[Debug] #Info used for development shown in GUI. DebugInfo = false #Render snow edge overlay on neighbors for smoother snowy transitions. SmoothSnowyEdges = true #If the game takes too long to load a chunk for render, a warning will be shown in the log. # Default: 100 # Range: 5 ~ 2000 MinChunkCompileWarningTime = 100 #When it snows, surface water will appear covered by a thin ice layer, making it look as if it has frozen. FrozenWater = true #The thin ice formed by freezing water can be easily broken. FrozenWaterBreakable = true #Water will not appear frozen under strong light. FrozenWaterCheckLight = true #Experimental feature: enables foggy weather during rainfall. FoggyWeather = true [GUI] #Displays the season and humidity levels suitable for growing crops. AgriculturalInformation = true #Displays the use or source of a item. ItemInformation = true [Renderer] #When enabled, chunks will be reloaded regularly to fix rendering glitches, but this may impact performance. ForceChunkRenderUpdate = true #Enhanced reload, which will refresh all sections periodically. EnhancementChunkRenderUpdate = false #Cull the top face if snowy model is applied. CullTopFaceWithSnow = true #Whether to reset the renderer after waking up. ResetRendererAfterSleep = true #Use Minecraft’s default lighting rules to decide if snow should fall. UseVanillaSnowCheck = false #Blocks underneath solid blocks etc. may also be covered with snow. SnowUnderShadow = true #Changes grass and leaf colors with seasons visually. SeasonalGrassColorChange = true #Birch, spruce, and mangrove leaves colors also have seasonal changes. SeasonalColorChangeExtend = true #Brownish grass block under trees in autumn. FoliageUnderTree = true #When applying changes, perform mean calculation based on the percentage progress of the solar term instead of using a fixed value. SmootherSeasonalGrassColorChange = true #In spring, grass blocks will occasionally have small flowers on them. FlowerOnGrass = true [Sound] #Listen to the sounds of nature. NaturalSound = true [Particle] #See butterflies in the spring, fireflies in the summer, and fallen leaves. SeasonalParticles = true #In spring, butterflies fly over the flowers. Butterfly = true #The interval/delay of butterfly particles. Higher values make butterflies appear less frequently. # Default: 10 # Range: 1 ~ 10000 ButterflySpawnDelay = 10 #Leaf blocks will drop leaves, and most frequently in the fall. FallenLeaves = true #The interval/delay of fallen leaf particles. Higher values make butterflies appear less frequently. # Default: 10 # Range: 1 ~ 10000 FallenLeavesDropDelay = 10 #In the summer evenings, you can see fireflies beside the flowers. Firefly = false #The interval/delay of firefly particles. Higher values make butterflies appear less frequently. # Default: 10 # Range: 1 ~ 10000 FireflySpawnDelay = 10 #When the grass and trees turn yellow, the wild geese fly south. WildGoose = true #The interval/delay of wild goose particles. Higher values make butterflies appear less frequently. # Default: 10 # Range: 1 ~ 10000 WildGooseSpawnDelay = 10 #When the season core block is active, emits soft light particles to indicate the growth environment. SeasonGreenhouse = true #Number of particles emitted by the season greenhouse effect. The higher the value, the denser the effect. # Default: 30 # Range: 0 ~ 160 SeasonGreenhouseParticleSpawnCount = 30 #Snow-covered leaves will drop snow particles when broken. SnowLeafParticles = true [Weather] #Radius (in blocks) around the player within which weather is sampled and averaged to create smoother local weather transitions. # Default: 6 # Range: 1 ~ 80 WeatherBufferDistance = 6 #Speed at which local weather transitions occur. Higher values mean faster transitions. # Default: 0.008 # Range: 8.0E-4 ~ 0.08 WeatherTransitionSpeed = 0.008 #Whether to apply stronger sampling weight in the direction the player is facing. WeatherFrontBias = true [Compat.Iris] #Unify the shading and surface parameters of snow-covered blocks. UnifiedSnowyBlockShading = true #Whether to also unify the shading on the sides of snow-covered blocks. UnifiedSnowyBlockSides = true #Adjusts the rendering of thin ice so that the block it occupies is not treated as a water type during shader 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