Update the default config options
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@@ -97,9 +97,9 @@ public class LodConfig
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fogDistance = builder
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.comment("\n\n"
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+ " At what distance should Fog be drawn on the LODs? \n"
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+ " If the fog cuts off ubruptly or you are using Optifine's \"fast\" \n"
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+ " fog option set this to " + FogDistance.NEAR.toString() + " or " + FogDistance.FAR.toString() + ". \n")
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.defineEnum("fogDistance", FogDistance.FAR);
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+ " If the fog cuts off ubruptly or you are using Optifine's \"fast\" fog option \n"
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+ " set this to " + FogDistance.NEAR.toString() + " or " + FogDistance.FAR.toString() + ". \n")
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.defineEnum("fogDistance", FogDistance.NEAR_AND_FAR);
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fogDrawOverride = builder
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.comment("\n\n"
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@@ -147,7 +147,7 @@ public class LodConfig
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+ " " + LodDetail.QUAD.toString() + ": render 16 LODs for each Chunk. \n"
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+ " " + LodDetail.HALF.toString() + ": render 64 LODs for each Chunk. \n"
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+ " " + LodDetail.FULL.toString() + ": render 256 LODs for each Chunk. \n")
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.defineEnum("lodGenerationQuality", LodDetail.FULL);
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.defineEnum("lodGenerationQuality", LodDetail.HALF);
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lodDistanceCalculatorType = builder
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.comment("\n\n"
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@@ -170,12 +170,12 @@ public class LodConfig
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.comment("\n\n"
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+ " this value is multiplied by 128 and determine \n"
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+ " how much the quality decrease over distance \n")
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.defineInRange("lodQuality", 1, 1, 4);
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.defineInRange("lodQuality", 1, 2, 4);
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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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.defineInRange("lodChunkRenderDistane", 128, 32, 256);
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.defineInRange("lodChunkRenderDistane", 64, 32, 256);
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distanceGenerationMode = builder
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.comment("\n\n"
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@@ -184,6 +184,9 @@ public class LodConfig
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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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+ " " + DistanceGenerationMode.NONE.toString() + " \n"
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+ " Don't run the distance generator. \n"
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+ " " + DistanceGenerationMode.BIOME_ONLY.toString() + " \n"
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+ " Only generate the biomes and use biome \n"
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@@ -250,19 +253,18 @@ public class LodConfig
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+ " The max is the number of processors on your CPU. \n"
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+ "\n"
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+ " Requires a restart to take effect. \n")
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.defineInRange("numberOfWorldGenerationThreads", Runtime.getRuntime().availableProcessors(), 1, Runtime.getRuntime().availableProcessors());
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.defineInRange("numberOfWorldGenerationThreads", Runtime.getRuntime().availableProcessors() / 2, 1, Runtime.getRuntime().availableProcessors());
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shadingMode = builder
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.comment("\n\n"
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+ " What kind of shading should LODs have? \n"
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+ " What kind of shading should the LODs have? \n"
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+ " \n"
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+ " " + ShadingMode.NONE.toString() + " \n"
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+ " " + "LODs will have the same lighting on every side. \n"
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+ " " + "Can make large similarly colored areas hard to differentiate. \n"
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+ " " + "Fastest"
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+ "/n"
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+ " " + ShadingMode.DARKEN_SIDES.toString() + " \n"
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+ " " + "LODs will have darker sides and bottoms to simulate top down lighting."
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+ " " + "Fastest /n")
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+ " " + "LODs will have darker sides and bottoms to simulate Minecraft's flat lighting.")
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.defineEnum("lightingMode", ShadingMode.DARKEN_SIDES);
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brightnessMultiplier = builder
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