeRenderStatus = false + # Render full data update/lock status? + # + showFullDataUpdateStatus = false + + [client.advanced.debugging.openGl] + # Requires a reboot to change. + # + # + overrideVanillaGLLogger = false + # 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. + # 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. + # 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 + # 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" + # 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. + # + # 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 + + [client.advanced.debugging.exampleConfigScreen] + boolTest = false + byteTest = "8" + intTest = 69420 + doubleTest = "420.69" + shortTest = "69" + longTest = "42069" + floatTest = "0.42069" + stringTest = "Test input box" + listTest = ["option 1", "option 2", "option 3"] + mapTest = "{}" + linkableTest = 420 + diff --git a/overrides/config/litematica.json b/overrides/config/litematica.json new file mode 100644 index 0000000..9cac3da --- /dev/null +++ b/overrides/config/litematica.json @@ -0,0 +1,354 @@ +{ + "Colors": { + "areaSelectionBoxSideColor": "#30FFFFFF", + "hightlightBlockInInventoryColor": "#30FF30FF", + "materialListHudItemCountsColor": "#FFFFAA00", + "schematicRebuildBreakPlaceOverlayColor": "#4C33CC33", + "schematicRebuildBreakExceptPlaceOverlayColor": "#4CF03030", + "schematicRebuildReplaceOverlayColor": "#4CF0A010", + "schematicOverlayColorExtra": "#4CFF4CE6", + "schematicOverlayColorMissing": "#2C33B3E6", + "schematicOverlayColorWrongBlock": "#4CFF3333", + "schematicOverlayColorWrongState": "#4CFF9010" + }, + "Generic": { + "areaSelectionsPerWorld": true, + "changeSelectedCornerOnMove": true, + "cloneAtOriginalPosition": false, + "commandDisableFeedback": true, + "commandFillNoChunkClamp": false, + "commandUseWorldEdit": false, + "customSchematicBaseDirectoryEnabled": false, + "debugLogging": false, + "easyPlaceFirst": true, + "easyPlaceHoldEnabled": true, + "easyPlaceMode": false, + "easyPlaceSinglePlayerHandling": true, + "easyPlaceProtocolVersion": "auto", + "easyPlaceVanillaReach": false, + "executeRequireHoldingTool": true, + "fixChestMirror": true, + "fixRailRotation": true, + "generateLowercaseNames": false, + "highlightBlockInInventory": false, + "itemUsePacketCheckBypass": true, + "layerModeFollowsPlayer": false, + "pasteAlwaysUseFill": false, + "pasteIgnoreBlockEntitiesEntirely": false, + "pasteIgnoreBlockEntitiesFromFill": true, + "pasteIgnoreCommandLimitWithNbtRestore": true, + "pasteIgnoreEntities": false, + "pasteIgnoreInventories": false, + "pasteNbtRestoreBehavior": "none", + "pasteToMcFunctionFiles": false, + "pasteUseFillCommand": true, + "pasteUsingCommandsInSp": false, + "pickBlockAvoidDamageable": true, + "pickBlockAvoidTools": false, + "pickBlockEnabled": true, + "pickBlockShulkers": false, + "placementReplaceBehavior": "all", + "placementRestriction": false, + "placementRestrictionWarn": "actionbar", + "renderMaterialListInGuis": true, + "renderThreadNoTimeout": true, + "signTextPaste": true, + "toolItemEnabled": true, + "unhideSchematicVCS": false, + "pasteReplaceBehavior": "none", + "selectionCornersMode": "corners", + "commandFillMaxVolume": 32768, + "commandLimitPerTick": 24, + "commandNameClone": "clone", + "commandNameFill": "fill", + "commandNameSetblock": "setblock", + "commandNameSummon": "summon", + "commandTaskInterval": 1, + "customSchematicBaseDirectory": "/var/home/brug/Games/Minecraft/Modded Expansion(1)/.minecraft/schematics", + "easyPlaceSwapInterval": 0, + "pickBlockableSlots": "1,2,3,4,5", + "toolItem": "minecraft:wooden_axe" + }, + "Hotkeys": { + "addSelectionBox": { + "keys": "M,A" + }, + "cloneSelection": { + "keys": "" + }, + "deleteSelectionBox": { + "keys": "" + }, + "easyPlaceUseKey": { + "keys": "BUTTON_2" + }, + "easyPlaceToggle": { + "keys": "" + }, + "executeOperation": { + "keys": "" + }, + "invertGhostBlockRenderState": { + "keys": "" + }, + "invertOverlayRenderState": { + "keys": "" + }, + "layerModeNext": { + "keys": "M,PAGE_UP" + }, + "layerModePrevious": { + "keys": "M,PAGE_DOWN" + }, + "layerNext": { + "keys": "PAGE_UP" + }, + "layerPrevious": { + "keys": "PAGE_DOWN" + }, + "layerSetHere": { + "keys": "" + }, + "nudgeSelectionNegative": { + "keys": "" + }, + "nudgeSelectionPositive": { + "keys": "" + }, + "moveEntireSelection": { + "keys": "" + }, + "openGuiAreaSettings": { + "keys": "KP_MULTIPLY" + }, + "openGuiLoadedSchematics": { + "keys": "" + }, + "openGuiMainMenu": { + "keys": "M" + }, + "openGuiMaterialList": { + "keys": "M,L" + }, + "openGuiPlacementSettings": { + "keys": "KP_SUBTRACT" + }, + "openGuiSchematicPlacements": { + "keys": "M,P" + }, + "openGuiSchematicProjects": { + "keys": "" + }, + "openGuiSchematicVerifier": { + "keys": "M,V" + }, + "openGuiSelectionManager": { + "keys": "M,S" + }, + "openGuiSettings": { + "keys": "M,C" + }, + "operationModeChangeModifier": { + "keys": "LEFT_CONTROL" + }, + "pickBlockFirst": { + "keys": "BUTTON_3" + }, + "pickBlockLast": { + "keys": "" + }, + "pickBlockToggle": { + "keys": "M,BUTTON_3" + }, + "renderInfoOverlay": { + "keys": "I" + }, + "renderOverlayThroughBlocks": { + "keys": "RIGHT_CONTROL" + }, + "rerenderSchematic": { + "keys": "F3,M" + }, + "saveAreaAsInMemorySchematic": { + "keys": "" + }, + "saveAreaAsSchematicToFile": { + "keys": "LEFT_CONTROL,LEFT_ALT,S" + }, + "schematicEditBreakPlaceAll": { + "keys": "" + }, + "schematicEditBreakAllExcept": { + "keys": "" + }, + "schematicEditBreakPlaceDirection": { + "keys": "" + }, + "schematicEditReplaceAll": { + "keys": "" + }, + "schematicEditReplaceBlock": { + "keys": "" + }, + "schematicEditReplaceDirection": { + "keys": "" + }, + "schematicVersionCycleModifier": { + "keys": "" + }, + "schematicVersionCycleNext": { + "keys": "" + }, + "schematicVersionCyclePrevious": { + "keys": "" + }, + "selectionGrabModifier": { + "keys": "" + }, + "selectionGrow": { + "keys": "" + }, + "selectionGrowModifier": { + "keys": "" + }, + "selectionNudgeModifier": { + "keys": "LEFT_ALT" + }, + "selectionModeCycle": { + "keys": "LEFT_CONTROL,M" + }, + "selectionShrink": { + "keys": "" + }, + "setAreaOrigin": { + "keys": "" + }, + "setSelectionBoxPosition1": { + "keys": "" + }, + "setSelectionBoxPosition2": { + "keys": "" + }, + "toggleAllRendering": { + "keys": "M,R" + }, + "toggleAreaSelectionBoxesRendering": { + "keys": "" + }, + "toggleInfoOverlayRendering": { + "keys": "" + }, + "toggleOverlayRendering": { + "keys": "" + }, + "toggleOverlayOutlineRendering": { + "keys": "" + }, + "toggleOverlaySideRendering": { + "keys": "" + }, + "togglePlacementBoxesRendering": { + "keys": "" + }, + "togglePlacementRestriction": { + "keys": "" + }, + "toggleSchematicBlockRendering": { + "keys": "" + }, + "toggleSchematicRendering": { + "keys": "M,G" + }, + "toggleSignTextPaste": { + "keys": "" + }, + "toggleTranslucentRendering": { + "keys": "" + }, + "toggleVerifierOverlayRendering": { + "keys": "" + }, + "toolEnabledToggle": { + "keys": "M,T" + }, + "toolPlaceCorner1": { + "keys": "BUTTON_1" + }, + "toolPlaceCorner2": { + "keys": "BUTTON_2" + }, + "toolSelectElements": { + "keys": "BUTTON_3" + }, + "toolSelectModifierBlock1": { + "keys": "LEFT_ALT" + }, + "toolSelectModifierBlock2": { + "keys": "LEFT_SHIFT" + }, + "unloadCurrentSchematic": { + "keys": "" + } + }, + "InfoOverlays": { + "blockInfoLinesEnabled": true, + "blockInfoOverlayEnabled": true, + "infoOverlaysTargetFluids": false, + "statusInfoHud": false, + "statusInfoHudAuto": true, + "verifierOverlayEnabled": true, + "warnDisabledRendering": true, + "blockInfoLinesAlignment": "top_right", + "blockInfoOverlayAlignment": "top_center", + "infoHudAlignment": "bottom_right", + "toolHudAlignment": "bottom_left", + "blockInfoLinesOffsetX": 4, + "blockInfoLinesOffsetY": 4, + "blockInfoLinesFontScale": 0.5, + "blockInfoOverlayOffsetY": 6, + "infoHudMaxLines": 10, + "infoHudOffsetX": 1, + "infoHudOffsetY": 1, + "infoHudScale": 1.0, + "materialListHudMaxLines": 10, + "materialListHudScale": 1.0, + "toolHudOffsetX": 1, + "toolHudOffsetY": 1, + "toolHudScale": 1.0, + "verifierErrorHilightAlpha": 0.2, + "verifierErrorHilightMaxPositions": 1000 + }, + "Visuals": { + "enableRendering": true, + "enableSchematicRendering": true, + "enableAreaSelectionBoxesRendering": true, + "enablePlacementBoxesRendering": true, + "enableSchematicBlocksRendering": true, + "enableSchematicOverlay": true, + "ignoreExistingFluids": false, + "overlayReducedInnerSides": false, + "renderAreaSelectionBoxSides": true, + "renderBlocksAsTranslucent": false, + "renderCollidingSchematicBlocks": false, + "renderErrorMarkerConnections": false, + "renderErrorMarkerSides": true, + "renderPlacementBoxSides": false, + "renderPlacementEnclosingBox": true, + "renderPlacementEnclosingBoxSides": false, + "renderTranslucentBlockInnerSides": false, + "schematicOverlayEnableOutlines": true, + "schematicOverlayEnableSides": true, + "schematicOverlayModelOutline": true, + "schematicOverlayModelSides": true, + "schematicOverlayRenderThroughBlocks": false, + "schematicOverlayTypeExtra": true, + "schematicOverlayTypeMissing": true, + "schematicOverlayTypeWrongBlock": true, + "schematicOverlayTypeWrongState": true, + "schematicVerifierUseBlockModels": false, + "ghostBlockAlpha": 0.5, + "placementBoxSideAlpha": 0.2, + "schematicOverlayOutlineWidth": 1.0, + "schematicOverlayOutlineWidthThrough": 3.0 + } +} \ No newline at end of file diff --git a/overrides/config/simple-rpc/simple-rpc.toml b/overrides/config/simple-rpc/simple-rpc.toml index b232884..b76b05e 100644 --- a/overrides/config/simple-rpc/simple-rpc.toml +++ b/overrides/config/simple-rpc/simple-rpc.toml @@ -29,7 +29,7 @@ #The Asset ID of the image to display as the small image smallImageKey = ["mclogo"] #The text that gets displayed when the small image is hovered - smallImageText = "MR:ME v1.5.1" + smallImageText = "MR:ME v1.5.2" #The buttons to display on Discord buttons = [] @@ -48,7 +48,7 @@ #The Asset ID of the image to display as the small image smallImageKey = ["mclogo"] #The text that gets displayed when the small image is hovered - smallImageText = "MR:ME v1.5.1" + smallImageText = "MR:ME v1.5.2" #The buttons to display on Discord buttons = [] @@ -67,7 +67,7 @@ #The Asset ID of the image to display as the small image smallImageKey = ["mclogo"] #The text that gets displayed when the small image is hovered - smallImageText = "MR:ME v1.5.1" + smallImageText = "MR:ME v1.5.2" #The buttons to display on Discord buttons = [] @@ -86,7 +86,7 @@ #The Asset ID of the image to display as the small image smallImageKey = ["mclogo"] #The text that gets displayed when the small image is hovered - smallImageText = "MR:ME v1.5.1" + smallImageText = "MR:ME v1.5.2" #The buttons to display on Discord buttons = [] @@ -105,7 +105,7 @@ #The Asset ID of the image to display as the small image smallImageKey = ["mclogo"] #The text that gets displayed when the small image is hovered - smallImageText = "MR:ME v1.5.1" + smallImageText = "MR:ME v1.5.2" #The buttons to display on Discord buttons = [] @@ -124,7 +124,7 @@ #The Asset ID of the image to display as the small image smallImageKey = ["mclogo"] #The text that gets displayed when the small image is hovered - smallImageText = "MR:ME v1.5.1" + smallImageText = "MR:ME v1.5.2" #The buttons to display on Discord buttons = [] @@ -143,7 +143,7 @@ #The Asset ID of the image to display as the small image smallImageKey = ["mclogo"] #The text that gets displayed when the small image is hovered - smallImageText = "MR:ME v1.5.1" + smallImageText = "MR:ME v1.5.2" #The buttons to display on Discord buttons = [] @@ -179,7 +179,7 @@ #The Asset ID of the image to display as the small image smallImageKey = ["mclogo"] #The text that gets displayed when the small image is hovered - smallImageText = "MR:ME v1.5.1" + smallImageText = "MR:ME v1.5.2" #The buttons to display on Discord buttons = [] @@ -210,7 +210,7 @@ #The Asset ID of the image to display as the small image smallImageKey = ["overworld"] #The text that gets displayed when the small image is hovered - smallImageText = "MR:ME v1.5.1" + smallImageText = "MR:ME v1.5.2" #The buttons to display on Discord buttons = [] @@ -228,7 +228,7 @@ #The Asset ID of the image to display as the small image smallImageKey = ["nether"] #The text that gets displayed when the small image is hovered - smallImageText = "MR:ME v1.5.1" + smallImageText = "MR:ME v1.5.2" #The buttons to display on Discord buttons = [] @@ -246,7 +246,7 @@ #The Asset ID of the image to display as the small image smallImageKey = ["end"] #The text that gets displayed when the small image is hovered - smallImageText = "MR:ME v1.5.1" + smallImageText = "MR:ME v1.5.2" #The buttons to display on Discord buttons = []