39 lines
1.5 KiB
INI

[entity-name]
[item-name]
[glowing-plants]
glowing-bush=Luminous Bush
glowing-reed=Glow Reeds
glowing-tree=Sparkle Tree
glowing-lily=Light Lily
[glowing-color-name]
red=Red
orange=Orange
yellow=Yellow
green=Green
cyan=Cyan
argon=Light Blue
blue=Blue
purple=Purple
magenta=Magenta
white=White
[mod-setting-name]
glow-plants=Generate glowing plants
glow-biters=Make biters glow in the dark
plant-density=Plant spawn density
script-lights=Use LuaRendering control script lights
light-scale=Plant glow radius scalar
tree-refresh-rate=Rescan Rate
[mod-setting-description]
tree-refresh-rate=When the mod profile of a save file is changed, the world will be scanned for biolum entities to replace any missing lights and remove straggling entities. This is the number of chunks scanned per tick. Higher numbers complete the scan more quickly, but reduce UPS more severely while it is ongoing, while lower ones reduce its impact but lengthen its duration. Set it to zero to disable this resynchronization, but be warned that doing so will likely result in missing or leftover lights accumulating in older saves.
script-lights=Whether the lights on the plants use the LuaRendering mod scripting system for adding lights. This is cleaner and more reliable, but is markedly worse for client framerate performance on large maps. If this option is false, the lights will be accomplished with hidden entities instead, which does not have the FPS impact, but is messier and may cause weird issues like lights persisting after their plant is removed via unexpected means.