Improve the wording of the config file
This commit is contained in:
@@ -50,7 +50,7 @@ import net.minecraftforge.fml.config.ModConfig;
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/**
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* This handles any configuration the user has access to.
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* @author James Seibel
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* @version 10-11-2021
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* @version 10-19-2021
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*/
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@Mod.EventBusSubscriber
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public class LodConfig
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@@ -78,6 +78,7 @@ public class LodConfig
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public final WorldGenerator worldGenerator;
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public final AdvancedModOptions advancedModOptions;
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//================//
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// Client Configs //
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//================//
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@@ -105,7 +106,7 @@ public class LodConfig
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Graphics(ForgeConfigSpec.Builder builder)
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{
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builder.comment("These settings control how mod will look in game").push("Graphics");
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builder.comment("These settings control how the mod will look in game").push("Graphics");
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{
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qualityOption = new QualityOption(builder);
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advancedGraphicsOption = new AdvancedGraphicsOption(builder);
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@@ -114,6 +115,7 @@ public class LodConfig
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builder.pop();
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}
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public static class QualityOption
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{
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public final ForgeConfigSpec.EnumValue<HorizontalResolution> drawResolution;
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@@ -129,11 +131,11 @@ public class LodConfig
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QualityOption(ForgeConfigSpec.Builder builder)
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{
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builder.comment("These settings control how the LODs look.").push(this.getClass().getSimpleName());
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builder.comment("These settings control how detailed the fake chunks will be.").push(this.getClass().getSimpleName());
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verticalQuality = builder
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.comment("\n\n"
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+ " This indicates how detailed LODs will represent \n"
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+ " This indicates how detailed fake chunks will represent \n"
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+ " overhangs, caves, floating islands, ect. \n"
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+ " Higher options will use more memory and increase GPU usage. \n"
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+ " " + VerticalQuality.LOW + ": uses at max 2 columns per position. \n"
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@@ -141,10 +143,9 @@ public class LodConfig
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+ " " + VerticalQuality.HIGH + ": uses at max 8 columns per position. \n")
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.defineEnum("Vertical Quality", VerticalQuality.MEDIUM);
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horizontalScale = builder
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.comment("\n\n"
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+ " This indicates how quickly LODs drop off in quality. \n"
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+ " This indicates how quickly fake chunks drop off in quality. \n"
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+ " " + HorizontalScale.LOW + ": quality drops every " + HorizontalScale.LOW.distanceUnit / 16 + " chunks. \n"
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+ " " + HorizontalScale.MEDIUM + ": quality drops every " + HorizontalScale.MEDIUM.distanceUnit / 16 + " chunks. \n"
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+ " " + HorizontalScale.HIGH + ": quality drops every " + HorizontalScale.HIGH.distanceUnit / 16 + " chunks. \n")
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@@ -161,7 +162,7 @@ public class LodConfig
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drawResolution = builder
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.comment("\n\n"
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+ " What is the maximum detail LODs should be drawn at? \n"
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+ " What is the maximum detail fake chunks should be drawn at? \n"
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+ " " + HorizontalResolution.CHUNK + ": render 1 LOD for each Chunk. \n"
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+ " " + HorizontalResolution.HALF_CHUNK + ": render 4 LODs for each Chunk. \n"
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+ " " + HorizontalResolution.FOUR_BLOCKS + ": render 16 LODs for each Chunk. \n"
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@@ -178,6 +179,7 @@ public class LodConfig
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}
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}
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public static class FogQualityOption
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{
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public final ForgeConfigSpec.EnumValue<FogDistance> fogDistance;
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@@ -191,7 +193,7 @@ 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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+ " At what distance should Fog be drawn on the fake chunks? \n"
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+ " If the fog cuts off abruptly or you are using Optifine's \"fast\" fog option \n"
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+ " set this to " + FogDistance.NEAR + " or " + FogDistance.FAR + ". \n")
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.defineEnum("Fog Distance", FogDistance.NEAR_AND_FAR);
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@@ -208,6 +210,7 @@ public class LodConfig
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}
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}
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public static class AdvancedGraphicsOption
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{
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public final ForgeConfigSpec.EnumValue<LodTemplate> lodTemplate;
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@@ -229,14 +232,14 @@ public class LodConfig
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+ " NOTE: Currently only " + LodTemplate.CUBIC + " is implemented! \n"
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+ " \n"
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+ " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n"
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+ " " + LodTemplate.TRIANGULAR + ": NOT IMPLEMENTED YET: LOD Chunks smoothly transition between other. \n"
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+ " " + LodTemplate.DYNAMIC + ": NOT IMPLEMENTED YET: LOD Chunks smoothly transition between each other, \n"
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+ " " + LodTemplate.TRIANGULAR + ": LOD Chunks smoothly transition between other. \n"
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+ " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between each other, \n"
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+ " " + " unless a neighboring chunk is at a significantly different height. \n")
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.defineEnum("LOD Template", LodTemplate.CUBIC);
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disableDirectionalCulling = builder
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.comment("\n\n"
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+ " If false LODs that are behind the player's camera \n"
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+ " If false fake chunks behind the player's camera \n"
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+ " aren't drawn, increasing performance. \n\n"
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+ ""
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+ " If true all LODs are drawn, even those behind \n"
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@@ -248,8 +251,8 @@ public class LodConfig
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alwaysDrawAtMaxQuality = builder
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.comment("\n\n"
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+ " Disable LOD quality falloff, \n"
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+ " all LODs will be drawn at the highest \n"
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+ " Disable quality falloff, \n"
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+ " all fake chunks will be drawn at the highest \n"
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+ " available detail level. \n\n"
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+ " "
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+ " WARNING: \n"
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@@ -289,7 +292,7 @@ public class LodConfig
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WorldGenerator(ForgeConfigSpec.Builder builder)
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{
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builder.comment("These settings control how LODs outside your normal view range are generated.").push("Generation");
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builder.comment("These settings control how fake chunks outside your normal view range are generated.").push("Generation");
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generationPriority = builder
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.comment("\n\n"
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@@ -311,44 +314,44 @@ public class LodConfig
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+ " different generation options. Your mileage may vary. \n"
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+ "\n"
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+ " " + DistanceGenerationMode.NONE + " \n"
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+ " Don't run the distance generator. \n"
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+ "\n"
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+ " " + DistanceGenerationMode.BIOME_ONLY + " \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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+ "\n"
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+ " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n"
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+ " Same as BIOME_ONLY, except instead \n"
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+ " of always using sea level as the LOD height \n"
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+ " different biome types (mountain, ocean, forest, etc.) \n"
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+ " use predetermined heights to simulate having height data. \n"
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+ " Multithreaded - Fastest (2-5 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.SURFACE + " \n"
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+ " Generate the world surface, \n"
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+ " this does NOT include trees, \n"
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+ " or structures. \n"
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+ " Multithreaded - Faster (10-20 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.FEATURES + " \n"
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+ " Generate everything except structures. \n"
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+ " WARNING: This may cause world generation bugs or instability! \n"
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+ " Multithreaded - Fast (15-20 ms) \n"
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+ "\n"
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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 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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+ " This is the most compatible, but causes server/simulation lag. \n"
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+ " SingleThreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
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+ " " + DistanceGenerationMode.NONE + " \n"
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+ " Don't run the distance generator. \n"
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+ "\n"
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+ " " + DistanceGenerationMode.BIOME_ONLY + " \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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+ "\n"
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+ " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n"
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+ " Same as BIOME_ONLY, except instead \n"
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+ " of always using sea level as the LOD height \n"
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+ " different biome types (mountain, ocean, forest, etc.) \n"
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+ " use predetermined heights to simulate having height data. \n"
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+ " Multithreaded - Fastest (2-5 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.SURFACE + " \n"
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+ " Generate the world surface, \n"
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+ " this does NOT include trees, \n"
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+ " or structures. \n"
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+ " Multithreaded - Faster (10-20 ms) \n"
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+ "\n"
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+ " " + DistanceGenerationMode.FEATURES + " \n"
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+ " Generate everything except structures. \n"
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+ " WARNING: This may cause world generation bugs or instability! \n"
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+ " Multithreaded - Fast (15-20 ms) \n"
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+ "\n"
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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 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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+ " This is the most compatible, but causes server/simulation lag. \n"
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+ " SingleThreaded - Slow (15-50 ms, with spikes up to 200 ms) \n")
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.defineEnum("Distance Generation Mode", DistanceGenerationMode.SURFACE);
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allowUnstableFeatureGeneration = builder
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@@ -372,25 +375,21 @@ public class LodConfig
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blockToAvoid = builder
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.comment("\n\n"
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+ " " + BlockToAvoid.NONE + " \n"
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+ " Use all block in the generation \n"
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+ "\n"
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+ " " + BlockToAvoid.NON_FULL + " \n"
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+ " Avoid block that are not full (slab, lantern, grass, torches ..) \n"
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+ "\n"
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+ " " + BlockToAvoid.NO_COLLISION + " \n"
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+ " Avoid block that have no collision (grass, torches ..) \n"
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+ "\n"
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+ " " + BlockToAvoid.BOTH + " \n"
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+ " Avoid both type of blocks \n"
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+ " " + BlockToAvoid.NONE + ": Use all blocks when generating fake chunks \n\n"
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+ ""
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+ " " + BlockToAvoid.NON_FULL + ": Only use full blocks when generating fake chunks (ignores slabs, lanterns, torches, grass, etc.) \n\n"
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+ ""
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+ " " + BlockToAvoid.NO_COLLISION + ": Only use solid blocks when generating fake chunks (ignores grass, torches, etc.) \n"
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+ ""
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+ " " + BlockToAvoid.BOTH + ": Only use full solid blocks when generating fake chunks \n"
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+ "\n")
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.defineEnum("Block to avoid", BlockToAvoid.BOTH);
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/*useExperimentalPreGenLoading = builder
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.comment("\n\n"
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+ " if a chunk has been pre-generated, then the mod would use the real chunk for the \n"
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+ "fake chunk creation. May require a deletion of the lod file to see the result. \n")
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.define("Use pre-generated chunks", false);*/
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.comment("\n\n"
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+ " if a chunk has been pre-generated, then the mod would use the real chunk for the \n"
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+ "fake chunk creation. May require a deletion of the lod file to see the result. \n")
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.define("Use pre-generated chunks", false);*/
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builder.pop();
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}
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}
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@@ -434,8 +433,8 @@ public class LodConfig
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+ " the normal render distance. \n"
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+ " If you experience stuttering when generating distant LODs, decrease \n"
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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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+ " increase this number. \n\n"
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+ ""
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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", Math.max(1, Runtime.getRuntime().availableProcessors() / 2), 1, Runtime.getRuntime().availableProcessors());
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@@ -443,9 +442,9 @@ public class LodConfig
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numberOfBufferBuilderThreads = builder
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.comment("\n\n"
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+ " This is how many threads are used when building vertex buffers \n"
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+ " (The things sent to your GPU to draw the LODs). \n"
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+ " (The things sent to your GPU to draw the fake chunks). \n"
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+ " If you experience high CPU usage when NOT generating distant \n"
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+ " LODs, lower this number. \n"
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+ " fake chunks, lower this number. \n"
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+ " \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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@@ -454,7 +453,13 @@ public class LodConfig
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builder.pop();
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}
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}
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//===============//
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// Debug Options //
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//===============//
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public static class Debugging
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{
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public final ForgeConfigSpec.BooleanValue drawLods;
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@@ -467,40 +472,41 @@ public class LodConfig
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drawLods = builder
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.comment("\n\n"
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+ " If true, the mod is enabled and LODs will be drawn. \n"
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+ " If false, the mod will still generate LODs, \n"
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+ " If true, the mod is enabled and fake chunks will be drawn. \n"
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+ " If false, the mod will still generate fake chunks, \n"
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+ " but they won't be rendered. \n")
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.define("Disable Draw", true);
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.define("Disable Drawing", true);
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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 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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+ " " + DebugMode.OFF + ": Fake chunks will be drawn with their normal colors. \n"
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+ " " + DebugMode.SHOW_DETAIL + ": Fake chunks color will be based on their detail level. \n"
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+ " " + DebugMode.SHOW_DETAIL_WIREFRAME + ": Fake chunks color will be based on their detail level, drawn as a wireframe. \n")
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.defineEnum("Debug Mode", DebugMode.OFF);
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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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+ " and the F6 key can be used to enable and disable LOD rendering.")
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.define("enableDebugKeybinding", false);
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.define("Enable Debug Keybinding", false);
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builder.pop();
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}
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}
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public static class Buffers
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{
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public final ForgeConfigSpec.EnumValue<BufferRebuildTimes> rebuildTimes;
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Buffers(ForgeConfigSpec.Builder builder)
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{
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builder.comment("These settings affect when Vertex Buffers are built.").push(this.getClass().getSimpleName());
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builder.comment("These settings affect how often geometry is are built.").push(this.getClass().getSimpleName());
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rebuildTimes = builder
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.comment("\n\n"
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+ " How frequently should geometry be rebuilt and sent to the GPU? \n"
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+ " Faster settings may cause stuttering, but will prevent holes in the world \n")
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+ " Higher settings may cause stuttering, but will prevent holes in the world \n")
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.defineEnum("rebuildFrequency", BufferRebuildTimes.NORMAL);
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builder.pop();
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@@ -510,9 +516,7 @@ public class LodConfig
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}
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/**
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* {@link Path} to the configuration file of this mod
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*/
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/** {@link Path} to the configuration file of this mod */
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private static final Path CONFIG_PATH = Paths.get("config", ModInfo.MODNAME + ".toml");
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public static final ForgeConfigSpec CLIENT_SPEC;
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