diff --git a/config/DistantHorizons.toml b/config/DistantHorizons.toml new file mode 100644 index 0000000..a7e01a1 --- /dev/null +++ b/config/DistantHorizons.toml @@ -0,0 +1,694 @@ +_version = 2 + +[client] + # Should Distant Horizon's config button appear in the options screen next to fov slider? + # + optionsButton = true + + [client.advanced] + + [client.advanced.graphics] + + [client.advanced.graphics.quality] + # What is the maximum detail LODs should be drawn at? + # Higher settings will increase memory and GPU usage. + # + # CHUNK: render 1 LOD for each Chunk. + # HALF_CHUNK: render 4 LODs for each Chunk. + # FOUR_BLOCKS: render 16 LODs for each Chunk. + # TWO_BLOCKS: render 64 LODs for each Chunk. + # BLOCK: render 256 LODs for each Chunk (width of one block). + # + # Lowest Quality: CHUNK + # Highest Quality: BLOCK + # + maxHorizontalResolution = "BLOCK" + # The radius of the mod's render distance. (measured in chunks) + # + lodChunkRenderDistanceRadius = 128 + # This indicates how well LODs will represent + # overhangs, caves, floating islands, etc. + # Higher options will make the world more accurate, butwill increase memory and GPU usage. + # + # Lowest Quality: HEIGHT_MAP + # Highest Quality: EXTREME + # + verticalQuality = "MEDIUM" + # This indicates how quickly LODs decrease in quality the further away they are. + # Higher settings will render higher quality fake chunks farther away, + # but will increase memory and GPU usage. + # + horizontalQuality = "MEDIUM" + # How should LOD transparency be handled. + # + # COMPLETE: LODs will render transparent. + # FAKE: LODs will be opaque, but shaded to match the blocks underneath. + # DISABLED: LODs will be opaque. + # + # + transparency = "COMPLETE" + # What blocks shouldn't be rendered as LODs? + # + # NONE: Represent all blocks in the LODs + # NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height) + # + # + blocksToIgnore = "NON_COLLIDING" + # Should the blocks underneath avoided blocks gain the color of the avoided block? + # + # True: a red flower will tint the grass below it red. + # False: skipped blocks will not change color of surface below them. + # + tintWithAvoidedBlocks = true + + [client.advanced.graphics.fog] + # When should fog be drawn? + # + # USE_OPTIFINE_SETTING: Use whatever Fog setting Optifine is using. + # If Optifine isn't installed this defaults to FOG_ENABLED. + # FOG_ENABLED: Never draw fog on the LODs + # FOG_DISABLED: Always draw fast fog on the LODs + # + # Disabling fog will improve GPU performance. + # + drawMode = "FOG_ENABLED" + # At what distance should Fog be drawn on the LODs? + # + distance = "FAR" + # What color should fog use? + # + # USE_WORLD_FOG_COLOR: Use the world's fog color. + # USE_SKY_COLOR: Use the sky's color. + # + colorMode = "USE_WORLD_FOG_COLOR" + # Should Minecraft's fog be disabled? + # + # Note: Other mods may conflict with this setting. + # + disableVanillaFog = true + + [client.advanced.graphics.fog.advancedFog] + # At what distance should the far fog start? + # + # 0.0: Fog starts at the player's position. + # 1.0: Fog starts at the closest edge of the vanilla render distance. + # 1.414: Fog starts at the corner of the vanilla render distance. + # + farFogStart = 0.0 + # Where should the far fog end? + # + # 0.0: Fog ends at player's position. + # 1.0: Fog ends at the closest edge of the vanilla render distance. + # 1.414: Fog ends at the corner of the vanilla render distance. + # + farFogEnd = 1.0 + # What is the minimum fog thickness? + # + # 0.0: No fog. + # 1.0: Fully opaque fog. + # + farFogMin = 0.0 + # What is the maximum fog thickness? + # + # 0.0: No fog. + # 1.0: Fully opaque fog. + # + farFogMax = 1.0 + # How should the fog thickness should be calculated? + # + # LINEAR: Linear based on distance (will ignore 'density') + # EXPONENTIAL: 1/(e^(distance*density)) + # EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2) + # + farFogFalloff = "EXPONENTIAL_SQUARED" + # Used in conjunction with the Fog Falloff. + # + farFogDensity = 2.5 + + [client.advanced.graphics.fog.advancedFog.heightFog] + # How should height effect the fog thickness? + # Note: height fog is combined with the other fog settings. + # + # BASIC: No special height fog effect. Fog is calculated based on camera distance + # IGNORE_HEIGHT: Ignore height completely. Fog is only calculated with horizontal distance + # ADDITION: heightFog + farFog + # MAX: max(heightFog, farFog) + # MULTIPLY: heightFog * farFog + # INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog) + # LIMITED_ADDITION: farFog + max(farFog, heightFog) + # MULTIPLY_ADDITION: farFog + farFog * heightFog + # INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog) + # AVERAGE: farFog*0.5 + heightFog*0.5 + # + # Note: height fog settings are ignored if 'BASIC' or 'IGNORE_HEIGHT' are selected. + # + heightFogMixMode = "BASIC" + # Where should the height fog start? + # + # ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky + # BELOW_CAMERA: Height fog starts at the camera and goes towards the void + # ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void + # ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky + # BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void + # ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void + # + heightFogMode = "ABOVE_AND_BELOW_CAMERA" + # If the height fog is calculated around a set height, what is that height position? + # + heightFogBaseHeight = 70.0 + # Should the start of the height fog be offset? + # + # 0.0: Fog start with no offset. + # 1.0: Fog start with offset of the entire world's height. (Includes depth) + # + heightFogStart = 0.0 + # Should the end of the height fog be offset? + # + # 0.0: Fog end with no offset. + # 1.0: Fog end with offset of the entire world's height. (Include depth) + # + heightFogEnd = 1.0 + # What is the minimum fog thickness? + # + # 0.0: No fog. + # 1.0: Fully opaque fog. + # + heightFogMin = 0.0 + # What is the maximum fog thickness? + # + # 0.0: No fog. + # 1.0: Fully opaque fog. + # + heightFogMax = 1.0 + # How should the height fog thickness should be calculated? + # + # LINEAR: Linear based on height (will ignore 'density') + # EXPONENTIAL: 1/(e^(height*density)) + # EXPONENTIAL_SQUARED: 1/(e^((height*density)^2) + # + heightFogFalloff = "EXPONENTIAL_SQUARED" + # What is the height fog's density? + # + heightFogDensity = 2.5 + + [client.advanced.graphics.ssao] + # Enable Screen Space Ambient Occlusion + # + enabled = true + # Determines how many points in space are sampled for the occlusion test. + # Higher numbers will improve quality and reduce banding, but will increase GPU load. + # + sampleCount = 6 + # Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks. + # + radius = 4.0 + # Determines how dark the Screen Space Ambient Occlusion effect will be. + # + strength = 0.2 + # Increasing the value can reduce banding at the cost of reducing the strength of the effect. + # + bias = 0.02 + # Determines how dark the occlusion shadows can be. + # 0 = totally black at the corners + # 1 = no shadow + # + minLight = 0.25 + # The radius, measured in pixels, that blurring is calculated for the SSAO. + # Higher numbers will reduce banding at the cost of GPU performance. + # + blurRadius = 2 + + [client.advanced.graphics.noiseTextureSettings] + # Should a noise texture be applied to LODs? + # + # This is done to simulate textures and make the LODs appear more detailed. + # + # + noiseEnabled = true + # How many steps of noise should be applied to LODs? + # + noiseSteps = 4 + # How intense should the noise should be? + # + noiseIntensity = 5.0 + # Defines how far should the noise texture render before it fades away. (in blocks) + # Set to 0 to disable noise from fading away + # + noiseDropoff = 1024 + + [client.advanced.graphics.advancedGraphics] + # Determines how far Distant Horizon's near clip plane will render. + # + # Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance, + # but may cause holes to appear in the LODs. + # Holes are most likely at the left and right edges of the screen + # when flying through unloaded terrain. + # + # Increasing the vanilla render distance increases the effectiveness of these options. + # + overdrawPrevention = "MEDIUM" + # Buggy experimental option that will attempt to match up + # Distant Horizons' and Minecraft's near/far clip planes, + # reducing overdraw. + # + # Only functional on Fabric. + # Works best with an overdraw prevention setting of MEDIUM or higher + # and cave culling is disabled. + # + # + seamlessOverdraw = false + # How bright LOD colors are. + # + # 0 = black + # 1 = normal + # 2 = near white + # + brightnessMultiplier = 1.0 + # How saturated LOD colors are. + # + # 0 = black and white + # 1 = normal + # 2 = very saturated + # + saturationMultiplier = 1.0 + # If enabled caves will be culled + # + # NOTE: This feature is under development and + # it is VERY experimental! Please don't report + # any issues related to this feature. + # + # Additional Info: Currently this cull all faces + # with skylight value of 0 in dimensions that + # does not have a ceiling. + # + enableCaveCulling = true + # At what Y value should cave culling start? + # + caveCullingHeight = 40 + # This is the earth size ratio when applying the curvature shader effect. + # Note: Enabling this feature may cause rendering bugs. + # + # 0 = flat/disabled + # 1 = 1 to 1 (6,371,000 blocks) + # 100 = 1 to 100 (63,710 blocks) + # 10000 = 1 to 10000 (637.1 blocks) + # + # Note: Due to current limitations, the min value is 50 + # and the max value is 5000. Any values outside this range + # will be set to 0 (disabled). + # + earthCurveRatio = 0 + # What the value should vanilla Minecraft's texture LodBias be? + # If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0) + # + lodBias = 0.0 + # How should LODs be shaded? + # + # MINECRAFT: Uses the same side shading as vanilla Minecraft blocks. + # OLD_LIGHTING: Simulates Minecraft's block shading for LODs. + # Can be used to force LOD shading when using some shaders. + # NONE: All LOD sides will be rendered with the same brightness. + # + # + lodShading = "MINECRAFT" + + [client.advanced.worldGenerator] + # Should Distant Horizons slowly generate LODs + # outside the vanilla render distance? + # + # Note: when on a server, distant generation isn't supported + # and will always be disabled. + # + enableDistantGeneration = true + # How detailed should LODs be generated outside the vanilla render distance? + # + # PRE_EXISTING_ONLY + # Only create LOD data for already generated chunks. + # + # + # SURFACE + # Generate the world surface, + # this does NOT include trees, + # or structures. + # + # FEATURES + # Generate everything except structures. + # WARNING: This may cause world generator bugs or instability when paired with certain world generator mods. + # + # + distantGeneratorMode = "FEATURES" + # How long should a world generator thread run for before timing out? + # Note: If you are experiencing timeout errors it is better to lower your CPU usage first + # via the thread config before changing this value. + # + # + worldGenerationTimeoutLengthInSeconds = 60 + + [client.advanced.multiplayer] + # How should multiplayer save folders should be named? + # + # NAME_ONLY: Example: "Minecraft Server" + # NAME_IP: Example: "Minecraft Server IP 192.168.1.40" + # NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"NAME_IP_PORT_MC_VERSION: Example: "Minecraft Server IP 192.168.1.40:25565 GameVersion 1.16.5" + # + serverFolderNameMode = "NAME_ONLY" + # AKA: Multiverse support. + # + # When matching levels (dimensions) of the same type (overworld, nether, etc.) the + # loaded chunks must be at least this percent the same + # in order to be considered the same world. + # + # Note: If you use portals to enter a dimension at two + # different locations the system will think the dimension + # it is two different levels. + # + # 1.0 (100%) the chunks must be identical. + # 0.5 (50%) the chunks must be half the same. + # 0.0 (0%) disables multi-dimension support, + # only one world will be used per dimension. + # + # If multiverse support is needed start with a value of 0.2 + # and tweak the sensitivity from there.Lower values mean the matching is less strict. + # Higher values mean the matching is more strict. + # + # + multiverseSimilarityRequiredPercent = 0.0 + + [client.advanced.lodBuilding] + # Determines how long must pass between LOD chunk updates before another. + # update can occur + # + # Increasing this value will reduce CPU load but may may cause + # LODs to become outdated more frequently or for longer. + # + # + minTimeBetweenChunkUpdatesInSeconds = 1 + # If false LODs will be lit by Minecraft's lighting engine when possible + # and fall back to the DH lighting engine only when necessary. + # + # If true LODs will only be lit using Distant Horizons' lighting engine. + # + # Generally it is best to leave this disabled and should only be enabled + # if there are lighting issues or for debugging. + # + # + onlyUseDhLightingEngine = false + + [client.advanced.multiThreading] + # How many threads should be used when generating LOD + # chunks outside the normal render distance? + # + # If you experience stuttering when generating distant LODs, + # decrease this number. + # If you want to increase LOD + # generation speed, increase this number. + # + # Multi-threading Note: + # If the total thread count in Distant Horizon's config is more threads than your CPU has cores, + # CPU performance may suffer if Distant Horizons has a lot to load or generate. + # This can be an issue when first loading into a world, when flying, and/or when generating new terrain. + # + numberOfWorldGenerationThreads = 3 + # If this value is less than 1.0, it will be treated as a percentage + # of time each thread can run before going idle. + # + # This can be used to reduce CPU usage if the thread count + # is already set to 1 for the given option, or more finely + # tune CPU performance. + # + runTimeRatioForWorldGenerationThreads = 0.75 + # How many threads should be used when reading in LOD data from disk? + # + # Increasing this number will cause LODs to load in faster, + # but may cause lag when loading a new world or when + # quickly flying through existing LODs. + # + # Multi-threading Note: + # If the total thread count in Distant Horizon's config is more threads than your CPU has cores, + # CPU performance may suffer if Distant Horizons has a lot to load or generate. + # This can be an issue when first loading into a world, when flying, and/or when generating new terrain. + # + numberOfFileHandlerThreads = 2 + # If this value is less than 1.0, it will be treated as a percentage + # of time each thread can run before going idle. + # + # This can be used to reduce CPU usage if the thread count + # is already set to 1 for the given option, or more finely + # tune CPU performance. + # + runTimeRatioForFileHandlerThreads = 0.5 + # How many threads should be used when building LODs? + # + # These threads run when terrain is generated, when + # certain graphics settings are changed, and when moving around the world. + # + # Multi-threading Note: + # If the total thread count in Distant Horizon's config is more threads than your CPU has cores, + # CPU performance may suffer if Distant Horizons has a lot to load or generate. + # This can be an issue when first loading into a world, when flying, and/or when generating new terrain. + # + numberOfLodBuilderThreads = 2 + # If this value is less than 1.0, it will be treated as a percentage + # of time each thread can run before going idle. + # + # This can be used to reduce CPU usage if the thread count + # is already set to 1 for the given option, or more finely + # tune CPU performance. + # + runTimeRatioForLodBuilderThreads = 0.5 + # Should only be disabled if deadlock occurs and LODs refuse to update. + # This will cause CPU usage to drastically increase for the Lod Builder threads. + # + # Note that if deadlock did occur restarting MC may be necessary to stop the locked threads. + # + # + enableLodBuilderThreadLimiting = true + + [client.advanced.buffers] + # What method should be used to upload geometry to the GPU? + # + # AUTO: Picks the best option based on the GPU you have. + # + # BUFFER_STORAGE: Default if OpenGL 4.5 is supported. + # Fast rendering, no stuttering. + # + # SUB_DATA: Backup option for NVIDIA. + # Fast rendering but may stutter when uploading. + # + # BUFFER_MAPPING: Slow rendering but won't stutter when uploading. + # Generally the best option for integrated GPUs. + # Default option for AMD/Intel if OpenGL 4.5 isn't supported. + # May end up storing buffers in System memory. + # Fast rendering if in GPU memory, slow if in system memory, + # but won't stutter when uploading. + # + # DATA: Fast rendering but will stutter when uploading. + # Backup option for AMD/Intel. + # Fast rendering but may stutter when uploading. + # + # If you don't see any difference when changing these settings, + # or the world looks corrupted: restart your game. + # + gpuUploadMethod = "AUTO" + # How long should a buffer wait per Megabyte of data uploaded? + # Helpful resource for frame times: https://fpstoms.com + # + # Longer times may reduce stuttering but will make LODs + # transition and load slower. Change this to [0] for no timeout. + # + # NOTE: + # Before changing this config, try changing the "GPU Upload method" first. + # + # + gpuUploadPerMegabyteInMilliseconds = 0 + # If true geometry data will be uploaded on a DH controlled thread, reducing FPS stuttering. + # If false uploading will be done on Minecraft's main rendering thread. + # + # Setting this to false may reduce crashes or corrupted geometry on systems with an AMD GPU when Sodium is installed. + # + # + gpuUploadAsync = true + + [client.advanced.autoUpdater] + # Automatically check for updates on game launch? + # + enableAutoUpdater = false + # Should Distant Horizons silently, automatically download and install new versions? + # + enableSilentUpdates = false + # If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build + # + updateBranch = "STABLE" + + [client.advanced.logging] + # If enabled, the mod will log information about the world generation process. + # This can be useful for debugging. + # + logWorldGenEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE" + # If enabled, the mod will log performance about the world generation process. + # This can be useful for debugging. + # + logWorldGenPerformance = "LOG_WARNING_TO_CHAT_AND_FILE" + # If enabled, the mod will log information about the world generation process. + # This can be useful for debugging. + # + logWorldGenLoadEvent = "LOG_WARNING_TO_CHAT_AND_FILE" + # If enabled, the mod will log information about the LOD generation process. + # This can be useful for debugging. + # + logLodBuilderEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE" + # If enabled, the mod will log information about the renderer buffer process. + # This can be useful for debugging. + # + logRendererBufferEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE" + # If enabled, the mod will log information about the renderer OpenGL process. + # This can be useful for debugging. + # + logRendererGLEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE" + # If enabled, the mod will log information about file read/write operations. + # This can be useful for debugging. + # + logFileReadWriteEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE" + # If enabled, the mod will log information about file sub-dimension operations. + # This can be useful for debugging. + # + logFileSubDimEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE" + # If enabled, the mod will log information about network operations. + # This can be useful for debugging. + # + logNetworkEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE" + + [client.advanced.debugging] + # What renderer is active? + # + # DEFAULT: Default lod renderer + # DEBUG: Debug testing renderer + # DISABLED: Disable rendering + # + rendererMode = "DEFAULT" + # Should specialized colors/rendering modes be used? + # + # OFF: Fake chunks will be drawn with their normal colors. + # SHOW_DETAIL: Fake chunks color will be based on their detail level. + # SHOW_GENMODE: Fake chunks color will be based on their distant generation mode. + # SHOW_OVERLAPPING_QUADS: Fake chunks will be drawn with total white, but overlapping quads will be drawn with red. + # but overlapping quads will be drawn with red, drawn as a wireframe. + # + debugRendering = "OFF" + # If enabled the LODs will render as wireframe. + # + renderWireframe = false + # If true the F8 key can be used to cycle through the different debug modes. + # and the F6 key can be used to enable and disable LOD rendering. + # + enableDebugKeybindings = false + # If enabled this will disable (most) vanilla Minecraft rendering. + # + # NOTE: Do not report any issues when this mode is on! + # This setting is only for fun and debugging. + # Mod compatibility is not guaranteed. + # + lodOnlyMode = false + # Stops vertex colors from being passed. + # Useful for debugging shaders + # + enableWhiteWorld = false + + [client.advanced.debugging.debugWireframe] + # If enabled, various wireframes for debugging internal functions will be drawn. + # + # NOTE: There WILL be performance hit! + # Additionally, only stuff that's loaded after you enable this + # will render their debug wireframes. + # + enableRendering = false + # Render queued world gen tasks? + # + showWorldGenQueue = false + # Render LOD section status? + # + showRenderSectionStatus = false + # Render full data file status? + # + showFullDataFileStatus = false + # Render full data file sampling progress? + # + showFullDataFileSampling = false + # Render render data file status? + # + showRenderDataFileStatus = false + + [client.advanced.debugging.openGl] + # Requires a reboot to change. + # + # + overrideVanillaGLLogger = false + # Defines how OpenGL errors are handled. + # May incorrectly catch OpenGL errors thrown by other mods. + # + # IGNORE: Do nothing. + # LOG: write an error to the log. + # LOG_THROW: write to the log and throw an exception. + # Warning: this should only be enabled when debugging the LOD renderer + # as it may break Minecraft's renderer when an exception is thrown. + # + # + glErrorHandlingMode = "IGNORE" + # Can be changed if you experience crashing when loading into a world. + # Note: setting to an invalid version may also cause the game to crash. + # + # Leaving this value at causes DH to try all supported GL versions. + # + # Defines the requested OpenGL context major version Distant Horizons will create. + # Possible values (DH requires 3.2 or higher at minimum): + # 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0 + # 3.3, 3.2 + # + # + glContextMajorVersion = 0 + # Can be changed if you experience crashing when loading into a world. + # Note: setting to an invalid version may also cause the game to crash. + # + # Defines the requested OpenGL context major version Distant Horizons will create. + # Possible values (DH requires 3.2 or higher at minimum): + # 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0 + # 3.3, 3.2 + # + # + glContextMinorVersion = 0 + # Can be changed if you experience crashing when loading into a world. + # + # Defines the OpenGL context type Distant Horizon's will create. + # Generally this should be left as [CORE] unless there is an issue with your GPU driver. + # Possible values: [CORE],[COMPAT],[ANY] + # + # + glProfileMode = "CORE" + # Can be changed if you experience crashing when loading into a world. + # + # If true Distant Horizon's OpenGL contexts will be created with legacy OpenGL methods disabled. + # Distant Horizons doesn't use any legacy OpenGL methods so normally this should be disabled. + # + # + enableGlForwardCompatibilityMode = true + # Can be changed if you experience crashing when loading into a world. + # + # If true Distant Horizon's OpenGL contexts will be created with debugging enabled. + # This allows for enhanced debugging but may throw warnings for other mods or active overlay software. + # + # + enableGlDebugContext = false + + [client.advanced.debugging.exampleConfigScreen] + boolTest = false + byteTest = "8" + intTest = 69420 + doubleTest = 420.69 + shortTest = "69" + longTest = "42069" + floatTest = "0.42069" + stringTest = "Test input box" + listTest = ["option 1", "option 2", "option 3"] + mapTest = "{}" + linkableTest = 420 + diff --git a/index.toml b/index.toml index 6c23fa1..1a23795 100644 --- a/index.toml +++ b/index.toml @@ -8,6 +8,10 @@ hash = "40df771b682b67f1a3a5284d63b67e6413e2b16efe7a6085b0e0be0c847cbb68" file = "LICENSE" hash = "20c17d8b8c48a600800dfd14f95d5cb9ff47066a9641ddeab48dc54aec96e331" +[[files]] +file = "config/DistantHorizons.toml" +hash = "4bf9f0ca0c0e7538a99a58bf67302413101fc2863aea9f26829a66a87eb56cf2" + [[files]] file = "config/EssentialCommands.properties" hash = "7486c28f0ba13c8bcb4abf788d13014ae7227005c404d9b5fb3c23f64218b1aa" diff --git a/pack.toml b/pack.toml index 6c31c74..65e241b 100644 --- a/pack.toml +++ b/pack.toml @@ -6,7 +6,7 @@ pack-format = "packwiz:1.1.0" [index] file = "index.toml" hash-format = "sha256" -hash = "58455a769dde2051420e10ddf92417076273fe6262e6e197d5e5b4bef1083752" +hash = "46c53d71f05817974da2d5574309349e17e9c2e55dffeceb4203ab2a8a7a5087" [versions] fabric = "0.15.5"