Ungodly EDF: World Brothers mods

Features

Seven native C++ mods for EARTH DEFENSE FORCE: WORLD BROTHERS, each one ungodly madly vastly enhanced, advanced, and improved. They share one in-game menu, work on their own or all together, and come with presets, a documented settings file and a master switch that puts the game's own behaviour back at once.

The universal Ungodly menu

One window holds all seven mods. Each mod's hotkey opens it on that mod's page; the same key closes it again, and another mod's key switches pages.

The universal Ungodly menu in game, open on the World Optimization page. The list on the left shows all seven Ungodly mods running with their versions.
The universal Ungodly menu in game (F3), with all seven mods running. Cropped here. Click it for the whole original screenshot: 1,920 × 1,080 PNG, 1.4 MB.
  • The list on the left shows every Ungodly mod with a coloured dot: green when it's running, amber when it's installed but switched off (or not running), grey when it isn't installed. Hover over a name for a one-line description.
  • Start with the game, at the top of every installed mod's page, decides whether UE4SS starts that mod at the next game start. On, it creates the mod's enabled.txt; off, it removes it and sets the mod's line in mods.txt to 0. It only ever touches the Ungodly mods' own files and lines.
  • Whichever mod starts first draws the menu for all of them. If that mod is stopped, another takes over.
  • While the menu is open, your mouse and keyboard go to the menu, so the camera and your character stay put. Releasing keys still reaches the game, so nothing gets stuck, and Alt + F4 still works. A controller keeps talking to the game, so pause first if you play with a pad.
  • Changes apply at once and are saved to the mod's settings file about a second later. Hover over any setting for its full help, range, default and settings-file name.
  • On DirectX 12 the in-game menu and the mods' on-screen extras can't be drawn, and Beautify does nothing; the other six mods still do their work. Press Ctrl + O for the UE4SS window: every mod has the same page there, in its own tab.
KeyOpensTab in the UE4SS window
F3World OptimizationUngodly World
F4BeautifyUngodly Beautify
F5AIUngodly AI
F6Voxel DestructionUngodly Voxel
F7Hit DetectionUngodly Hit
F8InputUngodly Input
F9SubtitlesUngodly Subtitles
F2Beautify on and off
EscCloses the menu
Ctrl + OThe UE4SS window

Every hotkey can be changed on its mod's page. F10 and Insert aren't offered because UE4SS's own mods use them, and F11 is best avoided: the game uses it to switch between fullscreen and a window. UE4SS's LineTraceMod also listens to F3, but it's switched off in the mods.txt that comes with the download.

Ungodly World Optimization v1.0.0

F3 opens its page

The game keeps running every Invader itself, with its own AI, spawn points and mission script. There are just far more of them, and your PC gets help carrying them.

  • More Invaders. Every normal Invader generator sends more over the whole mission: twice as many by default, up to four times. Where a generator caps how many of its Invaders can be alive at once, the cap grows the same way. The extras are the game's own kind: same spawn points, same AI, same drops.
  • Bigger waves. Each wave brings half again as many Invaders by default, up to four times as many: waves of 10 become waves of 15.
  • Up to 128 active at once. Extra Invaders only arrive while fewer than the active enemy limit are alive (16 to 128, default 128), counted exactly the way the game counts them. The game's own Invaders are never held back by it.
  • Frame-rate guard. When the game runs more than 5% below your target (default 40 FPS) for over a second, the limit for extra Invaders drops step by step, never below 24, and climbs back once the frame rate recovers. A notice on screen tells you when.
  • The game's own pace. Every Invader still comes through the game's own spawn, which creates at most one every 1/60 s for all generators together, so no crowd appears in a single frame.
  • No stuck missions. Extras that find no room are left out of their wave. A generator with only extras left that finds no room for 30 seconds finishes, so mission phases that wait for their generators always move on.
  • Far shadows off. Invaders more than 120 m from your camera stop drawing dynamic shadows, on your screen only, and get them back 10 m closer.
  • Online off-screen savings. When you join someone else's game, Invaders your screen doesn't show, 40 m away or more, only tick their montage animations until they're drawn again.
  • Giants and specials. Giant Invaders are only multiplied with Multiply giant Invaders. Nests, ships, anchors and Invaders that arrive on request (carrier drops, centipede bodies, scripted drops) are never multiplied.
  • Enemy counter. An optional HUD panel shows the Invaders alive, the active enemy limit, the extras spawned and left out, the frame rate and how many far Invaders have no shadow.

Presets

Preset Enemy count Wave size Active enemy limit Multiply giants
Ungodly (default) ×2 ×1.5 128 Off
Vanilla ×1 ×1 128 Off
Bigger battles ×1.5 ×1.25 96 Off
Horde ×3 ×2 128 Off
Apocalypse ×4 ×3 128 On

Vanilla keeps the game's own enemy counts but keeps the savings. Bigger battles is the gentler choice for weaker PCs. Change one of the values a preset sets and it shows as Custom.

The host decides how many Invaders there are. As host, or offline, every population setting applies and every player sees the same Invaders: the other players don't need the mod for that. As a client, the population settings do nothing, but the shadow and animation savings still work on your screen.

Hotkey
F3
UE4SS tab
Ungodly World
Folder
Mods\UngodlyEDFWorldBrothersWorldOptimization
Settings
20, in UngodlyEDFWorldBrothersWorldOptimization.ini
Presets
5 + Custom
Log tag
[UngodlyWorld]
Read-me
README_WorldOptimization.md

Try this first

  • Turn on the Enemy counter on the HUD tab to watch the Invaders alive, the limit and the frame rate while you fight.
  • Pick Horde (three times the Invaders, waves twice as big) or Apocalypse (four times, waves three times as big, giants too).
  • Set Frame-rate guard a little below the frame rate your PC normally holds.

Ungodly Beautify v1.0.1

F4 opens its page, F2 on and off

Every frame, once the game has finished its 3D picture and before it draws anything on top, the mod runs the Beautify material's maths over it: the same steps, in the same order, with the same defaults. Then the game draws its HUD and menus over the result.

  • Depth-aware sharpening. Each pixel is compared with its four neighbours, so edges and fine detail get crisper. The game's own depth image keeps object outlines free of halos, a limit (45% by default) stops over-sharpening, and you choose which distances get sharpened.
  • Vibrance, hard light, contrast, brightness. Dull colours become more colourful while colourful ones stay almost unchanged, and an optional hard-light layer adds punch. Beautify's defaults add 2% contrast and 5% brightness.
  • Vignette. Optional: darkens or tints the screen edges in any colour, with an adjustable clear centre, thickness, shape, fade and a closing blink.
  • Dithering. A very fine, fixed noise pattern hides colour banding in skies, smoke and dark gradients.
  • Colour-vision aid. Daltonize strengthens strong reds, greens and blues as a help with weak colour vision. It's off by default; the Colour assist preset turns it on.
  • Compare view and quick toggle. Show the game's own picture on one side of a thin line and Beautify on the other, blend the two with Overall strength, or press F2 to switch the effect off and on.
  • 3D picture only. The HUD, radar, menus, subtitles, text, loading screens and everything the Ungodly mods draw stay exactly as the game draws them.
  • Split screen and cost. Each player's view gets its own vignette and compare line, and the Status tab shows what Beautify costs on your graphics card, measured every frame.

Presets

Preset What it does
Beautify defaults (default) Exactly the Beautify material's own default values.
Crisp Stronger sharpening that also reaches floors and slopes, a touch less colour, no extra brightness.
Vivid Beautify's sharpening, much richer colours and a bold hard-light punch.
Cinematic Gentler sharpening, stronger contrast, calmer colours, a light hard-light punch and a soft dark vignette.
Soft Light sharpening and colour only.
Colour assist Beautify's defaults plus the colour-vision aid.

Change one of the values a preset sets and it shows as Custom.

Your screen only. Beautify adds one drawing pass to the picture your PC shows. It changes nothing in the game's world, objects or settings, so it makes no difference to anyone else.

Hotkey
F4 and F2 on/off
UE4SS tab
Ungodly Beautify
Folder
Mods\UngodlyEDFWorldBrothersBeautify
Settings
37, in UngodlyEDFWorldBrothersBeautify.ini
Presets
6 + Custom
Log tag
[UngodlyBeautify]
Read-me
README_Beautify.md

Try this first

  • Press F2 a few times: the quickest before-and-after.
  • Turn on the compare view on the Dither & compare tab.
  • Raise Outline depth threshold on the Sharpen tab to 5 to 30 cm to sharpen floors and walls seen at an angle.

Ungodly AI v1.2.5

F5 opens its page

The Invaders stop acting like a crowd that runs straight at you and start fighting like an army that learns. The mod drives the game's own behaviour trees, attacks, projectiles and animations: it decides who, where, when and how hard, and adds no new moves.

  • Squads and roles. Enemies close together that share a target form squads and spread over front, side and rear positions around you. Each species gets a job that suits it: red ants assault, green ants come round the back, gold ants and Mantises ambush, spiders block escape routes and take the rooftops, Hectors suppress, Shield Bearers cover the valuable machines.
  • They see, hear and remember. With the default Hybrid perception, enemies lose exact track of you when you break line of sight, search where they last saw or heard you, hear EDF gunfire, and pass rough positions on to nearby allies.
  • Sharper attacks that stay fair. Ranged enemies lead their shots (capped and imperfect, so erratic movement still beats it), stop firing into walls, learn which of their attacks work against your squad, and pick targets by threat, distance and reachability.
  • Fair-fight rules. An AI director limits the heavy attacks and volleys aimed at one soldier, gives off-screen heavy attacks an extra 0.8 s wind-up and no aim prediction, eases off after you take a big hit, protects revived soldiers and spreads enemies across co-op players. It never removes enemies.
  • Real pathfinding. Enemies follow the game's navigation mesh with the Adaptive Pathfinding System's arc paths and lanes, learn where rubble blocks the streets, avoid jammed or deadly chokepoints and work themselves loose when stuck.
  • Neural networks that learn. Six brains (insects, spiders, flyers, robots, giants, bosses) learn which tactics pay off against you, evolve over time and are saved between sessions in learned_brains.txt. A second network learns which way your squad tends to dodge.
  • Bosses and giants with a plan. Health phases, anti-camping, area attacks aimed where your group is heading and turn-taking in shared arenas, plus Erginus charges, Beizal pressure windows, King Saurous rallies and Dark Tyrant counter-phases.
  • Missile system. Shoot Invader missiles, plasma balls and gems out of the air with your shots and explosions (on by default). EDF homing missiles get an intercept course, swarm curves or top attack, a boost stage, a proximity fuse and re-targeting. An INCOMING warning shows what's coming at you.
  • 120 ideas from the catalogue. Every idea from the AI ideas catalogue is accounted for: 100 implemented, 19 adapted to what the game already has, and 1 not feasible (idea 69, greyed out in the menu). The other 119 each have their own switch.

Presets

Preset What it does
Smart (default) The full overhaul at the intended balance.
Classic+ Close to the original game: all-knowing enemies, light coordination, no reinforcement timing. The other fixes and fairness rules stay on.
Brutal More attackers at once, faster reactions, sharper aim, shorter grace periods and 30% more aggression everywhere.
Fair Fight Fewer simultaneous attacks, longer wind-ups and grace periods, slower reactions. For co-op with newer players.

Change one of the values a preset sets and it shows as Custom.

Your PC's enemies only. Enemy AI runs on the PC that hosts the game, so the mod only changes enemies controlled on your PC: offline, and when you host. When you join someone else's game it stays passive. Its fairness rules protect every human player. Use it with friends who know and agree.

Hotkey
F5
UE4SS tab
Ungodly AI
Folder
Mods\UngodlyEDFWorldBrothersAI
Settings
149 + 120 idea switches, in UngodlyEDFWorldBrothersAI.ini
Presets
4 + Custom
Log tag
[UngodlyAI]
Read-me
README_AI.md

Try this first

  • Shoot a Daroga missile out of the air.
  • Try the Fair Fight, Classic+ or Brutal presets, then fine-tune Overall intensity and the Species sliders.
  • Untick AI overhaul enabled to switch the game's original AI back on instantly, even in the middle of a mission.

Ungodly Voxel Destruction v1.0.5

F6 opens its page

Buildings stop breaking one block per hit and start coming apart like structures. The mod works through the game's own destruction, debris settings and collision, and adds no new models, effects or sounds.

  • Blast craters. A strong hit also damages the pieces around the one it hit: 60% of the hit at the centre, fading smoothly to nothing 8 m out, up to 24 pieces, rippling outwards at 60 m/s. Rockets, missiles, grenades and monster attacks punch real holes.
  • Structural integrity. Every building gets a map of which pieces rest on which. Shoot out what holds something up and the part it carried breaks off, bottom-up, layer by layer.
  • Collapse rules. Choose when a whole building comes down: as in the game, later (the default, at 1.5 times the game's threshold), or Ruins, where it crumbles piece by piece and only falls once 75% is gone.
  • Physics chunks. Broken pieces fall as real physics objects with their own mesh and materials, tumble, bounce off the street and stay for 9 seconds, up to 60 at once.
  • Coloured bursts. Pieces the mod breaks burst into the building's own destruction effect, in the piece's own colour.
  • Chain reactions. A collapsing building sends a shockwave of falling masonry into its neighbours: it reaches 0.6 times the building's height, for up to two jumps.
  • More rubble. 85% of a collapsing building's pieces fall instead of the game's 70%, and you choose how long they stay.
  • Props. Cars, buses, trees, lamps, signs and fences can be made tougher or softer, and thrown further when hit.
  • HUD. An optional stats panel, and labels over damaged buildings that show how intact they are and when they'll fall.
  • Safe by design. All its work fits a per-frame time budget that halves itself when the frame rate drops, buildings you must defend are never touched, and the master switch puts every game value back at once.

Presets

Preset What it does
Realistic (default) The full overhaul at the intended balance.
Vanilla+ Close to the game: its collapse threshold, light blast spread, no chain reactions.
Cinematic Ruins that crumble, big craters, lots of long-lived debris, strong chain reactions.
Total Annihilation Soft cities: a third of the hit points, every hit counts, huge blasts, long chains.
Performance For big battles on slower PCs: no physics chunks, smaller blasts, no chain reactions, half the work budget.

Change one of the values a preset sets and it shows as Custom.

Online it's cosmetic only, on every PC. Building destruction is decided by the host, so online, the host's PC included, the mod only adds a falling physics copy of each piece the game itself breaks, on your screen. Everything else stays as in the game, so every player sees the same city. Offline, every setting applies.

Hotkey
F6
UE4SS tab
Ungodly Voxel
Folder
Mods\UngodlyEDFWorldBrothersVoxelDestruction
Settings
56, in UngodlyEDFWorldBrothersVoxelDestruction.ini
Presets
5 + Custom
Log tag
[UngodlyVoxel]
Read-me
README_VoxelDestruction.md

Try this first

  • Shoot out the ground floor of a tall building and watch the floors above break off.
  • Bring a big building down right next to others to start a chain reaction.
  • Turn on Building integrity labels on the HUD + Online tab.

Ungodly Hit Detection v1.0.4

F7 opens its page

The game keeps deciding every hit itself, with its own damage, effects and rules, but your shots get there sooner, find their targets more reliably, and where they land finally matters.

  • Instant hitscan. Bullets and rays check their whole range at their first hit check, so they hit what's under your crosshair right away: no leading, no travel time. They still stop at walls, the ground, shields and Invaders, and reach only as far as the weapon's own range. Prefer flight? Faster bullets keeps them flying, three times faster.
  • Better hitboxes for your shots. Round bullets get a 35% bigger radius and the game's infinitely thin rays become 0.15 m bullets, so shots stop slipping between an ant's legs. Explosions reach 10% and close-range hits 15% further, and a point-blank fix makes shots fired with the muzzle inside an Invader still hit it.
  • Damage zones. Heads take double damage, limbs 85% and armour 70%, worked out from the body part the shot hit. Giant Invaders get zones too.
  • Penetration. A bullet can pass through one Invader (up to 10 in the settings) and keeps 75% of its damage for the next one.
  • Shots pass through allies. Your shots fly through your brothers, the shields they carry, allied soldiers and EDF vehicles without hurting them, and hit the Invader behind.
  • Hitmarkers and more. An X on your crosshair for every hit (orange on a head hit, red on a kill), the share of health each hit took, zone labels, tracers for instant hitscan shots, a stats panel, and notices for multi-kills and your longest kill.
  • Debug views. See the Invaders' real hit shapes, coloured by damage zone, and the path each of your shots checked.

Presets

Preset What it does
Ungodly (default) The full overhaul: instant hitscan, bigger bullets, thick rays, damage zones, one pierce.
Vanilla+ The game's ballistics and sizes with small fixes and gentle zones (head ×1.5), no extra piercing.
Sharpshooter The game's bullet sizes, 1.5× range, headshots ×3, limbs ×0.6, armour ×0.4, two pierces.
Arcade Forgiving and loud: double-size bullets, 0.35 m rays, bigger explosions and melee, three pierces.
Ballistic+ Bullets keep flying, three times faster, with slightly smaller hitboxes than Ungodly.

Change one of the values a preset sets and it shows as Custom.

Online it's cosmetic only, on every PC. Who gets hit is decided by the PC that runs a shot, so online, the host's PC included, you get the hitmarkers, damage numbers, stats and views while every shot works exactly as in the game. Offline, every setting applies.

Hotkey
F7
UE4SS tab
Ungodly Hit
Folder
Mods\UngodlyEDFWorldBrothersHitDetection
Settings
46, in UngodlyEDFWorldBrothersHitDetection.ini
Presets
5 + Custom
Log tag
[UngodlyHit]
Read-me
README_HitDetection.md

Try this first

  • Aim for an ant's head: HEAD appears next to the damage number.
  • Line up two ants and fire one rifle shot through both.
  • Turn on Show Invader hitboxes on the View + Online tab.

Ungodly Input v1.0.3

F8 opens its page

The game keeps doing every action itself, with its own rules, animations and timing. It just no longer throws away a press that came a moment too early, and your sticks, triggers and mouse respond the way you move them.

  • Input buffer. A press of Jump, Ability, the second ability, Regroup, Reload, SP Move (off by default) or Detonate that the game couldn't act on yet is handed to it again every frame, until the game acts on it or the press is too old: 150 to 250 ms by default, 50 to 600 ms per action. It only repeats presses you really made.
  • Three buffer modes. Latest press wins (the default), Most important press wins (with a priority for each action), or Every action on its own.
  • Stick shaping. Your own dead zone, full-speed point and response curve for each stick, instead of the game's dead zone, which ignores the first quarter of the left stick's travel. Controller only.
  • Trigger points. Choose how far Ability and Attack must be pulled to count as pressed, down to hair triggers. Analog triggers only.
  • Raw mouse. Turns off Unreal Engine's mouse smoothing, so each frame's movement reaches the game as it is. The mouse slowing down while zoomed can be switched off too.
  • Toggle aim. Press Aim once to zoom in and once more to zoom out.
  • See what happens. An input display, a buffer indicator, an input history and statistics show what you pressed, what the game read and what happened to each press.

Presets

Preset What it does
Ungodly (default) The buffer with 150 to 250 ms windows, latest press wins, small stick dead zones, raw mouse.
Vanilla+ The game's own sticks and mouse with a short buffer only (100 to 150 ms).
Competitive Every action on its own, longer windows, SP Move buffered, small dead zones, hair triggers.
Relaxed Generous windows (300 to 400 ms), most important press wins, bigger dead zones, a softer right stick, toggle aim.
Precision The default buffer with slightly smaller dead zones and finer curves.

Change one of the values a preset sets and it shows as Custom.

Your controls only. Only your own teammate's controls change, and every action still goes through the game's own action calls, so it reaches the other players as always. In split screen, each local player (up to four) gets their own buffer and stick handling.

Hotkey
F8
UE4SS tab
Ungodly Input
Folder
Mods\UngodlyEDFWorldBrothersInput
Settings
51, in UngodlyEDFWorldBrothersInput.ini
Presets
5 + Custom
Log tag
[UngodlyInput]
Read-me
README_Input.md

Try this first

  • Jump, and press Jump again just before you land: the Live tab lists it as done from the buffer.
  • Use your Ability, and press it again shortly before it has recharged.
  • Turn on the Input display on the HUD tab to see your sticks as you push them and as the game receives them.

Ungodly Subtitles v1.0.2

F9 opens its page

The game keeps showing its subtitles in its own balloon, with its own furigana, coloured words and timing, but the mod does the spelling, fast enough that you can always read a line to the end.

  • Every line spelled out in time. With the default Smart spelling, a line is complete within the first 40% of a cutscene line's time on screen, never takes longer than 1.2 s, and is never slower than the game's own designed speed. Fixed speed, Instant and the game's own spelling are there too.
  • Cutscenes that don't cut off. With English text and Japanese, Korean or Chinese voices, the game spells English at the slower pace of those voices. In the mod's frame-by-frame model of the game's code, 68 of the game's 148 cutscene lines left the screen at 60 fps before they were completely spelled.
  • Less silence on the radio. With any text language but Japanese, the game waits for a radio line to be fully spelled before the next voice line plays. Faster spelling means less dead air.
  • Every language. Japanese, English, Korean, Simplified and Traditional Chinese, with any voice language. Furigana and coloured words stay as the game shows them.
  • The game's subtitle, your way. Make the game's own subtitle bigger, raise it or fade it, and keep cutscene lines on screen up to 3 seconds longer.
  • The Ungodly subtitle box. Optional: every line whole and readable at once, in your size, position and colours, with the speaker's name and up to four lines, using Windows' own fonts for each language.
  • Backlog. The last 200 lines (10 to 1000), newest first, with who said them. Save them to a text file whenever you like.

Presets

Preset What it does
Ungodly (default) Smart spelling within 40% of a cutscene line's time and at most 1.2 s, the game's subtitle as it is, the box off.
Game default The game's own spelling. The display settings, the box and the backlog still work.
Instant Every line appears whole at once.
Readable Quicker spelling (30%, at most 0.8 s), cutscene lines 1 s longer, a 15% bigger subtitle and the box with the last two lines.
Cinematic A slower typewriter that still always finishes in time (60%, at most 2.5 s).

Change one of the values a preset sets and it shows as Custom.

Your screen only. Subtitles are drawn on your own screen; the mod only changes how your game spells and shows them.

Hotkey
F9
UE4SS tab
Ungodly Subtitles
Folder
Mods\UngodlyEDFWorldBrothersSubtitles
Settings
35, in UngodlyEDFWorldBrothersSubtitles.ini
Presets
5 + Custom
Log tag
[UngodlySubtitles]
Read-me
README_Subtitles.md

Try this first

  • In the game's options, pick Japanese voices with English text and watch a cutscene.
  • Tick Ungodly subtitle box on the Subtitle box tab and press Show a sample line.
  • Missed a line? The Backlog tab lists the last 200.

How the seven work together

Each mod changes its own part of the game and checks the game code it relies on by itself, so they don't get in each other's way.

One menu, separate everything else

One menu, one overlay, one cursor. Each mod still has its own settings file, its own log tag and its own UE4SS tab, and the AI and Voxel Destruction each keep to their own time budget.

More Invaders, same rules

World Optimization's extra Invaders are ordinary game Invaders: the AI takes them over like any other, and Hit Detection's shots work on them. Its frame-rate guard and the AI's performance scaling act independently.

Shots and missiles

Hit Detection and the AI's missile system work on different parts of the game's projectiles, and each checks the game's code on its own. Instant hitscan shots still shoot Invader missiles down on their way.

Shots and buildings

Every shot still damages buildings through the game's own hit handling, so Voxel Destruction reacts to it as to any hit. With instant hitscan, the building takes the damage within a frame of firing.

Rubble and the AI

The AI's pathfinding learns where destroyed buildings and rubble block the streets. Voxel Destruction's falling chunks pass through soldiers, enemies and vehicles by default and don't block the AI's line-of-sight checks.

The picture

Beautify works on the 3D picture before the game draws its HUD. Everything the other mods draw on screen comes after it and is never touched; the chunks and bursts Voxel Destruction adds to the world are part of the 3D picture and get the effect like the rest.

Online play at a glance

The game supports up to four players online. What each mod does there depends on which PC runs that part of the game.

ModOffline, or when you hostWhen you join someone else's game
World OptimizationMore Invaders for every player. The others don't need the mod to see them.The host decides the Invader count. Your shadow and animation savings still work.
BeautifyWorks on your own screen, always.
AIActive on every enemy your PC runs.Passive.
Voxel DestructionOffline: everything. Hosting online: cosmetic only.Cosmetic only: falling copies of the pieces the game breaks.
Hit DetectionOffline: everything. Hosting online: cosmetic only.Cosmetic only: hitmarkers, damage numbers, stats and views.
InputYour own controls, always. Your actions reach the other players as usual.
SubtitlesYour own screen, always.

The full documentation

The download has a read-me for every mod: README_AI.md, README_Beautify.md, README_HitDetection.md, README_Input.md, README_Subtitles.md, README_VoxelDestruction.md and README_WorldOptimization.md. Each explains every setting with its range and default, plus performance, known limitations, how the mod was checked and, for every mod but Beautify, online play. Open them with Notepad.

Screenshot

Open original