Files
imr6-patches-testing/config/eclipticseasons-client.toml
T
2026-07-26 13:21:37 +01:00

126 lines
5.9 KiB
TOML

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