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Configuration
tworoundcats edited this page Oct 22, 2026
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The config file is config/displayblockhitboxes.json. It is created automatically on first launch.
The preset setting identifies the active configuration preset. Available presets are LOW, DEFAULT, HIGH and ULTRA.
| Preset | Block Model Resolution | Rotated Slices/Block | Max Rotated Slices | Tilted Resolution/Block | Max Tilted Resolution | Item Texture Resolution | Dynamic Max Slices |
|---|---|---|---|---|---|---|---|
LOW |
16 | 8 | 16 | 4 | 8 | 0 | false |
DEFAULT |
32 | 16 | 24 | 8 | 16 | 0 | false |
HIGH |
64 | 32 | 64 | 16 | 32 | 16 | false |
ULTRA |
64 | 64 | 128 | 32 | 64 | 32 | true |
| Setting | Default | Info |
|---|---|---|
accurateHitboxes |
true |
Allows multiple hitboxes to be created per entity. |
originIndependentLighting |
true |
Samples lighting around the middle of the model instead of at its origin point. |
blockDisplayHitboxes |
true |
Enables hitboxes and collision for block displays. |
itemDisplayHitboxes |
true |
Enables hitboxes and collision for item displays. |
autoFixLithium |
true |
If the mod should automatically fix Lithium collision compatibility. |
There are also other config options within the file itself not shown in mod-menu to change specific parameters of the physics system, I would not recommend touching them as this system is already very simple for now and not meant to be 100% accurate.
| Setting | Default | Range | Info |
|---|---|---|---|
displayPhysics |
true |
Moving displays are allowed to push entities instead of just displacing them. | |
physicsKeepMomentum |
true |
Controls whether momentum is preserved on the entity when falling/stepping off of moving displays. |
These settings control the resolution used to approximate model and texture geometry.
| Setting | Default | Range | Info |
|---|---|---|---|
blockModelResolution |
32 |
4–128 | The 3D grid resolution used to rasterize and "flood-fill" block models into unified solid hitboxes. Such as non-standard block sizes such as flower pots or bells. Higher values wrap complex shapes more accurately. |
itemTextureResolution |
0 |
0–128 | The pixel sampling density used to generate solid collision for flat 2D items. Setting this to 0 automatically maps the hitbox to the exact native resolution of the item's texture. |
rotatedSlicesPerBlock |
16 |
2–128 | Controls the density of horizontal "stair-steps" generated for single-axis rotated displays. Higher values create finer, tighter steps, allowing players to walk up slanted slopes seamlessly. |
maxRotatedSlices |
24 |
1–1024 | The absolute hard cap on the number of generated stair-steps for a horizontally rotated display. Prevents massive, highly-scaled objects from creating an excessive amount of collision boxes. |
dynamicMaxSlices |
false |
If enabled, automatically multiplies the maximum slice limits according to the display's scale factor. It also prevents models from being sliced on the Y axis for much higher accuracy at the cost of performance. This ensures that massive, scaled-up slopes maintain fine, smooth steps without becoming blocky. | |
tiltedResolutionPerBlock |
8 |
2–64 | The grid resolution per block used when a display is tilted on multiple axes. Converts complex, multi-angled surfaces into an optimized, walkable stepped grid. |
maxTiltedResolution |
16 |
1–256 | The maximum allowed grid divisions for complex, multi-axis tilted displays. Increasing this provides better accuracy on all angles, but can drastically increase the number of generated geometric cells. |