From 712d81ceda0d92f705c9ce26fa6cf9c613d61058 Mon Sep 17 00:00:00 2001 From: gabetoo Date: Tue, 24 Dec 2024 10:46:02 -0500 Subject: [PATCH] disable DistantHorizons update checking --- DH Test-1.0.0.mrpack | Bin 31982897 -> 31991913 bytes config/DistantHorizons.toml | 776 ++++++++++++++++++++++++++++++++++++ index.toml | 4 + pack.toml | 2 +- 4 files changed, 781 insertions(+), 1 deletion(-) create mode 100644 config/DistantHorizons.toml diff --git a/DH Test-1.0.0.mrpack b/DH Test-1.0.0.mrpack index 1eac2a9c1021b42912e6ea23da0ebf9ae4a09296..5a648a5902a09879c4df35cfba1b73e1d394e9df 100644 GIT binary patch delta 11076 zcmZwNWmHsOxG->r?nb%=q)R|VTDn^Wkw&@^sUbEX4HAOHfRuDgNh94Y9nv5msnpB) zzxTuaaA(%~&9k3f>zr9<)|_>o%7`q2ozX0U000BX00p1|G=L5;04Bf!*Z>FM0z7~Z z2mm1<0>pp>kODIB0FVO;KnbV-HJ|~sfDX_D2EYiI05f<9SO6JLmwNpbPu}-Jl2bf2EZT~ z0>fYgjDj&R4ko}Pm;%#a2F!w=U=GZK1+WN~z%p0?t6&YRgI{0+Y=SMY4R*jT*aQ3E z0Q?4r;0PRpKi~wMf-`UqF2E)D3;uyCa1Cz2Ex7vti-N(TkYQ0Muqaem6dEiF9TtTF 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maxDataTransferSpeed = 500 + # + # Prefix of the level keys sent to the clients. + # If the mod is running behind a proxy, each backend should use a unique value. + # If this value is empty, level key will be based on the server's seed hash. + levelKeyPrefix = "" + # + # Defines the distance allowed to be synchronized around the player. + # Should be the same or larger than maxGenerationRequestDistance in most cases. + maxSyncOnLoadRequestDistance = 4096 + # + # If true, clients will receive updated LODs when joining or loading new LODs. + synchronizeOnLoad = true + # + # Defines the distance allowed to generate around the player. + maxGenerationRequestDistance = 4096 + # + # If true, clients will receive real-time LOD updates for chunks outside the client's render distance. + enableRealTimeUpdates = true + # + # Makes the server send level keys for each world. + # Disable this if you use alternative ways to send level keys. + sendLevelKeys = true + # + # How many LOD generation requests per second should a client send? + # Also limits the number of client requests allowed to stay in the server's queue. + generationRequestRateLimit = 20 + # + # How many LOD sync requests per second should a client send? + # Also limits the amount of player's requests allowed to stay in the server's queue. + syncOnLoadRateLimit = 50 + +[common] + + [common.lodBuilding] + # + # How should block data be compressed when creating LOD data? + # This setting will only affect new or updated LOD data, + # any data already generated when this setting is changed will be + # unaffected until it is modified or re-loaded. + # + # MERGE_SAME_BLOCKS + # Every block/biome change is recorded in the database. + # This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data. + # Expected Compression Ratio: 1.0 + # + # VISUALLY_EQUAL + # Only visible block/biome changes are recorded in the database. + # Hidden blocks (IE ores) are ignored. + # Expected Compression Ratio: 0.7 + worldCompression = "VISUALLY_EQUAL" + # + # 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" + # + # 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 + # + # True: Recalculate chunk height maps before chunks can be used by DH. + # This can fix problems with worlds created by World Painter or + # other external tools where the heightmap format may be incorrect. + # False: Assume any height maps handled by Minecraft are correct. + # + # Fastest: False + # Most Compatible: True + recalculateChunkHeightmaps = false + + [common.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 = 2 + # + # 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 + # + # How many threads should be used when (de)compressing LODs + # that are received/sent over the network? + # + # This pool doesn't do anything in singleplayer or when connected + # to a server that doesn't support DH networking. + # + # 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. + numberOfNetworkCompressionThreads = 5 + # + # A value between 1.0 and 0.0 that represents the percentage + # of time each thread can run before going idle. + # + # This can be used to reduce CPU usage if the thread count + # is already set to 1 for the given option, or more finely + # tune CPU performance. + runTimeRatioForWorldGenerationThreads = "0.5" + # + # A value between 1.0 and 0.0 that represents the percentage + # of time each thread can run before going idle. + # + # This can be used to reduce CPU usage if the thread count + # is already set to 1 for the given option, or more finely + # tune CPU performance. + runTimeRatioForLodBuilderThreads = "0.25" + # + # A value between 1.0 and 0.0 that represents the percentage + # of time each thread can run before going idle. + # + # This can be used to reduce CPU usage if the thread count + # is already set to 1 for the given option, or more finely + # tune CPU performance. + runTimeRatioForFileHandlerThreads = "1.0" + # + # A value between 1.0 and 0.0 that represents the percentage + # of time each thread can run before going idle. + # + # This can be used to reduce CPU usage if the thread count + # is already set to 1 for the given option, or more finely + # tune CPU performance. + runTimeRatioForUpdatePropagatorThreads = "0.25" + # + # A value between 1.0 and 0.0 that represents the percentage + # of time each thread can run before going idle. + # + # This can be used to reduce CPU usage if the thread count + # is already set to 1 for the given option, or more finely + # tune CPU performance. + runTimeRatioForNetworkCompressionThreads = "0.5" + # + # 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 + # + # 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 = 2 + # + # 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 = 2 + + [common.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 network operations. + # This can be useful for debugging. + logNetworkEvent = "LOG_ERROR_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_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" + + [common.logging.warning] + # + # If enabled, a chat message will be displayed when DH has too many chunks + # queued for updating. + showUpdateQueueOverloadedChatWarning = false + # + # If enabled, a chat message will be displayed if Java doesn't have enough + # memory allocated to run DH well. + showLowMemoryWarningOnStartup = true + # + # If enabled, a chat message will be displayed when a replay is started + # giving some basic information about how DH will function. + showReplayWarningOnStartup = true + # + # If enabled, a chat message will be displayed when a potentially problematic + # mod is installed alongside DH. + showModCompatibilityWarningsOnStartup = false + + [common.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. + # + # INTERNAL_SERVER + # Ask the local server to generate/load each chunk. + # This is the most compatible and will generate structures correctly, + # but may cause server/simulation lag. + # Note: unlike other modes this option DOES save generated chunks to + # Minecraft's region files. + distantGeneratorMode = "FEATURES" + # + # Should Distant Horizons slowly generate LODs + # outside the vanilla render distance? + enableDistantGeneration = false + +[client] + # + # Should Distant Horizon's config button appear in Minecraft's options screen next to the fov slider? + showDhOptionsButtonInMinecraftUi = true + + [client.advanced] + + [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 = false + # + # Should Distant Horizons silently, automatically download and install new versions? + enableSilentUpdates = false + + [client.advanced.debugging] + # + # If enabled this will disable (most) vanilla Minecraft rendering. + # + # NOTE: Do not report any issues when this mode is on! + # This setting is only for fun and debugging. + # Mod compatibility is not guaranteed. + lodOnlyMode = false + # + # 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 = "DEFAULT" + # + # 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 + # + # A white box will be drawn when an LOD starts rendering + # and a purple box when an LOD stops rendering. + # + # This can be used to debug Quad Tree holes. + showRenderSectionToggling = 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 = true + # + # Defines how OpenGL errors are handled. + # May incorrectly catch OpenGL errors thrown by other mods. + # + # IGNORE: Do nothing. + # LOG: write an error to the log. + # LOG_THROW: write to the log and throw an exception. + # Warning: this should only be enabled when debugging the LOD renderer + # as it may break Minecraft's renderer when an exception is thrown. + glErrorHandlingMode = "LOG" + + [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.culling] + # + # If false all beacons near the camera won't be drawn to prevent vanilla overdraw. + # If true all beacons will be rendered. + # + # Generally this should be left as true. It's main purpose is for debugging + # beacon updating/rendering. + disableBeaconDistanceCulling = true + # + # 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" + # + # 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 + # + # 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" + # + # 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,minecraft:brown_mushroom" + # + # If true LODs outside the player's camera + # aren't drawn, increasing GPU performance. + # + # If false all LODs are drawn, even those behind + # the player's camera, decreasing GPU performance. + # + # Disable this if you see LODs disappearing at the corners of your vision. + disableFrustumCulling = false + + [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" + # + # Enable Screen Space Ambient Occlusion + enableSsao = true + # + # Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks. + radius = "4.0" + + [client.advanced.graphics.noiseTexture] + # + # Should a noise texture be applied to LODs? + # + # This is done to simulate textures and make the LODs appear more detailed. + enableNoiseTexture = true + # + # Defines how far should the noise texture render before it fades away. (in blocks) + # Set to 0 to disable noise from fading away + noiseDropoff = 1024 + # + # How many steps of noise should be applied to LODs? + noiseSteps = 4 + # + # How intense should the noise should be? + noiseIntensity = "5.0" + + [client.advanced.graphics.experimental] + # + # This is the earth size ratio when applying the curvature shader effect. + # Note: Enabling this feature may cause rendering bugs. + # + # 0 = flat/disabled + # 1 = 1 to 1 (6,371,000 blocks) + # 100 = 1 to 100 (63,710 blocks) + # 10000 = 1 to 10000 (637.1 blocks) + # + # Note: Due to current limitations, the min value is 50 + # and the max value is 5000. Any values outside this range + # will be set to 0 (disabled). + earthCurveRatio = 0 + + [client.advanced.graphics.genericRendering] + # + # If true LOD clouds will be rendered. + enableCloudRendering = true + # + # If true LOD beacon beams will be rendered. + enableBeaconRendering = true + # + # If true non terrain objects will be rendered in DH's terrain. + # This includes beacon beams and clouds. + enableGenericRendering = true + # + # Can be disabled to use much slower but more compatible direct rendering. + # Disabling this can be used to fix some crashes on Mac. + enableInstancedRendering = true + + [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" + # + # If true LODs will fade away as you get closer to them. + # If false LODs will cut off abruptly at a set distance from the camera. + # This setting is affected by the vanilla overdraw prevention config. + ditherDhFade = true + # + # How bright LOD colors are. + # + # 0 = black + # 1 = normal + # 2 = near white + brightnessMultiplier = "1.0" + # + # 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" + # + # How saturated LOD colors are. + # + # 0 = black and white + # 1 = normal + # 2 = very saturated + saturationMultiplier = "1.0" + # + # This indicates how well LODs will represent + # overhangs, caves, floating islands, etc. + # Higher options will make the world more accurate, butwill increase memory and GPU usage. + # + # Lowest Quality: HEIGHT_MAP + # Highest Quality: EXTREME + verticalQuality = "MEDIUM" + # + # 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" + # + # The radius of the mod's render distance. (measured in chunks) + lodChunkRenderDistanceRadius = 256 + # + # 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 = "FADE_TO_DIRT" + # + # 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 = "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" + # + # How should vanilla Minecraft fade into Distant Horizons LODs? + # + # NONE: Fastest, there will be a pronounced border between DH and MC rendering. + # SINGLE_PASS: Fades after MC's transparent pass, opaque blocks underwater won't be faded. + # DOUBLE_PASS: Slowest, fades after both MC's opaque and transparent passes, provides the smoothest transition. + vanillaFadeMode = "DOUBLE_PASS" + + [client.advanced.graphics.fog] + # + # Should Minecraft's fog render? + # Note: Other mods may conflict with this setting. + enableVanillaFog = false + # + # What is the maximum fog thickness? + # + # 0.0: No fog. + # 1.0: Fully opaque fog. + farFogMax = "1.0" + # + # Determines if fog is drawn on DH LODs. + enableDhFog = true + # + # At what distance should the far fog start? + # + # 0.0: Fog starts at the player's position. + # 1.0: Fog starts at the closest edge of the vanilla render distance. + # 1.414: Fog starts at the corner of the vanilla render distance. + farFogStart = "0.4" + # + # What is the minimum fog thickness? + # + # 0.0: No fog. + # 1.0: Fully opaque fog. + farFogMin = "0.0" + # + # What color should fog use? + # + # USE_WORLD_FOG_COLOR: Use the world's fog color. + # USE_SKY_COLOR: Use the sky's color. + colorMode = "USE_WORLD_FOG_COLOR" + # + # How should the fog thickness should be calculated? + # + # LINEAR: Linear based on distance (will ignore 'density') + # EXPONENTIAL: 1/(e^(distance*density)) + # EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2) + farFogFalloff = "EXPONENTIAL_SQUARED" + # + # Used in conjunction with the Fog Falloff. + farFogDensity = "2.5" + # + # Where should the far fog end? + # + # 0.0: Fog ends at player's position. + # 1.0: Fog ends at the closest edge of the vanilla render distance. + # 1.414: Fog ends at the corner of the vanilla render distance. + farFogEnd = "1.0" + + [client.advanced.graphics.fog.heightFog] + # + # Where should the height fog start? + # + # ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky + # BELOW_CAMERA: Height fog starts at the camera and goes towards the void + # ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void + # ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky + # BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void + # ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void + heightFogDirection = "BELOW_SET_HEIGHT" + # + # What is the minimum fog thickness? + # + # 0.0: No fog. + # 1.0: Fully opaque fog. + heightFogMin = "0.0" + # + # If the height fog is calculated around a set height, what is that height position? + heightFogBaseHeight = "80.0" + # + # What is the maximum fog thickness? + # + # 0.0: No fog. + # 1.0: Fully opaque fog. + heightFogMax = "1.0" + # + # How should the height fog thickness should be calculated? + # + # LINEAR: Linear based on height (will ignore 'density') + # EXPONENTIAL: 1/(e^(height*density)) + # EXPONENTIAL_SQUARED: 1/(e^((height*density)^2) + heightFogFalloff = "EXPONENTIAL_SQUARED" + # + # What is the height fog's density? + heightFogDensity = "20.0" + # + # How should height effect the fog thickness? + # Note: height fog is combined with the other fog settings. + # + # SPHERICAL: Fog is calculated based on camera distance. + # CYLINDRICAL: Ignore height, fog is calculated based on horizontal distance. + # + # MAX: max(heightFog, farFog) + # ADDITION: heightFog + farFog + # MULTIPLY: heightFog * farFog + # INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog) + # LIMITED_ADDITION: farFog + max(farFog, heightFog) + # MULTIPLY_ADDITION: farFog + farFog * heightFog + # INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog) + # AVERAGE: farFog*0.5 + heightFog*0.5 + heightFogMixMode = "SPHERICAL" + # + # Should the start of the height fog be offset? + # + # 0.0: Fog start with no offset. + # 1.0: Fog start with offset of the entire world's height. (Includes depth) + heightFogStart = "0.0" + # + # Should the end of the height fog be offset? + # + # 0.0: Fog end with no offset. + # 1.0: Fog end with offset of the entire world's height. (Include depth) + heightFogEnd = "0.6" + + [client.advanced.multiplayer] + # + # How should multiplayer save folders should be named? + # + # NAME_ONLY: Example: "Minecraft Server" + # IP_ONLY: Example: "192.168.1.40" + # NAME_IP: Example: "Minecraft Server IP 192.168.1.40" + # NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"NAME_IP_PORT_MC_VERSION: Example: "Minecraft Server IP 192.168.1.40:25565 GameVersion 1.16.5" + serverFolderNameMode = "NAME_ONLY" + diff --git a/index.toml b/index.toml index 6096f52..c4b4592 100644 --- a/index.toml +++ b/index.toml @@ -4,6 +4,10 @@ hash-format = "sha256" file = "README.md" hash = "cd3ae2905b00991d369bc681be56fe2a6c132731eccee3f79fd5f05f8bd4e511" +[[files]] +file = "config/DistantHorizons.toml" +hash = "da2034687d2a8a2ecfb0c1ca07f756e02b3b2266b1f11a5566d9dcaa5af3118a" + [[files]] file = "config/NoChatReports/NCR-Client.json" hash = "be88d44466fd4d68eeead41352fecd920243858ee4ca18dcd6b5f9a728108412" diff --git a/pack.toml b/pack.toml index 83ced71..e59ff2b 100644 --- a/pack.toml +++ b/pack.toml @@ -6,7 +6,7 @@ pack-format = "packwiz:1.1.0" [index] file = "index.toml" hash-format = "sha256" -hash = "6b41a1f3cd2d5ab7cd930dfae4bd6321379f64ffc5ee52f45954a5309482d326" +hash = "794f5dd1fe14c3205973b453ad38171b21dbf0afd8cc05f6602486ba2089a90c" [versions] minecraft = "1.20.1"