[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