alexcaves: disable biome coloring to fix distanthorizons
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34
config/alexcaves-client.toml
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34
config/alexcaves-client.toml
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[visuals]
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#whether to cave maps are visible when held by players from the third-person perspective.
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cave_maps_visible_in_third_person = true
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#whether to shake the screen from tremorsaurus stomping, nuclear explosions, etc.
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screen_shaking = true
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#true if some block models, like uranium ore or abyssmarine bricks render as fullbright. May increase load time, no gameplay performance impact.
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emissive_block_models = true
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#whether to make the screen flash white during nuclear explosions.
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nuclear_bomb_flash = true
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#true if some biomes, such as primordial caves, have ambient light that makes the biome easier to see in.
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biome_ambient_light = true
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#true if some biomes, such as toxic caves, apply a color to ambient light. May conflict with shaders.
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biome_ambient_light_coloring = false
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#true if some biomes, such as primordial caves, have an always well-lit sky when in them. May conflict with shaders.
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biome_sky_overrides = true
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#true if some biomes, such as abyssal chasm, have an thicker water fog to them. May conflict with shaders.
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biome_sky_fog_overrides = true
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#true if ambersol block renders with rays of light emerging from it.
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ambersol_shines = true
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#true if irradiated effect makes mobs glow. May conflict with shaders.
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radiation_glow_effect = true
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#determines how far to the left the subterranodon flight indicator renders on the screen when mounted. Negative numbers will render it on the right.
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#Range: -12000 ~ 12000
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subterranodon_indicator_x = 22
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#determines how far from bottom the subterranodon flight indicator renders on the screen when mounted.
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#Range: -12000 ~ 12000
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subterranodon_indicator_y = 6
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#true if sugar rush makes the world more saturated. May conflict with shaders.
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sugar_rush_saturation_effect = true
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[audio]
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#whether nuclear explosions briefly muffle other sounds.
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nuclear_bomb_muffles_sounds = true
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