Improve the wording for a few config options
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@@ -47,7 +47,7 @@ import net.minecraftforge.fml.config.ModConfig;
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* This handles any configuration the user has access to.
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*
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* @author James Seibel
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* @version 9-17-2021
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* @version 9-21-2021
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*/
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@Mod.EventBusSubscriber
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public class LodConfig
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@@ -138,15 +138,15 @@ public class LodConfig
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horizontalQuality = builder
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.comment("\n\n"
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+ " This indicate the unit for the \n"
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+ " " + HorizontalQuality.LOW + ": Base distance 4 chunks. \n"
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+ " " + HorizontalQuality.MEDIUM + ": Base distance 8 chunks. \n"
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+ " " + HorizontalQuality.HIGH + ": Base distance 16 chunks. \n")
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+ " This indicate quickly LODs drop off in quality. \n"
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+ " " + HorizontalQuality.LOW + ": quality drops every 4 chunks. \n"
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+ " " + HorizontalQuality.MEDIUM + ": quality drops every 8 chunks. \n"
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+ " " + HorizontalQuality.HIGH + ": quality drops every 16 chunks. \n")
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.defineEnum("lodDrawQuality", HorizontalQuality.LOW);
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lodChunkRenderDistance = builder
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.comment("\n\n"
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+ " This is the render distance of the mod \n")
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+ " The mod's render distance, measured in chunks. \n")
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.defineInRange("lodChunkRenderDistance", 64, 32, 1024);
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disableDirectionalCulling = builder
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@@ -193,8 +193,8 @@ public class LodConfig
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lodQualityMode = builder
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.comment("\n\n"
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+ " Use 3d lods or 2d lods? \n"
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+ " " + VerticalQuality.HEIGHTMAP + ": enable 2d lods with heightmap \n"
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+ " " + VerticalQuality.MULTI_LOD + ": enable 3d lods with heightmap \n")
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+ " " + VerticalQuality.HEIGHTMAP + ": LODs are solid from the lowest world point to the highest. Not good for floating islands or caves. Faster \n"
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+ " " + VerticalQuality.MULTI_LOD + ": LODs have gaps between vertical blocks. Good for floating islands and caves. Slower \n")
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.defineEnum("lodQualityMode", VerticalQuality.HEIGHTMAP);
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generationResolution = builder
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@@ -215,26 +215,27 @@ public class LodConfig
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+ "\n"
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+ " " + DistanceQualityDropOff.QUADRATIC + " \n"
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+ " with LINEAR calculator the quality of block decrease \n"
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+ " with QUADRATIC calculator the quality of block decrease \n"
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+ " quadratically to the distance of the player \n")
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.defineEnum("lodDistanceComputation", DistanceQualityDropOff.LINEAR);
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generationPriority = builder
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.comment("\n\n"
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+ " " + GenerationPriority.FAR + " \n"
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+ " the fake chunk are generated from smallest to biggest\n"
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+ " with a small priority for far regions \n"
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+ " " + GenerationPriority.FAR_FIRST + " \n"
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+ " LODs are generated from low to high detail\n"
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+ " with a small priority for far regions. \n"
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+ " This fills in the world fastest. \n"
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+ "\n"
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+ " " + GenerationPriority.NORMAL + " \n"
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+ " the fake chunk are generated around the player \n"
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+ " in spiral similar to vanilla minecraft \n")
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.defineEnum("Generation priority", GenerationPriority.NORMAL);
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+ " " + GenerationPriority.NEAR_FIRST + " \n"
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+ " LODs are generated around the player \n"
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+ " in a spiral, similar to vanilla minecraft. \n")
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.defineEnum("Generation priority", GenerationPriority.NEAR_FIRST);
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distanceGenerationMode = builder
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.comment("\n\n"
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+ " Note: The times listed here are the amount of time it took \n"
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+ " the developer's PC to generate 1 chunk, \n"
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+ " one of the developer's PC to generate 1 chunk, \n"
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+ " and are included so you can compare the \n"
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+ " different generation options. Your mileage may vary. \n"
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+ "\n"
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@@ -243,9 +244,8 @@ public class LodConfig
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+ " Don't run the distance generator. \n"
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+ " " + DistanceGenerationMode.BIOME_ONLY + " \n"
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+ " Only generate the biomes and use biome \n"
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+ " grass/foliage color, water color, or snow color \n"
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+ " to generate the color. \n"
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+ " Only generate the biomes and use the biome's \n"
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+ " grass color, water color, or snow color. \n"
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+ " Doesn't generate height, everything is shown at sea level. \n"
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+ " Multithreaded - Fastest (2-5 ms) \n"
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@@ -274,8 +274,8 @@ public class LodConfig
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+ " " + DistanceGenerationMode.SERVER + " \n"
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+ " Ask the server to generate/load each chunk. \n"
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+ " This is the most compatible, but causes server/simulation lag. \n"
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+ " This will also show player made structures if you \n"
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+ " are adding the mod to a pre-existing world. \n"
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+ " This will show player made structures, which can \n"
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+ " be useful if you are adding the mod to a pre-existing world. \n"
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+ " Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
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.defineEnum("distanceGenerationMode", DistanceGenerationMode.SURFACE);
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@@ -319,7 +319,7 @@ public class LodConfig
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+ " this number. If you want to increase LOD generation speed, \n"
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+ " increase this number. \n"
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+ " \n"
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+ " The maximum value is the number of processors on your CPU. \n"
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+ " The maximum value is the number of logical processors on your CPU. \n"
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+ " Requires a restart to take effect. \n")
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.defineInRange("numberOfWorldGenerationThreads", Runtime.getRuntime().availableProcessors() / 2, 1, Runtime.getRuntime().availableProcessors());
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@@ -330,7 +330,7 @@ public class LodConfig
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+ " If you experience high CPU useage when NOT generating distant \n"
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+ " LODs, lower this number. \n"
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+ " \n"
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+ " The maximum value is the number of processors on your CPU. \n"
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+ " The maximum value is the number of logical processors on your CPU. \n"
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+ " Requires a restart to take effect. \n")
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.defineInRange("numberOfBufferBuilderThreads", Runtime.getRuntime().availableProcessors(), 1, Runtime.getRuntime().availableProcessors());
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@@ -341,22 +341,23 @@ public class LodConfig
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public static class Debugging
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{
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public ForgeConfigSpec.EnumValue<DebugMode> debugMode;
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public ForgeConfigSpec.BooleanValue enableDebugKeybinding;
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public ForgeConfigSpec.BooleanValue enableDebugKeybindings;
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Debugging(ForgeConfigSpec.Builder builder)
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{
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builder.comment("These settings can be used by to look for bugs, or see how certain parts of the mod are working.").push(this.getClass().getSimpleName());
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builder.comment("These settings can be used to look for bugs, or see how certain aspects of the mod work.").push(this.getClass().getSimpleName());
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debugMode = builder
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.comment("\n\n"
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+ " " + DebugMode.OFF + ": LODs will draw with their normal colors. \n"
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+ " " + DebugMode.SHOW_DETAIL + ": LOD colors will be based on their detail. \n"
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+ " " + DebugMode.SHOW_DETAIL_WIREFRAME + ": LOD colors will be based on their detail, drawn with wireframe. \n")
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+ " " + DebugMode.SHOW_DETAIL + ": LOD colors will be based on their detail level. \n"
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+ " " + DebugMode.SHOW_DETAIL_WIREFRAME + ": LOD colors will be based on their detail level, drawn as a wireframe. \n")
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.defineEnum("debugMode", DebugMode.OFF);
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enableDebugKeybinding = builder
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enableDebugKeybindings = builder
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.comment("\n\n"
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+ " If true the F4 key can be used to cycle through the different debug modes. \n")
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+ " If true the F4 key can be used to cycle through the different debug modes. \n"
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+ " and the F6 key can be used to enable and disable LOD rendering.")
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.define("enableDebugKeybinding", false);
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builder.pop();
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