# Maximum supported render distance. Clients will be capped to this value. # Required. # Default: 1024 render_distance: 512 # Are LOD features enabled at all? # Disable if you only want to use the plugin for level key info in a proxied setup. # Required. # Default: true distant_generation_enabled: true # Number of parallel LOD requests per client. # Required. # Default: 20 full_data_request_concurrency_limit: 20 # Send LOD updates to players in real-time? # Required. # Default: true real_time_updates_enabled: true # How close to an update players have to be in order to receive it. # Required. # Default: 128 real_time_update_radius: 128 # Let clients ask for updates to LODs they've previously downloaded. # Required. # Default: true login_data_sync_enabled: true # How far away can a player request updates for during login sync? # Required. # Default: 128 login_data_sync_radius: 128 # How many login sync requests can a client send at once? # Required. # Default: 50 login_data_sync_rc_limit: 50 # Currently unsupported. # Required. # Default: 0 max_data_transfer_speed: 0 # Should new chunks be generated to build LODs? # If you disable this, the plugin will not be able to create LODs in areas where chunks don't already exist. # Optional. # Default: true #generate_new_chunks: false # Show warning during startup if chunk generation is enabled? # Optional. # Default: true #generate_new_chunks_warning: false # Output builder activity to the server console. # Optional. # Default: true #show_builder_activity: false # Select which LOD builder to use. # Valid options are: FullBuilder, FastOverworldBuilder, and None. # Required. # Default: FullBuilder builder_type: FullBuilder # Number of blocks to advance between each sample on the Y axis when generating LODs. # A setting of 1 will sample every block, while 2 will sample every other block, and so on. # Required. # Default: 2 builder_resolution: 2 # Whether to include non-colliding blocks when they are the top-most block. # True means tall grass, flowers, and snow will color the block below them. # Optional. # Default: true #include_non-colliding_top_layer: false # Should beacons be included in LOD data? # It's recommended to leave this disabled for the initial LOD generation, then enable it afterward. # Optional. # Default: false #include_beacons: true # When running DHS on a proxied server, set this to a value that is unique to this specific server. # Optional. #level_key_prefix: # Use the vanilla world border of the respective world. # Optional. # Default: true #use_vanilla_world_border: false # How many chunks beyond the vanilla world border can we see (if it's enabled)?. If set to auto, it uses the server's # view distance, which effectively means that if standing at the border you can see as far as the server would generate # chunks naturally. # Optional. # Default: auto #vanilla_world_border_expansion: 12 # World specific settings. # You can override any of the above settings on a per-world basis. worlds: world: # Use builder that is optimized for overworld. builder_type: FastOverworldBuilder # When using the FastOverworldBuilder, should LODs always contain data down to at least sea level? # Enable if your world has floating islands or mountains/structures with large overhangs above sea level. # Optional. # Default: false #scan_to_sea_level: true # Limit LOD generation to within this area. # Optional. #border_center_x: 0 #border_center_z: 0 #border_radius: 5000 world_nether: # It might make sense to have a lower view distance in the nether, since visibility will be low simply because of # the level design anyway. render_distance: 64 # This is a hack to prevent light from shining through ceilings, mostly noticeable on the nether ceiling. # Only works with the FullBuilder, should only be used with builder_resolution=1, and does have some side effects. #perform_underglow_hack: true #builder_resolution: 1 # Number of worker threads used to generate LODs. # Does not affect Folia servers. # Required. # Default: 2 scheduler_threads: 2 # Don't touch :) config_version: 6