Wiki › Flashier Flashlights › Configuration
Flashier Flashlights — Configuration
Every setting in the mod config file, with what it changes.
| Option | What it does |
|---|---|
no_videos_found | (none found) |
aesthetic | Aesthetic |
albedoLighting | Albedo Lighting |
albedo_lighting | Albedo Lighting |
slope_bias | Angle-scaled anti-acne bias. Default 0.0. |
preset_tooltip | Applies a preset of shadow, bloom, dust and volumetric fog settings tuned for this performance tier. |
autoOffOnSlotChange | Auto Turn Off On Slot Change |
brightnessMultiplier | Beam Brightness |
beam_brightness | Beam Brightness: |
coneHalfAngleDeg | Beam Cone Half-Angle |
beam_dust | Beam Dust |
beam_dust_particles | Beam Dust Particles |
dustEnabled | Beam Dust Particles |
beam_pattern | Beam Pattern |
beam_quality | Beam Quality: |
beamRange | Beam Range |
beam_turbulence | Beam Turbulence: |
blockEntityShadowsEnabled | Block Entity Shadows |
block_entity_shadows | Block Entity Shadows |
bloom | Bloom |
bloomEnabled | Bloom |
bloomCompositeStrength | Bloom Brightness |
bloom_brightness | Bloom Brightness: |
blue | Blue channel of the beam colour. |
blue | Blue: |
bloom_brightness | Brightness of the bloom. 0.10 = default. |
brightness | Brightness: |
circularDustParticles | Circular Dust Shape |
circular_dust_shape | Circular Dust Shape |
colorShadowSaturation | Colour Shadow Saturation |
colour_shadows | Colour Shadows (Experimental) |
colorShadowedLights | Colour-Shadowed Lights (Experimental) |
color_shadowed | Colour-Shadowed: |
contact_bias | Constant anti-acne bias. Default 1.50. |
shadowBiasNormal | Contact Bias |
contact_bias | Contact Bias: |
light_pov_shadows | Culls shadow terrain from each spotlights own viewpoint instead of reusing the camera's occlusion-culled render lists. O |
preset_custom | Custom |
dustCountMultiplier | Dust Density |
dust_density | Dust Density: |
dust_density | Dust particle density relative to default. |
dustSize | Dust Particle Size |
dust_particle_size | Dust Particle Size: |
bloom | Enable the lens glow and dust glow effects. |
energyPerSecond | Energy Per Second |
entityShadowsEnabled | Entity Shadows |
entity_shadows | Entity Shadows |
experimental | Experimental |
color_shadowed | Experimental, use at your own risk. How many shadow-casting flashlights also pick up colour from blocks like stained gla |
extreme | Extreme |
beam_quality | Fog sample count per beam. Low values already look smooth enough (8 ≈ 32 in practice). Higher values = more GPU cost. |
green | Green channel of the beam colour. |
green | Green: |
high | High |
shadow_casters | How many simultaneous flashlights cast real shadow maps. Higher values cost one extra world geometry pass per light per |
light_color | Light Color |
lightColorB | Light Colour: Blue |
lightColorG | Light Colour: Green |
lightColorR | Light Colour: Red |
lightPattern | Light Pattern |
light_pattern | Light Pattern |
lightPovShadowSetup | Light-POV Shadows |
light_pov_shadows | Light-POV Shadows |
lighting | Lighting |
particle_albedo | lights particles by their true colour instead of brightening the already-shaded pixel. The exact same as Albedo Lighting |
albedo_lighting | Lights surfaces by their true (unlit) colour instead of brightening the already-shaded pixel. On = default. |
low | Low |
translucent_opaque_shadows | Makes translucent terrain fully block the beam like solid geometry, affects every translucent block. Disables Colour-Sha |
maxEnergy | Max Battery Energy |
medium | Medium |
circular_dust_shape | OFF: square point sprites. ON: circular sprites with a gaussian falloff. |
brightness | Overall brightness multiplier for the beam (Also brightens the volumetrics). 2 = default. |
beam_brightness | Overall brightness of the volumetric beams scattered light. |
particle_albedo | Particle Albedo Lighting |
particle_shadows | Particle Shadows |
pixelSnapLighting | Pixel Snap Lighting |
pixel_snap_lighting | Pixel Snap Lighting |
playerShadowsEnabled | Player Shadows |
player_shadows | Player Shadows |
potato | Potato |
beam_turbulence | Procedural noise strength inside the beam. 0.0 = smooth (cheapest, but looks worse). 1.0 default |
preset_label | Quality Preset |
volumetric_beam | Raymarched volumetrics for shadow-casting flashlights. A real per-pixel raymarch which is noticeably more expensive than |
red | Red channel of the beam colour. |
red | Red: |
requireBatteryToFunction | Require Battery To Function |
reset | Reset |
reset_tooltip | Resets every setting to its default and sets the quality preset to Medium. |
shadow_map_resolution | Resolution of the shadow depth map (width = height). Higher resolutions have a higher GPU memory cost. 1024 = default. |
saturation | Saturation boost applied to coloured-shadow tints (stained glass, water) 1.7 = default. |
saturation | Saturation: |
maxShadowedLights | Shadow Casters |
shadow_casters | Shadow Casters |
shadow_casters | Shadow Casters: |
shadow_culling | Shadow Culling |
shadowMapResolution | Shadow Map Resolution |
shadow_map_resolution | Shadow Map Resolution |
shadow_quality | Shadow Quality |
shadowSoftness | Shadow Softness |
shadow_softness | Shadow Softness (PCSS): |
beam_dust_particles | Show dust particles floating inside the flashlight beam. |
shadowBiasSlope | Slope Bias |
slope_bias | Slope Bias: |
pixel_snap_lighting | Snap lighting and shadows to the block pixel grid (16 pixels per block). |
voxel_snap_volumetric | Snaps the volumetric beam's fog samples to the pixel grid (16x16x16 grid). Off = default. |
texture_mode_static | Static Texture |
texture_mode | Static Texture = the PNG pattern above (default). Video Texture = project a looping video as the beam pattern. |
surface_lighting | Surface Lighting |
terrainShadowsEnabled | Terrain Shadows |
terrain_shadows | Terrain Shadows |
texture_mode | Texture Mode |
shadow_softness | The light's effective aperture size. Shadows falling further from their caster get progressively softer edges. 0.3 = def |
translucent_opaque_shadows | Translucent Blocks Opaque |
translucent_opaque_shadows | Translucent Opaque Shadows (Experimental) |
translucentOpaqueShadows | Translucent Opaque Shadows (Experimental) |
ultra | Ultra |
useVideoPattern | Use Video Pattern |
very_high | Very High |
very_low | Very Low |
video | Video |
videoPattern | Video Pattern |
texture_mode_video | Video Texture |
visuals | Visuals |
volumetric_beam | Volumetric Beam |
volumetricsEnabled | Volumetric Beam |
volumetricIntensity | Volumetric Beam Brightness |
volumetricSteps | Volumetric Beam Quality |
volumetricNoise | Volumetric Beam Turbulence |
volumetric_light | Volumetric Light |
volumetricPixelSnap | Voxel Snap Volumetric |
voxel_snap_volumetric | Voxel Snap Volumetric |
block_entity_shadows | Whether block entities (chests, signs, beds, etc) cast shadows. On = default. |
entity_shadows | Whether non-player entities (mobs, item frames, boats, etc) cast shadows. On = default. |
particle_shadows | Whether particles cast shadows. Off = default. |
player_shadows | Whether players cast shadows. On = default. |
terrain_shadows | Whether terrain geometry casts shadows. On = default. |
light_pattern | Which light-cookie texture the flashlight projects. Click to cycle through every PNG found under assets/flashlightmod/te |
video | Which video the flashlight projects when Texture Mode is Video Texture. Click to cycle through every MP4 found under ass |
dust_particle_size | World-space radius of each dust particle. 0.020 = default. |
dust_density_default | ×1 (default) |