Initial Sync!
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[Debug]
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#Show development-related metrics in the on-screen display.
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DebugInfo = false
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#Renders decorative snow edges on adjacent blocks for seamless terrain transitions.
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SmoothSnowyEdges = false
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#Visual effect: Surface water appears to be covered by a thin, cosmetic layer of ice.
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FrozenWater = false
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#If true, the thin ice layer on water can be broken by players/entities.
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FrozenWaterBreakable = true
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#Prevents the visual frozen water effect in areas with high light levels.
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FrozenWaterCheckLight = true
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#Experimental: Adds a cinematic fog effect during rainfall.
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FoggyWeather = false
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[GUI]
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#Show tooltips for ideal seasons and humidity levels on crop items.
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AgriculturalInformation = true
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#Show additional information regarding item usage or origins.
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ItemInformation = true
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#Whether to enable a simplified HUD overlay that displays the current season and solar term on the screen.
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SimpleSeasonHud = false
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#Display the standard Gregorian year instead of the solar calendar year.
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ShowGregorianYear = false
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[Renderer]
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#Periodically force-reloads chunk rendering to fix visual glitches (may impact FPS).
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ForceChunkRenderUpdate = true
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#(ForceChunkRenderUpdate) A more thorough reload that refreshes all chunk sections periodically.
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EnhancementChunkRenderUpdate = false
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#Optimized rendering: Cull the top face of a block if it is hidden by a snow model.
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CullTopFaceWithSnow = false
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#Refreshes the renderer state immediately after the player wakes up.
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ResetRendererAfterSleep = false
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#Use standard Vanilla light/sky rules to determine if snow should fall in a location.
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UseVanillaSnowCheck = false
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#Allow decorative snow overlays to appear under solid blocks (e.g., in shadows or under eaves).
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SnowUnderShadow = false
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#[Sodium/Embeddium] Renders a virtual snow layer inside fences and tall grass for a seamless look.
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SnowInFence = false
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#[Sodium/Embeddium] Minimum number of adjacent snow-covered blocks required to trigger the effect.
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#Range: 1 ~ 8
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SnowInFenceCount = 2
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#[Sodium/Embeddium] Check all eight surrounding directions instead of just the cardinal four.
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SnowInFenceDirection = false
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#[Sodium/Embeddium] Render snow layers inside snow-connected fences only when in a snowy state.
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SnowInFenceOnlySnowy = false
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#[Sodium/Embeddium] Render an additional snow layer on blocks that already use the snowy model.
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ExtraSnowLayer = false
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#[Sodium/Embeddium] Maxmum number of additional snow layer on blocks.
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#Range: 0 ~ 8
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ExtraSnowLayerMaxLayers = 2
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#[Sodium/Embeddium] Maxmum number of additional snow layer on leave blocks.
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#Range: 0 ~ 8
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ExtraSnowLayerMaxLayersOnLeaves = 1
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#[Sodium/Embeddium] Culling extra fake snow layer for necessary.
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ExtraSnowLayerCulling = true
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#Apply seasonal color shifts to grass and leaf textures.
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SeasonalGrassColorChange = true
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#Extend seasonal color shifts to birch, spruce, and mangrove leaves.
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SeasonalColorChangeExtend = true
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#Visual detail: Adds a brownish, withered foliage effect under trees during Autumn.
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FoliageUnderTree = false
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#Custom seasonal colors for single-tint blocks only.
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#Format: "block_id@color1,color2,...,colorN,placeholder_color,base_color"
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#The number of colors (N) must be a factor of 24 (e.g., 4, 12, or 24).
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#- 4 colors: Seasonal (6 terms each)
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#- 12 colors: Monthly (2 terms each)
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#The 'placeholder_color' maps to index 24; 'base_color' is the final reference hex.
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SeasonalColorOverrides = ["minecraft:spruce_leaves@#96C24E|0.024,#96C24E|0.096,#96C24E|0.18,#96C24E|0.21600002,#96C24E|0.14400001,#96C24E|0.120000005,#5BAE23|0.120000005,#5BAE23|0.072000004,#000000|0.0,#5BAE23|0.120000005,#5BAE23|0.060000002,#000000|0.0,#BEC936|0.060000002,#BEC936|0.120000005,#BEC936|0.14400001,#BEC936|0.18,#BEC936|0.21600002,#BEC936|0.14400001,#253D24|0.21600002,#253D24|0.24000001,#253D24|0.3,#253D24|0.18,#253D24|0.096,#253D24|0.060000002,#000000|0.0,#619961"]
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#Calculate seasonal color shifts based on exact solar term progress for smoother transitions.
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SmootherSeasonalGrassColorChange = true
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#Visual detail: Occasionally adds small, decorative flowers to grass blocks in Spring.
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FlowerOnGrass = true
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[Sound]
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#Enable ambient environmental sounds (birds, wind, etc.) based on the season.
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NaturalSound = true
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[Particle]
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#Enable seasonal particles like butterflies, fireflies, and falling leaves.
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SeasonalParticles = true
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#Spawns butterflies over flowers during Spring.
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Butterfly = true
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#Density between butterfly spawns. Higher values result in fewer butterflies.
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#Range: 1 ~ 10000
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ButterflySpawnDelay = 10
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#Leaf blocks will drop falling leaf particles, peaking in frequency during Autumn.
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FallenLeaves = true
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#Density between leaf particles. Higher values result in fewer leaves falling.
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#Range: 1 ~ 10000
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FallenLeavesDropDelay = 10
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#Spawns fireflies near flowers during Summer evenings.
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Firefly = true
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#Density between firefly spawns. Higher values result in fewer fireflies.
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#Range: 1 ~ 10000
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FireflySpawnDelay = 10
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#Visual effect: Displays wild geese flying south during autumnal transitions.
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WildGoose = true
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#Density between wild goose sightings. Higher values result in fewer sightings.
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#Range: 1 ~ 10000
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WildGooseSpawnDelay = 10
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#Emits soft ambient particles when the Season Core or Greenhouse is active.
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SeasonGreenhouse = true
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#Density of particles emitted by the Greenhouse effect.
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#Range: 0 ~ 160
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SeasonGreenhouseParticleSpawnCount = 30
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#Breaking snow-covered leaves will release a burst of snow particles.
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SnowLeafParticles = true
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[Weather]
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#When enabled, Ecliptic Seasons may adjust rain and snow particle textures when needed.
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TweakPrecipitationParticleTexture = true
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[Compat]
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[Compat.Oculus]
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#Harmonizes shading parameters for all snow-covered surfaces when using shaders.
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UnifiedSnowyBlockShading = true
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[Compat.DistantHorizons]
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#Force Distant Horizons to refresh all LODs timely.
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#WARNING: Enabling this may cause a full LOD rebuild and significant lag spikes.
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DistantHorizonsWinterLODForceUpdateAll = false
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