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