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Configurations

Alexandr edited this page Sep 19, 2026 · 3 revisions

Tip

To open the config, press Alt + ]

The configuration might look intimidating, but we'll break it all down step by step.

Tab General

Unscanned chunks max render distance

The distance at which unscanned chunks stop rendering (while scanning, you see yellow planes - these are the chunks that need to be scanned; this is the limit for them). Increasing this number will lower your FPS.

Chunk rendering in the HUD

If you enable this option, chunks beyond the render distance will still be displayed, but on your HUD instead of in the game world. Enabling this option will lower your FPS.

Unscanned chunks y-offset

Chunks are rendered relative to the player's camera. If you fly up, they will rise with you. A negative offset allows you to always see them below you.

Unscanned chunks render color

You can adjust the color and transparency.


Selected blocks max render distance

The rendering limit for blocks highlighted by the scan. Default is -1 = no limit.

Selected blocks render color

You can change the color and transparency of the highlighted blocks.


Selected area edges render

Toggles the rendering of faces for all scanned areas. Turning this off will slightly increase FPS.

Selected area edges color

The color of the faces.


LOD1 and LOD2

The distance at which blocks will not be rendered fully, but only as 2 perpendicular planes. LOD2 is 1 plane facing the player.

LOD2 - horizon. At this distance, blocks will be rendered at the player's camera level (on the horizon) for better visibility. However, the next setting disables this behavior.

Display LOD2 blocks in HUD

Switches the rendering of blocks beyond the LOD2 distance to the HUD. This is much more noticeable because the squares don't shrink with distance and don't disappear from the render as you move further away.

Renders groups of blocks as a single object

If multiple blocks are located together (e.g., obsidian in lava lakes), the inner faces between them won't be visible. However, this increases CPU and memory load because adjacent blocks need to be merged into a single entity. It's hard to say exactly how this affects performance, as it balances the load between the CPU and GPU. You can toggle it and check the difference (for example, using the "Show render time in HUD" setting in the HUD section, which will be covered later).


Chunk scan cooldown

Inside the mod, a loop constantly runs, pulling one chunk from the queue every n milliseconds to scan it. Lowering this setting makes the scan faster, but might negatively impact performance. I set it to 2 and it's fine for me, but your mileage may vary. 10 is the "golden mean".

Realtime update chunks

When a setBlockState event occurs in the world on the client side, the chunk where it happened is updated. Usually, chunk updates only happen from player actions. This affects the chunk scanning queue; if there are many updates in loaded chunks, the queue might get clogged.

Notify about support when entering the world

If enabled, upon joining a server, a message will indicate whether it supports server-side scanning.

Looks at random selected block

You can assign a keybind to look at a random highlighted block when pressed (probably not needed anymore).

Main render

Toggles the entire rendering. Can be assigned to a keybind.

Open config

The keybind that opens this window. Default is Alt + ]


Tab Hud

Hud

Toggles the HUD rendering.

Show render time in the HUD

Shows the time spent on world rendering and HUD rendering in milliseconds. Useful for performance testing. Milliseconds are rounded to 3 decimal places.

Hud position x and y

Relative offset of the HUD lines from its anchor point.

Hud alignment

The side of the screen to which the HUD will be anchored.

Hud scale

You can change the HUD scale.


Server Config

The server config is set via the /scanset command. You can view parameter values by typing /scanset , and change them with /scanset .

After making changes, you need to type /scanset save. /scanset reset will revert them to default, and you need to save after that as well.

There are several parameters:

  1. budget - server-side scanning runs on the same thread as the server itself. This parameter changes the number of milliseconds available for scanning per second.

Below are parameters for specific functions, I don't see the point in detailing them

  1. nbt
  2. chunks
  3. packets
  4. deltaPos
  5. pendingNbt
  6. maxSelectedBlock - once this number of highlighted blocks is reached, the scan will stop. Can be increased.