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