forked from QTechIndustries/fermi
292 lines
11 KiB
INI
292 lines
11 KiB
INI
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# Configuration file
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~CONFIG_VERSION: 7
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common {
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# Allow to use NPOT Texture in order to reduce resource consumption.
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B:allowNPOTTexture=false
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# Experimental: Try interpolation for MOD original font renderer.
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B:alternativeInterpolation=false
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# Automatic detection of brightness.
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B:autoBrightness=true
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# Enable a blur reduction for fonts less than or equal to the specified size.(0~16)
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I:blurReduction=10
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# Brightness correction level for interpolated fonts.
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I:brightness=1
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# This value is an option to adjust the rounding method of the character width that can be obtained by getCharWidth().
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# The character widths are rounded up if the fractions of the character width are equal to or more than this fraction value.
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# Other character widths are rounded down. (Default: 0.3333335)
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D:charWidthFractionToRoundUp=0.3333335
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# Disable italic for small fonts.
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B:disableSmallItalic=false
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# Enable alpha blending
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B:enableAlphaBlend=true
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# Enable anisotropic filtering.
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B:enableAnisotropicFilter=true
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# Enable double rendering
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B:enableDouble=false
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# Enable linear interpolation
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B:enableInterpolation=true
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# Enable mipmap for fonts.
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B:enableMipmap=true
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# Enable premultiplied alpha instead of straight alpha.
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B:enablePremultipliedAlpha=false
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# Disable interpolation for characters drawn with high magnification.
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B:excludeHighMag=true
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# Disable interpolation for the integral multiple of default size.
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B:excludeIntMultiple=true
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# Tolerance (in percent) for rounding font scale to integer.(Default: 0.5)
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D:fontScaleRoundingTolerance=0.5
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# Force to use unicode font.
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B:forceUnicode=false
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# Disable interpolation for fonts above this magnification when excludeHighMag is enabled.(Default: 3.0)
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D:limitMagnification=3.0
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# Mipmap level.
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I:mipmapLevel=4
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# Mipmap LOD bias.
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I:mipmapLodBias=-3
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# Mipmap LOD bias for overlay screen.
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I:overlayLodBias=-5
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# Prioritize performance rather than quality.
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B:performanceMode=false
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# Enable odd multiple GUI scale factors (x3,x5,...) when using unicode font.
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B:removeScaleRestriction=true
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# Select run mode. (0:Enable mod, 1:Disable mod, 2:Disable mod(Optimization only)
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I:runMode=0
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# To save memory and VRAM usage by adjusting some parameters when a large amount of memory or VRAM will be required.
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# (0:off, 1:conservative, 2:moderate, 3:aggressive)
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I:saveMemory=1
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# Shadow length. (0~10)
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I:shadowLength=5
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# Shadows are rendered smoothly by using linear interpolation if the font resolution is more than or equal to this value.
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I:smoothShadowThreshold=24
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# Correct character width error in a normal precision mode as much as possible.
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B:widthErrorCorrection=true
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}
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debug {
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# Enable debug log.
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B:debugLog=false
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# Debug option
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S:debugOption=
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# Show event log on the game screen.
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B:showLogInChat=false
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}
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font {
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# Use the fonts installed in the operating system.
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B:useOSFont=true
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# Primary font name.
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# (The font installed in the system or existing in the externalFontPaths folders (default:<minecraft dir>/fontfiles).)
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S:fontName=SansSerif
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# Secondary font name. It is used if the character cannot be rendered with the primary font.
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# (The font installed in the system or existing in the externalFontPaths folders (default:<minecraft dir>/fontfiles).)
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S:secondaryFontName=SansSerif
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# Primary font style.(0:plain, 1:bold, 2:italic, 3:bold+italic)
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I:primaryFontStyle=0
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# Secondary font style.(0:plain, 1:bold, 2:italic, 3:bold+italic)
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I:secondaryFontStyle=0
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# Enable anti-alias for OS fonts.(0:off, 1:normal, 2:high precision)
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I:fontAntiAlias=1
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# Enable emphasis for OS fonts. (0:off, 1:Ascii only, 2:Non-Ascii, 3:All)
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I:fontEmphasis=0
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# OS font resolution. (0:8px, 1:10px, 2:12px, 3:16px, 4:24px, 5:32px, 6:48px, 7:64px)
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I:fontResolution=5
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# Enable automatic font size detection for the font resolution.
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B:fontAutoSizing=true
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# Reference characters used for font-sizing.
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# If this option is not specified, the default value "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz" is used.
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S:fontSizingRefChars=
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# Scaling factor of system font size.
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D:fontSizeScaleFactor=1.0
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# Transform non-default font narrowly or widely for MC default charset.
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D:widthFactorDefaultCharset=1.0
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# Transform non-default font narrowly or widely for unicode charset.
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D:widthFactorUnicodeCharset=1.0
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# Font gap.
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I:fontGap=0
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# Space width for system fonts.
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# (0:space width specified by the primary font, 1~3:custom width, 4:Minecraft default width)
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I:fontSpaceWidth=0
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# Align baseline among different fonts.
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B:fontAlignBaseline=true
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# Target to replace fonts. (0:Exclude special fonts specified by mods, 1:All fonts)
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I:fontTargetToReplace=0
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# Internal state.
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B:fontDetailList=false
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# Margin around the glyph image.
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I:glyphImageMargin=1
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}
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global {
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# (Experimental) Initialize the mod asynchronously. It reduces initialization processing time.
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B:asyncInitialization=true
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# Disable font selection GUI only.
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B:disableFontSelectionGui=false
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# Disable In-Game configuration GUI.
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B:disableInGameConfigGui=false
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# Enable per-player configuration. (Settings in common category)
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B:enablePerPlayerConfig=true
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# Paths to font file folder. Default is "<Minecraft folder>/fontfiles"
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S:externalFontsPaths <
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fontfiles
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>
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# These font renderer classes use high precision font width.
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# Best quality, but width calculation compatibility may slightly decreases
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# in other font renderer other than the Minecraft default font renderer.
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S:highPrecisionClasses <
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net.minecraft.client.gui.FontRenderer
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>
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# High precision mode for MC standard font renderer is not used if these mods(mod ids) exist.
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# This option is useful when there is a text wrapping problem with particular MODs or
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# when there is an error in computing the text width.
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# This option takes precedence over setMcRendererToHighPrecision option.
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S:modsNotUsingHighPrecision <
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betterquesting
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>
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# Minecraft standard font renderer object is always set to high precision even if it is replaced.
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B:setMcRendererToHighPrecision=true
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# Tweak the texture manager in order to make "Force LERP" function usable.
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B:tweakLoadTexture=true
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# Tweak the experience level rendering.
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B:tweakRenderExperience=true
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# Tweak the scaled resolution in order to make "Unlock Large GUI" function usable.
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B:tweakScaledResolution=true
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# These font renderer classes are not affected by this mod.
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S:unaffectedClasses <
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malte0811.industrialWires.client.panelmodel.RawModelFontRenderer
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>
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# These font renderer classes is most high compatibility with vanilla font width calculation,
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# but the precision of font width calculation is more poorer than the other precision modes.
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S:vanillaPrecisionClasses <
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>
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# Workaround for the broken font width of a mod. Some mods have an independent font renderer which
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# directly refer charWidth/glyphWidth values of a MC standard font renderer in order to get the font
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# width values of the Minecraft standard fonts or the resource pack fonts. If this workaround is true,
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# charWidth and glyphWidth of the MC standard font renderer keep the font width values of the MC
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# standard fonts or the resource pack fonts even if using the platform fonts.
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# (ex. MalisisDoors(MalisisCore) needs this workaround.)
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B:workaroundKeepOriginalWidthValues=true
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# Workaround for transparent texts on a scoreboard.
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B:workaroundTransparentScoreboard=true
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# Workaround for the issue that Java8 cannot recognize per-user installed fonts properly on Windows 10.
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B:workaroundWin10PerUserFontsUnusable=true
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# Workaround for wrong GL state in GlStateManager.
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# Some mods directly call GL11 method and don't use GlStateManager properly.
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# If the color of the transparent part changes or the alpha blending is wrong, try this option.
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B:workaroundWrongGlState=true
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}
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##########################################################################################################
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# memory
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#--------------------------------------------------------------------------------------------------------#
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# The options in this category are related to memory savings.
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# By setting options in this category, you can set the memory saving options
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# more detailed than the "saveMemory" option.
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# You can enable each memory saving function regardless of the "saveMemory" option setting.
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# Also, even if set to false, memory options equivalent to or less than the saveMemory value are enabled.
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# The saveMemory level of each saving function may be changed with future improvement of functions.
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##########################################################################################################
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memory {
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# Compress glyph images of your platform fonts.
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# The memory saving effect of this option is very high.(1/10 or less).
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# saveMemory: 1(conservative)
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# Side effect: There are almost no side effects.
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# It takes just a little extra time to compress/uncompress glyph images.
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B:compressImage=false
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# Required number of logical CPUs to use "compressImage" function.
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# If number of logical CPUs is below this value, compressing images is canceled
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# to avoid taking a long time to generate glyph images.
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# When 0 is set, there is no limit on the number of CPUs. (Default: 0)
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I:compressImageRequiredCPUs=0
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# Max temporary working memory size for generating glyph images. [MB]
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# More larger max temporary memory allows to use more CPU cores for generating glyph images.
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# When 0 is set, there is no limit on max temporary memory usage.
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# When -1 is set, a working memory size depends on saveMemory setting. (Default: -1)
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# saveMemory: 0(off):no limit, 1(conservative):32[MB], 2(moderate):16[MB]
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# Side effect: Depending on the size of the font, the usage of the multi-core CPU is limited
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# during generation of the glyph images.
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I:maxTempMemForGlyphImgGen=-1
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# Generate gray-scale glyph images of your platform fonts instead of ABGR images.
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# This reduces memory usage by a quarter.
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# saveMemory: 1(conservative)
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# Side effect: There are almost no side effects.
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# When loading texture, it requires a little additional time
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# to convert to ABGR image. After the texture is loaded once,
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# there are no side effect after that.
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B:useGrayscaleImage=false
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}
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