2759 lines
139 KiB
Plaintext
2759 lines
139 KiB
Plaintext
#shaders/lang/en_us.lang
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#Profiles
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profile.POTATO=§aPotato
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profile.VERYLOW=§aVery Low
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profile.LOW=§aLow
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profile.MEDIUM=§aMedium
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profile.HIGH=§eHigh (Default)
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profile.VERYHIGH=§cVery High
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profile.ULTRA=§4§lUltra
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profile.COMPLEMENTARY=§4§l§n§oComplementary
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profile.comment=Shader profiles change performance settings with the most optimised visual fidelity to performance ratio. §e[*]§r It's recommended to use one of these profiles for your settings unless you know what you are doing. §e[*]§r All affected settings can all be found in the "Performance Settings" menu. The Popular Settings Profile enables the community's favorite settings.
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#Information
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screen.INFORMATION=Information
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screen.INFORMATION.comment=This section contains buttons that only exist to provide information.
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screen.INFORMATION2=Complementary Information
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screen.INFORMATION2.comment=This section contains buttons that only exist to provide information.
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option.info0=§bHover your mouse on a button
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value.info0.0=
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option.info0.comment=This section contains buttons that only exist to provide information.
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option.info1=How to get more performance
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value.info1.0=
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option.info1.comment=Performance is a complex topic in Minecraft because it gets affected by so many things, but you can try these:. Reduce your render distance, ideally it should be between 6 and 16 for almost every device. Reduce the "Profile" shader setting, these have been carefully tested for the best visual/performance ratio. More information will be added later.
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option.info2=What are the best settings
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value.info2.0=
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option.info2.comment=Best settings are subjective, but using the default settings will be the near-best for most people. The default settings have been shaped by years of community evaluations and feedback, while paying a lot of attention to the visual/performance ratio. But you should still feel free to tweak around and have fun doing so!
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option.info3=What is Profile or Visual Style
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value.info3.0=
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option.info3.comment="Profile" setting changes the settings found in the "Performance Settings" menu, while not affecting any preference-based settings. "Visual Style" changes the "Set by Style" values that exist on many preference-based settings, but it does not impact performance by an important amount.
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option.info4=What is RP Support
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value.info4.0=
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option.info4.comment=RP Support option determines how the shader pack treats the different blocks of Minecraft. For example, §bIntegratedPBR+§r treats gold blocks as reflective things, while §elabPBR§r or §eseuspbr§r require you to install a resource pack to tell that to the shader. Setting RP Support to §aBasic§r will make it so that no block is "special" other than a couple exceptions like water.
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option.info5=What are yellow settings
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value.info5.0=
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option.info5.comment=A setting with a yellow name means that the setting impacts performance by a measurable amount despite not being in the "Performance Settings" category. If enabling it results in a red option text, it means that the performance cost is very high.
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option.info6=
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value.info6.0=
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option.info6.comment=
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option.info7=
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value.info7.0=
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option.info7.comment=
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option.info8=How to join the community
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value.info8.0=
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option.info8.comment=You can join the Complementary Discord server to join our friendly community, and be able to contact developers or experienced community members. www.complementary.dev/discord
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option.info9=How to support Complementary
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value.info9.0=
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option.info9.comment=Best way to support the development of Complementary is to share it with your friends or social media, but you can also directly support the developer on Patreon. www.patreon.com/emingt
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option.info10=Credits
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value.info10.0=
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option.info10.comment=EminGT: The main developer of Complementary. Capt Tatsu: Developer of BSL Shaders, his generosity is what made Complementary possible in the first place. Special Thanks: IMS212, sp614x, Chocapic13, Robobo1221, SixthSurge, null511, fayer3, catlikecoding, Builderb0y, Jessie, SpacEagle17, isuewo, flytrap, gri573, FoZy-STYLE
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option.info11=§dWhat is Euphoria Patches
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value.info11.0=
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option.info11.comment=Euphoria Patches is an add-on for Complementary Shaders, developed by SpacEagle17. It aims to extend Complementary with more optional handcrafted features and settings.
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option.info12=Euphoria Patches Settings
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value.info12.0=
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option.info12.comment=All Euphoria options are disabled by default and the user can decide what to enable. Under the Popular Settings category one can find the most popular Euphoria Patches features. Countless other settings exist and more get added with each update, have fun tinkering around!
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option.info13=Euphoria Mod Support
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value.info13.0=
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option.info13.comment=Euphoria Patches aims to better support modded blocks than regular Complementary by having default modded block support (check block.properties). Light Source detection with automatic applied emission. Foliage model detection with automatically applied SSS.
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option.info14=Join the community
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value.info14.0=
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option.info14.comment=Join the Euphoria Patches Discord server for question, a fun community, and to stay up-to-date with the latest news. §d§l§neuphoriapatches.com/discord
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option.info15=Euphoria Patches Credits
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value.info15.0=
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option.info15.comment=The entire credits can be found at §deuphoriapatches.com/credits§r. isuewo - Former co-developer of Euphoria Patches. EminGT: The main developer of Complementary. Capt Tatsu, gri573, FoZy STYLE, JoKerTech, SixthSurge, WoMspace (aka Sasha), Septonious, fayer3, Xonk, Memokii, dragoncat, TheNukeLore, dbrighthd, Surisen (Ruri), Acer (Alex), Folox_, Helgust.
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option.info16=§d§nHow to support Euphoria Patches
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value.info16.0=
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option.info16.comment=You can support Euphoria Patches by being curious about new updates and sharing it with people, but you can also directly support SpacEagle17 on Patreon or Ko-Fi and access Exclusive Beta Versions. §d§l§neuphoriapatches.com/support
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option.info17=Beta Version: SpacEagle17 Patreon
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value.info17.0=
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option.info17.comment=You can support SpacEagle17 on Patreon or Ko-Fi and access exclusive development versions. §d§l§neuphoriapatches.com/support
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option.info18=For Complementary r5.7.1
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value.info18.0=
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option.info18.comment=Thank you for Installing Euphoria Patches :)
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option.info19=§aNEW UPDATE
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value.info19.0=§cX.Y.Z §r->§a X.Y.Z
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option.info19.comment=A new version of the EuphoriaPatcher Mod is available. Download it from Modrinth: https://euphoriapatches.com/download.
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option.info20=
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value.info20.0=§aeuphoriapatches.com/download
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option.info20.comment=A new version of the EuphoriaPatcher Mod is available. Download it from Modrinth: https://euphoriapatches.com/download.
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option.info21=Frequently Asked Questions
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value.info21.0=
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option.info21.comment=Check out the FAQ page to find answers to common questions. §d§l§neuphoriapatches.com/faq
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option.info22=§dMore Settings via Scrolling
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value.info22.0=
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option.info22.comment=On big GUI sizes it is possible that some settings are hidden, scrolling down will reveal them.
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#Style
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option.SHADER_STYLE=Visual Style
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option.SHADER_STYLE.comment=Determines the default visual style of the shader pack. §bReimagined§r: Complementing Minecraft while preserving its unique visual elements. §dUnbound§r: Reworking the visuals of Minecraft with a semi-realistic fantasy style. §e[*]§r Affected settings: Water Style, Cloud Style, Sun/Moon Style, Sun/Moon Angle, Aurora Style, Glowing Ores.
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value.SHADER_STYLE.1=§bReimagined
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value.SHADER_STYLE.4=§dUnbound
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#Screens
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screen.PERFORMANCE_SETTINGS=§ePerformance Settings§r
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screen.PERFORMANCE_SETTINGS.comment=Settings that directly relate to the performance, and get changed by the different shader profiles.
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screen.ATMOSPHERE_SETTINGS=Atmosphere
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screen.ATMOSPHERE_SETTINGS.comment=Settings that relate to the atmosphere.
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screen.ATM_COLOR_SETTINGS=Atmosphere Color Multipliers
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screen.ATM_COLOR_SETTINGS.comment=Enables customization of atmosphere colors that are mostly seen in the sky and fog.
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screen.MORNING_ATM_MULTS=Sunrise/Sunset Time
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screen.NOON_ATM_MULTS=Noon Time
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screen.NIGHT_ATM_MULTS=Night Time
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screen.RAIN_ATM_MULTS=Rainy Weather
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screen.NETHER_ATM_MULTS=The Nether Dimension
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screen.END_ATM_MULTS=The End Dimension
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screen.CLOUD_SETTINGS=Clouds
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screen.CLOUD_SETTINGS.comment=Settings that relate to the clouds.
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screen.CLOUD_COLOR_SETTINGS=Cloud Color
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screen.CLOUD_COLOR_SETTINGS.comment=Settings to change the color of the clouds.
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screen.CLOUD_UNBOUND_SETTINGS=Unbound Cloud Settings
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screen.CLOUD_REIMAGINED_SETTINGS=Reimagined Cloud Settings
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screen.FOG_SETTINGS=Fog
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screen.FOG_SETTINGS.comment=Settings that relate to the various types of fog.
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screen.SUN_MOON_SETTINGS=Sun / Moon
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screen.SUN_MOON_SETTINGS.comment=Settings that relate to the sun and moon.
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screen.NETHER_SETTINGS=The Nether Dimension
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screen.NETHER_SETTINGS.comment=Settings that relate to the Nether dimension.
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screen.WEATHER_SETTINGS=Rain / Weather
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screen.WEATHER_SETTINGS.comment=Settings that relate to weather conditions
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screen.CAMERA_SETTINGS=Camera
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screen.CAMERA_SETTINGS.comment=Settings that relate to the view/camera.
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screen.TONEMAP_SETTINGS=Color Balance
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screen.TONEMAP_SETTINGS.comment=Settings that determine the color balance of the visuals.
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screen.COLORGRADING_SETTINGS=Color Grading
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screen.COLORGRADING_SETTINGS.comment=Settings to mix up the final color channels.
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screen.WORLD_BLUR_SETTINGS=World Blur
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screen.WORLD_BLUR_SETTINGS.comment=Settings that relate to fancy world blurring effects.
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screen.TAA_SETTINGS=Temporal Filter Settings
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screen.TAA_SETTINGS.comment=Settings to determine the behaviour of temporal anti aliasing.
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screen.MATERIAL_SETTINGS=Materials
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screen.MATERIAL_SETTINGS.comment=Settings that are related to the materials of Minecraft.
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screen.IPBR_SETTINGS=IntegratedPBR+ Materials
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screen.IPBR_SETTINGS.comment=Settings that are related to the features of IntegratedPBR+.
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screen.GLOWING_ORE_SETTINGS=Glowing Ores
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screen.GLOWING_ORE_SETTINGS.comment=Settings to adjust emission of ore blocks.
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screen.GLOWING_STUFF_SETTINGS=Glowing Stuff
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screen.GLOWING_STUFF_SETTINGS.comment=Settings to adjust emission of miscellaneous blocks.
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screen.OTHER_IPBR_SETTINGS=Other IPBR+ Features
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screen.OTHER_IPBR_SETTINGS.comment=Miscellaneous IntegratedPBR+ settings.
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screen.CUSTOM_PBR_SETTINGS=labPBR/seuspbr Materials
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screen.CUSTOM_PBR_SETTINGS.comment=Settings that are related to the features of labPBR/seuspbr.
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screen.LIGHTING_SETTINGS=Lighting
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screen.LIGHTING_SETTINGS.comment=Settings that are related to lighting.
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screen.LIGHT_COLOR_SETTINGS=Lighting Color Multipliers
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screen.LIGHT_COLOR_SETTINGS.comment=Enables customization of lighting colors that are seen on all surfaces.
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screen.MORNING_LIGHT_MULTS=Sunrise/Sunset Time
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screen.NOON_LIGHT_MULTS=Noon Time
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screen.NIGHT_LIGHT_MULTS=Night Time
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screen.RAIN_LIGHT_MULTS=Rainy Weather
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screen.NETHER_LIGHT_MULTS=The Nether Dimension
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screen.END_LIGHT_MULTS=The End Dimension
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screen.BLOCKLIGHT_SETTINGS=Blocklight §e[*]§r
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screen.BLOCKLIGHT_SETTINGS.comment=Settings to adjust the lighting emitted from light source blocks. §e[*]§r The red/green/blue color settings won't affect most lights if the Advanced Color Tracing setting is enabled.
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screen.MOON_PHASE_INF_SETTINGS=Moon Phase Influence
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screen.MOON_PHASE_INF_SETTINGS.comment=Settings to determine how different moon phases affect the night lighting.
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screen.ACT_FEATURES_SETTINGS=ACT Exclusive Features §e[*]§r
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screen.ACT_FEATURES_SETTINGS.comment=Settings that are about features exclusive to Advanced Color Tracing. §e[*]§r These features only work if Advanced Color Tracing is on in Performance Settings and your system supports it.
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screen.PIXELATED_LIGHTING_SETTINGS=Pixelated Lighting
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screen.PIXELATED_LIGHTING_SETTINGS.comment=Settings to make certain lighting effects pixelated.
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screen.WATER_SETTINGS=Water
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screen.WATER_SETTINGS.comment=Settings that are about water.
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screen.WATER_COLOR_SETTINGS=Water Surface Color
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screen.UNDERWATER_COLOR_SETTINGS=Underwater Color
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screen.WATER_WAVE_SETTINGS=Waving Water Normals §e[*]§r
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screen.WATER_WAVE_SETTINGS.comment=Settings to customise the surface-direction waves (normals) seen on water. §e[*]§r These settings only work when the Water Style is set to "Reimagined + Waves" or "Unbound".
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screen.WAVING_SETTINGS=Waving Textures
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screen.WAVING_SETTINGS.comment=Settings that are about waving textures.
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screen.OTHER_SETTINGS=Other
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screen.OTHER_SETTINGS.comment=Settings that don't fit into any other category.
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screen.SELECT_OUTLINE_SETTINGS=Selection Outline
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screen.SELECT_OUTLINE_SETTINGS.comment=Settings that change the block selection outline.
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screen.WORLD_OUTLINE_SETTINGS=World Outline
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screen.WORLD_OUTLINE_SETTINGS.comment=Settings that are about optional outline effects.
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#Settings
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option.RP_MODE=RP Support
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option.RP_MODE.comment=Changes many internal calculations to determine how different blocks and materials will be rendered. §bIntegrated PBR+§r: Calculated PBR and extra effects, highly recommended for most use cases. §aBasic§r: No PBR or extra effects. §elabPBR/seuspbr§r: Materials using the required PBR resource packs.
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value.RP_MODE.0=§aBasic
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value.RP_MODE.1=§bIntegrated PBR+
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value.RP_MODE.2=§eseuspbr (RP Required)
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value.RP_MODE.3=§elabPBR (RP Required)
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option.WATER_REFLECT_QUALITY=Water Reflection Quality
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option.WATER_REFLECT_QUALITY.comment=Adjusts the visual quality of reflections that appear on translucents. §cMedium§r: Screenspace ray-traced reflections on water and translucents. §ePotato§r: Replaces water and translucent reflections with a faster method, may look incorrect in some situations. §aOFF§r: No reflections.
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value.WATER_REFLECT_QUALITY.-1=§aOFF
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value.WATER_REFLECT_QUALITY.0=§aSky only
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value.WATER_REFLECT_QUALITY.1=§ePotato
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value.WATER_REFLECT_QUALITY.2=§cMedium
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option.BLOCK_REFLECT_QUALITY=Block Reflection Quality §e[*]§r
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option.BLOCK_REFLECT_QUALITY.comment=Adjusts the visual quality of reflections that appear on solid materials. §cHigh§r: Sun/moon highlights + advanced specular reflections. §eLow§r: Sun/moon highlights only. §e[*]§r RP Support option must be set to anything but Basic for any specular reflections to appear.
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value.BLOCK_REFLECT_QUALITY.0=§aOFF
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value.BLOCK_REFLECT_QUALITY.1=§eLow
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value.BLOCK_REFLECT_QUALITY.3=§cHigh
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option.SHADOW_QUALITY=Real-Time Shadows
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option.SHADOW_QUALITY.comment=Adjusts the quality of shadows. Every tier further reduces the shadow noise artifacts, options lower than §eHigh§r enable optimised shadows on leaves, §eVery Low§r significantly downgrades shadows in multiple ways, §aOFF§r completely disables shadows and light shafts.
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value.SHADOW_QUALITY.-1=§aOFF
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value.SHADOW_QUALITY.0=§eVery Low
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value.SHADOW_QUALITY.1=§eLow
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value.SHADOW_QUALITY.2=§eMedium
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value.SHADOW_QUALITY.3=§eHigh
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value.SHADOW_QUALITY.4=§cVery High
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value.SHADOW_QUALITY.5=§4§lUltra
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option.LIGHTSHAFT_QUALI_DEFINE=Light Shaft Quality §e[*]§r
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option.LIGHTSHAFT_QUALI_DEFINE.comment=Adjusts the quality of light shafts. Every tier further reduces the light shaft noise artifacts. §e[*]§r "Real-Time Shadows" setting must be set to anything but OFF for light shafts to work.
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value.LIGHTSHAFT_QUALI_DEFINE.0=§aOFF
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value.LIGHTSHAFT_QUALI_DEFINE.1=§eLow
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value.LIGHTSHAFT_QUALI_DEFINE.2=§eMedium
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value.LIGHTSHAFT_QUALI_DEFINE.3=§cHigh
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value.LIGHTSHAFT_QUALI_DEFINE.4=§4§lVery High
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option.shadowDistance=Shadow Distance
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option.shadowDistance.comment=Adjusts the distance from the player which real-time shadows are rendered. §c[-]§r Lower values may cause excessive Light Shaft leaking.
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value.shadowDistance.64.0=§a4 Chunks §c[-]
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value.shadowDistance.80.0=§a5 Chunks §c[-]
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value.shadowDistance.96.0=§a6 Chunks §c[-]
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value.shadowDistance.112.0=§a7 Chunks §c[-]
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value.shadowDistance.128.0=§a8 Chunks
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value.shadowDistance.160.0=§e10 Chunks
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value.shadowDistance.192.0=§e12 Chunks
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value.shadowDistance.224.0=§e14 Chunks
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value.shadowDistance.256.0=§c16 Chunks
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value.shadowDistance.320.0=§c20 Chunks
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value.shadowDistance.384.0=§4§l24 Chunks
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value.shadowDistance.512.0=§4§l32 Chunks
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value.shadowDistance.768.0=§4§l§n§o48 Chunks
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value.shadowDistance.1024.0=§4§k-§r§4§l§n§o64 Chunks§r§4§k-
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option.ENTITY_SHADOW=Entity Shadows
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option.ENTITY_SHADOW.comment=Enables shadows cast from entities and block entities. "Regular Entities" include things like animals and monsters, while the "Full" option also includes block entities like chests. §c[-]§r Entity Shadows impact performance way more than expected, costing more than 50% of your fps in some cases.
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value.ENTITY_SHADOW.-1=§aOFF
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value.ENTITY_SHADOW.1=§cRegular Entities
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value.ENTITY_SHADOW.2=§4§k-§r§4§l§n§oFull§r§4§k- §r§c[-]
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option.DETAIL_QUALITY=Detail Quality
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option.DETAIL_QUALITY.comment=Adjusts several small things that affect performance. Adjust the quality of: Water material, TAA, lighting tweaks, Night Nebula, Nether Storm, Ender Beams, sky effect reflections, rain puddle accuracy, waving effect, motion blur
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value.DETAIL_QUALITY.0=§aPotato
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value.DETAIL_QUALITY.2=§eMedium
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value.DETAIL_QUALITY.3=§cHigh
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option.CLOUD_QUALITY=Cloud Quality
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option.CLOUD_QUALITY.comment=Adjusts the lighting, detail, and sample quality of Reimagined/Unbound cloud styles. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles.
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value.CLOUD_QUALITY.0=§aOFF
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value.CLOUD_QUALITY.1=§aLow
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value.CLOUD_QUALITY.2=§eMedium
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value.CLOUD_QUALITY.3=§cHigh
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option.FXAA_DEFINE=Anti-Aliasing (FXAA)
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option.FXAA_DEFINE.comment=Enables Fast Approximate Anti-Aliasing (FXAA), which is basically an effect that produces smoother image.
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value.FXAA_DEFINE.-1=§aOFF
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value.FXAA_DEFINE.1=§eON
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option.SSAO_QUALI_DEFINE=Edge Shadow (SSAO) Quality
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option.SSAO_QUALI_DEFINE.comment=Adjusts the quality of Screen-Space Ambient Occlusion (SSAO) which adds extra ambient shadowing to the edges of the scene. Every tier further reduces the ssao noise artifacts.
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value.SSAO_QUALI_DEFINE.0=§aOFF
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value.SSAO_QUALI_DEFINE.2=§eMedium
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value.SSAO_QUALI_DEFINE.3=§cHigh
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option.ANISOTROPIC_FILTER=Texture Filtering
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option.ANISOTROPIC_FILTER.comment=Improves the quality of mipmapped textures using Anisotropic Filtering. §e[*]§r Make sure your "Mipmap Levels" video setting is set to Maximum (4) or you won't get good results.
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value.ANISOTROPIC_FILTER.0=§aOFF
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value.ANISOTROPIC_FILTER.4=§e4x
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value.ANISOTROPIC_FILTER.8=§e8x
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value.ANISOTROPIC_FILTER.16=§4§l16x
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option.COLORED_LIGHTING=Advanced Color Tracing §e[*]§r
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option.COLORED_LIGHTING.comment=Complementary Shaders Feature. Uses voxelization and floodfill lighting to add color to blocklight, alongside introducing some new lights. §e[*]§r This feature only works on Iris and supported platforms. §e[*]§r This setting will be disabled if "Real-Time Shadows" is OFF. §a[+]§r The Advanced Color Tracing system also enables some other features which you can individually enable/disable in the "Other" -> "ACT Features" menu. §c[-]§r High chunk values for this effect impact performance way more than expected, each increment can cost more than twice the performance of the previous tier. §c[-]§r Colored lighting can produce some light color leaking issues when dealing with non-full blocks or modded blocks.
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value.COLORED_LIGHTING.0=§aOFF
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value.COLORED_LIGHTING.128=§c4 Chunks
|
|
value.COLORED_LIGHTING.192=§c6 Chunks
|
|
value.COLORED_LIGHTING.256=§4§l8 Chunks
|
|
value.COLORED_LIGHTING.384=§4§l12 Chunks
|
|
value.COLORED_LIGHTING.512=§4§l§n§o16 Chunks
|
|
value.COLORED_LIGHTING.768=§4§l§n§o24 Chunks §r§c[-]
|
|
value.COLORED_LIGHTING.1024=§4§k-§r§4§l§n§o32 Chunks§r§4§k- §r§c[-]
|
|
|
|
option.WORLD_SPACE_REFLECTIONS=World-Space Reflections §e[*]§r
|
|
option.WORLD_SPACE_REFLECTIONS.comment=Calculates reflections in world-space rather than screen-space. §c[-]§r Likely breaks with modded blocks. §e[*]§r This feature only works if Advanced Color Tracing is on in Performance Settings and your system supports it. §e[*]§r The maximum distance of this effect depends on the Advanced Color Tracing distance, but it is internally capped at 16 chunks for technical reasons. §c[-]§r This effect can severely impact performance especially with higher Advanced Color Tracing distances. §c[-]§r World-space reflections can have several types of issues with mods or resource packs.
|
|
value.WORLD_SPACE_REFLECTIONS.-1=§aOFF
|
|
value.WORLD_SPACE_REFLECTIONS.1=§4§l§n§oON
|
|
|
|
option.WORLD_SPACE_REF_MODE=WSR Mode §e[*]§r
|
|
option.WORLD_SPACE_REF_MODE.comment=Determines the operation mode of world-space reflections. §e[*]§r The "WSR Only" mode is good for eliminating all screen-space reflection artifacts as it only shows the world-space reflections, but the "WSR + SSR" mode is better for getting more total detail in the reflections as screen-space reflections have access to all the details that are on the screen without being limited to blocks or a set distance.
|
|
value.WORLD_SPACE_REF_MODE.1=WSR Only
|
|
value.WORLD_SPACE_REF_MODE.2=WSR + SSR
|
|
|
|
option.WORLD_SPACE_PLAYER_REF=WS Player Reflections
|
|
option.WORLD_SPACE_PLAYER_REF.comment=Makes the current player's own player model reflected inside world-space reflections.
|
|
value.WORLD_SPACE_PLAYER_REF.-1=OFF
|
|
value.WORLD_SPACE_PLAYER_REF.1=ON
|
|
|
|
option.SSAO_I=Edge Shadow Intensity (SSAO)
|
|
option.SSAO_I.comment=Determines the strength of Screen-Space Ambient Occlusion (SSAO) which adds extra ambient shadowing to the edges of the scene. §e[*]§r This setting won't work if SSAO is disabled in "Performance Settings".
|
|
value.SSAO_I.0=OFF
|
|
|
|
option.VANILLAAO_I=Edge Shadow Intensity (Vanilla)
|
|
option.VANILLAAO_I.comment=Determines the strength of Minecraft's ambient occlusion which adds extra ambient shadowing to the edges of the scene.
|
|
value.VANILLAAO_I.0=OFF
|
|
|
|
option.BORDER_FOG=Border Fog
|
|
option.BORDER_FOG.comment=Intense fog on the edges of the loaded world to hide chunk borders. §e[*]§r It's recommended to disable Border Fog when playing with less than 8 chunks of render distance.
|
|
|
|
option.ATM_FOG_MULT=Atmospheric Fog
|
|
option.ATM_FOG_MULT.comment=Adjusts the intensity of altitude-based fog.
|
|
value.ATM_FOG_MULT.0.50=Very Subtle
|
|
value.ATM_FOG_MULT.0.65=Subtle
|
|
value.ATM_FOG_MULT.0.80=Normal
|
|
value.ATM_FOG_MULT.0.95=Intense
|
|
|
|
option.ATM_FOG_DISTANCE=Atmospheric Fog Distance
|
|
option.ATM_FOG_DISTANCE.comment=Adjusts the distance from the camera that the atmospheric fog starts to appear. §e[*]§r Note that the fog distance also gets automatically adjusted by the Render Distance setting in Video Settings.
|
|
|
|
option.ATM_FOG_ALTITUDE=Atmospheric Fog Altitude
|
|
option.ATM_FOG_ALTITUDE.comment=Determines the altitude that the atmospheric fog appears the most prominently.
|
|
|
|
option.CAVE_FOG=Cave Fog
|
|
option.CAVE_FOG.comment=Enables extra fog in deep underground areas.
|
|
|
|
option.LIGHTSHAFT_BEHAVIOUR=Light Shaft Mode
|
|
option.LIGHTSHAFT_BEHAVIOUR.comment=Determines the behaviour of light shafts. §a[+]§r Scene Aware Light Shafts automatically transition between regular and extreme modes to provide the best results. §c[-]§r Extreme mode is not recommended for general gameplay, and it can severely impact performance.
|
|
value.LIGHTSHAFT_BEHAVIOUR.0=OFF
|
|
value.LIGHTSHAFT_BEHAVIOUR.1=Scene Aware §a[+]
|
|
value.LIGHTSHAFT_BEHAVIOUR.2=Regular
|
|
value.LIGHTSHAFT_BEHAVIOUR.3=Extreme §c[-]
|
|
|
|
option.LIGHTSHAFT_SMOKE=§eLight Shaft Smoke§r
|
|
option.LIGHTSHAFT_SMOKE.comment=Adds volumetric smoke to the light shafts. §c[-]§r This effect can severely impact performance.
|
|
|
|
option.SPECIAL_PALE_GARDEN_LIGHTSHAFTS=Special Pale Garden Shafts
|
|
option.SPECIAL_PALE_GARDEN_LIGHTSHAFTS.comment=Makes light shafts look extra spicy in the "Pale Garden" biome.
|
|
|
|
option.LIGHTSHAFT_DAY_I=Light Shaft Day Multiplier
|
|
option.LIGHTSHAFT_NIGHT_I=Light Shaft Night Multiplier
|
|
option.LIGHTSHAFT_RAIN_I=Light Shaft Rain Multiplier
|
|
|
|
option.LIGHTSHAFT_SUNSET_SATURATION=Light Shaft Sunset Color
|
|
option.LIGHTSHAFT_SUNSET_SATURATION.comment=Adjusts the extra color saturation given to the color of light shafts at sunrise and sunset times. Higher values are going to produce a red-ish orange, while lower values are going to shift it towards yellow.
|
|
|
|
option.CLOUD_STYLE_DEFINE=Cloud Style
|
|
option.CLOUD_STYLE_DEFINE.comment=Determines the style of clouds. §e[*]§r "Set by Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options. §e[*]§r The "Vanilla" style requires clouds to be enabled in Video Settings.
|
|
value.CLOUD_STYLE_DEFINE.-1=Set by Style
|
|
value.CLOUD_STYLE_DEFINE.0=OFF
|
|
value.CLOUD_STYLE_DEFINE.1=Reimagined
|
|
value.CLOUD_STYLE_DEFINE.3=Unbound
|
|
value.CLOUD_STYLE_DEFINE.50=Vanilla §e[*]
|
|
|
|
option.CLOUD_SHADOWS=Cloud Shadows
|
|
option.CLOUD_SHADOWS.comment=Enables shadows that are cast from the clouds. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. §e[*]§r Cloud shadows will be randomly generated if Cloud Style is set to "Unbound", because of the extra complexity of Unbound clouds.
|
|
|
|
option.CLOUD_CLOSED_AREA_CHECK=Prevent Clouds in Interiors
|
|
option.CLOUD_CLOSED_AREA_CHECK.comment=Does additional checks to remove clouds in closed areas. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles. §e[*]§r This setting will be disabled if "Real-Time Shadows" is OFF.
|
|
|
|
option.CLOUD_ALT1=Cloud Altitude
|
|
option.CLOUD_ALT1.comment=Determines the world height which the clouds will appear at. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles.
|
|
|
|
option.CLOUD_SPEED_MULT=Cloud Speed
|
|
option.CLOUD_SPEED_MULT.comment=Determines how fast the clouds are going to move. "Synced to World Time" setting uses Minecraft world time to advance the cloud positions; this allows for clouds to appear the same between players in the same server. §e[*]§r This setting only works with the "Reimagined" or "Unbound" Cloud Styles.
|
|
value.CLOUD_SPEED_MULT.100=Synced to World Time
|
|
|
|
option.CLOUD_R=Cloud Red Multiplier
|
|
option.CLOUD_G=Cloud Green Multiplier
|
|
option.CLOUD_B=Cloud Blue Multiplier
|
|
|
|
option.CLOUD_UNBOUND_AMOUNT=Cloud Amount
|
|
option.CLOUD_UNBOUND_AMOUNT.comment=Adjusts the amount of Unbound clouds.
|
|
|
|
option.CLOUD_UNBOUND_SIZE_MULT=Cloud Smallness §c[-]§r
|
|
option.CLOUD_UNBOUND_SIZE_MULT.comment=Adjusts the size of Unbound clouds. Higher values produce smaller clouds. §c[-]§r Changing this setting will disable the "sync clouds between players in the same server" feature of Complementary.
|
|
|
|
option.CLOUD_UNBOUND_RAIN_ADD=Rain Cloud Addition
|
|
option.CLOUD_UNBOUND_RAIN_ADD.comment=Adjusts the cloud amount increase that gets applied during rain/snow.
|
|
prefix.CLOUD_UNBOUND_RAIN_ADD=+
|
|
|
|
option.DOUBLE_REIM_CLOUDS=Double Reimagined Clouds
|
|
option.DOUBLE_REIM_CLOUDS.comment=Enables a secondary Reimagined cloud layer. §e[*]§r This setting only works with the "Reimagined" Cloud Style.
|
|
|
|
option.CLOUD_ALT2=Cloud Layer 2 Altitude
|
|
option.CLOUD_ALT2.comment=Determines the world height which the second layer clouds will appear at. §e[*]§r This setting only works when the "Double Reimagined Clouds" option is enabled with the "Reimagined" Cloud Style.
|
|
|
|
option.NETHER_STORM=§eNether Storm§r
|
|
option.NETHER_STORM.comment=Adds a smoke-like volumetric effect to the Nether dimension. §c[-]§r This effect can impact performance.
|
|
|
|
option.NETHER_STORM_I=Nether Storm Opacity
|
|
option.NETHER_STORM_I.comment=Adjusts the opacity of the Nether Storm.
|
|
|
|
option.NETHER_STORM_LOWER_ALT=Nether Storm Lower Altitude
|
|
option.NETHER_STORM_LOWER_ALT.comment=Determines the lower starting point of the Nether Storm. The Nether Storm won't appear below this altitude, and it will look the most bright right above this altitude.
|
|
|
|
option.NETHER_STORM_HEIGHT=Nether Storm Height
|
|
option.NETHER_STORM_HEIGHT.comment=Determines how tall the Nether Storm will form. Decrasing this value will result in the Nether Storm gathering near the "Nether Storm Lower Altitude".
|
|
|
|
option.NETHER_VIEW_LIMIT=§eNether View Limit§r
|
|
option.NETHER_VIEW_LIMIT.comment=Determines the maximum distance that the fog allows to be visible in the Nether. §c[-]§r Increasing this setting can impact performance when "Nether Storm" is enabled.
|
|
value.NETHER_VIEW_LIMIT.96.0=6 Chunks
|
|
value.NETHER_VIEW_LIMIT.112.0=7 Chunks
|
|
value.NETHER_VIEW_LIMIT.128.0=8 Chunks
|
|
value.NETHER_VIEW_LIMIT.160.0=10 Chunks
|
|
value.NETHER_VIEW_LIMIT.192.0=12 Chunks
|
|
value.NETHER_VIEW_LIMIT.224.0=14 Chunks
|
|
value.NETHER_VIEW_LIMIT.256.0=16 Chunks
|
|
value.NETHER_VIEW_LIMIT.320.0=20 Chunks
|
|
value.NETHER_VIEW_LIMIT.384.0=24 Chunks
|
|
value.NETHER_VIEW_LIMIT.512.0=32 Chunks §c[-]
|
|
value.NETHER_VIEW_LIMIT.768.0=48 Chunks §c[-]
|
|
value.NETHER_VIEW_LIMIT.1024.0=64 Chunks §c[-]
|
|
value.NETHER_VIEW_LIMIT.99999.0=Limitless §c[-]
|
|
|
|
option.NETHER_COLOR_MODE=Color Mode
|
|
option.NETHER_COLOR_MODE.comment=Determines how the ambience colors will be handled in the Nether. Constant: Colors won't change between biomes. Biome Based: Colors will change depending on the biome. Biome Based (Modified): Biome based, but the colors have been rebalanced to better suit the default visual direction of Complementary.
|
|
value.NETHER_COLOR_MODE.3=Biome Based (Modified)
|
|
value.NETHER_COLOR_MODE.2=Biome Based
|
|
value.NETHER_COLOR_MODE.0=Constant
|
|
|
|
option.TM_EXPOSURE=General Brightness
|
|
option.TM_EXPOSURE.comment=Also known as "Tonemap Exposure". Adjusts the overall brightness of the whole image.
|
|
|
|
option.TM_WHITE_CURVE=White Brightness
|
|
option.TM_WHITE_CURVE.comment=Also known as "Tonemap White Curve". Adjusts how easily the colors reach to full white.
|
|
|
|
option.T_UPPER_CURVE=Contrast of Brighter Colors
|
|
option.T_UPPER_CURVE.comment=Also known as "Tonemap Upper Curve". Adjusts contrast of brighter colors.
|
|
|
|
option.T_LOWER_CURVE=Contrast of Darker Colors
|
|
option.T_LOWER_CURVE.comment=Also known as "Tonemap Lower Curve". Adjusts contrast of darker colors.
|
|
|
|
option.TM_CONTRAST=General Contrast
|
|
option.TM_CONTRAST.comment=Adjusts the darkness of dark colors and brightness of bright colors.
|
|
|
|
option.T_SATURATION=Saturation
|
|
option.T_SATURATION.comment=Adjusts overall colorfulness of the image.
|
|
|
|
option.T_VIBRANCE=Saturation of Paler Colors
|
|
option.T_VIBRANCE.comment=Also known as "Vibrance". Adjusts the colorfulness of the image, but already colorful pixels are less affected.
|
|
|
|
option.TM_DARK_DESATURATION=Darkness Desaturation
|
|
option.TM_DARK_DESATURATION.comment=Adjusts the amount of color-dulling effect that is going to be applied to darker areas.
|
|
|
|
option.TM_WHITE_PATH=White Reachability
|
|
option.TM_WHITE_PATH.comment=Adjusts how easy brighter colors reach to white.
|
|
|
|
option.COLORGRADING=§eColor Grading
|
|
option.COLORGRADING.comment=Enables settings to freely mix up the final color channels.
|
|
option.GR_RR=Red to Red
|
|
option.GR_RG=Red to Green
|
|
option.GR_RB=Red to Blue
|
|
option.GR_RC=Red Curve
|
|
option.GR_GR=Green to Red
|
|
option.GR_GG=Green to Green
|
|
option.GR_GB=Green to Blue
|
|
option.GR_GC=Green Curve
|
|
option.GR_BR=Blue to Red
|
|
option.GR_BG=Blue to Green
|
|
option.GR_BB=Blue to Blue
|
|
option.GR_BC=Blue Curve
|
|
|
|
option.WATER_STYLE_DEFINE=Water Style
|
|
option.WATER_STYLE_DEFINE.comment=Determines the style of water. §e[*]§r "Set by Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options.
|
|
value.WATER_STYLE_DEFINE.-1=Set by Style
|
|
value.WATER_STYLE_DEFINE.1=Reimagined
|
|
value.WATER_STYLE_DEFINE.2=Reimagined + Waves
|
|
value.WATER_STYLE_DEFINE.3=Unbound
|
|
|
|
option.WATER_CAUSTIC_STYLE_DEFINE=Water Caustic Style
|
|
option.WATER_CAUSTIC_STYLE_DEFINE.comment=Determines the style of water shadows, also known as water caustics.
|
|
value.WATER_CAUSTIC_STYLE_DEFINE.-1=Same as Water
|
|
value.WATER_CAUSTIC_STYLE_DEFINE.1=Reimagined
|
|
value.WATER_CAUSTIC_STYLE_DEFINE.3=Unbound
|
|
|
|
option.WATER_REFRACTION_INTENSITY=Water Refraction Intensity §e[*]§r
|
|
option.WATER_REFRACTION_INTENSITY.comment=Adjusts the intensity of water refraction and underwater distortion. §e[*]§r This setting only fully works when Detail Quality is set to "High", or else it will only affect the subtle underwater distortion.
|
|
|
|
option.WATER_FOAM_I=Water Foam Intensity
|
|
option.WATER_FOAM_I.comment=Determines the opacity of foam seen on water edges. §e[*]§r This setting only works when Detail Quality is set to Medium or higher.
|
|
|
|
option.WATER_ALPHA_MULT=Water Opacity Factor
|
|
option.WATER_ALPHA_MULT.comment=Adjusts how opaque the water looks. §c[-]§r Extreme values will break the balance of water lighting. §e[*]§r This setting only works when Detail Quality is set to Medium or higher.
|
|
|
|
option.WATER_FOG_MULT=Water Fog Factor
|
|
option.WATER_FOG_MULT.comment=Adjusts how close the water fog looks. Higher values provide closer fog. §c[-]§r Extreme values will break the balance of water lighting.
|
|
|
|
option.WATERCOLOR_R=Water Surface Red Multiplier
|
|
option.WATERCOLOR_G=Water Surface Green Multiplier
|
|
option.WATERCOLOR_B=Water Surface Blue Multiplier
|
|
|
|
option.WATERCOLOR_MODE=Color Mode
|
|
option.WATERCOLOR_MODE.comment=Determines how the water color will be handled. Constant: Water colors won't change between biomes. Biome Based: Color will change depending on the biome. Biome Based (Clamped): Biome based, but prevents the surface color from getting weird in certain biomes. §e[*]§r This setting won't work correctly on Minecraft versions below 1.13.
|
|
value.WATERCOLOR_MODE.3=Biome Based (Clamped)
|
|
value.WATERCOLOR_MODE.2=Biome Based
|
|
value.WATERCOLOR_MODE.0=Constant
|
|
|
|
option.BRIGHT_CAVE_WATER=Brighter Shallow/Cave Water
|
|
option.BRIGHT_CAVE_WATER.comment=Makes shallow water or water in closed areas brighter to improve visibility in caves, and add some color detail to the shallow parts of oceans. §e[*]§r This effect won't work if Water Opacity Factor is set higher than 199 for technical reasons.
|
|
|
|
option.UNDERWATERCOLOR_R=Underwater Red Multiplier
|
|
option.UNDERWATERCOLOR_G=Underwater Green Multiplier
|
|
option.UNDERWATERCOLOR_B=Underwater Blue Multiplier
|
|
|
|
option.WATER_BUMPINESS=Wave Strength
|
|
option.WATER_BUMPINESS.comment=Adjusts the intensity of surface-direction waves (normals) seen on water.
|
|
|
|
option.WATER_BUMP_SMALL=Wave Strength - Small Waves
|
|
option.WATER_BUMP_SMALL.comment=Adjusts the intensity of waves that are smaller than others.
|
|
|
|
option.WATER_BUMP_MED=Wave Strength - Medium Waves
|
|
option.WATER_BUMP_MED.comment=Adjusts the intensity of waves that are average-sized compared to others.
|
|
|
|
option.WATER_BUMP_BIG=Wave Strength - Large Waves
|
|
option.WATER_BUMP_BIG.comment=Adjusts the intensity of waves that are larger than others.
|
|
|
|
option.WATER_SPEED_MULT=Wave Speed
|
|
option.WATER_SPEED_MULT.comment=Adjusts the movement speed of surface-direction waves (normals) seen on water.
|
|
|
|
option.WATER_SIZE_MULT=Wave Size
|
|
option.WATER_SIZE_MULT.comment=Adjusts how big the surface-direction waves (normals) look on water.
|
|
|
|
option.SUN_ANGLE=Sun/Moon Angle
|
|
option.SUN_ANGLE.comment=Adjusts the angle of sun/moon relative to the world during noon. §a[+]§r Reimagined's lighting model is specially designed to make the "0" sun angle work just as well as others.
|
|
value.SUN_ANGLE.-1=Set by Style
|
|
value.SUN_ANGLE.60=60
|
|
value.SUN_ANGLE.55=55
|
|
value.SUN_ANGLE.50=50
|
|
value.SUN_ANGLE.45=45
|
|
value.SUN_ANGLE.40=40
|
|
value.SUN_ANGLE.35=35
|
|
value.SUN_ANGLE.30=30
|
|
value.SUN_ANGLE.25=25
|
|
value.SUN_ANGLE.20=20
|
|
value.SUN_ANGLE.15=15
|
|
value.SUN_ANGLE.10=10
|
|
value.SUN_ANGLE.5=5
|
|
value.SUN_ANGLE.0=0 §r(§bReimagined§r)
|
|
value.SUN_ANGLE.-5=-5
|
|
value.SUN_ANGLE.-10=-10
|
|
value.SUN_ANGLE.-15=-15
|
|
value.SUN_ANGLE.-20=-20
|
|
value.SUN_ANGLE.-25=-25
|
|
value.SUN_ANGLE.-30=-30
|
|
value.SUN_ANGLE.-35=-35
|
|
value.SUN_ANGLE.-40=-40 §r(§dUnbound§r)
|
|
value.SUN_ANGLE.-45=-45
|
|
value.SUN_ANGLE.-50=-50
|
|
value.SUN_ANGLE.-55=-55
|
|
value.SUN_ANGLE.-60=-60
|
|
|
|
option.SUN_MOON_STYLE_DEFINE=Sun/Moon Style
|
|
option.SUN_MOON_STYLE_DEFINE.comment=Determines the style of sun/moon. §e[*]§r This setting might interact incorrectly with some resource packs due to the limitations of sun/moon/skybox differentiation.
|
|
value.SUN_MOON_STYLE_DEFINE.-1=Set by Style
|
|
value.SUN_MOON_STYLE_DEFINE.1=Reimagined
|
|
value.SUN_MOON_STYLE_DEFINE.2=Unbound
|
|
value.SUN_MOON_STYLE_DEFINE.3=Unbound - Smaller
|
|
|
|
option.SUN_MOON_HORIZON=Sun/Moon Horizon
|
|
option.SUN_MOON_HORIZON.comment=Prevents the sun/moon from appearing below the horizon line.
|
|
|
|
option.SUN_MOON_DURING_RAIN=Sun/Moon During Rain. §e[*]§r
|
|
option.SUN_MOON_DURING_RAIN.comment=Determines if the sun and moon will be visible during rain or not. §e[*]§r This setting also changes the balance of lighting during rain.
|
|
|
|
option.NIGHT_STAR_AMOUNT=Night Star Amount
|
|
option.NIGHT_STAR_AMOUNT.comment=Determines the amount of stars in the night sky.
|
|
value.NIGHT_STAR_AMOUNT.0=Off
|
|
value.NIGHT_STAR_AMOUNT.1=Low
|
|
value.NIGHT_STAR_AMOUNT.2=Medium
|
|
value.NIGHT_STAR_AMOUNT.3=High
|
|
value.NIGHT_STAR_AMOUNT.4=Very High
|
|
|
|
option.RAINBOWS=Rainbows
|
|
option.RAINBOWS.comment=Enables rainbows that appear at the opposite side of the sun during the morning/evening.
|
|
value.RAINBOWS.0=OFF
|
|
value.RAINBOWS.1=After Rain
|
|
value.RAINBOWS.3=Always
|
|
|
|
option.RAINBOW_STYLE_DEFINE=Rainbow Style
|
|
option.RAINBOW_STYLE_DEFINE.comment=Determines the style of rainbows. §e[*]§r "Set by Style" means that the setting will be automatically determined by the "Visual Style" setting in the main menu of Shader Options.
|
|
value.RAINBOW_STYLE_DEFINE.-1=Set by Style
|
|
value.RAINBOW_STYLE_DEFINE.1=Reimagined
|
|
value.RAINBOW_STYLE_DEFINE.4=Unbound
|
|
|
|
option.AURORA_STYLE_DEFINE=Aurora Borealis Style
|
|
option.AURORA_STYLE_DEFINE.comment=Determines the style of northern lights that appear in the night sky.
|
|
value.AURORA_STYLE_DEFINE.-1=Set by Style
|
|
value.AURORA_STYLE_DEFINE.0=OFF
|
|
value.AURORA_STYLE_DEFINE.1=Reimagined
|
|
value.AURORA_STYLE_DEFINE.2=Unbound
|
|
|
|
option.AURORA_CONDITION=Aurora C.
|
|
option.AURORA_CONDITION.comment=Aurora Condition setting determines the condition(s) for the Aurora Borealis to appear. §e[*]§r Aurora Borealis will only appear during night regardless of this setting
|
|
value.AURORA_CONDITION.-1=Always Except New Moon
|
|
value.AURORA_CONDITION.0=Every Night
|
|
value.AURORA_CONDITION.1=Full Moon
|
|
value.AURORA_CONDITION.2=Snowy Biome
|
|
value.AURORA_CONDITION.3=Full Moon in Snowy Biome
|
|
value.AURORA_CONDITION.4=Full Moon or Snowy Biome
|
|
|
|
option.NIGHT_NEBULAE=§eNight Nebulae§r
|
|
option.NIGHT_NEBULAE.comment=Adds galaxy-style nebulae to the night sky. The nebulae are procedurally generated, and they will look different every night. §c[-]§r This effect can impact performance. §e[*]§r "Nebulae" isn't a typo, it's the plural of Nebula =D
|
|
value.NIGHT_NEBULAE.-1=OFF
|
|
value.NIGHT_NEBULAE.1=§eON
|
|
|
|
option.NIGHT_NEBULA_I=Night Nebula Brightness
|
|
option.NIGHT_NEBULA_I.comment=Adjusts the brightness of Night Nebulae.
|
|
|
|
option.RAIN_STYLE=Rainy Weather Style
|
|
option.RAIN_STYLE.comment=Determines the style of rainy weather.
|
|
value.RAIN_STYLE.1=Light & Warmer
|
|
value.RAIN_STYLE.2=Heavy & Colder
|
|
|
|
option.SPECIAL_BIOME_WEATHER=Special Cold/Dry Weather
|
|
option.SPECIAL_BIOME_WEATHER.comment=Changes the atmosphere balance in cold and dry biomes to make things feel like a snowstorm or sandstorm.
|
|
|
|
option.WEATHER_TEX_OPACITY=Weather Texture Opacity
|
|
option.WEATHER_TEX_OPACITY.comment=Adjusts the opacity of the rainfall/snowfall weather textures.
|
|
|
|
option.SHADOW_SMOOTHING=§eShadow Smoothing§r
|
|
option.SHADOW_SMOOTHING.comment=Determines the sharpness of shadows. §c[-]§r Lowering this setting will increase shadow flickering and impact performance. §e[*]§r This setting only works if "Real-Time Shadows" is set to Low or higher.
|
|
value.SHADOW_SMOOTHING.4=§aVery Smooth
|
|
value.SHADOW_SMOOTHING.3=§aSmooth
|
|
value.SHADOW_SMOOTHING.2=§cSharp [-]
|
|
value.SHADOW_SMOOTHING.1=§cVery Sharp [-]
|
|
|
|
option.PIXELATED_SHADOWS=Pixelated Shadows
|
|
option.PIXELATED_SHADOWS.comment=Makes shadows cast from the sun and moon look pixelated.
|
|
|
|
option.PIXELATED_BLOCKLIGHT=Pixelated Blocklight
|
|
option.PIXELATED_BLOCKLIGHT.comment=Makes the lighting cast by light source blocks look pixelated.
|
|
|
|
option.PIXELATED_AO=Pixelated Edge Shadows
|
|
option.PIXELATED_AO.comment=Makes Minecraft's vanilla ambient occlusion look pixelated.
|
|
|
|
option.PIXEL_SCALE=Pixelation Scale
|
|
option.PIXEL_SCALE.comment=Scaling done on the textures resolution.
|
|
value.PIXEL_SCALE.-2=0.25x
|
|
value.PIXEL_SCALE.-1=0.5x
|
|
value.PIXEL_SCALE.1=1x
|
|
value.PIXEL_SCALE.2=2x
|
|
value.PIXEL_SCALE.3=4x
|
|
value.PIXEL_SCALE.4=8x
|
|
value.PIXEL_SCALE.5=16x
|
|
|
|
option.BLOOM_ENABLED=§eBloom§r
|
|
option.BLOOM_ENABLED.comment=Enables blurry glow from bright objects and humidity. §c[-]§r This effect can impact performance.
|
|
value.BLOOM_ENABLED.-1=OFF
|
|
value.BLOOM_ENABLED.1=§eON
|
|
|
|
option.BLOOM_STRENGTH=Bloom Strength
|
|
option.BLOOM_STRENGTH.comment=Determines the intensity of glow on bright things, and the bloom from rain/cave humidity. §c[-]§r Too much bloom will cause the image to get blurrier and brighter than intended, especially in humid conditions.
|
|
value.BLOOM_STRENGTH.0.027=15%
|
|
value.BLOOM_STRENGTH.0.036=20%
|
|
value.BLOOM_STRENGTH.0.045=25%
|
|
value.BLOOM_STRENGTH.0.054=30%
|
|
value.BLOOM_STRENGTH.0.063=35%
|
|
value.BLOOM_STRENGTH.0.072=40%
|
|
value.BLOOM_STRENGTH.0.081=45%
|
|
value.BLOOM_STRENGTH.0.09=50%
|
|
value.BLOOM_STRENGTH.0.10=55%
|
|
value.BLOOM_STRENGTH.0.11=60%
|
|
value.BLOOM_STRENGTH.0.12=65%
|
|
value.BLOOM_STRENGTH.0.13=70%
|
|
value.BLOOM_STRENGTH.0.14=75%
|
|
value.BLOOM_STRENGTH.0.15=80% §c[-]
|
|
value.BLOOM_STRENGTH.0.16=85% §c[-]
|
|
value.BLOOM_STRENGTH.0.17=90% §c[-]
|
|
value.BLOOM_STRENGTH.0.18=95% §c[-]
|
|
value.BLOOM_STRENGTH.0.19=100% §c[-]
|
|
value.BLOOM_STRENGTH.0.21=110% §c[-]
|
|
value.BLOOM_STRENGTH.0.23=120% §c[-]
|
|
value.BLOOM_STRENGTH.0.25=130% §c[-]
|
|
value.BLOOM_STRENGTH.0.28=150% §c[-]
|
|
value.BLOOM_STRENGTH.0.32=180% §c[-]
|
|
value.BLOOM_STRENGTH.10.00=§cInsane
|
|
|
|
option.IMAGE_SHARPENING=Image Sharpening
|
|
option.IMAGE_SHARPENING.comment=Makes the image sharper using a filter. §c[-]§r Too much sharpening might cause visual artifacts like aliasing, flickering, noise, and subtle brightness changes.
|
|
value.IMAGE_SHARPENING.0=OFF
|
|
value.IMAGE_SHARPENING.1=1x
|
|
value.IMAGE_SHARPENING.2=2x
|
|
value.IMAGE_SHARPENING.3=3x
|
|
value.IMAGE_SHARPENING.4=4x
|
|
value.IMAGE_SHARPENING.5=5x
|
|
value.IMAGE_SHARPENING.6=6x §c[-]
|
|
value.IMAGE_SHARPENING.7=7x §c[-]
|
|
value.IMAGE_SHARPENING.8=8x §c[-]
|
|
value.IMAGE_SHARPENING.9=9x §c[-]
|
|
value.IMAGE_SHARPENING.10=10x §c[-]
|
|
|
|
option.LENSFLARE_MODE=§eLens Flare§r
|
|
option.LENSFLARE_MODE.comment=Adds camera lens reflection effect when towards the sun or moon. §c[-]§r This effect can severely impact performance.
|
|
value.LENSFLARE_MODE.0=OFF
|
|
value.LENSFLARE_MODE.1=§cSun Only
|
|
value.LENSFLARE_MODE.2=§cSun & Moon
|
|
|
|
option.LENSFLARE_I=Lens Flare Intensity
|
|
option.LENSFLARE_I.comment=Adjusts the strength of the Lens Flare effect.
|
|
|
|
option.TAA_MODE=§eTemporal Filtering§r
|
|
option.TAA_MODE.comment=Enables temporal anti aliasing which helps smooth out grainy effects, improves performance by reducing the sample counts of some heavier effects, and can reduce aliasing with the right settings. §c[-]§r: Turning this off will cause worse performance and worse effect quality.
|
|
value.TAA_MODE.0=§cOFF [-]
|
|
value.TAA_MODE.1=ON §a[+]
|
|
|
|
option.TAA_SMOOTHING=Temporal Smoothing
|
|
option.TAA_SMOOTHING.comment=Adjusts the amount of smoothing that the Temporal Filter will apply. Higher values produce a blurrier image but reduce flickering and graining. The difference won't be noticeable when standing still.
|
|
value.TAA_SMOOTHING.2=Low
|
|
value.TAA_SMOOTHING.3=Medium
|
|
value.TAA_SMOOTHING.4=High
|
|
|
|
option.TAA_JITTER=Temporal Jitter §e[*]§r
|
|
option.TAA_JITTER.comment=Jittering helps the Temporal Filter to better anti-aliase the image, but has some drawbacks. §e[*]§r Higher values will improve anti-aliasing, but will also cause a lot of flickering and blur at the same time. §e[*]§r High Temporal Smoothing is recommended with Full jitter. §c[-]§r Turning jitter off will eliminate anti-aliasing benefits.
|
|
value.TAA_JITTER.0=OFF §c[-]
|
|
value.TAA_JITTER.1=Low
|
|
value.TAA_JITTER.2=Medium
|
|
value.TAA_JITTER.3=Full §e[*]
|
|
|
|
option.TAA_MOVEMENT_IMPROVEMENT_FILTER=Catmull-Rom Sampling
|
|
option.TAA_MOVEMENT_IMPROVEMENT_FILTER.comment=Reduces the blurriness of Temporal Filter by using a more advanced sampling method.
|
|
value.TAA_MOVEMENT_IMPROVEMENT_FILTER.0=OFF §c[-]
|
|
value.TAA_MOVEMENT_IMPROVEMENT_FILTER.1=ON
|
|
|
|
option.FXAA_STRENGTH=FXAA Strength
|
|
option.FXAA_STRENGTH.comment=Adjusts the intensity of the FXAA effect. Higher values will produce better anti-aliasing at the cost of a blurrier image.
|
|
value.FXAA_STRENGTH.-1=OFF
|
|
|
|
option.FXAA_TAA_INTERACTION=Reduce FXAA While Moving
|
|
option.FXAA_TAA_INTERACTION.comment=Reduces the strength of FXAA when the camera is moving. Higher values produce a sharper image but also produce more flickering.
|
|
value.FXAA_TAA_INTERACTION.0=OFF
|
|
value.FXAA_TAA_INTERACTION.2=20
|
|
value.FXAA_TAA_INTERACTION.4=40
|
|
value.FXAA_TAA_INTERACTION.6=60
|
|
value.FXAA_TAA_INTERACTION.8=80
|
|
value.FXAA_TAA_INTERACTION.10=100
|
|
|
|
option.DISTANT_LIGHT_BOKEH=Distant Light Bokeh
|
|
option.DISTANT_LIGHT_BOKEH.comment=Makes distant light sources look scattered by applying a single pixel blur in the distance. §a[+]§r This effect benefits from IntegratedPBR+ (optional) by adjusting distant light sources for better looks.
|
|
|
|
option.MOTION_BLUR_EFFECT=§eMotion Blur§r
|
|
option.MOTION_BLUR_EFFECT.comment=Applies blur to the image when moving the camera. §c[-]§r This effect can impact performance.
|
|
value.MOTION_BLUR_EFFECT.-1=OFF
|
|
value.MOTION_BLUR_EFFECT.1=§eON
|
|
|
|
option.MOTION_BLURRING_STRENGTH=Motion Blur Strength
|
|
option.MOTION_BLURRING_STRENGTH.comment=Adjusts the intensity of motion blur.
|
|
|
|
option.WORLD_BLUR=§eWorld Blur§r
|
|
option.WORLD_BLUR.comment=Enables world blurring. Distance Blur: Blur gets applied like fog, depending on the distance from the camera. Depth of Field: Blurring happens depending on the focus point of the camera. §c[-]§r This effect can severely impact performance.
|
|
value.WORLD_BLUR.0=§aOFF
|
|
value.WORLD_BLUR.1=§cDistance Blur
|
|
value.WORLD_BLUR.2=§cDepth of Field
|
|
|
|
option.WB_FOV_SCALED=FOV Scaled Blur
|
|
option.WB_FOV_SCALED.comment=Scales World Blur to the camera Field of View. World Blur will get more intense if you zoom in with this enabled.
|
|
|
|
option.WB_CHROMATIC=Chromatic Blur
|
|
option.WB_CHROMATIC.comment=Applies chromatic aberration to the blurry areas, separating different colors in blurred areas.
|
|
|
|
option.WB_ANAMORPHIC=Anamorphic Blur
|
|
option.WB_ANAMORPHIC.comment=Stretches the blur in one direction. §c[-]§r This option can reduce the quality of the World Blur
|
|
|
|
option.WB_DOF_I=Depth of Field Strength
|
|
option.WB_DOF_FOCUS=Depth of Field Focus
|
|
option.WB_DOF_FOCUS.comment=Determines the focus distance of the camera. Automatic: The focus point will be adjusted according to the center point of the screen. Brightness: The focus point will be determined by the "Brightness" slider in Video Settings.
|
|
value.WB_DOF_FOCUS.-1=Brightness §e[*]
|
|
value.WB_DOF_FOCUS.0=Automatic
|
|
|
|
option.WB_DB_DAY_I=Dis. Blur - Day
|
|
option.WB_DB_NIGHT_I=Dis. Blur - Night & Interiors
|
|
option.WB_DB_RAIN_I=Dis. Blur - Rain & Snow
|
|
option.WB_DB_WATER_I=Dis. Blur - Underwater
|
|
option.WB_DB_NETHER_I=Dis. Blur - The Nether
|
|
option.WB_DB_END_I=Dis. Blur - The End
|
|
|
|
option.VIGNETTE_R=Vignette
|
|
option.VIGNETTE_R.comment=Applies darkening around the edges of the screen.
|
|
|
|
option.CHROMA_ABERRATION=Chromatic Aberration
|
|
option.CHROMA_ABERRATION.comment=Separates different colors towards the edges of the screen. §c[-]§r Chromatic Aberration can cause the image to feel blurry; high values aren't recommended for gameplay.
|
|
value.CHROMA_ABERRATION.4=4 §c[-]
|
|
value.CHROMA_ABERRATION.5=5 §c[-]
|
|
value.CHROMA_ABERRATION.6=6 §c[-]
|
|
value.CHROMA_ABERRATION.7=7 §c[-]
|
|
value.CHROMA_ABERRATION.8=8 §c[-]
|
|
|
|
option.IPBR_EMISSIVE_MODE=IPBR+ Emissive Mode
|
|
option.IPBR_EMISSIVE_MODE.comment=Determines the handling of emissives within IntegratedPBR+. Choosing the labPBR or seuspbr options allow compatible resource packs to completely override IPBR+ emissives on blocks that have specular textures attached to them. §c[-]§r It's not recommended to change this setting unless you know what you are doing.
|
|
value.IPBR_EMISSIVE_MODE.1=IPBR+ Only
|
|
value.IPBR_EMISSIVE_MODE.3=labPBR > IPBR+
|
|
value.IPBR_EMISSIVE_MODE.2=seuspbr > IPBR+
|
|
|
|
option.IPBR_COMPAT_MODE_DEFINE=IPBR+ Compatibility Mode
|
|
option.IPBR_COMPAT_MODE_DEFINE.comment=Changes how some IPBR+ features are calculated to be less aggressive in order to cause less problems with resource packs, or mods.
|
|
|
|
option.IPBR_PARTICLE_FEATURES=IPBR+ Particle Features
|
|
option.IPBR_PARTICLE_FEATURES.comment=Enables several features for particles, including things like glowing lava particles and better-colored water particles.
|
|
|
|
option.FANCY_GLASS=Improved Glass
|
|
option.FANCY_GLASS.comment=Improves the regular glass by adding a translucent layer to it. §c[-]§r Does not work on older Iris versions. §e[*]§r RP Support option must be set to Integrated PBR+.
|
|
|
|
option.GREEN_SCREEN_LIME=Green Screen Lime Blocks
|
|
option.GREEN_SCREEN_LIME.comment=Turns "Lime Concrete", "Lime Wool", and "Lime Carpet" into green screens for video editing. Tip 1: Turn off "Bloom" option to improve separation. Tip 2: Put lights under lime carpets for lighting. Tip 3: You can turn off Anti-Aliasing (FXAA) and set Detail Quality to Potato in Performance Settings to disable all filtering and get pixel-perfect separation.
|
|
|
|
option.MIRROR_TINTED_GLASS=Mirror-like Tinted Glass
|
|
option.MIRROR_TINTED_GLASS.comment=Increases the reflectiveness and opacity of Tinted Glass blocks. Enable World-Space Reflections for best results.
|
|
|
|
option.HAND_SWAYING=Hand Sway
|
|
option.HAND_SWAYING.comment=Adds slow movement to the player hand to simulate a breathing animation.
|
|
value.HAND_SWAYING.0=OFF
|
|
value.HAND_SWAYING.1=Subtle
|
|
value.HAND_SWAYING.2=Normal
|
|
value.HAND_SWAYING.3=Intense
|
|
|
|
option.LESS_LAVA_FOG=Less Fog Inside Lava or Snow
|
|
option.LESS_LAVA_FOG.comment=Reduces the lava fog and powder snow fog to improve visibility inside them.
|
|
|
|
option.REDUCE_CLOSE_PARTICLES=Reduce Close-up Particles
|
|
option.REDUCE_CLOSE_PARTICLES.comment=Reduces the opacity of particles that are close to the camera to improve visibility.
|
|
|
|
option.SNOWY_WORLD=Snowy World
|
|
option.SNOWY_WORLD.comment=Makes the entire world covered with snow.
|
|
|
|
option.SHOW_LIGHT_LEVEL=Show Light Levels
|
|
option.SHOW_LIGHT_LEVEL.comment=In Overworld: Yellow means mobs can spawn during night time, red means mobs can spawn anytime. In Nether or End: Yellow means some mobs can spawn, red means all mobs can spawn. §e[*]§r Disable Smooth Lighting for precise results.
|
|
value.SHOW_LIGHT_LEVEL.0=OFF
|
|
value.SHOW_LIGHT_LEVEL.1=Hold Spider Eye
|
|
value.SHOW_LIGHT_LEVEL.2=Hold Light Source
|
|
value.SHOW_LIGHT_LEVEL.3=Always ON
|
|
|
|
option.COLOR_CODED_PROGRAMS=Color Coded Programs §c[-]§r
|
|
option.COLOR_CODED_PROGRAMS.comment=Shows which shader programs are being used to render geometry. §c[-]§r This option is only for development purposes and shouldn't be used for gameplay. §e[*]§r Color values can be found in the shader pack files: shaders/lib/misc/colorCodedPrograms.glsl
|
|
|
|
option.GLOWING_COLORED_PARTICLES=Force Glowing Particles §c[-]§r
|
|
option.GLOWING_COLORED_PARTICLES.comment=Makes all particles that are technically "colored" turn emissive. §c[-]§r This option isn't recommended for general gameplay as it makes a lot of particles glow when they are made of materials that shouldn't glow at all.
|
|
|
|
option.CAVE_LIGHTING=Cave Lighting Multiplier
|
|
option.CAVE_LIGHTING.comment=Adds extra lighting to areas that don't have skylight. §e[*]§r Cave lighting is also affected by the "Brightness" slider in Video Settings. §c[-]§r Drastically changing this setting can break the lighting balance.
|
|
|
|
option.AMBIENT_MULT=Shadow Light Multiplier
|
|
option.AMBIENT_MULT.comment=Determines the amount of ambient lighting seen in shadows. §c[-]§r Drastically changing this setting can break the lighting balance.
|
|
|
|
option.PLAYER_SHADOW=Player Shadow §e[*]§r
|
|
option.PLAYER_SHADOW.comment=Determines if the player will cast a shadow or not. §e[*]§r This setting only works on Iris. §e[*]§r This setting will be disabled if "Real-Time Shadows" is OFF.
|
|
value.PLAYER_SHADOW.-1=OFF
|
|
value.PLAYER_SHADOW.1=ON
|
|
|
|
option.GENERATED_NORMALS=Generated Normals
|
|
option.GENERATED_NORMALS.comment=Adds auto-generated bumpy details to surfaces. §e[*]§r RP Support option must be set to Integrated PBR+.
|
|
|
|
option.COATED_TEXTURES=Coated Textures
|
|
option.COATED_TEXTURES.comment=Adds auto-generated dusty details to textures. §e[*]§r RP Support option must be set to Integrated PBR+.
|
|
|
|
option.ENTITY_GN_AND_CT=Allow GN and CT on Entities
|
|
option.ENTITY_GN_AND_CT.comment=Decides if Generated Normals and Coated Textures can appear on entities. §e[*]§r This won't enable GN or CT on entities if the main GN or CT options are disabled.
|
|
|
|
option.GENERATED_NORMAL_MULT=Generated Normal Strength
|
|
option.GENERATED_NORMAL_MULT.comment=Adjusts the strength of auto-generated bumpy details on surfaces.
|
|
|
|
option.GENERATED_NORMAL_ENTITY_MULT=Gen. Normals on Entities
|
|
option.GENERATED_NORMAL_ENTITY_MULT.comment=Adjusts the strength of auto-generated bumpy details on entities.
|
|
value.GENERATED_NORMAL_ENTITY_MULT.0=Default
|
|
|
|
option.COATED_TEXTURE_MULT=Coated Texture Strength
|
|
option.COATED_TEXTURE_MULT.comment=Adjusts the strength of auto-generated dusty details on textures.
|
|
|
|
option.GLOWING_ORE_MASTER=§eEnable Glowing Ores
|
|
option.GLOWING_ORE_MASTER.comment=Enables the functionality of glowing ores. §e[*]§r Choosing "Set By Style" will only enable glowing ores if the "Visual Style" is set to "Unbound". §e[*]§r The settings below won't work if this option isn't enabled.
|
|
value.GLOWING_ORE_MASTER.0=OFF
|
|
value.GLOWING_ORE_MASTER.1=Set By Style
|
|
value.GLOWING_ORE_MASTER.2=§aON
|
|
|
|
option.GLOWING_ORE_MULT=Ore Glow Strength
|
|
option.GLOWING_ORE_MULT.comment=Determines the emission strength of glowing ores.
|
|
|
|
option.GLOWING_ORE_IRON=Glowing Iron Ore
|
|
option.GLOWING_ORE_GOLD=Glowing Gold Ore
|
|
option.GLOWING_ORE_COPPER=Glowing Copper Ore
|
|
option.GLOWING_ORE_REDSTONE=Glowing Redstone Ore §e[*]§r
|
|
option.GLOWING_ORE_REDSTONE.comment=§e[*]§r All redstone ores will still glow if they are "activated" regardless of this setting.
|
|
option.GLOWING_ORE_LAPIS=Glowing Lapis Lazuli Ore
|
|
option.GLOWING_ORE_EMERALD=Glowing Emerald Ore
|
|
option.GLOWING_ORE_DIAMOND=Glowing Diamond Ore
|
|
option.GLOWING_ORE_NETHERQUARTZ=Glowing Nether Quartz Ore
|
|
option.GLOWING_ORE_NETHERGOLD=Glowing Nether Gold Ore
|
|
option.GLOWING_ORE_GILDEDBLACKSTONE=Glowing Gilded Blackstone
|
|
option.GLOWING_ORE_ANCIENTDEBRIS=Glowing Ancient Debris
|
|
option.GLOWING_ORE_MODDED=Glowing Modded Ores §e[*]§r
|
|
option.GLOWING_ORE_MODDED.comment=§e[*]§r You can add modded ore IDs to "Complementary-->shaders-->block.properties" file in order to make them glow. You can open block.properties using any text editor like notepad, and then add modded ore block IDs next to "block.10024=".
|
|
|
|
option.GLOWING_AMETHYST=Glowing Amethyst
|
|
value.GLOWING_AMETHYST.0=OFF
|
|
value.GLOWING_AMETHYST.1=Crystal
|
|
value.GLOWING_AMETHYST.2=Crystal & Block
|
|
|
|
option.GLOWING_LICHEN=Glowing Glow Lichen
|
|
value.GLOWING_LICHEN.0=OFF
|
|
value.GLOWING_LICHEN.1=In Closed Areas
|
|
value.GLOWING_LICHEN.2=Always
|
|
|
|
option.EMISSIVE_REDSTONE_BLOCK=Glowing Redstone Block
|
|
|
|
option.EMISSIVE_LAPIS_BLOCK=Glowing Lapis Lazuli Block
|
|
|
|
option.GLOWING_ARMOR_TRIM=Glowing Armor Trim §e[*]§r
|
|
option.GLOWING_ARMOR_TRIM.comment=Makes armor trims emissive. §e[*]§r This feature only works on Iris, as Optifine doesn't support armor trim detection.
|
|
|
|
option.NORMAL_MAP_STRENGTH=Normal Map Strength
|
|
option.NORMAL_MAP_STRENGTH.comment=Adjusts the strength of bumpy details on surfaces. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.
|
|
|
|
option.CUSTOM_EMISSION_INTENSITY=Custom Emission Intensity
|
|
option.CUSTOM_EMISSION_INTENSITY.comment=Adjusts the intensity of glowing surfaces. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.
|
|
|
|
option.POM=§eParallax Occlusion Mapping§r
|
|
option.POM.comment=Enables 3D effect on surfaces. §c[-]§r This effect can severely impact performance. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.
|
|
value.POM.false=OFF
|
|
value.POM.true=ON §c[-]
|
|
|
|
option.POM_DEPTH=POM Depth
|
|
option.POM_DEPTH.comment=Adjusts the depth of parallax occlusion mapping. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.
|
|
|
|
option.POM_QUALITY=§ePOM Quality§r
|
|
option.POM_QUALITY.comment=Adjusts the sharpness/accuracy of parallax occlusion mapping. §c[-]§r Values higher than 200 can severely impact performance. §e[*]§r Values lower than 100 will force "POM Lighting Mode" to "Smooth". §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.
|
|
value.POM_QUALITY.16=16 §e[*]
|
|
value.POM_QUALITY.32=32 §e[*]
|
|
value.POM_QUALITY.64=64 §e[*]
|
|
value.POM_QUALITY.256=256 §c[-]
|
|
value.POM_QUALITY.512=512 §c[-]
|
|
|
|
option.POM_DISTANCE=§ePOM Distance§r
|
|
option.POM_DISTANCE.comment=Adjusts how far parallax occlusion mapping is calculated. §e[*]§r It's recommended to keep this value below 50 to get a small performance gain. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.
|
|
value.POM_DISTANCE.64=64 §e[*]
|
|
value.POM_DISTANCE.128=128 §e[*]
|
|
value.POM_DISTANCE.256=256 §e[*]
|
|
value.POM_DISTANCE.512=512 §e[*]
|
|
value.POM_DISTANCE.1024=1024 §e[*]
|
|
|
|
option.POM_LIGHTING_MODE=POM Lighting Mode
|
|
option.POM_LIGHTING_MODE.comment=Adjusts the lighting style for POM-affected surfaces. Sharp: POM walls won't get light if they aren't facing towards the light. Smooth: POM walls will still get light as if they are not walls. §e[*]§r This option will be forced to "Smooth" if POM Quality is set lower than 100.
|
|
value.POM_LIGHTING_MODE.1=Smooth
|
|
value.POM_LIGHTING_MODE.2=Sharp
|
|
|
|
option.POM_ALLOW_CUTOUT=§ePOM on Cutout Surfaces §c[-]§r
|
|
option.POM_ALLOW_CUTOUT.comment=Makes POM be able to work on cutout block sections (like gaps of leaves). §c[-]§r This effect can severely impact performance.
|
|
|
|
option.DIRECTIONAL_BLOCKLIGHT=§eDirectional Blocklight§r
|
|
option.DIRECTIONAL_BLOCKLIGHT.comment=Adds depth to blocklight depending on the surface normal. §c[-]§r May cause visual artifacts in some situations. §c[-]§r This effect can impact performance. §e[*]§r RP Support option must be set to labPBR/seuspbr, and a compatible resource pack must be used.
|
|
value.DIRECTIONAL_BLOCKLIGHT.0=OFF
|
|
value.DIRECTIONAL_BLOCKLIGHT.3=Subtle §c[-]
|
|
value.DIRECTIONAL_BLOCKLIGHT.7=Normal §c[-]
|
|
value.DIRECTIONAL_BLOCKLIGHT.11=Intense §c[-]
|
|
|
|
option.HELD_LIGHTING_MODE=Dynamic Handheld Lighting
|
|
option.HELD_LIGHTING_MODE.comment=Allows handheld light sources to cast light onto the scene.
|
|
value.HELD_LIGHTING_MODE.0=OFF
|
|
value.HELD_LIGHTING_MODE.1=Subtle
|
|
value.HELD_LIGHTING_MODE.2=Normal
|
|
|
|
option.BLOCKLIGHT_FLICKERING=Blocklight Flickering
|
|
option.BLOCKLIGHT_FLICKERING.comment=Adds a flickering effect to the light cast from blocks.
|
|
value.BLOCKLIGHT_FLICKERING.0=OFF
|
|
|
|
option.WAVING_SPEED=Waving Speed
|
|
option.WAVING_SPEED.comment=Adjusts how quickly the waving effects happen.
|
|
|
|
option.WAVING_I=Waving Intensity
|
|
option.WAVING_I.comment=Adjusts how much the blocks move when waving. §c[-]§r Too much waving intensity can cause waving blocks to clip in and out of other blocks.
|
|
value.WAVING_I.1.25=1.25 §c[-]
|
|
value.WAVING_I.1.50=1.50 §c[-]
|
|
value.WAVING_I.1.75=1.75 §c[-]
|
|
value.WAVING_I.2.00=2.00 §c[-]
|
|
value.WAVING_I.50.0=§cInsane
|
|
|
|
option.NO_WAVING_INDOORS=No Waving in Closed Areas
|
|
option.NO_WAVING_INDOORS.comment=Prevents blocks from waving in closed areas using skylight. §c[-]§r This setting being enabled can cause problems with some resource packs or mods.
|
|
|
|
option.WAVING_I_RAIN_MULT=§eWaving Rain Multiplier§r
|
|
option.WAVING_I_RAIN_MULT.comment=Multiplies the speed and intensity of waving during rain. §c[-]§r Too much waving intensity can cause waving blocks to clip in and out of other blocks. §c[-]§r This setting can impact performance when increased above 100.
|
|
value.WAVING_I.125=125 §c[-]
|
|
value.WAVING_I.150=150 §c[-]
|
|
value.WAVING_I.175=175 §c[-]
|
|
value.WAVING_I.200=200 §c[-]
|
|
|
|
option.WAVING_FOLIAGE=Waving Grass
|
|
option.WAVING_FOLIAGE.comment=Adds movement to grass and other similar foliage to simulate wind.
|
|
|
|
option.WAVING_LEAVES=Waving Leaves
|
|
option.WAVING_LEAVES.comment=Adds movement to leaves to simulate wind.
|
|
|
|
option.WAVING_LAVA=Waving Lava Texture
|
|
option.WAVING_LAVA.comment=Adds constant movement to lava. §e[*]§r Lava waving in particular is not affected by the "No Waving in Closed Areas" setting.
|
|
|
|
option.WAVING_LILY_PAD=Waving Lily Pad
|
|
option.WAVING_LILY_PAD.comment=Adds movement to lily pads and frogspawn to simulate impact from water waves.
|
|
|
|
option.WAVING_WATER_VERTEX=Waving Water Height
|
|
option.WAVING_WATER_VERTEX.comment=Adds movement to water position to simulate wind. §e[*]§r This option is not related to the "Water Wave Strength" setting.
|
|
|
|
option.WAVING_RAIN=Waving Rain/Snow Texture
|
|
option.WAVING_RAIN.comment=Adds movement to falling rain and snow textures to make it look more dynamic.
|
|
|
|
option.SPECIAL_PORTAL_EFFECTS=Special Portal Effects
|
|
option.SPECIAL_PORTAL_EFFECTS.comment=Adds special animations and emission to Nether Portals, End Portals, and End Gateways.
|
|
|
|
option.REFLECTION_RES=§eReflection Resolution§r
|
|
option.REFLECTION_RES.comment=Changes the resolution of PBR reflections on blocks (and the world-space reflections if you have that setting enabled) to gain performance. §c[-]§r "Full" resolution reflections can impact performance way more than expected in some situations. §e[*]§r This feature does not work on Optifine.
|
|
value.REFLECTION_RES.1.0=§4§l§n§oFull
|
|
value.REFLECTION_RES.0.5=§aHalf
|
|
|
|
option.WORLD_OUTLINE=§eWorld Outline§r
|
|
option.WORLD_OUTLINE.comment=Adds bright outlines around blocks. §c[-]§r This effect can impact performance.
|
|
|
|
option.WORLD_OUTLINE_THICKNESS=§eWorld Outline Thickness§r
|
|
option.WORLD_OUTLINE_THICKNESS.comment=Determines the thickness of the World Outline effect. §c[-]§r Increasing this setting can impact performance.
|
|
|
|
option.WORLD_OUTLINE_I=World Outline Brightness
|
|
option.WORLD_OUTLINE_I.comment=Determines how intense the World Outline effect will be.
|
|
|
|
option.WORLD_OUTLINE_ON_ENTITIES=World Outline on Entities
|
|
option.WORLD_OUTLINE_ON_ENTITIES.comment=Determines if the World Outline effect will apply to entities or not. §c[-]§r This setting may not work perfectly with some custom PBR resource packs.
|
|
|
|
option.DARK_OUTLINE=§eDark Outline§r
|
|
option.DARK_OUTLINE.comment=Adds dark outlines around blocks. §c[-]§r This effect can impact performance.
|
|
|
|
option.DARK_OUTLINE_THICKNESS=§eDark Outline Thickness§r
|
|
option.DARK_OUTLINE_THICKNESS.comment=Determines the thickness of the Dark Outline effect. §c[-]§r Increasing this setting can impact performance.
|
|
|
|
option.RAIN_PUDDLES=§eRain Puddles§r
|
|
option.RAIN_PUDDLES.comment=Adds water puddles to the terrain during rain. §c[-]§r Rain puddles can severely impact performance.
|
|
value.RAIN_PUDDLES.0=§aOFF
|
|
value.RAIN_PUDDLES.1=§cPuddles in Rain
|
|
value.RAIN_PUDDLES.2=§cFull Coverage in Rain
|
|
value.RAIN_PUDDLES.3=§cPuddles Always
|
|
value.RAIN_PUDDLES.4=§cFull Coverage Always
|
|
|
|
option.UNDERWATER_DISTORTION=Underwater Distortion
|
|
option.UNDERWATER_DISTORTION.comment=Adds subtle refraction to the screen when the camera is inside water.
|
|
|
|
option.SELECT_OUTLINE=Selection Outline
|
|
option.SELECT_OUTLINE.comment=Determines the color of the block selection outline.
|
|
value.SELECT_OUTLINE.0=OFF
|
|
value.SELECT_OUTLINE.1=Default
|
|
value.SELECT_OUTLINE.2=Rainbow
|
|
value.SELECT_OUTLINE.3=Select Color
|
|
value.SELECT_OUTLINE.4=Versatile
|
|
|
|
option.SELECT_OUTLINE_AUTO_HIDE=Auto Hide Selection Outline
|
|
option.SELECT_OUTLINE_AUTO_HIDE.comment=Hides the block selection outline if the player isn't holding anything in any of their hands, or only holding a light source in the off-hand.
|
|
|
|
option.SELECT_OUTLINE_I=SO Brightness
|
|
option.SELECT_OUTLINE_R=SO Red
|
|
option.SELECT_OUTLINE_G=SO Green
|
|
option.SELECT_OUTLINE_B=SO Blue
|
|
|
|
option.MOON_PHASE_INF_LIGHT=Moon Phased Night Lighting
|
|
option.MOON_PHASE_INF_LIGHT.comment=Enables different moon phases to change the night lighting brightness.
|
|
|
|
option.MOON_PHASE_INF_ATMOSPHERE=Moon Phased Night Atmosphere
|
|
option.MOON_PHASE_INF_ATMOSPHERE.comment=Enabled different moon phases to change the night atmosphere brightness.
|
|
|
|
option.MOON_PHASE_INF_REFLECTION=Moon Phased Moon Reflection
|
|
option.MOON_PHASE_INF_REFLECTION.comment=Enables different moon phases to change the brightness of moon reflections.
|
|
|
|
option.MOON_PHASE_FULL=Full Moon Intensity
|
|
option.MOON_PHASE_FULL.comment=Adjusts the moon phase influence during the Full Moon phase (brightest phase).
|
|
|
|
option.MOON_PHASE_PARTIAL=Partial Moon Intensity
|
|
option.MOON_PHASE_PARTIAL.comment=Adjusts the moon phase influence during all moon phases between Full Moon and Dark Moon. This is the phase you will see the most in Minecraft.
|
|
|
|
option.MOON_PHASE_DARK=Dark Moon Intensity
|
|
option.MOON_PHASE_DARK.comment=Adjusts the moon phase influence during New Moon (darkest phase).
|
|
|
|
option.CONNECTED_GLASS_EFFECT=Connected Glass
|
|
option.CONNECTED_GLASS_EFFECT.comment=Makes all types of glass connect to each other. §e[*]§r This feature only works if Advanced Color Tracing is on in Performance Settings and your system supports it. §e[*]§r This feature will be automatically disable itself if the "Continuity" mod is installed.
|
|
|
|
option.PORTAL_EDGE_EFFECT=Glowing Portal Edges
|
|
option.PORTAL_EDGE_EFFECT.comment=Adds an emissive border effect to end and nether portals. §e[*]§r This feature only works if Advanced Color Tracing is on in Performance Settings and your system supports it.
|
|
|
|
option.PUDDLE_VOXELIZATION=Fix Puddles Under Glass
|
|
option.PUDDLE_VOXELIZATION.comment=Prevents rain puddles from forming in closed areas with glass roofs when the Rain Puddles setting is enabled. §e[*]§r This feature only works if Advanced Color Tracing is enabled and Detail Quality is set to High or above.
|
|
|
|
option.COLORED_CANDLE_LIGHT=Colored Candle Lighting
|
|
option.COLORED_CANDLE_LIGHT.comment=Makes lights cast by candles to be the same color as their bases. §e[*]§r The desaturated candle color variants will continue to use the usual fire color.
|
|
|
|
option.COLORED_LIGHT_SATURATION=Colored Lighting Saturation
|
|
option.COLORED_LIGHT_SATURATION.comment=Adjusts how saturated the colors produced from Advanced Color Tracing will be. §e[*]§r It's not recommended to change this value, as the visuals are designed to look the most balanced with the default saturation.
|
|
|
|
option.COLORED_LIGHT_FOG=§eColored Light Fog§r
|
|
option.COLORED_LIGHT_FOG.comment=Adds volumetric blocklight fog to the scene, most visible during the night or underground. §e[*]§r This feature only works if Advanced Color Tracing is on in Performance Settings and your system supports it. §c[-]§r This effect can severely impact performance.
|
|
|
|
option.COLORED_LIGHT_FOG_I=Light Fog Intensity
|
|
option.COLORED_LIGHT_FOG_I.comment=Determines the brightness of the Colored Light Fog.
|
|
|
|
option.LIGHT_COLOR_MULTS=§eLighting Color Multipliers
|
|
option.LIGHT_COLOR_MULTS.comment=Enables customization of lighting colors that are seen on all surfaces.
|
|
|
|
option.ATM_COLOR_MULTS=§eAtmosphere Color Multipliers
|
|
option.ATM_COLOR_MULTS.comment=Enables customization of atmosphere colors that are mostly seen in the sky and fog.
|
|
|
|
option.LIGHT_MORNING_R=Lighting Red Multiplier
|
|
option.LIGHT_MORNING_G=Lighting Green Multiplier
|
|
option.LIGHT_MORNING_B=Lighting Blue Multiplier
|
|
option.LIGHT_MORNING_I=Lighting Intensity Multiplier
|
|
option.ATM_MORNING_R=Atmosphere Red Multiplier
|
|
option.ATM_MORNING_G=Atmosphere Green Multiplier
|
|
option.ATM_MORNING_B=Atmosphere Blue Multiplier
|
|
option.ATM_MORNING_I=Atmosphere Intensity Multiplier
|
|
option.LIGHT_NOON_R=Lighting Red Multiplier
|
|
option.LIGHT_NOON_G=Lighting Green Multiplier
|
|
option.LIGHT_NOON_B=Lighting Blue Multiplier
|
|
option.LIGHT_NOON_I=Lighting Intensity Multiplier
|
|
option.ATM_NOON_R=Atmosphere Red Multiplier
|
|
option.ATM_NOON_G=Atmosphere Green Multiplier
|
|
option.ATM_NOON_B=Atmosphere Blue Multiplier
|
|
option.ATM_NOON_I=Atmosphere Intensity Multiplier
|
|
option.LIGHT_NIGHT_R=Lighting Red Multiplier
|
|
option.LIGHT_NIGHT_G=Lighting Green Multiplier
|
|
option.LIGHT_NIGHT_B=Lighting Blue Multiplier
|
|
option.LIGHT_NIGHT_I=Lighting Intensity Multiplier
|
|
option.ATM_NIGHT_R=Atmosphere Red Multiplier
|
|
option.ATM_NIGHT_G=Atmosphere Green Multiplier
|
|
option.ATM_NIGHT_B=Atmosphere Blue Multiplier
|
|
option.ATM_NIGHT_I=Atmosphere Intensity Multiplier
|
|
option.LIGHT_RAIN_R=Lighting Red Multiplier
|
|
option.LIGHT_RAIN_G=Lighting Green Multiplier
|
|
option.LIGHT_RAIN_B=Lighting Blue Multiplier
|
|
option.LIGHT_RAIN_I=Lighting Intensity Multiplier
|
|
option.ATM_RAIN_R=Atmosphere Red Multiplier
|
|
option.ATM_RAIN_G=Atmosphere Green Multiplier
|
|
option.ATM_RAIN_B=Atmosphere Blue Multiplier
|
|
option.ATM_RAIN_I=Atmosphere Intensity Multiplier
|
|
option.LIGHT_NETHER_R=Lighting Red Multiplier
|
|
option.LIGHT_NETHER_G=Lighting Green Multiplier
|
|
option.LIGHT_NETHER_B=Lighting Blue Multiplier
|
|
option.LIGHT_NETHER_I=Lighting Intensity Multiplier
|
|
option.ATM_NETHER_R=Atmosphere Red Multiplier
|
|
option.ATM_NETHER_G=Atmosphere Green Multiplier
|
|
option.ATM_NETHER_B=Atmosphere Blue Multiplier
|
|
option.ATM_NETHER_I=Atmosphere Intensity Multiplier
|
|
option.LIGHT_END_R=Lighting Red Multiplier
|
|
option.LIGHT_END_G=Lighting Green Multiplier
|
|
option.LIGHT_END_B=Lighting Blue Multiplier
|
|
option.LIGHT_END_I=Lighting Intensity Multiplier
|
|
option.ATM_END_R=Atmosphere Red Multiplier
|
|
option.ATM_END_G=Atmosphere Green Multiplier
|
|
option.ATM_END_B=Atmosphere Blue Multiplier
|
|
option.ATM_END_I=Atmosphere Intensity Multiplier
|
|
|
|
option.XLIGHT_R=Blocklight Red Multiplier
|
|
option.XLIGHT_G=Blocklight Green Multiplier
|
|
option.XLIGHT_B=Blocklight Blue Multiplier
|
|
option.XLIGHT_I=Blocklight Intensity
|
|
|
|
option.XLIGHT_CURVE=Blocklight Contrast
|
|
option.XLIGHT_CURVE.comment=Adjusts how quickly the intensity of blocklight fades away as it travels distance away from the light source.
|
|
|
|
####### Euphoria Patches #######
|
|
|
|
profile.SPACEAGLE17= §f۞ §kO§fDEBUG (Do Not Use)§f§kO
|
|
profile.POPULAR=§bPopular §dSettings
|
|
|
|
#WATERMARK
|
|
option.WATERMARK=Complementary
|
|
option.WATERMARK.comment=Euphoria Patches is a creation of love, care and frustration, meant to complement the unique Minecraft experience in the best way possible while adding onto the amazing Complementary Shaderpack. Please feel free to join the lovely Complementary community here: www.complementary.dev/discord. Watermark by Elysia
|
|
value.WATERMARK.0=& §dEuphoria §rPatches
|
|
value.WATERMARK.1=& §cE§6u§ep§aho§br§9i§da §rPatches
|
|
value.WATERMARK.2=& §cE§6u§ep§aho§br§9i§da §rPatches - GUI Hidden
|
|
value.WATERMARK.3=& GUI Hidden & Hold Spider Eye
|
|
value.WATERMARK.4=Black/White
|
|
option.WATERMARK_SIZE=Watermark Size
|
|
|
|
screen.EUPHORIA_SETTINGS=§dConfigure Euphoria Patches >
|
|
screen.EUPHORIA_SETTINGS.comment=Settings that are added by the Euphoria Patches. §bYou can support SpacEagle17 on Patreon or Ko-Fi and get new Exclusive Beta Versions. §r§d§l§neuphoriapatches.com/support
|
|
|
|
screen.ATMOSPHERE=Atmosphere
|
|
screen.ATMOSPHERE.comment=Settings that relate to the atmosphere.
|
|
screen.CLOUDS=Clouds
|
|
screen.CLOUD_REIMAGINED_SETTINGS_EUPHORIA=Reimagined Clouds
|
|
screen.CLOUD_REIMAGINED_SECOND_LAYER_SETTINGS=Second Cloud Layer
|
|
screen.CLOUD_UNBOUND_SETTINGS_EUPHORIA=Unbound Clouds
|
|
screen.DOUBLE_UNBOUND_CLOUDS_SETTINGS=Double Unbound Clouds
|
|
screen.CLOUD_SHADING_SETTINGS=Cloud Shading
|
|
screen.AURORA_SETTINGS=Aurora Borealis
|
|
screen.AURORA_SETTINGS.comment=Settings that relate to the Aurora Borealis.
|
|
screen.AURORA_INFLUENCE_SETTINGS=Aurora Influence
|
|
screen.AURORA_COLOR_SETTINGS=Aurora Color Settings
|
|
screen.AURORA_COLOR_SETTINGS.comment=Settings that relate to the color of the Aurora Borealis.
|
|
screen.END_SKY=End Sky
|
|
screen.END_SKY.comment=Settings that relate to the End Sky.
|
|
screen.END_BEAMS_SETTINGS=Ender Beam Settings
|
|
screen.END_BEAMS_SETTINGS.comment=Settings that relate to the Ender Beams.
|
|
screen.END_STAR=End Star Settings
|
|
screen.END_STAR.comment=Settings that relate to the End Stars.
|
|
screen.STAR_COLORS_END=End Star Colors
|
|
screen.STARS_OVERWORLD=Stars
|
|
screen.SHOOTING_STARS_SETTINGS=Shooting Stars
|
|
screen.STAR_COLORS_OW=Star Colors
|
|
screen.RAIN_SETTINGS=Rain Settings
|
|
screen.NIGHT_DESATURATION_SETTINGS=Darkness Desaturation
|
|
screen.MOON_PHASED_DESATURATION_SETTINGS=Moon Phased Night Desaturation
|
|
screen.MOON_PHASED_DESATURATION_SETTINGS.comment=Adjusts the amount of desaturation based on the current phase of the moon.
|
|
screen.NIGHT_NEBULA_SETTINGS=Night Nebula
|
|
screen.NIGHT_NEBULA_COLOR_SETTINGS=Color Settings
|
|
screen.NEBULA_STAR_SETTINGS=Nebula Star Settings
|
|
|
|
screen.WORLD=World
|
|
screen.WORLD.comment=Settings that relate to the world.
|
|
screen.BLOOD_MOON_SETTINGS=Blood Moon Settings
|
|
screen.OVERWORLD_WORLD=Overworld
|
|
screen.OVERWORLD_BEAM=Overworld Beams
|
|
screen.OVERWORLD_BEAM.comment=Settings that relate to Overworld Beams.
|
|
screen.FOG=Fog
|
|
screen.FOG.comment=Settings that relate to fog.
|
|
screen.FOG_CAVE=Cave fog
|
|
screen.FOG_CAVE.comment=Settings that relate to cave fog.
|
|
screen.FOG_ATMOSPHERIC=Atmospheric fog
|
|
screen.FOG_ATMOSPHERIC.comment=Settings that relate to atmospheric fog.
|
|
screen.FOG_BORDER_OVERWORLD=Border fog
|
|
screen.FOG_BORDER_OVERWORLD.comment=Settings that relate to border fog.
|
|
screen.SEASON=Seasons
|
|
screen.WINTER=Winter Settings
|
|
screen.AUTUMN=Autumn Settings
|
|
screen.SPRING=Spring Settings
|
|
screen.SUMMER=Summer Settings
|
|
screen.NETHER_WORLD=Nether
|
|
screen.FOG_BORDER_NETHER=Border fog
|
|
screen.FOG_BORDER_NETHER.comment=Settings that relate to border fog.
|
|
screen.HEAT_DISTORTION_SETTINGS=Heat Distortion
|
|
screen.HEAT_DISTORTION_SETTINGS.comment=Settings that relate to heat distortion.
|
|
screen.END_WORLD=End
|
|
screen.END_AMBIENT=End Ambient
|
|
screen.FOG_BORDER_END=Border fog
|
|
screen.FOG_BORDER_END.comment=Settings that relate to border fog.
|
|
screen.END_CENTER_LIGHTING_SETTINGS=End Center Lighting
|
|
screen.LIGHT_SETTINGS=Light Settings
|
|
screen.BLOCKLIGHT=Blocklight Settings
|
|
screen.BLOCKLIGHT.comment=Settings that relate to blocklight color.
|
|
screen.COLORED_LIGHT=Colored Lighting
|
|
screen.SSBL_SETTINGS=Screenspace Colored Blocklight
|
|
screen.ACT_SETTINGS=Advanced Colored Tracing
|
|
screen.LIGHTMAP_CURVES_SETTINGS=Lightmap Curves
|
|
screen.OVERLAY_NOISE=Overlay Noise
|
|
screen.MOSS_NOISE_SETTINGS=Moss Noise Settings
|
|
screen.SAND_NOISE_SETTINGS=Sand Noise Settings
|
|
|
|
screen.MATERIALS=Materials
|
|
screen.MATERIALS.comment=Settings that relate to materials.
|
|
screen.EMISSIVE_MATERIALS=Emissive Materials
|
|
screen.EMISSIVE_FLOWERS_SETTINGS=Emissive Flowers
|
|
screen.WATER=Water
|
|
screen.WATER.comment=Settings that relate to water.
|
|
screen.IPBR_REDSTONE=Integrated Redstone PBR
|
|
screen.IPBR_REDSTONE.comment=Settings that relate to IntegratedPBR for redstone.
|
|
screen.DIRECTIONAL_LIGHTMAP_NORMALS_SETTINGS=Lightmap Normals
|
|
screen.LAVA_SETTINGS=Lava
|
|
screen.LAVA_SETTINGS.comment=Settings that relate to hot burning lava.
|
|
screen.END_ROD_SETTINGS=End Rod
|
|
screen.END_ROD_SETTINGS.comment=Settings that relate to end rods.
|
|
screen.FOLIAGE_SETTINGS=Foliage
|
|
screen.FOLIAGE_SETTINGS.comment=Settings that relate to foliage.
|
|
screen.PORTAL_SETTINGS=Portal Settings
|
|
screen.PORTAL_SETTINGS.comment=Settings that relate to portals.
|
|
screen.MISC_SETTINGS=Miscellaneous
|
|
screen.MISC_SETTINGS.comment=Settings which don't fit into any other category.
|
|
screen.MISC_EMISSIVE_SETTINGS=Miscellaneous Emissive
|
|
|
|
screen.CAMERA=Camera
|
|
screen.CAMERA.comment=Settings that relate to the Camera.
|
|
screen.TONEMAP_SETTINGS_EUPHORIA=Tonemap Settings Euphoria
|
|
screen.TONEMAP_SETTINGS_EUPHORIA_SPECIFIC=Specific Tonemap Settings
|
|
screen.ACES=ACES Settings
|
|
screen.ACES.comment=Settings for the ACES Tonemap.
|
|
screen.AGX_SETTINGS=AgX Settings
|
|
screen.AGX_SETTINGS.comment=Settings for the AgX Tonemap.
|
|
screen.BSL_SETTINGS=BSL Settings
|
|
screen.BSL_SETTINGS.comment=Settings for the BSL Tonemap.
|
|
screen.CAMERA_EFFECTS=Camera Effects
|
|
screen.RETRO_SETTINGS=Retro Settings
|
|
screen.STATIC_NOISE_SETTINGS=Static Noise Settings
|
|
screen.HORIZONTAL_NOISE_SETTINGS=Horizontal Noise Settings
|
|
screen.VERTICAL_SCREEN_DISPLACEMENT_SETTINGS=Vertical Screen Displacement Settings
|
|
screen.PIXELATE_SCREEN_SETTINGS=Pixelate Settings
|
|
screen.DITHERING_SETTINGS=Dithering Settings
|
|
screen.PALETTE_SETTINGS=Palette Settings
|
|
screen.SCANLINE_SETTINGS=Scanline Settings
|
|
screen.HALFTONE_SETTINGS=Halftone Settings
|
|
screen.SPEED_LINES_SETTINGS=Speed Line Settings
|
|
screen.CAMERA_NOISE_OVERLAY_SETTINGS=Camera Noise Overlay Settings
|
|
screen.SCREEN_BORDER=Border Settings
|
|
screen.LETTERBOX_SETTINGS=Letterbox Settings
|
|
screen.GRID_SETTINGS=Grid Settings
|
|
screen.WATERMARK_SETTINGS=Watermark Settings
|
|
screen.DOF_SETTINGS=Depth Of Field Settings
|
|
screen.DOF_SHAPE_SETTINGS=Shape Settings
|
|
screen.LENS_FLARE_SETTINGS=Lens Flare Settings
|
|
screen.LENS_FLARE_SETTINGS.comment=Settings that relate to lens flares.
|
|
|
|
screen.FUN=Fun
|
|
screen.FUN.comment=Let's have some fun.
|
|
screen.WORLD_CURVATURE_SETTINGS=World Curvature
|
|
screen.WORLD_CURVATURE_SETTINGS.comment=Settings that relate to World Curvature.
|
|
screen.RANDOM_BLOCKLIGHT_SETTINGS=Random Blocklight
|
|
screen.RANDOM_BLOCKLIGHT_SETTINGS.comment=Settings that relate to Random Blocklight.
|
|
|
|
screen.POPULAR_SETTINGS=§dPopular Settings
|
|
screen.POPULAR_SETTINGS.comment=These are some of the most popular settings in Euphoria Patches. Apart from Advanced Colored Tracing (which is needed for a lot of effects), all options in here are exclusive to Euphoria Patches and cannot be found in the Original Complementary Shaderpack.
|
|
screen.POPULAR_SETTINGS_2=Page 2
|
|
screen.POPULAR_SETTINGS_3=Page 3
|
|
screen.EP_VERSION=Euphoria Patches §d1.8.6
|
|
screen.EP_VERSION.comment=§bYou can support SpacEagle17 on Patreon or Ko-Fi and get new Exclusive Beta Versions. §r§d§l§neuphoriapatches.com/support
|
|
|
|
option.DAYLIGHT_CYCLE_COMPAT=World Time Animation
|
|
option.DAYLIGHT_CYCLE_COMPAT.comment=ONLY use this if you play with the gamerule doDaylightCycle false. When enabled clouds and more animate in worlds with the daylight cycle off but they are no longer synced between players.
|
|
|
|
option.AURORA_COLOR_PRESET=Aurora Color Preset
|
|
option.AURORA_COLOR_PRESET.comment=Choose between default look/custom colored auroras, varying colored auroras, where the aurora color changes each Minecraft day/month or color presets. Or The smooth daily one which changes color smoothly throughout the night.
|
|
value.AURORA_COLOR_PRESET.-1=§o§lVarying - Smooth Daily
|
|
value.AURORA_COLOR_PRESET.0=Custom
|
|
value.AURORA_COLOR_PRESET.1=§o§lVarying - Daily
|
|
value.AURORA_COLOR_PRESET.2=§o§lVarying - Monthly
|
|
value.AURORA_COLOR_PRESET.3=§9Legacy§b Complementary v4
|
|
value.AURORA_COLOR_PRESET.4=§bPe§3r§bm§3af§cr§3o§cst
|
|
value.AURORA_COLOR_PRESET.5=§dBlossoming §5Lights
|
|
value.AURORA_COLOR_PRESET.6=§9Ne§5bu§dl§5a
|
|
value.AURORA_COLOR_PRESET.7=§5Celestial §3Dance
|
|
value.AURORA_COLOR_PRESET.8=§aGreen Flash
|
|
value.AURORA_COLOR_PRESET.9=§bEt§3h§be§dr§3e§dal
|
|
value.AURORA_COLOR_PRESET.10=§bGlacial §9Blessing
|
|
value.AURORA_COLOR_PRESET.11=§5Mysti§9ca§bl
|
|
value.AURORA_COLOR_PRESET.12=§cWa§6t§ce§a§6r§am§2e§al§2on
|
|
value.AURORA_COLOR_PRESET.13=§cBlood §bBath
|
|
value.AURORA_COLOR_PRESET.14=§cG§4h§bo§3s§bt
|
|
|
|
option.RGB_AURORA=RGB Aurora
|
|
option.RGB_AURORA.comment=Be an Epic Gamer with §4R§2G§9B §rAuroras.
|
|
|
|
option.AURORA_UP_R=Upper Section - Red
|
|
option.AURORA_UP_G=Upper Section - Green
|
|
option.AURORA_UP_B=Upper Section - Blue
|
|
option.AURORA_UP_I=Upper Section - Intensity
|
|
|
|
option.AURORA_DOWN_R=Lower Section - Red
|
|
option.AURORA_DOWN_G=Lower Section - Green
|
|
option.AURORA_DOWN_B=Lower Section - Blue
|
|
option.AURORA_DOWN_I=Lower Section - Intensity
|
|
|
|
option.AURORA_SIZE=Aurora Density
|
|
option.AURORA_SIZE.comment=Density controls the apparent height and the size of the Aurora.
|
|
|
|
option.AURORA_DRAW_DISTANCE=Aurora Draw Distance
|
|
option.AURORA_DRAW_DISTANCE.comment=Draw Distance controls the distance boundary of the Aurora.
|
|
|
|
option.AURORA_INFLUENCE=Aurora Influence
|
|
option.AURORA_INFLUENCE.comment=Makes the Aurora color affect the clouds and the terrain.
|
|
|
|
option.AURORA_CLOUD_INFLUENCE_INTENSITY=Cloud Influence Intensity
|
|
option.AURORA_CLOUD_INFLUENCE_INTENSITY.comment=Change the intensity the aurora affects the clouds.
|
|
value.AURORA_CLOUD_INFLUENCE_INTENSITY.0.00=OFF
|
|
|
|
option.AURORA_TERRAIN_INFLUENCE_INTENSITY=Terrain Influence Intensity
|
|
option.AURORA_TERRAIN_INFLUENCE_INTENSITY.comment=Change the intensity the aurora affects the terrain.
|
|
value.AURORA_TERRAIN_INFLUENCE_INTENSITY.0.00=OFF
|
|
|
|
option.RANDOM_AURORA=Random Aurora Visibility
|
|
option.RANDOM_AURORA.comment=Changes how probable it is for the aurora to appear each night. Still respects the normal aurora conditions in Complementary Settings.
|
|
value.RANDOM_AURORA.0=Default
|
|
value.RANDOM_AURORA.1=10% Chance
|
|
value.RANDOM_AURORA.2=20% Chance
|
|
value.RANDOM_AURORA.3=30% Chance
|
|
value.RANDOM_AURORA.4=40% Chance
|
|
value.RANDOM_AURORA.5=50% Chance
|
|
value.RANDOM_AURORA.6=60% Chance
|
|
value.RANDOM_AURORA.7=70% Chance
|
|
value.RANDOM_AURORA.8=80% Chance
|
|
value.RANDOM_AURORA.9=90% Chance
|
|
|
|
option.AURORA_NOISE_SCALE=Aurora Noise Scale
|
|
option.AURORA_NOISE_SCALE.comment=Changes the scale of the noise used in the aurora effect.
|
|
|
|
option.AURORA_PATTERN_WARP=Swirliness
|
|
option.AURORA_PATTERN_WARP.comment=Changes how much the aurora swirls and warps.
|
|
value.AURORA_PATTERN_WARP.0=OFF
|
|
|
|
option.AURORA_SATURATION=Aurora Saturation
|
|
option.AURORA_SATURATION.comment=Changes the saturation of the aurora colors.
|
|
value.AURORA_SATURATION.10=Default
|
|
|
|
option.AURORA_COLOR_MIX_POWER=Dominant Layer
|
|
option.AURORA_COLOR_MIX_POWER.comment=Changes which layer of the aurora is the most prominent one.
|
|
|
|
option.CLOUD_ROUNDNESS=Cloud Roundness §e[*]§r
|
|
value.CLOUD_ROUNDNESS.0.025=Extra Boxy §e[*]§r
|
|
value.CLOUD_ROUNDNESS.0.05=Boxy §e[*]§r
|
|
value.CLOUD_ROUNDNESS.0.125=Balanced
|
|
value.CLOUD_ROUNDNESS.0.2=Round
|
|
option.CLOUD_ROUNDNESS.comment=Change how round the clouds appear. §e[*]§r Lower roundness results in more noise artifacts
|
|
option.CLOUD_SHADOW_ROUNDNESS=Cloud Shadow Roundness
|
|
value.CLOUD_SHADOW_ROUNDNESS.0.15=Extra Boxy
|
|
value.CLOUD_SHADOW_ROUNDNESS.0.25=Boxy
|
|
value.CLOUD_SHADOW_ROUNDNESS.0.35=Round
|
|
option.CLOUD_SHADOW_ROUNDNESS.comment=Change how round cloud shadows appear.
|
|
option.CLOUD_NARROWNESS=Cloud Width
|
|
option.CLOUD_NARROWNESS.comment=Change how wide the clouds appear horizontally.
|
|
|
|
option.CLOUD_SHADOW_UNBOUND_SIZE=Cloud Shadow Size
|
|
option.CLOUD_SHADOW_UNBOUND_SIZE.comment=Determines the size of the cloud shadows.
|
|
|
|
option.CLOUD_STRETCH=Cloud Height
|
|
option.CLOUD_TRANSPARENCY=Cloud Opacity
|
|
option.CLOUD_TRANSPARENCY.comment=Changes the opacity of the clouds.
|
|
option.CLOUD_DIRECTION=Cloud Direction
|
|
option.CLOUD_DIRECTION.comment=Changes the direction in which the clouds move.
|
|
option.CLOUD_TEXTURE=Minecraft Cloud Texture
|
|
value.CLOUD_TEXTURE.0=Default
|
|
value.CLOUD_TEXTURE.1=Old Minecraft
|
|
value.CLOUD_TEXTURE.2=Old Complementary
|
|
|
|
value.CLOUD_DIRECTION.1=West-East
|
|
value.CLOUD_DIRECTION.2=North-South
|
|
option.RAINBOW_CLOUD=Rainbow Clouds
|
|
value.RAINBOW_CLOUD.0=OFF
|
|
value.RAINBOW_CLOUD.1=10% Coverage
|
|
value.RAINBOW_CLOUD.2=20% Coverage
|
|
value.RAINBOW_CLOUD.3=30% Coverage
|
|
value.RAINBOW_CLOUD.4=40% Coverage
|
|
value.RAINBOW_CLOUD.5=50% Coverage
|
|
value.RAINBOW_CLOUD.6=60% Coverage
|
|
value.RAINBOW_CLOUD.7=70% Coverage
|
|
value.RAINBOW_CLOUD.8=80% Coverage
|
|
value.RAINBOW_CLOUD.9=90% Coverage
|
|
value.RAINBOW_CLOUD.10=100% Coverage
|
|
|
|
option.CLOUD_RENDER_DISTANCE=Cloud Render Distance
|
|
option.CLOUD_RENDER_DISTANCE.comment=Option to change how far clouds render.
|
|
|
|
option.CLOUD_SHADING_AMOUNT=Cloud Shading Amount
|
|
option.CLOUD_SHADING_AMOUNT.comment=Determines how much the clouds get shaded.
|
|
|
|
option.INVERTED_CLOUD_SHADING=Inverted Cloud Shading
|
|
option.INVERTED_CLOUD_SHADING.comment=Inverts the cloud shading effect.
|
|
|
|
option.CLOUD_LIGHT_MULTIPLIER=Cloud Light Multiplier
|
|
option.CLOUD_LIGHT_MULTIPLIER.comment=Multiplies the brightness the lighting side of the clouds.
|
|
|
|
option.CLOUD_AMBIENT_MULTIPLIER=Cloud Ambient Light Multiplier
|
|
option.CLOUD_AMBIENT_MULTIPLIER.comment=Multiplies the brightness of the ambient light side of the clouds.
|
|
|
|
option.ROTATE_REIMAGINED_CLOUDS_90_NEW=Rotate Clouds 90°
|
|
option.ROTATE_REIMAGINED_CLOUDS_90_NEW.comment=Rotates the reimagined clouds by 90 degrees.
|
|
|
|
option.NIGHT_CLOUD_UNBOUND_REMOVE=Remove Night Clouds Amount
|
|
option.NIGHT_CLOUD_UNBOUND_REMOVE.comment=Ammount of clouds which get removed during the night
|
|
|
|
option.HIGH_QUALITY_CLOUDS=Higher Quality Clouds
|
|
option.HIGH_QUALITY_CLOUDS.comment=Increases the quality of Clouds to more than is possible within the normal Complementary Settings. §c[-]§r Turning this setting on can impact performance.
|
|
|
|
option.CLOUD_LAYER2_SPEED_MULT=Cloud Layer 2 Speed Multiplier
|
|
|
|
option.DOUBLE_UNBOUND_CLOUDS=Double Unbound Clouds
|
|
option.DOUBLE_UNBOUND_CLOUDS.comment=Enables a second layer of unbound clouds to be rendered. §c[-]§r This setting can impact performance.
|
|
option.CLOUD_UNBOUND_LAYER2_ALTITUDE=Cloud Layer 2 Altitude
|
|
option.CLOUD_UNBOUND_LAYER2_ALTITUDE.comment=Determines the world height which the second layer clouds will appear at.
|
|
option.CLOUD_UNBOUND_LAYER2_HEIGHT=Cloud Layer 2 Height
|
|
option.CLOUD_UNBOUND_LAYER2_SIZE=Cloud Layer 2 Size
|
|
option.CLOUD_UNBOUND_LAYER2_SIZE.comment=Determines the size of the second layer of unbound clouds.
|
|
option.CLOUD_UNBOUND_LAYER2_AMOUNT=Cloud Layer 2 Amount
|
|
option.CLOUD_UNBOUND_LAYER2_AMOUNT.comment=Determines the amount of the second layer of unbound clouds.
|
|
option.CLOUD_UNBOUND_LAYER2_TRANSPARENCY=Cloud Layer 2 Opacity
|
|
option.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.comment=Determines the opacity of the second layer of unbound clouds.
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.0=0.0
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.1=0.05
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.2=0.10
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.3=0.15
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.4=0.20
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.5=0.25
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.6=0.30
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.7=0.35
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.8=0.40
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.9=0.45
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.10=0.50
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.11=0.55
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.12=0.60
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.13=0.65
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.14=0.70
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.15=0.75
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.16=0.80
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.17=0.85
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.18=0.90
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.19=0.95
|
|
value.CLOUD_UNBOUND_LAYER2_TRANSPARENCY.20=1.00
|
|
|
|
|
|
option.CLOUD_REIMAGINED_LAYER2_HEIGHT=Cloud Layer 2 Height
|
|
option.CLOUD_REIMAGINED_LAYER2_HEIGHT.comment=Determines the height of the second layer of reimagined clouds.
|
|
option.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY=Cloud Layer 2 Opacity
|
|
option.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.comment=Determines the opacity of the second layer of reimagined clouds.
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.0=0.0
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.1=0.05
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.2=0.10
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.3=0.15
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.4=0.20
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.5=0.25
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.6=0.30
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.7=0.35
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.8=0.40
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.9=0.45
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.10=0.50
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.11=0.55
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.12=0.60
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.13=0.65
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.14=0.70
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.15=0.75
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.16=0.80
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.17=0.85
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.18=0.90
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.19=0.95
|
|
value.CLOUD_REIMAGINED_LAYER2_TRANSPARENCY.20=1.00
|
|
|
|
option.CLOUD_SUN_MOON_SHADING=Sun/Moon Shading
|
|
option.CLOUD_SUN_MOON_SHADING.comment=Enables shading for the sun and moon on the clouds.
|
|
value.CLOUD_SUN_MOON_SHADING.0=OFF
|
|
value.CLOUD_SUN_MOON_SHADING.1=Moon Only
|
|
value.CLOUD_SUN_MOON_SHADING.2=Sun Only
|
|
value.CLOUD_SUN_MOON_SHADING.3=Both
|
|
|
|
option.END_SMOKE=End Smoke
|
|
option.END_SMOKE.comment=Someone left the fire unattended and now the End has smoke in the upper and lower void.
|
|
option.E_SKY_COLORR_NEW=End Sky - Red
|
|
option.E_SKY_COLORG_NEW=End Sky - Green
|
|
option.E_SKY_COLORB_NEW=End Sky - Blue
|
|
option.E_SKY_COLORI=End Sky - Intensity
|
|
option.END_SKY_FOG_INFLUENCE=End Sky Fog Color Influence
|
|
option.END_SKY_FOG_INFLUENCE.comment=Tweak how much the color of the fog of modded biomes affect the sky colors
|
|
|
|
option.GLOWING_EMERALD_BLOCK=Emissive Emerald Block
|
|
option.GLOWING_EMERALD_BLOCK.comment=Option to make Emerald blocks glow. §e[*]§r RP Support option must be set to Integrated PBR+
|
|
|
|
option.EMISSIVE_ENCHANTING_TABLE=Emissive Enchanting Table
|
|
option.EMISSIVE_ENCHANTING_TABLE.comment=Option to make the diamond part of the Enchanting Table glow. §e[*]§r RP Support option must be set to Integrated PBR+
|
|
|
|
option.GLOWING_WART=Glowing Wart Blocks
|
|
option.GLOWING_WART.comment=Setting which enables animated emissive wart blocks. §e[*]§r RP Support option must be set to Integrated PBR+
|
|
|
|
option.GLOWING_NETHER_TREES=Emissive Nether Trees
|
|
option.GLOWING_NETHER_TREES.comment=Setting which enables emissive crimson/warped stems.
|
|
|
|
option.OVERWORLD_BEAMS=Overworld Beams
|
|
option.OVERWORLD_BEAMS.comment=Setting which enables nebula like beams during the night in the Overworld.
|
|
option.OVERWORLD_BEAMS_CONDITION=Condition
|
|
option.OVERWORLD_BEAMS_CONDITION.comment=By default they only appear during full moon, changing this makes them appear every night.
|
|
value.OVERWORLD_BEAMS_CONDITION.0=Full Moon
|
|
value.OVERWORLD_BEAMS_CONDITION.1=Every Night
|
|
option.OVERWORLD_BEAMS_INTENSITY=Overworld Beams Intensity
|
|
option.BEAMS_AMBIENT_INFLUENCE=Fog Color Influence
|
|
option.BEAMS_AMBIENT_INFLUENCE.comment=The beams will have the Fog Color at 1.00 and the user defined color at 0.00.
|
|
option.OW_BEAM_R_NEW=Overworld Beams - Red
|
|
option.OW_BEAM_G_NEW=Overworld Beams - Green
|
|
option.OW_BEAM_B_NEW=Overworld Beams - Blue
|
|
|
|
option.END_BEAMS=Ender Beams
|
|
option.END_BEAMS.comment=Setting which enables nebula like beams in the End.
|
|
option.END_CRYSTAL_VORTEX=End Crystal Vortex
|
|
option.END_CRYSTAL_VORTEX.comment=Setting which enables energy beams going up from end crystals in the end. §4[***]§r Enables §cEntity Shadows§r. [§e*§r] Only works on Iris. [§e*§r] does not work on MacOS. Shadow Distance in Complementary Settings affects the distance at which the vortexes are visible.
|
|
value.END_CRYSTAL_VORTEX.0=OFF
|
|
value.END_CRYSTAL_VORTEX.1=Vortex
|
|
value.END_CRYSTAL_VORTEX.2=Healing Beam
|
|
value.END_CRYSTAL_VORTEX.3=Both
|
|
option.DRAGON_DEATH_EFFECT=Dragon Death Effect
|
|
option.DRAGON_DEATH_EFFECT.comment=Setting which replaces the dragon's dying beams with a volumetric effect. §4[***]§r Enables §cEntity Shadows§r. [§e*§r] Only works on Iris. [§e*§r] does not work on MacOS.
|
|
value.DRAGON_DEATH_EFFECT.0=OFF
|
|
value.DRAGON_DEATH_EFFECT.1=Volumetric Effect
|
|
value.DRAGON_DEATH_EFFECT.2=Volumetric + Original Beams
|
|
option.E_BEAMS_AMBIENT_INFLUENCE=Ambient Color Influence
|
|
option.E_BEAMS_AMBIENT_INFLUENCE.comment=The beams will have the ambient color at 1.00 and the user defined color at 0.00. Doesn't apply to Dragon Ender Beams.
|
|
option.E_BEAM_R_NEW=Ender Beams - Red
|
|
option.E_BEAM_G_NEW=Ender Beams - Green
|
|
option.E_BEAM_B_NEW=Ender Beams - Blue
|
|
option.E_BEAM_I=Ender Beams - Intensity
|
|
option.E_DRAGON_BEAM_R_NEW=Dragon Ender Beams - Red
|
|
option.E_DRAGON_BEAM_R_NEW.comment=The Ender Beam color during the dragon fight - Red.
|
|
option.E_DRAGON_BEAM_G_NEW=Dragon Ender Beams - Green
|
|
option.E_DRAGON_BEAM_G_NEW.comment=The Ender Beam color during the dragon fight - Green.
|
|
option.E_DRAGON_BEAM_B_NEW=Dragon Ender Beams - Blue
|
|
option.E_DRAGON_BEAM_B_NEW.comment=The Ender Beam color during the dragon fight - Blue.
|
|
option.E_DRAGON_BEAM_I=Dragon Ender Beams - Intensity
|
|
option.E_DRAGON_BEAM_I.comment=The Ender Beam color during the dragon fight - Intensity.
|
|
option.BEAMS_NEAR_PLAYER=End Beams Near Player
|
|
option.BEAMS_NEAR_PLAYER.comment=Enables or disables end beams near the player.
|
|
|
|
option.END_STARS=End Stars
|
|
option.END_STARS.comment=Enable or disable the stars in the End.
|
|
option.END_STAR_BRIGHTNESS=End Star Brightness
|
|
option.END_STAR_SIZE=End Star Size
|
|
option.END_STAR_AMOUNT=End Star Amount
|
|
value.END_STAR_AMOUNT.0=Low
|
|
value.END_STAR_AMOUNT.1=Normal
|
|
value.END_STAR_AMOUNT.2=High
|
|
value.END_STAR_AMOUNT.3=Very High
|
|
value.END_STAR_AMOUNT.4=A LOT
|
|
option.END_TWINKLING_STARS=Twinkling End Stars
|
|
value.END_TWINKLING_STARS.0=OFF
|
|
value.END_TWINKLING_STARS.1=0.1
|
|
value.END_TWINKLING_STARS.2=0.2
|
|
value.END_TWINKLING_STARS.3=0.3
|
|
value.END_TWINKLING_STARS.4=0.4
|
|
value.END_TWINKLING_STARS.5=0.5
|
|
value.END_TWINKLING_STARS.6=0.6
|
|
value.END_TWINKLING_STARS.7=0.7
|
|
value.END_TWINKLING_STARS.8=0.8
|
|
value.END_TWINKLING_STARS.9=0.9
|
|
value.END_TWINKLING_STARS.10=1.0
|
|
value.END_TWINKLING_STARS.11=1.1
|
|
value.END_TWINKLING_STARS.12=1.2
|
|
value.END_TWINKLING_STARS.13=1.3
|
|
value.END_TWINKLING_STARS.14=1.4
|
|
value.END_TWINKLING_STARS.15=1.5
|
|
value.END_TWINKLING_STARS.16=1.6
|
|
value.END_TWINKLING_STARS.17=1.7
|
|
value.END_TWINKLING_STARS.18=1.8
|
|
value.END_TWINKLING_STARS.19=1.9
|
|
value.END_TWINKLING_STARS.20=2.0
|
|
|
|
option.STAR_BRIGHTNESS=Star Brightness
|
|
option.STAR_BRIGHTNESS.comment=Setting to adjust the star brightness.
|
|
value.STAR_BRIGHTNESS.3=OFF
|
|
value.STAR_BRIGHTNESS.4=0.1
|
|
value.STAR_BRIGHTNESS.5=0.2
|
|
value.STAR_BRIGHTNESS.6=0.3
|
|
value.STAR_BRIGHTNESS.7=0.4
|
|
value.STAR_BRIGHTNESS.8=0.5
|
|
value.STAR_BRIGHTNESS.9=0.6
|
|
value.STAR_BRIGHTNESS.10=0.7
|
|
value.STAR_BRIGHTNESS.11=0.8
|
|
value.STAR_BRIGHTNESS.12=0.9
|
|
value.STAR_BRIGHTNESS.13=1.0
|
|
value.STAR_BRIGHTNESS.14=1.1
|
|
value.STAR_BRIGHTNESS.15=1.2
|
|
value.STAR_BRIGHTNESS.16=1.3
|
|
value.STAR_BRIGHTNESS.17=1.4
|
|
value.STAR_BRIGHTNESS.18=1.5
|
|
value.STAR_BRIGHTNESS.19=1.6
|
|
value.STAR_BRIGHTNESS.20=1.7
|
|
value.STAR_BRIGHTNESS.21=1.8
|
|
value.STAR_BRIGHTNESS.22=1.9
|
|
value.STAR_BRIGHTNESS.23=2.0
|
|
value.STAR_BRIGHTNESS.24=2.1
|
|
value.STAR_BRIGHTNESS.25=2.2
|
|
value.STAR_BRIGHTNESS.26=2.3
|
|
value.STAR_BRIGHTNESS.27=2.4
|
|
value.STAR_BRIGHTNESS.28=2.5
|
|
value.STAR_BRIGHTNESS.29=2.6
|
|
value.STAR_BRIGHTNESS.30=2.7
|
|
value.STAR_BRIGHTNESS.31=2.8
|
|
value.STAR_BRIGHTNESS.32=2.9
|
|
value.STAR_BRIGHTNESS.33=3.0
|
|
|
|
option.TWINKLING_STARS=Twinkling Stars
|
|
option.TWINKLING_STARS.comment=Make the stars twinkle at you.
|
|
value.TWINKLING_STARS.0=OFF
|
|
value.TWINKLING_STARS.1=0.1
|
|
value.TWINKLING_STARS.2=0.2
|
|
value.TWINKLING_STARS.3=0.3
|
|
value.TWINKLING_STARS.4=0.4
|
|
value.TWINKLING_STARS.5=0.5
|
|
value.TWINKLING_STARS.6=0.6
|
|
value.TWINKLING_STARS.7=0.7
|
|
value.TWINKLING_STARS.8=0.8
|
|
value.TWINKLING_STARS.9=0.9
|
|
value.TWINKLING_STARS.10=1.0
|
|
value.TWINKLING_STARS.11=1.1
|
|
value.TWINKLING_STARS.12=1.2
|
|
value.TWINKLING_STARS.13=1.3
|
|
value.TWINKLING_STARS.14=1.4
|
|
value.TWINKLING_STARS.15=1.5
|
|
value.TWINKLING_STARS.16=1.6
|
|
value.TWINKLING_STARS.17=1.7
|
|
value.TWINKLING_STARS.18=1.8
|
|
value.TWINKLING_STARS.19=1.9
|
|
value.TWINKLING_STARS.20=2.0
|
|
option.STAR_SIZE=Star Size
|
|
option.STAR_SIZE.comment=Change the size of your stars.
|
|
|
|
option.SITUATIONAL_ORES=Situational Ores
|
|
option.SITUATIONAL_ORES.comment=Ores will only glow in caves and at night. §e[*]§r Glowing Ores must be enabled for this to work.
|
|
|
|
option.GLOWING_RAW_BLOCKS=Emissive Raw Blocks
|
|
|
|
option.EMISSION_MULTIPLIER=Emission Multiplier
|
|
option.EMISSION_MULTIPLIER.comment=Multiplies the emission.
|
|
|
|
option.UNDERWATER_DISTORTION_STRENGTH=Underwater Distortion Strength
|
|
option.UNDERWATER_DISTORTION_STRENGTH.comment=Setting to alter the Underwater Distortion Strength.
|
|
option.FRESNEL_MULTIPLIER=Underwater Surface Reflection Strength
|
|
option.FRESNEL_MULTIPLIER.comment=A setting which changes the underwater reflection strength of the water surface.
|
|
option.SHADER_WATER=Shader Water
|
|
option.SHADER_WATER.comment=A toggle to turn the shader water on or off.
|
|
|
|
option.WATER_GENERATED_NORMALS=Water Generated Normals
|
|
|
|
option.RANDOM_BLOCKLIGHT=Random Colored Blocklight
|
|
option.RANDOM_BLOCKLIGHT.comment=Randomizes the color of the blocklight depending on world coordinates, purely a fun setting.
|
|
option.RANDOM_BLOCKLIGHT_SIZE=Random Colored Blocklight Size
|
|
option.RANDOM_BLOCKLIGHT_SIZE.comment=Change the color size of the random colored blocklight effect.
|
|
|
|
option.NORMAL_RES=Normals Resolution
|
|
option.NORMAL_RES.comment=Change the resolution at which the integrated normal maps render. §e[*]§r RP Support option must be set to Integrated PBR+ and Auto Generated Normals have to be turned on
|
|
|
|
option.COATED_TEXTURE_RES=Coated Textures Resolution
|
|
option.COATED_TEXTURE_RES.comment=Change the resolution at which the Noise Coated Textures render. §e[*]§r RP Support option must be set to Integrated PBR+ and Coated Texture have to be turned on
|
|
|
|
option.DIRECTIONAL_LIGHTMAP_NORMALS=Lightmap Normals
|
|
option.DIRECTIONAL_LIGHTMAP_NORMALS.comment=Make the integrated normal maps work with blocklight. §e[*]§r RP Support option must be set to Integrated PBR+ and Auto Generated Normals have to be turned on
|
|
option.DIRECTIONAL_LIGHTMAP_NORMALS_BLOCK_STRENGTH_NEW=Block Intensity
|
|
option.DIRECTIONAL_LIGHTMAP_NORMALS_HANDHELD_STRENGTH=Handheld Intensity
|
|
|
|
option.CAVE_FOG=Cave Fog
|
|
option.CAVE_FOG.comment=Turn cave fog on and off.
|
|
option.CAVE_FOG_R_NEW=Cave Fog - Red
|
|
option.CAVE_FOG_G_NEW=Cave Fog - Green
|
|
option.CAVE_FOG_B_NEW=Cave Fog - Blue
|
|
option.CAVE_FOG_I=Cave Fog - Intensity
|
|
option.CAVE_FOG_DENSITY=Cave Fog Density
|
|
|
|
option.ATMOSPHERIC_FOG=Atmospheric Fog
|
|
option.ATMOSPHERIC_FOG_R_NEW= Atmospheric Fog - Red
|
|
option.ATMOSPHERIC_FOG_G_NEW= Atmospheric Fog - Green
|
|
option.ATMOSPHERIC_FOG_B_NEW= Atmospheric Fog - Blue
|
|
option.ATMOSPHERIC_FOG_I= Atmospheric Fog - Intensity
|
|
option.ATMOSPHERIC_FOG_DENSITY=Atmospheric Fog Density
|
|
option.RADIOACTIVE_ATMOSPHERIC_FOG=Radioactive Atmospheric Fog
|
|
option.RADIOACTIVE_ATMOSPHERIC_FOG.comment=It's just one unhealthy habit more. Very noticeable at night.
|
|
|
|
option.BORDER_FOG_DISTANCE_OVERWORLD=Border Fog Distance
|
|
option.BORDER_FOG_DISTANCE_OVERWORLD.comment=Adjust the border fog distance of the Overworld.
|
|
value.BORDER_FOG_DISTANCE_OVERWORLD.1=0.25
|
|
value.BORDER_FOG_DISTANCE_OVERWORLD.2=0.40
|
|
value.BORDER_FOG_DISTANCE_OVERWORLD.3=0.50
|
|
value.BORDER_FOG_DISTANCE_OVERWORLD.6=1.00
|
|
value.BORDER_FOG_DISTANCE_OVERWORLD.10=1.25
|
|
value.BORDER_FOG_DISTANCE_OVERWORLD.50=1.50
|
|
value.BORDER_FOG_DISTANCE_OVERWORLD.100=1.75
|
|
value.BORDER_FOG_DISTANCE_OVERWORLD.500=2.00
|
|
value.BORDER_FOG_DISTANCE_OVERWORLD.1000=2.50
|
|
|
|
option.BORDER_FOG_DENSITY_OVERWORLD=Border Fog Density
|
|
option.BORDER_FOG_DENSITY_OVERWORLD.comment=Adjust the border fog density of the Overworld.
|
|
|
|
option.BORDER_FOG_DISTANCE_NETHER=Border Fog Distance
|
|
option.BORDER_FOG_DISTANCE_NETHER.comment=Adjust the border fog distance of the Nether.
|
|
value.BORDER_FOG_DISTANCE_NETHER.1=0.25
|
|
value.BORDER_FOG_DISTANCE_NETHER.2=0.40
|
|
value.BORDER_FOG_DISTANCE_NETHER.3=0.50
|
|
value.BORDER_FOG_DISTANCE_NETHER.6=1.00
|
|
value.BORDER_FOG_DISTANCE_NETHER.10=1.25
|
|
value.BORDER_FOG_DISTANCE_NETHER.50=1.50
|
|
value.BORDER_FOG_DISTANCE_NETHER.100=1.75
|
|
value.BORDER_FOG_DISTANCE_NETHER.500=2.00
|
|
value.BORDER_FOG_DISTANCE_NETHER.1000=2.50
|
|
|
|
option.BORDER_FOG_DENSITY_NETHER=Border Fog Density
|
|
option.BORDER_FOG_DENSITY_NETHER.comment=Adjust the border fog density of the Nether.
|
|
|
|
option.BORDER_FOG_DISTANCE_END=Border Fog Distance
|
|
option.BORDER_FOG_DISTANCE_END.comment=Adjust the border fog distance of the End.
|
|
value.BORDER_FOG_DISTANCE_END.1=0.25
|
|
value.BORDER_FOG_DISTANCE_END.2=0.40
|
|
value.BORDER_FOG_DISTANCE_END.3=0.50
|
|
value.BORDER_FOG_DISTANCE_END.6=1.00
|
|
value.BORDER_FOG_DISTANCE_END.10=1.25
|
|
value.BORDER_FOG_DISTANCE_END.50=1.50
|
|
value.BORDER_FOG_DISTANCE_END.100=1.75
|
|
value.BORDER_FOG_DISTANCE_END.500=2.00
|
|
value.BORDER_FOG_DISTANCE_END.1000=2.50
|
|
|
|
option.BORDER_FOG_DENSITY_END=Border Fog Density
|
|
option.BORDER_FOG_DENSITY_END.comment=Adjust the border fog density of the End.
|
|
|
|
option.BORDER_FOG_NETHER=Nether Border Fog
|
|
option.BORDER_FOG_END=End Border Fog
|
|
option.BORDER_FOG_OVERWORLD=Overworld Border Fog
|
|
|
|
option.NETHER_PORTAL_VARIATION=Nether Portal Preset
|
|
option.NETHER_PORTAL_VARIATION.comment=Option to choose between different nether portal presets. §e[*]§r RP Support option must be set to Integrated PBR+
|
|
value.NETHER_PORTAL_VARIATION.0=Vanilla
|
|
value.NETHER_PORTAL_VARIATION.1=Complementary
|
|
value.NETHER_PORTAL_VARIATION.2=Purple Void
|
|
|
|
option.BIOME_COLORED_NETHER_PORTALS=Chameleon Nether Portals
|
|
option.BIOME_COLORED_NETHER_PORTALS.comment=Nether portals in the Nether will be color-coded depending on the biome you're currently in.
|
|
|
|
option.NETHER_PORTAL_NOISE=Nether Portal Noise
|
|
option.NETHER_PORTAL_NOISE.comment=Adds noise to the Nether Portal texture, making it look more dynamic.
|
|
|
|
option.END_PORTAL_VARIATION=End Portal Preset
|
|
option.END_PORTAL_VARIATION.comment=Option to choose between different end portal presets. §e[*]§r RP Support option must be set to Integrated PBR+
|
|
value.END_PORTAL_VARIATION.0=Complementary
|
|
value.END_PORTAL_VARIATION.1=Smudged Strings
|
|
value.END_PORTAL_VARIATION.3=Pixelated Salsa
|
|
|
|
option.END_PORTAL_BEAM=End Portal Rays
|
|
option.END_PORTAL_BEAM.comment=Adds rays of light around the edges of the end portal. Similar to Minecraft Dungeons. [§e*§r] Only works on Iris. [§e*§r] does not work on MacOS.
|
|
|
|
option.SILHOUETTE=Silhouette
|
|
option.SILHOUETTE.comment=When enabled makes blocks facing away from the sun black, useful for screenshots.
|
|
value.SILHOUETTE.0=OFF
|
|
value.SILHOUETTE.1=Only at Night
|
|
value.SILHOUETTE.2=Always On
|
|
option.SILHOUETTE_BRIGHTNESS=Silhouette Brightness
|
|
|
|
option.RAIN_ATMOSPHERE=Epic Thunderstorm
|
|
option.RAIN_ATMOSPHERE.comment=Improves thunderstorms significantly when a lightning bolt strikes. §e[*]§r Works much better with Iris
|
|
|
|
option.BLUE_SCREEN=Blue Screen
|
|
option.BLUE_SCREEN.comment=Turns "Blue Concrete", "Blue Wool", and "Blue Carpet" into blue screens for video editing. Tip 1: Turn off "Bloom" option to improve separation. Tip 2: Put lights under blue carpets for lighting. Tip 3: You can turn off Anti-Aliasing (FXAA) and set Detail Quality to Potato in Performance Settings to disable all filtering and get pixel-perfect separation.
|
|
|
|
option.MIRROR_DIMENSION=Mirror Dimension
|
|
option.MIRROR_DIMENSION.comment=You have learned the art of magic and are brave enough to enter the mirror dimension.
|
|
|
|
option.WORLD_CURVATURE=World Curvature
|
|
option.OVERWORLD_CURVATURE_SIZE=Overworld Curvature Size
|
|
option.NETHER_CURVATURE_SIZE=Nether Curvature Size
|
|
option.END_CURVATURE_SIZE=End Curvature Size
|
|
|
|
option.LAVA_VARIATION=Lava Preset
|
|
option.LAVA_VARIATION.comment=Hot presets in your area. Choose Now!
|
|
value.LAVA_VARIATION.0=Complementary
|
|
value.LAVA_VARIATION.1=Adaptive Noise (Recommended)
|
|
value.LAVA_VARIATION.2=Blushing Hotness
|
|
value.LAVA_VARIATION.3=Molten Cheese
|
|
value.LAVA_VARIATION.4=Dark Islands
|
|
value.LAVA_VARIATION.5=Chaotic Flow
|
|
|
|
option.LAVA_TEMPERATURE=Lava Temperature
|
|
option.LAVA_TEMPERATURE.comment=Change the temperature of lava, make it more red or white.
|
|
|
|
option.WAVIER_LAVA=Wavier Lava
|
|
option.WAVIER_LAVA.comment=Makes the Waving Lava Texture option more extreme in the nether.
|
|
|
|
option.LAVA_EMISSION=Lava Emission
|
|
|
|
option.LAVA_NOISE_INTENSITY=Lava Noise Intensity
|
|
option.LAVA_NOISE_INTENSITY.comment=Change the opacity of the Lava Preset's noise.
|
|
|
|
option.LAVA_NOISE_AMOUNT=Lava Noise Amount
|
|
option.LAVA_NOISE_AMOUNT.comment=Change the amount of noise.
|
|
|
|
option.LAVA_EDGE_EFFECT=Lava Edge Effect
|
|
option.LAVA_EDGE_EFFECT.comment=Adds an edge to lava when it touches other blocks. §e[*]§r This feature only works if Advanced Colored Tracing is enabled in Performance Settings.
|
|
value.LAVA_EDGE_EFFECT.0=OFF
|
|
value.LAVA_EDGE_EFFECT.1=ON - Bright
|
|
value.LAVA_EDGE_EFFECT.2=ON - Dark
|
|
|
|
option.NETHER_BRIGHTNESS=Nether Brightness
|
|
option.NETHER_BRIGHTNESS.comment=Change the ambient brightness of the Nether.
|
|
|
|
option.END_ROD_COLOR_PROFILE=End Rod Profile
|
|
option.END_ROD_COLOR_PROFILE.comment=Change between the default end rod colors from Complementary and your own custom ones. §e[*]§r RP Support option must be set to Integrated PBR+
|
|
value.END_ROD_COLOR_PROFILE.0=Complementary
|
|
value.END_ROD_COLOR_PROFILE.1=Custom
|
|
value.END_ROD_COLOR_PROFILE.2=Rainbow
|
|
value.END_ROD_COLOR_PROFILE.3=Rainbow - Only Overworld
|
|
option.END_ROD_R=End Rod - Red
|
|
option.END_ROD_G=End Rod - Green
|
|
option.END_ROD_B=End Rod - Blue
|
|
option.END_ROD_I=End Rod - Intensity
|
|
option.RAINBOW_END_ROD_COORD_OFFSET=Rainbow Colors Offset
|
|
value.RAINBOW_END_ROD_COORD_OFFSET.0=All Synced
|
|
value.RAINBOW_END_ROD_COORD_OFFSET.3=Minimal
|
|
value.RAINBOW_END_ROD_COORD_OFFSET.5=Default
|
|
value.RAINBOW_END_ROD_COORD_OFFSET.7=Medium
|
|
value.RAINBOW_END_ROD_COORD_OFFSET.11=Strong
|
|
value.RAINBOW_END_ROD_COORD_OFFSET.13=Very Strong
|
|
option.END_ROD_RAINBOW_ANIMATE=Rainbow Speed
|
|
value.END_ROD_RAINBOW_ANIMATE.0.0=OFF
|
|
|
|
option.REDSTONE_IPBR=Redstone IntegratedPBR
|
|
option.REDSTONE_IPBR.comment=This option makes red pixels on redstone related blocks emissive. Works best with redstone resource packs. §e[*]§r RP Support option must be set to Integrated PBR+
|
|
option.REDSTONE_IPBR_R=Red detection
|
|
option.REDSTONE_IPBR_R.comment=Change this if the detection does not work with your resource pack. Increase if the pixels are more red, decrease if they are less.
|
|
option.REDSTONE_IPBR_G=Green detection
|
|
option.REDSTONE_IPBR_G.comment=Change this if the detection does not work with your resource pack. Increase if the pixels are more green, decrease if they are less.
|
|
option.REDSTONE_IPBR_B=Blue detection
|
|
option.REDSTONE_IPBR_B.comment=Change this if the detection does not work with your resource pack. Increase if the pixels are more blue, decrease if they are less.
|
|
option.REDSTONE_IPBR_I=Emissive Strength
|
|
option.REDSTONE_IPBR_I.comment=Change the emissive strength of Redstone IntegratedPBR
|
|
|
|
option.LETTERBOXING=Letterboxes
|
|
option.LETTERBOXING.comment=Adds black bars to the top and bottom of the window.
|
|
value.LETTERBOXING.0=OFF
|
|
value.LETTERBOXING.1=ON
|
|
value.LETTERBOXING.2=ON - While Sneaking
|
|
|
|
option.ASPECT_RATIO=Aspect Ratio
|
|
option.ASPECT_RATIO.comment=Change the ratio between the width and height of the cropped image.
|
|
|
|
option.EXCLUDE_ENTITIES=Exclude Entities
|
|
option.EXCLUDE_ENTITIES.comment=Change whether entities should be excluded from Letterboxes or not.
|
|
|
|
option.LETTERBOXING_TRANSPARENCY=Letterbox Transparency
|
|
|
|
option.BAD_APPLE=Bad Apple
|
|
option.BAD_APPLE.comment=Makes the screen black with the exception of entities, which will be white.
|
|
|
|
option.tonemap=Tonemap
|
|
option.tonemap.comment=Changes which tonemap is used.
|
|
value.tonemap.DoCompTonemap=Complementary Default
|
|
value.tonemap.DoBSLTonemap=BSL/Complementary
|
|
value.tonemap.ACESTonemap=ACES
|
|
value.tonemap.ACESRedModified=ACES Red Modified
|
|
value.tonemap.BurgessTonemap=Burgess
|
|
value.tonemap.LottesTonemap=Lottes
|
|
value.tonemap.uncharted2_tonemap_partial=Uncharted 2 - Partial
|
|
value.tonemap.uncharted2_filmic=Uncharted 2 - Filmic
|
|
value.tonemap.reinhard2=Reinhard2
|
|
value.tonemap.filmic=Filmic
|
|
value.tonemap.GTTonemap=Gran Turismo
|
|
value.tonemap.uchimura=Uchimura
|
|
value.tonemap.agxTonemap=AgX
|
|
|
|
option.TONEMAP_COMPARISON=Tonemap Comparison
|
|
option.TONEMAP_COMPARISON.comment=Option to compare tonemaps
|
|
|
|
option.tonemap_left=Tonemap Left
|
|
option.tonemap_left.comment=Changes which tonemap is used.
|
|
value.tonemap_left.DoCompTonemap=Complementary Default
|
|
value.tonemap_left.DoBSLTonemap=BSL/Complementary
|
|
value.tonemap_left.ACESTonemap=ACES
|
|
value.tonemap_left.ACESRedModified=ACES Red Modified
|
|
value.tonemap_left.BurgessTonemap=Burgess
|
|
value.tonemap_left.LottesTonemap=Lottes
|
|
value.tonemap_left.uncharted2_tonemap_partial=Uncharted 2
|
|
value.tonemap_left.uncharted2_filmic=Uncharted 2 - Filmic
|
|
value.tonemap_left.reinhard2=Reinhard2
|
|
value.tonemap_left.filmic=Filmic
|
|
value.tonemap_left.GTTonemap=Gran Turismo
|
|
value.tonemap_left.uchimura=Uchimura
|
|
value.tonemap_left.agxTonemap=AgX
|
|
|
|
option.tonemap_right=Tonemap Right
|
|
option.tonemap_right.comment=Changes which tonemap is used.
|
|
value.tonemap_right.DoCompTonemap=Complementary Default
|
|
value.tonemap_right.DoBSLTonemap=BSL/Complementary
|
|
value.tonemap_right.ACESTonemap=ACES
|
|
value.tonemap_right.ACESRedModified=ACES Red Modified
|
|
value.tonemap_right.BurgessTonemap=Burgess
|
|
value.tonemap_right.LottesTonemap=Lottes
|
|
value.tonemap_right.uncharted2_tonemap_partial=Uncharted 2
|
|
value.tonemap_right.uncharted2_filmic=Uncharted 2 - Filmic
|
|
value.tonemap_right.reinhard2=Reinhard2
|
|
value.tonemap_right.filmic=Filmic
|
|
value.tonemap_right.GTTonemap=Gran Turismo
|
|
value.tonemap_right.uchimura=Uchimura
|
|
value.tonemap_right.agxTonemap=AgX
|
|
|
|
option.ACES_EXPOSURE=Exposure
|
|
option.ACES_EXPOSURE.comment=Adjusts the overall brightness of the image.
|
|
option.ACES_WHITE=White Curve
|
|
option.ACES_WHITE.comment=Adjusts how easily the colors reach to full white.
|
|
option.ACES_BRIGHTNESS_ROLLOFF=Brightness Rolloff
|
|
option.ACES_BRIGHTNESS_ROLLOFF.comment=Adjusts the brightness rolloff for the ACES tonemap.
|
|
|
|
option.AGX_LOOK=AgX Look
|
|
value.AGX_LOOK.0=Default
|
|
value.AGX_LOOK.1=Golden
|
|
value.AGX_LOOK.2=Punchy
|
|
value.AGX_LOOK.3=Custom
|
|
option.AGX_R=AgX - Red
|
|
option.AGX_G=AgX - Green
|
|
option.AGX_B=AgX - Blue
|
|
option.AGX_POWER=AgX Power
|
|
option.AGX_SATURATION=AgX Saturation
|
|
|
|
option.COLOR_MULTIPLIER_COMPARISON=Color Multiplier Comparison
|
|
option.COLOR_MULTIPLIER_COMPARISON.comment=This option let's you easily compare the lighting and atmosphere color multiplier values to the default values of the shaderpack.
|
|
|
|
option.REFLECTIVE_WORLD=Reflective World
|
|
option.REFLECTIVE_WORLD.comment=The entire world is a mirror but you can't see yourself. RIP.
|
|
|
|
option.WAVE_EVERYTHING=Wave Everything
|
|
option.WAVE_EVERYTHING.comment=Dale a tu cuerpo alegría Macarena.
|
|
|
|
option.INTERACTIVE_FOLIAGE=Interactive Foliage
|
|
option.INTERACTIVE_FOLIAGE.comment=Makes Foliage bend away from the player when in first person.
|
|
|
|
option.EMIN_BOAT=Emin B O A T
|
|
option.EMIN_BOAT.comment=Ride boats like Emin intended.
|
|
|
|
option.MONOTONE_WORLD=Monotone World
|
|
option.MONOTONE_WORLD.comment=Make the world colorless! Wuuuuw!
|
|
value.MONOTONE_WORLD.0=OFF
|
|
value.MONOTONE_WORLD.1=White
|
|
value.MONOTONE_WORLD.2=Black
|
|
value.MONOTONE_WORLD.3=Gray
|
|
|
|
option.SEASONS=Seasons
|
|
option.SEASONS.comment=Changes the colors of the environment based on the worldTime. In the winter there's also snow! §e[*]§r RP Support option is recommended to be set to Integrated PBR+
|
|
value.SEASONS.0=OFF
|
|
value.SEASONS.1=Cycling
|
|
value.SEASONS.2=Summer
|
|
value.SEASONS.3=Autumn
|
|
value.SEASONS.4=Winter
|
|
value.SEASONS.5=Spring
|
|
|
|
option.SEASON_START=Starting Season
|
|
option.SEASON_START.comment=Season the cycle starts at.
|
|
value.SEASON_START.0=Summer
|
|
value.SEASON_START.1=Autumn
|
|
value.SEASON_START.2=Winter
|
|
value.SEASON_START.3=Spring
|
|
|
|
option.SEASON_LENGTH=Season Duration
|
|
option.SEASON_LENGTH.comment=Change the duration of a season in Minecraft Days.
|
|
value.SEASON_LENGTH.1=1 Minecraft Day
|
|
suffix.SEASON_LENGTH=\ Minecraft Days
|
|
|
|
option.SEASON_TRANSITION_START=Transition Start
|
|
option.SEASON_TRANSITION_START.comment=The transition to the next season will start when this percentage of the season passed.
|
|
value.SEASON_TRANSITION_START.0=Immediately
|
|
value.SEASON_TRANSITION_START.1=Half of the Season
|
|
value.SEASON_TRANSITION_START.2=66% of the Season
|
|
value.SEASON_TRANSITION_START.3=75% of the Season
|
|
value.SEASON_TRANSITION_START.4=80% of the Season
|
|
value.SEASON_TRANSITION_START.9=90% of the Season
|
|
|
|
option.SEASON_COLOR_DESATURATION=Color Desaturation
|
|
option.SEASON_COLOR_DESATURATION.commnet=Desaturates the colors of the environment.
|
|
|
|
option.SNOW_CONDITION=Snow Condition
|
|
option.SNOW_CONDITION.comment=Determines the condition(s) for the snow to appear.
|
|
value.SNOW_CONDITION.0=Snow Biome & Raining
|
|
value.SNOW_CONDITION.1=Snow Biome
|
|
value.SNOW_CONDITION.2=Everywhere
|
|
|
|
option.SNOW_NOISE_INTENSITY=Noise Intensity
|
|
option.SNOW_NOISE_INTENSITY.comment=Change how strong the snow noise is.
|
|
|
|
option.SNOW_NOISE_REMOVE_INTENSITY=Snow Remove Intensity
|
|
|
|
option.SNOW_SIZE=Snow Resolution
|
|
option.SNOW_SIZE.comment=Change the resolution or size of the noise.
|
|
value.SNOW_SIZE.0=Auto
|
|
|
|
option.MELTING_RADIUS=Melting Radius
|
|
option.MELTING_RADIUS.comment=Change the radius snow melts around light sources.
|
|
|
|
option.SNOW_TRANSPARENCY=Snow Transparency
|
|
option.SNOW_TRANSPARENCY.comment=Change the transparency of the snow.
|
|
|
|
option.SSS_SEASON_SNOW=Season Snow SSS
|
|
option.SSS_SEASON_SNOW.comment=Adds subsurface scattering to the snow from the seasons option.
|
|
|
|
option.WINTER_GREEN_AMOUNT=Winter Green Amount
|
|
|
|
option.LESS_LEAVES=Less Leaves
|
|
value.LESS_LEAVES.0=OFF
|
|
|
|
option.AUTUMN_CONDITION=Only In Forest
|
|
|
|
option.AUTUMN_NOISE_SIZE=Color Noise Size
|
|
option.AUTUMN_NOISE_SIZE.comment=Size of the noise which produces the leaf color gradient
|
|
|
|
option.LEAVES_ON_GROUND=Leaves On The Ground
|
|
option.LEAVES_ON_GROUND.comment=Leaves will be on the ground in autumn.
|
|
|
|
option.EXTRA_FLOOR_LEAVES_IN_FORESTS=Extra Floor Leaves In Forests
|
|
option.EXTRA_FLOOR_LEAVES_IN_FORESTS.comment=More leaves will be on the ground in forests.
|
|
|
|
option.AUTUMN_STRENGTH=Autumn Strength
|
|
option.AUTUMN_STRENGTH.comment=Change the color overwrite in autumn.
|
|
|
|
option.FLOWER_DENSITY=Flower Density
|
|
option.FLOWER_SIZE=Flower Resolution
|
|
option.FLOWER_AMOUNT=Flower Amount
|
|
value.FLOWER_AMOUNT.0=OFF
|
|
option.SPRING_GREEN_INTENSITY=Spring Intensity
|
|
option.EMISSIVE_SPRING_FLOWERS=Emissive Spring Flowers
|
|
option.EMISSIVE_SPRING_FLOWERS.comment=Option to turn emission from seasons spring flowers on if using the Emissive Flowers Option found in the Euphoria Material settings page
|
|
option.DISABLE_SPRING_IN_DRY_BIOMES=Disable In Dry Biomes
|
|
|
|
option.SUMMER_STRENGTH=Summer Strength
|
|
|
|
option.INTENSE_DEEP_DARK=Intense Deep Dark
|
|
option.INTENSE_DEEP_DARK.comment=Makes the deep dark intenser. §e[*]§r Player needs to have the darkness effect applied.
|
|
|
|
option.END_AMBIENT_INFLUENCE=Ambient Color Influence
|
|
option.END_AMBIENT_INFLUENCE.comment=The ambient color is at 0.00 default and user defined at 1.00.
|
|
option.END_AMBIENT_R_NEW=Ambient Color - Red
|
|
option.END_AMBIENT_G_NEW=Ambient Color - Green
|
|
option.END_AMBIENT_B_NEW=Ambient Color - Blue
|
|
option.END_AMBIENT_I=Ambient Color - Intensity
|
|
|
|
option.ATLAS_ROTATION=Atlas Rotation
|
|
option.ATLAS_ROTATION.comment=:).
|
|
|
|
option.NETHER_NOISE=Nether Sky Noise
|
|
option.NETHER_NOISE.comment=Makes the Nether sky above the Nether roof more interesting.
|
|
value.NETHER_NOISE.0=OFF
|
|
value.NETHER_NOISE.1=ON
|
|
|
|
option.MCBL_MAIN_DEFINE=Euphoria Colored Lighting
|
|
option.MCBL_MAIN_DEFINE.comment=Enables multi-colored blocklight. Set to to ACT + Screen-Space to use the screen-space system alongside Advanced Colored Tracing. ACT + SSBL + Dynamic Lighting Support can produce incorrect results in modded environments - should only be used in vanilla with a dynamic lighting mod. §e[*]§rOnly works on 1.16.5 and above or on Angelica.
|
|
value.MCBL_MAIN_DEFINE.0=OFF
|
|
value.MCBL_MAIN_DEFINE.1=Screen-Space
|
|
value.MCBL_MAIN_DEFINE.2=ACT + Screen-Space
|
|
value.MCBL_MAIN_DEFINE.3=ACT + SSBL + Dynamic Lighting Support
|
|
|
|
option.MCBL_INFLUENCE=Multi-Colored Blocklight Influence
|
|
option.MCBL_INFLUENCE.comment=Controls how much the multi-colored blocklight affects the default blocklight color.
|
|
|
|
option.SSS_SNOW_ICE=Snow and Ice SSS
|
|
option.SSS_SNOW_ICE.comment=Adds subsurface scattering to snow and ice blocks.
|
|
|
|
option.BEDROCK_NOISE=Bedrock Noise
|
|
option.BEDROCK_NOISE.comment=Adds a noise effect below bedrock in the Nether and Overworld.
|
|
|
|
option.SOUL_SAND_VALLEY_OVERHAUL=Soul Sand Valley Overhaul
|
|
option.SOUL_SAND_VALLEY_OVERHAUL.comment=Makes fire related blocks, entities and particles blue in the soul sand valley.
|
|
|
|
option.PURPLE_END_FIRE=Purple End Fire
|
|
option.PURPLE_END_FIRE.comment=Makes fire related blocks, entities and particles purple in the End. §e[*]§r RP Support option must be set to Integrated PBR+ for best results.
|
|
|
|
option.NO_RAIN_ABOVE_CLOUDS=No Rain Above Clouds
|
|
option.NO_RAIN_ABOVE_CLOUDS.comment=Disables rain above the clouds. Doesn't work well if the vanilla cloud height was changed with the vanilla clouds enabled.
|
|
|
|
option.RAIN_FADE_TIMER=Rain Fade Timer
|
|
option.RAIN_FADE_TIMER.comment=Change the time it takes for rain related effects to fade in and out. Affected effects are clouds, rain puddles, fog, rainbow and more.
|
|
|
|
option.DOF_SNEAKING=DoF Sneaking & Spyglass
|
|
option.DOF_SNEAKING.comment=Only activate the world blur option while sneaking and holding a spyglass.
|
|
|
|
option.CLEAR_SKY_WHEN_RAINING=Clearer Sky During Rain
|
|
option.CLEAR_SKY_WHEN_RAINING.comment=Make stars and other sky effects slightly visible while raining.
|
|
|
|
option.RETRO_ON=Retro Global Toggle
|
|
|
|
option.RETRO_LOOK=Retro Look
|
|
option.RETRO_LOOK.comment=Change betwen different retro presets.
|
|
value.RETRO_LOOK.0=OFF
|
|
value.RETRO_LOOK.1=Outlines
|
|
value.RETRO_LOOK.2=Outlines - Night Vision Only
|
|
|
|
option.RETRO_LOOK_R= Retro Look - Red
|
|
option.RETRO_LOOK_G= Retro Look - Green
|
|
option.RETRO_LOOK_B= Retro Look - Blue
|
|
option.RETRO_LOOK_I= Retro Look - Intensity
|
|
|
|
option.CURVE_DISPLAY=Curved Display
|
|
option.CURVE_DISPLAY.comment=Make the display curved.
|
|
option.CURVATURE_AMOUNT=Curvature Amount
|
|
option.BORDER_AMOUNT=Border Amount
|
|
option.SCREEN_ROUNDNESS=Screen Roundness
|
|
|
|
option.STATIC_NOISE=Static Noise
|
|
value.STATIC_NOISE.0=OFF
|
|
option.MIN_STATIC_STRENGTH=Minimum Strength
|
|
option.MAX_STATIC_STRENGTH=Maximum Strength
|
|
option.STATIC_SPEED=Static Noise Speed
|
|
|
|
option.HORIZONTAL_NOISE=Horizontal Noise
|
|
value.HORIZONTAL_NOISE.0=OFF
|
|
option.HORIZONTAL_NOISE_INTENSITY=Horizontal Noise Intensity
|
|
option.HORIZONTAL_NOISE_SPEED=Horizontal Noise Speed
|
|
|
|
option.VERTICAL_SCREEN_DISPLACEMENT=Vertical Screen Displacement
|
|
option.VERTICAL_EDGE_GLITCH=Edge Glitch Intensity
|
|
value.VERTICAL_EDGE_GLITCH.1.00=OFF
|
|
option.VERTICAL_SCROLL_SPEED=Scroll Speed
|
|
value.VERTICAL_SCROLL_SPEED.0.00=OFF
|
|
option.VERTICAL_STUTTER_SPEED=Stutter Speed
|
|
value.VERTICAL_STUTTER_SPEED.0.00=OFF
|
|
option.VERTICAL_SCROLL_FREQUENCY=Scroll Frequency
|
|
option.VERTICAL_STUTTER_FREQUENCY=Stutter Frequency
|
|
|
|
option.PIXELATED_SCREEN_SIZE=Pixel Size
|
|
option.PIXELATED_SCREEN_SIZE.comment=Activate a screen pixelation effect and change the size of the pixels.
|
|
value.PIXELATED_SCREEN_SIZE.0=OFF
|
|
option.PIXELATED_SCREEN_SMOOTHNESS=Pixel Smoothness
|
|
option.PIXELATED_SCREEN_SMOOTHNESS.comment=Changes the smoothness of the pixelated screen effect. Higher values make the pixels blend together more.
|
|
option.COLOR_LEVELS=Posterization
|
|
option.COLOR_LEVELS.comment=Reduces the number of colors in the image to give it a more retro look.
|
|
option.POSTERIZE_STRENGTH=Posterization Strength
|
|
option.POSTERIZE_STRENGTH.comment=Changes how strong the posterization effect is.
|
|
value.POSTERIZE_STRENGTH.0.0=OFF
|
|
|
|
option.PALETTE_SWAP=Palette
|
|
option.PALETTE1R=Color1 Red
|
|
option.PALETTE1G=Color1 Green
|
|
option.PALETTE1B=Color1 Blue
|
|
option.PALETTE2R=Color2 Red
|
|
option.PALETTE2G=Color2 Green
|
|
option.PALETTE2B=Color2 Blue
|
|
option.PALETTE3R=Color3 Red
|
|
option.PALETTE3G=Color3 Green
|
|
option.PALETTE3B=Color3 Blue
|
|
option.PALETTE4R=Color4 Red
|
|
option.PALETTE4G=Color4 Green
|
|
option.PALETTE4B=Color4 Blue
|
|
option.PALETTE5R=Color5 Red
|
|
option.PALETTE5G=Color5 Green
|
|
option.PALETTE5B=Color5 Blue
|
|
option.PALETTE6R=Color6 Red
|
|
option.PALETTE6G=Color6 Green
|
|
option.PALETTE6B=Color6 Blue
|
|
option.USE_TEXTURE_PALETTE=Texture Palette
|
|
option.USE_TEXTURE_PALETTE.comment=Uses the palette PNG image from the palettes folder instead of the GUI Settings one.
|
|
value.USE_TEXTURE_PALETTE.0=Off
|
|
|
|
option.SCREEN_DITHERING=Dithering
|
|
option.SCREEN_DITHERING.comment=Adds dithering to the screen to simulate more colors than the palette allows.
|
|
option.SCREEN_DITHER_AMOUNT=Dither Amount
|
|
option.SCREEN_DITHER_I=Dither Intensity
|
|
|
|
option.SCANLINE=Scanline
|
|
value.SCANLINE.0=OFF
|
|
option.SCANLINE_FREQUENCY=Scanline Frequency
|
|
option.SCANLINE_SPEED=Scanline Speed
|
|
option.SCANLINE_AMOUNT=Scanline Amount
|
|
option.SCANLINE_NEW_MONOCHROME=Monchrome Color
|
|
option.SCANLINE_NEW_DIRECTION=Scanline Direction
|
|
value.SCANLINE_NEW_DIRECTION.false=Horizontal
|
|
value.SCANLINE_NEW_DIRECTION.true=Vertical
|
|
option.SCANLINE_R=Red Multiplier
|
|
option.SCANLINE_G=Green Multiplier
|
|
option.SCANLINE_B=Blue Multiplier
|
|
|
|
option.HALFTONE=Halftone
|
|
option.HALFTONE_MONOCHROME=Grayscale
|
|
option.HALFTONE_BRIGHTNESS=Halftone Brightness
|
|
option.HALFTONE_SCALE=Dots Scale
|
|
option.HALFTONE_ANGLE=Dots Angle
|
|
|
|
option.SPEED_LINES=Speed Lines
|
|
value.SPEED_LINES.0=OFF
|
|
value.SPEED_LINES.1=ON - While Fast
|
|
value.SPEED_LINES.2=ON - While Fast & Sprinting
|
|
value.SPEED_LINES.3=ON
|
|
option.SPEED_LINES_TRANSPARENCY=Speed Lines Opacity
|
|
option.SPEED_LINES_SPEED=Intensity
|
|
option.SPEED_LINE_THICKNESS=Line Size
|
|
|
|
option.CAMERA_NOISE_OVERLAY=Camera Noise Overlay
|
|
value.CAMERA_NOISE_OVERLAY.0=OFF
|
|
value.CAMERA_NOISE_OVERLAY.1=Noise 1
|
|
option.CAMERA_NOISE_OVERLAY_INTENSITY=Noise Intensity
|
|
|
|
option.LONG_EXPOSURE=Long Exposure
|
|
option.LONG_EXPOSURE.comment=Disable the GUI by pressing F1 and stand still. The Celestial mode is specifically made to improve the look of stars and bright objects while objects in the Temporal mode would fade over time.
|
|
value.LONG_EXPOSURE.0=OFF
|
|
value.LONG_EXPOSURE.1=Celestial Accumulation
|
|
value.LONG_EXPOSURE.2=Temporal Weighting
|
|
|
|
option.TILT_SHIFT=Tilt X
|
|
option.TILT_SHIFT.comment=Tilt-Shift Effect - Horizontal
|
|
value.TILT_SHIFT.0=OFF
|
|
|
|
option.TILT_SHIFT2=Tilt Y
|
|
option.TILT_SHIFT2.comment=Tilt-Shift Effect - Vertical
|
|
value.TILT_SHIFT2.0=OFF
|
|
|
|
option.DOF_VIEW_FOCUS_NEW2=§cDOF Focus Plane & Spyglass
|
|
option.DOF_VIEW_FOCUS_NEW2.comment=Makes the Focus Plane of DOF visible when the GUI visible and the player is holding a spyglass.
|
|
|
|
option.DOF_SHAPE=Shape
|
|
option.DOF_SHAPE.comment=Depth of Field Shape
|
|
value.DOF_SHAPE.0=Original
|
|
value.DOF_SHAPE.3=Triangle
|
|
value.DOF_SHAPE.4=Square
|
|
value.DOF_SHAPE.5=Pentagon
|
|
value.DOF_SHAPE.6=Hexagon
|
|
value.DOF_SHAPE.7=Heptagon
|
|
value.DOF_SHAPE.8=Octagon
|
|
|
|
option.DOF_POLYGON_SAMPLES=Polygon Samples
|
|
option.DOF_POLYGON_SAMPLES.comment=Number of samples to take for polygon shapes. The higher the value, the smoother the shape will be. §c[-]§r Performance decreases with higher values.
|
|
|
|
option.DOF_POLYGON_RINGS=Ring Amount
|
|
option.DOF_POLYGON_RINGS.comment=Number of rings to use for polygon shapes. The higher the value, the smoother the shape will be. §c[-]§r Performance decreases with higher values.
|
|
|
|
option.DOF_SHAPE_ROTATION_DEGREES=Rotation
|
|
option.DOF_SHAPE_ROTATION_DEGREES.comment=Rotation of the depth of field shape in degrees.
|
|
|
|
option.LET_THERE_BE_COLORS=LET THERE BE COLORS
|
|
|
|
option.MOSS_NOISE=Moss Noise
|
|
option.MOSS_SIZE=Pixel Size
|
|
option.MOSS_NOISE_INTENSITY=Noise Intensity
|
|
option.MOSS_NOISE_REMOVE_INTENSITY=Remove Noise Intensity
|
|
option.MOSS_TRANSPARENCY=Moss Transparency
|
|
option.MOSS_IN_CAVES=Moss Active In
|
|
value.MOSS_IN_CAVES.0=Effect Only In Lush Caves
|
|
value.MOSS_IN_CAVES.1=Everywhere Enabled
|
|
value.MOSS_IN_CAVES.2=Disabled
|
|
option.MOSS_SIDE_INTENSITY=Moss On Walls Intensity
|
|
option.MOSS_NOISE_DISTANCE=Moss Noise Distance
|
|
|
|
option.SAND_NOISE=Sand Noise
|
|
option.SAND_CONDITION=Sand Condition
|
|
value.SAND_CONDITION.0=Only in sandy biomes
|
|
value.SAND_CONDITION.1=All Warm Biomes
|
|
value.SAND_CONDITION.2=Everywhere
|
|
option.SAND_SIZE=Pixel Size
|
|
option.SAND_NOISE_INTENSITY=Noise Intensity
|
|
option.SAND_NOISE_REMOVE_INTENSITY=Remove Noise Intensity
|
|
option.SAND_TRANSPARENCY=Sand Transparency
|
|
option.SAND_IN_CAVES=Sand In Caves
|
|
value.SAND_IN_CAVES.true=Enabled
|
|
value.SAND_IN_CAVES.false=Disabled
|
|
option.SAND_SIDE_INTENSITY=Sand On Walls Intensity
|
|
option.SAND_NOISE_DISTANCE=Sand Noise Distance
|
|
|
|
option.MAIN_GRID_INTERVAL=Main Grid
|
|
value.MAIN_GRID_INTERVAL.1=OFF
|
|
option.SUB_GRID_INTERVAL=Sub-Grid
|
|
value.SUB_GRID_INTERVAL.1=OFF
|
|
option.GRID_CONDITION=Grid Condition
|
|
value.GRID_CONDITION.0=No Condition
|
|
value.GRID_CONDITION.1=Sneaking
|
|
value.GRID_CONDITION.2=Holding Spyglass
|
|
|
|
option.EMISSIVE_FLOWERS=Emissive Flowers
|
|
value.EMISSIVE_FLOWERS.0=OFF
|
|
value.EMISSIVE_FLOWERS.1=ON
|
|
value.EMISSIVE_FLOWERS.2=ON - Dark or Raining
|
|
|
|
option.EMISSIVE_FLOWERS_TYPE=Emissive Flower Type
|
|
value.EMISSIVE_FLOWERS_TYPE.0=All
|
|
value.EMISSIVE_FLOWERS_TYPE.1=Cold Colors
|
|
value.EMISSIVE_FLOWERS_TYPE.2=Warm Colors
|
|
|
|
option.EMISSIVE_FLOWERS_STRENGTH=Glow Intensity
|
|
|
|
option.DISTANCE_MIN_LIGHT=Cave Lighting Fade
|
|
option.DISTANCE_MIN_LIGHT.comment=Makes the caves darker with increased distance from the player. Improves the look of caves with a higher Cave Lighting setting.
|
|
value.DISTANCE_MIN_LIGHT.0=OFF
|
|
|
|
option.EMISSIVE_DRAGON_EGG=Emissive Dragon Egg
|
|
|
|
option.VANILLA_ENTITY_SHADOWS=Vanilla Entity Shadows
|
|
option.VANILLA_ENTITY_SHADOWS.comment=Enables vanilla entity shadows when realtime shadows are disabled.
|
|
|
|
option.FROGLIGHT_SATURATION=Froglight Saturation
|
|
value.FROGLIGHT_SATURATION.1=Default
|
|
value.FROGLIGHT_SATURATION.2=2x
|
|
value.FROGLIGHT_SATURATION.3=3x
|
|
|
|
option.RENKO_CUT=Renko's Cut of EP
|
|
option.RENKO_CUT.comment=Earned in a fair fight in the Complisseum
|
|
|
|
option.GLITTER_RAIN=Glitter Rain
|
|
option.GLITTER_RAIN.comment=Sprinkle those raindrops with glitter and spend the day sparkling
|
|
value.GLITTER_RAIN.0=OFF
|
|
value.GLITTER_RAIN.1=ON - Random Time
|
|
value.GLITTER_RAIN.2=ON - Always
|
|
|
|
option.HAND_BLOCKLIGHT_FLICKERING=Handheld Blocklight Flickering
|
|
value.HAND_BLOCKLIGHT_FLICKERING.0=OFF
|
|
|
|
option.SSS_STRENGTH=Subsurface Scattering
|
|
value.SSS_STRENGTH.0=OFF
|
|
value.SSS_STRENGTH.1=ON
|
|
|
|
option.PIXEL_WATER=Procedural Pixel Water
|
|
option.PIXEL_WATER.comment=Generated procedural pixelated water texture.
|
|
value.PIXEL_WATER.0=OFF
|
|
value.PIXEL_WATER.1=ON
|
|
|
|
option.PIXELATED_WATER_REFLECTIONS=Pixelated Water Reflections
|
|
option.PIXELATED_WATER_REFLECTIONS.comment=Pixelate the water reflections.
|
|
|
|
option.COMP_WATER_TWEAKS=Complementary Water Tweaks
|
|
option.COMP_WATER_TWEAKS.comment=Color tweaks to water done by the Shaderpack
|
|
|
|
option.CAVE_SMOKE=Cave Smoke
|
|
option.CAVE_SMOKE.comment=Adds a smoke effect to the volumetric blocklight fog when in a cave. §c[-]§r This effect can impact performance. §e[*]§r This feature only works if Advanced Colored Tracing is enabled in Performance Settings.
|
|
|
|
option.WAVING_SUGAR_CANE=Waving Sugar Cane
|
|
|
|
option.SUN_GLARE_AMOUNT=Sun Glare Amount
|
|
value.SUN_GLARE_AMOUNT.0=OFF
|
|
|
|
option.MOON_GLARE_AMOUNT=Moon Glare Amount
|
|
value.MOON_GLARE_AMOUNT.0=OFF
|
|
|
|
option.DAYLIGHT_STARS=Daylight Stars
|
|
option.DAYLIGHT_STARS.comment=Enables Stars during the day
|
|
|
|
option.FROZEN_TIME=Frozen Time
|
|
|
|
option.DARKER_DEPTH_OCEANS=Deeper Darker Oceans
|
|
option.DARKER_DEPTH_OCEANS.comment=Light decreases with depth of the Ocean
|
|
value.DARKER_DEPTH_OCEANS.0=OFF
|
|
|
|
option.WEATHER_TEX_R=Weather Texture - Red
|
|
option.WEATHER_TEX_G=Weather Texture - Green
|
|
option.WEATHER_TEX_B=Weather Texture - Blue
|
|
|
|
option.EMISSIVE_SOUL_SAND=Glowing Soul Sand Eyes
|
|
option.EMISSIVE_SOUL_SAND.comment=Makes the eyes of the Soul Sand block glow when standing on it. §e[*]§r RP Support option must be set to Integrated PBR+. Default Vanilla Texture Only.
|
|
|
|
option.BEACON_BEAM_EMISSION=Beacon Beam Emission
|
|
option.BEACON_BEAM_EMISSION.comment=Change the emission strength of the beacon beam
|
|
|
|
option.PINKER_CHERRY_LEAVES=Pinker Cherry Leaves
|
|
|
|
option.LIGHTMAP_CURVES=Lightmap Curves
|
|
option.LIGHTMAP_CURVES.comment=Change the lightmap curves of the world.
|
|
option.UPPER_LIGHTMAP_CURVE=Upper Lightmap Curve
|
|
option.UPPER_LIGHTMAP_CURVE.comment=Change the Upper Lightmap Curve Intensity
|
|
option.LOWER_LIGHTMAP_CURVE=Lower Lightmap Curve
|
|
option.LOWER_LIGHTMAP_CURVE.comment=Change the Lower Lightmap Curve Intensity
|
|
|
|
option.ALTERNATIVE_AMETHYST_STYLE=Alternative Amethyst
|
|
value.ALTERNATIVE_AMETHYST_STYLE.0=Default
|
|
value.ALTERNATIVE_AMETHYST_STYLE.1=Shiny Pink
|
|
|
|
option.SHOCKWAVE=Shockwave
|
|
value.SHOCKWAVE.0=OFF
|
|
value.SHOCKWAVE.1=Circle
|
|
value.SHOCKWAVE.2=Square
|
|
option.SHOCKWAVE.comment=Crouch and find out!
|
|
|
|
option.STAR_LAYER_OW=Star Layer
|
|
option.STAR_LAYER_OW.comment=Adds additional stars to the current stars, larger or smaller ones
|
|
value.STAR_LAYER_OW.0=OFF
|
|
value.STAR_LAYER_OW.1=Smaller Layer
|
|
value.STAR_LAYER_OW.2=Bigger Layer
|
|
value.STAR_LAYER_OW.3=Both Layers
|
|
|
|
option.STAR_LAYER_END=Star Layer
|
|
option.STAR_LAYER_END.comment=Adds additional stars to the current stars, larger or smaller ones
|
|
value.STAR_LAYER_END.0=OFF
|
|
value.STAR_LAYER_END.1=Smaller Layer
|
|
value.STAR_LAYER_END.2=Bigger Layer
|
|
value.STAR_LAYER_END.3=Both Layers
|
|
|
|
option.STAR_ROUNDNESS_END=Round Stars
|
|
value.STAR_ROUNDNESS_END.0=OFF
|
|
|
|
option.STAR_ROUNDNESS_OW=Round Stars
|
|
value.STAR_ROUNDNESS_OW.0=OFF
|
|
|
|
option.STAR_SOFTNESS_OW=Star Softness
|
|
|
|
option.STAR_SOFTNESS_END=Star Softness
|
|
|
|
option.STAR_COLOR_1_OW_R=Star 1 - Red
|
|
option.STAR_COLOR_1_OW_G=Star 1 - Green
|
|
option.STAR_COLOR_1_OW_B=Star 1 - Blue
|
|
|
|
option.STAR_COLOR_2_OW_R=Star 2 - Red
|
|
option.STAR_COLOR_2_OW_G=Star 2 - Green
|
|
option.STAR_COLOR_2_OW_B=Star 2 - Blue
|
|
|
|
option.STAR_COLOR_3_OW_R=Star 3 - Red
|
|
option.STAR_COLOR_3_OW_G=Star 3 - Green
|
|
option.STAR_COLOR_3_OW_B=Star 3 - Blue
|
|
|
|
option.STAR_COLOR_VARIATION_OW=Color Intensity
|
|
value.STAR_COLOR_VARIATION_OW.0.0=OFF
|
|
|
|
option.STAR_COLOR_1_END_R=Star 1 - Red
|
|
option.STAR_COLOR_1_END_G=Star 1 - Green
|
|
option.STAR_COLOR_1_END_B=Star 1 - Blue
|
|
|
|
option.STAR_COLOR_2_END_R=Star 2 - Red
|
|
option.STAR_COLOR_2_END_G=Star 2 - Green
|
|
option.STAR_COLOR_2_END_B=Star 2 - Blue
|
|
|
|
option.STAR_COLOR_3_END_R=Star 3 - Red
|
|
option.STAR_COLOR_3_END_G=Star 3 - Green
|
|
option.STAR_COLOR_3_END_B=Star 3 - Blue
|
|
|
|
option.STAR_COLOR_VARIATION_END=Color Intensity
|
|
value.STAR_COLOR_VARIATION_END.0.0=OFF
|
|
|
|
option.CELESTIAL_BOTH_HEMISPHERES=Full Sky Celestials
|
|
option.CELESTIAL_BOTH_HEMISPHERES.comment=Renders celestial objects (stars, sun, moon, nebula) across the entire sky rather than just above the horizon, creating a more immersive skybox effect.
|
|
|
|
option.SHOOTING_STARS=Shooting Stars
|
|
option.SHOOTING_STARS_SIZE=Size
|
|
option.SHOOTING_STARS_SIZE.comment=Change the size of the shooting stars. The bigger the setting the bigger the shooting stars will be.
|
|
option.SHOOTING_STARS_SPEED=Speed
|
|
option.SHOOTING_STARS_CHANCE=Chance
|
|
option.SHOOTING_STARS_CHANCE.comment=Chance of a shooting star spawning - the higher the setting the more frequent shooting stars will appear.
|
|
option.SHOOTING_STARS_COUNT=Amount
|
|
option.SHOOTING_STARS_COUNT.comment=How many shooting stars will appear at once in the sky
|
|
option.SHOOTING_STARS_LINE_THICKNESS=Line Width
|
|
option.SHOOTING_STARS_LINE_THICKNESS.comment=Change the width of the shooting stars line.
|
|
option.SHOOTING_STARS_TRAIL_LENGTH=Line Length
|
|
option.SHOOTING_STARS_TRAIL_LENGTH.comment=Change the length of the shooting stars line.
|
|
|
|
option.SITUATIONAL_GLOWING_TRIMS=Situational Glowing Trims
|
|
option.SITUATIONAL_GLOWING_TRIMS.comment=Trims will only glow in caves and at night. §e[*]§r Glowing Trims must be enabled for this to work.
|
|
|
|
option.DO_IPBR_LIGHTS=ACT IPBR Lights
|
|
option.DO_IPBR_LIGHTS.comment=This option makes the non-light sources in the game emmit light if it is emissive via the shader. (Recomended: On)
|
|
|
|
option.NIGHT_DESATURATION=Darkness Desaturation
|
|
option.NIGHT_DESATURATION.comment=Desaturates the colors of the environment in dark areas.
|
|
|
|
option.NIGHT_DESATURATION_OW=Overworld Intensity
|
|
value.NIGHT_DESATURATION_OW.0=OFF
|
|
value.NIGHT_DESATURATION_OW.300=Black/White
|
|
|
|
option.NIGHT_DESATURATION_NETHER=Nether Intensity
|
|
value.NIGHT_DESATURATION_NETHER.0=OFF
|
|
value.NIGHT_DESATURATION_NETHER.300=Black/White
|
|
|
|
option.NIGHT_DESATURATION_END=End Intensity
|
|
value.NIGHT_DESATURATION_END.0=OFF
|
|
value.NIGHT_DESATURATION_END.300=Black/White
|
|
|
|
option.NIGHT_CAVE_DESATURATION=Cave Desaturation
|
|
option.NIGHT_CAVE_DESATURATION.comment=Desaturates the colors of the environment in caves.
|
|
value.NIGHT_CAVE_DESATURATION.0=OFF
|
|
|
|
option.NIGHT_DESATURATION_REMOVE_NEAR_LIGHTS=Remove Near Lights
|
|
option.NIGHT_DESATURATION_REMOVE_NEAR_LIGHTS.comment=Removes the desaturation effect near light sources.
|
|
option.NIGHT_DESATURATION_REMOVE_LIGHTS_IN_HAND=Remove With Handheld Light
|
|
option.NIGHT_DESATURATION_REMOVE_LIGHTS_IN_HAND.comment=Removes the desaturation effect when holding a light source.
|
|
option.NIGHT_DESATURATION_REMOVE_NIGHT_VISION=Remove With Night Vision
|
|
option.NIGHT_DESATURATION_REMOVE_NIGHT_VISION.comment=Removes the desaturation effect when using night vision.
|
|
option.PURKINJE_RENDER_DISTANCE_FADE=Render Distance Fade
|
|
option.PURKINJE_RENDER_DISTANCE_FADE_NETHER=Nether Render Distance Fade
|
|
option.PURKINJE_RENDER_DISTANCE_FADE_END=End Render Distance Fade
|
|
|
|
option.MOON_PHASE_INF_PURKINJE=Moon Phased Night Desaturation
|
|
option.MOON_PHASED_DESATURATION_SETTINGS.comment=Adjusts the amount of desaturation based on the current phase of the moon.
|
|
|
|
option.MOON_PHASE_FULL_PURKINJE=Full Moon
|
|
option.MOON_PHASE_FULL_PURKINJE.comment=Desaturation strength during the Full Moon phase (brightest phase).
|
|
value.MOON_PHASE_FULL_PURKINJE.0=OFF
|
|
value.MOON_PHASE_FULL_PURKINJE.300=Black/White
|
|
|
|
option.MOON_PHASE_PARTIAL_PURKINJE=Partial Moon
|
|
option.MOON_PHASE_PARTIAL_PURKINJE.comment=Desaturation strength during all moon phases between Full Moon and Dark Moon. This is the phase you will see the most in Minecraft.
|
|
value.MOON_PHASE_PARTIAL_PURKINJE.0=OFF
|
|
value.MOON_PHASE_PARTIAL_PURKINJE.300=Black/White
|
|
|
|
option.MOON_PHASE_DARK_PURKINJE=Dark Moon
|
|
option.MOON_PHASE_DARK_PURKINJE.comment=Desaturation strength during New Moon (darkest phase).
|
|
value.MOON_PHASE_DARK_PURKINJE.0=OFF
|
|
value.MOON_PHASE_DARK_PURKINJE.300=Black/White
|
|
|
|
option.DELTARUNE_BATTLE_BACKGROUND=Deltarune Battle Background
|
|
value.DELTARUNE_BATTLE_BACKGROUND.0=OFF
|
|
value.DELTARUNE_BATTLE_BACKGROUND.1=ON - Sky Only
|
|
value.DELTARUNE_BATTLE_BACKGROUND.2=ON - Except Entities
|
|
|
|
option.END_CRYSTAL_EMISSION=End Crystal Emission
|
|
|
|
option.CLEAR_WATER_SPOTS=Clear Water Spots
|
|
option.CLEAR_WATER_SPOTS.comment=Adds clear spots to the water to add some variety. §e[*]§r Requires a type of wavy waves, either Unbound or Reimagined + Waves.
|
|
|
|
option.ACT_ORE_INTENSITY=ACT Ore Intensity
|
|
option.ACT_ORE_INTENSITY.comment=Change the ACT light intensity of ores.
|
|
value.ACT_ORE_INTENSITY.0.0=OFF
|
|
|
|
option.ENTITIES_ARE_LIGHT=Entities Are Light
|
|
|
|
option.WATER_CAUSTIC_STRENGTH=Water Caustic Strength
|
|
option.WATER_CAUSTIC_STRENGTH.comment=Change the strength of the caustic effect in water.
|
|
|
|
option.ROUGHNESS_MULTIPLIER=Roughness Mask
|
|
option.ROUGHNESS_MULTIPLIER.comment=Change where materials are rough.
|
|
|
|
option.ROUGHNESS_INTENSITY=Roughness Intensity
|
|
option.ROUGHNESS_INTENSITY.comment=Change the roughness of the materials and make the more or less shiny.
|
|
|
|
option.SHADOW_SATURATION=Shadow Saturation
|
|
option.SHADOW_SATURATION.comment=Change the saturation of the shadows and light shafts. §e[*]§r This setting only works if "Real-Time Shadows" is set to Low or higher.
|
|
|
|
option.SMOKE_PARTICLE_OPACITY=Smoke Particle Opacity
|
|
|
|
option.END_SUN_ANGLE=End Sun Angle
|
|
option.END_SUN_ANGLE.comment=Adjusts the angle of sun/moon relative to the world during noon.
|
|
value.END_SUN_ANGLE.60=60
|
|
value.END_SUN_ANGLE.50=50
|
|
value.END_SUN_ANGLE.40=40
|
|
value.END_SUN_ANGLE.30=30
|
|
value.END_SUN_ANGLE.20=20
|
|
value.END_SUN_ANGLE.10=10
|
|
value.END_SUN_ANGLE.0=0 §r(§bDefault§r)
|
|
value.END_SUN_ANGLE.-10=-10
|
|
value.END_SUN_ANGLE.-20=-20
|
|
value.END_SUN_ANGLE.-30=-30
|
|
value.END_SUN_ANGLE.-40=-40
|
|
value.END_SUN_ANGLE.-50=-50
|
|
value.END_SUN_ANGLE.-60=-60
|
|
|
|
option.PIXELATED_NEBULA=Pixelated Nebula
|
|
value.PIXELATED_NEBULA.0=OFF
|
|
option.NEBULA_ZOOM_LEVEL=Zoom Level
|
|
option.NEBULA_ZOOM_LEVEL.comment=Change how zoomed in the nebula is in the sky.
|
|
option.NEBULA_AMOUNT=Amount
|
|
option.NEBULA_AMOUNT.comment=Change how much the nebulae cover the sky.
|
|
option.NEBULA_PATTERN_WARP=Swirl
|
|
option.NEBULA_PATTERN_WARP.comment=Change how distorted the nebulae are.
|
|
value.NEBULA_PATTERN_WARP.0=OFF
|
|
option.NEBULA_HORIZON_STRENGTH=Horizon Visibility
|
|
option.NEBULA_HORIZON_STRENGTH.comment=Change how much the nebulae are visible at the horizon.
|
|
value.NEBULA_HORIZON_STRENGTH.10=Default
|
|
|
|
option.NEBULA_R_1=Nebula 1 - Red
|
|
option.NEBULA_G_1=Nebula 1 - Green
|
|
option.NEBULA_B_1=Nebula 1 - Blue
|
|
option.NEBULA_R_2=Nebula 2 - Red
|
|
option.NEBULA_G_2=Nebula 2 - Green
|
|
option.NEBULA_B_2=Nebula 2 - Blue
|
|
option.NEBULA_R_3=Nebula 3 - Red
|
|
option.NEBULA_G_3=Nebula 3 - Green
|
|
option.NEBULA_B_3=Nebula 3 - Blue
|
|
|
|
option.NEBULA_SATURATION=Saturation
|
|
|
|
option.NEBULA_ONLY_STARS=Only Stars
|
|
option.NEBULA_ONLY_STARS.comment=Removes the colorful part of the nebulae and only shows the stars within them.
|
|
|
|
option.NEBULA_STAR_BRIGHTNESS=Nebula Star Brightness
|
|
option.NEBULA_STAR_BRIGHTNESS.comment=Change the brightness of the stars within the nebulae.
|
|
|
|
option.NEBULA_STAR_SIZE=Nebula Star Size
|
|
option.NEBULA_STAR_SIZE.comment=Change the size of the stars within the nebulae
|
|
|
|
option.NEBULA_STAR_AMOUNT=Nebula Star Amount
|
|
option.NEBULA_STAR_AMOUNT.comment=Change the amount of stars within the nebulae.
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|
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option.NEBULA_MOON_CONDITION=Nebula Moon Condition
|
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option.NEBULA_MOON_CONDITION.comment=Change the moon phase condition for the nebulae.
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|
value.NEBULA_MOON_CONDITION.0=Always
|
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value.NEBULA_MOON_CONDITION.1=New Moon
|
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value.NEBULA_MOON_CONDITION.2=Full Moon
|
|
value.NEBULA_MOON_CONDITION.3=Partial Moons
|
|
value.NEBULA_MOON_CONDITION.4=Random
|
|
value.NEBULA_MOON_CONDITION.5=Always Except New Moon
|
|
|
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option.END_CENTER_LIGHTING=End Center Lighting
|
|
option.END_CENTER_LIGHTING.comment=Changes the lighting of the center of the End. §e[*]§r This feature only works on Minecraft 1.9+
|
|
value.END_CENTER_LIGHTING.0=OFF
|
|
|
|
option.END_CENTER_LIGHTING_R=Lighting - Red
|
|
option.END_CENTER_LIGHTING_G=Lighting - Green
|
|
option.END_CENTER_LIGHTING_B=Lighting - Blue
|
|
|
|
option.END_CENTER_LIGHTING_AFFECT_BLOCKLIGHT=Affects Blocklight
|
|
option.END_CENTER_LIGHTING_AFFECT_BLOCKLIGHT.comment=Changes the color of the blocklight in the End based on the center lighting color.
|
|
|
|
option.NETHER_HEAT_DISTORTION=Heat Distortion
|
|
option.NETHER_HEAT_DISTORTION.comment=Adds a heat distortion effect to the Nether.
|
|
value.NETHER_HEAT_DISTORTION.0=OFF
|
|
option.NETHER_HEAT_DISTORTION_SPEED=Speed
|
|
option.NETHER_HEAT_DISTORTION_SPEED.comment=Change the speed of the heat distortion effect.
|
|
option.NETHER_HEAT_DISTORTION_SCALE=Scale
|
|
option.NETHER_HEAT_DISTORTION_SCALE.comment=Change the scale of the heat distortion effect.
|
|
|
|
option.BLOCKLIGHT_CAUSTICS=Blocklight Caustics
|
|
option.BLOCKLIGHT_CAUSTICS.comment=Adds a caustic effect to the blocklight when underwater.
|
|
|
|
option.LENS_FLARE_SHAPE=Lens Flare Shape
|
|
option.LENS_FLARE_SHAPE.comment=Change the shape of the lens flares.
|
|
value.LENS_FLARE_SHAPE.0=Default
|
|
value.LENS_FLARE_SHAPE.3=Triangle
|
|
value.LENS_FLARE_SHAPE.4=Square
|
|
value.LENS_FLARE_SHAPE.5=Pentagon
|
|
value.LENS_FLARE_SHAPE.6=Hexagon
|
|
value.LENS_FLARE_SHAPE.7=Heptagon
|
|
value.LENS_FLARE_SHAPE.8=Octagon
|
|
|
|
option.LENS_FLARE_SHAPE_ROTATION=Lens Flare Shape Rotation
|
|
option.LENS_FLARE_SHAPE_ROTATION.comment=Change the rotation of the lens flare shapes.
|
|
|
|
option.ANAMORPHIC_LENS_FLARE=Anamorphic Lens Flare
|
|
option.ANAMORPHIC_LENS_FLARE.comment=Enable or disable anamorphic lens flares.
|
|
value.ANAMORPHIC_LENS_FLARE.0=OFF
|
|
|
|
option.WATER_CAULDRON_COLOR_OVERRIDE=Water Cauldron Color Override
|
|
option.WATER_CAULDRON_COLOR_OVERRIDE.comment=Prevents custom water surface colors settings from affecting water cauldrons.
|
|
|
|
option.END_FLASH_SHADOW=End Flash Shadows
|
|
option.END_FLASH_SHADOW.comment=Shadows in the End will be projected from the End flashes instead of the End Sun Angle. §e[*]§r This feature only works on Iris on 1.21.9+
|
|
|
|
option.EP_END_FLASH=End Flash
|
|
option.EP_END_FLASH.comment=Changes the End Flash type, either the default one or the custom Euphoria one or both. §e[*]§r This feature only works on Iris on 1.21.9+
|
|
value.EP_END_FLASH.0=Default Only
|
|
value.EP_END_FLASH.1=Euphoria Only
|
|
value.EP_END_FLASH.2=Both
|
|
|
|
option.MIRROR_TINTED_GLASS_OPAQUE=Opaque Tinted Glass
|
|
option.MIRROR_TINTED_GLASS_OPAQUE.comment=Makes tinted glass blocks opaque (mainly for mirrors).
|
|
|
|
option.COLORED_LIGHT_FOG_RAIN_I=Colored Light Fog Rain Intensity
|
|
option.COLORED_LIGHT_FOG_RAIN_I.comment=Change the intensity of the colored light fog during rain.
|
|
value.COLORED_LIGHT_FOG_RAIN_I.0=Default
|
|
|
|
option.BLOOD_MOON=Blood Moon
|
|
option.BLOOD_MOON.comment=Enables Blood Moons that occur the amount of Minecraft days the user has set in this option. Blood Moons don't happen on the first night if set to anything above Every Night. Blood Moond don't happen on new moons if set to anything above Every Night.
|
|
value.BLOOD_MOON.0=OFF
|
|
value.BLOOD_MOON.1=Every Night
|
|
suffix.BLOOD_MOON=\ Minecraft Nights
|
|
option.BLOOD_MOON.comment=Enables Blood Moons that occur the amount of Minecraft days the user has set in this option.
|
|
option.EMISSIVE_BLOOD_MOON_FLOWERS=Emissive Blood Moon Flowers
|
|
option.EMISSIVE_BLOOD_MOON_FLOWERS.comment=Makes red flowers glow during Blood Moons. §e[*]§r RP Support option must be set to Integrated PBR+.
|