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test/config/lambdynlights.toml
2025-11-01 17:56:55 +01:00

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TOML

# LambDynamicLights configuration.
# The dynamic lights mode
mode = "fancy"
# The chunk rebuild scheduler mode (immediate, culling).
chunk_rebuild_scheduler = "culling"
# Light sources settings.
[light_sources]
# Enables water-sensitive light sources check. This means that water-sensitive items will not light up when submerged in water.
water_sensitive_check = true
# Enables dynamic lighting of beacon or end gateway beams.
beam = true
# Enables dynamic lighting of firefly particles from Firefly Bushes.
firefly = true
# Enables dynamic lighting for entities that have the Glowing effect.
glowing_effect = true
# Enable entities light source.
entities = true
# Enable first-person player light source.
self = true
# TNT lighting mode. May be off, simple or fancy.
tnt = "off"
# Enables dynamic lighting of the Warden's sonic boom attack particles.
sonic_boom = true
# Creeper lighting mode. May be off, simple or fancy.
creeper = "simple"
# Enables dynamic lighting of Guardian's lasers. This also can be toggled off by disabling Guardian dynamic lighting.
guardian_laser = true
[light_sources.settings.entities.minecraft]
zombie_horse = true
axolotl = true
egg = true
zoglin = true
spawner_minecart = true
allay = true
llama = true
mule = true
bat = true
husk = true
camel = true
experience_bottle = true
rabbit = true
firework_rocket = true
silverfish = true
giant = true
drowned = true
item = true
goat = true
horse = true
vindicator = true
minecart = true
spectral_arrow = true
llama_spit = true
mooshroom = true
glow_item_frame = false
tnt = true
snowball = true
parrot = true
creeper = true
lightning_bolt = true
tadpole = true
ravager = true
evoker_fangs = true
tropical_fish = true
chest_minecart = true
slime = true
pillager = true
area_effect_cloud = true
piglin = true
blaze = true
end_crystal = true
endermite = true
zombie = true
ender_pearl = true
item_display = true
breeze_wind_charge = true
guardian = true
fireball = true
illusioner = true
eye_of_ender = true
wither_skull = true
wolf = true
block_display = true
tnt_minecart = true
zombie_villager = true
elder_guardian = true
chest_boat = true
boat = true
small_fireball = true
strider = true
cave_spider = true
witch = true
cod = true
snow_golem = true
spider = true
command_block_minecart = true
panda = true
bee = true
arrow = true
cow = true
magma_cube = true
pig = true
skeleton = true
frog = true
hoglin = true
armadillo = true
armor_stand = true
experience_orb = true
dolphin = true
stray = true
shulker = true
turtle = true
salmon = true
vex = true
wandering_trader = true
wither_skeleton = true
piglin_brute = true
breeze = true
ocelot = true
furnace_minecart = true
item_frame = true
phantom = true
ender_dragon = true
leash_knot = true
evoker = true
marker = true
glow_squid = true
warden = true
squid = true
shulker_bullet = true
enderman = true
dragon_fireball = true
chicken = true
sniffer = true
trader_llama = true
donkey = true
bogged = true
fox = true
iron_golem = true
zombified_piglin = true
cat = true
wind_charge = true
ghast = true
sheep = true
player = true
pufferfish = true
potion = true
trident = true
villager = true
ominous_item_spawner = true
skeleton_horse = true
fishing_bobber = true
text_display = true
polar_bear = true
hopper_minecart = true
falling_block = true
painting = true
interaction = true
wither = true
[light_sources.settings.entities.biomesoplenty]
chest_boat = true
boat = true
[debug]
active_dynamic_lighting_cells = false
display_dynamic_lighting_chunk_rebuild = false
display_behavior_bounding_box = false
[adaptive_ticking]
# Reduces how often sources behind the camera get ticked.
background_sleep = true
# How far away (in chunks) until light sources get ticked less often.
slow = 5
# How far away (in chunks) until light sources get ticked even less often.
slower = 8