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Flashier Flashlights — Configuration

Every setting in the mod config file, with what it changes.

OptionWhat it does
no_videos_found(none found)
aestheticAesthetic
albedoLightingAlbedo Lighting
albedo_lightingAlbedo Lighting
slope_biasAngle-scaled anti-acne bias. Default 0.0.
preset_tooltipApplies a preset of shadow, bloom, dust and volumetric fog settings tuned for this performance tier.
autoOffOnSlotChangeAuto Turn Off On Slot Change
brightnessMultiplierBeam Brightness
beam_brightnessBeam Brightness:
coneHalfAngleDegBeam Cone Half-Angle
beam_dustBeam Dust
beam_dust_particlesBeam Dust Particles
dustEnabledBeam Dust Particles
beam_patternBeam Pattern
beam_qualityBeam Quality:
beamRangeBeam Range
beam_turbulenceBeam Turbulence:
blockEntityShadowsEnabledBlock Entity Shadows
block_entity_shadowsBlock Entity Shadows
bloomBloom
bloomEnabledBloom
bloomCompositeStrengthBloom Brightness
bloom_brightnessBloom Brightness:
blueBlue channel of the beam colour.
blueBlue:
bloom_brightnessBrightness of the bloom. 0.10 = default.
brightnessBrightness:
circularDustParticlesCircular Dust Shape
circular_dust_shapeCircular Dust Shape
colorShadowSaturationColour Shadow Saturation
colour_shadowsColour Shadows (Experimental)
colorShadowedLightsColour-Shadowed Lights (Experimental)
color_shadowedColour-Shadowed:
contact_biasConstant anti-acne bias. Default 1.50.
shadowBiasNormalContact Bias
contact_biasContact Bias:
light_pov_shadowsCulls shadow terrain from each spotlights own viewpoint instead of reusing the camera's occlusion-culled render lists. O
preset_customCustom
dustCountMultiplierDust Density
dust_densityDust Density:
dust_densityDust particle density relative to default.
dustSizeDust Particle Size
dust_particle_sizeDust Particle Size:
bloomEnable the lens glow and dust glow effects.
energyPerSecondEnergy Per Second
entityShadowsEnabledEntity Shadows
entity_shadowsEntity Shadows
experimentalExperimental
color_shadowedExperimental, use at your own risk. How many shadow-casting flashlights also pick up colour from blocks like stained gla
extremeExtreme
beam_qualityFog sample count per beam. Low values already look smooth enough (8 ≈ 32 in practice). Higher values = more GPU cost.
greenGreen channel of the beam colour.
greenGreen:
highHigh
shadow_castersHow many simultaneous flashlights cast real shadow maps. Higher values cost one extra world geometry pass per light per
light_colorLight Color
lightColorBLight Colour: Blue
lightColorGLight Colour: Green
lightColorRLight Colour: Red
lightPatternLight Pattern
light_patternLight Pattern
lightPovShadowSetupLight-POV Shadows
light_pov_shadowsLight-POV Shadows
lightingLighting
particle_albedolights particles by their true colour instead of brightening the already-shaded pixel. The exact same as Albedo Lighting
albedo_lightingLights surfaces by their true (unlit) colour instead of brightening the already-shaded pixel. On = default.
lowLow
translucent_opaque_shadowsMakes translucent terrain fully block the beam like solid geometry, affects every translucent block. Disables Colour-Sha
maxEnergyMax Battery Energy
mediumMedium
circular_dust_shapeOFF: square point sprites. ON: circular sprites with a gaussian falloff.
brightnessOverall brightness multiplier for the beam (Also brightens the volumetrics). 2 = default.
beam_brightnessOverall brightness of the volumetric beams scattered light.
particle_albedoParticle Albedo Lighting
particle_shadowsParticle Shadows
pixelSnapLightingPixel Snap Lighting
pixel_snap_lightingPixel Snap Lighting
playerShadowsEnabledPlayer Shadows
player_shadowsPlayer Shadows
potatoPotato
beam_turbulenceProcedural noise strength inside the beam. 0.0 = smooth (cheapest, but looks worse). 1.0 default
preset_labelQuality Preset
volumetric_beamRaymarched volumetrics for shadow-casting flashlights. A real per-pixel raymarch which is noticeably more expensive than
redRed channel of the beam colour.
redRed:
requireBatteryToFunctionRequire Battery To Function
resetReset
reset_tooltipResets every setting to its default and sets the quality preset to Medium.
shadow_map_resolutionResolution of the shadow depth map (width = height). Higher resolutions have a higher GPU memory cost. 1024 = default.
saturationSaturation boost applied to coloured-shadow tints (stained glass, water) 1.7 = default.
saturationSaturation:
maxShadowedLightsShadow Casters
shadow_castersShadow Casters
shadow_castersShadow Casters:
shadow_cullingShadow Culling
shadowMapResolutionShadow Map Resolution
shadow_map_resolutionShadow Map Resolution
shadow_qualityShadow Quality
shadowSoftnessShadow Softness
shadow_softnessShadow Softness (PCSS):
beam_dust_particlesShow dust particles floating inside the flashlight beam.
shadowBiasSlopeSlope Bias
slope_biasSlope Bias:
pixel_snap_lightingSnap lighting and shadows to the block pixel grid (16 pixels per block).
voxel_snap_volumetricSnaps the volumetric beam's fog samples to the pixel grid (16x16x16 grid). Off = default.
texture_mode_staticStatic Texture
texture_modeStatic Texture = the PNG pattern above (default). Video Texture = project a looping video as the beam pattern.
surface_lightingSurface Lighting
terrainShadowsEnabledTerrain Shadows
terrain_shadowsTerrain Shadows
texture_modeTexture Mode
shadow_softnessThe light's effective aperture size. Shadows falling further from their caster get progressively softer edges. 0.3 = def
translucent_opaque_shadowsTranslucent Blocks Opaque
translucent_opaque_shadowsTranslucent Opaque Shadows (Experimental)
translucentOpaqueShadowsTranslucent Opaque Shadows (Experimental)
ultraUltra
useVideoPatternUse Video Pattern
very_highVery High
very_lowVery Low
videoVideo
videoPatternVideo Pattern
texture_mode_videoVideo Texture
visualsVisuals
volumetric_beamVolumetric Beam
volumetricsEnabledVolumetric Beam
volumetricIntensityVolumetric Beam Brightness
volumetricStepsVolumetric Beam Quality
volumetricNoiseVolumetric Beam Turbulence
volumetric_lightVolumetric Light
volumetricPixelSnapVoxel Snap Volumetric
voxel_snap_volumetricVoxel Snap Volumetric
block_entity_shadowsWhether block entities (chests, signs, beds, etc) cast shadows. On = default.
entity_shadowsWhether non-player entities (mobs, item frames, boats, etc) cast shadows. On = default.
particle_shadowsWhether particles cast shadows. Off = default.
player_shadowsWhether players cast shadows. On = default.
terrain_shadowsWhether terrain geometry casts shadows. On = default.
light_patternWhich light-cookie texture the flashlight projects. Click to cycle through every PNG found under assets/flashlightmod/te
videoWhich video the flashlight projects when Texture Mode is Video Texture. Click to cycle through every MP4 found under ass
dust_particle_sizeWorld-space radius of each dust particle. 0.020 = default.
dust_density_default×1 (default)