
[sound]
	#Volume of the boss soundtrack. Independent of the vanilla Music
	#slider, and scaled by Master volume only. 0 disables boss music.
	#Range: 0.0 ~ 1.0
	bossMusicVolume = 1.0

[visuals]
	#Detail level for his world effects (charge rings, shockwaves, rifts).
	#Lower this first if the fight runs badly.
	#HIGH / MEDIUM (60%) / LOW (35%) / OFF.
	#OFF still plays the same fight: only the effects go, not the boss,
	#his attacks or their damage.
	#Allowed Values: HIGH, MEDIUM, LOW, OFF
	effectQuality = "LOW"
	#Rings and tears thrown off by his charge.
	#The heaviest single effect; turn off if charges cause frame drops.
	chargeEffectsEnabled = true
	#Draw the rifts he opens during phase 2 lunges.
	#The lunge itself happens either way.
	maelstromRiftsEnabled = true
	#Camera shake during charges, lasers and the phase 2 eruption.
	#Costs no performance; turn off for comfort.
	screenShakeEnabled = true
	#Skip drawing body segments buried inside solid blocks.
	#He passes through terrain, so much of the body is often inside rock.
	#Turn off if segments vanish while you can still see them.
	cullBuriedSegments = true
	#How far away segments keep their spikes. Past it they draw plain.
	#Spikes are most of the body's rendering cost, and most of a 340 block
	#worm is far away at any moment, so this is the biggest performance
	#lever after effectQuality.
	#1.0 is intended. Lower for speed, raise if you see spikes pop in.
	#Range: 0.0 ~ 8.0
	bodyDetailDistanceScale = 2.0
	#Let the visuals move with the soundtrack instead of a fixed timer.
	#They animate either way, so this does not turn anything off.
	musicReactiveVfx = true
	#How strongly the music drives those visuals. 1.0 is the intended
	#look, lower is subtler, and 0 keeps the effects but stops the music
	#from moving them. Ignored when musicReactiveVfx is false.
	#Range: 0.0 ~ 2.0
	musicReactiveIntensity = 1.0
	#Whether the screen edges darken while the Devourer is alive. Nothing
	#about the fight depends on it.
	voidVignetteEnabled = true
	#Strength of that edge darkening. 1.0 is the intended look.
	#Range: 0.0 ~ 2.0
	voidVignetteIntensity = 1.0
	#Strength of the glow around the boss bar. 0 removes the halo and
	#leaves the bar itself unchanged.
	#Range: 0.0 ~ 2.0
	bossBarHaloIntensity = 1.0
	#Size of the spectrum analyzer around the phase 2 boss bar.
	#0 removes it. Nothing is drawn when no boss music is audible.
	#Range: 0.0 ~ 2.0
	bossBarSpectrumIntensity = 1.0
	#How strongly the phase 2 sky moves with the soundtrack.
	#0 leaves the sky intact but still. Phase 1's sky never reacts.
	#Range: 0.0 ~ 2.0
	reactiveSkyIntensity = 1.0

