# Configuration file debug { # Enable debug log. B:debugLog=false # Show event log on the game screen. B:showLogInChat=false } experiments { # Experimental: Try interpolation for MOD original font renderer. B:alternativeInterpolation=false # Enable premultiplied alpha instead of straight alpha. B:enablePremultipliedAlpha=false } settings { # Allow to use NOPT Texture in order to reduce resource consumption. B:allowNPOTTexture=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=5 # 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 # Disable interpolation for characters drawn with high magnification. B:excludeHighMag=true # Disable interpolation for the integral multiple of default size. B:excludeIntMultiple=true # Align baseline among different fonts. B:fontAlignBaseline=true # Enable anti-alias for OS fonts.(0:off, 1:normal, 2:high precision) I:fontAntiAlias=0 # Enable automatic font size detection for the font resolution. B:fontAutoSizing=true # Enable emphasis for OS fonts. (0:off, 1:Ascii only, 2:Non-Ascii, 3:All) I:fontEmphasis=0 # Font gap. I:fontGap=-2 # Primary system font name. S:fontName=SansSerif # OS font resolution. (0:8px, 1:10px, 2:12px, 3:16px, 4:24px, 5:32px, 6:48px, 7:64px) I:fontResolution=3 # Tolerance (in percent) for rounding font scale to integer.(Default: 0.5) D:fontScaleRoundingTolerance=0.5 # OS font size. (-4:-20%, ... 0:normal, ... 6:+30%) I:fontSizeAdjustment=0 # Force to use unicode font. B:forceUnicode=false # Horizontal margin width. I:horizontalMargin=1 # 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 # These font renderer classes use normal precision font width instead of high precision font width. # Although the balance of character spacing is worse, compatibility of string width improves. S:normalPrecisionClasses < slimeknights.tconstruct.library.client.CustomFontRenderer cofh.core.render.FontRendererCore blusunrize.immersiveengineering.client.IEItemFontRender > # Opacity level. I:opacityLevel=8 # Mipmap LOD bias for overlay screen. I:overlayLodBias=-5 # Enable odd multiple GUI scale factors (x3,x5,...) when using unicode font. B:removeScaleRestriction=true # Secondary system font name. It is used if the primary font cannot be displayed. S:secondaryFontName=SansSerif # Shadow length. (0~10) I:shadowLength=5 # The size of the font is determined so that the height and width of these characters will not protrude. S:sizeAdjustmentChars= # These font renderer classes are not affected by this mod. S:unaffectedClasses < malte0811.industrialWires.client.panelmodel.RawModelFontRenderer > # Use the installed fonts in the operating system. B:useOSFont=false # 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 < > # Vertical margin width. I:verticalMargin=1 # Workaround for transparent texts on a scoreboard. B:workaroundTransparentScoreboard=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 } state { # Internal state. B:fontDetailList=false }