sort Lod Builder configs

This commit is contained in:
James Seibel
2024-12-14 18:59:35 -06:00
parent 8e970b1ffb
commit 52917e65bc
@@ -1204,20 +1204,6 @@ public class Config
+ "")
.build();
public static ConfigEntry<Boolean> pullLightingForPregeneratedChunks = new ConfigEntry.Builder<Boolean>()
.set(false)
.comment(""
+ "If true LOD generation for pre-existing chunks will attempt to pull the lighting data \n"
+ "saved in Minecraft's Region files. \n"
+ "If false DH will pull in chunks without lighting and re-light them. \n"
+ " \n"
+ "Setting this to true will result in faster LOD generation \n"
+ "for already generated worlds, but is broken by most lighting mods. \n"
+ " \n"
+ "Set this to false if LODs are black. \n"
+ "")
.build();
public static ConfigEntry<EDhApiDataCompressionMode> dataCompression = new ConfigEntry.Builder<EDhApiDataCompressionMode>()
.set(EDhApiDataCompressionMode.LZMA2)
.comment(""
@@ -1278,6 +1264,21 @@ public class Config
+ "Most Compatible: True\n"
+ "")
.build();
public static ConfigEntry<Boolean> pullLightingForPregeneratedChunks = new ConfigEntry.Builder<Boolean>()
.set(false)
.comment(""
+ "If true LOD generation for pre-existing chunks will attempt to pull the lighting data \n"
+ "saved in Minecraft's Region files. \n"
+ "If false DH will pull in chunks without lighting and re-light them. \n"
+ " \n"
+ "Setting this to true will result in faster LOD generation \n"
+ "for already generated worlds, but is broken by most lighting mods. \n"
+ " \n"
+ "Set this to false if LODs are black. \n"
+ "")
.build();
}
public static class MultiThreading