[Debug] #Show development-related metrics in the on-screen display. DebugInfo = false #Renders decorative snow edges on adjacent blocks for seamless terrain transitions. SmoothSnowyEdges = true #Sets the threshold (in ms) for chunk compilation before logging a performance warning. # Default: 1000 # Range: 5 ~ 20000 MinChunkCompileWarningTime = 100 #Visual effect: Surface water appears to be covered by a thin, cosmetic layer of ice. FrozenWater = true #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 = true [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 [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 = true #Refreshes the renderer state immediately after the player wakes up. ResetRendererAfterSleep = true #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 = 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 = true #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 #[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. # Default: 2 # 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. # Default: 2 # Range: 0 ~ 8 ExtraSnowLayerMaxLayers = 2 #[Sodium/Embeddium] Maxmum number of additional snow layer on leave blocks. # Default: 1 # Range: 0 ~ 8 ExtraSnowLayerMaxLayersOnLeaves = 1 #[Sodium/Embeddium] Culling extra fake snow layer for necessary. ExtraSnowLayerCulling = 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. # Default: 10 # 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. # Default: 10 # Range: 1 ~ 10000 FallenLeavesDropDelay = 10 #Spawns fireflies near flowers during Summer evenings. Firefly = false #Density between firefly spawns. Higher values result in fewer fireflies. # Default: 10 # 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. # Default: 10 # 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. # Default: 30 # Range: 0 ~ 160 SeasonGreenhouseParticleSpawnCount = 30 #Breaking snow-covered leaves will release a burst of snow particles. SnowLeafParticles = true [Weather] #The radius (in blocks) used to sample and blend weather patterns for smooth transitions. # Default: 6 # Range: 1 ~ 80 WeatherBufferDistance = 6 #How quickly local weather conditions change. Higher values mean faster shifts. # Default: 0.008 # Range: 8.0E-4 ~ 0.08 WeatherTransitionSpeed = 0.008 #Prioritize weather sampling in the direction the player is currently facing. WeatherFrontBias = true [Compat.Iris] #Harmonizes shading parameters for all snow-covered surfaces when using shaders. UnifiedSnowyBlockShading = true #Extends unified shading to the side faces of snow-covered blocks. UnifiedSnowyBlockSides = true #Shader Fix: Prevents thin ice from being incorrectly flagged as 'Water' during post-processing. UnifiedFrozenWater = false [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