_version = 3

[server]
	#
	# Defines the distance the player will receive updates around.
	realTimeUpdateDistanceRadiusInChunks = 256
	#
	# Maximum speed for uploading LODs to the clients, in KB/s.
	# Value of 0 disables the limit.
	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"

