125 lines
4.7 KiB
TOML
125 lines
4.7 KiB
TOML
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[general]
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#Tick interval for scheduling chunk section rebuilds.
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#Range: 1 .. 200
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imprint_chunk_rebuild_tickrate = 1
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#Allow all eligible entity types to leave imprints.
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#Blacklist still takes priority.
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enable_imprints_for_all_entities = true
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#Height of the top contact band above the snow surface for model-contact mode.
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#0.0 keeps the band razor-thin; larger values are more forgiving.
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#Range: 0.0 .. 0.5
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imprint_contact_band_height = 0.15
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#Enable layer 3 (2nd outer ring).
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imprint_enable_layer_3 = true
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#Enable layer 2 (outer ring).
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imprint_enable_layer_2 = true
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#How many ticks a footprint lives before being removed.
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#Only used when imprint_enable_time_decay is true.
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#600 = 30 seconds. 1200 = 60 seconds.
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#Range: 20 .. 12000
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imprint_decay_ticks = 600
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#Maximum number of block positions with imprints per level.
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#Only used when imprint_enable_limit is true.
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#Oldest stamps are removed first when exceeded.
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#Range: 64 .. 65536
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imprint_block_limit = 8192
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#Enable layer 1 (base ring).
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imprint_enable_layer_1 = true
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#Grid size of ring 3 (2-nd outer ring).
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#Valid range: 2..16
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#Range: 2 .. 16
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imprint_layer_3_map_size = 16
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#Tick interval for imprint check and write/apply.
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#1 = every tick, 2 = every 2 ticks, etc.
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#Range: 1 .. 200
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imprint_write_check_tickrate = 1
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#Tick interval for imprint check and write/apply.
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#1 = every tick, 2 = every 2 ticks, etc.
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#Range: 1 .. 200
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enable_imprints = true
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#Non-living entity type ids allowed to leave imprints.
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#Example: ["minecraft:boat"]
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imprint_custom_entities = ["minecraft:boat"]
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#Accumulate render-model snapshots captured during the current game tick instead of using only the latest sample.
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imprint_accumulate_snapshots = true
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#Minimum horizontal movement before placing the next trail stamp.
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#Larger value = sparser trail
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#Range: 0.01 .. 1.0
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imprint_step_distance = 0.15
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#Adds deterministic wobble to the outer edge of layer 2.
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#Higher values make the contour less uniform.
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#Range: 0.0 .. 1.0
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imprint_layer_2_edge_noise = 0.5
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#In model-contact mode, place a new imprint when body yaw changes by at least this many degrees.
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#0.0 disables rotation-triggered updates.
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#Range: 0.0 .. 45.0
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imprint_rotation_step_degrees = 10.0
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#Entity type ids that should never leave imprints.
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#Example: ["minecraft:enderman"]
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imprint_target_blacklist = []
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#Removes some exposed edge cells from layer 2.
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#Higher values make the layer look looser and more broken up.
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#Range: 0.0 .. 1.0
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imprint_layer_2_edge_erosion = 0.3
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#Grid size of ring 1 (base ring).
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#Valid range: 2..16
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#Range: 2 .. 16
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imprint_layer_1_map_size = 8
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#Removes some exposed edge cells from layer 3.
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#Higher values make the layer look looser and more broken up.
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#Range: 0.0 .. 1.0
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imprint_layer_3_edge_erosion = 0.3
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#Remove oldest footprints when the block count exceeds the limit.
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imprint_enable_limit = true
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#Texture variant for layer 3.
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#Range: 0 .. 2
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imprint_layer_3_variant = 0
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#Grid size of ring 2 (outer ring).
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#Valid range: 2..16
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#Range: 2 .. 16
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imprint_layer_2_map_size = 16
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#Remove footprints after a time limit.
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imprint_enable_time_decay = false
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#Adds deterministic wobble to the outer edge of layer 3.
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#Higher values make the contour less uniform.
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#Range: 0.0 .. 1.0
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imprint_layer_3_edge_noise = 0.1
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#Texture variant for layer 2.
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#Range: 0 .. 2
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imprint_layer_2_variant = 0
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#Base footprint size multiplier.
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#1.0 = default size
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#Range: 0.1 .. 4.0
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imprint_base_scale = 1.0
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#Use render-model snapshots for imprint placement on living entities.
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imprint_model_contact = false
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#Extra expansion in cells for ring 3.
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#0 = same width as base ring
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#Range: 0 .. 16
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imprint_layer_3_expand_cells = 3
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#Minimum ticks between rotation-triggered model-contact updates.
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#Movement-distance updates are unaffected.
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#Range: 0 .. 20
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imprint_rotation_step_cooldown_ticks = 6
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#Extra expansion in cells for ring 2.
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#0 = same width as base ring
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#Range: 0 .. 16
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imprint_layer_2_expand_cells = 2
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#Allow full-block Ecliptic Seasons snowy surfaces to receive imprints automatically.
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#Applies only when Ecliptic Seasons is present on NeoForge.
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enable_ecliptic_seasons_compat = true
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#Capture render-model snapshots every N render frames while entities are visible.
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#1 = every frame
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#Range: 1 .. 20
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imprint_snapshot_interval = 12
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#Texture variant for layer 1 (base ring).
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#Range: 0 .. 2
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imprint_layer_1_variant = 0
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#Block ids that can receive imprints.
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#minecraft:snow and minecraft:snow_block are included by default.
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#Requires resource reload (F3+T) after changing.
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#Example: ["minecraft:snow_block"]
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imprint_surface_blocks = ["minecraft:snow", "minecraft:snow_block"]
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