neuralgia/config/lodestone-client.toml
GameStar d59f73b1ee
Feature/sandworm, sacks, soulbind (#1710)
* stuff

* Create wraptor.json

* Update tags.js

* fix wool

* eggs

* Update constants.js

* more recipe stuff

* doing tooltips the correct way

* oops

Signed-off-by: GameStar <56610486+BlueBoat29@users.noreply.github.com>

* oops

* eater mixin stuff

* add sandworm+dep to pakku

* new configs I think

* soulbind recipes

* thumper

* Update main_server_script.js

* Update pakku-lock.json

* sack configs

* Update sns-server.toml

* Update sns-server.toml

* sack recipes and stuff

* Create soulbinding-common.toml

* soulbind fix

* Update pakku-lock.json

Signed-off-by: GameStar <56610486+BlueBoat29@users.noreply.github.com>

* Update recipes.js

* Update recipes.js

* Delete EffekseerNativeForJava.dll

Signed-off-by: GameStar <56610486+BlueBoat29@users.noreply.github.com>

* Update .gitignore

---------

Signed-off-by: GameStar <56610486+BlueBoat29@users.noreply.github.com>
2025-08-27 00:09:54 +01:00

23 lines
857 B
TOML

[graphics]
#Should lodestone use experimental fabulous graphics layering? You pretty much never wanna turn this on at the moment unless you're a developer.
experimental_fabulous_layering = false
[graphics.particle]
#Should particles render on the delayed buffer? This means they will properly render after clouds & water do, but could cause issues with mods like sodium.
buffer_particles = true
[graphics.fire]
#Downwards offset of Minecraft's first-person fire overlay. Higher numbers cause it to visually display lower and free up more screen space.
#Range: 0.0 ~ 1.0
fire_overlay_offset = 0.0
[screenshake]
#Intensity of screenshake. Higher numbers increase amplitude. Disable to turn off screenshake.
#Range: 0.0 ~ 5.0
screenshake_intensity = 1.0
[screen_particles]
#Are screen particles enabled?
enable_screen_particles = true