modify gitignore

This commit is contained in:
DIvan2000 2025-09-19 18:39:12 +04:00
parent a26b7cbef8
commit 83df4304c0
39 changed files with 5384 additions and 7 deletions

20
.gitignore vendored
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@ -1,6 +1,4 @@
*
!*/
!.gitignore
!install.sh
@ -9,8 +7,16 @@
!cherishedworlds-favorites.dat
!servers.dat
!mods/*
!resourcepacks/*
!config/*
!presets/*
!install_locales/*
!mods/
!resourcepacks/
!config/
!presets/
!install_locales/
!shaderpacks/
!mods/**
!resourcepacks/**
!config/**
!presets/**
!install_locales/**
!shaderpacks/**

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{
"keybinds": {
"regularKeybinds": {
"rotateCamera": "mouseleft",
"pickBlock": "mousemiddle",
"useTool": "mouseright",
"arcballCamera": "ctrl+mouseleft",
"arcballCardinalSnap": "none",
"panCamera": "ctrl+mouseright",
"crosshairCamera": "mouseright",
"adjustRadius": "ctrl+mousemiddle",
"adjustSpeed": "none",
"confirm": "enter",
"undo": "ctrl+z",
"redo": "ctrl+y",
"copy": "ctrl+c",
"copyWithAir": "none",
"paste": "ctrl+v",
"delete": "delete",
"cut": "ctrl+x",
"duplicate": "ctrl+j",
"extrudePoint": "e",
"saveBlueprint": "ctrl+p",
"showSelection": "none",
"showBiomes": "ctrl+b",
"showAnnotations": "none",
"showDisplayEntityGizmos": "none",
"showMarkerEntityGizmos": "none",
"showCollisionMesh": "none",
"showLightBlocks": "none",
"showStructureVoidBlocks": "none",
"quickFill": "ctrl+f",
"quickReplace": "ctrl+r",
"rotatePlacement": "ctrl+r",
"flipPlacement": "ctrl+f",
"pasteAndSelect": "none",
"moveQuick": "leftcontrol",
"moveForward": "w",
"moveLeft": "a",
"moveBackward": "s",
"moveRight": "d",
"moveUp": "space",
"moveDown": "leftshift",
"copyIngame": "ctrl+c",
"builderToolDelete": "delete",
"nudgeForwards": "up",
"nudgeBackwards": "down",
"nudgeRight": "right",
"nudgeLeft": "left",
"nudgePlusY": "pageup",
"nudgeMinusY": "pagedown",
"selectView1": "ctrl+1",
"selectView2": "ctrl+2",
"selectView3": "ctrl+3",
"selectView4": "ctrl+4",
"selectView5": "ctrl+5",
"selectView6": "ctrl+6",
"selectView7": "ctrl+7",
"selectView8": "ctrl+8",
"selectView9": "ctrl+9"
},
"toolKeybinds": {
"swap_to_last_tool": "none",
"magic_select": "m",
"box_select": "b",
"freehand_select": "n",
"lasso_select": "l",
"ruler": "none",
"annotation": "none",
"painter": "p",
"noise_painter": "o",
"biome_painter": "none",
"gradient_painter": "none",
"script_brush": "none",
"freehand_draw": "g",
"sculpt_draw": "none",
"rock": "h",
"weld": "j",
"melt": "k",
"stamp": "none",
"text": "none",
"shape": "none",
"path": "none",
"modelling": "none",
"floodfill": "none",
"fluid_ball": "none",
"elevation": "e",
"slope": "none",
"smooth": "u",
"distort": "none",
"roughen": "none",
"shatter": "none",
"extrude": "y",
"modify": "none"
}
},
"visuals": {
"minBrightness": 0,
"liquidOpacity": 100,
"showBiomes": false,
"showAnnotations": true,
"showRuler": true,
"keypressOverlay": false,
"showKeyHints": true,
"showBlockStateTooltip": true
},
"contextMenu": {
"keybindMode": "HOLD",
"autoSwapToCreative": true,
"autoSwapToOtherHotbarWithItem": false,
"globalHotbars": false
},
"capabilities": {
"bulldozer": true,
"replaceMode": false,
"typeReplace": false,
"forcePlace": false,
"noUpdates": false,
"tinker": true,
"infiniteReach": false,
"infiniteReachLimit": -1,
"fastPlace": false,
"angelPlacement": false,
"noClip": false,
"phantom": false
},
"blockAttributes": {
"showCollisionMesh": false,
"showLightBlocks": false,
"showStructureVoidBlocks": false,
"expandHitboxesToFullCube": false,
"makeFluidHitboxesSolid": false,
"preventInteractions": false
},
"movement": {
"flightMomentum": 100,
"flightDirection": "HORIZONTAL",
"syncIngameMovementWithEditorUI": false,
"separateFlightSpeeds": false
},
"builderTools": {
"showBuilderToolSlot": true,
"directionLock": true,
"symmetryRange": 128
},
"entityManipulation": {
"showDisplayEntities": true,
"displayEntityRange": 8,
"showMarkerEntities": true,
"markerEntityRange": 24,
"swapLeftRightClick": false
},
"editor": {
"toolStabilization": 0.0,
"clearToolWhenSwapping": true
},
"blueprint": {
"automaticRefreshing": true,
"recursiveSearch": false,
"customPath": "",
"defaultTags": "small,medium,large,massive,organic,structure,terrain,interior,house,tower,bridge,castle,statue,temple,monument,barn,stable,windmill,store,watermill,ship,airship,balloon,palace,watchtower,mansion,grave,marketplace,mine,obelisk,warehouse,silo,shipwreck,mausoleum,cemetery,bunker,airplane,helicopter,car,truck,vehicle,blacksmith,crypt,factory,mountain,cliff,rock,iceberg,spike,stone,wood,brick,natural,sand,metal,winter,spring,summer,autumn,tree,bush,mushroom,spruce,oak,birch,coniferous,deciduous,acacia,mangrove,cherryblossom,darkoak,jungle,baobab,azalea,cypress,coral,sapling,grass,seagrass,bamboo,flowers,animal,creature,dead,lamp,streetlight,brazier,bed,bookshelf,closet,table,chair,fireplace,carpet,fountain,clock,banner,flag,bell,modern,medieval,steampunk,gothic,oriental,victorian,fantasy,sci-fi,elven,dwarven,futuristic,retro,classic,rustic,baroque,rococo,industrial,artnouveau,artdeco,cyberpunk,space,arabic,indian,egyptian,greek,roman,norse,mesoamerican,japanese,western,spanish,tudor,spooky,pirate,dungeons,rubble,crates,redstone,wall,window,roof,stairs,pillar,arch,stairs,chimney,well"
},
"internal": {
"nextUpdateNag": 0,
"shownIntroduction": true,
"showOpenConfigTip": true,
"showOpenContextMenuTip": true,
"showOpenEditorTip": true,
"completedTutorials": [],
"openEditorWindowTypes": [
"tools",
"tool_options",
"palette",
"inventory",
"active_block",
"history",
"world_properties",
"clipboard",
"target_info"
],
"defaultLayout": "[Window][###Tools]\nPos\u003d0,0\nSize\u003d300,250\nCollapsed\u003d0\nDockId\u003d0x00000003,0\n\n[Window][###Tool Options]\nPos\u003d0,250\nSize\u003d300,750\nCollapsed\u003d0\nDockId\u003d0x00000004,0\n\n[Window][###Clipboard]\nPos\u003d1700,0\nSize\u003d300,200\nCollapsed\u003d0\nDockId\u003d0x0000000D,0\n\n[Window][###TargetInfo]\nPos\u003d1700,0\nSize\u003d300,200\nCollapsed\u003d0\nDockId\u003d0x0000000D,1\n\n[Window][###Palette]\nPos\u003d1700,200\nSize\u003d300,200\nCollapsed\u003d0\nDockId\u003d0x0000000E,0\n\n[Window][###ActiveBlock]\nPos\u003d1700,400\nSize\u003d300,100\nCollapsed\u003d0\nDockId\u003d0x0000000C,0\n\n[Window][###History]\nPos\u003d1700,500\nSize\u003d300,300\nCollapsed\u003d0\nDockId\u003d0x0000000A,0\n\n[Window][###WorldProperties]\nPos\u003d1700,800\nSize\u003d300,200\nCollapsed\u003d0\nDockId\u003d0x00000008,0\n\n[Docking][Data]\nDockSpace ID\u003d0x8B93E3BD Window\u003d0xA787BDB4 Pos\u003d0,0 Size\u003d2000,1000 Split\u003dX\nDockNode ID\u003d0x00000005 Parent\u003d0x8B93E3BD SizeRef\u003d1700,1000 Split\u003dX\n DockNode ID\u003d0x00000001 Parent\u003d0x00000005 SizeRef\u003d300,1000 Split\u003dY\n DockNode ID\u003d0x00000003 Parent\u003d0x00000001 SizeRef\u003d300,250 Selected\u003d0x80AFE82B\n DockNode ID\u003d0x00000004 Parent\u003d0x00000001 SizeRef\u003d300,750 Selected\u003d0xECA27DCB\n DockNode ID\u003d0x00000002 Parent\u003d0x00000005 SizeRef\u003d1400,1000 CentralNode\u003d1 Selected\u003d0x1F1A625A\nDockNode ID\u003d0x00000006 Parent\u003d0x8B93E3BD SizeRef\u003d300,1000 Split\u003dY Selected\u003d0x34064FA7\n DockNode ID\u003d0x00000007 Parent\u003d0x00000006 SizeRef\u003d300,800 Split\u003dY Selected\u003d0x34064FA7\n DockNode ID\u003d0x00000009 Parent\u003d0x00000007 SizeRef\u003d300,500 Split\u003dY Selected\u003d0x34064FA7\n DockNode ID\u003d0x0000000B Parent\u003d0x00000009 SizeRef\u003d300,400 Split\u003dY Selected\u003d0x34064FA7\n DockNode ID\u003d0x0000000D Parent\u003d0x0000000B SizeRef\u003d300,200 Selected\u003d0x34064FA7\n DockNode ID\u003d0x0000000E Parent\u003d0x0000000B SizeRef\u003d300,200 Selected\u003d0x1E514AEA\n DockNode ID\u003d0x0000000C Parent\u003d0x00000009 SizeRef\u003d300,100 Selected\u003d0x1D216E21\n DockNode ID\u003d0x0000000A Parent\u003d0x00000007 SizeRef\u003d300,300 Selected\u003d0xFE0E9DDF\n DockNode ID\u003d0x00000008 Parent\u003d0x00000006 SizeRef\u003d300,200 Selected\u003d0x602D8B84",
"lastTranslationCount": 51669,
"globalScale": 1.0,
"savedCustomTheme": "ASel0AAAlJbUd1aURhcmsAAA\u003d\u003d",
"showCloseWindowButton": false,
"showToolMaskOpenWarning": true,
"showNon90DegreeRotationWarning": true,
"showQuickReplaceCtrlClickTip": true,
"dockedInventoryWithPalette": false,
"rootEditorPalette": {
"blocks": [],
"subcategories": {}
},
"customDowngradeSuggestions": {},
"invertCameraRotate": false,
"useCenterOfScreenForArcball": false,
"pickBlockDrag": true,
"cutAlsoCopiesToClipboard": false,
"useVanillaMovementForEditor": true,
"tallGrassIsActuallyNotTall": false,
"disableChunkRenderOverrider": false,
"hadEditorUIOpen": false
}
}

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completedTutorials=[
introduction,
"box_select_tool",
"magic_select_tool",
selection
]
customDowngradeSuggestions=[]
defaultLayout="[Window][###Tools]\nPos=0,0\nSize=300,250\nCollapsed=0\nDockId=0x00000003,0\n\n[Window][###Tool Options]\nPos=0,250\nSize=300,750\nCollapsed=0\nDockId=0x00000004,0\n\n[Window][###Clipboard]\nPos=1700,0\nSize=300,200\nCollapsed=0\nDockId=0x0000000D,0\n\n[Window][###TargetInfo]\nPos=1700,0\nSize=300,200\nCollapsed=0\nDockId=0x0000000D,1\n\n[Window][###Palette]\nPos=1700,200\nSize=300,200\nCollapsed=0\nDockId=0x0000000E,0\n\n[Window][###ActiveBlock]\nPos=1700,400\nSize=300,100\nCollapsed=0\nDockId=0x0000000C,0\n\n[Window][###History]\nPos=1700,500\nSize=300,300\nCollapsed=0\nDockId=0x0000000A,0\n\n[Window][###WorldProperties]\nPos=1700,800\nSize=300,200\nCollapsed=0\nDockId=0x00000008,0\n\n[Docking][Data]\nDockSpace ID=0x8B93E3BD Window=0xA787BDB4 Pos=0,0 Size=2000,1000 Split=X\nDockNode ID=0x00000005 Parent=0x8B93E3BD SizeRef=1700,1000 Split=X\n DockNode ID=0x00000001 Parent=0x00000005 SizeRef=300,1000 Split=Y\n DockNode ID=0x00000003 Parent=0x00000001 SizeRef=300,250 Selected=0x80AFE82B\n DockNode ID=0x00000004 Parent=0x00000001 SizeRef=300,750 Selected=0xECA27DCB\n DockNode ID=0x00000002 Parent=0x00000005 SizeRef=1400,1000 CentralNode=1 Selected=0x1F1A625A\nDockNode ID=0x00000006 Parent=0x8B93E3BD SizeRef=300,1000 Split=Y Selected=0x34064FA7\n DockNode ID=0x00000007 Parent=0x00000006 SizeRef=300,800 Split=Y Selected=0x34064FA7\n DockNode ID=0x00000009 Parent=0x00000007 SizeRef=300,500 Split=Y Selected=0x34064FA7\n DockNode ID=0x0000000B Parent=0x00000009 SizeRef=300,400 Split=Y Selected=0x34064FA7\n DockNode ID=0x0000000D Parent=0x0000000B SizeRef=300,200 Selected=0x34064FA7\n DockNode ID=0x0000000E Parent=0x0000000B SizeRef=300,200 Selected=0x1E514AEA\n DockNode ID=0x0000000C Parent=0x00000009 SizeRef=300,100 Selected=0x1D216E21\n DockNode ID=0x0000000A Parent=0x00000007 SizeRef=300,300 Selected=0xFE0E9DDF\n DockNode ID=0x00000008 Parent=0x00000006 SizeRef=300,200 Selected=0x602D8B84"
dockedInventoryWithPalette=true
globalScale=1
lastTranslationCount=51669
nextUpdateNag=1758469735616
openEditorWindowTypes=[
tools,
"tool_options",
palette,
inventory,
"active_block",
history,
"world_properties",
clipboard,
"target_info"
]
rootEditorPalette {
blocks=[]
}
savedCustomTheme="ASel0AAAlJbUd1aURhcmsAAA=="
showCloseWindowButton=false
showNon90DegreeRotationWarning=true
showQuickReplaceCtrlClickTip=true
showToolMaskOpenWarning=true
shownIntroduction=true

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config/axiom/axiom.hocon Normal file
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# Axiom Configuration
blockAttributes {
expandHitboxesToFullCube=false
makeFluidHitboxesSolid=false
preventInteractions=false
showCollisionMesh=false
showLightBlocks=false
showStructureVoidBlocks=false
}
blueprint {
# Automatically refresh loaded blueprints
automaticRefreshing=true
# Custom path for the blueprint browser
customPath=""
# Default tags that are recommended when creating a blueprint
defaultTags="small,medium,large,massive,organic,structure,terrain,interior,house,tower,bridge,castle,statue,temple,monument,barn,stable,windmill,store,watermill,ship,airship,balloon,palace,watchtower,mansion,grave,marketplace,mine,obelisk,warehouse,silo,shipwreck,mausoleum,cemetery,bunker,airplane,helicopter,car,truck,vehicle,blacksmith,crypt,factory,mountain,cliff,rock,iceberg,spike,stone,wood,brick,natural,sand,metal,winter,spring,summer,autumn,tree,bush,mushroom,spruce,oak,birch,coniferous,deciduous,acacia,mangrove,cherryblossom,darkoak,jungle,baobab,azalea,cypress,coral,sapling,grass,seagrass,bamboo,flowers,animal,creature,dead,lamp,streetlight,brazier,bed,bookshelf,closet,table,chair,fireplace,carpet,fountain,clock,banner,flag,bell,modern,medieval,steampunk,gothic,oriental,victorian,fantasy,sci-fi,elven,dwarven,futuristic,retro,classic,rustic,baroque,rococo,industrial,artnouveau,artdeco,cyberpunk,space,arabic,indian,egyptian,greek,roman,norse,mesoamerican,japanese,western,spanish,tudor,spooky,pirate,dungeons,rubble,crates,redstone,wall,window,roof,stairs,pillar,arch,stairs,chimney,well"
# Search for blueprints inside all folders
recursiveSearch=false
}
# Capabilities modify the way the player moves and interacts with the world
capabilities {
allowClickingHistoryInEditor=false
altMenuToggleInsteadOfHold=false
# Place blocks in mid-air
angelPlacement=false
# Automatically swap to creative when opening the Context Menu
autoSwapToCreative=true
autoSwapToOtherHotbarWithItem=false
# Hold down left-click to break blocks very fast
bulldozer=false
# Place blocks very fast in a controlled manner
fastPlace=false
flightCameraDirection=false
flightMomentum=0
# Bypass block placement restrictions
forcePlace=false
# Removes the reach limit
infiniteReach=false
infiniteReachLimit=-1
# Move through blocks while flying
noClip=false
# Prevent triggering neighbor updates when placing/breaking
noUpdates=false
# Right-click blocks to replace them with the held block
replaceMode=false
separateEditorAndGameFlightSpeed=false
# Various useful interactions when right-clicking with your fist
tinker=false
typeReplace=false
}
keybinds {
adjustRadius="ctrl+mousemiddle"
adjustSpeed=none
arcballCamera="ctrl+mouseleft"
arcballCardinalSnap=none
builderToolDelete=delete
builderToolDirectionLock=true
confirm=enter
copy="ctrl+c"
copyIngame="ctrl+c"
copyWithAir=none
crosshairCamera=mouseright
cut="ctrl+x"
cutAlsoCopiesToClipboard=false
delete=delete
duplicate="ctrl+j"
extrudePoint=e
flipPlacement="ctrl+f"
invertCameraRotate=false
moveBackward=s
moveDown=leftshift
moveForward=w
moveLeft=a
moveQuick=leftcontrol
moveRight=d
moveUp=space
nudgeBackwards=down
nudgeForwards=up
nudgeLeft=left
nudgeMinusY=pagedown
nudgePlusY=pageup
nudgeRight=right
panCamera="ctrl+mouseright"
paste="ctrl+v"
pasteAndSelect=none
pickBlock=mousemiddle
pickBlockDrag=true
quickFill="ctrl+f"
quickReplace="ctrl+r"
redo="ctrl+y"
rotateCamera=mouseleft
rotatePlacement="ctrl+r"
saveBlueprint="ctrl+p"
selectView1="ctrl+1"
selectView2="ctrl+2"
selectView3="ctrl+3"
selectView4="ctrl+4"
selectView5="ctrl+5"
selectView6="ctrl+6"
selectView7="ctrl+7"
selectView8="ctrl+8"
selectView9="ctrl+9"
showAnnotations=none
showBiomes="ctrl+b"
showCollisionMesh=none
showDisplayEntityGizmos=none
showLightBlocks=none
showMarkerEntityGizmos=none
showSelection=none
showStructureVoidBlocks=none
swapLeftRightClickDisplayEntities=false
toolKeybinds {
annotation=none
"biome_painter"=none
"box_select"=b
distort=none
elevation=e
extrude=y
floodfill=none
"fluid_ball"=none
"freehand_draw"=g
"freehand_select"=n
"gradient_painter"=none
"lasso_select"=l
"magic_select"=m
melt=k
modelling=none
modify=none
"noise_painter"=o
painter=p
path=none
rock=h
roughen=none
ruler=none
"script_brush"=none
"sculpt_draw"=none
shape=none
shatter=none
slope=none
smooth=u
stamp=none
"swap_to_last_tool"=none
text=none
weld=j
}
toolSmoothSteps=0
undo="ctrl+z"
useCenterOfScreenForArcball=false
useEnhancedFlight=true
useTool=mouseright
useVanillaMovement=true
}
rendering {
# Disables the chunk render overrider, for compatibility
disableChunkRenderOverrider=false
# Shows keypresses on the screen
keypressOverlay=false
# Liquid opacity multiplier
liquidOpacity=1
# Minimum brightness level. 0.0 = default, 1.0 = fullbright
minBrightness=0
# Shows annotations created with the Annotation Tool
showAnnotations=true
# Shows the builder tool slot next to your hotbar. If disabled, builder tools can still be accessed using the keybind (default '0')
showBuilderToolSlot=true
# Shows gizmos for display entities, allowing you to modify them
showDisplayEntities=true
# Shows hints in the bottom right corner of the screen
showKeyHints=true
# Shows gizmos for marker entities, allowing you to modify them
showMarkerEntities=true
# Shows ruler measurements created by the Ruler Tool
showRuler=true
}

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config/axiom/axiom.json Normal file
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{
"keybinds": {
"regularKeybinds": {
"rotateCamera": "mouseleft",
"pickBlock": "mousemiddle",
"useTool": "mouseright",
"arcballCamera": "ctrl+mouseleft",
"arcballCardinalSnap": "none",
"panCamera": "ctrl+mouseright",
"crosshairCamera": "mouseright",
"adjustRadius": "ctrl+mousemiddle",
"adjustSpeed": "none",
"confirm": "enter",
"undo": "ctrl+z",
"redo": "ctrl+y",
"copy": "ctrl+c",
"copyWithAir": "none",
"paste": "ctrl+v",
"delete": "delete",
"cut": "ctrl+x",
"duplicate": "ctrl+j",
"extrudePoint": "e",
"saveBlueprint": "ctrl+p",
"showSelection": "none",
"showBiomes": "ctrl+b",
"showAnnotations": "none",
"showDisplayEntityGizmos": "none",
"showMarkerEntityGizmos": "none",
"showCollisionMesh": "none",
"showLightBlocks": "none",
"showStructureVoidBlocks": "none",
"quickFill": "ctrl+f",
"quickReplace": "ctrl+r",
"rotatePlacement": "ctrl+r",
"flipPlacement": "ctrl+f",
"pasteAndSelect": "none",
"moveQuick": "leftcontrol",
"moveForward": "w",
"moveLeft": "a",
"moveBackward": "s",
"moveRight": "d",
"moveUp": "space",
"moveDown": "leftshift",
"copyIngame": "ctrl+c",
"builderToolDelete": "delete",
"nudgeForwards": "up",
"nudgeBackwards": "down",
"nudgeRight": "right",
"nudgeLeft": "left",
"nudgePlusY": "pageup",
"nudgeMinusY": "pagedown",
"selectView1": "ctrl+1",
"selectView2": "ctrl+2",
"selectView3": "ctrl+3",
"selectView4": "ctrl+4",
"selectView5": "ctrl+5",
"selectView6": "ctrl+6",
"selectView7": "ctrl+7",
"selectView8": "ctrl+8",
"selectView9": "ctrl+9"
},
"toolKeybinds": {
"swap_to_last_tool": "none",
"magic_select": "m",
"box_select": "b",
"freehand_select": "n",
"lasso_select": "l",
"ruler": "none",
"annotation": "none",
"painter": "p",
"noise_painter": "o",
"biome_painter": "none",
"gradient_painter": "none",
"script_brush": "none",
"freehand_draw": "g",
"sculpt_draw": "none",
"rock": "h",
"weld": "j",
"melt": "k",
"stamp": "none",
"text": "none",
"shape": "none",
"path": "none",
"modelling": "none",
"floodfill": "none",
"fluid_ball": "none",
"elevation": "e",
"slope": "none",
"smooth": "u",
"distort": "none",
"roughen": "none",
"shatter": "none",
"extrude": "y",
"modify": "none"
}
},
"visuals": {
"minBrightness": 0,
"liquidOpacity": 100,
"showBiomes": false,
"showAnnotations": true,
"showRuler": true,
"keypressOverlay": false,
"showKeyHints": true,
"showBlockStateTooltip": true
},
"contextMenu": {
"keybindMode": "HOLD",
"autoSwapToCreative": true,
"autoSwapToOtherHotbarWithItem": false,
"globalHotbars": false
},
"capabilities": {
"bulldozer": true,
"replaceMode": false,
"typeReplace": false,
"forcePlace": false,
"noUpdates": false,
"tinker": true,
"infiniteReach": false,
"infiniteReachLimit": -1,
"fastPlace": false,
"angelPlacement": false,
"noClip": false,
"phantom": false
},
"blockAttributes": {
"showCollisionMesh": false,
"showLightBlocks": false,
"showStructureVoidBlocks": false,
"expandHitboxesToFullCube": false,
"makeFluidHitboxesSolid": false,
"preventInteractions": false
},
"movement": {
"flightMomentum": 100,
"flightDirection": "HORIZONTAL",
"syncIngameMovementWithEditorUI": false,
"separateFlightSpeeds": false
},
"builderTools": {
"showBuilderToolSlot": true,
"directionLock": true,
"symmetryRange": 128
},
"entityManipulation": {
"showDisplayEntities": true,
"displayEntityRange": 8,
"showMarkerEntities": true,
"markerEntityRange": 24,
"swapLeftRightClick": false
},
"editor": {
"toolStabilization": 0.0,
"clearToolWhenSwapping": true
},
"blueprint": {
"automaticRefreshing": true,
"recursiveSearch": false,
"customPath": "",
"defaultTags": "small,medium,large,massive,organic,structure,terrain,interior,house,tower,bridge,castle,statue,temple,monument,barn,stable,windmill,store,watermill,ship,airship,balloon,palace,watchtower,mansion,grave,marketplace,mine,obelisk,warehouse,silo,shipwreck,mausoleum,cemetery,bunker,airplane,helicopter,car,truck,vehicle,blacksmith,crypt,factory,mountain,cliff,rock,iceberg,spike,stone,wood,brick,natural,sand,metal,winter,spring,summer,autumn,tree,bush,mushroom,spruce,oak,birch,coniferous,deciduous,acacia,mangrove,cherryblossom,darkoak,jungle,baobab,azalea,cypress,coral,sapling,grass,seagrass,bamboo,flowers,animal,creature,dead,lamp,streetlight,brazier,bed,bookshelf,closet,table,chair,fireplace,carpet,fountain,clock,banner,flag,bell,modern,medieval,steampunk,gothic,oriental,victorian,fantasy,sci-fi,elven,dwarven,futuristic,retro,classic,rustic,baroque,rococo,industrial,artnouveau,artdeco,cyberpunk,space,arabic,indian,egyptian,greek,roman,norse,mesoamerican,japanese,western,spanish,tudor,spooky,pirate,dungeons,rubble,crates,redstone,wall,window,roof,stairs,pillar,arch,stairs,chimney,well"
},
"internal": {
"nextUpdateNag": 0,
"shownIntroduction": true,
"showOpenConfigTip": true,
"showOpenContextMenuTip": true,
"showOpenEditorTip": true,
"completedTutorials": [],
"openEditorWindowTypes": [
"tools",
"tool_options",
"palette",
"inventory",
"active_block",
"history",
"world_properties",
"clipboard",
"target_info"
],
"defaultLayout": "[Window][###Tools]\nPos\u003d0,0\nSize\u003d300,250\nCollapsed\u003d0\nDockId\u003d0x00000003,0\n\n[Window][###Tool Options]\nPos\u003d0,250\nSize\u003d300,750\nCollapsed\u003d0\nDockId\u003d0x00000004,0\n\n[Window][###Clipboard]\nPos\u003d1700,0\nSize\u003d300,200\nCollapsed\u003d0\nDockId\u003d0x0000000D,0\n\n[Window][###TargetInfo]\nPos\u003d1700,0\nSize\u003d300,200\nCollapsed\u003d0\nDockId\u003d0x0000000D,1\n\n[Window][###Palette]\nPos\u003d1700,200\nSize\u003d300,200\nCollapsed\u003d0\nDockId\u003d0x0000000E,0\n\n[Window][###ActiveBlock]\nPos\u003d1700,400\nSize\u003d300,100\nCollapsed\u003d0\nDockId\u003d0x0000000C,0\n\n[Window][###History]\nPos\u003d1700,500\nSize\u003d300,300\nCollapsed\u003d0\nDockId\u003d0x0000000A,0\n\n[Window][###WorldProperties]\nPos\u003d1700,800\nSize\u003d300,200\nCollapsed\u003d0\nDockId\u003d0x00000008,0\n\n[Docking][Data]\nDockSpace ID\u003d0x8B93E3BD Window\u003d0xA787BDB4 Pos\u003d0,0 Size\u003d2000,1000 Split\u003dX\nDockNode ID\u003d0x00000005 Parent\u003d0x8B93E3BD SizeRef\u003d1700,1000 Split\u003dX\n DockNode ID\u003d0x00000001 Parent\u003d0x00000005 SizeRef\u003d300,1000 Split\u003dY\n DockNode ID\u003d0x00000003 Parent\u003d0x00000001 SizeRef\u003d300,250 Selected\u003d0x80AFE82B\n DockNode ID\u003d0x00000004 Parent\u003d0x00000001 SizeRef\u003d300,750 Selected\u003d0xECA27DCB\n DockNode ID\u003d0x00000002 Parent\u003d0x00000005 SizeRef\u003d1400,1000 CentralNode\u003d1 Selected\u003d0x1F1A625A\nDockNode ID\u003d0x00000006 Parent\u003d0x8B93E3BD SizeRef\u003d300,1000 Split\u003dY Selected\u003d0x34064FA7\n DockNode ID\u003d0x00000007 Parent\u003d0x00000006 SizeRef\u003d300,800 Split\u003dY Selected\u003d0x34064FA7\n DockNode ID\u003d0x00000009 Parent\u003d0x00000007 SizeRef\u003d300,500 Split\u003dY Selected\u003d0x34064FA7\n DockNode ID\u003d0x0000000B Parent\u003d0x00000009 SizeRef\u003d300,400 Split\u003dY Selected\u003d0x34064FA7\n DockNode ID\u003d0x0000000D Parent\u003d0x0000000B SizeRef\u003d300,200 Selected\u003d0x34064FA7\n DockNode ID\u003d0x0000000E Parent\u003d0x0000000B SizeRef\u003d300,200 Selected\u003d0x1E514AEA\n DockNode ID\u003d0x0000000C Parent\u003d0x00000009 SizeRef\u003d300,100 Selected\u003d0x1D216E21\n DockNode ID\u003d0x0000000A Parent\u003d0x00000007 SizeRef\u003d300,300 Selected\u003d0xFE0E9DDF\n DockNode ID\u003d0x00000008 Parent\u003d0x00000006 SizeRef\u003d300,200 Selected\u003d0x602D8B84",
"lastTranslationCount": 51669,
"globalScale": 1.0,
"savedCustomTheme": "ASel0AAAlJbUd1aURhcmsAAA\u003d\u003d",
"showCloseWindowButton": false,
"showToolMaskOpenWarning": true,
"showNon90DegreeRotationWarning": true,
"showQuickReplaceCtrlClickTip": true,
"dockedInventoryWithPalette": false,
"rootEditorPalette": {
"blocks": [],
"subcategories": {}
},
"customDowngradeSuggestions": {},
"invertCameraRotate": false,
"useCenterOfScreenForArcball": false,
"pickBlockDrag": true,
"cutAlsoCopiesToClipboard": false,
"useVanillaMovementForEditor": true,
"tallGrassIsActuallyNotTall": false,
"disableChunkRenderOverrider": false,
"hadEditorUIOpen": false
}
}

81
config/axiom/imgui.ini Normal file
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[Window][###Tools]
Pos=0,22
Size=300,337
Collapsed=0
DockId=0x00000003,0
[Window][###Tool Options]
Pos=0,361
Size=300,1012
Collapsed=0
DockId=0x00000004,0
[Window][###Clipboard]
Pos=2244,22
Size=300,268
Collapsed=0
DockId=0x0000000D,0
[Window][###TargetInfo]
Pos=2244,22
Size=300,268
Collapsed=0
DockId=0x0000000D,1
[Window][###Palette]
Pos=2244,292
Size=300,267
Collapsed=0
DockId=0x0000000E,0
[Window][###ActiveBlock]
Pos=2244,561
Size=300,134
Collapsed=0
DockId=0x0000000C,0
[Window][###History]
Pos=2244,697
Size=300,404
Collapsed=0
DockId=0x0000000A,0
[Window][###WorldProperties]
Pos=2244,1103
Size=300,270
Collapsed=0
DockId=0x00000008,0
[Window][DockSpaceViewport_11111111]
Pos=0,22
Size=2544,1351
Collapsed=0
[Window][###Inventory]
Pos=2244,292
Size=300,267
Collapsed=0
DockId=0x0000000E,1
[Window][Debug##Default]
Pos=60,60
Size=400,400
Collapsed=0
[Docking][Data]
DockSpace ID=0x8B93E3BD Window=0xA787BDB4 Pos=0,22 Size=2544,1351 Split=X
DockNode ID=0x00000005 Parent=0x8B93E3BD SizeRef=1700,1000 Split=X
DockNode ID=0x00000001 Parent=0x00000005 SizeRef=300,1000 Split=Y
DockNode ID=0x00000003 Parent=0x00000001 SizeRef=300,250 Selected=0x80AFE82B
DockNode ID=0x00000004 Parent=0x00000001 SizeRef=300,750 Selected=0xECA27DCB
DockNode ID=0x00000002 Parent=0x00000005 SizeRef=1400,1000 CentralNode=1 NoTabBar=1 Selected=0x1F1A625A
DockNode ID=0x00000006 Parent=0x8B93E3BD SizeRef=300,1000 Split=Y Selected=0x34064FA7
DockNode ID=0x00000007 Parent=0x00000006 SizeRef=300,800 Split=Y Selected=0x34064FA7
DockNode ID=0x00000009 Parent=0x00000007 SizeRef=300,500 Split=Y Selected=0x34064FA7
DockNode ID=0x0000000B Parent=0x00000009 SizeRef=300,400 Split=Y Selected=0x34064FA7
DockNode ID=0x0000000D Parent=0x0000000B SizeRef=300,200 Selected=0x444DCCF9
DockNode ID=0x0000000E Parent=0x0000000B SizeRef=300,200 Selected=0x1E514AEA
DockNode ID=0x0000000C Parent=0x00000009 SizeRef=300,100 Selected=0x1D216E21
DockNode ID=0x0000000A Parent=0x00000007 SizeRef=300,300 Selected=0xFE0E9DDF
DockNode ID=0x00000008 Parent=0x00000006 SizeRef=300,200 Selected=0x602D8B84

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#Indigo properties file
#Fri Sep 19 16:39:59 SAMT 2025
always-tesselate-blocks=auto
ambient-occlusion-mode=hybrid
debug-compare-lighting=auto
fix-exterior-vertex-lighting=auto
fix-luminous-block-ambient-occlusion=auto
fix-mean-light-calculation=auto
fix-smooth-lighting-offset=auto

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1758198762716

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debug = false
disable_crowdin = false
check_for_updates = true
[[key_bindings]]
name = "key.plasmovoice.proximity.ptt"
any_context = true
category = "hidden"
[[key_bindings.keys]]
code = 4
type = "MOUSE"
[addons.pv-addon-soundphysics]
mic_reverb = true
mic_reverb_volume = 1.0
enabled = true
[voice]
disabled = false
microphone_disabled = false
activation_threshold = -30.0
input_device = ""
output_device = ""
disable_input_device = false
use_javax_input = false
microphone_volume = 1.0
noise_suppression = false
volume = 1.0
compressor_limiter = true
sound_occlusion = false
directional_sources = false
hrtf = false
stereo_capture = false
[voice.volumes.proximity]
volume = 1.0
[voice.volumes.discs]
volume = 0.5
[advanced]
visualize_voice_distance = true
visualize_voice_distance_on_join = false
compressor_threshold = -10
limiter_threshold = -6
directional_sources_angle = 145
stereo_sources_to_mono = false
panning = true
mute_player_on_direct = true
camera_sound_listener = true
exponential_volume_slider = true
exponential_distance_gain = true
jitter_packet_delay = 3
al_playback_buffers = 5
adaptive_jitter_buffer = false
[overlay]
show_activation_icon = true
activation_icon_position = "BOTTOM_CENTER"
show_source_icons = 0
show_static_source_icons = true
overlay_enabled = true
overlay_position = "TOP_LEFT"
overlay_style = "NAME_SKIN"
[overlay.source_states]
proximity = "OFF"
discs = "OFF"

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# Values for blocks can be defined as follows:
#
# By sound type:
# WOOD=1.0
#
# By block tag:
# \#minecraft\:logs=1.0
#
# By block ID:
# minecraft\:oak_log=1.0
# Amethyst (Sound Type)
AMETHYST=1.0
# Amethyst Cluster (Sound Type)
AMETHYST_CLUSTER=1.0
# Ancient Debris (Sound Type)
ANCIENT_DEBRIS=1.0
# Anvil (Sound Type)
ANVIL=1.0
# Azalea (Sound Type)
AZALEA=1.0
# Azalea Leaves (Sound Type)
AZALEA_LEAVES=1.0
# Bamboo (Sound Type)
BAMBOO=0.1
# Bamboo Sapling (Sound Type)
BAMBOO_SAPLING=0.1
# Bamboo Wood (Sound Type)
BAMBOO_WOOD=1.0
# Bamboo Wood Hanging Sign (Sound Type)
BAMBOO_WOOD_HANGING_SIGN=1.0
# Basalt (Sound Type)
BASALT=1.0
# Big Dripleaf (Sound Type)
BIG_DRIPLEAF=1.0
# Bone Block (Sound Type)
BONE_BLOCK=1.0
# Calcite (Sound Type)
CALCITE=1.0
# Candle (Sound Type)
CANDLE=1.0
# Cave Vines (Sound Type)
CAVE_VINES=1.0
# Chain (Sound Type)
CHAIN=0.0
# Cherry Leaves (Sound Type)
CHERRY_LEAVES=1.0
# Cherry Sapling (Sound Type)
CHERRY_SAPLING=1.0
# Cherry Wood (Sound Type)
CHERRY_WOOD=1.0
# Cherry Wood Hanging Sign (Sound Type)
CHERRY_WOOD_HANGING_SIGN=1.0
# Chiseled Bookshelf (Sound Type)
CHISELED_BOOKSHELF=1.0
# Copper (Sound Type)
COPPER=1.0
# Coral Block (Sound Type)
CORAL_BLOCK=1.0
# Crop (Sound Type)
CROP=0.0
# Decorated Pot (Sound Type)
DECORATED_POT=1.0
# Decorated Pot Cracked (Sound Type)
DECORATED_POT_CRACKED=1.0
# Deepslate (Sound Type)
DEEPSLATE=1.0
# Deepslate Bricks (Sound Type)
DEEPSLATE_BRICKS=1.0
# Deepslate Tiles (Sound Type)
DEEPSLATE_TILES=1.0
# Dripstone Block (Sound Type)
DRIPSTONE_BLOCK=1.0
# Flowering Azalea (Sound Type)
FLOWERING_AZALEA=1.0
# Froglight (Sound Type)
FROGLIGHT=1.0
# Frogspawn (Sound Type)
FROGSPAWN=1.0
# Fungus (Sound Type)
FUNGUS=0.0
# Gilded Blackstone (Sound Type)
GILDED_BLACKSTONE=1.0
# Glass (Sound Type)
GLASS=0.1
# Glow Lichen (Sound Type)
GLOW_LICHEN=0.0
# Grass (Sound Type)
GRASS=1.0
# Gravel (Sound Type)
GRAVEL=1.0
# Hanging Roots (Sound Type)
HANGING_ROOTS=1.0
# Hanging Sign (Sound Type)
HANGING_SIGN=1.0
# Hard Crop (Sound Type)
HARD_CROP=1.0
# Honey Block (Sound Type)
HONEY_BLOCK=0.5
# Ladder (Sound Type)
LADDER=0.0
# Lantern (Sound Type)
LANTERN=1.0
# Large Amethyst Bud (Sound Type)
LARGE_AMETHYST_BUD=0.0
# Lily Pad (Sound Type)
LILY_PAD=0.0
# Lodestone (Sound Type)
LODESTONE=1.0
# Mangrove Roots (Sound Type)
MANGROVE_ROOTS=1.0
# Medium Amethyst Bud (Sound Type)
MEDIUM_AMETHYST_BUD=0.0
# Metal (Sound Type)
METAL=1.0
# Moss (Sound Type)
MOSS=0.75
# Moss Carpet (Sound Type)
MOSS_CARPET=0.1
# Mud (Sound Type)
MUD=1.0
# Muddy Mangrove Roots (Sound Type)
MUDDY_MANGROVE_ROOTS=1.0
# Mud Bricks (Sound Type)
MUD_BRICKS=1.0
# Netherite Block (Sound Type)
NETHERITE_BLOCK=1.0
# Netherrack (Sound Type)
NETHERRACK=1.0
# Nether Bricks (Sound Type)
NETHER_BRICKS=1.0
# Nether Gold Ore (Sound Type)
NETHER_GOLD_ORE=1.0
# Nether Ore (Sound Type)
NETHER_ORE=1.0
# Nether Sprouts (Sound Type)
NETHER_SPROUTS=1.0
# Nether Wart (Sound Type)
NETHER_WART=1.0
# Nether Wood (Sound Type)
NETHER_WOOD=1.0
# Nether Wood Hanging Sign (Sound Type)
NETHER_WOOD_HANGING_SIGN=1.0
# Nylium (Sound Type)
NYLIUM=1.0
# Packed Mud (Sound Type)
PACKED_MUD=1.0
# Pointed Dripstone (Sound Type)
POINTED_DRIPSTONE=0.0
# Polished Deepslate (Sound Type)
POLISHED_DEEPSLATE=1.0
# Powder Snow (Sound Type)
POWDER_SNOW=0.1
# Rooted Dirt (Sound Type)
ROOTED_DIRT=1.0
# Roots (Sound Type)
ROOTS=0.0
# Sand (Sound Type)
SAND=1.0
# Scaffolding (Sound Type)
SCAFFOLDING=0.0
# Sculk (Sound Type)
SCULK=1.0
# Sculk Catalyst (Sound Type)
SCULK_CATALYST=1.0
# Sculk Sensor (Sound Type)
SCULK_SENSOR=1.0
# Sculk Shrieker (Sound Type)
SCULK_SHRIEKER=1.0
# Sculk Vein (Sound Type)
SCULK_VEIN=1.0
# Shroomlight (Sound Type)
SHROOMLIGHT=1.0
# Slime Block (Sound Type)
SLIME_BLOCK=1.0
# Small Amethyst Bud (Sound Type)
SMALL_AMETHYST_BUD=0.0
# Small Dripleaf (Sound Type)
SMALL_DRIPLEAF=0.0
# Snow (Sound Type)
SNOW=0.1
# Soul Sand (Sound Type)
SOUL_SAND=1.0
# Soul Soil (Sound Type)
SOUL_SOIL=1.0
# Spore Blossom (Sound Type)
SPORE_BLOSSOM=0.0
# Stem (Sound Type)
STEM=1.0
# Stone (Sound Type)
STONE=1.0
# Suspicious Gravel (Sound Type)
SUSPICIOUS_GRAVEL=1.0
# Suspicious Sand (Sound Type)
SUSPICIOUS_SAND=1.0
# Sweet Berry Bush (Sound Type)
SWEET_BERRY_BUSH=0.0
# Tuff (Sound Type)
TUFF=1.0
# Twisting Vines (Sound Type)
TWISTING_VINES=0.0
# Vine (Sound Type)
VINE=0.0
# Wart Block (Sound Type)
WART_BLOCK=1.0
# Weeping Vines (Sound Type)
WEEPING_VINES=0.0
# Wet Grass (Sound Type)
WET_GRASS=0.1
# Wood (Sound Type)
WOOD=1.0
# Wool (Sound Type)
WOOL=1.5
# Jukebox (Block)
minecraft\:jukebox=0.0
# Lava (Block)
minecraft\:lava=0.75
# Water (Block)
minecraft\:water=0.25

View File

@ -0,0 +1,213 @@
# Values for blocks can be defined as follows:
#
# By sound type:
# WOOD=1.0
#
# By block tag:
# \#minecraft\:logs=1.0
#
# By block ID:
# minecraft\:oak_log=1.0
# Amethyst (Sound Type)
AMETHYST=1.5
# Amethyst Cluster (Sound Type)
AMETHYST_CLUSTER=0.5
# Ancient Debris (Sound Type)
ANCIENT_DEBRIS=0.5
# Anvil (Sound Type)
ANVIL=0.5
# Azalea (Sound Type)
AZALEA=0.5
# Azalea Leaves (Sound Type)
AZALEA_LEAVES=0.5
# Bamboo (Sound Type)
BAMBOO=0.5
# Bamboo Sapling (Sound Type)
BAMBOO_SAPLING=0.5
# Bamboo Wood (Sound Type)
BAMBOO_WOOD=0.5
# Bamboo Wood Hanging Sign (Sound Type)
BAMBOO_WOOD_HANGING_SIGN=0.5
# Basalt (Sound Type)
BASALT=1.5
# Big Dripleaf (Sound Type)
BIG_DRIPLEAF=0.5
# Bone Block (Sound Type)
BONE_BLOCK=1.5
# Calcite (Sound Type)
CALCITE=1.5
# Candle (Sound Type)
CANDLE=0.5
# Cave Vines (Sound Type)
CAVE_VINES=0.5
# Chain (Sound Type)
CHAIN=0.5
# Cherry Leaves (Sound Type)
CHERRY_LEAVES=0.5
# Cherry Sapling (Sound Type)
CHERRY_SAPLING=0.5
# Cherry Wood (Sound Type)
CHERRY_WOOD=0.5
# Cherry Wood Hanging Sign (Sound Type)
CHERRY_WOOD_HANGING_SIGN=0.5
# Chiseled Bookshelf (Sound Type)
CHISELED_BOOKSHELF=0.5
# Copper (Sound Type)
COPPER=1.25
# Coral Block (Sound Type)
CORAL_BLOCK=0.2
# Crop (Sound Type)
CROP=0.5
# Decorated Pot (Sound Type)
DECORATED_POT=0.5
# Decorated Pot Cracked (Sound Type)
DECORATED_POT_CRACKED=0.5
# Deepslate (Sound Type)
DEEPSLATE=1.5
# Deepslate Bricks (Sound Type)
DEEPSLATE_BRICKS=1.5
# Deepslate Tiles (Sound Type)
DEEPSLATE_TILES=1.5
# Dripstone Block (Sound Type)
DRIPSTONE_BLOCK=0.5
# Flowering Azalea (Sound Type)
FLOWERING_AZALEA=0.5
# Froglight (Sound Type)
FROGLIGHT=0.5
# Frogspawn (Sound Type)
FROGSPAWN=0.5
# Fungus (Sound Type)
FUNGUS=0.5
# Gilded Blackstone (Sound Type)
GILDED_BLACKSTONE=0.5
# Glass (Sound Type)
GLASS=0.75
# Glow Lichen (Sound Type)
GLOW_LICHEN=0.5
# Grass (Sound Type)
GRASS=0.3
# Gravel (Sound Type)
GRAVEL=0.3
# Hanging Roots (Sound Type)
HANGING_ROOTS=0.5
# Hanging Sign (Sound Type)
HANGING_SIGN=0.5
# Hard Crop (Sound Type)
HARD_CROP=0.5
# Honey Block (Sound Type)
HONEY_BLOCK=0.1
# Ladder (Sound Type)
LADDER=0.5
# Lantern (Sound Type)
LANTERN=0.5
# Large Amethyst Bud (Sound Type)
LARGE_AMETHYST_BUD=0.5
# Lily Pad (Sound Type)
LILY_PAD=0.5
# Lodestone (Sound Type)
LODESTONE=0.5
# Mangrove Roots (Sound Type)
MANGROVE_ROOTS=0.5
# Medium Amethyst Bud (Sound Type)
MEDIUM_AMETHYST_BUD=0.5
# Metal (Sound Type)
METAL=1.25
# Moss (Sound Type)
MOSS=0.1
# Moss Carpet (Sound Type)
MOSS_CARPET=0.5
# Mud (Sound Type)
MUD=0.5
# Muddy Mangrove Roots (Sound Type)
MUDDY_MANGROVE_ROOTS=0.5
# Mud Bricks (Sound Type)
MUD_BRICKS=0.5
# Netherite Block (Sound Type)
NETHERITE_BLOCK=1.5
# Netherrack (Sound Type)
NETHERRACK=1.1
# Nether Bricks (Sound Type)
NETHER_BRICKS=1.5
# Nether Gold Ore (Sound Type)
NETHER_GOLD_ORE=1.1
# Nether Ore (Sound Type)
NETHER_ORE=1.1
# Nether Sprouts (Sound Type)
NETHER_SPROUTS=0.5
# Nether Wart (Sound Type)
NETHER_WART=0.5
# Nether Wood (Sound Type)
NETHER_WOOD=0.5
# Nether Wood Hanging Sign (Sound Type)
NETHER_WOOD_HANGING_SIGN=0.5
# Nylium (Sound Type)
NYLIUM=0.5
# Packed Mud (Sound Type)
PACKED_MUD=0.5
# Pointed Dripstone (Sound Type)
POINTED_DRIPSTONE=0.5
# Polished Deepslate (Sound Type)
POLISHED_DEEPSLATE=1.5
# Powder Snow (Sound Type)
POWDER_SNOW=0.5
# Rooted Dirt (Sound Type)
ROOTED_DIRT=0.5
# Roots (Sound Type)
ROOTS=0.5
# Sand (Sound Type)
SAND=0.2
# Scaffolding (Sound Type)
SCAFFOLDING=0.5
# Sculk (Sound Type)
SCULK=0.5
# Sculk Catalyst (Sound Type)
SCULK_CATALYST=0.5
# Sculk Sensor (Sound Type)
SCULK_SENSOR=0.5
# Sculk Shrieker (Sound Type)
SCULK_SHRIEKER=0.5
# Sculk Vein (Sound Type)
SCULK_VEIN=0.5
# Shroomlight (Sound Type)
SHROOMLIGHT=0.5
# Slime Block (Sound Type)
SLIME_BLOCK=0.5
# Small Amethyst Bud (Sound Type)
SMALL_AMETHYST_BUD=0.5
# Small Dripleaf (Sound Type)
SMALL_DRIPLEAF=0.5
# Snow (Sound Type)
SNOW=0.15
# Soul Sand (Sound Type)
SOUL_SAND=0.2
# Soul Soil (Sound Type)
SOUL_SOIL=0.2
# Spore Blossom (Sound Type)
SPORE_BLOSSOM=0.5
# Stem (Sound Type)
STEM=0.4
# Stone (Sound Type)
STONE=1.5
# Suspicious Gravel (Sound Type)
SUSPICIOUS_GRAVEL=0.5
# Suspicious Sand (Sound Type)
SUSPICIOUS_SAND=0.5
# Sweet Berry Bush (Sound Type)
SWEET_BERRY_BUSH=0.5
# Tuff (Sound Type)
TUFF=1.5
# Twisting Vines (Sound Type)
TWISTING_VINES=0.5
# Vine (Sound Type)
VINE=0.5
# Wart Block (Sound Type)
WART_BLOCK=0.5
# Weeping Vines (Sound Type)
WEEPING_VINES=0.5
# Wet Grass (Sound Type)
WET_GRASS=0.5
# Wood (Sound Type)
WOOD=0.4
# Wool (Sound Type)
WOOL=0.1

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@ -0,0 +1,99 @@
# Enables/Disables all sound effects
enabled=true
# Affects how quiet a sound gets based on distance
# Lower values mean distant sounds are louder
# This setting requires you to be in singleplayer or having the mod installed on the server
# 1.0 is the physically correct value
attenuation_factor=1.0
# The ray distance at which reverb starts
# 0.0 disables reverb attenuation
reverb_attenuation_distance=0.0
# The volume of simulated reverberations
reverb_gain=1.0
# The brightness of reverberation
# Higher values result in more high frequencies in reverberation
# Lower values give a more muffled sound to the reverb
reverb_brightness=1.0
# The distance of reverb relative to the sound distance
reverb_distance=1.5
# The amount of sound that will be absorbed when traveling through blocks
block_absorption=1.0
# Higher values mean smaller objects won't be considered as occluding
occlusion_variation=0.35
# The default amount of sound reflectance energy for all blocks
# Lower values result in more conservative reverb simulation with shorter reverb tails
# Higher values result in more generous reverb simulation with higher reverb tails
default_block_reflectivity=0.5
# The default amount of occlusion for all blocks
# Lower values will result in sounds being less muffled through walls
# Higher values mean sounds will be not audible though thicker walls
default_block_occlusion_factor=1.0
# Minecraft won't allow sounds to play past a certain distance
# This parameter is a multiplier for how far away a sound source is allowed to be in order for it to actually play
# This setting only takes affect in singleplayer worlds and when installed on the server
sound_distance_allowance=4.0
# A value controlling the amount that air absorbs high frequencies with distance
# A value of 1.0 is physically correct for air with normal humidity and temperature
# Higher values mean air will absorb more high frequencies with distance
# 0 disables this effect
air_absorption=1.0
# How much sound is filtered when the player is underwater
# 0.0 means no filter
# 1.0 means fully filtered
underwater_filter=0.25
# Whether sounds like cave, nether or underwater ambient sounds should have sound physics
evaluate_ambient_sounds=false
# The number of rays to trace to determine reverberation for each sound source
# More rays provides more consistent tracing results but takes more time to calculate
# Decrease this value if you experience lag spikes when sounds play
environment_evaluation_ray_count=32
# The number of rays bounces to trace to determine reverberation for each sound source
# More bounces provides more echo and sound ducting but takes more time to calculate
# Decrease this value if you experience lag spikes when sounds play
environment_evaluation_ray_bounces=4
# If sound hits a non-full-square side, block occlusion is multiplied by this
non_full_block_occlusion_factor=0.25
# The maximum amount of rays to determine occlusion
# Directly correlates to the amount of blocks between walls that are considered
max_occlusion_rays=16
# The amount at which occlusion is capped
max_occlusion=64.0
# If enabled, the occlusion calculation only uses one path between the sound source and the listener instead of 9
strict_occlusion=false
# Whether to try calculating where the sound should come from based on reflections
sound_direction_evaluation=true
# Skip redirecting non-occluded sounds (the ones you can see directly)
redirect_non_occluded_sounds=true
# If music discs or other longer sounds should be frequently reevaluated
update_moving_sounds=false
# The interval in ticks that moving sounds are reevaluated
# Lower values mean more frequent reevaluation but also more lag
# This option only takes effect if update_moving_sounds is enabled
sound_update_interval=5
# The maximum distance a sound can be processed
max_sound_processing_distance=512.0
# Disable level clone and cache. This will fall back to original main thread access.
# WARNING! Enabling this will cause instability and issues with other mods.
unsafe_level_access=false
# The radius of chunks to clone for level access
level_clone_range=4
# The maximum number of ticks to retain the cloned level in the cache
level_clone_max_retain_ticks=20
# The maximum distance a player can move from the cloned origin before invalidation
level_clone_max_retain_block_distance=16
# Enables debug logging
debug_logging=false
# Provides more information about occlusion in the logs
occlusion_logging=false
# Provides more information about the environment calculation in the logs
environment_logging=false
# Provides more information about how long computations take
performance_logging=false
# If enabled, the path of the sound will be rendered in game
render_sound_bounces=false
# If enabled, occlusion will be visualized in game
render_occlusion=false
# Enables/Disables sound effects for Simple Voice Chat audio
simple_voice_chat_integration=true
# Enables/Disables hearing your own echo with Simple Voice Chat
simple_voice_chat_hear_self=true

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_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
#
# Enables adaptive transfer speed based on client performance.
# If true, DH will automatically adjust transfer rate to minimize connection lag.
# If false, transfer speed will remain fixed.
enableAdaptiveTransferSpeed = false
[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: 3.25 milliseconds
# Estimated average DTO write speed: 5.99 milliseconds
#
# LZ4
# A good option if you're CPU limited and have plenty of hard drive space.
# Expected Compression Ratio: 0.26
# 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: 0.2
# Estimated average DTO read speed: 13.29 ms
# Estimated average DTO write speed: 70.95 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 = 6
#
# 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 = "FEATURES"
#
# 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 = true
[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 = true
#
# 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 = "EXTREME"
#
# 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 = 128
#
# 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 = "HIGH"
#
# 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_IP_PORT_MC_VERSION"

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@ -0,0 +1,9 @@
#This file stores configuration options for Iris, such as the currently active shaderpack
#Fri Sep 19 15:58:45 SAMT 2025
allowUnknownShaders=false
colorSpace=SRGB
disableUpdateMessage=false
enableDebugOptions=false
enableShaders=true
maxShadowRenderDistance=32
shaderPack=Visual-Vibrance-v0.3.4a.zip

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{
"en_US": "High graphics settings. Render distance: 10 chunks; level of detail (LOD): 256 chunks; shaders: enabled.",
"ru_RU": "Высокие графические настройки. Дальность прорисовки: 10 чанков; уровень детализации (LOD): 256 чанков; шейдеры: включены."
}

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_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
#
# Enables adaptive transfer speed based on client performance.
# If true, DH will automatically adjust transfer rate to minimize connection lag.
# If false, transfer speed will remain fixed.
enableAdaptiveTransferSpeed = false
[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: 3.25 milliseconds
# Estimated average DTO write speed: 5.99 milliseconds
#
# LZ4
# A good option if you're CPU limited and have plenty of hard drive space.
# Expected Compression Ratio: 0.26
# 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: 0.2
# Estimated average DTO read speed: 13.29 ms
# Estimated average DTO write speed: 70.95 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 = 6
#
# 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 = "FEATURES"
#
# 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 = true
[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 = true
#
# 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 = "EXTREME"
#
# 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 = 128
#
# 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 = "HIGH"
#
# 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_IP_PORT_MC_VERSION"

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@ -0,0 +1,9 @@
#This file stores configuration options for Iris, such as the currently active shaderpack
#Fri Sep 19 15:58:45 SAMT 2025
allowUnknownShaders=false
colorSpace=SRGB
disableUpdateMessage=false
enableDebugOptions=false
enableShaders=false
maxShadowRenderDistance=32
shaderPack=Visual-Vibrance-v0.3.4a.zip

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@ -0,0 +1,4 @@
{
"en_US": "Medium graphics settings. Render distance: 10 chunks; level of detail (LOD): 256 chunks; shaders: disabled.",
"ru_RU": "Средние графические настройки. Дальность прорисовки: 10 чанков; уровень детализации (LOD): 256 чанков; шейдеры: отключены."
}

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@ -0,0 +1,795 @@
_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 = 32
#
# 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
#
# Enables adaptive transfer speed based on client performance.
# If true, DH will automatically adjust transfer rate to minimize connection lag.
# If false, transfer speed will remain fixed.
enableAdaptiveTransferSpeed = false
[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: 3.25 milliseconds
# Estimated average DTO write speed: 5.99 milliseconds
#
# LZ4
# A good option if you're CPU limited and have plenty of hard drive space.
# Expected Compression Ratio: 0.26
# 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: 0.2
# Estimated average DTO read speed: 13.29 ms
# Estimated average DTO write speed: 70.95 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 = 6
#
# 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 = "FEATURES"
#
# 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 = true
[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 = true
#
# 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 = "EXTREME"
#
# 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 = 128
#
# 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 = "HIGH"
#
# 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_IP_PORT_MC_VERSION"

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#This file stores configuration options for Iris, such as the currently active shaderpack
#Fri Sep 19 15:58:45 SAMT 2025
allowUnknownShaders=false
colorSpace=SRGB
disableUpdateMessage=false
enableDebugOptions=false
enableShaders=false
maxShadowRenderDistance=32
shaderPack=Visual-Vibrance-v0.3.4a.zip

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{
"en_US": "Minimal graphics settings (for low-end PCs). Render distance: 4 chunks; level of detail (LOD): 32 chunks; shaders: disabled.",
"ru_RU": "Минимальные графические настройки (для слабых компьютеров). Дальность прорисовки: 4 чанка; уровень детализации (LOD): 32 чанка; шейдеры: отключены."
}

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#Fri Sep 19 16:40:05 SAMT 2025
CLOUD_PLANE_ALTITUDE=600
CLOUD_SHADOWS=false
DH_AO=false
EXPOSURE=15
FLOODFILL=true
FXAA=false
GLIMMER_SHADERS=2
PARALLAX=true
PARALLAX_SAMPLES=4
SSR_STEPS=8
shadowDistance=80.0
shadowMapResolution=4096