Mod settings
“Mod graphics” — low, medium, high — and other settings.
Settings open with the gear in the journal’s header, from the game’s graphics settings or from the mod list (on Fabric via Mod Menu, on NeoForge with the Config button).
Mod graphics
How richly the mod draws its effects on this computer. The choice applies at once, no restart needed. The first time you open the journal, it asks you to choose and shows a live example of each level.
| What changes | High | Medium | Low |
|---|---|---|---|
| Decorative particles: weather, sparks, smoke | all | half | a quarter |
| Action particles: boss strikes, rocket flames | all | three quarters | half |
| Warnings: impact spots, waves, field edges | all | all | all |
| Post effects (climate haze, flight effects) | as designed | softer | without the heaviest |
| Beams and glow | all layers | fewer layers | core and body |
| Instrument skies | move every frame | every other frame | less often |
Low graphics lighten the decoration, not what you play by: danger signs are visible at every level. The game’s “Particles” setting reduces the mod’s particles too.
Own sounds
By default the mod plays the game’s own recordings: each action has its own set, pitch and rhythm. In the mod settings you can turn on “Mod sounds” — the mod’s synthesized sounds instead of the game’s recordings; one click switches them back. Either way nothing is silent: working machines hum (the four nearest within sixteen blocks are heard), a ship’s afterburner has a roar of its own, and a lair guardian waking or a gate crossing is marked by a sound.
With the game’s subtitles on, the mod’s actions carry captions of their own: “The Blind Spot clot draws breath”, “The Wayfarer passes a corridor gate”, “The light is whole again” — one line per action, not the names of the recordings it is built from.
Screen layout
The mod’s hints, alarms and messages never cover each other: every line has its own place, and when it gets crowded the less important one gives way.
- Top center — boss bars, their phase hints and event banners, then the jump progress, the autopilot, anomaly alarms and the mod line while in a ship.
- Below the crosshair — central alarms (“no fuel for take-off”, a comet jet) and the ore scanner summary; the more important one stays closer to the crosshair.
- Above the hotbar — the mod line; it steps around recent chat messages and the suit bars, and fades over the chat while you are typing.
- Corners — the comms header (ship, deck, big moments) top left, the target and effect icons top right, coordinates bottom right. The task card yields its corner to the comms header.
When there is not enough room, a less important line first gets shorter (a single line) and then folds into “+N” at the end of its column — and comes back as soon as there is room again.