push the first version of package.

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2026-02-25 00:14:30 +08:00
parent 00ddf54c0b
commit 49e566ae2f
1475 changed files with 35165 additions and 1 deletions

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[redstone]
wind_vane = true
clock_block = true
redstone_illuminator = true
crank = true
cog_block = true
gold_door = true
gold_trapdoor = true
lock_block = true
relayer = true
[redstone.speaker_block]
enabled = true
#Enable/disable speaker block narrator mode
narrator_enabled = true
#Max text
# Default: 32
# Range: 0 ~ 10000
max_text = 32
#Maximum block range
# Default: 64
# Range: 0 ~ 100000000
range = 64
[redstone.bellows]
enabled = true
#bellows pushes air following this equation:
#air=(sin(2PI*ticks/period)<0), with period = base_period-(redstone_power-1)*power_scaling
#represents base period at 1 power
# Default: 78
# Range: 1 ~ 512
base_period = 78
#entities with velocity greater than this won't be pushed
# Default: 2.0
# Range: 0.0 ~ 16.0
power_scaling = 2.0
#velocity increase uses this equation:
#vel = base_vel*((range-entity_distance)/range) with base_vel = base_velocity_scaling/period
#note that the block will push further the faster it's pulsing
# Default: 5.0
# Range: 0.0 ~ 64.0
base_velocity_scaling = 5.0
#maximum range
#note that it will still only keep alive the two fire blocks closer to it
# Default: 5
# Range: 0 ~ 16
range = 5
[redstone.spring_launcher]
enabled = true
#spring launcher launch speed
# Default: 1.5
# Range: 0.0 ~ 16.0
velocity = 1.5
#fall distance needed to trigger the automatic spring launch
# Default: 5
# Range: 0 ~ 512
fall_height_required = 5
[redstone.enderman_head]
enabled = true
drop_head = true
#Time to increase 1 power level when being looked at
# Default: 15
# Range: 0 ~ 10000
ticks_to_increase_power = 15
#do enderman heads work when looked from any side?
work_from_any_side = false
[redstone.turn_table]
enabled = true
#can rotate entities standing on it?
rotate_entities = true
#Allows turn table to shuffle containers content when rotated over horizontal axis
shuffle_containers = true
[redstone.pulley_block]
#Pulleys are automatically disabled if 'rope' feature is disabled
enabled = true
#Chance for a new mineshaft elevator piece to spawn
# Default: 0.035
# Range: 0.0 ~ 1.0
mineshaft_elevator = 0.035
[redstone.dispenser_minecart]
enabled = true
#Makes projectiles shot from dispenser minecart retain the minecart velocity and be shot at an angle when the minecart is on a rail slope
adjust_projectile_angle = true
[redstone.faucet]
enabled = true
#Turn off to prevent faucets from dropping items
spill_items = true
#Allows faucets to fill entities inventories
fill_entities_below = false
[redstone.crystal_display]
enabled = true
#Allows chaining 2 crystal displays, letting one power the other to its left IF its own power exceeds 10. Given power will be its own divided by 10. Note that to work the decimal display must NOT have power directly behind it. Doing so will override the behavior to non chaining mode
chaining = true
[functional]
fodder = true
hourglass = true
[functional.rope]
#Also internally disables Galleons, Pulleys, Buntings, Rope arrows and rope mineshaft.
#Also disables compat blocks such as supplementaries Farmers Delight rope tomatoes and Decorative blocks rope chandeliers.
#Also reminder that you can disable any item from any mod with a recipe (datapack) + JEI hide
enabled = true
#Allows ropes to be supported & attached to solid block sides
block_side_attachment = true
#Makes sliding down ropes as fast as free falling, still negating fall damage
slide_on_fall = true
#Enables horizontal placement of ropes. Disabling will make ropes always non solid
horizontal_ropes = true
#Use this config to turn allow supplementaries to replace all items tagged as #supplementaries:ropes with supplementaries own rope or turn them to air instead. This is applied to all loot tables (chests and drops)
#Allowed Values: REPLACE, NONE, REMOVE
replace_in_loot_tables = "NONE"
[functional.jar]
enabled = true
#Jar liquid capacity: leave at 12 for pixel accuracy
# Default: 12
# Range: 0 ~ 1024
capacity = 12
#Allow right click to instantly eat or drink food or potions inside a placed jar.
#Disable if you think this ability is op (honey for example). Cookies are excluded
drink_from_jar = false
#Allows the player to directly drink from jar items
drink_from_jar_item = false
#Dynamically allows all small mobs inside jars depending on their hitbox size
jar_auto_detect = false
#Allow Jars to capture small mobs
jar_capture = true
#Allow Jars to hold cookies
jar_cookies = true
#Allow Jars to hold liquids from bottles, buckets and bowls
jar_liquids = true
[functional.cage]
enabled = true
#Allows all entities to be captured by cages and jars. Not meant for survival
allow_all_mobs = false
#Allows all baby mobs to be captured by cages
cage_allow_all_babies = false
#Dynamically allows all small mobs inside cages depending on their hitbox size
cage_auto_detect = false
#Makes it so all (hostile) mobs captured by cages and jars will be set to persistent so they won't despawn when released
persistent_mobs = false
#Health percentage under which mobs will be allowed to be captured by cages and jars. Leave at 100 to accept any health level
# Default: 100
# Range: 1 ~ 100
health_threshold = 100
#When on, if a mob is tameable, it will only be capturable when tamed.
require_taming = true
[functional.safe]
enabled = true
#Makes safes only breakable by their owner or by a player in creative
prevent_breaking = false
#Make safes simpler so they do not require keys:
#they will be bound to the first person that opens one and only that person will be able to interact with them
simple_safes = false
[functional.sack]
enabled = true
#Penalize the player with slowness effect when carrying too many sacks
sack_penalty = true
#Maximum number of sacks after which the overencumbered effect will be applied. Each multiple of this number will increase the effect strength by one
# Default: 2
# Range: 1 ~ 50
sack_increment = 2
#How many slots should a sack have
# Default: 9
# Range: 1 ~ 27
slots = 9
[functional.bamboo_spikes]
enabled = true
tipped_spikes = true
#Allows entities killed by spikes to drop loot as if they were killed by a player
player_loot = false
#Alternative mode for bamboo spikes. Allows only harmful effects to be applied on them and they obtain infinite durability
only_allow_harmful_effects = true
#Populate the creative inventory with all tipped spikes variations
populate_creative_tab = true
[functional.urn]
enabled = true
#Chance for an urn to spawn a critter from the urn_spawn tag
# Default: 0.01
# Range: 0.0 ~ 1.0
critter_spawn_chance = 0.01
cave_urns = true
[functional.soap]
enabled = true
#Dyed Bock/Item types that cannot be cleaned with soap
clean_blacklist = ["minecraft:glazed_terracotta", "botania:mystical_flower", "mna:chimerite_crystal", "botania:floating_flower", ",minecraft:mushroom", "botania:mushroom", "botania:tall_mystical_flower", "botania:petal_block", "morered:network_cable", "xycraft_world:glowing_shiny_aurey_block", "xycraft_world:shiny_aurey_block", "xycraft_world:rgb_lamp", "xycraft_world:glowing_rgb_viewer", "xycraft_world:glowing_matte_rgb_block", "xycraft_world:rgb_lamp_pole"]
#This is a map of special blocks that can be cleaned with soap. For items you will also need to add a recipe
[functional.soap.special_blocks]
"quark:dirty_glass" = "minecraft:glass"
"#alexscaves:cave_paintings" = "alexscaves:smooth_limestone"
"quark:dirty_glass_pane" = "minecraft:glass_pane"
[functional.cannon]
enabled = true
#Makes TNT-like block shot from a cannon explode on impact
#Allowed Values: IGNITE, IGNITE_ON_IMPACT, NONE
explode_tnt = "IGNITE"
#Cannon fire power multiplier
# Default: 0.6
# Range: 0.0 ~ 5.0
fire_power = 0.6
#Time for a cannon to fire a projectile after it has been lit up
# Default: 40
# Range: 0 ~ 500
fuse_time = 40
#Time for a cannon to be able to fire again after it has been fired
# Default: 60
# Range: 0 ~ 500
cooldown = 60
music_disc_heave_ho = true
[functional.cannon.cannon_boat]
enabled = true
#Cannon boat recoil multiplier. Higher values will make the cannon boat recoil more when firing a cannonball
# Default: 0.5
# Range: 0.0 ~ 5.0
recoil_multiplier = 0.5
[functional.cannon.cannonball]
enabled = true
#Cannonball power scaling. Higher values will make cannonballs have more energy. Reminder that the damage and breaking power of a cannonball is proportional to its energy (speed squared) times this constant
# Default: 3.5
# Range: 0.0 ~ 100.0
power_scaling = 3.5
#Radius of the 'explosion' when a cannonball hits a block. Set to 0 to disable
# Default: 1.1
# Range: 0.0 ~ 10.0
break_radius = 1.1
[functional.cannon.plunderer]
enabled = true
galleon = true
[functional.present]
enabled = true
trapped_present = true
[functional.flax]
enabled = true
wild_flax = true
[functional.lumisene]
enabled = true
#Gives the flammable effext also when merely stepping on lumisene. Turning this off if you think effects are not something that should be applied like that and just by drinking it.
# Default: 50
# Range: 0 ~ 10000
flammable_from_lumisene_block_duration = 50
[functional.lumisene.lumisene_bottle]
#Enables lumisene bottles and the flammable effect and lumisene bottles. Turn off if you think its over the top and doesnt match with existing effects
enabled = true
#Duration of the flammable effect when you drink a lumisene bottle
# Default: 300
# Range: 0 ~ 10000
flammable_duration = 300
#Duration of the glowing effect when you drink a lumisene bottle
# Default: 200
# Range: 0 ~ 10000
glowing_duration = 200
[building]
lapis_bricks = true
deepslate_lamp = true
end_stone_lamp = true
blackstone_lamp = true
stone_lamp = true
stone_tile = true
blackstone_tile = true
#Buntings are automatically disabled if 'rope' feature is disabled
bunting = true
pancake = true
checker_block = true
raked_gravel = true
feather_block = true
statue = true
doormat = true
flint_block = true
fine_wood = true
candle_holder = true
fire_pit = true
wicker_fence = true
[building.spider_head]
enabled = true
[building.barnacles]
enabled = true
[building.blackboard]
enabled = true
#Enable to draw directly on a blackboard using any dye. Gui still only works in black and white
colored_blackboard = false
#Interaction mode for blackboards
#Allowed Values: BOTH, GUI, MANUAL
interaction_mode = "BOTH"
[building.gravel_bricks]
enabled = true
#Allows gravel bricks to break when fallen upon or when an entity walks on them with enough falling speed
allow_breaking = true
[building.slidy_block]
enabled = true
#Slidy block speed
# Default: 0.125
# Range: 0.0 ~ 1.0
speed = 0.125
[building.timber_frame]
enabled = true
#Allow placing a timber frame directly on a block by holding shift
swap_on_shift = false
#Allows axes to remove a framed block leaving the contained block intact
axes_strip = true
#Replace a timber frame with wattle and daub block when daub is placed in it
replace_daub = true
[building.iron_gate]
enabled = true
#Allows two iron gates to be opened simultaneously when on top of the other
double_opening = true
#Makes iron (ang gold) gates behave like their door counterpart so for example iron gates will only be openable by redstone
door-like_gates = false
[building.gold_bars]
enabled = true
[building.item_shelf]
enabled = true
#Makes item shelves climbable
climbable_shelves = false
[building.sugar_cube]
enabled = true
#Duration in seconts of speed effect garanted to horses that eat a sugar cube
# Default: 10
# Range: 0 ~ 1000
horse_speed_duration = 10
[building.planter]
enabled = true
#Makes so saplings that grow in a planter will break it turning into rooted dirt
broken_by_sapling = false
#When Farmers Delight is on planter will also act like rich soil and use it in its recipe
rich_soil_planter = true
[building.notice_board]
enabled = true
#Allows notice boards to accept and display any item, not just maps and books
allow_any_item = false
#Enables a GUI for the block. Not needed as the block just holds one item which you can place by clicking on it
gui = true
[building.pedestal]
enabled = true
#If enabled end crystals placed on a pedestals will provide an enchantment power bonus equivalent to 3 bookshelves
# Default: 3.0
# Range: 0.0 ~ 100.0
crystal_enchanting = 3.0
[building.ash]
enabled = true
#Burnable blocks will have a chance to create ash layers when burned. Greater this number the greater the chance will be
# Default: 1.0
# Range: 0.0 ~ 1.0
ash_from_fire_chance = 1.0
#Burning mobs will drop ash when they die
ash_from_burning_mobs = true
#Allows rain to wash away ash layers overtime
rain_wash_ash = true
#Use a datapack to tweak rarity
basalt_ash = true
[building.flag]
enabled = true
#Allows right/left clicking on a stick to lower/raise a flag attached to it
stick_pole = true
#Maximum allowed pole length
# Default: 16
# Range: 0 ~ 256
pole_length = 16
[building.goblet]
enabled = true
#Allows drinking from goblets
allow_drinking = true
[building.globe]
enabled = true
#Displays current coordinates when using a globe
show_coordinates = true
sepia_globe = true
[building.way_sign]
enabled = true
[building.way_sign.road_signs]
#Entirely disables them from spawning
enabled = true
#With this option road signs will display the distance to the structure that they are pointing to
show_distance_text = true
#Maximum distance in chunks that road signs will search for structures
# Default: 200
# Range: 0 ~ 1000
max_search_radius = 200
#Speeds up way sign feature searching by making the search stop at the first found structure. This means that way signs won't point to the nearest structure anymore
exit_search_early = true
#Maximum number of structure types from the tag that road signs will attempt to look for every time. Decreasing might speed up search at the cost of making them not point to the nearest structure out of all. Also if made too low and in cases it were to pick a structure that only spawns very rarely, this would actually slow down the search instead of speeding it up
# Default: 12
# Range: 1 ~ 100
max_structures_searches = 12
[building.daub]
enabled = true
wattle_and_daub = true
[building.ash_bricks]
enabled = true
[building.hat_stand]
enabled = true
#Allow all items to go on hat stand
unrestricted = false
[building.awning]
enabled = true
#Allows having slanted awnings. Disabled if you feel its cursed.
slant = true
#Allows entities to fall through awnings, when shifting.
shift_through = true
#Bouncing angle of slanted awnings
# Default: 69.44395478041653
# Range: 0.0 ~ 90.0
angle = 69.44395478041653
[building.flower_box]
enabled = true
#Makes so flower boxes can only contain one tall flower item per block
simple_mode = true
[building.netherite_doors]
door = true
trapdoor = true
#Makes netherite doors and trapdoors unbreakable
unbreakable = false
[building.sconce]
enabled = true
sconce_lever = true
[tools]
candy = true
stasis = true
altimeter = true
confetti_popper = true
[tools.quiver]
enabled = true
#Allows using a quiver without being slowed down
use_without_slow = true
#Arrow stacks that can fit inside a quiver. Requires reboot
# Default: 6
# Range: 1 ~ 9
slots = 6
#Increase this number to alter the probability for a Skeleton with quiver to spawn. Note that this also depends on local difficulty so you wont ever see them on easy and very rarely on normal. Similar logic to equipment
# Default: 0.03
# Range: 0.0 ~ 1.0
quiver_skeleton_spawn_chance = 0.03
#If enabled, the quiver skeleton spawn chance will depend on the local difficulty of the world. If disabled, it will always be the same
quiver_skeleton_spawn_depend_on_global_difficulty = true
#Allows quiver to only be used when in offhand or in curio invSlot
only_works_in_curio = false
#Arrows you pickup will try to go in a quiver if available provided it has some arrow of the same explosionType
quiver_pickup = true
[tools.lunch_basket]
enabled = true
#Allows lunch baskets to be placed on the ground
placeable = true
#Arrow stacks that can fit inside a lunch basket. Requires reboot
# Default: 6
# Range: 1 ~ 9
slots = 6
[tools.slice_map]
enabled = true
#Multiplier that will be applied by slice maps to lower their range compared to normal maps
# Default: 0.25
# Range: 0.0 ~ 1.0
range_multiplier = 0.25
[tools.bubble_blower]
enabled = true
#Amount of soap consumed per bubble block placed
# Default: 5
# Range: 1 ~ 25
stasis_cost = 5
[tools.bubble_blower.bubble_block]
#Max lifetime of bubble blocks. Set to 10000 to have it infinite
# Default: 1200
# Range: 1 ~ 10000
lifetime = 1200
#Can bubble break when touched on?
break_when_touched = true
#Max number of charges a bubble blower can hold
# Default: 200
# Range: 1 ~ 1000000
max_charges = 200
[tools.wrench]
enabled = true
#Allows wrenches to bypass a block interaction action prioritizing their own when on said hand
#Allowed Values: MAIN_HAND, OFF_HAND, BOTH, NONE
bypass_when_on = "MAIN_HAND"
[tools.rope_arrow]
#Rope arrows are automatically disabled if 'rope' feature is disabled
enabled = true
#Max number of rope items allowed to be stored inside a rope arrow
# Default: 32
# Range: 1 ~ 256
capacity = 32
#Makes rope arrows exclusive to crossbows
exclusive_to_crossbows = false
[tools.flute]
enabled = true
#Allows flute to be unbound. Unbound flutes will search for pets in a radius and teleport them to the player
unbound = false
#Radius in which an unbound flute will search pets
# Default: 64
# Range: 0 ~ 500
unbound_radius = 64
#Max distance at which a bound flute will allow a pet to teleport
# Default: 64
# Range: 0 ~ 500
bound_distance = 64
[tools.bomb]
enabled = true
#Bomb explosion radius (damage depends on this)
# Default: 2.0
# Range: 0.1 ~ 10.0
explosion_radius = 2.0
#Do bombs break blocks like tnt?
#Allowed Values: ALL, WEAK, NONE
break_blocks = "WEAK"
#Put here any number other than 0 to have your bombs explode after a certain amount of ticks instead than on contact
# Default: 0
# Range: 0 ~ 100000
bomb_fuse = 0
#Enable bomb item cooldown
cooldown = true
[tools.bomb.blue_bomb]
#Bomb explosion radius (damage depends on this)
# Default: 5.15
# Range: 0.1 ~ 10.0
explosion_radius = 5.15
#Do bombs break blocks like tnt?
#Allowed Values: ALL, WEAK, NONE
break_blocks = "WEAK"
[tools.slingshot]
enabled = true
#Slingshot range multiplier. Affect the initial projectile speed
# Default: 1.0
# Range: 0.0 ~ 5.0
range_multiplier = 1.0
#Time in ticks to fully charge a slingshot
# Default: 20
# Range: 0 ~ 100
charge_time = 20
#Deceleration for the stasis projectile
# Default: 0.9625
# Range: 0.1 ~ 1.0
stasis_deceleration = 0.9625
#Allow enderman to intercept any slingshot projectile
unrestricted_enderman_intercept = true
#Allows buckets to be thrown by slingshots. Thrown buckets will place their content when they land
allow_buckets = true
#Damage that items in the 'supplementaries:slingshot_damageable' tag will deal. Scales with thrown speed. Tag is empty by default.
# Default: 0.5
# Range: 0.0 ~ 100.0
damageable_damage = 0.5
#Allows splash potions to be thrown by slingshots
allow_splash_potions = false
#Allows bombs to be thrown by slingshots
allow_bombs = false
#Allows fire charges to be thrown by slingshots
allow_fire_charges = false
#Allows snowballs to be thrown by slingshots
allow_snowballs = false
#Allows enderpearls to be thrown by slingshots
allow_enderpearls = false
[tools.antique_ink]
enabled = true
#General settings
[general]
#Allowed Values: ALWAYS, CACHED, CACHED_ZIPPED, NEVER
dynamic_assets_generation_mode = "CACHED"
#Enable Creative Tab
creative_tab = false
#Set to false to disable custom dispenser behaviors (i.e: filling jars) if for some reason they are causing trouble
dispensers = true
#Disable startup messages and sanity check that the mod performs to inform of possible detected crashes that might occur due to issues
sanity_checks_messages = true
#slightly increase this or decrease this number to tweak the red merchant spawn chance. Won't spawn at 0 and will spawn twice as often on 2
# Default: 1.0
# Range: 0.0 ~ 10.0
red_merchant_spawn_multiplier = 1.0
#Vanilla tweaks
[tweaks]
[tweaks.dragon_banner_pattern]
#Adds dragon banner pattern made from dragon head
enabled = true
[tweaks.shulker_helmet]
#Allows wearing shulker shells
enabled = true
[tweaks.ai_tweaks]
#Allows pillagers to use cannon boats. Add more entities to the 'supplementaries:can_use_cannon_boat' tag to allow them to use cannon boats as well
pillagers_use_cannon_boats = true
#Allows mobs to dismount from boats when on land. Add more entities to the 'supplementaries:can_dismount_boats' tag to allow them to dismount as well
raiders_dismount_boats = true
[tweaks.golden_apple_disenchant]
enabled = true
[tweaks.traders_open_doors]
#Allows traders to open doors (because they couldn't apparently)
enabled = true
[tweaks.dispenser_tweaks]
#Allows dispensers to use axes on blocks to strip logs and scrape off copper oxidation and wax
axe_strip = true
#Enables shooting ender pearls with dispensers
shoot_ender_pearls = true
#Enables extracting bundles items with dispensers
extract_from_bundles = true
[tweaks.throwable_bricks]
#Throw bricks at your foes! Might break glass blocks
enabled = true
[tweaks.placeable_sticks]
#Allow placeable sticks
sticks = true
#Allow placeable blaze rods
blaze_rods = true
[tweaks.placeable_gunpowder]
#Allow placeable gunpowder
enabled = true
#Number of ticks it takes for gunpowder to burn 1 stage (out of 8). Increase to slow it down
# Default: 2
# Range: 0 ~ 20
speed = 2
#Age at which it spread to the next gunpowder block. Also affects speed
# Default: 2
# Range: 0 ~ 8
spread_age = 2
[tweaks.raked_gravel]
#allow gravel to be raked with a hoe
enabled = true
[tweaks.bottle_xp]
#Allow bottling up xp by using a bottle on an enchanting table
enabled = false
#bottling health cost
# Default: 2
# Range: 0 ~ 20
cost = 2
#Block that should be clicked on for bottling to work. Leave blank for enchanting table. You can put another block here from another mod if you find it more fitting
target_block = ""
[tweaks.map_tweaks]
#Enables beacons, lodestones, respawn anchors, beds, conduits, portals to be displayed on maps by clicking one of them with a map
block_map_markers = true
#Shows a death marker on your map when you die. Requires a recovery compass in player inventory or similar
#Allowed Values: OFF, WITH_COMPASS, ALWAYS
death_marker = "WITH_COMPASS"
#If Quark is installed adventurer maps will be replaced by adventurer quills. These will not lag the server when generating
quill_adventurer_maps = true
#If Quark is installed replaces buried treasure and mansion maps with their equivalent quill form. This removes the lag spike they create when generating
quill_vanilla_maps = true
#Miminum search radius for quill. Used to incrase the radius of vanilla searches. For reference buried treasures are at 50 and locate is at 100 chunks
# Default: 75
# Range: 10 ~ 600
min_search_radius = 75
#Makes blocks tagged as 'tinted_on_map' use their tint color. This allows for accurate biome colors for water and grass as well as other custom block that use any tint
tinted_blocks_on_maps = true
[tweaks.map_tweaks.random_adventurer_maps]
#Cartographers will sell 'adventurer maps' that will lead to a random vanilla structure (choosen from a thought out preset list).
#Best kept disabled if you are adding custom adventurer maps with datapack (check the wiki for more)
enabled = true
#Maximum number of structure types from the tag that road signs will attempt to look for every time. Decrease to speed up search at the cost of making them not point to the nearest structure out of all. Also if made too low and in cases it were to pick a structure that only spawns very rarely, this would actually slow down the search
# Default: 100
# Range: 1 ~ 1000
max_search_radius = 100
#Select a random structure to look for instead of iterating through all of the ones in the tag returning the closest. Turning on will make ones that have diff structures (aka all different ruined portals) show up more. Increasing the number past 1 will allow x random structures to be picked instead. this can possibly speed up search as it decreases chances to find far away ones
# Default: 1
# Range: 1 ~ 1000
max_structures_searches = 1
[tweaks.placeable_books]
#Allow books and enchanted books to be placed on the ground
enabled = true
#Allow all books to be placed both vertically and horizontally
mixed_books = false
[tweaks.zombie_horse]
#Feed a stack of rotten flesh to a skeleton horse to buff him up to a zombie horse
zombie_horse_conversion = true
#Amount of rotten flesh needed
# Default: 64
# Range: 1 ~ 1000
rotten_flesh = 64
#Allows zombie horses to be ridden underwater
rideable_underwater = true
#Convert a zombie horse back by feeding it a golden carrot
zombie_horse_inverse_conversion = true
[tweaks.noteblocks_scare]
#Noteblocks with a zombie head will scare off villagers
enabled = true
[tweaks.bad_luck_tweaks]
#Hit a void cat, get the unluck
cat_unluck = true
#If you have unluck you are more likely to get hit by a lighting. Holding a lightning rod also causes this
lightning_unluck = true
[tweaks.item_lore]
#Adds a recipe to add 'lore' strings to an item by combining it with a named nametag
enabled = true
[tweaks.sus_recipes]
#Adds recipes to craft suspicious gravel and suspicious sand
enabled = true
[tweaks.slimed_effect]
enabled = true
#Allow slimeballs to be thrown
throwable_slimeballs = true
#Thrown slimeballs will shortly nerf the player jump height. Disable if you don't want this effect as it can be quite powerful
#Allowed Values: NEVER, ALWAYS, NORMAL_DIFFICULTY, HARD_DIFFICULTY
hinders_jump = "NORMAL_DIFFICULTY"
#Duration of the slimed effect in ticks
# Default: 300
# Range: 0 ~ 1000
duration = 300
#Chance that a slime mob will apply slimed effect on successful attack. Multiplied by the slime size
# Default: 0.15
# Range: 0.0 ~ 1.0
chance_per_slime_size = 0.15
[tweaks.clock_and_compass]
#Allow to right click with a clock to display current time in numerical form
clock_right_click = true
#Allow to right click with a compass to display current coordinates in numerical form
compass_right_click = false