Remove world gen lighting engine config
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-4
@@ -50,9 +50,5 @@ public class DhApiWorldGenerationConfig implements IDhApiWorldGenerationConfig
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public IDhApiConfigValue<EDhApiDistantGeneratorMode> distantGeneratorMode()
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{ return new DhApiConfigValue<>(WorldGenerator.distantGeneratorMode); }
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@Override
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public IDhApiConfigValue<ELightGenerationMode> lightingEngine()
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{ return new DhApiConfigValue<>(WorldGenerator.worldGenLightingEngine); }
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}
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@@ -656,19 +656,6 @@ public class Config
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*/
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.build();
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public static ConfigEntry<ELightGenerationMode> worldGenLightingEngine = new ConfigEntry.Builder<ELightGenerationMode>()
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.set(ELightGenerationMode.DISTANT_HORIZONS)
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.comment(""
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+ " How should Distant Horizons world generation chunk lighting be handled? \n"
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+ "\n"
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+ ELightGenerationMode.MINECRAFT + ": Use Minecraft's lighting engine to generate chunk lighting. \n"
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+ " Generally higher quality; but may crash MC's lighting engine if there is an issue. \n"
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+ ELightGenerationMode.DISTANT_HORIZONS + ": Uses Distant Horizons' lighting engine to generate chunk lighting. \n"
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+ " May not exactly match MC's, but is more stable for large numbers of world generator threads. \n"
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+ "\n"
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+ "This will effect generation speed, but not rendering performance.")
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.build();
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public static ConfigEntry<Integer> worldGenerationTimeoutLengthInSeconds = new ConfigEntry.Builder<Integer>()
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.setMinDefaultMax(5, 60, 60 * 10/*10 minutes*/ )
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.comment(""
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