更新到3.1.0

This commit is contained in:
2026-03-10 01:54:02 +08:00
parent 766893969f
commit cba0ba0f24
3157 changed files with 1158611 additions and 13361 deletions

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@@ -231,7 +231,7 @@ _version = 3
# CHAT
# LOG
# DISABLED
showGenerationProgress = "OVERLAY"
showGenerationProgress = "DISABLED"
#
# The max radius in chunks around the central point where world generation is allowed.
# If this value is set to 0, generation bounds are disabled and the render distance will be used.
@@ -460,7 +460,7 @@ _version = 3
# overhangs or walls for floating objects.
# Tweaking the caveCullingHeight, can resolve some
# of those issues.
enableCaveCulling = true
enableCaveCulling = false
#
# Identical to the other frustum culling option
# only used when a shader mod is present using the DH API
@@ -641,7 +641,7 @@ _version = 3
#
# Lowest Quality: HEIGHT_MAP
# Highest Quality: EXTREME
verticalQuality = "MEDIUM"
verticalQuality = "HIGH"
#
# What blocks shouldn't be rendered as LODs?
#
@@ -650,7 +650,7 @@ _version = 3
blocksToIgnore = "NON_COLLIDING"
#
# The radius of the mod's render distance. (measured in chunks)
lodChunkRenderDistanceRadius = 128
lodChunkRenderDistanceRadius = 256
#
# What 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)
@@ -672,7 +672,7 @@ _version = 3
# 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"
horizontalQuality = "HIGH"
#
# How should LOD transparency be handled.
#