_version = 2

[client]
	#
	# Should Distant Horizon's config button appear in the options screen next to fov slider?
	optionsButton = true

	[client.advanced]

		[client.advanced.lodBuilding]
			#
			# How should block data be compressed when creating LOD data? 
			# This setting will only affect new or updated LOD data, 
			# any data already generated when this setting is changed will be
			# unaffected until it is modified or re-loaded.
			# 
			# MERGE_SAME_BLOCKS 
			# Every block/biome change is recorded in the database. 
			# This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data. 
			# Expected Compression Ratio: 1.0
			# 
			# VISUALLY_EQUAL 
			# Only visible block/biome changes are recorded in the database. 
			# Hidden blocks (IE ores) are ignored.  
			# Expected Compression Ratio: 0.7
			worldCompression = "VISUALLY_EQUAL"
			#
			# A comma separated list of block resource locations that shouldn't be rendered 
			# if they are in a 0 sky light underground area. 
			# Note: air is always included in this list.
			ignoredRenderCaveBlockCsv = "minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column"
			#
			# If true LOD generation for pre-existing chunks will attempt to pull the lighting data 
			# saved in Minecraft's Region files. 
			# If false DH will pull in chunks without lighting and re-light them. 
			#  
			# Setting this to true will result in faster LOD generation 
			# for already generated worlds, but is broken by most lighting mods. 
			#  
			# Set this to false if LODs are black.
			pullLightingForPregeneratedChunks = false
			#
			# What algorithm should be used to compress new LOD data? 
			# This setting will only affect new or updated LOD data, 
			# any data already generated when this setting is changed will be
			# unaffected until it needs to be re-written to the database.
			# 
			# UNCOMPRESSED 
			# Should only be used for testing, is worse in every way vs [LZ4].
			# Expected Compression Ratio: 1.0
			# Estimated average DTO read speed: 1.64 milliseconds
			# Estimated average DTO write speed: 12.44 milliseconds
			# 
			# LZ4 
			# A good option if you're CPU limited and have plenty of hard drive space.
			# Expected Compression Ratio: 0.36
			# Estimated average DTO read speed: 1.85 ms
			# Estimated average DTO write speed: 9.46 ms
			# 
			# LZMA2 
			# Slow but very good compression.
			# Expected Compression Ratio: 0.14
			# Estimated average DTO read speed: 11.89 ms
			# Estimated average DTO write speed: 192.01 ms
			dataCompression = "LZMA2"
			#
			# A comma separated list of block resource locations that won't be rendered by DH. 
			# Note: air is always included in this list.
			ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire"
			#
			# Determines how long must pass between LOD chunk updates before another. 
			# update can occur
			# 
			# Increasing this value will reduce CPU load but may may cause 
			# LODs to become outdated more frequently or for longer.
			minTimeBetweenChunkUpdatesInSeconds = 1
			#
			# Normally DH will attempt to skip creating LODs for chunks it's already seen
			# and that haven't changed.
			# 
			# However sometimes that logic incorrecly prevents LODs from being updated.
			# Disabling this check may fix issues where LODs aren't updated after
			# blocks have been changed.
			disableUnchangedChunkCheck = false

		[client.advanced.autoUpdater]
			#
			# If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build. 
			# If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar 
			# and will update to new nightly builds if the current jar is a nightly jar (IE the version number ends in '-dev').
			updateBranch = "AUTO"
			#
			# Automatically check for updates on game launch?
			enableAutoUpdater = true
			#
			# Should Distant Horizons silently, automatically download and install new versions?
			enableSilentUpdates = false

		[client.advanced.multiThreading]
			#
			# How many threads should be used when building LODs? 
			# 
			# These threads run when terrain is generated, when
			# certain graphics settings are changed, and when moving around the world. 
			# 
			# Multi-threading Note: 
			# If the total thread count in Distant Horizon's config is more threads than your CPU has cores, 
			# CPU performance may suffer if Distant Horizons has a lot to load or generate. 
			# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
			numberOfLodBuilderThreads = 2
			#
			# Should only be disabled if deadlock occurs and LODs refuse to update. 
			# This will cause CPU usage to drastically increase for the Lod Builder threads. 
			# 
			# Note that if deadlock did occur restarting MC may be necessary to stop the locked threads.
			enableLodBuilderThreadLimiting = true
			#
			# If this value is less than 1.0, it will be treated as a percentage 
			# of time each thread can run before going idle. 
			# 
			# This can be used to reduce CPU usage if the thread count 
			# is already set to 1 for the given option, or more finely 
			# tune CPU performance.
			runTimeRatioForWorldGenerationThreads = "0.5"
			#
			# If this value is less than 1.0, it will be treated as a percentage 
			# of time each thread can run before going idle. 
			# 
			# This can be used to reduce CPU usage if the thread count 
			# is already set to 1 for the given option, or more finely 
			# tune CPU performance.
			runTimeRatioForLodBuilderThreads = "0.25"
			#
			# If this value is less than 1.0, it will be treated as a percentage 
			# of time each thread can run before going idle. 
			# 
			# This can be used to reduce CPU usage if the thread count 
			# is already set to 1 for the given option, or more finely 
			# tune CPU performance.
			runTimeRatioForFileHandlerThreads = "0.5"
			#
			# If this value is less than 1.0, it will be treated as a percentage 
			# of time each thread can run before going idle. 
			# 
			# This can be used to reduce CPU usage if the thread count 
			# is already set to 1 for the given option, or more finely 
			# tune CPU performance.
			runTimeRatioForUpdatePropagatorThreads = "0.25"
			#
			# How many threads should be used when reading/writing LOD data to/from disk? 
			# 
			# Increasing this number will cause LODs to load in faster, 
			# but may cause lag when loading a new world or when 
			# quickly flying through existing LODs. 
			# 
			# Multi-threading Note: 
			# If the total thread count in Distant Horizon's config is more threads than your CPU has cores, 
			# CPU performance may suffer if Distant Horizons has a lot to load or generate. 
			# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
			numberOfFileHandlerThreads = 2
			#
			# How many threads should be used when applying LOD updates? 
			# An LOD update is the operation of down-sampling a high detail LOD 
			# into a lower detail one.
			# 
			# This config can have a much higher number of threads 
			# assigned and much lower run time ratio vs other thread pools 
			# because the amount of time any particular thread may run is relatively low.
			# 
			# This is because LOD updating only only partially thread safe, 
			# so between 40% and 60% of the time a given thread may end up 
			# waiting on another thread to finish updating the same LOD it also wants
			# to work on.
			# 
			# Multi-threading Note: 
			# If the total thread count in Distant Horizon's config is more threads than your CPU has cores, 
			# CPU performance may suffer if Distant Horizons has a lot to load or generate. 
			# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
			numberOfUpdatePropagatorThreads = 2
			#
			# How many threads should be used when generating LOD 
			# chunks outside the normal render distance? 
			# 
			# If you experience stuttering when generating distant LODs, 
			# decrease this number. 
			# If you want to increase LOD 
			# generation speed, increase this number. 
			# 
			# Multi-threading Note: 
			# If the total thread count in Distant Horizon's config is more threads than your CPU has cores, 
			# CPU performance may suffer if Distant Horizons has a lot to load or generate. 
			# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
			numberOfWorldGenerationThreads = 2

		[client.advanced.logging]
			#
			# If enabled, the mod will log information about the renderer OpenGL process. 
			# This can be useful for debugging.
			logRendererGLEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
			#
			# If enabled, the mod will log performance about the world generation process. 
			# This can be useful for debugging.
			logWorldGenPerformance = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
			#
			# If enabled, the mod will log information about file sub-dimension operations. 
			# This can be useful for debugging.
			logFileSubDimEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
			#
			# If enabled, a chat message will be displayed if Java doesn't have enough 
			# memory allocated to run DH well.
			showLowMemoryWarningOnStartup = true
			#
			# If enabled, a chat message will be displayed when a replay is started 
			# giving some basic information about how DH will function.
			showReplayWarningOnStartup = true
			#
			# If enabled, the mod will log information about file read/write operations. 
			# This can be useful for debugging.
			logFileReadWriteEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
			#
			# If enabled, the mod will log information about network operations. 
			# This can be useful for debugging.
			logNetworkEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
			#
			# If enabled, a chat message will be displayed when a potentially problematic 
			# mod is installed alongside DH.
			showModCompatibilityWarningsOnStartup = true
			#
			# If enabled, the mod will log information about the renderer buffer process. 
			# This can be useful for debugging.
			logRendererBufferEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
			#
			# If enabled, the mod will log information about the LOD generation process. 
			# This can be useful for debugging.
			logLodBuilderEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
			#
			# If enabled, the mod will log information about the world generation process. 
			# This can be useful for debugging.
			logWorldGenEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"
			#
			# If enabled, the mod will log information about the world generation process. 
			# This can be useful for debugging.
			logWorldGenLoadEvent = "LOG_ERROR_TO_CHAT_AND_INFO_TO_FILE"

		[client.advanced.debugging]
			#
			# If enabled this will disable (most) vanilla Minecraft rendering. 
			# 
			# NOTE: Do not report any issues when this mode is on! 
			#    This setting is only for fun and debugging. 
			#    Mod compatibility is not guaranteed.
			lodOnlyMode = false
			#
			# Stops vertex colors from being passed. 
			# Useful for debugging shaders
			enableWhiteWorld = false
			#
			# What renderer is active? 
			# 
			# DEFAULT: Default lod renderer 
			# DEBUG: Debug testing renderer 
			# DISABLED: Disable rendering
			rendererMode = "DEFAULT"
			#
			# If enabled the LODs will render as wireframe.
			renderWireframe = false
			#
			# If true the F8 key can be used to cycle through the different debug modes. 
			# and the F6 key can be used to enable and disable LOD rendering.
			enableDebugKeybindings = false
			#
			# If true overlapping quads will be rendered as bright red for easy identification. 
			# If false the quads will be rendered normally.
			showOverlappingQuadErrors = false
			#
			# Should specialized colors/rendering modes be used? 
			# 
			# OFF: LODs will be drawn with their normal colors. 
			# SHOW_DETAIL: LODs' color will be based on their detail level. 
			# SHOW_BLOCK_MATERIAL: LODs' color will be based on their material. 
			# SHOW_OVERLAPPING_QUADS: LODs will be drawn with total white, but overlapping quads will be drawn with red.
			debugRendering = "OFF"
			#
			# If true OpenGL Buffer garbage collection will be logged 
			# this also includes the number of live buffers.
			logBufferGarbageCollection = false

			[client.advanced.debugging.debugWireframe]
				#
				# Render LOD section status?
				showRenderSectionStatus = false
				#
				# Render full data update/lock status?
				showFullDataUpdateStatus = false
				#
				# Render queued world gen tasks?
				showWorldGenQueue = false
				#
				# Render Quad Tree Rendering status?
				showQuadTreeRenderStatus = false
				#
				# If enabled, various wireframes for debugging internal functions will be drawn. 
				# 
				# NOTE: There WILL be performance hit! 
				#    Additionally, only stuff that's loaded after you enable this 
				#    will render their debug wireframes.
				enableRendering = false

			[client.advanced.debugging.openGl]
				#
				# Requires a reboot to change.
				overrideVanillaGLLogger = false
				#
				# Can be changed if you experience crashing when loading into a world.
				# 
				# Defines the OpenGL context type Distant Horizon's will create. 
				# Generally this should be left as [CORE] unless there is an issue with your GPU driver. 
				# Possible values: [CORE],[COMPAT],[ANY]
				glProfileMode = "CORE"
				#
				# Defines how OpenGL errors are handled. 
				# May incorrectly catch OpenGL errors thrown by other mods. 
				# 
				# IGNORE: Do nothing. 
				# LOG: write an error to the log. 
				# LOG_THROW: write to the log and throw an exception. 
				#            Warning: this should only be enabled when debugging the LOD renderer 
				#            as it may break Minecraft's renderer when an exception is thrown.
				glErrorHandlingMode = "IGNORE"
				#
				# Can be changed if you experience crashing when loading into a world.
				# 
				# If true Distant Horizon's OpenGL contexts will be created with legacy OpenGL methods disabled. 
				# Distant Horizons doesn't use any legacy OpenGL methods so normally this should be disabled.
				enableGlForwardCompatibilityMode = true
				#
				# Can be changed if you experience crashing when loading into a world.
				# Note: setting to an invalid version may also cause the game to crash.
				# 
				# Leaving this value at causes DH to try all supported GL versions. 
				# 
				# Defines the requested OpenGL context major version Distant Horizons will create. 
				# Possible values (DH requires 3.2 or higher at minimum): 
				# 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0 
				# 3.3, 3.2
				glContextMajorVersion = 0
				#
				# Can be changed if you experience crashing when loading into a world.
				# 
				# If true Distant Horizon's OpenGL contexts will be created with debugging enabled. 
				# This allows for enhanced debugging but may throw warnings for other mods or active overlay software.
				enableGlDebugContext = false
				#
				# Can be changed if you experience crashing when loading into a world.
				# Note: setting to an invalid version may also cause the game to crash.
				# 
				# Defines the requested OpenGL context major version Distant Horizons will create. 
				# Possible values (DH requires 3.2 or higher at minimum): 
				# 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0 
				# 3.3, 3.2
				glContextMinorVersion = 0

			[client.advanced.debugging.exampleConfigScreen]
				shortTest = "69"
				mapTest = "{}"
				byteTest = "8"
				longTest = "42069"
				listTest = ["option 1", "option 2", "option 3"]
				boolTest = false
				doubleTest = "420.69"
				floatTest = "0.42069"
				linkableTest = 420
				intTest = 69420
				stringTest = "Test input box"

		[client.advanced.graphics]

			[client.advanced.graphics.ssao]
				#
				# Determines how many points in space are sampled for the occlusion test. 
				# Higher numbers will improve quality and reduce banding, but will increase GPU load.
				sampleCount = 6
				#
				# Determines how dark the Screen Space Ambient Occlusion effect will be.
				strength = "0.2"
				#
				# The radius, measured in pixels, that blurring is calculated for the SSAO. 
				# Higher numbers will reduce banding at the cost of GPU performance.
				blurRadius = 2
				#
				# Increasing the value can reduce banding at the cost of reducing the strength of the effect.
				bias = "0.02"
				#
				# Determines how dark the occlusion shadows can be. 
				# 0 = totally black at the corners 
				# 1 = no shadow
				minLight = "0.25"
				#
				# Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks.
				radius = "4.0"
				#
				# Enable Screen Space Ambient Occlusion
				enabled = true

			[client.advanced.graphics.advancedGraphics]
				#
				# If true all beacons near the camera won't be drawn to prevent vanilla overdraw. 
				# If false all beacons will be rendered. 
				# 
				# Generally this should be left as false. It's main purpose is for debugging
				# beacon updating/rendering.
				disableBeaconDistanceCulling = false
				#
				# What the value should vanilla Minecraft's texture LodBias be? 
				# If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0)
				lodBias = "0.0"
				#
				# How should the sides and bottom of grass block LODs render? 
				# 
				# AS_GRASS: all sides of dirt LOD's render using the top (green) color. 
				# FADE_TO_DIRT: sides fade from grass to dirt. 
				# AS_DIRT: sides render entirely as dirt.
				grassSideRendering = "FADE_TO_DIRT"
				#
				# Determines how far from the camera Distant Horizons will start rendering. 
				# Measured as a percentage of the vanilla render distance.
				# 
				# Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,
				# but may cause holes to appear in the LODs. 
				# Holes are most likely to appear when flying through unloaded terrain. 
				# 
				# Increasing the vanilla render distance increases the effectiveness of this setting.
				overdrawPrevention = "0.4"
				#
				# How bright LOD colors are. 
				# 
				# 0 = black 
				# 1 = normal 
				# 2 = near white
				brightnessMultiplier = "1.0"
				#
				# If enabled caves will be culled 
				# 
				# NOTE: This feature is under development and 
				#  it is VERY experimental! Please don't report 
				#  any issues related to this feature. 
				# 
				# Additional Info: Currently this cull all faces 
				#  with skylight value of 0 in dimensions that 
				#  does not have a ceiling.
				enableCaveCulling = true
				#
				# Identical to the other frustum culling option
				# only used when a shader mod is present using the DH API
				# and the shadow pass is being rendered.
				# 
				# Disable this if shadows render incorrectly.
				disableShadowPassFrustumCulling = false
				#
				# At what Y value should cave culling start? 
				# Lower this value if you get walls for areas with 0 light.
				caveCullingHeight = 60
				#
				# How should LODs be shaded? 
				# 
				# AUTO: Uses the same side shading as vanilla Minecraft blocks. 
				# ENABLED: Simulates Minecraft's block shading for LODs. 
				#               Can be used to force LOD shading when using some shaders. 
				# DISABLED: All LOD sides will be rendered with the same brightness.
				lodShading = "AUTO"
				#
				# How saturated LOD colors are. 
				# 
				# 0 = black and white 
				# 1 = normal 
				# 2 = very saturated
				saturationMultiplier = "1.0"
				#
				# This is the earth size ratio when applying the curvature shader effect. 
				# Note: Enabling this feature may cause rendering bugs. 
				# 
				# 0 = flat/disabled 
				# 1 = 1 to 1 (6,371,000 blocks) 
				# 100 = 1 to 100 (63,710 blocks) 
				# 10000 = 1 to 10000 (637.1 blocks) 
				# 
				# Note: Due to current limitations, the min value is 50 
				# and the max value is 5000. Any values outside this range 
				# will be set to 0 (disabled).
				earthCurveRatio = 0
				#
				# If false LODs outside the player's camera 
				# aren't drawn, increasing GPU performance. 
				# 
				# If true all LODs are drawn, even those behind 
				# the player's camera, decreasing GPU performance. 
				# 
				# Disable this if you see LODs disappearing at the corners of your vision.
				disableFrustumCulling = false

			[client.advanced.graphics.genericRendering]
				#
				# If true LOD clouds will be rendered.
				enableCloudRendering = false
				#
				# If true LOD beacon beams will be rendered.
				enableBeaconRendering = true
				#
				# If true non terrain objects will be rendered in DH's terrain. 
				# This includes beacon beams and clouds.
				enableRendering = true

			[client.advanced.graphics.quality]
				#
				# What is the maximum detail LODs should be drawn at? 
				# Higher settings will increase memory and GPU usage. 
				# 
				# CHUNK: render 1 LOD for each Chunk. 
				# HALF_CHUNK: render 4 LODs for each Chunk. 
				# FOUR_BLOCKS: render 16 LODs for each Chunk. 
				# TWO_BLOCKS: render 64 LODs for each Chunk. 
				# BLOCK: render 256 LODs for each Chunk (width of one block). 
				# 
				# Lowest Quality: CHUNK
				# Highest Quality: BLOCK
				maxHorizontalResolution = "TWO_BLOCKS"
				#
				# The radius of the mod's render distance. (measured in chunks)
				lodChunkRenderDistanceRadius = 64
				#
				# Should the blocks underneath avoided blocks gain the color of the avoided block? 
				# 
				# True: a red flower will tint the grass below it red. 
				# False: skipped blocks will not change color of surface below them.
				tintWithAvoidedBlocks = true
				#
				# This indicates how quickly LODs decrease in quality the further away they are. 
				# Higher settings will render higher quality fake chunks farther away, 
				# but will increase memory and GPU usage.
				horizontalQuality = "LOWEST"
				#
				# How should LOD transparency be handled. 
				# 
				# COMPLETE: LODs will render transparent. 
				# FAKE: LODs will be opaque, but shaded to match the blocks underneath. 
				# DISABLED: LODs will be opaque.
				transparency = "COMPLETE"
				#
				# This indicates how well LODs will represent 
				# overhangs, caves, floating islands, etc. 
				# Higher options will make the world more accurate, butwill increase memory and GPU usage. 
				# 
				# Lowest Quality: HEIGHT_MAP
				# Highest Quality: EXTREME
				verticalQuality = "MEDIUM"
				#
				# What blocks shouldn't be rendered as LODs? 
				# 
				# NONE: Represent all blocks in the LODs 
				# NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height)
				blocksToIgnore = "NON_COLLIDING"

			[client.advanced.graphics.fog]
				#
				# When should fog be drawn? 
				# 
				# USE_OPTIFINE_SETTING: Use whatever Fog setting Optifine is using.
				# If Optifine isn't installed this defaults to FOG_ENABLED. 
				# FOG_ENABLED: Never draw fog on the LODs 
				# FOG_DISABLED: Always draw fast fog on the LODs 
				# 
				# Disabling fog will improve GPU performance.
				drawMode = "FOG_ENABLED"
				#
				# What color should fog use? 
				# 
				# USE_WORLD_FOG_COLOR: Use the world's fog color. 
				# USE_SKY_COLOR: Use the sky's color.
				colorMode = "USE_WORLD_FOG_COLOR"
				#
				# Should Minecraft's fog be disabled? 
				# 
				# Note: Other mods may conflict with this setting.
				disableVanillaFog = true

				[client.advanced.graphics.fog.advancedFog]
					#
					# What is the maximum fog thickness? 
					# 
					# 0.0: No fog. 
					# 1.0: Fully opaque fog.
					farFogMax = "1.0"
					#
					# At what distance should the far fog start? 
					# 
					# 0.0: Fog starts at the player's position. 
					# 1.0: Fog starts at the closest edge of the vanilla render distance. 
					# 1.414: Fog starts at the corner of the vanilla render distance.
					farFogStart = "0.4"
					#
					# What is the minimum fog thickness? 
					# 
					# 0.0: No fog. 
					# 1.0: Fully opaque fog.
					farFogMin = "0.0"
					#
					# How should the fog thickness should be calculated? 
					# 
					# LINEAR: Linear based on distance (will ignore 'density')
					# EXPONENTIAL: 1/(e^(distance*density)) 
					# EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
					farFogFalloff = "EXPONENTIAL_SQUARED"
					#
					# Used in conjunction with the Fog Falloff.
					farFogDensity = "2.5"
					#
					# Where should the far fog end? 
					# 
					# 0.0: Fog ends at player's position.
					# 1.0: Fog ends at the closest edge of the vanilla render distance. 
					# 1.414: Fog ends at the corner of the vanilla render distance.
					farFogEnd = "1.0"

					[client.advanced.graphics.fog.advancedFog.heightFog]
						#
						# What is the minimum fog thickness? 
						# 
						# 0.0: No fog. 
						# 1.0: Fully opaque fog.
						heightFogMin = "0.0"
						#
						# Where should the height fog start? 
						# 
						# ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky 
						# BELOW_CAMERA: Height fog starts at the camera and goes towards the void 
						# ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void 
						# ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky 
						# BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void 
						# ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void
						heightFogMode = "ABOVE_AND_BELOW_CAMERA"
						#
						# If the height fog is calculated around a set height, what is that height position?
						heightFogBaseHeight = "70.0"
						#
						# What is the maximum fog thickness? 
						# 
						# 0.0: No fog. 
						# 1.0: Fully opaque fog.
						heightFogMax = "1.0"
						#
						# How should the height fog thickness should be calculated? 
						# 
						# LINEAR: Linear based on height (will ignore 'density')
						# EXPONENTIAL: 1/(e^(height*density)) 
						# EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)
						heightFogFalloff = "EXPONENTIAL_SQUARED"
						#
						# What is the height fog's density?
						heightFogDensity = "2.5"
						#
						# How should height effect the fog thickness? 
						# Note: height fog is combined with the other fog settings. 
						# 
						# BASIC: No special height fog effect. Fog is calculated based on camera distance 
						# IGNORE_HEIGHT: Ignore height completely. Fog is only calculated with horizontal distance 
						# ADDITION: heightFog + farFog 
						# MAX: max(heightFog, farFog) 
						# MULTIPLY: heightFog * farFog 
						# INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog) 
						# LIMITED_ADDITION: farFog + max(farFog, heightFog) 
						# MULTIPLY_ADDITION: farFog + farFog * heightFog 
						# INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog) 
						# AVERAGE: farFog*0.5 + heightFog*0.5 
						# 
						# Note: height fog settings are ignored if 'BASIC' or 'IGNORE_HEIGHT' are selected.
						heightFogMixMode = "BASIC"
						#
						# Should the start of the height fog be offset? 
						# 
						# 0.0: Fog start with no offset.
						# 1.0: Fog start with offset of the entire world's height. (Includes depth)
						heightFogStart = "0.0"
						#
						# Should the end of the height fog be offset? 
						# 
						# 0.0: Fog end with no offset.
						# 1.0: Fog end with offset of the entire world's height. (Include depth)
						heightFogEnd = "1.0"

			[client.advanced.graphics.noiseTextureSettings]
				#
				# Defines how far should the noise texture render before it fades away. (in blocks) 
				# Set to 0 to disable noise from fading away
				noiseDropoff = 1024
				#
				# How many steps of noise should be applied to LODs?
				noiseSteps = 4
				#
				# Should a noise texture be applied to LODs? 
				# 
				# This is done to simulate textures and make the LODs appear more detailed.
				noiseEnabled = true
				#
				# How intense should the noise should be?
				noiseIntensity = "5.0"

		[client.advanced.worldGenerator]
			#
			# How detailed should LODs be generated outside the vanilla render distance? 
			# 
			# PRE_EXISTING_ONLY 
			# Only create LOD data for already generated chunks. 
			# 
			# 
			# SURFACE 
			# Generate the world surface, 
			# this does NOT include trees, 
			# or structures. 
			# 
			# FEATURES 
			# Generate everything except structures. 
			# WARNING: This may cause world generator bugs or instability when paired with certain world generator mods.
			distantGeneratorMode = "FEATURES"
			#
			# How long should a world generator thread run for before timing out? 
			# Note: If you are experiencing timeout errors it is better to lower your CPU usage first 
			# via the thread config before changing this value.
			worldGenerationTimeoutLengthInSeconds = 180
			#
			# Should Distant Horizons slowly generate LODs 
			#  outside the vanilla render distance?
			# 
			#  Note: when on a server, distant generation isn't supported 
			#  and will always be disabled.
			enableDistantGeneration = true

		[client.advanced.multiplayer]
			#
			# AKA: Multiverse support. 
			# 
			# When matching levels (dimensions) of the same type (overworld, nether, etc.) the 
			# loaded chunks must be at least this percent the same 
			# in order to be considered the same world. 
			# 
			# Note: If you use portals to enter a dimension at two 
			# different locations the system will think the dimension 
			# it is two different levels. 
			# 
			# 1.0 (100%) the chunks must be identical. 
			# 0.5 (50%)  the chunks must be half the same. 
			# 0.0 (0%)   disables multi-dimension support, 
			#             only one world will be used per dimension. 
			# 
			# If multiverse support is needed start with a value of 0.2 
			# and tweak the sensitivity from there.Lower values mean the matching is less strict.
			# Higher values mean the matching is more strict.
			multiverseSimilarityRequiredPercent = "0.0"
			#
			# How should multiplayer save folders should be named? 
			# 
			# NAME_ONLY: Example: "Minecraft Server" 
			# IP_ONLY: Example: "192.168.1.40" 
			# NAME_IP: Example: "Minecraft Server IP 192.168.1.40" 
			# NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"NAME_IP_PORT_MC_VERSION: Example: "Minecraft Server IP 192.168.1.40:25565 GameVersion 1.16.5"
			serverFolderNameMode = "NAME_ONLY"

