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https://github.com/Nostalgica-Reverie/Content-Monorepo.git
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this must be williams console ?
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0
config/animatica.properties
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config/animatica.properties
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config/badoptimizations.txt
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config/badoptimizations.txt
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# BadOptimizations configuration
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# Here you can configure stuff, mostly enabling/disabling specific optimizations.
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# Whether we should cancel updating the lightmap if not needed.
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enable_lightmap_caching: true
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# How much the in-game time must change in ticks (1/20th of a second)
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# for the lightmap to immediately update.
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# Higher values will result in less frequent updates
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# to block lighting, but better performance.
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# Values below 2 will disable hte optimization.
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lightmap_time_change_needed_for_update: 80
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# Whether the sky's color should be cached unless you're on a biome border.
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enable_sky_color_caching: true
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# How much the in-game time must change in ticks for the sky color to
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# be recalculated with our own calculation. Higher values will result in
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# the sky updating less frequently, but slightly better performance.
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# Values below 2 will all have the same effect.
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skycolor_time_change_needed_for_update: 20
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# Whether we should avoid calling debug renderers
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# and their calculations if there are no debug entries to render
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enable_debug_renderer_disable_if_not_needed: true
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#
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# Micro optimizations
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#
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# Whether String.format should be redirected to a faster
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# StringBuilder when calculating the FPS string.
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enable_fps_string_optimization: true
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# Whether we should avoid calling the particle manager
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# and its calculations if there are no particles.
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enable_particle_manager_optimization: true
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# Whether we should avoid calling the toast manager
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# if there are no toasts
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enable_toast_optimizations: true
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# Whether the result of getSkyAngle should be cached
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# for the entire frame during rendering
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enable_sky_angle_caching_in_worldrenderer: true
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# Whether entity renderers should be stored directly in EntityType
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# instead of a HashMap.
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# Disable to fix compatibility with Twilight Forest
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enable_entity_renderer_caching: true
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# Whether block entity renderers should be stored in BlockEntityType
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# instead of a HashMap.
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enable_block_entity_renderer_caching: true
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# Whether entity flags should be cached instead of
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# calling DataTracker.
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# Also removes the unnecessary thread lock in DataTracker
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# however this is also done by Lithium (they don't conflict, however).
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enable_entity_flag_caching: true
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# Whether we should avoid calling FOV calculations
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# if the FOV effect scale is zero.
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enable_remove_redundant_fov_calculations: true
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# Don't tick the tutorial if the game is not in demo mode.
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enable_remove_tutorial_if_not_demo: true
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#
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# Other
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#
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# Whether BadOptimizations <version> should be added onto
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# the left text of the F3 menu.
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show_f3_text: false
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# Some config options will be force-disabled if certain mods are present
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# due to incompatibilities (e.g. entity rendering caching
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# is disabled w/ Twilight Forest).
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# However, if you still want to use the optimizations, you can override it
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# by setting this to true. Beware of crashes. And Herobrine.
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ignore_mod_incompatibilities: false
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# Whether to log the entire config into console when booting up.
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# If you plan on reporting an issue, please keep this on.
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log_config: true
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# Do not change this
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config_version: 2
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20
config/balm-common.out.toml
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config/balm-common.out.toml
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# This is an example boolean property
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exampleBoolean = true
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exampleEnum = "Hello"
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exampleEnumList = [ "Hello", "World" ]
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exampleInt = 42
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exampleIntList = [ 12, 24 ]
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exampleMultilineString = "Hello World"
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exampleResourceLocationSet = [ "minecraft:diamond", "minecraft:dirt" ]
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exampleString = "Hello World"
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exampleStringList = [ "Hello", "World" ]
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# This is an example category
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[exampleCategory]
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exampleFloat = 42.84
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# This is an example string inside a category
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innerField = "I am inside"
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config/balm-common.toml
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config/balm-common.toml
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# This is an example boolean property
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exampleBoolean = true
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exampleEnum = "Hello"
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exampleEnumList = [ "Hello", "World" ]
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exampleInt = 42
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exampleIntList = [ 12, 24 ]
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exampleMultilineString = "Hello World"
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exampleResourceLocationSet = [ "minecraft:diamond", "minecraft:dirt" ]
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exampleString = "Hello World"
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exampleStringList = [ "Hello", "World" ]
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# This is an example category
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[exampleCategory]
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exampleFloat = 42.84
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# This is an example string inside a category
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innerField = "I am inside"
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config/bestylewither.toml
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config/bestylewither.toml
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enableBounceBlueWitherSkull = true
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enableMoreInertialBlueWitherSkull = true
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enableShootMoreBlueWitherSkull = true
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enableSpinAndWhiteSummon = true
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enableExplodeByHalfHealth = true
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enableExplodeByDie = true
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enableChargeAttack = true
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enableDoubleHealth = true
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enableMaintainWeakenedState = true
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config/betterhurtcam.toml
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config/betterhurtcam.toml
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enabled = true
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multiplier = 0.3
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heartBlink = true
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type = "YAW_BASED"
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config/betterpingdisplay.json
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config/betterpingdisplay.json
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{
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"autoColorPingText": true,
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"renderPingBars": false,
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"pingTextColor": "#A0A0A0",
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"pingTextFormatString": "%dms"
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}
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config/bobby.conf
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config/bobby.conf
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# Delete regions from the cache when they have not been loaded for X days.
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#
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# The cache for a given world is cleaned up whenever you disconnect from the server.
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# Entire worlds are cleaned up when the game starts and you have not visited them for X days.
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#
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# Set to -1 to disabled.
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# Set to 0 to clean up everything after every disconnect.
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delete-unused-regions-after-days=-1
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# Enables support for servers with multiple identically-named worlds.
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#
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# When enabled, a new local cache is started on each world change. If there are enough chunks with similar content in two caches, they will automatically be merged.
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# This does mean that you may need to walk around a little before Bobby loads in cached chunks if there is little identifying information in your world (e.g. flat worlds).
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#
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# You may need to delete your existing cache if it is comprised of multiple worlds to prevent Bobby from merging into it.
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# Requires a `/bobby upgrade` after enabling with existing cache.
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dynamic-multi-world=false
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enabled=true
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# Changes the maximum value configurable for Render Distance.
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#
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# Requires Sodium.
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max-render-distance=64
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# Do not load block entities (e.g. chests) in fake chunks.
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# These need updating every tick which can add up.
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#
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# Enabled by default because the render distance for block entities is usually smaller than the server-view distance anyway.
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no-block-entities=true
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# Reduces the light levels in fake chunks so you can tell the difference from real ones.
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taint-fake-chunks=false
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# Delays the unloading of chunks which are outside your view distance.
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# Saves you from having to reload all chunks when leaving the area for a short moment (e.g. cut scenes).
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# Does not work across dimensions.
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unload-delay-secs=60
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# Overwrites the view-distance of the integrated server.
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# This allows Bobby to be useful in Singleplayer.
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#
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# Disabled when at 0.
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# Bobby is active in singleplayer only if this is enabled.
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# Requires re-log to en-/disable.
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view-distance-overwrite=0
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