Remove custom Iris build and downgrade sodium
This commit is contained in:
286
config/c2me.toml
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286
config/c2me.toml
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version = 3
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# (Default:
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# max(
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# 1,
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# min(
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# if( is_windows,
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# (cpus / 1.6),
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# (cpus / 1.3)
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# ) - if(is_client, 1, 0),
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# ( ( mem_gb - (if(is_client, 1.0, 0.5)) ) / 0.6 )
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# )
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# )
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# )
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# The expression for the default value of global executor parallelism.
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# This is used when the parallelism isn't overridden.
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# Available variables: is_windows, is_j9vm, is_client, cpus, mem_gb
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#
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defaultGlobalExecutorParallelismExpression = "default"
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# (Default: 4) Sets the thread priority for worker threads
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#
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# References:
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# - https://docs.oracle.com/en/java/javase/21/docs/api/java.base/java/lang/Thread.html#setPriority(int)
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#
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threadPoolPriority = "default"
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# (Default: 11) Configures the parallelism of global executor
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globalExecutorParallelism = "default"
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[fixes]
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# (Default: true) Enforces safe world random access.
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# This feature detects unsafe off-thread world random access, helping to find the causes
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# of mysterious "Accessing LegacyRandomSource from multiple threads" crash.
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# The default behavior is to fail hard when such bad things happens.
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# Disabling this option will replace this behavior with a warning.
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#
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# It is generally not recommended to disable this settings unless you know what you are doing
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#
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#
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enforceSafeWorldRandomAccess = "default"
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# (Default: true)
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# Whether to disable the shutdown hook of log4j2 on dedicated servers.
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# Enabling this also makes the JVM exit when the dedicated server is considered fully shut down.
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# This option have no effect on client-side.
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# We has historically been doing this, and this config option allows you to disable this behavior.
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#
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disableLoggingShutdownHook = "default"
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[vanillaWorldGenOptimizations]
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# (Default: true) Whether to use density function compiler to accelerate world generation
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#
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# Density function: https://minecraft.wiki/w/Density_function
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#
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# This functionality compiles density functions from world generation
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# datapacks (including vanilla generation) to JVM bytecode to increase
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# performance by allowing JVM JIT to better optimize the code
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#
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# Currently, all functions provided by vanilla are implemented.
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# Chunk upgrades from pre-1.18 versions are not implemented and will
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# fall back to the unoptimized version of density functions.
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#
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useDensityFunctionCompiler = "default"
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# (Default: true) Whether to enable aquifer optimizations to accelerate overworld worldgen
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# (may cause incompatibility with other mods)
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optimizeAquifer = "default"
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# (Default: true) Whether to enable End Biome Cache to accelerate The End worldgen
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# This is no longer included in lithium-fabric
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# (may cause incompatibility with other mods)
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#
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useEndBiomeCache = "default"
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# (Default: true) Whether to enable StructureWeightSampler optimizations to accelerate world generation
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#
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optimizeStructureWeightSampler = "default"
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[vanillaWorldGenOptimizations.nativeAcceleration]
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# (Default: false) Enable the use of AVX512 for native acceleration
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#
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# Currently, AVX512 implementation is generally slower than AVX2 implementations.
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# If you ever decide to enable this, make sure you have verified that
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# AVX512 implementations are faster on your machine.
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#
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allowAVX512 = "default"
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# (Default: true) Enable the use of bundled native libraries to accelerate world generation
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#
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enabled = "default"
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[clientSideConfig.modifyMaxVDConfig]
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# (Default: true) Whether to modify maximum view distance
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enabled = "default"
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# (Default: 82) Max render distance allowed in game options
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maxViewDistance = "default"
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# (Default: true) Enable client-side support for extended render distance protocol (c2me:ext_render_distance_v1)
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# This allows requesting render distances higher than 127 chunks from the server
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#
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# Requires Fabric API (currently available)
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#
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# Note: The server must advertise support this protocol for this to work
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#
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enableExtRenderDistanceProtocol = "default"
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[ioSystem]
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# (Default: true) Whether to use the optimized implementation of IO system
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replaceImpl = "default"
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# (Default: 8192) Soft limit for io worker nbt cache
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chunkDataCacheSoftLimit = "default"
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# (Default: 32678) Hard limit for io worker nbt cache
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chunkDataCacheLimit = "default"
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[chunkSystem]
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# (Default: true) Whether to enable async serialization
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#
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asyncSerialization = "default"
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# (Default: false) Whether to recover from errors when loading chunks
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# This will cause errored chunk to be regenerated entirely, which may cause data loss
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# Only applies when async chunk loading is enabled
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#
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recoverFromErrors = "default"
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# (Default: true) Whether to allow POIs (Point of Interest) to be unloaded
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# Unloaded POIs are reloaded on-demand or when the corresponding chunks are loaded again,
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# which should not cause any behavior change
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#
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# Note:
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# Vanilla never unloads POIs when chunks unload, causing small memory leaks
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# These leaks adds up and eventually cause issues after generating millions of chunks
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# in a single world instance
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#
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allowPOIUnloading = "default"
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# (Default: true) This option workarounds MC-276863, a bug that makes mushrooms appear in non-postprocessed chunks
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# This bug is amplified with notickvd as it exposes non-postprocessed chunks to players
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#
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# This should not affect other worldgen behavior and game mechanics in general
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#
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suppressGhostMushrooms = "default"
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# (Default: true) Whether to synchronize the management of player tickets
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#
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# In vanilla Minecraft, player tickets are not always removed immediately when players leave an area.
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# The delay in removal increases with the chunk system’s throughput, but due to vanilla’s typically
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# slow chunk loading, tickets are almost always removed immediately. However, some contraptions rely
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# on this immediate removal behavior and tend to be broken with the increased chunk throughput.
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# Enabling this option synchronizes player ticket handling, making it more predictable and
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# thus improving compatibility with these contraptions.
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#
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syncPlayerTickets = "default"
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# (Default: true) Whether to turn fluid postprocessing into scheduled tick
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#
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# Fluid post-processing is very expensive when loading in new chunks, and this can affect
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# MSPT significantly. This option delays fluid post-processing to scheduled tick to hopefully
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# mitigate this issue.
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#
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fluidPostProcessingToScheduledTick = "default"
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# (Default: true) Whether to filter fluid post-processing on worldgen threads
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#
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# The worldgen processes creates a lot of unnecessary fluid post-processing tasks,
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# which can overload the server thread and cause stutters.
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# This applies a rough filter to filter out fluids that are definitely not going to flow
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#
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filterFluidPostProcessing = "default"
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# (Default: false) Whether to use legacy scheduling for neighbor chunks
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#
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# Enabling this restores the behavior of always loading in neighbor chunks when a chunk is loaded.
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#
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# This is currently deprecated and will be removed in the future.
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#
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useLegacyScheduling = "default"
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# (Default: false) Whether to enable low memory mode
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#
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# This option will attempt to aggressively unload unused chunks.
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# Only applies when useLegacyScheduling is disabled.
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#
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lowMemoryMode = "default"
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# (Default: false) Whether to delay full chunk events to after full chunk future have been completed
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# This restores the buggy behavior in NeoForge that the ecosystem have been relying on
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#
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# Enabling this will almost certainly break vanilla behavior, disabled by default on fabric
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# Do not change this unless you know what you are doing
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#
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delayFullChunkEvents = "default"
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[openclAccel]
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# (Default: true) Enable OpenCL acceleration for world generation.
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#
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enabled = "default"
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# (Default: 32) Maximum number of concurrent tasks per device
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# Increasing this may increase the performance and will increase the VRAM usage
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#
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maxConcurrentTasksPerDevice = "default"
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# (Default: true) Whether to attempt to lower the priority of the command queues
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# This may reduce the fps drop caused by the OpenCL acceleration
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#
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# Requires cl_khr_priority_hints and cl_khr_throttle_hints
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#
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lowPriorityQueues = "default"
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# (Default: true) Whether to prefer fast compilation with noinline hints
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#
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preferFastCompilation = "default"
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# (Default: false) Whether to allow the usage of CPU OpenCL devices
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#
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allowCPUDevices = "default"
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# (Default: true) Whether to allow the usage of GPU OpenCL devices
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#
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allowGPUDevices = "default"
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# (Default: true) Whether to allow the usage of Accelerator OpenCL devices
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#
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allowAcceleratorDevices = "default"
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# (Default: false) Whether to allow falling back to non-OpenCL world generation if OpenCL initialization fails
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#
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allowIncompatibilityFallback = "default"
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# (Default: false) Overrides the built-in blocklist and enables acceleration on unsupported configurations
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#
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disableBuiltinDeviceBlocklist = "default"
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# (Default: true) Enables fast compilation options for intel GPUs
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#
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enableIntelFastCompilation = "default"
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# (Default: true) Enables fast compilation options for nvidia GPUs
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#
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# This *will* decrease GPU-bound throughput by roughly 20%
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#
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enableNvidiaFastCompilation = "default"
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# (Default: false) Whether to use smaller batches in worldgen
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#
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# Smaller batches helps older iGPUs to avoid tripping GPU timeouts,
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# but it *will* reduce scheduling efficiency for modern GPUs
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#
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useSmallerBatches = "default"
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# (Default: true) Whether to use the default device prioritization strategy
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#
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# For stability reasons:
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# - Disable Intel GPUs if anything else is present on Windows
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# - Disable Intel Gen9 iGPUs if anything else is present on Linux
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# - Disable Nvidia GPUs if anything else is present on Linux
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#
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useDevicePrioritization = "default"
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# (Default: ) A comma-separated list of device UUIDs to blacklist
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# You can find the UUIDs in the log when the OpenCL devices are enumerated
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# Example: "951e5ce5-ccec-4a37-9ece-d0a800662d8f,3e825b77-fa62-403e-9155-aed1c014b2a2"
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#
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deviceUUIDBlacklist = "default"
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# (Default: ) A comma-separated list of device UUIDs to whitelist
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# If non-empty, only the devices in this list will be used
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# You can find the UUIDs in the log when the OpenCL devices are enumerated
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# Example: "951e5ce5-ccec-4a37-9ece-d0a800662d8f,3e825b77-fa62-403e-9155-aed1c014b2a2"
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#
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deviceUUIDWhitelist = "default"
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[generalOptimizations]
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# (Default: 100000) The task interval of mid-tick chunk tasks in nanoseconds (-1 to disable)
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# Mid-tick chunk tasks is to execute chunk tasks during server tick loop
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# to speed up chunk loading and generation
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# This helps chunks loading and generating under high MSPT but may raise
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# MSPT when chunks are loading or generating
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#
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# It is generally not recommended to adjust this value unless you know
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# what you are doing
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#
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# Incompatible with Dimensional Threading (dimthread)
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#
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midTickChunkTasksInterval = "default"
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[generalOptimizations.autoSave]
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# (Default: ENHANCED) Defines how auto save should be handled
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# VANILLA: Use vanilla auto-save behavior (auto-save performed every tick during ticking)
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# ENHANCED: Use C2ME enhanced auto-save (auto-save performed when the server have spare time after ticking)
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# PERIODIC: Use pre-1.18 vanilla auto-save behavior (auto-save performed every 6000 ticks during ticking)
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#
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# Please preserve quotes so this config don't break
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#
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mode = "default"
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[noTickViewDistance]
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# (Default: 33) No-tick view distance max concurrent chunk loads
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# Lower this for a better latency and higher this for a faster loading
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maxConcurrentChunkLoads = "default"
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# (Default: true) Enable server-side support for extended render distance protocol (c2me:ext_render_distance_v1)
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# This allows requesting render distances higher than 127 chunks from the server
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#
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# Requires Fabric API (currently available)
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#
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enableExtRenderDistanceProtocol = "default"
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# (Default: true) Whether to attempt to smooth out chunk sending rate
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#
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# Due to the nature of chunk loading and generation, chunks reach full status in bursts,
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# which can cause frame time stability if the server also delivers chunks in a bursty way
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# This config attempts to smooth out the bursty stream of chunks to help frame time stability
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#
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smoothChunkSendingRate = "default"
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# (Default: false) Whether to ensure correct chunks within normal render distance
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# This will send chunks twice increasing network load
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ensureChunkCorrectness = "default"
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9
config/connector.json
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9
config/connector.json
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@@ -0,0 +1,9 @@
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{
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"version": 1,
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"hiddenMods": [],
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"globalModAliases": {
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"cloth_config": "cloth-config2",
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"playeranimator": "player-animator"
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},
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"enableMixinSafeguard": true
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}
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9
config/fabric/indigo-renderer.properties
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9
config/fabric/indigo-renderer.properties
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#Indigo properties file
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#Sun Jun 07 12:59:27 EDT 2026
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always-tesselate-blocks=auto
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ambient-occlusion-mode=hybrid
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debug-compare-lighting=auto
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fix-exterior-vertex-lighting=auto
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fix-luminous-block-ambient-occlusion=auto
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fix-mean-light-calculation=auto
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fix-smooth-lighting-offset=auto
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@@ -1,9 +0,0 @@
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#This file stores configuration options for Iris, such as the currently active shaderpack
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#Fri Jun 05 00:43:15 EDT 2026
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allowUnknownShaders=false
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colorSpace=SRGB
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disableUpdateMessage=false
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enableDebugOptions=false
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enableShaders=true
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maxShadowRenderDistance=32
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shaderPack=
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31
config/openloader/options.json
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31
config/openloader/options.json
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{
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"load_resource_packs": {
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"//": "Determines if OpenLoader should load resource packs.",
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"//default": true,
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"value": true
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},
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"load_data_packs": {
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"//": "Determines if OpenLoader should load data packs.",
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"//default": true,
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"value": true
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},
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"additional_locations": {
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"//": [
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"A list of additional locations to load packs from. These can be folders or ",
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"direct paths to specific files. By default all file paths will be relative to ",
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"the root of your game instance folder. Other locations can be specified using ",
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"absolute paths. "
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],
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"//default": [],
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"value": []
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},
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"load_datapacks_dir": {
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"//": [
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"Some launchers like CurseForge install data packs to the datapacks folder ",
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"(.minecraft/datapacks). When enabled, OpenLoader will always check that folder ",
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"for pack files. "
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],
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"//default": true,
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"value": true
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}
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}
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Reference in New Issue
Block a user