Remove unneded stuff
This commit is contained in:
@@ -1,815 +0,0 @@
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From b77da7755473b73f530cf118e33e182a43a534e6 Mon Sep 17 00:00:00 2001
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From: Jika <vandechat@tutanota.com>
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Date: Sun, 21 Sep 2025 21:10:11 +0200
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Subject: [PATCH 6/9] Distant horizon and qol/perf config / add headlights js
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---
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config/DistantHorizons.toml | 790 ++++++++++++++
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config/smoothchunk.json | 10 +
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kubejs/server_scripts/headlight/recipes.js | 24 +
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kubejs/server_scripts/headlight/tags.js | 14 +
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kubejs/server_scripts/main_server_script.js | 2 +
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pakku.json | 7 +-
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7 files changed, 1909 insertions(+), 3 deletions(-)
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create mode 100644 config/DistantHorizons.toml
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create mode 100644 config/smoothchunk.json
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create mode 100644 kubejs/server_scripts/headlight/recipes.js
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create mode 100644 kubejs/server_scripts/headlight/tags.js
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diff --git a/config/DistantHorizons.toml b/config/DistantHorizons.toml
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new file mode 100644
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index 00000000..e3ce8515
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--- /dev/null
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+++ b/config/DistantHorizons.toml
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@@ -0,0 +1,790 @@
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+_version = 3
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+
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+[server]
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+ #
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+ # Defines the Z-coordinate of the central point for generation boundaries, in blocks.
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+ generationBoundsZ = 0
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+ #
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+ # Defines the distance the player will receive updates around.
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+ realTimeUpdateDistanceRadiusInChunks = 256
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+ #
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+ # Prefix of the level keys sent to the clients.
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+ # If the mod is running behind a proxy, each backend should use a unique value.
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+ # If this value is empty, level key will be based on the server's seed hash.
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+ levelKeyPrefix = ""
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+ #
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+ # Defines the distance allowed to be synchronized around the player.
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+ # Should be the same or larger than maxGenerationRequestDistance in most cases.
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+ maxSyncOnLoadRequestDistance = 4096
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+ #
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+ # If true, clients will receive updated LODs when joining or loading new LODs.
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+ synchronizeOnLoad = true
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+ #
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+ # Defines the distance allowed to generate around the player.
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+ maxGenerationRequestDistance = 4096
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+ #
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+ # Defines the X-coordinate of the central point for generation boundaries, in blocks.
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+ generationBoundsX = 0
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+ #
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+ # Makes the server send level keys for each world.
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+ # Disable this if you use alternative ways to send level keys.
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+ sendLevelKeys = true
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+ #
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+ # How many LOD generation requests per second should a client send?
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+ # Also limits the number of client requests allowed to stay in the server's queue.
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+ generationRequestRateLimit = 20
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+ #
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+ # How many LOD sync requests per second should a client send?
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+ # Also limits the amount of player's requests allowed to stay in the server's queue.
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+ syncOnLoadRateLimit = 50
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+ #
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+ # Defines the radius around the central point within which generation is allowed, in blocks.
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+ # If this value is set to 0, generation bounds are disabled.
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+ generationBoundsRadius = 0
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+ #
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+ # Maximum speed for uploading LODs to the clients, in KB/s.
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+ # Value of 0 disables the limit.
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+ maxDataTransferSpeed = 500
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+ #
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+ # If true, clients will receive real-time LOD updates for chunks outside the client's render distance.
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+ enableRealTimeUpdates = true
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+
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+ [server.experimental]
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+ #
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+ # When enabled on the client, this allows loading lower detail levels as needed to speed up terrain generation.
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+ # This must also be enabled on the server; otherwise, it will have no effect.
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+ # For better performance when switching LOD detail levels, enabling [upsampleLowerDetailLodsToFillHoles] is recommended.
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+ enableNSizedGeneration = false
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+
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+[common]
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+
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+ [common.lodBuilding]
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+ #
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+ # How should block data be compressed when creating LOD data?
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+ # This setting will only affect new or updated LOD data,
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+ # any data already generated when this setting is changed will be
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+ # unaffected until it is modified or re-loaded.
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+ #
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+ # MERGE_SAME_BLOCKS
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+ # Every block/biome change is recorded in the database.
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+ # This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data.
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+ # Expected Compression Ratio: 1.0
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+ #
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+ # VISUALLY_EQUAL
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+ # Only visible block/biome changes are recorded in the database.
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+ # Hidden blocks (IE ores) are ignored.
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+ # Expected Compression Ratio: 0.7
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+ worldCompression = "VISUALLY_EQUAL"
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+ #
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+ # When DH pulls in pre-existing chunks it will attempt to
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+ # run any missing world generation steps; for example:
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+ # if a chunk has the status SURFACE, DH will skip BIOMES
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+ # and SURFACE, but will run FEATURES.
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+ #
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+ # However if for some reason the chunks are malformed
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+ # or there's some other issue that causes the status
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+ # to be incorrect that can either cause world gen
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+ # lock-ups and/or crashes.
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+ # If either of those happen try setting this to True.
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+ assumePreExistingChunksAreFinished = false
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+ #
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+ # If true LOD generation for pre-existing chunks will attempt to pull the lighting data
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+ # saved in Minecraft's Region files.
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+ # If false DH will pull in chunks without lighting and re-light them.
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+ #
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+ # Setting this to true will result in faster LOD generation
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+ # for already generated worlds, but is broken by most lighting mods.
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+ #
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+ # Set this to false if LODs are black.
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+ pullLightingForPregeneratedChunks = false
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+ #
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+ # What algorithm should be used to compress new LOD data?
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+ # This setting will only affect new or updated LOD data,
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+ # any data already generated when this setting is changed will be
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+ # unaffected until it needs to be re-written to the database.
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+ #
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+ # UNCOMPRESSED
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+ # Should only be used for testing, is worse in every way vs [LZ4].
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+ # Expected Compression Ratio: 1.0
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+ # Estimated average DTO read speed: 1.64 milliseconds
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+ # Estimated average DTO write speed: 12.44 milliseconds
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+ #
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+ # LZ4
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+ # A good option if you're CPU limited and have plenty of hard drive space.
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+ # Expected Compression Ratio: 0.36
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+ # Estimated average DTO read speed: 1.85 ms
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+ # Estimated average DTO write speed: 9.46 ms
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+ #
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+ # LZMA2
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+ # Slow but very good compression.
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+ # Expected Compression Ratio: 0.14
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+ # Estimated average DTO read speed: 11.89 ms
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+ # Estimated average DTO write speed: 192.01 ms
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+ dataCompression = "LZMA2"
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+ #
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+ # Enabling this will drastically increase chunk processing time
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+ # and you may need to increase your CPU load to handle it.
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+ #
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+ # Normally DH will attempt to skip creating LODs for chunks it's already seen
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+ # and that haven't changed.
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+ #
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+ # However sometimes that logic incorrectly prevents LODs from being updated.
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+ # Disabling this check may fix issues where LODs aren't updated after
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+ # blocks have been changed.
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+ disableUnchangedChunkCheck = false
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+ #
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+ # True: Recalculate chunk height maps before chunks can be used by DH.
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+ # This can fix problems with worlds created by World Painter or
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+ # other external tools where the heightmap format may be incorrect.
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+ # False: Assume any height maps handled by Minecraft are correct.
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+ #
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+ # Fastest: False
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+ # Most Compatible: True
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+ recalculateChunkHeightmaps = false
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+
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+ [common.lodBuilding.experimental]
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+ #
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+ # When active DH will attempt to fill missing LOD data
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+ # with any data that is present in the tree, preventing holes when moving
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+ # when a N-sized generator (or server) is active.
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+ #
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+ # This is only used when N-sized world generation is available
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+ # and/or when on a server where [generateOnlyInHighestDetail] is false.
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+ #
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+ # Experimental:
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+ # Enabling this option will increase CPU and harddrive use
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+ # and may cause rendering bugs.
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+ upsampleLowerDetailLodsToFillHoles = false
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+
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+ [common.multiThreading]
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+ #
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+ # How many threads should be used by Distant Horizons?
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+ numberOfThreads = 8
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+ #
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+ # A value between 1.0 and 0.0 that represents the percentage
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+ # of time each thread can run before going idle.
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+ #
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+ # This can be used to reduce CPU usage if the thread count
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+ # is already set to 1 for the given option, or more finely
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+ # tune CPU performance.
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+ threadRunTimeRatio = "1.0"
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+
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+ [common.logging]
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+ #
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+ # If enabled, the mod will log information about the renderer OpenGL process.
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+ # This can be useful for debugging.
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+ logRendererGLEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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+ #
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+ # If enabled, the mod will log performance about the world generation process.
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+ # This can be useful for debugging.
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+ logWorldGenPerformance = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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+ #
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+ # If enabled, the mod will log information about network operations.
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+ # This can be useful for debugging.
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+ logNetworkEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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+ #
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+ # If enabled, the mod will log information about the renderer buffer process.
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+ # This can be useful for debugging.
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+ logRendererBufferEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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+ #
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+ # If enabled, the mod will log information about the world generation process.
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+ # This can be useful for debugging.
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+ logWorldGenEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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+ #
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+ # If enabled, the mod will log information about the world generation process.
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+ # This can be useful for debugging.
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+ logWorldGenLoadEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
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+
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+ [common.logging.warning]
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+ #
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+ # If enabled, a chat message will be displayed when DH has too many chunks
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+ # queued for updating.
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+ showUpdateQueueOverloadedChatWarning = false
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+ #
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+ # If enabled, a chat message will be displayed if Java doesn't have enough
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+ # memory allocated to run DH well.
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+ showLowMemoryWarningOnStartup = true
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+ #
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+ # If enabled, a chat message will be displayed when a replay is started
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+ # giving some basic information about how DH will function.
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+ showReplayWarningOnStartup = true
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+ #
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+ # If enabled, a chat message will be displayed when a potentially problematic
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+ # mod is installed alongside DH.
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+ showModCompatibilityWarningsOnStartup = true
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+ #
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+ # If enabled, a chat message will be displayed if vanilla MC's
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+ # render distance is higher than the recommended amount.
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+ showHighVanillaRenderDistanceWarning = true
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+ #
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+ # If enabled, a chat message will be displayed if DH detects
|
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+ # that any pooled objects have been garbage collected.
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+ showPoolInsufficientMemoryWarning = true
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+
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+ [common.worldGenerator]
|
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+ #
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||||
+ # How detailed should LODs be generated outside the vanilla render distance?
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+ #
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+ # PRE_EXISTING_ONLY
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+ # Only create LOD data for already generated chunks.
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+ #
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+ #
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+ # SURFACE
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+ # Generate the world surface,
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+ # this does NOT include trees,
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+ # or structures.
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+ #
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+ # FEATURES
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+ # Generate everything except structures.
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+ # WARNING: This may cause world generator bugs or instability when paired with certain world generator mods.
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+ #
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+ # INTERNAL_SERVER
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+ # Ask the local server to generate/load each chunk.
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+ # This is the most compatible and will generate structures correctly,
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+ # but may cause server/simulation lag.
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+ # Note: unlike other modes this option DOES save generated chunks to
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+ # Minecraft's region files.
|
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+ distantGeneratorMode = "PRE_EXISTING_ONLY"
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+ #
|
||||
+ # How should distant generator progress be displayed?
|
||||
+ #
|
||||
+ # OVERLAY: may be the same as CHAT for some Minecraft versions
|
||||
+ # CHAT
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||||
+ # 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"
|
||||
+
|
||||
|
||||
@@ -1,19 +0,0 @@
|
||||
## 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.
|
||||
Reference in New Issue
Block a user