Render Limits
Allows changing how distant areas are rendered, loaded and generated.Render Limits
Allows changing how far away zones are rendered, loaded and generated.
Install on the server and optionally on clients (modding guide).
Possible uses
- If you have a powerful computer, you can increase the limits for a higher draw distance (at the cost of performance).
- If you want to take pretty picture of your entire base, you can temporarily increase the loaded area.
- If you have performance issues, you can try reducing distant areas.
Configuration
The config can be found in the <GameDirectory>\BepInEx\config\ folder after the first start up. Or changed with the render_config command. The mod reloads the file when it changes. On a server, joined players get the new values at once.
Each zone is a 64x64 meter area.
On multiplayer, the mod must be installed on the server. The mod replaces the game simulation distance setting and the -simulationdistance server option. If a client has higher values than the server, the client gets the server values. If a client has lower values, the client keeps its own. Clients without the mod use the game setting, limited by the server.
1. Zones
- Active zones (default:
1): Amounts of zones that are active around the player. Creatures are active in this area.- The client sends its value to the server. The server limits it to Loaded zones minus one and uses it for that player.
- Loaded zones (default:
2): Amounts of zones loaded around the player. Structures are visible in this area. - Generated zones (default:
4): Amounts of zones generated around the player. Large static objects like trees are visible in this area. - Real terrain visibility (default:
0): Visibility in meters. If 0, the game decides from loaded area. - Force active (default: none): Zones that are always active. Use the
force_activecommand to modify this.- The list is saved for each world. Lists from older versions are ignored and must be added again.
- Note: When using this near buildings, make sure to include the whole building.
- Otherwise it might collapse because only a part of it is loaded.
2. Quality
- Clutter visibility (default:
45): Visibility in meters. - Lod bias (default: none): Level of detail limit (increase to show smaller objects, vanilla is from 1 to 5 but even 100 works).
- Pixel light count (default: none): Light detail (bigger the better, vanilla is from 2 to 8).
- Shadow cascades (default: none): Improves shadows near the camera (bigger the better, vanilla is from 2 to 4).
- Shadow quality (default: none): 0: off, 1: hard only, 2: all.
- Shadow distance (default: none): Max distance for shadows in meters (vanilla is from 80 to 150).
- Shadow resolution (default: none): Shadow quality. From 0 to 3.
3. Server limits
- Maximum generated zones (default:
10): Maximum generated zones. Loaded zones and active zones are also limited by it.- This prevents a typo from freezing the game or the server. Increase it only if your computer can handle it.
- Allow force active (default:
false): Whether clients can have force active zones.- The client sends its zones to the server. The server keeps them active and gives the client the objects in them.
- The server can refuse the list. Then the client does not use force active.
- Force active can be used to collapse buildings by only loading a part of them.
- Maximum force active zones (default:
64): Maximum force active zones for each client.
Credits
Thanks for Azumatt for creating the mod icon!
Sources: GitHub
Donations: Buy me a computer
