[Graphics]
# If enabled, laser beams are opaque instead of translucent.
lzr_opaque_lasers (Opaque lasers) bool false

# If enabled, each laser color will be represented by an unique pattern
# so they can be distinguished not just by color alone.
# If false, lasers will be flat and smooth.
# This should be helpful in case of colorblindness.
lzr_patterned_lasers (Represent laser colors by patterns [colorblind support]) bool false

# Show raindrops in rainly levels
lzr_particles_rain (Enable rain) bool true

# Enable lightning flashes in levels with stormy levels
lzr_lightning (Enable lightning) bool true

# Enables particles when the player moves through water or on sand or other blocks
lzr_particles_splash (Footstep particles) bool true

[Laser colors]
# Replace the color of red lasers with a custom color.
# The game will pretend these lasers are red, even if the custom color differs.
# Specified by a 6-digit hexadecimal number (0-9, A-F) in RRGGBB format.
lzr_laser_color_red (Red laser color override) string FF0000

# Replace the color of green lasers with a custom color.
# The game will pretend these lasers are green, even if the custom color differs.
# Specified by a 6-digit hexadecimal number (0-9, A-F) in RRGGBB format.
lzr_laser_color_green (Green laser color override) string 00FF00

# Replace the color of blue lasers with a custom color.
# The game will pretend these lasers are blue, even if the custom color differs.
# Specified by a 6-digit hexadecimal number (0-9, A-F) in RRGGBB format.
lzr_laser_color_blue (Blue laser color override) string 0000FF

# Replace the color of yellow lasers with a custom color.
# The game will pretend these lasers are yellow, even if the custom color differs.
# Specified by a 6-digit hexadecimal number (0-9, A-F) in RRGGBB format.
lzr_laser_color_yellow (Yellow laser color override) string FFFF00

# Replace the color of cyan lasers with a custom color.
# The game will pretend these lasers are cyan, even if the custom color differs.
# Specified by a 6-digit hexadecimal number (0-9, A-F) in RRGGBB format.
lzr_laser_color_cyan (Cyan laser color override) string 00FFFF

# Replace the color of magenta lasers with a custom color.
# The game will pretend these lasers are magenta, even if the custom color differs.
# Specified by a 6-digit hexadecimal number (0-9, A-F) in RRGGBB format.
lzr_laser_color_magenta (Magenta laser color override) string FF00FF

# Replace the color of white lasers with a custom color.
# The game will pretend these lasers are white, even if the custom color differs.
# Specified by a 6-digit hexadecimal number (0-9, A-F) in RRGGBB format.
lzr_laser_color_white (White laser color override) string FFFFFF

[Audio]
# If enabled, background music will be played.
# Note: You can also toggle it in-game by using the
# loudspeaker in the ship or the '/music' command.
lzr_ambience (Play music) bool true

[Level editor]
# Set the number of horizontal inventory slots in the level editor.
# The total number of inventory slots is 4 times this setting.
lzr_inventory_width_editor (Level editor inventory width) int 8 8 10

[Usability]
# Show particles that represent the activation and deactivation of blocks.
# Disabling this may improve the performance in complex levels.
lzr_particles_signals (Enable signal particles) bool true

# The number of seconds the locations of senders and receivers
# are shown when you use the pirate sense or the trigger tool in
# the editor.
# Note: The permanent pirate sense (when holding down
# the [Sneak] before using pirate sense) is unaffected by this.
lzr_pirate_sense_duration (Pirate sense duration) float 1.7 0.1 10

# If enabled, arrows will be shown when pointing to a rotatable
# block with the rotating hook item.
lzr_hook_overlay (Show rotation arrows) bool true

# If enabled, the game will display on-screen information for beginners
# in some levels. This includes the default controls and the
# “Talk to me!” message of parrots.
lzr_beginner_hud_texts (Show beginner messages on screen) bool true
