Remove unneded stuff

This commit is contained in:
2025-12-08 20:18:35 +01:00
parent d10304fa0b
commit a40561b76e
2 changed files with 0 additions and 834 deletions

View File

@@ -1,815 +0,0 @@
From b77da7755473b73f530cf118e33e182a43a534e6 Mon Sep 17 00:00:00 2001
From: Jika <vandechat@tutanota.com>
Date: Sun, 21 Sep 2025 21:10:11 +0200
Subject: [PATCH 6/9] Distant horizon and qol/perf config / add headlights js
---
config/DistantHorizons.toml | 790 ++++++++++++++
config/smoothchunk.json | 10 +
kubejs/server_scripts/headlight/recipes.js | 24 +
kubejs/server_scripts/headlight/tags.js | 14 +
kubejs/server_scripts/main_server_script.js | 2 +
pakku.json | 7 +-
7 files changed, 1909 insertions(+), 3 deletions(-)
create mode 100644 config/DistantHorizons.toml
create mode 100644 config/smoothchunk.json
create mode 100644 kubejs/server_scripts/headlight/recipes.js
create mode 100644 kubejs/server_scripts/headlight/tags.js
diff --git a/config/DistantHorizons.toml b/config/DistantHorizons.toml
new file mode 100644
index 00000000..e3ce8515
--- /dev/null
+++ b/config/DistantHorizons.toml
@@ -0,0 +1,790 @@
+_version = 3
+
+[server]
+ #
+ # Defines the Z-coordinate of the central point for generation boundaries, in blocks.
+ generationBoundsZ = 0
+ #
+ # Defines the distance the player will receive updates around.
+ realTimeUpdateDistanceRadiusInChunks = 256
+ #
+ # 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
+ #
+ # Defines the X-coordinate of the central point for generation boundaries, in blocks.
+ generationBoundsX = 0
+ #
+ # 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
+ #
+ # Defines the radius around the central point within which generation is allowed, in blocks.
+ # If this value is set to 0, generation bounds are disabled.
+ generationBoundsRadius = 0
+ #
+ # Maximum speed for uploading LODs to the clients, in KB/s.
+ # Value of 0 disables the limit.
+ maxDataTransferSpeed = 500
+ #
+ # If true, clients will receive real-time LOD updates for chunks outside the client's render distance.
+ enableRealTimeUpdates = true
+
+ [server.experimental]
+ #
+ # When enabled on the client, this allows loading lower detail levels as needed to speed up terrain generation.
+ # This must also be enabled on the server; otherwise, it will have no effect.
+ # For better performance when switching LOD detail levels, enabling [upsampleLowerDetailLodsToFillHoles] is recommended.
+ enableNSizedGeneration = false
+
+[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"
+ #
+ # When DH pulls in pre-existing chunks it will attempt to
+ # run any missing world generation steps; for example:
+ # if a chunk has the status SURFACE, DH will skip BIOMES
+ # and SURFACE, but will run FEATURES.
+ #
+ # However if for some reason the chunks are malformed
+ # or there's some other issue that causes the status
+ # to be incorrect that can either cause world gen
+ # lock-ups and/or crashes.
+ # If either of those happen try setting this to True.
+ assumePreExistingChunksAreFinished = false
+ #
+ # 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"
+ #
+ # Enabling this will drastically increase chunk processing time
+ # and you may need to increase your CPU load to handle it.
+ #
+ # Normally DH will attempt to skip creating LODs for chunks it's already seen
+ # and that haven't changed.
+ #
+ # However sometimes that logic incorrectly 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.lodBuilding.experimental]
+ #
+ # When active DH will attempt to fill missing LOD data
+ # with any data that is present in the tree, preventing holes when moving
+ # when a N-sized generator (or server) is active.
+ #
+ # This is only used when N-sized world generation is available
+ # and/or when on a server where [generateOnlyInHighestDetail] is false.
+ #
+ # Experimental:
+ # Enabling this option will increase CPU and harddrive use
+ # and may cause rendering bugs.
+ upsampleLowerDetailLodsToFillHoles = false
+
+ [common.multiThreading]
+ #
+ # How many threads should be used by Distant Horizons?
+ numberOfThreads = 8
+ #
+ # 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.
+ threadRunTimeRatio = "1.0"
+
+ [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 = true
+ #
+ # If enabled, a chat message will be displayed if vanilla MC's
+ # render distance is higher than the recommended amount.
+ showHighVanillaRenderDistanceWarning = true
+ #
+ # If enabled, a chat message will be displayed if DH detects
+ # that any pooled objects have been garbage collected.
+ showPoolInsufficientMemoryWarning = true
+
+ [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 = "PRE_EXISTING_ONLY"
+ #
+ # How should distant generator progress be displayed?
+ #
+ # OVERLAY: may be the same as CHAT for some Minecraft versions
+ # CHAT
+ # LOG
+ # DISABLED
+ showGenerationProgress = "OVERLAY"
+ #
+ # How often should the distant generator progress be displayed?
+ generationProgressDisplayIntervalInSeconds = 2
+ #
+ # For how many seconds should instructions for disabling the distant generator progress be displayed?
+ # Setting this to 0 hides the instructional message so the world gen progress is shown immediately when it starts.
+ generationProgressDisableMessageDisplayTimeInSeconds = 20
+ #
+ # Should Distant Horizons slowly generate LODs
+ # outside the vanilla render distance?
+ # Depending on the generator mode, this will import existing chunks
+ # and/or generating missing chunks.
+ 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?
+ # This setting is force disabled on dedicated servers for stability reasons.
+ 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 queued network sync on load tasks?
+ showNetworkSyncOnLoadQueue = 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.f3Screen]
+ #
+ # Shows how many chunks are queud for processing and the max count that can be queued.
+ showQueuedChunkUpdateCount = true
+ #
+ # Shows the memory use and array counts for each DH object pool.
+ showSeparatedObjectPools = false
+ #
+ # Shows info about each thread pool.
+ showPlayerPos = true
+ #
+ # Shows the combined memory use and array counts for all DH pooled objects.
+ showCombinedObjectPools = false
+ #
+ # Defines what internal detail level the player position will be shown as.
+ # Internal detail level means: 6 = 1x1 block, 7 = 2x2 blocks, etc.
+ playerPosSectionDetailLevel = 6
+ #
+ # Shows info about each thread pool.
+ showThreadPools = true
+ #
+ # Shows what levels are loaded and world gen/rendering info about those levels.
+ showLevelStatus = true
+
+ [client.advanced.debugging.openGl]
+ #
+ # Defines how OpenGL errors are handled.
+ # Requires rebooting Minecraft to change.
+ # Will catch OpenGL errors thrown by other mods.
+ 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 = "IGNORE"
+ #
+ # Massively reduces FPS.
+ # Should only be used if mysterious EXCEPTION_ACCESS_VIOLATION crashes are happening in DH's rendering code for troubleshooting.
+ validateBufferIdsBeforeRendering = false
+ #
+ # If true each Open GL error will only be logged once.
+ # Enabling this may cause some error logs to be missed.
+ # Does nothing if overrideVanillaGLLogger is set to false.
+ #
+ # Generally this can be kept as 'true' to prevent log spam.
+ # However, Please set this to 'false' if a developer needs your log to debug a GL issue.
+ onlyLogGlErrorsOnce = true
+
+ [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.
+ #
+ # 0 = auto, overdraw will change based on the vanilla render distance.
+ #
+ # Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,
+ # but may cause holes in the world.
+ # Holes are most likely to appear when flying through unloaded terrain.
+ #
+ # Increasing the vanilla render distance increases the effectiveness of this setting.
+ overdrawPrevention = "0.0"
+ #
+ # If enabled caves won't be rendered.
+ #
+ # Note: for some world types this can cause
+ # overhangs or walls for floating objects.
+ # Tweaking the caveCullingHeight, can resolve some
+ # of those issues.
+ 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.
+ # Air is always included in this list.
+ # Requires a restart to change.
+ ignoredRenderCaveBlockCsv = "minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column,minecraft:cave_vines_plant,minecraft:vine,minecraft:cave_vines,minecraft:short_grass,minecraft:tall_grass,minecraft:small_dripleaf,minecraft:big_dripleaf,minecraft:big_dripleaf_stem,minecraft:sculk_vein"
+ #
+ # A comma separated list of block resource locations that won't be rendered by DH.
+ # Air is always included in this list.
+ # Requires a restart to change.
+ 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
+ #
+ # Sets the maximum height at which beacons will render.This will only affect new beacons coming into LOD render distance.Beacons currently visible in LOD chunks will not be affected.
+ beaconRenderHeight = 6000
+ #
+ # 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"
+

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## 483938fc Add QoL Scripts for Local Server Dev
- Adds `.pakku/server-overrides/start_server.sh`, a parameterised Bash launcher that validates `minecraft_server.jar` and honours `JAVA_BIN`, `XMS`, `XMX` overrides before execing the server.
- Introduces `scripts/update_forge_auto_install.sh`, which pulls loader data from `pakku-lock.json` via `jq`, refreshes `forge-auto-install.txt`, and patches every built serverpack ZIP to mirror the CI workflow.
## 7eb9a384 Add BlazeMap and Storage Drawers
- Ships `config/blazemap-client.toml` with default overlays (coords, mob markers, layered maps) and adds the launcher script to the serverpack payload list.
## b77da775 Distant Horizon Headlights and QoL/Perf
- Adds curated configs for Distant Horizons and Smooth Chunk to stabilise long-range rendering performance.
- Integrates Headlight via KubeJS, replacing the default recipe and tagging TFC torches so they emit handheld light.
## 86ee31e0 Port Gregitas Certus to Wafer Chain
- Establishes a Certus element/material family, adds boule/wafer items with textures, and rebuilds AE2 processor production around MV-tier chemistry, EBF boule growth, and laser engraving.
- Removes the legacy inscriber print recipes in favour of GTCEu cutters that slice wafers into eight processor prints per press.
- Updates localisation with names for the new fluids/materials and fixes the chemical formulas for Certus and Fluix to reflect the revamped chain.
## 4a8847cf Update AE2 Quest with New Progression
- Extends the AE2 quest chapter to cover every step of the certus chemical loop—four fluid tasks, boule crafting, and wafer slicing—aligning it with the new wafer pipeline.
- Adds localisation strings for the fresh quests and repositions several quest nodes to accommodate the expanded progression path.