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just getting the modpack files in here, also added the following folders to git ignore inside the top level of the minecraft folder (the one with save files in it): /server-resource-packs/ /saves/ /schematics/ /screenshots/ /logs/ /.mixin.out/ /crash-reports/ usernamecache.json usercache.json Also I added the following file extensions to be considered "large" by the server as not to pollute diff history here are the commands I used to add these files: git lfs track "*.jar" git lfs track "*.zip" git lfs track "*.7z" git lfs track "*.gz" git lfs track "*.rar" git lfs track "*.tar" git lfs track "*.iso" git lfs track "*.png" git lfs track "*.jpg" git lfs track "*.jpeg" git lfs track "*.gif" git lfs track "*.bmp" git lfs track "*.tiff" git lfs track "*.svg" git lfs track "*.webp" git lfs track "*.mp3" git lfs track "*.wav" git lfs track "*.ogg" git lfs track "*.flac" git lfs track "*.aac" git lfs track "*.m4a" git lfs track "*.wma" git lfs track "*.mp4" git lfs track "*.mkv" git lfs track "*.avi" git lfs track "*.mov" git lfs track "*.webm" git lfs track "*.flv" git lfs track "*.wmv" git lfs track "*.psd" git lfs track "*.ai" git lfs track "*.pdf" git lfs track "*.mca" git lfs track "*.dat" git lfs track "*.dat_old"
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[visuals]
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#whether to cave maps are visible when held by players from the third-person perspective.
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cave_maps_visible_in_third_person = true
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#whether to shake the screen from tremorsaurus stomping, nuclear explosions, etc.
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screen_shaking = true
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#true if some block models, like uranium ore or abyssmarine bricks render as fullbright. May increase load time, no gameplay performance impact.
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emissive_block_models = true
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#whether to make the screen flash white during nuclear explosions.
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nuclear_bomb_flash = true
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#true if some biomes, such as primordial caves, have ambient light that makes the biome easier to see in.
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biome_ambient_light = true
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#true if some biomes, such as toxic caves, apply a color to ambient light. May conflict with shaders.
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biome_ambient_light_coloring = true
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#true if some biomes, such as primordial caves, have an always well-lit sky when in them. May conflict with shaders.
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biome_sky_overrides = true
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#true if some biomes, such as abyssal chasm, have an thicker water fog to them. May conflict with shaders.
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biome_sky_fog_overrides = true
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#true if ambersol block renders with rays of light emerging from it.
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ambersol_shines = true
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#true if irradiated effect makes mobs glow. May conflict with shaders.
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radiation_glow_effect = true
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#determines how far to the left the subterranodon flight indicator renders on the screen when mounted. Negative numbers will render it on the right.
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#Range: -12000 ~ 12000
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subterranodon_indicator_x = 22
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#determines how far from bottom the subterranodon flight indicator renders on the screen when mounted.
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#Range: -12000 ~ 12000
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subterranodon_indicator_y = 6
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#true if sugar rush makes the world more saturated. May conflict with shaders.
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sugar_rush_saturation_effect = true
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[audio]
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#whether nuclear explosions briefly muffle other sounds.
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nuclear_bomb_muffles_sounds = true
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