_version = 3 [server] # # Defines the Z-coordinate of the central point for generation boundaries, in blocks. generationBoundsZ = 0 # # Defines the distance the player will receive updates around. realTimeUpdateDistanceRadiusInChunks = 256 # # Prefix of the level keys sent to the clients. # If the mod is running behind a proxy, each backend should use a unique value. # If this value is empty, level key will be based on the server's seed hash. levelKeyPrefix = "" # # Defines the distance allowed to be synchronized around the player. # Should be the same or larger than maxGenerationRequestDistance in most cases. maxSyncOnLoadRequestDistance = 4096 # # If true, clients will receive updated LODs when joining or loading new LODs. synchronizeOnLoad = true # # Defines the distance allowed to generate around the player. maxGenerationRequestDistance = 4096 # # Defines the X-coordinate of the central point for generation boundaries, in blocks. generationBoundsX = 0 # # Makes the server send level keys for each world. # Disable this if you use alternative ways to send level keys. sendLevelKeys = true # # How many LOD generation requests per second should a client send? # Also limits the number of client requests allowed to stay in the server's queue. generationRequestRateLimit = 20 # # How many LOD sync requests per second should a client send? # Also limits the amount of player's requests allowed to stay in the server's queue. syncOnLoadRateLimit = 50 # # Defines the radius around the central point within which generation is allowed, in blocks. # If this value is set to 0, generation bounds are disabled. generationBoundsRadius = 0 # # Maximum speed for uploading LODs to the clients, in KB/s. # Value of 0 disables the limit. maxDataTransferSpeed = 500 # # If true, clients will receive real-time LOD updates for chunks outside the client's render distance. enableRealTimeUpdates = true [server.experimental] # # When enabled on the client, this allows loading lower detail levels as needed to speed up terrain generation. # This must also be enabled on the server; otherwise, it will have no effect. # For better performance when switching LOD detail levels, enabling [upsampleLowerDetailLodsToFillHoles] is recommended. enableNSizedGeneration = false [common] [common.lodBuilding] # # How should block data be compressed when creating LOD data? # This setting will only affect new or updated LOD data, # any data already generated when this setting is changed will be # unaffected until it is modified or re-loaded. # # MERGE_SAME_BLOCKS # Every block/biome change is recorded in the database. # This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data. # Expected Compression Ratio: 1.0 # # VISUALLY_EQUAL # Only visible block/biome changes are recorded in the database. # Hidden blocks (IE ores) are ignored. # Expected Compression Ratio: 0.7 worldCompression = "VISUALLY_EQUAL" # # When DH pulls in pre-existing chunks it will attempt to # run any missing world generation steps; for example: # if a chunk has the status SURFACE, DH will skip BIOMES # and SURFACE, but will run FEATURES. # # However if for some reason the chunks are malformed # or there's some other issue that causes the status # to be incorrect that can either cause world gen # lock-ups and/or crashes. # If either of those happen try setting this to True. assumePreExistingChunksAreFinished = false # # If true LOD generation for pre-existing chunks will attempt to pull the lighting data # saved in Minecraft's Region files. # If false DH will pull in chunks without lighting and re-light them. # # Setting this to true will result in faster LOD generation # for already generated worlds, but is broken by most lighting mods. # # Set this to false if LODs are black. pullLightingForPregeneratedChunks = false # # What algorithm should be used to compress new LOD data? # This setting will only affect new or updated LOD data, # any data already generated when this setting is changed will be # unaffected until it needs to be re-written to the database. # # UNCOMPRESSED # Should only be used for testing, is worse in every way vs [LZ4]. # Expected Compression Ratio: 1.0 # Estimated average DTO read speed: 1.64 milliseconds # Estimated average DTO write speed: 12.44 milliseconds # # LZ4 # A good option if you're CPU limited and have plenty of hard drive space. # Expected Compression Ratio: 0.36 # Estimated average DTO read speed: 1.85 ms # Estimated average DTO write speed: 9.46 ms # # LZMA2 # Slow but very good compression. # Expected Compression Ratio: 0.14 # Estimated average DTO read speed: 11.89 ms # Estimated average DTO write speed: 192.01 ms dataCompression = "LZMA2" # # Enabling this will drastically increase chunk processing time # and you may need to increase your CPU load to handle it. # # Normally DH will attempt to skip creating LODs for chunks it's already seen # and that haven't changed. # # However sometimes that logic incorrectly prevents LODs from being updated. # Disabling this check may fix issues where LODs aren't updated after # blocks have been changed. disableUnchangedChunkCheck = false # # True: Recalculate chunk height maps before chunks can be used by DH. # This can fix problems with worlds created by World Painter or # other external tools where the heightmap format may be incorrect. # False: Assume any height maps handled by Minecraft are correct. # # Fastest: False # Most Compatible: True recalculateChunkHeightmaps = false [common.lodBuilding.experimental] # # When active DH will attempt to fill missing LOD data # with any data that is present in the tree, preventing holes when moving # when a N-sized generator (or server) is active. # # This is only used when N-sized world generation is available # and/or when on a server where [generateOnlyInHighestDetail] is false. # # Experimental: # Enabling this option will increase CPU and harddrive use # and may cause rendering bugs. upsampleLowerDetailLodsToFillHoles = false [common.multiThreading] # # How many threads should be used by Distant Horizons? numberOfThreads = 4 # # A value between 1.0 and 0.0 that represents the percentage # of time each thread can run before going idle. # # This can be used to reduce CPU usage if the thread count # is already set to 1 for the given option, or more finely # tune CPU performance. threadRunTimeRatio = "1.0" [common.logging] # # If enabled, the mod will log information about the renderer OpenGL process. # This can be useful for debugging. logRendererGLEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE" # # If enabled, the mod will log performance about the world generation process. # This can be useful for debugging. logWorldGenPerformance = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE" # # If enabled, the mod will log information about network operations. # This can be useful for debugging. logNetworkEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE" # # If enabled, the mod will log information about the renderer buffer process. # This can be useful for debugging. logRendererBufferEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE" # # If enabled, the mod will log information about the world generation process. # This can be useful for debugging. logWorldGenEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE" # # If enabled, the mod will log information about the world generation process. # This can be useful for debugging. logWorldGenLoadEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE" [common.logging.warning] # # If enabled, a chat message will be displayed when DH has too many chunks # queued for updating. showUpdateQueueOverloadedChatWarning = false # # If enabled, a chat message will be displayed if Java doesn't have enough # memory allocated to run DH well. showLowMemoryWarningOnStartup = true # # If enabled, a chat message will be displayed when a replay is started # giving some basic information about how DH will function. showReplayWarningOnStartup = true # # If enabled, a chat message will be displayed when a potentially problematic # mod is installed alongside DH. showModCompatibilityWarningsOnStartup = true # # If enabled, a chat message will be displayed if vanilla MC's # render distance is higher than the recommended amount. showHighVanillaRenderDistanceWarning = true # # If enabled, a chat message will be displayed if DH detects # that any pooled objects have been garbage collected. showPoolInsufficientMemoryWarning = true [common.worldGenerator] # # How detailed should LODs be generated outside the vanilla render distance? # # PRE_EXISTING_ONLY # Only create LOD data for already generated chunks. # # # SURFACE # Generate the world surface, # this does NOT include trees, # or structures. # # FEATURES # Generate everything except structures. # WARNING: This may cause world generator bugs or instability when paired with certain world generator mods. # # INTERNAL_SERVER # Ask the local server to generate/load each chunk. # This is the most compatible and will generate structures correctly, # but may cause server/simulation lag. # Note: unlike other modes this option DOES save generated chunks to # Minecraft's region files. distantGeneratorMode = "FEATURES" # # How should distant generator progress be displayed? # # OVERLAY: may be the same as CHAT for some Minecraft versions # CHAT # LOG # DISABLED showGenerationProgress = "OVERLAY" # # How often should the distant generator progress be displayed? generationProgressDisplayIntervalInSeconds = 5 # # For how many seconds should instructions for disabling the distant generator progress be displayed? # Setting this to 0 hides the instructional message so the world gen progress is shown immediately when it starts. generationProgressDisableMessageDisplayTimeInSeconds = 20 # # Should Distant Horizons slowly generate LODs # outside the vanilla render distance? # Depending on the generator mode, this will import existing chunks # and/or generating missing chunks. enableDistantGeneration = true [client] # # Should Distant Horizon's config button appear in Minecraft's options screen next to the fov slider? showDhOptionsButtonInMinecraftUi = true [client.advanced] [client.advanced.autoUpdater] # # If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build. # If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar # and will update to new nightly builds if the current jar is a nightly jar (IE the version number ends in '-dev'). updateBranch = "AUTO" # # Automatically check for updates on game launch? enableAutoUpdater = true # # Should Distant Horizons silently, automatically download and install new versions? # This setting is force disabled on dedicated servers for stability reasons. enableSilentUpdates = false [client.advanced.debugging] # # If enabled this will disable (most) vanilla Minecraft rendering. # # NOTE: Do not report any issues when this mode is on! # This setting is only for fun and debugging. # Mod compatibility is not guaranteed. lodOnlyMode = false # # Stops vertex colors from being passed. # Useful for debugging shaders enableWhiteWorld = false # # What renderer is active? # # DEFAULT: Default lod renderer # DEBUG: Debug testing renderer # DISABLED: Disable rendering rendererMode = "DEFAULT" # # If enabled the LODs will render as wireframe. renderWireframe = false # # If true the F8 key can be used to cycle through the different debug modes. # and the F6 key can be used to enable and disable LOD rendering. enableDebugKeybindings = false # # If true overlapping quads will be rendered as bright red for easy identification. # If false the quads will be rendered normally. showOverlappingQuadErrors = false # # Should specialized colors/rendering modes be used? # # OFF: LODs will be drawn with their normal colors. # SHOW_DETAIL: LODs' color will be based on their detail level. # SHOW_BLOCK_MATERIAL: LODs' color will be based on their material. # SHOW_OVERLAPPING_QUADS: LODs will be drawn with total white, but overlapping quads will be drawn with red. debugRendering = "OFF" # # If true OpenGL Buffer garbage collection will be logged # this also includes the number of live buffers. logBufferGarbageCollection = false [client.advanced.debugging.debugWireframe] # # Render LOD section status? showRenderSectionStatus = false # # Render queued network sync on load tasks? showNetworkSyncOnLoadQueue = false # # Render full data update/lock status? showFullDataUpdateStatus = false # # Render queued world gen tasks? showWorldGenQueue = false # # A white box will be drawn when an LOD starts rendering # and a purple box when an LOD stops rendering. # # This can be used to debug Quad Tree holes. showRenderSectionToggling = false # # Render Quad Tree Rendering status? showQuadTreeRenderStatus = false # # If enabled, various wireframes for debugging internal functions will be drawn. # # NOTE: There WILL be performance hit! # Additionally, only stuff that's loaded after you enable this # will render their debug wireframes. enableRendering = false [client.advanced.debugging.f3Screen] # # Shows how many chunks are queud for processing and the max count that can be queued. showQueuedChunkUpdateCount = true # # Shows the memory use and array counts for each DH object pool. showSeparatedObjectPools = false # # Shows info about each thread pool. showPlayerPos = true # # Shows the combined memory use and array counts for all DH pooled objects. showCombinedObjectPools = false # # Defines what internal detail level the player position will be shown as. # Internal detail level means: 6 = 1x1 block, 7 = 2x2 blocks, etc. playerPosSectionDetailLevel = 6 # # Shows info about each thread pool. showThreadPools = true # # Shows what levels are loaded and world gen/rendering info about those levels. showLevelStatus = true [client.advanced.debugging.openGl] # # Requires a reboot to change. overrideVanillaGLLogger = false # # Defines how OpenGL errors are handled. # May incorrectly catch OpenGL errors thrown by other mods. # # IGNORE: Do nothing. # LOG: write an error to the log. # LOG_THROW: write to the log and throw an exception. # Warning: this should only be enabled when debugging the LOD renderer # as it may break Minecraft's renderer when an exception is thrown. glErrorHandlingMode = "IGNORE" # # Massively reduces FPS. # Should only be used if mysterious EXCEPTION_ACCESS_VIOLATION crashes are happening in DH's rendering code for troubleshooting. validateBufferIdsBeforeRendering = false [client.advanced.debugging.exampleConfigScreen] shortTest = "69" mapTest = "{}" byteTest = "8" longTest = "42069" listTest = ["option 1", "option 2", "option 3"] boolTest = false doubleTest = "420.69" floatTest = "0.42069" linkableTest = 420 intTest = 69420 stringTest = "Test input box" [client.advanced.graphics] [client.advanced.graphics.culling] # # If false all beacons near the camera won't be drawn to prevent vanilla overdraw. # If true all beacons will be rendered. # # Generally this should be left as true. It's main purpose is for debugging # beacon updating/rendering. disableBeaconDistanceCulling = true # # Determines how far from the camera Distant Horizons will start rendering. # Measured as a percentage of the vanilla render distance. # # 0 = auto, overdraw will change based on the vanilla render distance. # # Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance, # but may cause holes in the world. # Holes are most likely to appear when flying through unloaded terrain. # # Increasing the vanilla render distance increases the effectiveness of this setting. overdrawPrevention = "0.0" # # If enabled caves won't be rendered. # # Note: for some world types this can cause # overhangs or walls for floating objects. # Tweaking the caveCullingHeight, can resolve some # of those issues. enableCaveCulling = true # # Identical to the other frustum culling option # only used when a shader mod is present using the DH API # and the shadow pass is being rendered. # # Disable this if shadows render incorrectly. disableShadowPassFrustumCulling = false # # At what Y value should cave culling start? # Lower this value if you get walls for areas with 0 light. caveCullingHeight = 60 # # A comma separated list of block resource locations that shouldn't be rendered # if they are in a 0 sky light underground area. # Air is always included in this list. # Requires a restart to change. ignoredRenderCaveBlockCsv = "minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column,minecraft:cave_vines_plant,minecraft:vine,minecraft:cave_vines,minecraft:short_grass,minecraft:tall_grass,minecraft:small_dripleaf,minecraft:big_dripleaf,minecraft:big_dripleaf_stem,minecraft:sculk_vein" # # A comma separated list of block resource locations that won't be rendered by DH. # Air is always included in this list. # Requires a restart to change. ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire,minecraft:brown_mushroom" # # If true LODs outside the player's camera # aren't drawn, increasing GPU performance. # # If false all LODs are drawn, even those behind # the player's camera, decreasing GPU performance. # # Disable this if you see LODs disappearing at the corners of your vision. disableFrustumCulling = false [client.advanced.graphics.ssao] # # Determines how many points in space are sampled for the occlusion test. # Higher numbers will improve quality and reduce banding, but will increase GPU load. sampleCount = 6 # # Determines how dark the Screen Space Ambient Occlusion effect will be. strength = "0.2" # # The radius, measured in pixels, that blurring is calculated for the SSAO. # Higher numbers will reduce banding at the cost of GPU performance. blurRadius = 2 # # Increasing the value can reduce banding at the cost of reducing the strength of the effect. bias = "0.02" # # Determines how dark the occlusion shadows can be. # 0 = totally black at the corners # 1 = no shadow minLight = "0.25" # # Enable Screen Space Ambient Occlusion enableSsao = true # # Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks. radius = "4.0" [client.advanced.graphics.noiseTexture] # # Should a noise texture be applied to LODs? # # This is done to simulate textures and make the LODs appear more detailed. enableNoiseTexture = true # # Defines how far should the noise texture render before it fades away. (in blocks) # Set to 0 to disable noise from fading away noiseDropoff = 1024 # # How many steps of noise should be applied to LODs? noiseSteps = 4 # # How intense should the noise should be? noiseIntensity = "5.0" [client.advanced.graphics.experimental] # # This is the earth size ratio when applying the curvature shader effect. # Note: Enabling this feature may cause rendering bugs. # # 0 = flat/disabled # 1 = 1 to 1 (6,371,000 blocks) # 100 = 1 to 100 (63,710 blocks) # 10000 = 1 to 10000 (637.1 blocks) # # Note: Due to current limitations, the min value is 50 # and the max value is 5000. Any values outside this range # will be set to 0 (disabled). earthCurveRatio = 0 [client.advanced.graphics.genericRendering] # # If true LOD clouds will be rendered. enableCloudRendering = true # # Sets the maximum height at which beacons will render.This will only affect new beacons coming into LOD render distance.Beacons currently visible in LOD chunks will not be affected. beaconRenderHeight = 6000 # # If true LOD beacon beams will be rendered. enableBeaconRendering = true # # If true non terrain objects will be rendered in DH's terrain. # This includes beacon beams and clouds. enableGenericRendering = true # # Can be disabled to use much slower but more compatible direct rendering. # Disabling this can be used to fix some crashes on Mac. enableInstancedRendering = true [client.advanced.graphics.quality] # # What is the maximum detail LODs should be drawn at? # Higher settings will increase memory and GPU usage. # # CHUNK: render 1 LOD for each Chunk. # HALF_CHUNK: render 4 LODs for each Chunk. # FOUR_BLOCKS: render 16 LODs for each Chunk. # TWO_BLOCKS: render 64 LODs for each Chunk. # BLOCK: render 256 LODs for each Chunk (width of one block). # # Lowest Quality: CHUNK # Highest Quality: BLOCK maxHorizontalResolution = "BLOCK" # # If true LODs will fade away as you get closer to them. # If false LODs will cut off abruptly at a set distance from the camera. # This setting is affected by the vanilla overdraw prevention config. ditherDhFade = true # # How bright LOD colors are. # # 0 = black # 1 = normal # 2 = near white brightnessMultiplier = "1.0" # # How should LODs be shaded? # # AUTO: Uses the same side shading as vanilla Minecraft blocks. # ENABLED: Simulates Minecraft's block shading for LODs. # Can be used to force LOD shading when using some shaders. # DISABLED: All LOD sides will be rendered with the same brightness. lodShading = "AUTO" # # How saturated LOD colors are. # # 0 = black and white # 1 = normal # 2 = very saturated saturationMultiplier = "1.0" # # This indicates how well LODs will represent # overhangs, caves, floating islands, etc. # Higher options will make the world more accurate, butwill increase memory and GPU usage. # # Lowest Quality: HEIGHT_MAP # Highest Quality: EXTREME verticalQuality = "MEDIUM" # # What blocks shouldn't be rendered as LODs? # # NONE: Represent all blocks in the LODs # NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height) blocksToIgnore = "NON_COLLIDING" # # The radius of the mod's render distance. (measured in chunks) lodChunkRenderDistanceRadius = 256 # # What the value should vanilla Minecraft's texture LodBias be? # If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0) lodBias = "0.0" # # How should the sides and bottom of grass block LODs render? # # AS_GRASS: all sides of dirt LOD's render using the top (green) color. # FADE_TO_DIRT: sides fade from grass to dirt. # AS_DIRT: sides render entirely as dirt. grassSideRendering = "FADE_TO_DIRT" # # Should the blocks underneath avoided blocks gain the color of the avoided block? # # True: a red flower will tint the grass below it red. # False: skipped blocks will not change color of surface below them. tintWithAvoidedBlocks = true # # This indicates how quickly LODs decrease in quality the further away they are. # Higher settings will render higher quality fake chunks farther away, # but will increase memory and GPU usage. horizontalQuality = "MEDIUM" # # How should LOD transparency be handled. # # COMPLETE: LODs will render transparent. # FAKE: LODs will be opaque, but shaded to match the blocks underneath. # DISABLED: LODs will be opaque. transparency = "COMPLETE" # # How should vanilla Minecraft fade into Distant Horizons LODs? # # NONE: Fastest, there will be a pronounced border between DH and MC rendering. # SINGLE_PASS: Fades after MC's transparent pass, opaque blocks underwater won't be faded. # DOUBLE_PASS: Slowest, fades after both MC's opaque and transparent passes, provides the smoothest transition. vanillaFadeMode = "DOUBLE_PASS" [client.advanced.graphics.fog] # # Should Minecraft's fog render? # Note: Other mods may conflict with this setting. enableVanillaFog = false # # What is the maximum fog thickness? # # 0.0: No fog. # 1.0: Fully opaque fog. farFogMax = "1.0" # # Determines if fog is drawn on DH LODs. enableDhFog = true # # At what distance should the far fog start? # # 0.0: Fog starts at the player's position. # 1.0: Fog starts at the closest edge of the vanilla render distance. # 1.414: Fog starts at the corner of the vanilla render distance. farFogStart = "0.4" # # What is the minimum fog thickness? # # 0.0: No fog. # 1.0: Fully opaque fog. farFogMin = "0.0" # # What color should fog use? # # USE_WORLD_FOG_COLOR: Use the world's fog color. # USE_SKY_COLOR: Use the sky's color. colorMode = "USE_WORLD_FOG_COLOR" # # How should the fog thickness should be calculated? # # LINEAR: Linear based on distance (will ignore 'density') # EXPONENTIAL: 1/(e^(distance*density)) # EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2) farFogFalloff = "EXPONENTIAL_SQUARED" # # Used in conjunction with the Fog Falloff. farFogDensity = "2.5" # # Where should the far fog end? # # 0.0: Fog ends at player's position. # 1.0: Fog ends at the closest edge of the vanilla render distance. # 1.414: Fog ends at the corner of the vanilla render distance. farFogEnd = "1.0" [client.advanced.graphics.fog.heightFog] # # Where should the height fog start? # # ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky # BELOW_CAMERA: Height fog starts at the camera and goes towards the void # ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void # ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky # BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void # ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void heightFogDirection = "BELOW_SET_HEIGHT" # # What is the minimum fog thickness? # # 0.0: No fog. # 1.0: Fully opaque fog. heightFogMin = "0.0" # # If the height fog is calculated around a set height, what is that height position? heightFogBaseHeight = "80.0" # # What is the maximum fog thickness? # # 0.0: No fog. # 1.0: Fully opaque fog. heightFogMax = "1.0" # # How should the height fog thickness should be calculated? # # LINEAR: Linear based on height (will ignore 'density') # EXPONENTIAL: 1/(e^(height*density)) # EXPONENTIAL_SQUARED: 1/(e^((height*density)^2) heightFogFalloff = "EXPONENTIAL_SQUARED" # # What is the height fog's density? heightFogDensity = "20.0" # # How should height effect the fog thickness? # Note: height fog is combined with the other fog settings. # # SPHERICAL: Fog is calculated based on camera distance. # CYLINDRICAL: Ignore height, fog is calculated based on horizontal distance. # # MAX: max(heightFog, farFog) # ADDITION: heightFog + farFog # MULTIPLY: heightFog * farFog # INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog) # LIMITED_ADDITION: farFog + max(farFog, heightFog) # MULTIPLY_ADDITION: farFog + farFog * heightFog # INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog) # AVERAGE: farFog*0.5 + heightFog*0.5 heightFogMixMode = "SPHERICAL" # # Should the start of the height fog be offset? # # 0.0: Fog start with no offset. # 1.0: Fog start with offset of the entire world's height. (Includes depth) heightFogStart = "0.0" # # Should the end of the height fog be offset? # # 0.0: Fog end with no offset. # 1.0: Fog end with offset of the entire world's height. (Include depth) heightFogEnd = "0.6" [client.advanced.multiplayer] # # How should multiplayer save folders should be named? # # NAME_ONLY: Example: "Minecraft Server" # IP_ONLY: Example: "192.168.1.40" # NAME_IP: Example: "Minecraft Server IP 192.168.1.40" # NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"NAME_IP_PORT_MC_VERSION: Example: "Minecraft Server IP 192.168.1.40:25565 GameVersion 1.16.5" serverFolderNameMode = "NAME_ONLY"