View Distance
| Setting | What it does | Range and unit | Default |
|---|---|---|---|
Forests to the Horizonforests_to_horizon.enabled | Forests continue past the tree line to the horizon as distant tree images, so the far hills stay wooded and trees no longer appear in large squares as you walk. | On or off | On |
Forest Distanceforests_to_horizon.distance_m | How far away the forest is drawn as distant tree images. Thick fog hides them sooner. Higher values cost frames on hills. | 800 to 2000 metres | 1500 |
Steady Occlusionsteady_occlusion.enabled | Trees, buildings and objects coming into view as you turn no longer appear a moment late. | On or off | On |
Object Detail
| Setting | What it does | Range and unit | Default |
|---|---|---|---|
Prop Detailprop_detail.enabled | Furniture and other objects keep their full detail further away, and stay in view longer before they disappear. | On or off | On |
Prop Detail Distanceprop_detail.detail_distance_x | How far away furniture and other objects keep their full detail. | 1 to 3 times the game’s value | 2 |
Prop Draw Distanceprop_detail.draw_distance_x | How far away furniture and other objects stay in view before they disappear. Higher values cost frames in towns. | 1 to 2 times the game’s value | 1.25 |
Plant Draw Distanceprop_detail.plant_distance_x | How far away bushes and crops stay in view before they disappear. Higher values cost frames in forests. | 1 to 2.5 times the game’s value | 1.6 |
Tree Detailtree_detail.enabled | Trees keep their full detail and their sway further away before they turn into flat, still images. | On or off | On |
Tree Detail Distancetree_detail.detail_distance_x | How far away trees keep their full detail before they turn flat. Higher values cost frames in forests. | 1 to 2 times the game’s value | 1.25 |
Tree Draw Distancetree_detail.draw_distance_x | How far away small trees stay in view before they disappear. Higher values cost frames in forests. | 1 to 4 times the game’s value | 1.5 |
Foliage Fullnessfoliage_fullness.enabled | Trees keep the fullness they have up close when seen from far away. | On or off | On |
Fullness Strengthfoliage_fullness.strength_x | How much fuller distant trees are kept, on their farthest detailed level. | 1 to 2 times the game’s value | 1.5 |
Billboard Lightingbillboard_lighting.enabled | Distant trees are shaded like the trees they replace. | On or off | On |
Pop-In
| Setting | What it does | Range and unit | Default |
|---|---|---|---|
Tree Dissolvetree_dissolve.enabled | Trees dissolve smoothly from one level of detail to the next, and into their flat distant images, instead of popping. | On or off | On |
Prop Dissolveprop_dissolve.enabled | Furniture and other objects that popped from one level of detail to the next dissolve smoothly instead, as most objects already do. | On or off | On |
Plants Grow Inplants_grow_in.enabled | Crops, bushes and other plants grow up out of the ground as they come into view and sink back into it as they leave, instead of popping in and out. Larger plants grow from farther away. | On or off | On |
Steady Detailsteady_detail.enabled | Sprinting or another mod widening your view no longer pulls the points where trees and objects change detail or disappear closer to you. | On or off | On |
Vehicle Dissolvevehicle_dissolve.enabled | Vehicles dissolve smoothly between levels of detail instead of popping, and their wheels stay in view as long as the vehicle does. | On or off | On |
Loading and Stutter
| Setting | What it does | Range and unit | Default |
|---|---|---|---|
Background Savingdeco_save.enabled | Saves the world’s trees, rocks and plants in the background instead of pausing the game for a moment every minute. | On or off | On |
Shader Warm-Upshader_warmup.enabled | Prepares the shaders behind the loading screen, so the first explosion, rain or new kind of block does not stutter. | On or off | On |
Loading Uploadsloading_uploads.enabled | Textures and models load faster behind the loading screen, and large textures load in play without a pause. | On or off | On |