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70 changed files with 973 additions and 38 deletions
53
README.md
53
README.md
|
|
@ -1,13 +1,41 @@
|
|||
# MMS
|
||||
## MMS - Description
|
||||
|
||||
a **M**odded **M**inecraft **S**erver project - modpack development & more
|
||||
This is a **M**odded **M**inecraft **S**erver project, mostly a modpack. (please tell me a better name than MMS, I'm open for suggestions)
|
||||
The modpack is centralised around the [Create mod](https://github.com/Fabricators-of-Create/Create). Why Create? Because it's a cool mod, obviously!
|
||||
Apart from that there are 4 goals:
|
||||
- Only add features and functionality to the game, keep the vanilla features and functionality untouched. Complex Redstone contraptions, for example, which are supposed to work in vanilla, should also work with the MMS modpack.
|
||||
- Find a middle ground between being too minimalistic and too bloated.
|
||||
- Improve performance and be playable on inexpensive hardware.
|
||||
- Prefer open source software and respect user privacy by default.
|
||||
|
||||
## Description
|
||||
This is a project centralised around the Create mod.
|
||||
Based on these goals everything else is decided.
|
||||
That's why the mod loader is [Fabric](https://fabricmc.net/), which is lightweight and doesn't change Minecraft's vanilla behaviour.
|
||||
|
||||
## Installation
|
||||
The 'modpack' is actually separated into two modpacks: MMS-client and MMS-server. The later is supposed to run on a server, the first is supposed to run on a client and connect to the server.
|
||||
Additionally, MMS-client-min is provided as information on how to make a client compatible with the server. It's only the bare minimum to achieve compatibility. It also includes optional mods, which the server provides supports for. They are `.disabled` by default.
|
||||
Explicit contents:
|
||||
|
||||
<details>
|
||||
<summary>MMS-client</summary>
|
||||
WIP
|
||||
</details>
|
||||
|
||||
<details>
|
||||
<summary>MMS-client-min</summary>
|
||||
WIP
|
||||
</details>
|
||||
|
||||
<details>
|
||||
<summary>MMS-server</summary>
|
||||
WIP
|
||||
</details>
|
||||
|
||||
This is the Git repository of MMS. This repositry's goal is to ease development of the project with the Git workflow, enable collaboration (in the future) and of course to make the project [open source](https://en.wikipedia.org/wiki/Open_source).
|
||||
|
||||
## Installation Instructions
|
||||
### MMS-client Installation
|
||||
#### 1. Install PrismLauncher
|
||||
PrismLauncher is a so-called 3rd-party-launcher, which makes installation and management of mods and modpacks very easy. Follow installation instructions on https://prismlauncher.org/
|
||||
PrismLauncher is a so-called 3rd-party-launcher, which makes installation and management of mods and modpacks very easy. Follow installation instructions on https://prismlauncher.org/
|
||||
#### 2. Log in with PrismLauncher
|
||||
On the top right "Accounts -> Manage Accounts... -> Add Microsoft". This opens the Microsoft website in your browser, where you have to login to your Microsoft account and then authorize PrismLauncher to access your "XBox account".
|
||||
If your broser doesnt start automatically, copy the URL displayed and paste it into your browser.
|
||||
|
|
@ -15,10 +43,14 @@ This will allow PrismLauncher to generate a token, which grants temporary access
|
|||
#### 3. Import the modpack
|
||||
On the top left "Add Instance -> Import".
|
||||
Paste the following link:
|
||||
`https://git.nanody.de/api/packages/anonoe/generic/MMS-client/1.2/nanoMMS-modpack-client-v1.2.zip`
|
||||
`https://git.nanody.de/api/packages/anonoe/generic/MMS-client/3.0-Release-Candidate-02-init/MMS-client_3.0-RC-02-init.zip`
|
||||
and press "OK".
|
||||
#### 4. Launch game and join server
|
||||
Select the instance and press "Launch". Have a little patience for the downloads to finish and the game to launch. Finally join the server, if you are whitelisted.
|
||||
### MMS-client-min Installation
|
||||
MMS-client-min is a symbolic modpack, which isn't meant to be 'installed'. It's meant as information for advanced people who prefer to configure their client on their own. If the information isn't enough for you to do that, then you're probably not advanced enough (yet).
|
||||
### MMS-server Installation
|
||||
WIP
|
||||
|
||||
## Licensing & Credits
|
||||
- This project is *mostly* licensed under the [AGPL-3.0-or-later](./LICENSE).
|
||||
|
|
@ -26,10 +58,13 @@ Select the instance and press "Launch". Have a little patience for the downloads
|
|||
- **Excluded** from the [AGPL-3.0-or-later](./LICENSE) are
|
||||
- all "mods" (jar binaries), as each has their own open-source license (Except for Xaero's World Map, which is closed-source). You can find them in the "mods" folders:
|
||||
- [./client/mods](./client/mods)
|
||||
- [./minimum/mods](./minimum/mods)
|
||||
- [./client-min/mods](./client-min/mods)
|
||||
- [./server/server/mods](./server/server/mods)
|
||||
- all resourcepacks in [./client/resourcepacks](./client/resourcepacks) as I (anonoe) do not own them. I distribute them with the permission granted by Vanilla Tweaks [here](https://vanillatweaks.net/terms/).
|
||||
- all datapacks in [./server/server/world/datapacks](./server/server/world/datapacks) as I (anonoe) do not own them. I distribute them with the permission granted by Vanilla Tweaks [here](https://vanillatweaks.net/terms/) and by Stardust Labs [here](https://github.com/Stardust-Labs-MC/Structory/blob/v1.3.5/license.txt) and [here](https://github.com/Stardust-Labs-MC/Structory-Towers/blob/v1.0.7/license.txt).
|
||||
- the fabric-server-mc...loader...launcher...jar file(s) located at [./server/server](./server/server) by FabricMC licensed under the [Apache-2.0 License](https://github.com/FabricMC/fabric-installer/?tab=Apache-2.0-1-ov-file#readme)
|
||||
- When executed, the server launcher will download & execute the actual closed-source Minecraft executables by Mojang, as the [EULA](https://aka.ms/MinecraftEULA) forbids distribution.
|
||||
- Credits go to [Vanilla Tweaks](https://vanillatweaks.net/) for
|
||||
- the resourcepacks in [./client/resourcepacks](./client/resourcepacks).
|
||||
- the datapacks in [./server/server/world/datapacks](./server/server/world/datapacks).
|
||||
- most of the datapacks in [./server/server/world/datapacks](./server/server/world/datapacks).
|
||||
- Credits go to [Stardust Labs](https://www.stardustlabs.net/) for the datapacks [Structory](https://github.com/Stardust-Labs-MC/Structory) and [Structory: Towers](https://github.com/Stardust-Labs-MC/Structory-Towers).
|
||||
|
|
|
|||
16
client-min/mods/.index/carpet.pw.toml
Normal file
16
client-min/mods/.index/carpet.pw.toml
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
filename = 'fabric-carpet-1.20-1.4.112+v230608.jar'
|
||||
name = 'Carpet'
|
||||
side = 'server'
|
||||
x-prismlauncher-loaders = [ 'fabric' ]
|
||||
x-prismlauncher-mc-versions = [ '1.20', '1.20.1' ]
|
||||
x-prismlauncher-release-type = 'release'
|
||||
|
||||
[download]
|
||||
hash = 'bf9060e6b1d30d676d9efd30369ccb5baef164fc2d87aad7c7a19d2d9265b5d1d328428a308bdd15960a26bfe46dcd823a236c39f4e26474847354337b043c51'
|
||||
hash-format = 'sha512'
|
||||
mode = 'url'
|
||||
url = 'https://cdn.modrinth.com/data/TQTTVgYE/versions/K0Wj117C/fabric-carpet-1.20-1.4.112%2Bv230608.jar'
|
||||
|
||||
[update.modrinth]
|
||||
mod-id = 'TQTTVgYE'
|
||||
version = 'K0Wj117C'
|
||||
16
client-min/mods/.index/distanthorizons.pw.toml
Normal file
16
client-min/mods/.index/distanthorizons.pw.toml
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
filename = 'DistantHorizons-fabric-forge-2.3.2-b-1.20.1.jar'
|
||||
name = 'Distant Horizons'
|
||||
side = 'both'
|
||||
x-prismlauncher-loaders = [ 'forge', 'fabric' ]
|
||||
x-prismlauncher-mc-versions = [ '1.20.1' ]
|
||||
x-prismlauncher-release-type = 'beta'
|
||||
|
||||
[download]
|
||||
hash = '14f5548cffa24fabdcfce6626fc813db42e28350a126833a54e1c54e13e6b393e232b5a0d55fe6bc6f7e273061adaade67f8a8bbee9503cdaf869c28db0995b7'
|
||||
hash-format = 'sha512'
|
||||
mode = 'url'
|
||||
url = 'https://cdn.modrinth.com/data/uCdwusMi/versions/vSDePnsB/DistantHorizons-fabric-forge-2.3.2-b-1.20.1.jar'
|
||||
|
||||
[update.modrinth]
|
||||
mod-id = 'uCdwusMi'
|
||||
version = 'vSDePnsB'
|
||||
16
client-min/mods/.index/no-chat-reports.pw.toml
Normal file
16
client-min/mods/.index/no-chat-reports.pw.toml
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
filename = 'NoChatReports-FABRIC-1.20.1-v2.2.2.jar'
|
||||
name = 'No Chat Reports'
|
||||
side = 'both'
|
||||
x-prismlauncher-loaders = [ 'fabric' ]
|
||||
x-prismlauncher-mc-versions = [ '1.20', '1.20.1' ]
|
||||
x-prismlauncher-release-type = 'release'
|
||||
|
||||
[download]
|
||||
hash = '3213e37fc12205e49f69a6c295c8c3237d8464d63dedbfbac4901892752741d22ebf7e1b40d6683143e70ca158fc95b00c2af177a1263038edce9a46b6cbeb79'
|
||||
hash-format = 'sha512'
|
||||
mode = 'url'
|
||||
url = 'https://cdn.modrinth.com/data/qQyHxfxd/versions/HeZZR2kF/NoChatReports-FABRIC-1.20.1-v2.2.2.jar'
|
||||
|
||||
[update.modrinth]
|
||||
mod-id = 'qQyHxfxd'
|
||||
version = 'HeZZR2kF'
|
||||
16
client-min/mods/.index/quickshulker.pw.toml
Normal file
16
client-min/mods/.index/quickshulker.pw.toml
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
filename = 'quickshulker-1.4.0-1.20.jar'
|
||||
name = 'QuickShulker'
|
||||
side = 'both'
|
||||
x-prismlauncher-loaders = [ 'fabric' ]
|
||||
x-prismlauncher-mc-versions = [ '1.20', '1.20.1' ]
|
||||
x-prismlauncher-release-type = 'release'
|
||||
|
||||
[download]
|
||||
hash = '6ea5b7e5628ffa5fb80317454672ff5eee8b4aa6264bf3397c1adc72b126e9486ec00fc81418109d5904ab54999df1511b0b7e10aaf3e056a9d3126936a6245a'
|
||||
hash-format = 'sha512'
|
||||
mode = 'url'
|
||||
url = 'https://cdn.modrinth.com/data/RsZDxTI3/versions/Eq9r6JQQ/quickshulker-1.4.0-1.20.jar'
|
||||
|
||||
[update.modrinth]
|
||||
mod-id = 'RsZDxTI3'
|
||||
version = 'Eq9r6JQQ'
|
||||
16
client-min/mods/.index/simple-voice-chat.pw.toml
Normal file
16
client-min/mods/.index/simple-voice-chat.pw.toml
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
filename = 'voicechat-fabric-1.20.1-2.5.30.jar'
|
||||
name = 'Simple Voice Chat'
|
||||
side = 'both'
|
||||
x-prismlauncher-loaders = [ 'fabric' ]
|
||||
x-prismlauncher-mc-versions = [ '1.20.1' ]
|
||||
x-prismlauncher-release-type = 'release'
|
||||
|
||||
[download]
|
||||
hash = 'f745d0982604f20aef7ef50ea49165ae490871a1f62da2c28c1c0094e9e4bd142f9f6228a601b81dc337f332cb9348039e1a116dea239b4a9fdfea8de78f250e'
|
||||
hash-format = 'sha512'
|
||||
mode = 'url'
|
||||
url = 'https://cdn.modrinth.com/data/9eGKb6K1/versions/QuG5IP28/voicechat-fabric-1.20.1-2.5.30.jar'
|
||||
|
||||
[update.modrinth]
|
||||
mod-id = '9eGKb6K1'
|
||||
version = 'QuG5IP28'
|
||||
Binary file not shown.
BIN
client-min/mods/NoChatReports-FABRIC-1.20.1-v2.2.2.jar.disabled
Normal file
BIN
client-min/mods/NoChatReports-FABRIC-1.20.1-v2.2.2.jar.disabled
Normal file
Binary file not shown.
BIN
client-min/mods/fabric-carpet-1.20-1.4.112+v230608.jar.disabled
Normal file
BIN
client-min/mods/fabric-carpet-1.20-1.4.112+v230608.jar.disabled
Normal file
Binary file not shown.
BIN
client-min/mods/quickshulker-1.4.0-1.20.jar.disabled
Normal file
BIN
client-min/mods/quickshulker-1.4.0-1.20.jar.disabled
Normal file
Binary file not shown.
Binary file not shown.
790
client/minecraft/config/DistantHorizons.toml
Normal file
790
client/minecraft/config/DistantHorizons.toml
Normal file
|
|
@ -0,0 +1,790 @@
|
|||
_version = 3
|
||||
|
||||
[server]
|
||||
#
|
||||
# Defines the Z-coordinate of the central point for generation boundaries, in blocks.
|
||||
generationBoundsZ = 0
|
||||
#
|
||||
# Defines the distance the player will receive updates around.
|
||||
realTimeUpdateDistanceRadiusInChunks = 256
|
||||
#
|
||||
# Prefix of the level keys sent to the clients.
|
||||
# If the mod is running behind a proxy, each backend should use a unique value.
|
||||
# If this value is empty, level key will be based on the server's seed hash.
|
||||
levelKeyPrefix = ""
|
||||
#
|
||||
# Defines the distance allowed to be synchronized around the player.
|
||||
# Should be the same or larger than maxGenerationRequestDistance in most cases.
|
||||
maxSyncOnLoadRequestDistance = 4096
|
||||
#
|
||||
# If true, clients will receive updated LODs when joining or loading new LODs.
|
||||
synchronizeOnLoad = true
|
||||
#
|
||||
# Defines the distance allowed to generate around the player.
|
||||
maxGenerationRequestDistance = 4096
|
||||
#
|
||||
# Defines the X-coordinate of the central point for generation boundaries, in blocks.
|
||||
generationBoundsX = 0
|
||||
#
|
||||
# Makes the server send level keys for each world.
|
||||
# Disable this if you use alternative ways to send level keys.
|
||||
sendLevelKeys = true
|
||||
#
|
||||
# How many LOD generation requests per second should a client send?
|
||||
# Also limits the number of client requests allowed to stay in the server's queue.
|
||||
generationRequestRateLimit = 20
|
||||
#
|
||||
# How many LOD sync requests per second should a client send?
|
||||
# Also limits the amount of player's requests allowed to stay in the server's queue.
|
||||
syncOnLoadRateLimit = 50
|
||||
#
|
||||
# Defines the radius around the central point within which generation is allowed, in blocks.
|
||||
# If this value is set to 0, generation bounds are disabled.
|
||||
generationBoundsRadius = 0
|
||||
#
|
||||
# Maximum speed for uploading LODs to the clients, in KB/s.
|
||||
# Value of 0 disables the limit.
|
||||
maxDataTransferSpeed = 500
|
||||
#
|
||||
# If true, clients will receive real-time LOD updates for chunks outside the client's render distance.
|
||||
enableRealTimeUpdates = true
|
||||
|
||||
[server.experimental]
|
||||
#
|
||||
# When enabled on the client, this allows loading lower detail levels as needed to speed up terrain generation.
|
||||
# This must also be enabled on the server; otherwise, it will have no effect.
|
||||
# For better performance when switching LOD detail levels, enabling [upsampleLowerDetailLodsToFillHoles] is recommended.
|
||||
enableNSizedGeneration = false
|
||||
|
||||
[common]
|
||||
|
||||
[common.lodBuilding]
|
||||
#
|
||||
# How should block data be compressed when creating LOD data?
|
||||
# This setting will only affect new or updated LOD data,
|
||||
# any data already generated when this setting is changed will be
|
||||
# unaffected until it is modified or re-loaded.
|
||||
#
|
||||
# MERGE_SAME_BLOCKS
|
||||
# Every block/biome change is recorded in the database.
|
||||
# This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data.
|
||||
# Expected Compression Ratio: 1.0
|
||||
#
|
||||
# VISUALLY_EQUAL
|
||||
# Only visible block/biome changes are recorded in the database.
|
||||
# Hidden blocks (IE ores) are ignored.
|
||||
# Expected Compression Ratio: 0.7
|
||||
worldCompression = "VISUALLY_EQUAL"
|
||||
#
|
||||
# When DH pulls in pre-existing chunks it will attempt to
|
||||
# run any missing world generation steps; for example:
|
||||
# if a chunk has the status SURFACE, DH will skip BIOMES
|
||||
# and SURFACE, but will run FEATURES.
|
||||
#
|
||||
# However if for some reason the chunks are malformed
|
||||
# or there's some other issue that causes the status
|
||||
# to be incorrect that can either cause world gen
|
||||
# lock-ups and/or crashes.
|
||||
# If either of those happen try setting this to True.
|
||||
assumePreExistingChunksAreFinished = false
|
||||
#
|
||||
# If true LOD generation for pre-existing chunks will attempt to pull the lighting data
|
||||
# saved in Minecraft's Region files.
|
||||
# If false DH will pull in chunks without lighting and re-light them.
|
||||
#
|
||||
# Setting this to true will result in faster LOD generation
|
||||
# for already generated worlds, but is broken by most lighting mods.
|
||||
#
|
||||
# Set this to false if LODs are black.
|
||||
pullLightingForPregeneratedChunks = false
|
||||
#
|
||||
# What algorithm should be used to compress new LOD data?
|
||||
# This setting will only affect new or updated LOD data,
|
||||
# any data already generated when this setting is changed will be
|
||||
# unaffected until it needs to be re-written to the database.
|
||||
#
|
||||
# UNCOMPRESSED
|
||||
# Should only be used for testing, is worse in every way vs [LZ4].
|
||||
# Expected Compression Ratio: 1.0
|
||||
# Estimated average DTO read speed: 1.64 milliseconds
|
||||
# Estimated average DTO write speed: 12.44 milliseconds
|
||||
#
|
||||
# LZ4
|
||||
# A good option if you're CPU limited and have plenty of hard drive space.
|
||||
# Expected Compression Ratio: 0.36
|
||||
# Estimated average DTO read speed: 1.85 ms
|
||||
# Estimated average DTO write speed: 9.46 ms
|
||||
#
|
||||
# LZMA2
|
||||
# Slow but very good compression.
|
||||
# Expected Compression Ratio: 0.14
|
||||
# Estimated average DTO read speed: 11.89 ms
|
||||
# Estimated average DTO write speed: 192.01 ms
|
||||
dataCompression = "LZMA2"
|
||||
#
|
||||
# Enabling this will drastically increase chunk processing time
|
||||
# and you may need to increase your CPU load to handle it.
|
||||
#
|
||||
# Normally DH will attempt to skip creating LODs for chunks it's already seen
|
||||
# and that haven't changed.
|
||||
#
|
||||
# However sometimes that logic incorrectly prevents LODs from being updated.
|
||||
# Disabling this check may fix issues where LODs aren't updated after
|
||||
# blocks have been changed.
|
||||
disableUnchangedChunkCheck = false
|
||||
#
|
||||
# True: Recalculate chunk height maps before chunks can be used by DH.
|
||||
# This can fix problems with worlds created by World Painter or
|
||||
# other external tools where the heightmap format may be incorrect.
|
||||
# False: Assume any height maps handled by Minecraft are correct.
|
||||
#
|
||||
# Fastest: False
|
||||
# Most Compatible: True
|
||||
recalculateChunkHeightmaps = false
|
||||
|
||||
[common.lodBuilding.experimental]
|
||||
#
|
||||
# When active DH will attempt to fill missing LOD data
|
||||
# with any data that is present in the tree, preventing holes when moving
|
||||
# when a N-sized generator (or server) is active.
|
||||
#
|
||||
# This is only used when N-sized world generation is available
|
||||
# and/or when on a server where [generateOnlyInHighestDetail] is false.
|
||||
#
|
||||
# Experimental:
|
||||
# Enabling this option will increase CPU and harddrive use
|
||||
# and may cause rendering bugs.
|
||||
upsampleLowerDetailLodsToFillHoles = false
|
||||
|
||||
[common.multiThreading]
|
||||
#
|
||||
# How many threads should be used by Distant Horizons?
|
||||
numberOfThreads = 2
|
||||
#
|
||||
# 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 = "MEDIUM"
|
||||
#
|
||||
# What blocks shouldn't be rendered as LODs?
|
||||
#
|
||||
# NONE: Represent all blocks in the LODs
|
||||
# NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height)
|
||||
blocksToIgnore = "NON_COLLIDING"
|
||||
#
|
||||
# The radius of the mod's render distance. (measured in chunks)
|
||||
lodChunkRenderDistanceRadius = 256
|
||||
#
|
||||
# What the value should vanilla Minecraft's texture LodBias be?
|
||||
# If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0)
|
||||
lodBias = "0.0"
|
||||
#
|
||||
# How should the sides and bottom of grass block LODs render?
|
||||
#
|
||||
# AS_GRASS: all sides of dirt LOD's render using the top (green) color.
|
||||
# FADE_TO_DIRT: sides fade from grass to dirt.
|
||||
# AS_DIRT: sides render entirely as dirt.
|
||||
grassSideRendering = "FADE_TO_DIRT"
|
||||
#
|
||||
# Should the blocks underneath avoided blocks gain the color of the avoided block?
|
||||
#
|
||||
# True: a red flower will tint the grass below it red.
|
||||
# False: skipped blocks will not change color of surface below them.
|
||||
tintWithAvoidedBlocks = true
|
||||
#
|
||||
# This indicates how quickly LODs decrease in quality the further away they are.
|
||||
# Higher settings will render higher quality fake chunks farther away,
|
||||
# but will increase memory and GPU usage.
|
||||
horizontalQuality = "MEDIUM"
|
||||
#
|
||||
# How should LOD transparency be handled.
|
||||
#
|
||||
# COMPLETE: LODs will render transparent.
|
||||
# FAKE: LODs will be opaque, but shaded to match the blocks underneath.
|
||||
# DISABLED: LODs will be opaque.
|
||||
transparency = "COMPLETE"
|
||||
#
|
||||
# How should vanilla Minecraft fade into Distant Horizons LODs?
|
||||
#
|
||||
# NONE: Fastest, there will be a pronounced border between DH and MC rendering.
|
||||
# SINGLE_PASS: Fades after MC's transparent pass, opaque blocks underwater won't be faded.
|
||||
# DOUBLE_PASS: Slowest, fades after both MC's opaque and transparent passes, provides the smoothest transition.
|
||||
vanillaFadeMode = "DOUBLE_PASS"
|
||||
|
||||
[client.advanced.graphics.fog]
|
||||
#
|
||||
# Should Minecraft's fog render?
|
||||
# Note: Other mods may conflict with this setting.
|
||||
enableVanillaFog = false
|
||||
#
|
||||
# What is the maximum fog thickness?
|
||||
#
|
||||
# 0.0: No fog.
|
||||
# 1.0: Fully opaque fog.
|
||||
farFogMax = "1.0"
|
||||
#
|
||||
# Determines if fog is drawn on DH LODs.
|
||||
enableDhFog = true
|
||||
#
|
||||
# At what distance should the far fog start?
|
||||
#
|
||||
# 0.0: Fog starts at the player's position.
|
||||
# 1.0: Fog starts at the closest edge of the vanilla render distance.
|
||||
# 1.414: Fog starts at the corner of the vanilla render distance.
|
||||
farFogStart = "0.4"
|
||||
#
|
||||
# What is the minimum fog thickness?
|
||||
#
|
||||
# 0.0: No fog.
|
||||
# 1.0: Fully opaque fog.
|
||||
farFogMin = "0.0"
|
||||
#
|
||||
# What color should fog use?
|
||||
#
|
||||
# USE_WORLD_FOG_COLOR: Use the world's fog color.
|
||||
# USE_SKY_COLOR: Use the sky's color.
|
||||
colorMode = "USE_WORLD_FOG_COLOR"
|
||||
#
|
||||
# How should the fog thickness should be calculated?
|
||||
#
|
||||
# LINEAR: Linear based on distance (will ignore 'density')
|
||||
# EXPONENTIAL: 1/(e^(distance*density))
|
||||
# EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
|
||||
farFogFalloff = "EXPONENTIAL_SQUARED"
|
||||
#
|
||||
# Used in conjunction with the Fog Falloff.
|
||||
farFogDensity = "2.5"
|
||||
#
|
||||
# Where should the far fog end?
|
||||
#
|
||||
# 0.0: Fog ends at player's position.
|
||||
# 1.0: Fog ends at the closest edge of the vanilla render distance.
|
||||
# 1.414: Fog ends at the corner of the vanilla render distance.
|
||||
farFogEnd = "1.0"
|
||||
|
||||
[client.advanced.graphics.fog.heightFog]
|
||||
#
|
||||
# Where should the height fog start?
|
||||
#
|
||||
# ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky
|
||||
# BELOW_CAMERA: Height fog starts at the camera and goes towards the void
|
||||
# ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void
|
||||
# ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky
|
||||
# BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void
|
||||
# ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void
|
||||
heightFogDirection = "BELOW_SET_HEIGHT"
|
||||
#
|
||||
# What is the minimum fog thickness?
|
||||
#
|
||||
# 0.0: No fog.
|
||||
# 1.0: Fully opaque fog.
|
||||
heightFogMin = "0.0"
|
||||
#
|
||||
# If the height fog is calculated around a set height, what is that height position?
|
||||
heightFogBaseHeight = "80.0"
|
||||
#
|
||||
# What is the maximum fog thickness?
|
||||
#
|
||||
# 0.0: No fog.
|
||||
# 1.0: Fully opaque fog.
|
||||
heightFogMax = "1.0"
|
||||
#
|
||||
# How should the height fog thickness should be calculated?
|
||||
#
|
||||
# LINEAR: Linear based on height (will ignore 'density')
|
||||
# EXPONENTIAL: 1/(e^(height*density))
|
||||
# EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)
|
||||
heightFogFalloff = "EXPONENTIAL_SQUARED"
|
||||
#
|
||||
# What is the height fog's density?
|
||||
heightFogDensity = "20.0"
|
||||
#
|
||||
# How should height effect the fog thickness?
|
||||
# Note: height fog is combined with the other fog settings.
|
||||
#
|
||||
# SPHERICAL: Fog is calculated based on camera distance.
|
||||
# CYLINDRICAL: Ignore height, fog is calculated based on horizontal distance.
|
||||
#
|
||||
# MAX: max(heightFog, farFog)
|
||||
# ADDITION: heightFog + farFog
|
||||
# MULTIPLY: heightFog * farFog
|
||||
# INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog)
|
||||
# LIMITED_ADDITION: farFog + max(farFog, heightFog)
|
||||
# MULTIPLY_ADDITION: farFog + farFog * heightFog
|
||||
# INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog)
|
||||
# AVERAGE: farFog*0.5 + heightFog*0.5
|
||||
heightFogMixMode = "SPHERICAL"
|
||||
#
|
||||
# Should the start of the height fog be offset?
|
||||
#
|
||||
# 0.0: Fog start with no offset.
|
||||
# 1.0: Fog start with offset of the entire world's height. (Includes depth)
|
||||
heightFogStart = "0.0"
|
||||
#
|
||||
# Should the end of the height fog be offset?
|
||||
#
|
||||
# 0.0: Fog end with no offset.
|
||||
# 1.0: Fog end with offset of the entire world's height. (Include depth)
|
||||
heightFogEnd = "0.6"
|
||||
|
||||
[client.advanced.multiplayer]
|
||||
#
|
||||
# How should multiplayer save folders should be named?
|
||||
#
|
||||
# NAME_ONLY: Example: "Minecraft Server"
|
||||
# IP_ONLY: Example: "192.168.1.40"
|
||||
# NAME_IP: Example: "Minecraft Server IP 192.168.1.40"
|
||||
# NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"NAME_IP_PORT_MC_VERSION: Example: "Minecraft Server IP 192.168.1.40:25565 GameVersion 1.16.5"
|
||||
serverFolderNameMode = "IP_ONLY"
|
||||
|
||||
16
client/minecraft/mods/.index/quickshulker.pw.toml
Normal file
16
client/minecraft/mods/.index/quickshulker.pw.toml
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
filename = 'quickshulker-1.4.0-1.20.jar'
|
||||
name = 'QuickShulker'
|
||||
side = 'both'
|
||||
x-prismlauncher-loaders = [ 'fabric' ]
|
||||
x-prismlauncher-mc-versions = [ '1.20', '1.20.1' ]
|
||||
x-prismlauncher-release-type = 'release'
|
||||
|
||||
[download]
|
||||
hash = '6ea5b7e5628ffa5fb80317454672ff5eee8b4aa6264bf3397c1adc72b126e9486ec00fc81418109d5904ab54999df1511b0b7e10aaf3e056a9d3126936a6245a'
|
||||
hash-format = 'sha512'
|
||||
mode = 'url'
|
||||
url = 'https://cdn.modrinth.com/data/RsZDxTI3/versions/Eq9r6JQQ/quickshulker-1.4.0-1.20.jar'
|
||||
|
||||
[update.modrinth]
|
||||
mod-id = 'RsZDxTI3'
|
||||
version = 'Eq9r6JQQ'
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
filename = 'voicechat-fabric-1.20.1-2.5.29.jar'
|
||||
filename = 'voicechat-fabric-1.20.1-2.5.30.jar'
|
||||
name = 'Simple Voice Chat'
|
||||
side = 'both'
|
||||
x-prismlauncher-loaders = [ 'fabric' ]
|
||||
|
|
@ -6,11 +6,11 @@ x-prismlauncher-mc-versions = [ '1.20.1' ]
|
|||
x-prismlauncher-release-type = 'release'
|
||||
|
||||
[download]
|
||||
hash = '3e1bccecf20a6a7bfe4b361fa1f5c3c2a007fea0c6bed3faf8fa61c3179a29d2bee7bbee6b772ff4a2c760752eccbe1a7ca8c091d006cab9eed7ca8ce1afdb10'
|
||||
hash = 'f745d0982604f20aef7ef50ea49165ae490871a1f62da2c28c1c0094e9e4bd142f9f6228a601b81dc337f332cb9348039e1a116dea239b4a9fdfea8de78f250e'
|
||||
hash-format = 'sha512'
|
||||
mode = 'url'
|
||||
url = 'https://cdn.modrinth.com/data/9eGKb6K1/versions/uYVN8Gpk/voicechat-fabric-1.20.1-2.5.29.jar'
|
||||
url = 'https://cdn.modrinth.com/data/9eGKb6K1/versions/QuG5IP28/voicechat-fabric-1.20.1-2.5.30.jar'
|
||||
|
||||
[update.modrinth]
|
||||
mod-id = '9eGKb6K1'
|
||||
version = 'uYVN8Gpk'
|
||||
version = 'QuG5IP28'
|
||||
BIN
client/minecraft/mods/quickshulker-1.4.0-1.20.jar
Normal file
BIN
client/minecraft/mods/quickshulker-1.4.0-1.20.jar
Normal file
Binary file not shown.
Binary file not shown.
|
|
@ -9,6 +9,7 @@ graphicsMode:0
|
|||
resourcePacks:["vanilla","fabric","continuity:default","file/fancy.zip","file/3D.zip","file/utility.zip"]
|
||||
syncChunkWrites:false
|
||||
key_key.saveToolbarActivator:key.keyboard.unknown
|
||||
key_key.loadToolbarActivator:key.keyboard.unknown
|
||||
key_key.mute_microphone:key.keyboard.unknown
|
||||
key_key.hide_icons:key.keyboard.unknown
|
||||
key_key.voice_chat_group:key.keyboard.unknown
|
||||
|
|
|
|||
Binary file not shown.
8
client/minecraft/resourcepacks/credits.txt
Normal file
8
client/minecraft/resourcepacks/credits.txt
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
(As required by https://vanillatweaks.net/terms/)
|
||||
|
||||
Credits:
|
||||
Vanilla Tweaks:
|
||||
https://vanillatweaks.net/
|
||||
fancy.zip: https://vanillatweaks.net/share#47txpm
|
||||
3D.zip: https://vanillatweaks.net/share#y8JXES
|
||||
utility.zip: https://vanillatweaks.net/share#lwHAf3
|
||||
|
|
@ -1,4 +0,0 @@
|
|||
(As required by https://vanillatweaks.net/terms/)
|
||||
|
||||
Credits:
|
||||
Vanilla Tweaks: https://vanillatweaks.net/
|
||||
|
|
@ -1,16 +0,0 @@
|
|||
filename = 'voicechat-fabric-1.20.1-2.5.29.jar'
|
||||
name = 'Simple Voice Chat'
|
||||
side = 'both'
|
||||
x-prismlauncher-loaders = [ 'fabric' ]
|
||||
x-prismlauncher-mc-versions = [ '1.20.1' ]
|
||||
x-prismlauncher-release-type = 'release'
|
||||
|
||||
[download]
|
||||
hash = '3e1bccecf20a6a7bfe4b361fa1f5c3c2a007fea0c6bed3faf8fa61c3179a29d2bee7bbee6b772ff4a2c760752eccbe1a7ca8c091d006cab9eed7ca8ce1afdb10'
|
||||
hash-format = 'sha512'
|
||||
mode = 'url'
|
||||
url = 'https://cdn.modrinth.com/data/9eGKb6K1/versions/uYVN8Gpk/voicechat-fabric-1.20.1-2.5.29.jar'
|
||||
|
||||
[update.modrinth]
|
||||
mod-id = '9eGKb6K1'
|
||||
version = 'uYVN8Gpk'
|
||||
16
server/server/mods/.index/quickshulker.pw.toml
Normal file
16
server/server/mods/.index/quickshulker.pw.toml
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
filename = 'quickshulker-1.4.0-1.20.jar'
|
||||
name = 'QuickShulker'
|
||||
side = 'both'
|
||||
x-prismlauncher-loaders = [ 'fabric' ]
|
||||
x-prismlauncher-mc-versions = [ '1.20', '1.20.1' ]
|
||||
x-prismlauncher-release-type = 'release'
|
||||
|
||||
[download]
|
||||
hash = '6ea5b7e5628ffa5fb80317454672ff5eee8b4aa6264bf3397c1adc72b126e9486ec00fc81418109d5904ab54999df1511b0b7e10aaf3e056a9d3126936a6245a'
|
||||
hash-format = 'sha512'
|
||||
mode = 'url'
|
||||
url = 'https://cdn.modrinth.com/data/RsZDxTI3/versions/Eq9r6JQQ/quickshulker-1.4.0-1.20.jar'
|
||||
|
||||
[update.modrinth]
|
||||
mod-id = 'RsZDxTI3'
|
||||
version = 'Eq9r6JQQ'
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
filename = 'voicechat-fabric-1.20.1-2.5.29.jar'
|
||||
filename = 'voicechat-fabric-1.20.1-2.5.30.jar'
|
||||
name = 'Simple Voice Chat'
|
||||
side = 'both'
|
||||
x-prismlauncher-loaders = [ 'fabric' ]
|
||||
|
|
@ -6,11 +6,11 @@ x-prismlauncher-mc-versions = [ '1.20.1' ]
|
|||
x-prismlauncher-release-type = 'release'
|
||||
|
||||
[download]
|
||||
hash = '3e1bccecf20a6a7bfe4b361fa1f5c3c2a007fea0c6bed3faf8fa61c3179a29d2bee7bbee6b772ff4a2c760752eccbe1a7ca8c091d006cab9eed7ca8ce1afdb10'
|
||||
hash = 'f745d0982604f20aef7ef50ea49165ae490871a1f62da2c28c1c0094e9e4bd142f9f6228a601b81dc337f332cb9348039e1a116dea239b4a9fdfea8de78f250e'
|
||||
hash-format = 'sha512'
|
||||
mode = 'url'
|
||||
url = 'https://cdn.modrinth.com/data/9eGKb6K1/versions/uYVN8Gpk/voicechat-fabric-1.20.1-2.5.29.jar'
|
||||
url = 'https://cdn.modrinth.com/data/9eGKb6K1/versions/QuG5IP28/voicechat-fabric-1.20.1-2.5.30.jar'
|
||||
|
||||
[update.modrinth]
|
||||
mod-id = '9eGKb6K1'
|
||||
version = 'uYVN8Gpk'
|
||||
version = 'QuG5IP28'
|
||||
BIN
server/server/mods/quickshulker-1.4.0-1.20.jar
Normal file
BIN
server/server/mods/quickshulker-1.4.0-1.20.jar
Normal file
Binary file not shown.
Binary file not shown.
10
server/server/world/datapacks/credits.txt
Normal file
10
server/server/world/datapacks/credits.txt
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
As required by
|
||||
https://vanillatweaks.net/terms/
|
||||
https://github.com/Stardust-Labs-MC/Structory/blob/v1.3.5/license.txt
|
||||
https://github.com/Stardust-Labs-MC/Structory-Towers/blob/v1.0.7/license.txt
|
||||
|
||||
Credits:
|
||||
Vanilla Tweaks: https://vanillatweaks.net/
|
||||
Stardust Labs:
|
||||
https://github.com/Stardust-Labs-MC/Structory/tree/v1.3.5
|
||||
https://github.com/Stardust-Labs-MC/Structory-Towers/tree/v1.0.7
|
||||
1
todo
1
todo
|
|
@ -1 +0,0 @@
|
|||
DH_server_data folder must be renamed to match new server name (nanoMMS -> MMS)
|
||||
Loading…
Add table
Add a link
Reference in a new issue