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57
overrides/config/CoroUtil/General.cfg
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57
overrides/config/CoroUtil/General.cfg
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# Configuration file
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general {
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B:PFQueueDebug=false
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S:chunkCacheDimensionBlacklist_IDs=
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S:chunkCacheDimensionBlacklist_Names=promised
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B:chunkCacheOverworldOnly=false
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B:cleanupStrayMobs=false
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I:cleanupStrayMobsDayRate=5
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I:cleanupStrayMobsTimeOfDay=2000
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# Used by weather2
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B:debugShaders=false
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B:desirePathDerp=false
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B:disableMipmapFix=false
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B:disableParticleRenderer=false
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# Use at own risk, will not support
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B:enableAdvancedDeveloperConfigFiles=false
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B:fixBadBiomeEntitySpawnEntries=false
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# Used by weather2
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B:foliageShaders=false
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# Used by weather2
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B:forceShadersOff=false
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B:headshots=false
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# Use a different json mob spawn template for testing different invasion setups, note this is referring to the 'format' tag in the json file, not the json file name itself, eg: mob_spawns_testing_miners from mob_spawns_testing_miners.json
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S:mobSpawnsProfile=mob_spawns
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# Force a specific profile to spawn, will ignore conditions and force it too be used, usefull for testing to see how a custom invasion will play out in normal circumstances, set it to one of the named invasions within your templates list, eg: invasion_stage_1 from mob_spawns.json
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S:mobSpawnsWaveToForceUse=
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# WIP, more strict transparent cloud usage, better on fps
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B:optimizedCloudRendering=false
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# Used by weather2
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B:particleShaders=true
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B:trackPlayerData=false
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B:useCoroPets=false
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# Provides better context for shaders/particles to work nice with translucent blocks like glass and water
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B:useEntityRenderHookForShaders=true
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# For debugging things
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B:useLoggingDebug=false
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# For logging warnings/errors
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B:useLoggingError=true
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# For seldom used but important things to print out in production
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B:useLoggingLog=true
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B:usePlayerRadiusChunkLoadingForFallback=true
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}
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