# If false, never use smooth lighting for drawing sculptures
B:renderAmbientOcclusion=true
# If true, render barrel info only when nearby
B:renderBarrelClose=false
# If true, render barrels the same way as item frames. Setting to false may fix some render issues, at the cost of looking lame.
B:renderBarrelForceItemFrameStyle=false
# If true, don't use hacks to avoid enchantment effect rendering issues. Setting to false may fix some render issues, at the cost of making the enchantment effect from, eg, enchanted books visible through walls.
B:renderBarrelForceNoIntercept=false
B:renderBarrelItem=true
B:renderBarrelText=true
# If true, use OpenGL display lists for rendering barrels. Setting to false may fix some render issues, at the cost of making barrels render less efficiently
B:renderBarrelUseDisplayLists=true
# If false, most TEs won't draw, making everything look broken but possibly improving FPS
B:renderOtherTileEntities=true
# If true, show the time every half hour
B:showTimeOnFullscreen=true
# If this is enabled, the client will run as slowly as the server does. This avoids visual artifacts on laggy servers.
B:useTimeDilation=true
}
fzds {
S:README=See hammerChannels.cfg for FZDS-related configuration
}
general {
B:addBranding=false
# Distance between colossi in chunks
I:colossusSpacing=48
I:entityRelightTask=3
# If true, Colossi will generate in the world. If false, the player will be given an LMP instead of a lost map.