From 2f20fc6b775595ab6f77b299187c4b5f9bb8e785 Mon Sep 17 00:00:00 2001 From: James Seibel Date: Sat, 28 Aug 2021 11:18:19 -0500 Subject: [PATCH] Update the default config options --- .../com/seibel/lod/handlers/LodConfig.java | 24 ++++++++++--------- 1 file changed, 13 insertions(+), 11 deletions(-) diff --git a/src/main/java/com/seibel/lod/handlers/LodConfig.java b/src/main/java/com/seibel/lod/handlers/LodConfig.java index d2d2881ce..d5e2f53cd 100644 --- a/src/main/java/com/seibel/lod/handlers/LodConfig.java +++ b/src/main/java/com/seibel/lod/handlers/LodConfig.java @@ -97,9 +97,9 @@ public class LodConfig fogDistance = builder .comment("\n\n" + " At what distance should Fog be drawn on the LODs? \n" - + " If the fog cuts off ubruptly or you are using Optifine's \"fast\" \n" - + " fog option set this to " + FogDistance.NEAR.toString() + " or " + FogDistance.FAR.toString() + ". \n") - .defineEnum("fogDistance", FogDistance.FAR); + + " If the fog cuts off ubruptly or you are using Optifine's \"fast\" fog option \n" + + " set this to " + FogDistance.NEAR.toString() + " or " + FogDistance.FAR.toString() + ". \n") + .defineEnum("fogDistance", FogDistance.NEAR_AND_FAR); fogDrawOverride = builder .comment("\n\n" @@ -147,7 +147,7 @@ public class LodConfig + " " + LodDetail.QUAD.toString() + ": render 16 LODs for each Chunk. \n" + " " + LodDetail.HALF.toString() + ": render 64 LODs for each Chunk. \n" + " " + LodDetail.FULL.toString() + ": render 256 LODs for each Chunk. \n") - .defineEnum("lodGenerationQuality", LodDetail.FULL); + .defineEnum("lodGenerationQuality", LodDetail.HALF); lodDistanceCalculatorType = builder .comment("\n\n" @@ -170,12 +170,12 @@ public class LodConfig .comment("\n\n" + " this value is multiplied by 128 and determine \n" + " how much the quality decrease over distance \n") - .defineInRange("lodQuality", 1, 1, 4); + .defineInRange("lodQuality", 1, 2, 4); lodChunkRenderDistance = builder .comment("\n\n" + " This is the render distance of the mod \n") - .defineInRange("lodChunkRenderDistane", 128, 32, 256); + .defineInRange("lodChunkRenderDistane", 64, 32, 256); distanceGenerationMode = builder .comment("\n\n" @@ -184,6 +184,9 @@ public class LodConfig + " and are included so you can compare the \n" + " different generation options. Your mileage may vary. \n" + "\n" + + + " " + DistanceGenerationMode.NONE.toString() + " \n" + + " Don't run the distance generator. \n" + " " + DistanceGenerationMode.BIOME_ONLY.toString() + " \n" + " Only generate the biomes and use biome \n" @@ -250,19 +253,18 @@ public class LodConfig + " The max is the number of processors on your CPU. \n" + "\n" + " Requires a restart to take effect. \n") - .defineInRange("numberOfWorldGenerationThreads", Runtime.getRuntime().availableProcessors(), 1, Runtime.getRuntime().availableProcessors()); + .defineInRange("numberOfWorldGenerationThreads", Runtime.getRuntime().availableProcessors() / 2, 1, Runtime.getRuntime().availableProcessors()); shadingMode = builder .comment("\n\n" - + " What kind of shading should LODs have? \n" + + " What kind of shading should the LODs have? \n" + + " \n" + " " + ShadingMode.NONE.toString() + " \n" + " " + "LODs will have the same lighting on every side. \n" + " " + "Can make large similarly colored areas hard to differentiate. \n" - + " " + "Fastest" + "/n" + " " + ShadingMode.DARKEN_SIDES.toString() + " \n" - + " " + "LODs will have darker sides and bottoms to simulate top down lighting." - + " " + "Fastest /n") + + " " + "LODs will have darker sides and bottoms to simulate Minecraft's flat lighting.") .defineEnum("lightingMode", ShadingMode.DARKEN_SIDES); brightnessMultiplier = builder