del setting relative files, as they moved to base pack

This commit is contained in:
2026-02-26 21:17:35 +08:00
parent fa6d6fe4f4
commit bf46e3d91c
204 changed files with 6 additions and 15517 deletions

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@@ -4,6 +4,10 @@
# 更新日志
26-2-25: 推送第一个整合包版本
26-2-25: v3.0.0推送第一个整合包版本
26-2-26v3.0.2更新资源包到1.21.1
26-2-25: v3.0.1客户端添加FTBmod以修复tpa传送文本消失bug。
26-2-26v3.0.2更新资源包到1.21.1
26-2-26v3.0.3:删除配置设置相关文件,转为整合包内置。防止用户配置被覆盖。

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_version = 3
[server]
#
# Defines the distance the player will receive updates around.
realTimeUpdateDistanceRadiusInChunks = 256
#
# Prefix of the level keys sent to the clients.
# If the mod is running behind a proxy, each backend should use a unique value.
# If this value is empty, level key will be based on the server's seed hash.
levelKeyPrefix = ""
#
# Defines the distance allowed to be synchronized around the player.
# Should be the same or larger than maxGenerationRequestDistance in most cases.
maxSyncOnLoadRequestDistance = 4096
#
# If true, clients will receive updated LODs when joining or loading new LODs.
synchronizeOnLoad = true
#
# Custom server key used which can be used to always reuse the same LOD data folder,
# for cases when the server doesn't have a static IP for some reason.
# If this value is empty, the client itself decides which folder name to use.
# Requires rejoining the server to apply after changing.
serverKey = ""
#
# Defines the distance allowed to generate around the player.
maxGenerationRequestDistance = 4096
#
# Makes the server send level keys for each world.
# Disable this if you use alternative ways to send level keys.
sendLevelKeys = true
#
# DO NOT CHANGE UNLESS YOU KNOW WHAT YOU'RE DOING.
# Autogenerated ID used to prevent multiple independent servers from accidentally
# writing over each other's LODs when the same serverKey is set on both.
serverId = -741942895
#
# How many LOD generation requests per second should a client send?
# Also limits the number of client requests allowed to stay in the server's queue.
generationRequestRateLimit = 20
#
# How many LOD sync requests per second should a client send?
# Also limits the amount of player's requests allowed to stay in the server's queue.
syncOnLoadRateLimit = 50
#
# If true, clients will receive real-time LOD updates for chunks outside the client's render distance.
enableRealTimeUpdates = true
#
# Maximum global speed for uploading LODs to the clients, in KB/s.
# Value of 0 disables the limit.
globalBandwidthLimit = 0
#
# Maximum per-player speed for uploading LODs to the clients, in KB/s.
# Value of 0 disables the limit.
playerBandwidthLimit = 500
#
# Enables adaptive transfer speed based on client performance.
# If true, DH will automatically adjust transfer rate to minimize connection lag.
# If false, transfer speed will remain fixed.
enableAdaptiveTransferSpeed = false
[server.experimental]
#
# When enabled on the client, this allows loading lower detail levels as needed to speed up terrain generation.
# This must also be enabled on the server; otherwise, it will have no effect.
# For better performance when switching LOD detail levels, enabling [upsampleLowerDetailLodsToFillHoles] is recommended.
enableNSizedGeneration = false
[common]
[common.lodBuilding]
#
# How should block data be compressed when creating LOD data?
# This setting will only affect new or updated LOD data,
# any data already generated when this setting is changed will be
# unaffected until it is modified or re-loaded.
#
# MERGE_SAME_BLOCKS
# Every block/biome change is recorded in the database.
# This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data.
# Expected Compression Ratio: 1.0
#
# VISUALLY_EQUAL
# Only visible block/biome changes are recorded in the database.
# Hidden blocks (IE ores) are ignored.
# Expected Compression Ratio: 0.7
worldCompression = "VISUALLY_EQUAL"
#
# Enabling this will drastically increase chunk processing time
# and you may need to increase your CPU load to handle it.
#
# Normally DH will attempt to skip creating LODs for chunks it's already seen
# and that haven't changed.
#
# However sometimes that logic incorrectly prevents LODs from being updated.
# Disabling this check may fix issues where LODs aren't updated after
# blocks have been changed.
disableUnchangedChunkCheck = false
[common.lodBuilding.experimental]
#
# When active DH will attempt to fill missing LOD data
# with any data that is present in the tree, preventing holes when moving
# when a N-sized generator (or server) is active.
#
# This is only used when N-sized world generation is available
# and/or when on a server where [generateOnlyInHighestDetail] is false.
#
# Experimental:
# Enabling this option will increase CPU and harddrive use
# and may cause rendering bugs.
upsampleLowerDetailLodsToFillHoles = false
[common.multiThreading]
#
# How many threads should be used by Distant Horizons?
numberOfThreads = 16
#
# A value between 1.0 and 0.0 that represents the percentage
# of time each thread can run before going idle.
#
# This can be used to reduce CPU usage if the thread count
# is already set to 1 for the given option, or more finely
# tune CPU performance.
threadRunTimeRatio = "1.0"
#
# What Java thread priority should DH's primary thread pools run with?
#
# You probably don't need to change this unless you are also
# running C2ME and are seeing thread starvation in either C2ME or DH.
threadPriority = 5
[common.logging]
#
# If enabled, the mod will log information about the renderer setup, cleanup, and any issues it may encounter.
# This can be useful for debugging.
logRendererEventToFile = "INFO"
#
# If enabled, the mod will log information about the world generation process.
# This can be useful for debugging.
logWorldGenEventToFile = "INFO"
#
# If enabled, the mod will log information about the renderer OpenGL process.
# This can be useful for debugging.
logRendererGLEventToChat = "ERROR"
#
#
globalChatMaxLevel = "ERROR"
#
# If enabled, the mod will log information about the world generation process.
# This can be useful for debugging.
logWorldGenChunkLoadEventToFile = "INFO"
#
# If enabled, the mod will log information about the renderer OpenGL process.
# This can be useful for debugging.
logRendererGLEventToFile = "INFO"
#
# If enabled, the mod will log information about network operations.
# This can be useful for debugging.
logNetworkEventToFile = "INFO"
#
# If enabled, config changes sent by the server will be logged.
logConnectionConfigChangesToFile = "WARN"
#
#
globalFileMaxLevel = "INFO"
[common.logging.warning]
#
# If enabled, a chat message will be displayed when DH has too many chunks
# queued for updating.
showSlowWorldGenSettingWarnings = true
#
# If enabled, a chat message will be displayed when DH has too many chunks
# queued for updating.
showUpdateQueueOverloadedChatWarning = false
#
# If enabled, a chat message will be displayed if Java doesn't have enough
# memory allocated to run DH well.
showLowMemoryWarningOnStartup = true
#
# If enabled, a chat message will be displayed when a replay is started
# giving some basic information about how DH will function.
showReplayWarningOnStartup = true
#
# If enabled, a chat message will be displayed when a potentially problematic
# mod is installed alongside DH.
showModCompatibilityWarningsOnStartup = true
#
# If enabled, a chat message will be displayed if vanilla MC's
# render distance is higher than the recommended amount.
showHighVanillaRenderDistanceWarning = true
#
# If enabled, a chat message will be displayed if DH detects
# that any pooled objects have been garbage collected.
showPoolInsufficientMemoryWarning = true
#
# If enabled, a message will be logged if the garbage
# collector Java is currently using is known
# to cause stutters and/or issues.
logGarbageCollectorWarning = true
[common.worldGenerator]
#
# How detailed should LODs be generated outside the vanilla render distance?
#
# PRE_EXISTING_ONLY
# Only create LOD data for already generated chunks.
#
#
# SURFACE
# Generate the world surface,
# this does NOT include trees,
# or structures.
#
# FEATURES
# Generate everything except structures.
# WARNING: This may cause world generator bugs or instability when paired with certain world generator mods.
#
# INTERNAL_SERVER
# Ask the local server to generate/load each chunk.
# This is the most compatible and will generate structures correctly,
# but may cause server/simulation lag.
# Note: unlike other modes this option DOES save generated chunks to
# Minecraft's region files.
distantGeneratorMode = "FEATURES"
#
# How should distant generator progress be displayed?
#
# OVERLAY: may be the same as CHAT for some Minecraft versions
# CHAT
# LOG
# DISABLED
showGenerationProgress = "DISABLED"
#
# The max radius in chunks around the central point where world generation is allowed.
# If this value is set to 0, generation bounds are disabled and the render distance will be used.
#
# This should only be set if you have a pre-generated world that has a very limited size.
# Setting this on a normal MC world will prevent the world generator from filling
# out your render distance.
generationMaxChunkRadius = 0
#
# How often should the distant generator progress be displayed?
generationProgressDisplayIntervalInSeconds = 2
#
# When logging generation progress also include the rate at which chunks
# are being generated.
# This can be useful for troubleshooting performance.
generationProgressIncludeChunksPerSecond = true
#
# For how many seconds should instructions for disabling the distant generator progress be displayed?
# Setting this to 0 hides the instructional message so the world gen progress is shown immediately when it starts.
generationProgressDisableMessageDisplayTimeInSeconds = 20
#
# The center Z chunk position that the world gen max radius is centered around.
generationCenterChunkZ = 0
#
# Should Distant Horizons slowly generate LODs
# outside the vanilla render distance?
# Depending on the generator mode, this will import existing chunks
# and/or generating missing chunks.
enableDistantGeneration = true
#
# The center X chunk position that the world gen max radius is centered around.
generationCenterChunkX = 0
[client]
#
# Should Distant Horizon's config button appear in Minecraft's options screen next to the fov slider?
showDhOptionsButtonInMinecraftUi = true
[client.advanced]
[client.advanced.autoUpdater]
#
# If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build.
# If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar
# and will update to new nightly builds if the current jar is a nightly jar (IE the version number ends in '-dev').
updateBranch = "AUTO"
#
# Automatically check for updates on game launch?
enableAutoUpdater = true
#
# Should Distant Horizons silently, automatically download and install new versions?
# This setting is force disabled on dedicated servers for stability reasons.
enableSilentUpdates = false
[client.advanced.debugging]
#
# If enabled this will disable (most) vanilla Minecraft rendering.
#
# NOTE: Do not report any issues when this mode is on!
# This setting is only for fun and debugging.
# Mod compatibility is not guaranteed.
lodOnlyMode = false
#
# Stops vertex colors from being passed.
# Useful for debugging shaders
enableWhiteWorld = false
#
# What renderer is active?
#
# DEFAULT: Default lod renderer
# DEBUG: Debug testing renderer
# DISABLED: Disable rendering
rendererMode = "DEFAULT"
#
# If enabled the LODs will render as wireframe.
renderWireframe = false
#
# If true the F8 key can be used to cycle through the different debug modes.
# and the F6 key can be used to enable and disable LOD rendering.
enableDebugKeybindings = false
#
# If true overlapping quads will be rendered as bright red for easy identification.
# If false the quads will be rendered normally.
showOverlappingQuadErrors = false
#
# Should specialized colors/rendering modes be used?
#
# OFF: LODs will be drawn with their normal colors.
# SHOW_DETAIL: LODs' color will be based on their detail level.
# SHOW_BLOCK_MATERIAL: LODs' color will be based on their material.
# SHOW_OVERLAPPING_QUADS: LODs will be drawn with total white, but overlapping quads will be drawn with red.
debugRendering = "OFF"
#
# If true OpenGL Buffer garbage collection will be logged
# this also includes the number of live buffers.
logBufferGarbageCollection = false
[client.advanced.debugging.debugWireframe]
#
# Render LOD section status?
showRenderSectionStatus = false
#
# Render queued network sync on load tasks?
showNetworkSyncOnLoadQueue = false
#
# Render full data update/lock status?
showFullDataUpdateStatus = false
#
# Render queued world gen tasks?
showWorldGenQueue = false
#
# A white box will be drawn when an LOD starts rendering
# and a purple box when an LOD stops rendering.
#
# This can be used to debug Quad Tree holes.
showRenderSectionToggling = false
#
# Render Quad Tree Rendering status?
showQuadTreeRenderStatus = false
#
# If enabled, various wireframes for debugging internal functions will be drawn.
#
# NOTE: There WILL be performance hit!
# Additionally, only stuff that's loaded after you enable this
# will render their debug wireframes.
enableRendering = false
[client.advanced.debugging.f3Screen]
#
# Shows how many chunks are queud for processing and the max count that can be queued.
showQueuedChunkUpdateCount = true
#
# Shows the memory use and array counts for each DH object pool.
showSeparatedObjectPools = false
#
# Shows the player's LOD position.
showPlayerPos = true
#
# Shows the combined memory use and array counts for all DH pooled objects.
showCombinedObjectPools = false
#
# Defines what internal detail level the player position will be shown as.
# Internal detail level means: 6 = 1x1 block, 7 = 2x2 blocks, etc.
playerPosSectionDetailLevel = 6
#
# Shows info about each thread pool.
showThreadPools = true
#
# Shows what levels are loaded and world gen/rendering info about those levels.
showLevelStatus = true
[client.advanced.debugging.openGl]
#
# Defines how OpenGL errors are handled.
# Requires rebooting Minecraft to change.
# Will catch OpenGL errors thrown by other mods.
overrideVanillaGLLogger = true
#
# Defines how OpenGL errors are handled.
# May incorrectly catch OpenGL errors thrown by other mods.
#
# IGNORE: Do nothing.
# LOG: write an error to the log.
# LOG_THROW: write to the log and throw an exception.
# Warning: this should only be enabled when debugging the LOD renderer
# as it may break Minecraft's renderer when an exception is thrown.
glErrorHandlingMode = "IGNORE"
#
# If true each Open GL error will only be logged once.
# Enabling this may cause some error logs to be missed.
# Does nothing if overrideVanillaGLLogger is set to false.
#
# Generally this can be kept as 'true' to prevent log spam.
# However, Please set this to 'false' if a developer needs your log to debug a GL issue.
onlyLogGlErrorsOnce = true
#
#
glUploadMode = "AUTO"
[client.advanced.debugging.exampleConfigScreen]
shortTest = "69"
mapTest = "{}"
byteTest = "8"
longTest = "42069"
listTest = ["option 1", "option 2", "option 3"]
boolTest = false
doubleTest = "420.69"
floatTest = "0.42069"
linkableTest = 420
intTest = 69420
stringTest = "Test input box"
[client.advanced.graphics]
#
# If true some vanilla graphics settings will be automatically changed
# during DH setup to provide a better experience.
#
# IE disabling vanilla clouds (which render on top of DH LODs),
# and chunk fading (DH already fades MC chunks)
overrideVanillaGraphicsSettings = true
[client.advanced.graphics.culling]
#
# If false all beacons near the camera won't be drawn to prevent vanilla overdraw.
# If true all beacons will be rendered.
#
# Generally this should be left as true. It's main purpose is for debugging
# beacon updating/rendering.
disableBeaconDistanceCulling = true
#
# Determines how far from the camera Distant Horizons will start rendering.
# Measured as a percentage of the vanilla render distance.
#
# 0 = auto, overdraw will change based on the vanilla render distance.
#
# Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,
# but may cause holes in the world.
# Holes are most likely to appear when flying through unloaded terrain.
#
# Increasing the vanilla render distance increases the effectiveness of this setting.
overdrawPrevention = "0.0"
#
# If enabled caves won't be rendered.
#
# Note: for some world types this can cause
# overhangs or walls for floating objects.
# Tweaking the caveCullingHeight, can resolve some
# of those issues.
enableCaveCulling = false
#
# Identical to the other frustum culling option
# only used when a shader mod is present using the DH API
# and the shadow pass is being rendered.
#
# Disable this if shadows render incorrectly.
disableShadowPassFrustumCulling = false
#
# At what Y value should cave culling start?
# Lower this value if you get walls for areas with 0 light.
caveCullingHeight = 60
#
# A comma separated list of block resource locations that shouldn't be rendered
# if they are in a 0 sky light underground area.
# Air is always included in this list.
# Requires a restart to change.
ignoredRenderCaveBlockCsv = "minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column,minecraft:cave_vines_plant,minecraft:vine,minecraft:cave_vines,minecraft:short_grass,minecraft:tall_grass,minecraft:small_dripleaf,minecraft:big_dripleaf,minecraft:big_dripleaf_stem,minecraft:sculk_vein"
#
# A comma separated list of block resource locations that won't be rendered by DH.
# Air is always included in this list.
# Requires a restart to change.
#
# Note:
# If you see gaps, or holes you may have to change
# worldCompression to [MERGE_SAME_BLOCKS] and re-generate the LODs.
# Black spots may happen occur to block lighting being zero for covered blocks.
ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire,minecraft:brown_mushroom"
#
# If true LODs outside the player's camera
# aren't drawn, increasing GPU performance.
#
# If false all LODs are drawn, even those behind
# the player's camera, decreasing GPU performance.
#
# Disable this if you see LODs disappearing at the corners of your vision.
disableFrustumCulling = false
[client.advanced.graphics.ssao]
#
# Determines how many points in space are sampled for the occlusion test.
# Higher numbers will improve quality and reduce banding, but will increase GPU load.
sampleCount = 6
#
# The distance in blocks from the camera where the SSAO will fade out to.
# This is done to prevent banding and noise at extreme distances.
fadeDistanceInBlocks = 1600
#
# Determines how dark the Screen Space Ambient Occlusion effect will be.
strength = "0.2"
#
# The radius, measured in pixels, that blurring is calculated for the SSAO.
# Higher numbers will reduce banding at the cost of GPU performance.
blurRadius = 2
#
# Increasing the value can reduce banding at the cost of reducing the strength of the effect.
bias = "0.02"
#
# Determines how dark the occlusion shadows can be.
# 0 = totally black at the corners
# 1 = no shadow
minLight = "0.25"
#
# Enable Screen Space Ambient Occlusion
enableSsao = true
#
# Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks.
radius = "4.0"
[client.advanced.graphics.noiseTexture]
#
# Should a noise texture be applied to LODs?
#
# This is done to simulate textures and make the LODs appear more detailed.
enableNoiseTexture = true
#
# Defines how far should the noise texture render before it fades away. (in blocks)
# Set to 0 to disable noise from fading away
noiseDropoff = 1024
#
# How many steps of noise should be applied to LODs?
noiseSteps = 4
#
# How intense should the noise should be?
noiseIntensity = "5.0"
[client.advanced.graphics.experimental]
#
# A comma separated list of dimension resource locations where DH won't render.
#
# Example: "minecraft:the_nether,minecraft:the_end"
#
# Note:
# Some DH settings will be disabled and/or changed to improve
# visuals when DH rendering is disabled.
ignoredDimensionCsv = ""
#
# This is the earth size ratio when applying the curvature shader effect.
# Note: Enabling this feature may cause rendering bugs.
#
# 0 = flat/disabled
# 1 = 1 to 1 (6,371,000 blocks)
# 100 = 1 to 100 (63,710 blocks)
# 10000 = 1 to 10000 (637.1 blocks)
#
# Note: Due to current limitations, the min value is [50]
# and the max value is 5000. Any values outside this range
# will be set to 0 (disabled).
earthCurveRatio = 0
[client.advanced.graphics.genericRendering]
#
# If true LOD clouds will be rendered.
enableCloudRendering = true
#
# Sets the maximum height at which beacons will render.This will only affect new beacons coming into LOD render distance.Beacons currently visible in LOD chunks will not be affected.
beaconRenderHeight = 6000
#
# If true LOD beacon beams will be rendered.
enableBeaconRendering = true
#
# If true non terrain objects will be rendered in DH's terrain.
# This includes beacon beams and clouds.
enableGenericRendering = true
#
# Can be disabled to use much slower but more compatible direct rendering.
# Disabling this can be used to fix some crashes on Mac.
enableInstancedRendering = true
[client.advanced.graphics.quality]
#
# What is the maximum detail LODs should be drawn at?
# Higher settings will increase memory and GPU usage.
#
# CHUNK: render 1 LOD for each Chunk.
# HALF_CHUNK: render 4 LODs for each Chunk.
# FOUR_BLOCKS: render 16 LODs for each Chunk.
# TWO_BLOCKS: render 64 LODs for each Chunk.
# BLOCK: render 256 LODs for each Chunk (width of one block).
#
# Lowest Quality: CHUNK
# Highest Quality: BLOCK
maxHorizontalResolution = "BLOCK"
#
# If true LODs will fade away as you get closer to them.
# If false LODs will cut off abruptly at a set distance from the camera.
# This setting is affected by the vanilla overdraw prevention config.
ditherDhFade = true
#
# Should DH fade out before reaching the far clip plane?
# This is helpful to prevent DH clouds from cutting off in the distance.
dhFadeFarClipPlane = true
#
# How bright LOD colors are.
#
# 0 = black
# 1 = normal
# 2 = near white
brightnessMultiplier = "1.0"
#
# How should LODs be shaded?
#
# AUTO: Uses the same side shading as vanilla Minecraft blocks.
# ENABLED: Simulates Minecraft's block shading for LODs.
# Can be used to force LOD shading when using some shaders.
# DISABLED: All LOD sides will be rendered with the same brightness.
lodShading = "AUTO"
#
# How saturated LOD colors are.
#
# 0 = black and white
# 1 = normal
# 2 = very saturated
saturationMultiplier = "1.0"
#
# This indicates how well LODs will represent
# overhangs, caves, floating islands, etc.
# Higher options will make the world more accurate, butwill increase memory and GPU usage.
#
# Lowest Quality: HEIGHT_MAP
# Highest Quality: EXTREME
verticalQuality = "HIGH"
#
# What blocks shouldn't be rendered as LODs?
#
# NONE: Represent all blocks in the LODs
# NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height)
blocksToIgnore = "NON_COLLIDING"
#
# The radius of the mod's render distance. (measured in chunks)
lodChunkRenderDistanceRadius = 256
#
# What value should vanilla Minecraft's texture LodBias be?
# If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0)
lodBias = "0.0"
#
# How should the sides and bottom of grass block LODs render?
#
# AS_GRASS: all sides of dirt LOD's render using the top (green) color.
# FADE_TO_DIRT: sides fade from grass to dirt.
# AS_DIRT: sides render entirely as dirt.
grassSideRendering = "FADE_TO_DIRT"
#
# Should the blocks underneath avoided blocks gain the color of the avoided block?
#
# True: a red flower will tint the grass below it red.
# False: skipped blocks will not change color of surface below them.
tintWithAvoidedBlocks = true
#
# This indicates how quickly LODs decrease in quality the further away they are.
# Higher settings will render higher quality fake chunks farther away,
# but will increase memory and GPU usage.
horizontalQuality = "HIGH"
#
# How should LOD transparency be handled.
#
# COMPLETE: LODs will render transparent.
# FAKE: LODs will be opaque, but shaded to match the blocks underneath.
# DISABLED: LODs will be opaque.
transparency = "COMPLETE"
#
# This is the same as vanilla Biome Blending settings for Lod area.
# Note that anything other than '0' will greatly effect Lod building time.
#
# '0' equals to Vanilla Biome Blending of '1x1' or 'OFF',
# '1' equals to Vanilla Biome Blending of '3x3',
# '2' equals to Vanilla Biome Blending of '5x5'...
lodBiomeBlending = 3
#
# How should vanilla Minecraft fade into Distant Horizons LODs?
#
# NONE: Fastest, there will be a pronounced border between DH and MC rendering.
# SINGLE_PASS: Fades after MC's transparent pass, opaque blocks underwater won't be faded.
# DOUBLE_PASS: Slowest, fades after both MC's opaque and transparent passes, provides the smoothest transition.
vanillaFadeMode = "DOUBLE_PASS"
[client.advanced.graphics.fog]
#
# Should Minecraft's fog render?
# Note: Other mods may conflict with this setting.
enableVanillaFog = false
#
# What is the maximum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
farFogMax = "1.0"
#
# Determines if fog is drawn on DH LODs.
enableDhFog = true
#
# At what distance should the far fog start?
#
# 0.0: Fog starts at the player's position.
# 1.0: Fog starts at the closest edge of the vanilla render distance.
# 1.414: Fog starts at the corner of the vanilla render distance.
farFogStart = "0.4"
#
# What is the minimum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
farFogMin = "0.0"
#
# What color should fog use?
#
# USE_WORLD_FOG_COLOR: Use the world's fog color.
# USE_SKY_COLOR: Use the sky's color.
colorMode = "USE_WORLD_FOG_COLOR"
#
# How should the fog thickness should be calculated?
#
# LINEAR: Linear based on distance (will ignore 'density')
# EXPONENTIAL: 1/(e^(distance*density))
# EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
farFogFalloff = "EXPONENTIAL_SQUARED"
#
# Used in conjunction with the Fog Falloff.
farFogDensity = "2.5"
#
# Where should the far fog end?
#
# 0.0: Fog ends at player's position.
# 1.0: Fog ends at the closest edge of the vanilla render distance.
# 1.414: Fog ends at the corner of the vanilla render distance.
farFogEnd = "1.0"
[client.advanced.graphics.fog.heightFog]
#
# Where should the height fog start?
#
# ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky
# BELOW_CAMERA: Height fog starts at the camera and goes towards the void
# ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void
# ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky
# BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void
# ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void
heightFogDirection = "BELOW_SET_HEIGHT"
#
# What is the minimum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
heightFogMin = "0.0"
#
# If the height fog is calculated around a set height, what is that height position?
heightFogBaseHeight = "80.0"
#
# What is the maximum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
heightFogMax = "1.0"
#
# How should the height fog thickness should be calculated?
#
# LINEAR: Linear based on height (will ignore 'density')
# EXPONENTIAL: 1/(e^(height*density))
# EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)
heightFogFalloff = "EXPONENTIAL_SQUARED"
#
# What is the height fog's density?
heightFogDensity = "20.0"
#
# How should height effect the fog thickness?
# Note: height fog is combined with the other fog settings.
#
# SPHERICAL: Fog is calculated based on camera distance.
# CYLINDRICAL: Ignore height, fog is calculated based on horizontal distance.
#
# MAX: max(heightFog, farFog)
# ADDITION: heightFog + farFog
# MULTIPLY: heightFog * farFog
# INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog)
# LIMITED_ADDITION: farFog + max(farFog, heightFog)
# MULTIPLY_ADDITION: farFog + farFog * heightFog
# INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog)
# AVERAGE: farFog*0.5 + heightFog*0.5
heightFogMixMode = "SPHERICAL"
#
# Should the start of the height fog be offset?
#
# 0.0: Fog start with no offset.
# 1.0: Fog start with offset of the entire world's height. (Includes depth)
heightFogStart = "0.0"
#
# Should the end of the height fog be offset?
#
# 0.0: Fog end with no offset.
# 1.0: Fog end with offset of the entire world's height. (Include depth)
heightFogEnd = "0.6"
[client.advanced.multiplayer]
#
# How should multiplayer save folders should be named?
#
# NAME_ONLY: Example: "Minecraft Server"
# IP_ONLY: Example: "192.168.1.40"
# NAME_IP: Example: "Minecraft Server IP 192.168.1.40"
# NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"NAME_IP_PORT_MC_VERSION: Example: "Minecraft Server IP 192.168.1.40:25565 GameVersion 1.16.5"
serverFolderNameMode = "NAME_ONLY"

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@@ -1,8 +0,0 @@
RMBTweak=1
LMBTweakWithItem=1
LMBTweakWithoutItem=1
WheelTweak=1
WheelSearchOrder=1
WheelScrollDirection=0
ScrollItemScaling=0
Debug=0

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@@ -1,20 +0,0 @@
{
"defaultSigningMode": "PROMPT",
"enableMod": true,
"showNCRButton": true,
"showReloadButton": true,
"verifiedIconEnabled": true,
"showServerSafety": true,
"hideInsecureMessageIndicators": true,
"hideModifiedMessageIndicators": true,
"hideSystemMessageIndicators": true,
"hideWarningToast": true,
"hideSigningRequestMessage": false,
"alwaysHideReportButton": false,
"skipRealmsWarning": false,
"disableTelemetry": true,
"removeTelemetryButton": true,
"demandOnServer": false,
"verifiedIconOffsetX": 0,
"verifiedIconOffsetY": 0
}

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@@ -1,7 +0,0 @@
{
"demandOnClientMessage": "You do not have No Chat Reports, and this server is configured to require it on client!",
"demandOnClient": false,
"convertToGameMessage": true,
"addQueryData": true,
"enableDebugLog": false
}

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@@ -1,28 +0,0 @@
{
"skipWarning": false,
"enableEncryption": false,
"encryptPublic": true,
"showEncryptionButton": true,
"showEncryptionIndicators": true,
"encryptionKey": "blfrngArk3chG6wzncOZ5A\u003d\u003d",
"encryptionPassphrase": "",
"algorithmName": "AES/CFB8+Base64",
"encryptableCommands": [
"msg:1",
"w:1",
"whisper:1",
"tell:1",
"r:0",
"dm:1",
"me:0",
"m:1",
"t:1",
"pm:1",
"emsg:1",
"epm:1",
"etell:1",
"ewhisper:1",
"message:1",
"reply:0"
]
}

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@@ -1,3 +0,0 @@
{
"signingModes": {}
}

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@@ -1,3 +0,0 @@
# No Chat Reports
You can find updated documentation of configuration files on the wiki:
https://github.com/Aizistral-Studios/No-Chat-Reports/wiki/Configuration-Files

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@@ -1,126 +0,0 @@
[general]
tooltip_hints = true
custom_configured_screen = true
#Makes dynamically generated assets depend on texture packs too and not just vanilla files
texture_pack_support = false
#Allowed Values: ALWAYS, CACHED, CACHED_ZIPPED, NEVER
dynamic_assets_generation_mode = "CACHED"
[sign]
#Gives signs a pixel consistent model and texture. Also affects other mods. This also makes them use a Block Model, making them render much much much faster than as block entities
pixel_consistent = true
#A scalar multiplier that will be applied to sign text making it brighter, supposedly more legible
# Default: 1.2
# Range: 0.0 ~ 5.0
text_color_multiplier = 1.2
#A list of sign blocks that will NOT be affected by the pixel consistent sign setting. Use full registry names separated by commas
sign_blacklist = []
[projectiles]
#Makes snowballs render in 3D
snowball_3d = true
#Makes ghast & blazes fireballs render in 3D
fireball_3d = true
#Makes ghast & blazes fireballs leave a trail of particles when moving
ghast_fireball_trail = true
#Makes dragon fireballs leave a trail of particles when moving
dragon_fireball_trail = true
#Makes 3D charges tumble in the air when moving
charges_tumble = true
#Makes 3D snowballs and slimeballs (supp compat) tumble in the air when moving
projectiles_tumble = false
[projectiles.dragon_fireball]
#Makes dragon's breath particles emissive to better match new visuals
dragon_breath_emissive = true
[lily_pad]
#set to 0 tho have lilypads at the same exact position as vanilla.negative numbers will place them in their own blockspace right below avoiding any clipping.best of both worlds at default as its barely within its space
# Default: -0.016625
# Range: -1.0 ~ 1.0
y_offset = -0.016625
[bell]
#Visually attach chains and ropes to bells
chain_attachment = true
[brewing_stand]
#Colors the brewing stand potion texture depending on the potions it's brewing.
#If using a resource pack add tint index from 0 to 3 to the 3 potion layers
brewing_stand_colors = true
[arrows]
#Makes tipped arrows show their colors when loaded with a crossbow
crossbows_colors = true
[tripwire_hook]
#Makes hooks render faster using a block model instead of tile renderer. Cost is that animated and enchanted items will appear static
fast_hooks = false
[hanging_sign]
#Scale of items on hanging signs (unit is in pixel they would occupy). Set to 8 to better match the pixels on the sign
# Default: 10.0
# Range: 0.0 ~ 32.0
item_pixel_scale = 10.0
#Makes signs swing!
swinging_signs = true
#Signs have visual attachment to walls and fences
sign_attachment = true
[hanging_sign.swing_physics]
min_angle = 0.7999999523162842
collision_force = 15.0
damping = 0.5249999761581421
collision_inertia = 1.0
collision_considers_entity_hitbox = true
frequency = 0.6000000238418579
max_angle = 60.0
[lantern]
#Makes wall lantern use a simple block model instead of the animated tile entity renderer. This will make them render much faster but will also remove the animationNote that this option only affect lanterns close by as the one far away render as fast by default
fast_lanterns = false
#Size lanterns when held in hand
# Default: 0.625
# Range: 0.0 ~ 2.0
lantern_item_size = 0.625
#Gives a special animation to lanterns when held in hand
lantern_item_holding = true
#Makes lantern holding animation have the arm angled more upwards. Looks better if you have dynamic lights on
lantern_item_holding_up = false
[lantern.swing_physics]
min_angle = 0.7999999523162842
collision_force = 15.0
damping = 0.5249999761581421
collision_inertia = 1.0
collision_considers_entity_hitbox = true
frequency = 0.6000000238418579
max_angle = 60.0
[cauldron]
#Gives a unique texture to potion cauldrons
potion_texture = true
[jukebox]
#Use the new jukebox model
new_model = true
#Makes jukebox disc spin while playing
disc_spin = true
[misc]
#Gives a special animation to torches when held in hand
torch_item_holding = true
#Size lanterns when held in hand
# Default: 1.0
# Range: 0.0 ~ 2.0
torch_item_size = 1.0
#Gives a special animation to supplementaries candle holders when held in hand
candle_holder_item_holding = true
#Size lanterns when held in hand
# Default: 0.625
# Range: 0.0 ~ 2.0
handle_holder_item_size = 0.625
#Makes Torch and Lantern holding animation be fixed, not changing with player facing
fixed_holding_animations = false
#Prevents campfire smoke from rendering if there is a solid block above it
campfire_smoke_through_blocks = false

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@@ -1,128 +0,0 @@
[general]
tooltip_hints = true
custom_configured_screen = true
#Makes dynamically generated assets depend on texture packs too and not just vanilla files
texture_pack_support = false
#Allowed Values: ALWAYS, CACHED, CACHED_ZIPPED, NEVER
dynamic_assets_generation_mode = "CACHED"
[sign]
#Gives signs a pixel consistent model and texture. Also affects other mods. This also makes them use a Block Model, making them render much much much faster than as block entities
pixel_consistent = true
#A scalar multiplier that will be applied to sign text making it brighter, supposedly more legible
# Default: 1.2
# Range: 0.0 ~ 5.0
text_color_multiplier = 1.2
#A list of sign blocks that will NOT be affected by the pixel consistent sign setting. Use full registry names separated by commas
sign_blacklist = []
[projectiles]
#Makes snowballs render in 3D
snowball_3d = true
#Makes ghast & blazes fireballs render in 3D
fireball_3d = true
#Makes ghast & blazes fireballs leave a trail of particles when moving
ghast_fireball_trail = true
#Makes dragon fireballs leave a trail of particles when moving
dragon_fireball_trail = true
#Makes 3D charges tumble in the air when moving
charges_tumble = true
#Makes 3D snowballs and slimeballs (supp compat) tumble in the air when moving
projectiles_tumble = false
#Makes slimeballs render in 3D (supplementaries only)
slimeball_3d = true
[projectiles.dragon_fireball]
#Makes dragon's breath particles emissive to better match new visuals
dragon_breath_emissive = true
[lily_pad]
#set to 0 tho have lilypads at the same exact position as vanilla.negative numbers will place them in their own blockspace right below avoiding any clipping.best of both worlds at default as its barely within its space
# Default: -0.016625
# Range: -1.0 ~ 1.0
y_offset = -0.016625
[bell]
#Visually attach chains and ropes to bells
chain_attachment = true
[brewing_stand]
#Colors the brewing stand potion texture depending on the potions it's brewing.
#If using a resource pack add tint index from 0 to 3 to the 3 potion layers
brewing_stand_colors = true
[arrows]
#Makes tipped arrows show their colors when loaded with a crossbow
crossbows_colors = true
[tripwire_hook]
#Makes hooks render faster using a block model instead of tile renderer. Cost is that animated and enchanted items will appear static
fast_hooks = false
[hanging_sign]
#Scale of items on hanging signs (unit is in pixel they would occupy). Set to 8 to better match the pixels on the sign
# Default: 10.0
# Range: 0.0 ~ 32.0
item_pixel_scale = 10.0
#Makes signs swing!
swinging_signs = true
#Signs have visual attachment to walls and fences
sign_attachment = true
[hanging_sign.swing_physics]
min_angle = 0.7999999523162842
collision_force = 15.0
damping = 0.5249999761581421
collision_inertia = 1.0
collision_considers_entity_hitbox = true
frequency = 0.6000000238418579
max_angle = 60.0
[lantern]
#Makes wall lantern use a simple block model instead of the animated tile entity renderer. This will make them render much faster but will also remove the animationNote that this option only affect lanterns close by as the one far away render as fast by default
fast_lanterns = false
#Size lanterns when held in hand
# Default: 0.625
# Range: 0.0 ~ 2.0
lantern_item_size = 0.625
#Gives a special animation to lanterns when held in hand
lantern_item_holding = true
#Makes lantern holding animation have the arm angled more upwards. Looks better if you have dynamic lights on
lantern_item_holding_up = false
[lantern.swing_physics]
min_angle = 0.7999999523162842
collision_force = 15.0
damping = 0.5249999761581421
collision_inertia = 1.0
collision_considers_entity_hitbox = true
frequency = 0.6000000238418579
max_angle = 60.0
[cauldron]
#Gives a unique texture to potion cauldrons
potion_texture = true
[jukebox]
#Use the new jukebox model
new_model = true
#Makes jukebox disc spin while playing
disc_spin = true
[misc]
#Gives a special animation to torches when held in hand
torch_item_holding = true
#Size lanterns when held in hand
# Default: 1.0
# Range: 0.0 ~ 2.0
torch_item_size = 1.0
#Gives a special animation to supplementaries candle holders when held in hand
candle_holder_item_holding = true
#Size lanterns when held in hand
# Default: 0.625
# Range: 0.0 ~ 2.0
handle_holder_item_size = 0.625
#Makes Torch and Lantern holding animation be fixed, not changing with player facing
fixed_holding_animations = false
#Prevents campfire smoke from rendering if there is a solid block above it
campfire_smoke_through_blocks = false

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@@ -1,144 +0,0 @@
[lectern]
#Improved lectern screen allowing to edit font of a book while on it
improved_screen = true
[fireball]
#Cooldown for fire & dragon charges in ticks
# Default: 10
# Range: 0 ~ 1000
thrown_cooldown = 10
#Adds dragons charge item
dragon_charge = true
#Makes fire & dragon charges have gravity
gravity = true
#Makes fire charges deflectable by punching
deflectable = false
#Allows throwing fire & dragon charges
fire_charges_throwable = true
#Makes dispensers shoot fire charges (the ones with gravity added by the mod) instead of blaze charges. Technically a breaking changes as it could break existing contraptions while allowing for new ones
fire_charges_dispenser_behavior = true
#Improves ghast & fire charges fireballs by giving them a unique explosion particles and set on fire on hit
improved_explosions = true
[snowball]
#Allows snowballs to freeze entities on hit. Config is for how many ticks it will freeze
# Default: 35
# Range: 0 ~ 1000
freeze_ticks = 35
[hanging_signs]
#Allows placing items on hanging signs
items_on_signs = true
[cauldron]
#Enables enhanced cauldron
enhanced_cauldron = true
#Allows crafting items using cauldrons by clicking on them
hand_crafting = true
#Allows crafting items using cauldrons by throwing items in them
in_world_crafting = true
#Allows dying cauldron water bedrock style and mixing them too
dye_water = true
#Max amount of items that 1 cauldron layer can recolor.This is a multiplier on top of vanilla crafting recipe amount
# Default: 4
# Range: 1 ~ 64
dye_recipes_per_layer = 4
#Max amount of items that 1 cauldron layer can craft with potions.This is a multiplier on top of vanilla crafting recipe amount
# Default: 2
# Range: 1 ~ 64
potion_recipes_per_layer = 2
#Allows mixin potions in cauldrons
#Allowed Values: OFF, ONLY_BOILING, ON
potions_mixing = "ON"
#Max amount of effects allowed in a mixed potion
# Default: 8
# Range: 1 ~ 64
potion_mixing_limit = 8
#Makes cauldrons connect to fences
connect_to_fences = true
#Makes it so a dripstone drop only increments a cauldron by 1 layer(buttle) instead of a full bottle, making it just like a water cauldron
consistent_lava_layers = false
#Map of potion ids to their inverse ids. Used for potion mixing
[cauldron.inverse_potions]
"minecraft:mining_fatigue" = "minecraft:haste"
"minecraft:instant_health" = "minecraft:instant_damage"
"minecraft:unluck" = "minecraft:luck"
"minecraft:instant_damage" = "minecraft:instant_health"
"minecraft:weakness" = "minecraft:strength"
"minecraft:slowness" = "minecraft:speed"
"minecraft:haste" = "minecraft:mining_fatigue"
"minecraft:strength" = "minecraft:weakness"
"minecraft:speed" = "minecraft:slowness"
"minecraft:luck" = "minecraft:unluck"
[tripwire_hook]
#Allows placing tools on tripwire hooks
tool_hook = true
[carpets]
#Allows you to place carpets on stairs
carpeted_stairs = true
#Allows you to place carpets on slabs
carpeted_slabs = true
[cake]
#Allows you to place a cake on top of another
double_cake = true
#Allows eating a cake from every side
directional_cake = true
[mob_head]
#Allows you to place two mob heads on top of each other
skull_piles = true
#Allows candles to be placed on top of skulls
skull_candles = true
#Allows placing more than one candle ontop of each skull
multiple_candles = true
[flower_pot]
#allows you to place hanging flower pots. Works with any modded pot too
hanging_pot = true
[lantern]
#Allow wall lanterns placement
wall_lanterns = true
#Gives high priority to wall lantern placement. Enable to override other wall lanterns placements, disable if it causes issues with other mods that use lower priority block click events
high_priority = true
#Mod ids of mods that have lantern block that extend the base lantern class but don't look like one
mod_blacklist = ["bbb", "extlights", "betterendforge", "spelunkery", "galosphere", "tconstruct", "enigmaticlegacy", "beautify"]
#Ids of blocks that are not detected as lanterns but should be
id_whitelist = ["enlightened_end:xenon_lantern"]
#Allows ceiling lanterns to fall if their support is broken.Additionally if they fall from high enough they will break creating a fire where they land
#Allowed Values: ON, OFF, NO_FIRE
falling_lanterns = "ON"
[bell]
#Ring a bell by clicking on a chain that's connected to it
chain_ringing = true
#Max chain length that allows a bell to ring
# Default: 16
# Range: 0 ~ 256
chain_length = 16
[banners]
#Allow banners to be placed on ceilings
ceiling_banners = true
[misc]
#Allows dying blocks by right clicking them with dye
dye_blocks = false
[torch]
#Allows torches to set entities on fire
torch_fire = true
#Allows torches to set entities on fire when held in offhand given you are attacking with a sword
torch_fire_offhand = false
#Duration of the on fire effect applied by torches. In seconds
# Default: 2
# Range: 1 ~ 60
torch_fire_duration = 2
[lily_pad]
#Allows lilypads to have any block placed ontop
better_lilypads = true

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@@ -1,23 +0,0 @@
[client]
#If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
showFoodValuesInTooltip = true
#If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT)
showFoodValuesInTooltipAlways = true
#If true, shows your current saturation level overlayed on the hunger bar
showSaturationHudOverlay = true
#If true, shows the hunger (and saturation if showSaturationHudOverlay is true) that would be restored by food you are currently holding
showFoodValuesHudOverlay = true
#If true, enables the hunger/saturation/health overlays for food in your off-hand
showFoodValuesHudOverlayWhenOffhand = true
#If true, shows your food exhaustion as a progress bar behind the hunger bars
showFoodExhaustionHudUnderlay = true
#If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
showFoodStatsInDebugOverlay = true
#If true, shows estimated health restored by food on the health bar
showFoodHealthHudOverlay = true
#If true, health/hunger overlay will shake to match Minecraft's icon animations
showVanillaAnimationsOverlay = true
#Alpha value of the flashing icons at their most visible point (1.0 = fully opaque, 0.0 = fully transparent)
# Default: 0.65
# Range: 0.0 ~ 1.0
maxHudOverlayFlashAlpha = 0.65

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@@ -1,19 +0,0 @@
[basic_options]
"Enable weight for fish? Useful for fishing competitions" = false
# Default: 29
# Range: 0 ~ 255
"Amount of Message In A Bottle messages - Used to add additional custom messages" = 29
"Enable debug mode? (Enables additional logging)" = false
"Show Fillet recipes in JEI?" = true
# Default: 13
# Range: 0 ~ 63
"How many blocks below sea level Aquaculture fish can spawn" = 13
[neptunium_options]
"Enable recipes for Neptunium items?" = true
"Enable recipes for Neptunium armor?" = true
#Should Neptune's bounty be added as fishing loot? Very rare.
"Add Neptune's Bounty as loot?" = true
# Default: 1
# Range: 1 ~ 100
"Neptunium loot table weight - For reference; Fish loot table weight: 85, Junk loot table weight: 10" = 1

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@@ -1,24 +0,0 @@
#Whenever Sunstone and Moonstone update their states, there is a chance for adjacent ones to update as well.
#This causes the updates to cascade and helps the blocks stay in sync over large areas.
#Default is .35, for a 35% chance of each adjacent block updating.
# Default: 0.35
# Range: 0.0 ~ 1.0
sunstoneSpreadChance = 0.35
#The following options require a server restart to take effect.
[Restart_Required]
#Architect's Palette adds trades to various villagers. This option controls if they can appear in newly generated trades.
#Villagers that already sell AP items will continue to do so regardless of this setting.
enableVillagerTrades = true
#Enables Wandering Trader trades added by AP.
enableWandererTrades = true
#AP adds Vertical Slabs to be compatible with Quark. Enabling this will force those to be available even if Quark isn't loaded.
verticalSlabsForced = false
#World Generation Options
[Restart_Required.World_Gen]
#Controls ALL worldgen features added by Architect's Palette.
#If false, NOTHING from AP will generate. If true, individual features may still be disabled.
globalWorldGenToggle = true
#Controls the spawning of Monazite, Ekanite, and Heliodor rods in various Nether biomes.
netherCrystalGeneration = true

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@@ -1,12 +0,0 @@
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Desert Temples".General]
# Whether or not vanilla desert pyramids should be disabled.
# Default: true
#
"Disable Vanilla Pyramids" = true
# Whether or not mining fatigue is applied to players in the desert temple if it has not yet been cleared.
# Default: true
#
"Apply Mining Fatigue" = true

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@@ -1,7 +0,0 @@
This directory is for a few additional options for YUNG's Better Desert Temples.
Options provided may vary by version.
This directory contains subdirectories for supported versions. The first time you run Better Desert Temples, a version subdirectory will be created if that version supports advanced options.
For example, the first time you use Better Desert Temples for 1.21 on NeoForge, the 'neoforge-1_21' subdirectory will be created in this folder.
If no subdirectory for your version is created, then that version probably does not support the additional options.
NOTE -- MOST OPTIONS CAN BE FOUND IN A CONFIG FILE OUTSIDE THIS FOLDER!
For example, on NeoForge 1.21 the file is 'betterdeserttemples-neoforge-1_21.toml'.

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@@ -1,30 +0,0 @@
######################################
# armorstands.json #
######################################
This file contains ItemRandomizers describing the probability distribution of armor on armor stands.
Armor stands spawn in armory rooms and wardrobe rooms.
For information on ItemRandomizers, see the bottom of this README.
######################################
# itemframes.json #
######################################
This file contains ItemRandomizers describing the probability distribution of items in item frames.
Item frames only spawn in food storage rooms and armoury rooms.
For information on ItemRandomizers, see the bottom of this README.
######################################
# ItemRandomizers #
######################################
Describes a set of items and the probability of each item being chosen.
- entries: An object where each entry's key is a item, and each value is that item's probability of being chosen.
The total sum of all probabilities SHOULD NOT exceed 1.0!
- defaultItem: The item used for any leftover probability ranges.
For example, if the total sum of all the probabilities of the entries is 0.6, then
there is a 0.4 chance of the defaultItem being selected.
Here's an example ItemRandomizer:
"entries": {
"minecraft:stone_axe": 0.25,
"minecraft:shield": 0.2,
"minecraft:air": 0.1
},
"defaultItem": "minecraft:iron_axe"
For each item, this randomizer has a 25% chance of returning a stone axe, 20% chance of choosing a shield,
10% chance of choosing air (nothing), and a 100 - (25 + 20 + 10) = 45% chance of choosing an iron axe (since it's the default item).

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@@ -1,58 +0,0 @@
{
"armoryHelmets": {
"entries": {
"minecraft:golden_helmet": 0.2,
"minecraft:chainmail_helmet": 0.3
},
"defaultItem": "minecraft:air"
},
"wardrobeHelmets": {
"entries": {
"minecraft:leather_helmet": 0.4,
"minecraft:chainmail_helmet": 0.2
},
"defaultItem": "minecraft:air"
},
"armoryChestplates": {
"entries": {
"minecraft:golden_chestplate": 0.2,
"minecraft:chainmail_chestplate": 0.3
},
"defaultItem": "minecraft:air"
},
"wardrobeChestplates": {
"entries": {
"minecraft:leather_chestplate": 0.4,
"minecraft:chainmail_chestplate": 0.2
},
"defaultItem": "minecraft:air"
},
"armoryLeggings": {
"entries": {
"minecraft:chainmail_leggings": 0.3,
"minecraft:golden_leggings": 0.2
},
"defaultItem": "minecraft:air"
},
"wardrobeLeggings": {
"entries": {
"minecraft:chainmail_leggings": 0.2,
"minecraft:leather_leggings": 0.4
},
"defaultItem": "minecraft:air"
},
"armoryBoots": {
"entries": {
"minecraft:chainmail_boots": 0.3,
"minecraft:golden_boots": 0.2
},
"defaultItem": "minecraft:air"
},
"wardrobeBoots": {
"entries": {
"minecraft:chainmail_boots": 0.2,
"minecraft:leather_boots": 0.4
},
"defaultItem": "minecraft:air"
}
}

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@@ -1,31 +0,0 @@
{
"armouryItems": {
"entries": {
"minecraft:golden_sword": 0.1,
"minecraft:stone_sword": 0.05,
"minecraft:bow": 0.1,
"minecraft:shield": 0.1,
"minecraft:stone_axe": 0.05,
"minecraft:golden_axe": 0.1,
"minecraft:name_tag": 0.05,
"minecraft:arrow": 0.05
},
"defaultItem": "minecraft:air"
},
"storageItems": {
"entries": {
"minecraft:cake": 0.1,
"minecraft:beetroot_seeds": 0.025,
"minecraft:pumpkin_seeds": 0.025,
"minecraft:melon_seeds": 0.025,
"minecraft:bread": 0.2,
"minecraft:slime_ball": 0.05,
"minecraft:wheat_seeds": 0.025,
"minecraft:honey_bottle": 0.1,
"minecraft:cookie": 0.1,
"minecraft:rabbit_foot": 0.01,
"minecraft:potato": 0.2
},
"defaultItem": "minecraft:air"
}
}

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@@ -1,67 +0,0 @@
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Dungeons".General]
# Whether or not dungeons should be allowed to place skeleton skulls and other mob heads.
# This option may be useful for some modpack creators.
# Default: true
#
"Enable Skulls & Heads" = true
# Some dungeons can rarely spawn Nether-related blocks such as soul sand, soul campfires, and soul lanterns.
# Note that the blocks will be purely decorative - nothing progression-breaking like Ancient Debris.
# Set this to false to prevent any Nether-related blocks from spawning in dungeons.
# This option may be useful for some modpack creators.
# Default: true
#
"Enable Nether Blocks in Dungeons" = true
###########################################################################################################
## Zombie Dungeon settings.
###########################################################################################################
["YUNG's Better Dungeons"."Zombie Dungeons"]
# The longest distance that can be checked when attempting to generate a surface entrance staircase.
# Making this too large may cause problems.
# Default: 20
#
"Zombie Dungeon Surface Entrance Staircase Max Length" = 20
###########################################################################################################
## Small Dungeon settings.
###########################################################################################################
["YUNG's Better Dungeons"."Small Dungeons"]
# The maximum number of banners that can spawn in a single small dungeon.
# Default: 2
# Default: 2
# Range: 0 ~ 8
"Small Dungeon Max Banner Count" = 2
# The minimum number of chests that are guaranteed to spawn in a single small dungeon.
# Default: 1
"Small Dungeon Min Chest Count" = 1
# The maximum number of chests that can spawn in a single small dungeon.
# Default: 2
"Small Dungeon Max Chest Count" = 2
# Whether or not Small Dungeons can rarely place ore blocks in the corners of the dungeon.
# If this is set to false, any ore blocks that spawn as part of a corner prop will instead be replaced with air.
# Default: true
#
"Allow Ore Blocks in Corners" = true
###########################################################################################################
## Small Nether Dungeon settings.
## These are disabled by default.
###########################################################################################################
["YUNG's Better Dungeons"."Small Nether Dungeons"]
# Whether or not small Nether dungeons should spawn.
# Default: false
"Enable Small Nether Dungeons" = false
# Whether or not Wither skeletons spawned from small Nether dungeons have a chance to drop Wither skeleton skulls.
# Default: true
"Wither Skeletons From Spawners Drop Wither Skeleton Skulls" = true
# Whether or not blazes spawned from small Nether dungeons have a chance to drop blaze rods.
# Default: true
"Blazes From Spawners Drop Blaze Rods" = true
# The maximum number of banners that can spawn in a single small Nether dungeon.
# Default: 2
# Default: 2
# Range: 0 ~ 8
"Small Nether Dungeon Max Banner Count" = 2

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###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Nether Fortresses".General]
# Whether or not vanilla Nether Fortresses should be disabled.
# Default: true
#
"Disable Vanilla Nether Fortresses" = true

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@@ -1,8 +0,0 @@
This directory is for a few additional options for YUNG's Better Nether Fortresses.
Options provided may vary by version.
This directory contains subdirectories for supported versions. The first time you run Better Nether Fortresses, a version subdirectory will be created if that version supports advanced options.
For example, the first time you use Better Nether Fortresses for MC 1.21 on Forge, the 'forge-1_21' subdirectory will be created in this folder.
If no subdirectory for your version is created, then that version probably does not support the additional options.
NOTE -- Most of this mod's config settings can be found in a config file outside this folder!
For example, on Forge 1.21 the file is 'betterfortresses-forge-1_21.toml'.
Also note that many of the structure's settings such as spawn rate & spawn conditions can only be modified via data pack.

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######################################
# itemframes.json #
######################################
This file contains ItemRandomizers describing the probability distribution of items in item frames.
Item frames only spawn in certain rooms and hallway pieces.
For information on ItemRandomizers, see the bottom of this README.
######################################
# ItemRandomizers #
######################################
Describes a set of items and the probability of each item being chosen.
- entries: An object where each entry's key is an item, and each value is that item's probability of being chosen.
The total sum of all probabilities SHOULD NOT exceed 1.0!
- defaultItem: The item used for any leftover probability ranges.
For example, if the total sum of all the probabilities of the entries is 0.6, then
there is a 0.4 chance of the defaultItem being selected.
Here's an example ItemRandomizer:
{
"entries": {
"minecraft:cobblestone": 0.25,
"minecraft:air": 0.2,
"minecraft:stone_sword": 0.1
},
"defaultItem": "minecraft:iron_axe"
}
This randomizer has a 25% chance of returning cobblestone, 20% chance of choosing air,
10% chance of choosing a stone sword, and a 100 - (25 + 20 + 10) = 45% chance of choosing iron axe (since it's the default item).

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{
"weaponItems": {
"entries": {
"minecraft:golden_sword": 0.05,
"minecraft:stone_sword": 0.025,
"minecraft:iron_sword": 0.025,
"minecraft:shield": 0.025,
"minecraft:stone_axe": 0.025,
"minecraft:iron_axe": 0.025,
"minecraft:golden_axe": 0.05,
"minecraft:netherite_sword": 0.005
},
"defaultItem": "minecraft:air"
},
"lootItems": {
"entries": {
"minecraft:gold_nugget": 0.2,
"minecraft:nether_wart": 0.1,
"minecraft:gold_ingot": 0.1
},
"defaultItem": "minecraft:air"
},
"studyItems": {
"entries": {
"minecraft:enchanted_book": 0.1,
"minecraft:paper": 0.1,
"minecraft:writable_book": 0.1,
"minecraft:book": 0.4
},
"defaultItem": "minecraft:air"
},
"messHallItems": {
"entries": {
"minecraft:porkchop": 0.3,
"minecraft:cooked_porkchop": 0.3,
"minecraft:gold_ingot": 0.2
},
"defaultItem": "minecraft:air"
},
"alchemyItems": {
"entries": {
"minecraft:quartz": 0.3,
"minecraft:magma_cream": 0.3,
"minecraft:fire_charge": 0.2
},
"defaultItem": "minecraft:air"
}
}

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["YUNG's Better Jungle Temples".General]
"Disable Vanilla Jungle Temples" = true

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["YUNG's Better Mineshafts"]
# Whether or not vanilla mineshafts should be disabled.
# Default: true
"Disable Vanilla Mineshafts" = true
# The lowest a mineshaft can spawn.
# Default: -55
"Minimum y-coordinate" = -55
# The highest a mineshaft can spawn.
# Default: 30
#
"Maximum y-coordinate" = 30
###########################################################################################################
## Ore deposit settings.
###########################################################################################################
["YUNG's Better Mineshafts"."Ore Deposits"]
"Enable Ore Deposits" = true
# Chance of an ore deposit being cobblestone only.
# Default: 50
# Default: 50
# Range: 0 ~ 100
"Cobble Spawn Chance (Empty Deposit)" = 50
# Chance of an ore deposit containing coal.
# Default: 20
# Default: 20
# Range: 0 ~ 100
"Coal Spawn Chance" = 20
# Chance of an ore deposit containing iron.
# Default: 9
# Default: 9
# Range: 0 ~ 100
"Iron Spawn Chance" = 9
# Chance of an ore deposit containing redstone.
# Default: 7
# Default: 7
# Range: 0 ~ 100
"Redstone Spawn Chance" = 7
# Chance of an ore deposit containing gold.
# Default: 7
# Default: 7
# Range: 0 ~ 100
"Gold Spawn Chance" = 7
# Chance of an ore deposit containing lapis lazuli.
# Default: 3
# Default: 3
# Range: 0 ~ 100
"Lapis Spawn Chance" = 3
# Chance of an ore deposit containing emerald.
# Default: 3
# Default: 3
# Range: 0 ~ 100
"Emerald Spawn Chance" = 3
# Chance of an ore deposit containing diamond.
# Default: 1
# Default: 1
# Range: 0 ~ 100
"Diamond Spawn Chance" = 1
###########################################################################################################
## Spawn rates for various mineshaft parts and decorations.
###########################################################################################################
["YUNG's Better Mineshafts"."Spawn Rates & More"]
# The spawn rate for lanterns in the main shaft.
# Default: .0067
# Default: 0.0067
# Range: 0.0 ~ 1.0
"Lantern Spawn Rate" = 0.0067
# The spawn rate for torches in small shafts.
# Default: .02
# Default: 0.02
# Range: 0.0 ~ 1.0
"Torch Spawn Rate" = 0.02
# The spawn rate for workstation side rooms along the main shaft.
# Default: .025
# Default: 0.025
# Range: 0.0 ~ 1.0
"Workstation Spawn Rate" = 0.025
# The spawn rate for workstation cellars below workstations along the main shaft.
# Default: .25
# Default: 0.25
# Range: 0.0 ~ 1.0
"Workstation Cellar Spawn Rate" = 0.25
# The spawn rate for smaller tunnels that generate along the main shaft.
# Default: .07
# Default: 0.07
# Range: 0.0 ~ 1.0
"Small Shaft Spawn Rate" = 0.07
# The spawn rate for cobwebs.
# Default: .15
# Default: 0.15
# Range: 0.0 ~ 1.0
"Cobweb Spawn Rate" = 0.15
# The spawn rate for minecarts holding chests in small shafts.
# Default: .00125
# Default: 0.00125
# Range: 0.0 ~ 1.0
"Small Shaft Chest Minecart Spawn Rate" = 0.00125
# The spawn rate for minecarts holding TNT in small shafts.
# Default: .0025
# Default: 0.0025
# Range: 0.0 ~ 1.0
"Small Shaft TNT Minecart Spawn Rate" = 0.0025
# The spawn rate for minecarts holding chests in the main shaft.
# Default: .01
# Default: 0.01
# Range: 0.0 ~ 1.0
"Main Shaft Chest Minecart Spawn Rate" = 0.01
# The spawn rate for minecarts holding TNT in the main shaft.
# Default: .0025
# Default: 0.0025
# Range: 0.0 ~ 1.0
"Main Shaft TNT Minecart Spawn Rate" = 0.0025
# Percent chance of an Abandoned Miners' Outpost to spawn at the end of a small mineshaft tunnel.
# Default: 2
# Default: 2
# Range: 0 ~ 100
"Abandoned Miners' Outpost Spawn Chance" = 2
# The number of "pieces" (e.g. straight, turn, ladder, intersection, etc.) in a single small shaft.
# This determines the overall length of small shafts.
# Default: 9
#
# Default: 9
# Range: 0 ~ 1000
"Small Shaft Piece Chain Length" = 9

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@@ -1,8 +0,0 @@
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Ocean Monuments".General]
# Whether or not vanilla ocean monuments should be disabled.
# Default: true
#
"Disable Vanilla Ocean Monuments" = true

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@@ -1,11 +0,0 @@
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Strongholds".General]
# Allows strongholds to be slightly destroyed by small noodle caves.
# Note that they will remain unaffected by large caverns.
# Default: false
"Enable Structure Ruin" = false
# The chance for each End Portal Frame block to spawn already filled with an Eye of Ender.
# Default: 0.1
"Filled Portal Frame Chance" = 0.1

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@@ -1,8 +0,0 @@
This directory is for a few additional options for YUNG's Better Strongholds.
Options provided may vary by version.
This directory contains subdirectories for supported versions. The first time you run Better Strongholds, a version subdirectory will be created if that version supports advanced options.
For example, the first time you use Better Strongholds for MC 1.21 on NeoForge, the 'neoforge-1_21' subdirectory will be created in this folder.
If no subdirectory for your version is created, then that version probably does not support the additional options.
NOTE -- MOST OPTIONS CAN BE FOUND IN A CONFIG FILE OUTSIDE THIS FOLDER!
For example, on NeoForge 1.21 the file is 'betterstrongholds-neoforge-1_21.toml'.

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@@ -1,62 +0,0 @@
######################################
# ores.json #
######################################
This file contains a BlockSetSelector (see below) describing the probability of a given ore being chosen.
These probabilities are used in treasure rooms in the stronghold, in which
piles of ore have a chance of spawning.
For information on BlockSetSelectors, see the bottom of this README.
######################################
# rareblocks.json #
######################################
This file contains a BlockSetSelector describing the probability of a given block being chosen.
These probabilities are used in grand libraries, in which
two rare blocks will spawn.
For information on BlockSetSelectors, see the bottom of this README.
######################################
# armorstands.json #
######################################
This file contains ItemSetSelectors describing the probability distribution of armor on armor stands.
Common armor stands spawn in Armoury rooms, while Rare ones are only available in the rare Commander rooms.
For information on ItemSetSelectors, see the bottom of this README.
######################################
# itemframes.json #
######################################
This file contains ItemSetSelectors describing the probability distribution of items in item frames.
Item frames only spawn in storage rooms and armoury rooms.
For information on ItemSetSelectors, see the bottom of this README.
######################################
# BlockSetSelectors #
######################################
Describes a set of blockstates and the probability of each blockstate being chosen.
- entries: An object where each entry's key is a blockstate, and each value is that blockstate's probability of being chosen.
The total sum of all probabilities SHOULD NOT exceed 1.0!
- defaultBlock: The blockstate used for any leftover probability ranges.
For example, if the total sum of all the probabilities of the entries is 0.6, then
there is a 0.4 chance of the defaultBlock being selected.
Here's an example block selector:
"entries": {
"minecraft:cobblestone": 0.25,
"minecraft:air": 0.2,
"minecraft:stone_bricks": 0.1
},
"defaultBlock": "minecraft:oak_planks"
For each block, this selector has a 25% chance of returning cobblestone, 20% chance of choosing air,
10% chance of choosing stone bricks, and a 100 - (25 + 20 + 10) = 45% chance of choosing oak planks (since it's the default block).
######################################
# ItemSetSelectors #
######################################
Describes a set of items and the probability of each item being chosen.
Works the same as BlockSetSelectors, but with items instead of blockstates.

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@@ -1,60 +0,0 @@
{
"commonHelmets": {
"entries": {
"minecraft:leather_helmet": 0.1,
"minecraft:iron_helmet": 0.3,
"minecraft:chainmail_helmet": 0.3,
"minecraft:carved_pumpkin": 0.01
},
"defaultItem": "minecraft:air"
},
"rareHelmets": {
"entries": {
"minecraft:diamond_helmet": 0.3,
"minecraft:carved_pumpkin": 0.2
},
"defaultItem": "minecraft:air"
},
"commonChestplates": {
"entries": {
"minecraft:iron_chestplate": 0.3,
"minecraft:leather_chestplate": 0.1,
"minecraft:chainmail_chestplate": 0.3
},
"defaultItem": "minecraft:air"
},
"rareChestplates": {
"entries": {
"minecraft:diamond_chestplate": 0.3
},
"defaultItem": "minecraft:air"
},
"commonLeggings": {
"entries": {
"minecraft:chainmail_leggings": 0.3,
"minecraft:leather_leggings": 0.1,
"minecraft:iron_leggings": 0.3
},
"defaultItem": "minecraft:air"
},
"rareLeggings": {
"entries": {
"minecraft:diamond_leggings": 0.3
},
"defaultItem": "minecraft:air"
},
"commonBoots": {
"entries": {
"minecraft:chainmail_boots": 0.3,
"minecraft:iron_boots": 0.3,
"minecraft:leather_boots": 0.1
},
"defaultItem": "minecraft:air"
},
"rareBoots": {
"entries": {
"minecraft:diamond_boots": 0.3
},
"defaultItem": "minecraft:air"
}
}

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@@ -1,34 +0,0 @@
{
"armouryItems": {
"entries": {
"minecraft:golden_sword": 0.05,
"minecraft:stone_sword": 0.05,
"minecraft:iron_sword": 0.1,
"minecraft:bow": 0.1,
"minecraft:shield": 0.1,
"minecraft:stone_axe": 0.05,
"minecraft:iron_axe": 0.1,
"minecraft:golden_axe": 0.05,
"minecraft:name_tag": 0.05,
"minecraft:arrow": 0.05
},
"defaultItem": "minecraft:air"
},
"storageItems": {
"entries": {
"minecraft:cake": 0.05,
"minecraft:beetroot_seeds": 0.025,
"minecraft:pumpkin_seeds": 0.025,
"minecraft:melon_seeds": 0.025,
"minecraft:paper": 0.25,
"minecraft:lead": 0.05,
"minecraft:map": 0.25,
"minecraft:slime_ball": 0.05,
"minecraft:wheat_seeds": 0.025,
"minecraft:compass": 0.05,
"minecraft:rabbit_foot": 0.01,
"minecraft:flint": 0.05
},
"defaultItem": "minecraft:air"
}
}

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@@ -1,14 +0,0 @@
{
"oreChances": {
"entries": {
"minecraft:diamond_ore": 0.05,
"minecraft:iron_ore": 0.2,
"minecraft:coal_ore": 0.2,
"minecraft:lapis_ore": 0.15,
"minecraft:emerald_ore": 0.05,
"minecraft:redstone_ore[lit=false]": 0.15,
"minecraft:gold_ore": 0.2
},
"defaultBlock": "minecraft:coal_ore"
}
}

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@@ -1,11 +0,0 @@
{
"blockChances": {
"entries": {
"minecraft:iron_block": 0.3,
"minecraft:quartz_block": 0.3,
"minecraft:gold_block": 0.3,
"minecraft:diamond_block": 0.1
},
"defaultBlock": "minecraft:iron_block"
}
}

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@@ -1,8 +0,0 @@
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Witch Huts".General]
# Whether or not vanilla witch huts should be disabled.
# Default: true
#
"Disable Vanilla Witch Huts" = true

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@@ -1,71 +0,0 @@
{
"aspen_glade_enabled": true,
"auroral_garden_enabled": true,
"bayou_enabled": true,
"bog_enabled": true,
"cold_desert_enabled": true,
"coniferous_forest_enabled": true,
"crag_enabled": true,
"crystalline_chasm_enabled": true,
"dead_forest_enabled": true,
"dryland_enabled": true,
"dune_beach_enabled": true,
"end_corruption_enabled": true,
"end_reef_enabled": true,
"end_wilds_enabled": true,
"erupting_inferno_enabled": true,
"field_enabled": true,
"fir_clearing_enabled": true,
"floodplain_enabled": true,
"forested_field_enabled": true,
"fungal_jungle_enabled": true,
"glowing_grotto_enabled": true,
"grassland_enabled": true,
"gravel_beach_enabled": true,
"highland_enabled": true,
"hot_springs_enabled": true,
"jacaranda_glade_enabled": true,
"jade_cliffs_enabled": true,
"lavender_field_enabled": true,
"lush_desert_enabled": true,
"lush_savanna_enabled": true,
"maple_woods_enabled": true,
"marsh_enabled": true,
"mediterranean_forest_enabled": true,
"moor_enabled": true,
"muskeg_enabled": true,
"mystic_grove_enabled": true,
"old_growth_dead_forest_enabled": true,
"old_growth_woodland_enabled": true,
"ominous_woods_enabled": true,
"orchard_enabled": true,
"origin_valley_enabled": true,
"overgrown_greens_enabled": true,
"pasture_enabled": true,
"prairie_enabled": true,
"pumpkin_patch_enabled": true,
"rainforest_enabled": true,
"redwood_forest_enabled": true,
"rocky_rainforest_enabled": true,
"rocky_shrubland_enabled": true,
"scrubland_enabled": true,
"seasonal_forest_enabled": true,
"shrubland_enabled": true,
"snowblossom_grove_enabled": true,
"snowy_coniferous_forest_enabled": true,
"snowy_fir_clearing_enabled": true,
"snowy_maple_woods_enabled": true,
"spider_nest_enabled": true,
"tropics_enabled": true,
"tundra_enabled": true,
"undergrowth_enabled": true,
"visceral_heap_enabled": true,
"volcanic_plains_enabled": true,
"volcano_enabled": true,
"wasteland_enabled": true,
"wasteland_steppe_enabled": true,
"wetland_enabled": true,
"wintry_origin_valley_enabled": true,
"withered_abyss_enabled": true,
"woodland_enabled": true
}

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[general]
#Add various BOP resources to the Wandering Trader trade pool.
wandering_trader_trades = true

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@@ -1,13 +0,0 @@
[nether]
#The weighting of bop biome regions in the nether.
bop_nether_region_weight = 13
#The weighting of rare bop biome regions in the nether.
bop_nether_rare_region_weight = 2
[overworld]
#The weighting of primary bop biome regions in the overworld.
bop_primary_overworld_region_weight = 10
#The weighting of rare bop biome regions in the overworld.
bop_overworld_rare_region_weight = 2
#The weighting of secondary bop biome regions in the overworld.
bop_secondary_overworld_region_weight = 8

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@@ -1,32 +0,0 @@
#Animals
[animals]
#How much longer should it take for a baby animal to age?
# Default: 0.1
# Range: 0.0 ~ 1.0
breeding_mulitplier = 0.1
#How much longer should it take for an animal to be able to breed again?
# Default: 4.0
# Range: 1.0 ~ 1.7976931348623157E308
age_multiplier = 4.0
#Nutrition of wild animals.
# Default: 0.3
# Range: 0.0 ~ 1.0
nutrition_multiplier = 0.3
#Mobs
[mobs]
#Chance that an undead mob will spawn with an animal hood.
# Default: 0.1
# Range: 0.0 ~ 1.0
hoodChanceMultiplier = 0.1
#Chance that an undead with a hood spawns with an army of matching animals.
# Default: 0.1
# Range: 0.0 ~ 1.0
armyHoodChanceMultiplier = 0.1
#Gear
[gear]
#Chance that a carcass applies its bloody effects per inventory tick. (Default 1/1000) Raising this can decrease server lag.
# Default: 1000
# Range: > 1
armyHoodChanceMultiplier = 1000

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#If the front of the Tile Entities should face the player or should face outward
facePlayer = false
#Arms should render on sides when carrying. Set to false if you experience issues with mods that replace the player model (like MoBends, etc)
renderArms = true
#Model Overrides based on NBT or Meta. Advanced users only! Read about the format here: https://github.com/Tschipp/CarryOn/wiki/Model-Override-Config
modelOverrides = ["minecraft:redstone_wire->(item)minecraft:redstone", "minecraft:bamboo_sapling->(block)minecraft:bamboo", "minecraft:candle_cake->(block)minecraft:cake"]

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@@ -1,85 +0,0 @@
[settings]
#General Settings
#Maximum distance from where Blocks and Entities can be picked up
# Default: 2.5
# Range: 0.0 ~ 1.7976931348623157E308
maxDistance = 2.5
#Max width of entities that can be picked up in survival mode
# Default: 1.5
# Range: 0.0 ~ 10.0
maxEntityWidth = 1.5
#Max height of entities that can be picked up in survival mode
# Default: 2.5
# Range: 0.0 ~ 10.0
maxEntityHeight = 2.5
#Slowness multiplier for blocks
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
blockSlownessMultiplier = 1.0
#Slowness multiplier for entities
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
entitySlownessMultiplier = 1.0
#Maximum stack limit for entities
# Default: 10
# Range: > 1
maxEntityStackLimit = 10
#More complex Tile Entities slow down the player more
heavyTiles = true
#Allow all blocks to be picked up, not just Tile Entites. White/Blacklist will still be respected.
pickupAllBlocks = false
#Whether Blocks and Entities slow the creative player down when carried
slownessInCreative = true
#Whether hostile mobs should be able to picked up in survival mode
pickupHostileMobs = false
#Larger Entities slow down the player more
heavyEntities = true
#Allow babies to be carried even when adult mob is blacklisted (or not whitelisted)
allowBabies = false
#Use Whitelist instead of Blacklist for Blocks
useWhitelistBlocks = false
#Use Whitelist instead of Blacklist for Entities
useWhitelistEntities = false
#Use Whitelist instead of Blacklist for Stacking
useWhitelistStacking = false
#Whether the player can hit blocks and entities while carrying or not
hitWhileCarrying = false
#Whether the player drops the carried object when hit or not
dropCarriedWhenHit = false
#Use custom Pickup Scripts. Having this set to false, will not allow you to run scripts, but will increase your performance
useScripts = false
#Allows entities to be stacked on top of each other
stackableEntities = true
#Whether entities' size matters when stacking or not. This means that larger entities cannot be stacked on smaller ones
entitySizeMattersStacking = true
#Usually all the block state information is retained when placing a block that was picked up. But some information is changed to a modified property, like rotation or orientation. In this list, add additional properties that should NOT be saved and instead be updated when placed. Format: modid:block[propertyname]. Note: You don't need to add an entry for every subtype of a same block. For example, we only add an entry for one type of slab, but the change is applied to all slabs.
placementStateExceptions = ["minecraft:chest[type]", "minecraft:stone_button[face]", "minecraft:vine[north,east,south,west,up]", "minecraft:creeper_head[rotation]", "minecraft:glow_lichen[north,east,south,west,up,down]", "minecraft:oak_sign[rotation]", "minecraft:oak_trapdoor[half]"]
#Whether Players can be picked up. Creative players can't be picked up in Survival Mode
pickupPlayers = true
#Whether players in Survival Mode can pick up unbreakable blocks. Creative players always can.
pickupUnbreakableBlocks = false
[whitelist]
#Whitelist. Read about the format here: https://github.com/Tschipp/CarryOn/wiki/Black---and-Whitelist-Config
#Entities that CAN be picked up (useWhitelistEntities must be true)
allowedEntities = []
#Blocks that CAN be picked up (useWhitelistBlocks must be true)
allowedBlocks = []
#Entities that CAN have other entities stacked on top of them (useWhitelistStacking must be true)
allowedStacking = []
[blacklist]
#Blacklist. Read about the format here: https://github.com/Tschipp/CarryOn/wiki/Black---and-Whitelist-Config
#Blocks that cannot be picked up
forbiddenTiles = ["#forge:immovable", "#forge:relocation_not_supported", "#neoforge:immovable", "#neoforge:relocation_not_supported", "minecraft:end_portal", "minecraft:piston_head", "#c:relocation_not_supported", "minecraft:end_gateway", "minecraft:tall_grass", "minecraft:large_fern", "minecraft:peony", "minecraft:rose_bush", "minecraft:lilac", "minecraft:sunflower", "minecraft:*_bed", "minecraft:*_door", "minecraft:big_dripleaf_stem", "minecraft:waterlily", "minecraft:cake", "minecraft:nether_portal", "minecraft:tall_seagrass", "animania:block_trough", "animania:block_invisiblock", "colossalchests:*", "ic2:*", "bigreactors:*", "forestry:*", "tconstruct:*", "rustic:*", "botania:*", "astralsorcery:*", "quark:colored_bed_*", "immersiveengineering:*", "embers:block_furnace", "embers:ember_bore", "embers:ember_activator", "embers:mixer", "embers:heat_coil", "embers:large_tank", "embers:crystal_cell", "embers:alchemy_pedestal", "embers:boiler", "embers:combustor", "embers:catalzyer", "embers:field_chart", "embers:inferno_forge", "storagedrawers:framingtable", "skyresources:*", "lootbags:*", "exsartagine:*", "aquamunda:tank", "opencomputers:*", "malisisdoors:*", "industrialforegoing:*", "minecolonies:*", "thaumcraft:pillar*", "thaumcraft:infernal_furnace", "thaumcraft:placeholder*", "thaumcraft:infusion_matrix", "thaumcraft:golem_builder", "thaumcraft:thaumatorium*", "magneticraft:oil_heater", "magneticraft:solar_panel", "magneticraft:steam_engine", "magneticraft:shelving_unit", "magneticraft:grinder", "magneticraft:sieve", "magneticraft:solar_tower", "magneticraft:solar_mirror", "magneticraft:container", "magneticraft:pumpjack", "magneticraft:solar_panel", "magneticraft:refinery", "magneticraft:oil_heater", "magneticraft:hydraulic_press", "magneticraft:multiblock_gap", "refinedstorage:*", "mcmultipart:*", "enderstorage:*", "betterstorage:*", "practicallogistics2:*", "wearablebackpacks:*", "rftools:screen", "rftools:creative_screen", "create:*", "magic_doorknob:*", "iceandfire:*", "ftbquests:*", "waystones:*", "contact:*", "framedblocks:*", "securitycraft:*", "forgemultipartcbe:*", "integrateddynamics:cable", "mekanismgenerators:wind_generator", "cookingforblockheads:cabinet", "cookingforblockheads:corner", "cookingforblockheads:counter", "cookingforblockheads:oven", "cookingforblockheads:toaster", "cookingforblockheads:milk_jar", "cookingforblockheads:cow_jar", "cookingforblockheads:fruit_basket", "cookingforblockheads:cooking_table", "cookingforblockheads:fridge", "cookingforblockheads:sink", "chipped:*", "irons_spellbooks:*", "create*:*", "simple_pipes:*", "libmultipart:*", "quark:tiny_potato", "ait:*", "vampirism:*", "extrastorage:*", "relics:researching_table", "sophisticatedstorage:*chest", "powah:*", "advancementtrophies:trophy", "mekanismgenerators:heat_generator", "mna:filler_block", "create_enchantment_industry:*", "graveyard:*", "immersivepetroleum:*", "tardis:interior_door", "cuffed:*", "littletiles:*", "butchersdelight:*", "irons_spellbooks:*", "extended_drawers:*", "functionalstorage:*", "sophisticatedstorage:*", "farmersdelight:*", "modern_industrialization:*_cable", "modern_industrialization:item_pipe", "modern_industrialization:*_item_pipe", "modern_industrialization:fluid_pipe", "modern_industrialization:*_fluid_pipe", "snowrealmagic:*"]
#Entities that cannot be picked up
forbiddenEntities = ["#c:capturing_not_supported", "#c:teleporting_not_supported", "minecraft:end_crystal", "minecraft:ender_dragon", "minecraft:ghast", "minecraft:fireball", "minecraft:small_fireball", "minecraft:whither_skull", "minecraft:shulker", "minecraft:leash_knot", "minecraft:armor_stand", "minecraft:whither_skull_dangerous", "minecraft:dragon_fireball", "minecraft:item_frame", "minecraft:painting", "minecraft:shulker_bullet", "minecraft:evoker_fangs", "minecraft:glow_item_frame", "minecraft:tnt", "minecraft:trident", "minecraft:arrow", "minecraft:spectral_arrow", "minecraft:interaction", "minecraft:marker", "minecraft:block_display", "minecraft:item_display", "minecraft:text_display", "animania:hamster", "animania:ferret*", "animania:hedgehog*", "animania:cart", "animania:wagon", "mynko:*", "pixelmon:*", "mocreatures:*", "quark:totem", "vehicle:*", "securitycraft:*", "taterzens:npc", "easy_npc:*", "bodiesbodies:dead_body", "littletiles:*"]
#Entities that cannot have other entities stacked on top of them
forbiddenStacking = ["minecraft:horse"]
[customPickupConditions]
#Custom Pickup Conditions. Read about the format here: https://github.com/Tschipp/CarryOn/wiki/Custom-Pickup-Condition-Config
#Custom Pickup Conditions for Blocks
customPickupConditionsBlocks = []
#Custom Pickup Conditions for Entities
customPickupConditionsEntities = []

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"client" {
# With this enabled, CCL will catch all exceptions thrown whilst rendering blocks.
# If an exception is caught, the block will not be rendered.
B:"catchBlockRenderExceptions"=true
# With this enabled, CCL will message the player upon an exception from rendering blocks or items.
# Messages are Rate-Limited to one per 5 seconds in the event that the exception continues.
B:"messagePlayerOnRenderExceptionCaught"=true
}

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{
"modpackMode": false,
"fullScreen": "WINDOWED",
"fpsDisplayMode": "ADVANCED",
"fpsDisplayAlign": "LEFT",
"fpsDisplayVAlign": "TOP",
"fpsDisplaySystemMode": "OFF",
"fpsDisplayMargin": 12,
"fpsDisplayVMargin": 12,
"fpsDisplayShadow": false,
"fog": true,
"blueBand": true,
"customFog": true,
"fogStart": 0,
"fogEnd": 192,
"fogShape": "CYLINDER",
"cloudsHeight": 192,
"entityNametagRendering": true,
"playerNametagRendering": true,
"itemNametagRendering": true,
"chunkFadeSpeed": "SLOW",
"darknessMode": "VANILLA",
"darknessOnFullBrightBiomes": false,
"darknessOnOverworld": true,
"darknessOnNether": false,
"darknessNetherFogBright": 0.5,
"darknessOnEnd": false,
"darknessEndFogBright": 0.5,
"darknessByDefault": false,
"darknessDimensionWhiteList": [],
"darknessOnNoSkyLight": false,
"darknessBlockLightOnly": false,
"darknessAffectedByMoonPhase": true,
"darknessNewMoonBright": 0.0,
"darknessFullMoonBright": 0.25,
"hideJREMI": false,
"hideJREMIHint": false,
"fontShadows": true,
"leavesCulling": "OFF",
"fastChests": false,
"fastBeds": false,
"rainParticles": true,
"rainDropParticles": true,
"crackingBlockParticles": true,
"destroyedBlockParticles": true,
"disabledParticles": [],
"tileEntityDistanceCulling": true,
"tileEntityCullingDistanceX": 4096,
"tileEntityCullingDistanceY": 32,
"entityDistanceCulling": true,
"entityCullingDistanceX": 4096,
"entityCullingDistanceY": 32,
"monsterDistanceCulling": false,
"monsterCullingDistanceX": 16384,
"monsterCullingDistanceY": 64,
"entityWhitelist": [
"minecraft:ghast",
"minecraft:ender_dragon",
"iceandfire:all",
"create:all"
],
"monsterWhitelist": [],
"tileEntityWhitelist": [
"waterframes:all"
],
"borderlessAttachModeF11": "ATTACH",
"fastLanguageReload": true,
"enableZoom": true,
"maxZoom": 50.0
}

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[general]
#True if citadel tracks entity properties(freezing, stone mobs, etc) on server. Turn this to false to solve some server lag, may break some stuff.
"Track Entities" = true
#True to skip warnings about using datapacks.
"Skip Datapack Warnings" = true
#Multiplies the count of entities spawned by this number. 0 = no entites added on chunk gen, 2 = twice as many entities added on chunk gen. Useful for many mods that add a lot of creatures, namely animals, to the spawn lists.
# Default: 1.0
# Range: 0.0 ~ 100000.0
chunkGenSpawnModifier = 1.0
#True to if april fools content can display on april fools.
"April Fools Content" = true

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#.
#Client-only settings - If you're looking for general settings, look inside your worlds serverconfig folder!
[client]
#.
#Show item descriptions on Shift and controls on Ctrl.
enableTooltips = true
#.
#Display a tooltip when looking at overstressed components.
enableOverstressedTooltip = true
#.
#Log a stack-trace when rendering issues happen within a moving contraption.
explainRenderErrors = false
#.
#Higher density means more spawned particles.
# Default: 0.5
# Range: 0.0 ~ 1.0
fanParticleDensity = 0.5
#.
#[in Blocks]
#Maximum Distance to the player at which items in Blocks' filter slots will be displayed
# Default: 10.0
# Range: 1.0 ~ 3.4028234663852886E38
filterItemRenderDistance = 10.0
#.
#Choose the menu row that the Create config button appears on in the main menu
#Set to 0 to disable the button altogether
# Default: 2
# Range: 0 ~ 4
mainMenuConfigButtonRow = 2
#.
#Offset the Create config button in the main menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
# Default: -4
# Range: > -2147483648
mainMenuConfigButtonOffsetX = -4
#.
#Choose the menu row that the Create config button appears on in the in-game menu
#Set to 0 to disable the button altogether
# Default: 3
# Range: 0 ~ 5
ingameMenuConfigButtonRow = 3
#.
#Offset the Create config button in the in-game menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
# Default: -4
# Range: > -2147483648
ingameMenuConfigButtonOffsetX = -4
#.
#Setting this to true will prevent Create from sending you a warning when playing with Fabulous graphics enabled
ignoreFabulousWarning = false
#.
#Disable to prevent being rotated while seated on a Moving Contraption
rotateWhenSeated = true
#.
#Configure your vision range when submerged in Create's custom fluids
[client.fluidFogSettings]
#.
#The vision range through honey will be multiplied by this factor
# Default: 1.0
# Range: 0.125 ~ 256.0
honey = 1.0
#.
#The vision range though chocolate will be multiplied by this factor
# Default: 1.0
# Range: 0.125 ~ 256.0
chocolate = 1.0
#.
#Settings for the Goggle Overlay
[client.goggleOverlay]
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
# Default: 20
# Range: > -2147483648
overlayOffsetX = 20
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
# Default: 0
# Range: > -2147483648
overlayOffsetY = 0
#.
#Enable this to use your custom colors for the Goggle- and Hover- Overlay
customColorsOverlay = false
#.
#The custom background color to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
# Default: -267386864
# Range: > -2147483648
customBackgroundOverlay = -267386864
#.
#The custom top color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
# Default: 1347420415
# Range: > -2147483648
customBorderTopOverlay = 1347420415
#.
#The custom bot color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
# Default: 1344798847
# Range: > -2147483648
customBorderBotOverlay = 1344798847
#.
#Sound settings
[client.sound]
#.
#Make cogs rumble and machines clatter.
enableAmbientSounds = true
#.
#Maximum volume modifier of Ambient noise
# Default: 0.10000000149011612
# Range: 0.0 ~ 1.0
ambientVolumeCap = 0.10000000149011612
#.
#Mod Integration and JEI
[client.jeiIntegration]
#.
#Whether to auto-update the JEI search when searching in the stock keeper UI
syncJeiSearch = true
#.
#Railway related settings
[client.trains]
#.
#How far away the Camera should zoom when seated on a train
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
mountedZoomMultiplier = 3.0
#.
#Display nodes and edges of a Railway Network while f3 debug mode is active
showTrackGraphOnF3 = false
#.
#Additionally display materials of a Rail Network while f3 debug mode is active
showExtendedTrackGraphOnF3 = false
#.
#Display Track Networks and Trains on supported map mods
showTrainMapOverlay = true
#.
#Track Network Color on maps
#Allowed Values: RED, GREY, WHITE
trainMapColorTheme = "RED"

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#.
#Modify Create's impact on your terrain
[worldgen]
#.
#.
#Prevents all worldgen added by Create from taking effect
disableWorldGen = false

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#.
#The Backbone of Create
[infrastructure]
#.
#[in Ticks]
#The amount of time a server waits before sending out tickrate synchronization packets.
#These packets help animations to be more accurate when tps is below 20.
# Default: 20
# Range: > 5
tickrateSyncTimer = 20
#.
#Packmakers' control panel for internal recipe compat
[recipes]
#.
#.
#Allow the Mechanical Press to process entire stacks at a time.
bulkPressing = false
#.
#Allow the Mechanical Saw to process entire stacks at a time.
bulkCutting = false
#.
#Allow supported potions to be brewed by a Mechanical Mixer + Basin.
allowBrewingInMixer = true
#.
#Allow any shapeless crafting recipes to be processed by a Mechanical Mixer + Basin.
allowShapelessInMixer = true
#.
#Allow any single-ingredient 2x2 or 3x3 crafting recipes to be processed by a Mechanical Press + Basin.
allowShapedSquareInPress = true
#.
#Allow any standard crafting recipes to be processed by Mechanical Crafters.
allowRegularCraftingInCrafter = true
#.
#The Maximum amount of ingredients that can be used to craft Firework Rockets using Mechanical Crafters.
# Default: 9
# Range: > 1
maxFireworkIngredientsInCrafter = 9
#.
#Allow any stonecutting recipes to be processed by a Mechanical Saw.
allowStonecuttingOnSaw = true
#.
#Allow Spouts to interact with Casting Tables and Basins from Tinkers' Construct.
allowCastingBySpout = true
#.
#Display vanilla Log-stripping interactions in JEI.
displayLogStrippingRecipes = true
#.
#The amount of Light sources destroyed before Chromatic Compound turns into Refined Radiance.
# Default: 10
# Range: > 1
lightSourceCountForRefinedRadiance = 10
#.
#Allow the standard in-world Refined Radiance recipes.
enableRefinedRadianceRecipe = true
#.
#Allow the standard in-world Shadow Steel recipe.
enableShadowSteelRecipe = true
#.
#Parameters and abilities of Create's kinetic mechanisms
[kinetics]
#.
#.
#Disable the Stress mechanic altogether.
disableStress = false
#.
#Maximum length in blocks of mechanical belts.
# Default: 20
# Range: > 5
maxBeltLength = 20
#.
#Maximum length in blocks of chain conveyor connections.
# Default: 32
# Range: > 5
maxChainConveyorLength = 32
#.
#Maximum amount of connections each chain conveyor can have.
# Default: 4
# Range: > 1
maxChainConveyorConnections = 4
#.
#Damage dealt by active Crushing Wheels.
# Default: 4
# Range: > 0
crushingDamage = 4
#.
#[in Revolutions per Minute]
#Maximum allowed rotation speed for any Kinetic Block.
# Default: 256
# Range: > 64
maxRotationSpeed = 256
#.
#Select what mobs should ignore Deployers when attacked by them.
#Allowed Values: ALL, CREEPERS, NONE
ignoreDeployerAttacks = "CREEPERS"
#.
#Game ticks between Kinetic Blocks checking whether their source is still valid.
# Default: 60
# Range: > 5
kineticValidationFrequency = 60
#.
#multiplier used for calculating exhaustion from speed when a crank is turned.
# Default: 0.009999999776482582
# Range: 0.0 ~ 1.0
crankHungerMultiplier = 0.009999999776482582
#.
#Amount of sail-type blocks required for a windmill to assemble successfully.
# Default: 8
# Range: > 0
minimumWindmillSails = 8
#.
#Number of sail-type blocks required to increase windmill speed by 1RPM.
# Default: 8
# Range: > 1
windmillSailsPerRPM = 8
#.
#Max Distance in blocks a Weighted Ejector can throw
# Default: 32
# Range: > 0
maxEjectorDistance = 32
#.
#Time in ticks until the next item launched by an ejector scans blocks for potential collisions
# Default: 120
# Range: > 10
ejectorScanInterval = 120
#.
#Encased Fan
[kinetics.encasedFan]
#.
#Maximum distance in blocks Fans can push entities.
# Default: 20
# Range: > 5
fanPushDistance = 20
#.
#Maximum distance in blocks from where Fans can pull entities.
# Default: 20
# Range: > 5
fanPullDistance = 20
#.
#Game ticks between Fans checking for anything blocking their air flow.
# Default: 30
# Range: > 10
fanBlockCheckRate = 30
#.
#[in Revolutions per Minute]
#Rotation speed at which the maximum stats of fans are reached.
# Default: 256
# Range: > 64
fanRotationArgmax = 256
#.
#Game ticks required for a Fan-based processing recipe to take effect.
# Default: 150
# Range: > 0
fanProcessingTime = 150
#.
#Moving Contraptions
[kinetics.contraptions]
#.
#Maximum amount of blocks in a structure movable by Pistons, Bearings or other means.
# Default: 2048
# Range: > 1
maxBlocksMoved = 2048
#.
#Maximum value of a chassis attachment range.
# Default: 16
# Range: > 1
maxChassisRange = 16
#.
#Maximum amount of extension poles behind a Mechanical Piston.
# Default: 64
# Range: > 1
maxPistonPoles = 64
#.
#Max length of rope available off a Rope Pulley.
# Default: 384
# Range: > 1
maxRopeLength = 384
#.
#Maximum allowed distance of two coupled minecarts.
# Default: 32
# Range: > 1
maxCartCouplingLength = 32
#.
#Maximum depth of blocks filled in using a Mechanical Roller.
# Default: 12
# Range: > 1
rollerFillDepth = 12
#.
#Whether minecart contraptions can be picked up in survival mode.
survivalContraptionPickup = true
#.
#Configure how Spawner blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableSpawners = "NO_PICKUP"
#.
#Configure how Budding Amethyst can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
amethystMovement = "NO_PICKUP"
#.
#Configure how Obsidian blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableObsidian = "UNMOVABLE"
#.
#Configure how Reinforced Deepslate blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableReinforcedDeepslate = "UNMOVABLE"
#.
#Whether items mined or harvested by contraptions should be placed in their mounted storage.
moveItemsToStorage = true
#.
#Whether harvesters should break crops that aren't fully grown.
harvestPartiallyGrown = false
#.
#Whether harvesters should replant crops after harvesting.
harvesterReplants = true
#.
#Whether minecart contraptions can be placed into container items.
minecartContraptionInContainers = false
#.
#Whether stabilised bearings create a separated entity even on non-rotating contraptions.
#[Technical]
stabiliseStableContraptions = false
#.
#Whether the players hitbox should be expanded to the size of the contraption hitbox.
#[Technical]
syncPlayerPickupHitboxWithContraptionHitbox = false
#.
#Whether to prevent block dropping when contraption is placed inside in-world blocks.
noDropWhenContraptionReplaceBlocks = false
#.
#Configure speed/capacity levels for requirements and indicators.
[kinetics.stats]
#.
#[in Revolutions per Minute]
#Minimum speed of rotation to be considered 'medium'
# Default: 30.0
# Range: 0.0 ~ 4096.0
mediumSpeed = 30.0
#.
#[in Revolutions per Minute]
#Minimum speed of rotation to be considered 'fast'
# Default: 100.0
# Range: 0.0 ~ 65535.0
fastSpeed = 100.0
#.
#[in Stress Units]
#Minimum stress impact to be considered 'medium'
# Default: 4.0
# Range: 0.0 ~ 4096.0
mediumStressImpact = 4.0
#.
#[in Stress Units]
#Minimum stress impact to be considered 'high'
# Default: 8.0
# Range: 0.0 ~ 65535.0
highStressImpact = 8.0
#.
#[in Stress Units]
#Minimum added Capacity by sources to be considered 'medium'
# Default: 256.0
# Range: 0.0 ~ 4096.0
mediumCapacity = 256.0
#.
#[in Stress Units]
#Minimum added Capacity by sources to be considered 'high'
# Default: 1024.0
# Range: 0.0 ~ 65535.0
highCapacity = 1024.0
#.
#Fine tune the kinetic stats of individual components
[kinetics.stressValues.v2]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[kinetics.stressValues.v2.impact]
brass_encased_shaft = 0.0
turntable = 4.0
clutch = 0.0
mechanical_mixer = 4.0
gearbox = 0.0
mechanical_bearing = 4.0
copper_backtank = 4.0
hose_pulley = 4.0
display_board = 0.0
crushing_wheel = 8.0
adjustable_chain_gearshift = 0.0
millstone = 4.0
rotation_speed_controller = 0.0
sticky_mechanical_piston = 4.0
mechanical_crafter = 2.0
deployer = 4.0
elevator_pulley = 4.0
stressometer = 0.0
cogwheel = 0.0
encased_chain_drive = 0.0
belt = 0.0
brass_encased_large_cogwheel = 0.0
weighted_ejector = 2.0
chain_conveyor = 1.0
mechanical_saw = 4.0
flywheel = 0.0
mechanical_piston = 4.0
speedometer = 0.0
brass_encased_cogwheel = 0.0
clockwork_bearing = 4.0
mechanical_press = 8.0
mechanical_drill = 4.0
andesite_encased_shaft = 0.0
netherite_backtank = 4.0
mechanical_arm = 2.0
sequenced_gearshift = 0.0
andesite_encased_large_cogwheel = 0.0
shaft = 0.0
cuckoo_clock = 1.0
gearshift = 0.0
rope_pulley = 4.0
andesite_encased_cogwheel = 0.0
large_cogwheel = 0.0
encased_fan = 2.0
mysterious_cuckoo_clock = 1.0
gantry_shaft = 0.0
mechanical_pump = 4.0
#.
#[in Stress Units]
#Configure how much stress a source can accommodate for.
[kinetics.stressValues.v2.capacity]
steam_engine = 1024.0
water_wheel = 32.0
copper_valve_handle = 8.0
hand_crank = 8.0
creative_motor = 16384.0
large_water_wheel = 128.0
windmill_bearing = 512.0
#.
#Create's liquid manipulation tools
[fluids]
#.
#.
#[in Buckets]
#The amount of liquid a tank can hold per block.
# Default: 8
# Range: > 1
fluidTankCapacity = 8
#.
#[in Blocks]
#The maximum height a fluid tank can reach.
# Default: 32
# Range: > 1
fluidTankMaxHeight = 32
#.
#[in Blocks]
#The maximum distance a mechanical pump can push or pull liquids on either side.
# Default: 16
# Range: > 1
mechanicalPumpRange = 16
#.
#[in Blocks]
#The maximum distance a hose pulley can draw fluid blocks from.
# Default: 128
# Range: > 1
hosePulleyRange = 128
#.
#[in Blocks]
#[-1 to disable this behaviour]
#The minimum amount of fluid blocks the hose pulley needs to find before deeming it an infinite source.
# Default: 10000
# Range: > -1
hosePulleyBlockThreshold = 10000
#.
#Whether hose pulleys should continue filling up above-threshold sources.
fillInfinite = false
#.
#Configure which fluids can be drained infinitely.
#Allowed Values: ALLOW_ALL, DENY_ALL, ALLOW_BY_TAG, DENY_BY_TAG
bottomlessFluidMode = "ALLOW_BY_TAG"
#.
#Whether hose pulleys should be allowed to place fluid sources.
fluidFillPlaceFluidSourceBlocks = true
#.
#Whether open-ended pipes should be allowed to place fluid sources.
pipesPlaceFluidSourceBlocks = true
#.
#Tweaks for logistical components
[logistics]
#.
#.
#The amount of ticks a funnel waits between item transferrals, when it is not re-activated by redstone.
# Default: 8
# Range: > 1
defaultExtractionTimer = 8
#.
#The amount of ticks a portable storage interface waits for transfers until letting contraptions move along.
# Default: 60
# Range: > 1
psiTimeout = 60
#.
#Maximum distance in blocks a Mechanical Arm can reach across.
# Default: 5
# Range: > 1
mechanicalArmRange = 5
#.
#Maximum distance in blocks a Package Port can be placed at from its target.
# Default: 5
# Range: > 1
packagePortRange = 5
#.
#Maximum possible range in blocks of redstone link connections.
# Default: 256
# Range: > 1
linkRange = 256
#.
#Maximum possible distance in blocks between display links and their target.
# Default: 64
# Range: > 1
displayLinkRange = 64
#.
#The total amount of stacks a vault can hold per block in size.
# Default: 20
# Range: 1 ~ 2048
vaultCapacity = 20
#.
#The amount of packages a chain conveyor can carry at a time.
# Default: 20
# Range: > 1
chainConveyorCapacity = 20
#.
#The amount of ticks a brass tunnel waits between distributions.
# Default: 10
# Range: 1 ~ 10
brassTunnelTimer = 10
#.
#The amount of ticks a factory gauge waits between requests.
# Default: 100
# Range: > 5
factoryGaugeTimer = 100
#.
#Whether hostile mobs walking near a seat will start riding it.
seatHostileMobs = true
#.
#Everything related to Schematic tools
[schematics]
#.
#.
#Whether placing a Schematic directly in Creative Mode should replace world blocks with Air
creativePrintIncludesAir = false
#.
#The amount of Schematics a player can upload until previous ones are overwritten.
# Default: 10
# Range: > 1
maxSchematics = 10
#.
#[in KiloBytes]
#The maximum allowed file size of uploaded Schematics.
# Default: 256
# Range: > 16
maxTotalSchematicSize = 256
#.
#[in Bytes]
#The maximum packet size uploaded Schematics are split into.
# Default: 1024
# Range: 256 ~ 32767
maxSchematicPacketSize = 1024
#.
#Amount of game ticks without new packets arriving until an active schematic upload process is discarded.
# Default: 600
# Range: > 100
schematicIdleTimeout = 600
#.
#Schematicannon
[schematics.schematicannon]
#.
#Amount of game ticks between shots of the cannon. Higher => Slower
# Default: 10
# Range: > 1
schematicannonDelay = 10
#.
#Amount of blocks a Schematicannon can print per Gunpowder item provided.
# Default: 400
# Range: > 1
schematicannonShotsPerGunpowder = 400
#.
#Equipment and gadgets added by Create
[equipment]
#.
#.
#The Maximum Distance to an active mirror for the symmetry wand to trigger.
# Default: 50
# Range: > 10
maxSymmetryWandRange = 50
#.
#The Maximum Distance a Block placed by Create's placement assist will have to its interaction point.
# Default: 12
# Range: > 3
placementAssistRange = 12
#.
#The Maximum Distance at which a Toolbox can interact with Players' Inventories.
# Default: 10
# Range: > 1
toolboxRange = 10
#.
#The Maximum volume of Air that can be stored in a backtank = Seconds of underwater breathing
# Default: 900
# Range: > 1
airInBacktank = 900
#.
#The volume of Air added by each level of the backtanks Capacity Enchantment
# Default: 300
# Range: > 1
enchantedBacktankCapacity = 300
#.
#Amount of free Extendo Grip actions provided by one filled Copper Backtank. Set to 0 makes Extendo Grips unbreakable
# Default: 1000
# Range: > 0
maxExtendoGripActions = 1000
#.
#Amount of free Potato Cannon shots provided by one filled Copper Backtank. Set to 0 makes Potato Cannons unbreakable
# Default: 200
# Range: > 0
maxPotatoCannonShots = 200
#.
#Create's builtin Railway systems
[trains]
#.
#.
#Whether moving Trains can hurt colliding mobs and players.
trainsCauseDamage = true
#.
#Maximum length of track that can be placed as one batch or turn.
# Default: 32
# Range: 16 ~ 128
maxTrackPlacementLength = 32
#.
#Maximum length of a Train Stations' assembly track.
# Default: 128
# Range: > 5
maxAssemblyLength = 128
#.
#Maximum amount of bogeys assembled as a single Train.
# Default: 20
# Range: > 1
maxBogeyCount = 20
#.
#Relative speed of a manually controlled Train compared to a Scheduled one.
# Default: 0.75
# Range: 0.0 ~ 3.4028234663852886E38
manualTrainSpeedModifier = 0.75
#.
#Standard Trains
[trains.trainStats]
#.
#[in Blocks/Second]
#The top speed of any assembled Train.
# Default: 28.0
# Range: 0.0 ~ 3.4028234663852886E38
trainTopSpeed = 28.0
#.
#[in Blocks/Second]
#The top speed of Trains during a turn.
# Default: 14.0
# Range: 0.0 ~ 3.4028234663852886E38
trainTurningTopSpeed = 14.0
#.
#[in Blocks/Second²]
#The acceleration of any assembled Train.
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
trainAcceleration = 3.0
#.
#Powered Trains
[trains.poweredTrainStats]
#.
#[in Blocks/Second]
#The top speed of powered Trains.
# Default: 40.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainTopSpeed = 40.0
#.
#[in Blocks/Second]
#The top speed of powered Trains during a turn.
# Default: 20.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainTurningTopSpeed = 20.0
#.
#[in Blocks/Second²]
#The acceleration of powered Trains.
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainAcceleration = 3.0

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#.
#If Deployer held items in #create:handheld_in_deployer_use should have custom transform at Use mode
renderDeployerUsingItemWithCustomTransform = true

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#.
#Packmakers' control panel for internal recipe compat
[recipes]
#.
#.
#If Farmer's Delight's Tree Bark (or Straw for Bamboo-like blocks) should be added to autogenerated Sawing Recipes for stripping wood/log
addTreeBarkToSawingRecipes = true
#.
#If Farmer's Delight's Cutting Board Recipes that uses knife can be converted to Sawing Recipes
convertCuttingBoardRecipesToSawingRecipes = true
#.
#If Farmer's Delight's Cutting Board Recipes can be converted to Deploying Recipes
convertCuttingBoardRecipesToDeployingRecipes = true
#.
#If Brewin' and Chewin's Keg Pouring Recipes can be converted to Filling Recipes
convertKegPouringRecipesToFillingRecipes = true
#.
#If Brewin' and Chewin's Keg Pouring Recipes can be converted to Emptying Recipes
convertKegPouringRecipesToEmptyingRecipes = true
#.
#If Extra Delight Mortar Grinding Recipes can be converted to Compacting Recipes
convertMortarGrindingRecipesToCompactingRecipes = true
#.
#If Extra Delight Juicer Recipes can be converted to Compacting Recipes
convertJuicerRecipesToCompactingRecipes = true
#.
#If Extra Delight Melting Pot Recipes can be converted to Mixing Recipes
convertMeltingPotRecipesToMixingRecipes = true
#.
#If Extra Delight Tools on Block Recipes can be converted to Deploying Recipes
convertToolOnBlockRecipesToDeployingRecipes = true

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#.
#Migrate copycats to Create: Copycats+ when they receive a block update
migrateCopycatsOnBlockUpdate = true
#.
#Migrate copycats to Create: Copycats+ when their block entities are initialized
migrateCopycatsOnInitialize = true
#.
#Enable/disable features. Values on server override clients
[features]
#.
kinetic_bridge = true
fluid_vessel = true
cross_connector = true
item_silo = true
inverted_clutch = true
empty_fan_catalyst = true
parallel_gearbox = true
redstone_link_wildcard = true
kinetic_battery = true
inventory_access_port = true
centrifugal_clutch = true
copycat_slab = true
overstress_clutch = true
brake = true
copycat_block = true
copycat_fence_gate = true
copycat_stairs = true
large_crank_wheel = true
brass_gearbox = true
copycat_vertical_step = true
copycat_wall = true
six_way_gearbox = true
crank_wheel = true
encased_chain_cogwheel = true
sequenced_pulse_generator = true
freewheel_clutch = true
shear_pin = true
inverted_gearshift = true
linked_transmitter = true
copycat_beam = true
copycat_board = true
inventory_bridge = true
copycat_fence = true
#.
#Enable/disable categories of features. Disabling a category hides all related features. Values on server override clients
[feature_categories]
#.
#.
#All kinetic components, such as gearboxes and crank wheels
kinetic = true
#.
#All redstone components, such as linked transmitter and sequenced pulse generator
redstone = true
#.
#All components related to item and fluid transport
logistics = true
#.
#All copycats (Install Create: Copycats+ to upgrade)
copycats = true
#.
#All building palette blocks
palette = true

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#.
#Number of sub-folders allowed for schematics
# Default: 5
# Range: 0 ~ 20
schematicsNestingDepth = 5
#.
#Enable the fix that gives remaining items after manual application
applicationRemainingItemFix = true
#.
#Modify the stress output when a Fluid Vessel is used as a boiler
# Default: 0.8125
# Range: 0.0 ~ 3.4028234663852886E38
vesselBoilerStressMultiplier = 0.8125
#.
#Modify the heat level when a Fluid Vessel is used as a boiler
# Default: 0.5
# Range: 0.0 ~ 3.4028234663852886E38
vesselHeatMultiplier = 0.5
#.
#Limit the max boiler level achievable with a Fluid Vessel
# Default: 18
# Range: 0 ~ 18
vesselMaxLevel = 18
#.
#RPM of a Kinetic Battery when discharging
# Default: 64
# Range: 0 ~ 256
batteryDischargeRPM = 64
#.
#Max capacity of a Kinetic Battery in su-hours
# Default: 512.0
# Range: 0.0 ~ 8192.0
batteryCapacity = 512.0
#.
#Allow Redstone Links to have wildcards in both slots [restart required]
allowDualWildcardLink = false
#.
#Fine tune the kinetic stats of individual components
[stressValues.v1]
#.
#Stress impact of a powered brake [in Stress Units]
# Default: 16384.0
# Range: -Infinity ~ Infinity
brakeActiveStress = 16384.0
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[stressValues.v1.impact]
brass_gearbox = 0.0
centrifugal_clutch = 0.0
brake = 0.0
encased_chain_cogwheel = 0.0
kinetic_battery = 64.0
six_way_gearbox = 0.0
shear_pin = 0.0
parallel_gearbox = 0.0
inverted_gearshift = 0.0
freewheel_clutch = 0.0
overstress_clutch = 0.0
inverted_clutch = 0.0
#.
#[in Stress Units]
#Configure how much stress a source can accommodate for.
[stressValues.v1.capacity]
crank_wheel = 8.0
kinetic_battery = 32.0
large_crank_wheel = 8.0

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#.
#The vision range through Dye Fluids will be multiplied by this factor
# Default: 1.0
# Range: 1.0 ~ 256.0
dyeVisionMultiplier = 1.0
#.
#The vision range through Dragon's Breath Fluid will be multiplied by this factor
# Default: 1.0
# Range: 1.0 ~ 256.0
dragonBreathVisionMultiplier = 1.0

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#.
#Enable/Disable features of Create: Dragons Plus
#Mods depending on certain features may forcibly enable/disable them, in that case, the corresponding config will be ignored
#[@cui:RequiresReload:both]
[features]
#.
#.
#Fluid Feature Elements
[features.fluid]
#.
#If Dye Fluids should be enabled
"fluid/dye" = true
#.
#If Dragon's Breath Fluid should be enabled
"fluid/dragon_breath" = true
#.
#If colored concrete should be generated when Fye Fluid meets Lava
"fluid/dye/lava_interaction_generate_colored_concrete" = true
#.
#Block Feature Elements
[features.block]
#.
#If Fluid Hatch should be enabled
"block/fluid_hatch" = true
#.
#Item Feature Elements
[features.item]
#.
#If Blaze Upgrade Smithing Template should be enabled
"item/blaze_upgrade_smithing_template" = false
#.
#Recipe Feature Elements
[features.recipe]
#.
#If Automated Brewing Recipes for Dragon's Breath Fluid should be generated
"recipe/automatic_brewing/dragon_breath" = true
#.
#If Sand Paper Polishing Recipes for Polished Blocks should be generated
"recipe/sand_paper_polishing/polished_blocks" = true
#.
#If Sand Paper Polishing Recipes for Oxidized Blocks should be generated
"recipe/sand_paper_polishing/oxidized_blocks" = true
#.
#If Sand Paper Polishing Recipes for Waxed Blocks should be generated
"recipe/sand_paper_polishing/waxed_blocks" = true

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#.
#Packmakers' control panel for internal recipe compat
[recipes]
#.
#.
#If Bulk Coloring should be enabled
enableBulkColoring = true
#.
#If Bulk Freezing should be enabled
enableBulkFreezing = true
#.
#If Bulk Sanding should be enabled
enableBulkSanding = true
#.
#If Bulk Ending should be enabled
enableBulkEnding = true

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#Choose how many wire sections are rendered in one meter (block).
#Decreasing this value can theoretically improve performance
# Default: 10
# Range: > 1
wireSectionsPerMeter = 10
#...wire thickness...
# Default: 0.03
# Range: 0.0 ~ 1.7976931348623157E308
wireThickness = 0.03

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#Responsible for how much energy is generated per 1 stress unit in a tick
#Default value is supposed to be compatible with default configuration of Create: Crafts and Additions
# Default: 0.029296875
# Range: 0.0 ~ 1.7976931348623157E308
suToEnergy = 0.029296875
#How many coils can the carbon brushes collect energy from
# Default: 8
# Range: > 0
maxCoils = 8
#How many reactor rods can a fuel inserter or a heat vent have in a single direction
# Default: 32
# Range: > 0
maxRodsInDirection = 32
#Multiplier of wire conductivity
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
conductivityMultiplier = 1.0
#Maximum depth of network pathfinding
# Default: 24
# Range: > 1
maxPathfindingDepth = 24
#Multiplier of energising speed
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
energiserSpeedMultiplier = 1.0
#Multiplier for the temperature at which components overheat. Set to -1 to disable overheating.
# Default: 1.0
# Range: -1.0 ~ 1.7976931348623157E308
overheatingMultiplier = 1.0
#Multiplier for how much heat pipes obtain from passive heat sources like Lava or even Boilers.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
passiveHeatSourceMultiplier = 1.0
#How much heat do pipes lose per second.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
passivePipeHeatLoss = 1.0
#Multiplier for how much heat a boiler needs.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
boilerRequiredHeatMultiplier = 1.0
#How much heat per tick a nuclear reactor rod generate.
# Default: 30.0
# Range: 0.0 ~ 1.7976931348623157E308
ReactorRodHeat = 30.0
#How much heat per tick a nuclear reactor rod loses above the 16000*overheatingMultiplier.
# Default: 25.0
# Range: 0.0 ~ 1.7976931348623157E308
ReactorRodHeatLoss = 25.0
#Multiplier for how much heat solar panels output.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
solarPanelHeatMultiplier = 1.0
#Maximum wire length
# Default: 16
# Range: > 1
maxWireLength = 16
[Motors]
#Maximum motor SU multiplier
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
motorSuMultiplier = 1.0
#Internal energy capacity of a basic motor
# Default: 16000
# Range: > 1
basicMotorCapacity = 16000
#Internal energy capacity of an advanced motor
# Default: 64000
# Range: > 1
advancedMotorCapacity = 64000
#Internal energy capacity of a reinforced motor
# Default: 128000
# Range: > 1
reinforcedMotorCapacity = 128000
#Top Speed of a basic motor
# Default: 128.0
# Range: 1.0 ~ 1.7976931348623157E308
basicMotorSpeed = 128.0
#Top Speed of an advanced motor
# Default: 256.0
# Range: 1.0 ~ 1.7976931348623157E308
advancedMotorSpeed = 256.0
#Top Speed of a reinforced motor
# Default: 256.0
# Range: 1.0 ~ 1.7976931348623157E308
reinforcedMotorSpeed = 256.0
#Generated SU of a basic motor
# Default: 512.0
# Range: 1.0 ~ 1.7976931348623157E308
basicMotorStress = 512.0
#Generated SU of an advanced motor
# Default: 2048.0
# Range: 1.0 ~ 1.7976931348623157E308
advancedMotorStress = 2048.0
#Generated SU of a reinforced motor
# Default: 8192.0
# Range: 1.0 ~ 1.7976931348623157E308
reinforcedMotorStress = 8192.0
["Motor Extensions"]
#Power Multiplier of a basic motor extension
# Default: 2.0
# Range: 1.0 ~ 1.7976931348623157E308
basicMotorExtensionMultiplier = 2.0
#Power Multiplier of a basic motor extension
# Default: 8.0
# Range: 1.0 ~ 1.7976931348623157E308
advancedMotorExtensionMultiplier = 8.0
#Extra energy capacity of a basic motor extension
# Default: 64000
# Range: > 1
basicMotorExtensionExtraCapacity = 64000
#Extra energy capacity of an advanced motor extension
# Default: 256000
# Range: > 1
advancedMotorExtensionExtraCapacity = 256000
#Basic motor extension scroll step
# Default: 1
# Range: > 1
basicMotorExtensionScrollStep = 1
#Advanced motor extension scroll step
# Default: 8
# Range: > 1
advancedMotorExtensionScrollStep = 8

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@@ -1,103 +0,0 @@
#.
#Configure the Andesite Chunk Loader
[andesite]
#.
#.
#Number of ticks between chunk loading checks. Does not affect contraptions
# Default: 10
# Range: 0 ~ 200
chunkUpdateInterval = 10
#.
#Minimum number of ticks between loss of power and chunk unloading. Rounds up to multiples of update interval
# Default: 20
# Range: 0 ~ 1200
unloadGracePeriod = 20
#.
#A multiplier for the minimum speed requirement of a chunk loader
# Default: 1.0
# Range: 0.0 ~ 128.0
speedMultiplier = 1.0
#.
#The stress impact of a chunk loader when it is at 1 RPM
# Default: 16.0
# Range: 0.0 ~ 3.4028234663852886E38
stressImpact = 16.0
#.
#Whether the chunk loader functions on the ground when given rotational power
enableStatic = true
#.
#Chunk loading radius on contraptions. 1 = 1 chunk, 2 = 9 chunks. Contraptions require a minimum radius of 2 for reliable loading
# Default: 2
# Range: 1 ~ 10
rangeOnContraption = 2
#.
#Chunk loading radius on trains. 1 = 1 chunk, 2 = 9 chunks
# Default: 2
# Range: 1 ~ 10
rangeOnTrain = 2
#.
#Chunk loading radius on train stations. 1 = 1 chunk, 2 = 9 chunks
# Default: 2
# Range: 1 ~ 10
rangeOnStation = 2
#.
#Whether the chunk loader functions on contraptions other than trains. WARNING: does not update contraptions that are currently unloaded
enableContraption = false
#.
#Whether the chunk loader functions on trains
enableTrain = false
#.
#Whether the chunk loader functions when attached to train stations.
enableStation = false
#.
#Configure the Brass Chunk Loader
[brass]
#.
#.
#Number of ticks between chunk loading checks. Does not affect contraptions
# Default: 10
# Range: 0 ~ 200
chunkUpdateInterval = 10
#.
#Minimum number of ticks between loss of power and chunk unloading. Rounds up to multiples of update interval
# Default: 20
# Range: 0 ~ 1200
unloadGracePeriod = 20
#.
#A multiplier for the minimum speed requirement of a chunk loader
# Default: 1.0
# Range: 0.0 ~ 128.0
speedMultiplier = 1.0
#.
#The stress impact of a chunk loader when it is at 1 RPM
# Default: 16.0
# Range: 0.0 ~ 3.4028234663852886E38
stressImpact = 16.0
#.
#Whether the chunk loader functions on the ground when given rotational power
enableStatic = true
#.
#Chunk loading radius on contraptions. 1 = 1 chunk, 2 = 9 chunks. Contraptions require a minimum radius of 2 for reliable loading
# Default: 2
# Range: 1 ~ 10
rangeOnContraption = 2
#.
#Chunk loading radius on trains. 1 = 1 chunk, 2 = 9 chunks
# Default: 2
# Range: 1 ~ 10
rangeOnTrain = 2
#.
#Chunk loading radius on train stations. 1 = 1 chunk, 2 = 9 chunks
# Default: 2
# Range: 1 ~ 10
rangeOnStation = 2
#.
#Whether the chunk loader functions on contraptions other than trains. WARNING: does not update contraptions that are currently unloaded
enableContraption = true
#.
#Whether the chunk loader functions on trains
enableTrain = true
#.
#Whether the chunk loader functions when attached to train stations.
enableStation = true

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#.
#Client-side config for Create Big Cannons.
[client]
#.
showAutocannonPlumes = true
#.
showDropMortarPlumes = true
#.
showMortarStoneClouds = true
#.
#How many particles are in a Fluid Blob of any size.
# Default: 20
# Range: 0 ~ 1000
fluidBlobParticleCount = 20
#.
#How many digits are after the angle decimal point on a block armor info tooltip.
# Default: 2
# Range: 0 ~ 4
blockArmorInfoPrecision = 2
#.
#If true, some graphics will be changed to support shaders, such as those loaded with Iris/Oculus.
#NOTE: This may entail some visual downgrades. Affected graphics include:
#- Cannon smoke
#- Adaptive debris particles (splinters, leaves, glass shards)
useShaderCompatibleGraphics = false
#.
#The vision range though molten metal will be multiplied by this factor.
# Default: 1.0
# Range: 0.125 ~ 256.0
moltenMetalTransparency = 1.0
#.
#[in Meters per Second]
# Default: 320.0
# Range: 0.0 ~ 1000.0
blastEffectDelaySpeed = 320.0
#.
highlightFuzeInputOnShellBlocks = true
#.
#Projectile Flyby Sounds
[client.projectileFlybySounds]
#.
enableBigCannonProjectileFlybySounds = true
#.
enableAutocannonProjectileFlybySounds = true
#.
#Cannon Mount Goggle Tooltip
[client.cannonMountGoggleTooltip]
#.
#How many digits are after the angle decimal point on a cannon mount goggle tooltip.
# Default: 2
# Range: 0 ~ 4
anglePrecision = 2
#.
#If true, the yaw angle on goggles ranges from +180 to -180º. If false, it ranges from 0 to +360º.
use180_180RangeForYaw = false
#.
#Screen Shake
[client.screenShake]
#.
# Default: 1.2999999523162842
# Range: 0.0 ~ 2.0
cannonScreenShakeIntensity = 1.2999999523162842
#.
# Default: 0.07999999821186066
# Range: 0.009999999776482582 ~ 2.0
cannonScreenShakeSpringiness = 0.07999999821186066
#.
# Default: 0.30000001192092896
# Range: 0.009999999776482582 ~ 2.0
cannonScreenShakeDecay = 0.30000001192092896
#.
#Big Cannon Blast
[client.bigCannonBlast]
#.
showBigCannonPlumes = true
#.
showExtraSmoke = true
#.
showExtraFlames = true
#.
# Default: 6.0
# Range: 0.0 ~ 3.4028234663852886E38
screenShakePowerMultiplier = 6.0
#.
#[in Degrees]
# Default: 45.0
# Range: 0.0 ~ 90.0
screenShakePowerLimit = 45.0
#.
#Flak Clouds
[client.flakClouds]
#.
showFlakClouds = true
#.
showExtraFlames = true
#.
showExtraShockwave = true
#.
showExtraTrails = true
#.
#Shrapnel Clouds
[client.shrapnelClouds]
#.
showShrapnelClouds = true
#.
showExtraFlames = true
#.
showExtraShockwave = true
#.
#Fluid Shell Clouds
[client.fluidShellClouds]
#.
showFluidShellClouds = true
#.
showExtraFlames = true
#.
showExtraShockwave = true
#.
#Projectile Splashes
[client.projectileSplashes]
#.
showProjectileSplashes = true
#.
#Projectile Impacts
[client.projectileImpacts]
#.
showProjectileImpacts = true
#.
#Sounds
[client.sounds]
#.
blastSoundAirAbsorption = true
#.
#Shell Explosions
[client.shellExplosions]
#.
showShellExplosionClouds = true
#.
showExtraTrails = true
#.
# Default: 6.0
# Range: 0.0 ~ 3.4028234663852886E38
screenShakePowerMultiplier = 6.0
#.
#[in Degrees]
# Default: 45.0
# Range: 0.0 ~ 90.0
screenShakePowerLimit = 45.0
#.
#Particle Wind Effect
[client.particleWindEffect]
#.
#[in Meters per second]
# Default: 1.25
# Range: 0.0 ~ 10.0
maximumWindSpeed = 1.25
#.
#[in Degrees per tick]
# Default: 8.0
# Range: 0.0 ~ 90.0
maximumWindBearingChangeSpeed = 8.0

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@@ -1,342 +0,0 @@
#.
#These values affect the extent of cannon failure.
[failure]
#.
#.
#If true, cannons cannot fail whatsoever. Equivalent to setting all the chances below to zero.
disableAllCannonFailure = false
#.
#Chance that a fired projectile will get stuck in a barrel after exceeding the squib ratio. 0 is 0%, 1 is 100%.
# Default: 0.25
# Range: 0.0 ~ 1.0
squibChance = 0.25
#.
#Chance that a cannon will fail if a Powder Charge is ignited in a "barrel"-type cannon block. 0 is 0%, 1 is 100%.
#This chance can be affected by stronger and weaker charge blocks.
# Default: 0.20000000298023224
# Range: 0.0 ~ 1.0
barrelChargeBurstChance = 0.20000000298023224
#.
#How strong the explosion of a catastrophic failure is. Scaled by the amount of charges used in the shot.
# Default: 2.0
# Range: 0.0 ~ 3.4028234663852886E38
failureExplosionPower = 2.0
#.
#Chance that a cannon loaded with more Powder Charges that it can handle will fail. 0 is 0%, 1 is 100%.
# Default: 0.5
# Range: 0.0 ~ 1.0
overloadBurstChance = 0.5
#.
#Chance that a load with gaps between the loaded Powder Charges will not completely combust. 0 is 0%, 1 is 100%.
# Default: 0.33000001311302185
# Range: 0.0 ~ 1.0
interruptedIgnitionChance = 0.33000001311302185
#.
#These values affect the characteristics of cannon munitions.
[munitions]
#.
#.
#If projectiles can bounce, ricochet, and be deflected.
projectilesCanBounce = true
#.
# Default: 0.33000001311302185
# Range: 0.0 ~ 1.0
baseProjectileBounceChance = 0.33000001311302185
#.
# Default: 0.8999999761581421
# Range: 0.0 ~ 1.0
baseProjectileFluidBounceChance = 0.8999999761581421
#.
#[in Meters per Tick]
#The minimum velocity necessary to activate the penetration bonus.
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
minimumVelocityForPenetrationBonus = 1.0
#.
# Default: 0.10000000149011612
# Range: 0.0 ~ 3.4028234663852886E38
penetrationBonusScale = 0.10000000149011612
#.
#The extent to which cannon projectiles can damage surrounding blocks.
#All Damage - projectiles will destroy anything they hit, if applicable. Explosive projectiles will destroy blocks on detonation.
#No Explosive Damage - projectiles will destroy anything they hit, if applicable. Explosive projectiles will only harm entities on detonation.
#No Damage - projectiles will not destroy anything they hit, and will only deal entity damage. Explosive projectiles will only harm entities on detonation.
#Allowed Values: ALL_DAMAGE, NO_EXPLOSIVE_DAMAGE, NO_DAMAGE
damageRestriction = "ALL_DAMAGE"
#.
projectilesChangeSurroundings = true
#.
munitionBlocksCanExplode = true
#.
#Damp Big Cannon Propellant
[munitions.dampBigCannonPropellant]
#.
dampPropellantBlocksStartingIgnition = true
#.
dampPropellantWeakensPropellant = true
#.
#Chunkloading
[munitions.chunkloading]
#.
projectilesCanChunkload = true
#.
smokeCloudsCanChunkload = true
#.
#Big Cannon Munitions
[munitions.bigCannonMunitions]
#.
#Allowed Values: NONE, LONG, SHORT
trailType = "SHORT"
#.
#Makes all shot big cannon projectiles tracers regardless if the item had a tracer tip applied.
allBigCannonProjectilesAreTracers = false
#.
#[in Ticks]
# Default: 20
# Range: 0 ~ 100
quickFiringBreechItemPickupDelay = 20
#.
quickFiringBreechItemGoesToInventory = false
#.
#Projectile Fuzes
[munitions.fuzes]
#.
#Chance that the Impact Fuze/Delayed Impact Fuze will detonate on hitting something. 0 is 0% (never), 1 is 100% (always).
# Default: 0.6700000166893005
# Range: 0.0 ~ 1.0
impactFuzeDetonationChance = 0.6700000166893005
#.
#How many blocks the Impact Fuze/Delayed Impact Fuze can hit before breaking. Set to -1 to never break.
# Default: 3
# Range: > -1
impactFuzeDurability = 3
#.
#Chance that the Inertia Fuze/Delayed Inertia Fuze will detonate on hitting something. 0 is 0% (never), 1 is 100% (always).
# Default: 0.8999999761581421
# Range: 0.0 ~ 1.0
inertiaFuzeDetonationChance = 0.8999999761581421
#.
#How many blocks the Inertia Fuze/Delayed Inertia Fuze can hit before breaking. Set to -1 to never break.
# Default: 3
# Range: > -1
inertiaFuzeDurability = 3
#.
#[in Ticks]
#Time it takes for a proximity fuze to arm itself.
#After the fuze has been in the air for the specified arming time, it will detonate when it gets close enough to a block or entity.
# Default: 5
# Range: > 0
proximityFuzeArmingTime = 5
#.
#Scale of the area covered by the Proximity Fuze. Larger number means wider area covered
# Default: 5
# Range: 1 ~ 10
proximityFuzeScale = 5
#.
#[in Blocks]
#Spacing of the detection points of the Proximity Fuze.
# Default: 1.5
# Range: 0.5 ~ 2.0
proximityFuzeSpacing = 1.5
#.
#Grouped Munitions
[munitions.groupedMunitions]
#.
#The chance of a fluid blob affecting a block in its area of effect (AOE). 0 is 0% (never), 1 is 100% (always).
# Default: 0.5
# Range: 0.0 ~ 1.0
fluidBlobBlockEffectChance = 0.5
#.
#Autocannon Munitions
[munitions.autocannonMunitions]
#.
#Allowed Values: NONE, LONG, SHORT
trailType = "SHORT"
#.
#Makes all shot autocannon projectiles tracers regardless if the item had a tracer tip applied. Emulates legacy behavior.
allAutocannonProjectilesAreTracers = false
#.
#How many autocannon rounds the Autocannon Ammo Container can store.
# Default: 16
# Range: 1 ~ 128
autocannonAmmoContainerAutocannonRoundCapacity = 16
#.
#How many machine gun rounds the Autocannon Ammo Container can store.
# Default: 64
# Range: 1 ~ 128
autocannonAmmoContainerMachineGunRoundCapacity = 64
#.
#These values affect the characteristics of cannon materials and cannon structures
[cannons]
#.
#.
#Maximum length of cannons that can be built.
# Default: 64
# Range: > 3
maxCannonLength = 64
#.
#Time when the Quickfiring Breech cannot be loaded by Mechanical Arms.
# Default: 40
# Range: > 0
quickfiringBreechLoadingCooldown = 40
#.
#Time it takes for the Quickfiring Breech to fully open/close, during which it cannot be loaded.
# Default: 5
# Range: > 0
quickfiringBreechOpeningCooldown = 5
#.
# Default: 4.0
# Range: 0.0 ~ 3.4028234663852886E38
bigCannonRecoilScale = 4.0
#.
# Default: 0.5
# Range: 0.0 ~ 3.4028234663852886E38
autocannonRecoilScale = 0.5
#.
#Drop Mortar
[cannons.dropMortar]
#.
#Time in ticks between inserting a munition into a drop mortar and the drop mortar firing it. There are 20 ticks in 1 second.
# Default: 5
# Range: > 0
dropMortarDelay = 5
#.
#Length in ticks that the player has to wait for before inserting the same munition type into a drop mortar again. There are 20 ticks in 1 second.
# Default: 40
# Range: > 0
dropMortarItemCooldown = 40
#.
#Loading Tools
[cannons.loadingTools]
#.
#If deployers can use loading tools.
deployersCanUseLoadingTools = false
#.
#How many blocks inside a cannon a Ram Rod can reach.
# Default: 5
# Range: > 1
ramRodReach = 5
#.
#Maximum amount of munition blocks a Ram Rod can push.
# Default: 3
# Range: > 1
ramRodStrength = 3
#.
#How many blocks inside a cannon a Worm can reach.
# Default: 5
# Range: > 1
wormReach = 5
#.
#How many hunger/saturation points it takes to move one munition block a distance of one block using loading tools.
# Default: 2.5
# Range: 0.0 ~ 3.4028234663852886E38
loadingToolHungerConsumption = 2.5
#.
#How many ticks before a player can use a manual loading tool again. There are 20 ticks in 1 second.
# Default: 20
# Range: > 0
loadingToolCooldown = 20
#.
#Cannon Carriages
[cannons.carriage]
#.
#How fast the carriage is, in blocks per tick.
# Default: 0.03999999910593033
# Range: 0.03999999910593033 ~ 1.0
carriageSpeed = 0.03999999910593033
#.
#How fast the carriage turns, in degrees per tick.
# Default: 1.0
# Range: 0.10000000149011612 ~ 10.0
carriageTurnRate = 1.0
#.
cannonWeightAffectsCarriageSpeed = true
#.
#Display Link Info
[cannons.displayLink]
#.
shouldDisplayCannonRotation = true
#.
shouldDisplayContainedMunitions = true
#.
#Big Cannon Screen Shake
[cannons.bigCannonScreenShake]
#.
# Default: 8.0
# Range: 0.0 ~ 3.4028234663852886E38
blastDistanceMultiplier = 8.0
#.
#These values affect various miscellaneous contraptions.
[kinetics]
#.
#.
#Maximum length of cannon loaders that can be built.
# Default: 64
# Range: > 3
maxLoaderLength = 64
#.
#When enabled, Cannon Loaders will not break if another contraption is placed on them. Enables legacy behavior.
enableIntersectionLoading = false
#.
#These values affect the stress of Create Big Cannons' mechanical blocks.
[kinetics.stressValues.v2]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[kinetics.stressValues.v2.impact]
steel_sliding_breech = 32.0
cannon_drill = 8.0
nethersteel_screw_breech = 40.0
steel_screw_breech = 16.0
bronze_sliding_breech = 12.0
cannon_loader = 4.0
cannon_builder = 8.0
cast_iron_sliding_breech = 16.0
#.
#These values affect cannon crafting properties.
[crafting]
#.
#.
#Maximum height of a single cannon cast that can be built.
# Default: 32
# Range: > 1
maxCannonCastHeight = 32
#.
#Maximum length of a Cannon Drill that can be built.
# Default: 32
# Range: > 1
maxCannonDrillLength = 32
#.
#Maximum length of a Cannon Builder that can be built.
# Default: 32
# Range: > 1
maxCannonBuilderLength = 32
#.
#Maximum reach of a Cannon Builder.
# Default: 32
# Range: > 2
maxCannonBuilderRange = 32
#.
#[in Ticks]
#Time a built-up cannon block needs to be heated for until it transforms into its finished form.
# Default: 6000
# Range: > 0
builtUpCannonHeatingTime = 6000

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@@ -1,500 +0,0 @@
#.
#Modify Create Encased blocks comportements
[kinetics]
#.
#.
#Can swap casing between block (Mixer, Press, Depot, Gearbox, etc...)
casingBlockSwappable = true
#.
#Can swap material between shafts,cogwheels and large cogwheels (includes brass,andesite and glass)
shaftCogwheelsSwappable = true
#.
#Defines if the configurable requires a shaft to add a shaft to a face
configurableGearboxRequiresShaft = true
#.
#Defines if when the face is changed on the configurable gearbox, the opposite face should be also changed. It doesn't consume more shaft !
configurableGearboxChangeTwoFaces = false
#.
#Should Wooden Shaft break if the speed is too high
shouldWoodenShaftBreak = true
#.
#Should Glass Shaft break if the system is overstressed
shouldGlassShaftBreak = true
#.
#The max speed wooden shafts can endure
# Default: 32
# Range: 2 ~ 256
maxSpeedWoodenShaft = 32
#.
#Fine tune the kinetic stats of individual components
[kinetics.stressValues.v2]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[kinetics.stressValues.v2.impact]
railway_encased_shaft = 0.0
weathered_iron_encased_chain_drive = 0.0
brass_encased_crimson_large_cogwheel = 0.0
copper_mechanical_drill = 4.0
industrial_iron_encased_shaft = 0.0
mangrove_cogwheel = 0.0
creative_encased_jungle_shaft = 0.0
railway_adjustable_chain_gearshift = 0.0
copper_encased_crimson_large_cogwheel = 0.0
refined_radiance_encased_dark_oak_cogwheel = 0.0
brass_encased_bamboo_shaft = 0.0
andesite_encased_cherry_shaft = 0.0
shadow_steel_encased_warped_large_cogwheel = 0.0
jungle_cogwheel = 0.0
andesite_configurable_gearbox = 0.0
refined_radiance_chain_conveyor = 1.0
copper_gearbox = 0.0
refined_radiance_encased_warped_shaft = 0.0
mangrove_large_cogwheel = 0.0
acacia_large_cogwheel = 0.0
railway_encased_dark_oak_shaft = 0.0
cherry_large_cogwheel = 0.0
brass_encased_jungle_large_cogwheel = 0.0
copper_encased_acacia_shaft = 0.0
copper_encased_mangrove_large_cogwheel = 0.0
weathered_iron_press = 8.0
refined_radiance_encased_mangrove_large_cogwheel = 0.0
refined_radiance_mechanical_saw = 4.0
brass_encased_crimson_shaft = 0.0
railway_encased_spruce_shaft = 0.0
railway_mixer = 4.0
glass_shaft = 0.0
weathered_iron_adjustable_chain_gearshift = 0.0
acacia_shaft = 0.0
brass_encased_birch_shaft = 0.0
brass_press = 8.0
refined_radiance_mixer = 4.0
creative_encased_dark_oak_shaft = 0.0
refined_radiance_encased_jungle_large_cogwheel = 0.0
brass_encased_oak_shaft = 0.0
industrial_iron_encased_mangrove_shaft = 0.0
railway_encased_bamboo_shaft = 0.0
weathered_iron_encased_warped_large_cogwheel = 0.0
creative_encased_fan = 2.0
railway_encased_cherry_large_cogwheel = 0.0
brass_encased_spruce_shaft = 0.0
refined_radiance_encased_fan = 2.0
railway_chain_conveyor = 1.0
industrial_iron_mechanical_saw = 4.0
andesite_encased_bamboo_cogwheel = 0.0
shadow_steel_encased_crimson_shaft = 0.0
shadow_steel_encased_acacia_large_cogwheel = 0.0
railway_encased_jungle_large_cogwheel = 0.0
creative_encased_acacia_shaft = 0.0
andesite_encased_warped_shaft = 0.0
crimson_shaft = 0.0
brass_chain_conveyor = 1.0
shadow_steel_encased_cherry_shaft = 0.0
industrial_iron_encased_oak_shaft = 0.0
refined_radiance_encased_large_cogwheel = 0.0
industrial_iron_encased_large_cogwheel = 0.0
railway_encased_dark_oak_large_cogwheel = 0.0
shadow_steel_configurable_gearbox = 0.0
copper_chain_conveyor = 1.0
creative_encased_dark_oak_cogwheel = 0.0
creative_deployer = 4.0
copper_encased_warped_large_cogwheel = 0.0
shadow_steel_encased_glass_shaft = 0.0
creative_encased_warped_cogwheel = 0.0
andesite_encased_bamboo_large_cogwheel = 0.0
brass_encased_jungle_shaft = 0.0
brass_mechanical_saw = 4.0
weathered_iron_encased_oak_cogwheel = 0.0
brass_encased_mangrove_large_cogwheel = 0.0
copper_encased_bamboo_large_cogwheel = 0.0
shadow_steel_encased_mangrove_shaft = 0.0
railway_encased_bamboo_cogwheel = 0.0
brass_mixer = 4.0
industrial_iron_clutch = 0.0
creative_encased_spruce_shaft = 0.0
refined_radiance_encased_crimson_shaft = 0.0
warped_large_cogwheel = 0.0
shadow_steel_encased_oak_cogwheel = 0.0
brass_encased_birch_large_cogwheel = 0.0
mldeg_shaft = 0.0
weathered_iron_encased_birch_large_cogwheel = 0.0
andesite_encased_dark_oak_shaft = 0.0
weathered_iron_encased_shaft = 0.0
industrial_iron_encased_warped_cogwheel = 0.0
refined_radiance_encased_bamboo_cogwheel = 0.0
railway_encased_jungle_shaft = 0.0
copper_encased_mangrove_cogwheel = 0.0
shadow_steel_adjustable_chain_gearshift = 0.0
shadow_steel_encased_mangrove_cogwheel = 0.0
railway_mechanical_drill = 4.0
creative_gearshift = 0.0
copper_encased_jungle_shaft = 0.0
brass_encased_acacia_shaft = 0.0
weathered_iron_encased_cogwheel = 0.0
railway_encased_crimson_shaft = 0.0
andesite_encased_glass_shaft = 0.0
railway_encased_acacia_shaft = 0.0
railway_encased_oak_shaft = 0.0
refined_radiance_deployer = 4.0
refined_radiance_encased_dark_oak_shaft = 0.0
industrial_iron_encased_crimson_large_cogwheel = 0.0
creative_encased_warped_large_cogwheel = 0.0
cherry_cogwheel = 0.0
railway_encased_acacia_large_cogwheel = 0.0
industrial_iron_chain_conveyor = 1.0
industrial_iron_encased_dark_oak_cogwheel = 0.0
weathered_iron_encased_mangrove_large_cogwheel = 0.0
railway_encased_crimson_cogwheel = 0.0
creative_encased_cherry_large_cogwheel = 0.0
copper_encased_bamboo_shaft = 0.0
bamboo_cogwheel = 0.0
railway_encased_warped_shaft = 0.0
industrial_iron_mixer = 4.0
railway_encased_warped_large_cogwheel = 0.0
railway_encased_birch_shaft = 0.0
railway_encased_mangrove_cogwheel = 0.0
creative_encased_mldeg_shaft = 0.0
refined_radiance_encased_crimson_cogwheel = 0.0
shadow_steel_mechanical_drill = 4.0
weathered_iron_encased_dark_oak_shaft = 0.0
weathered_iron_encased_birch_cogwheel = 0.0
industrial_iron_encased_glass_shaft = 0.0
brass_encased_warped_shaft = 0.0
brass_encased_bamboo_large_cogwheel = 0.0
shadow_steel_mixer = 4.0
railway_press = 8.0
andesite_encased_birch_large_cogwheel = 0.0
copper_encased_cherry_large_cogwheel = 0.0
shadow_steel_encased_bamboo_cogwheel = 0.0
creative_encased_crimson_large_cogwheel = 0.0
creative_gearbox = 0.0
shadow_steel_encased_warped_shaft = 0.0
creative_encased_acacia_cogwheel = 0.0
weathered_iron_mechanical_drill = 4.0
industrial_iron_mechanical_drill = 4.0
weathered_iron_encased_oak_large_cogwheel = 0.0
industrial_iron_encased_crimson_cogwheel = 0.0
industrial_iron_encased_mangrove_large_cogwheel = 0.0
jungle_large_cogwheel = 0.0
refined_radiance_encased_warped_large_cogwheel = 0.0
refined_radiance_encased_chain_drive = 0.0
weathered_iron_encased_bamboo_cogwheel = 0.0
weathered_iron_encased_cherry_large_cogwheel = 0.0
shadow_steel_encased_mangrove_large_cogwheel = 0.0
creative_encased_bamboo_large_cogwheel = 0.0
railway_encased_birch_large_cogwheel = 0.0
creative_encased_dark_oak_large_cogwheel = 0.0
andesite_encased_dark_oak_cogwheel = 0.0
brass_encased_mldeg_shaft = 0.0
railway_encased_cherry_cogwheel = 0.0
weathered_iron_configurable_gearbox = 0.0
weathered_iron_encased_cherry_shaft = 0.0
birch_cogwheel = 0.0
brass_gearbox = 0.0
andesite_encased_spruce_shaft = 0.0
copper_encased_mangrove_shaft = 0.0
brass_encased_warped_cogwheel = 0.0
copper_encased_bamboo_cogwheel = 0.0
refined_radiance_mechanical_drill = 4.0
mangrove_shaft = 0.0
weathered_iron_encased_acacia_shaft = 0.0
creative_mechanical_drill = 4.0
brass_encased_acacia_large_cogwheel = 0.0
jungle_shaft = 0.0
railway_deployer = 4.0
refined_radiance_encased_birch_cogwheel = 0.0
refined_radiance_encased_cherry_cogwheel = 0.0
andesite_encased_mangrove_large_cogwheel = 0.0
andesite_encased_bamboo_shaft = 0.0
weathered_iron_encased_crimson_cogwheel = 0.0
andesite_encased_mldeg_shaft = 0.0
brass_encased_dark_oak_shaft = 0.0
shadow_steel_encased_shaft = 0.0
refined_radiance_configurable_gearbox = 0.0
refined_radiance_encased_oak_shaft = 0.0
refined_radiance_encased_cherry_shaft = 0.0
brass_encased_mangrove_shaft = 0.0
brass_encased_fan = 2.0
railway_encased_acacia_cogwheel = 0.0
shadow_steel_encased_jungle_large_cogwheel = 0.0
shadow_steel_mechanical_saw = 4.0
industrial_iron_encased_jungle_shaft = 0.0
creative_encased_mangrove_large_cogwheel = 0.0
copper_encased_dark_oak_shaft = 0.0
copper_encased_acacia_cogwheel = 0.0
industrial_iron_encased_warped_large_cogwheel = 0.0
shadow_steel_encased_cherry_large_cogwheel = 0.0
refined_radiance_encased_acacia_cogwheel = 0.0
weathered_iron_encased_jungle_large_cogwheel = 0.0
industrial_iron_encased_birch_cogwheel = 0.0
copper_encased_jungle_cogwheel = 0.0
copper_encased_birch_shaft = 0.0
industrial_iron_encased_birch_large_cogwheel = 0.0
copper_encased_glass_shaft = 0.0
weathered_iron_gearshift = 0.0
industrial_iron_gearbox = 0.0
andesite_encased_jungle_shaft = 0.0
industrial_iron_encased_warped_shaft = 0.0
spruce_shaft = 0.0
weathered_iron_encased_crimson_shaft = 0.0
copper_gearshift = 0.0
refined_radiance_encased_jungle_cogwheel = 0.0
dark_oak_shaft = 0.0
refined_radiance_encased_oak_cogwheel = 0.0
creative_encased_cherry_cogwheel = 0.0
acacia_cogwheel = 0.0
weathered_iron_encased_dark_oak_large_cogwheel = 0.0
andesite_encased_acacia_large_cogwheel = 0.0
weathered_iron_encased_mldeg_shaft = 0.0
railway_encased_jungle_cogwheel = 0.0
railway_encased_bamboo_large_cogwheel = 0.0
copper_encased_large_cogwheel = 0.0
copper_deployer = 4.0
refined_radiance_encased_mangrove_cogwheel = 0.0
shadow_steel_encased_dark_oak_large_cogwheel = 0.0
copper_encased_birch_large_cogwheel = 0.0
refined_radiance_gearbox = 0.0
industrial_iron_encased_bamboo_large_cogwheel = 0.0
refined_radiance_encased_acacia_large_cogwheel = 0.0
brass_encased_warped_large_cogwheel = 0.0
copper_encased_jungle_large_cogwheel = 0.0
brass_encased_chain_drive = 0.0
creative_encased_oak_shaft = 0.0
creative_encased_oak_cogwheel = 0.0
creative_encased_mangrove_cogwheel = 0.0
industrial_iron_encased_cogwheel = 0.0
shadow_steel_press = 8.0
creative_press = 8.0
industrial_iron_encased_acacia_large_cogwheel = 0.0
industrial_iron_encased_cherry_large_cogwheel = 0.0
bamboo_large_cogwheel = 0.0
refined_radiance_encased_dark_oak_large_cogwheel = 0.0
weathered_iron_encased_fan = 2.0
andesite_encased_birch_shaft = 0.0
shadow_steel_encased_oak_shaft = 0.0
weathered_iron_encased_spruce_shaft = 0.0
creative_configurable_gearbox = 0.0
refined_radiance_encased_mldeg_shaft = 0.0
copper_encased_warped_shaft = 0.0
weathered_iron_encased_mangrove_cogwheel = 0.0
shadow_steel_encased_bamboo_shaft = 0.0
industrial_iron_encased_bamboo_shaft = 0.0
railway_encased_birch_cogwheel = 0.0
brass_clutch = 0.0
railway_encased_glass_shaft = 0.0
refined_radiance_encased_acacia_shaft = 0.0
industrial_iron_encased_spruce_shaft = 0.0
brass_encased_oak_large_cogwheel = 0.0
creative_encased_crimson_cogwheel = 0.0
brass_encased_cherry_cogwheel = 0.0
creative_encased_jungle_large_cogwheel = 0.0
refined_radiance_encased_glass_shaft = 0.0
creative_encased_birch_shaft = 0.0
creative_encased_cherry_shaft = 0.0
weathered_iron_encased_jungle_cogwheel = 0.0
railway_encased_mldeg_shaft = 0.0
creative_encased_crimson_shaft = 0.0
shadow_steel_encased_birch_large_cogwheel = 0.0
refined_radiance_gearshift = 0.0
brass_encased_jungle_cogwheel = 0.0
shadow_steel_encased_fan = 2.0
industrial_iron_deployer = 4.0
shadow_steel_gearbox = 0.0
andesite_encased_birch_cogwheel = 0.0
industrial_iron_press = 8.0
railway_gearshift = 0.0
shadow_steel_encased_jungle_cogwheel = 0.0
andesite_encased_cherry_large_cogwheel = 0.0
andesite_encased_mangrove_shaft = 0.0
railway_encased_crimson_large_cogwheel = 0.0
shadow_steel_encased_cogwheel = 0.0
weathered_iron_encased_oak_shaft = 0.0
industrial_iron_encased_bamboo_cogwheel = 0.0
copper_press = 8.0
brass_encased_dark_oak_large_cogwheel = 0.0
creative_encased_chain_drive = 0.0
industrial_iron_adjustable_chain_gearshift = 0.0
weathered_iron_mechanical_saw = 4.0
shadow_steel_gearshift = 0.0
industrial_iron_encased_birch_shaft = 0.0
andesite_encased_warped_large_cogwheel = 0.0
shadow_steel_encased_birch_shaft = 0.0
copper_encased_dark_oak_large_cogwheel = 0.0
crimson_cogwheel = 0.0
creative_encased_birch_large_cogwheel = 0.0
cherry_shaft = 0.0
copper_encased_cherry_shaft = 0.0
brass_encased_cherry_shaft = 0.0
railway_encased_cherry_shaft = 0.0
industrial_iron_encased_mangrove_cogwheel = 0.0
refined_radiance_encased_bamboo_large_cogwheel = 0.0
brass_configurable_gearbox = 0.0
refined_radiance_encased_birch_large_cogwheel = 0.0
shadow_steel_encased_crimson_large_cogwheel = 0.0
shadow_steel_deployer = 4.0
shadow_steel_encased_crimson_cogwheel = 0.0
copper_encased_birch_cogwheel = 0.0
refined_radiance_encased_oak_large_cogwheel = 0.0
creative_encased_large_cogwheel = 0.0
industrial_iron_encased_dark_oak_shaft = 0.0
weathered_iron_encased_crimson_large_cogwheel = 0.0
weathered_iron_encased_jungle_shaft = 0.0
shadow_steel_encased_warped_cogwheel = 0.0
brass_encased_oak_cogwheel = 0.0
copper_clutch = 0.0
copper_configurable_gearbox = 0.0
industrial_iron_gearshift = 0.0
shadow_steel_encased_jungle_shaft = 0.0
industrial_iron_encased_fan = 2.0
andesite_encased_warped_cogwheel = 0.0
shadow_steel_encased_acacia_cogwheel = 0.0
refined_radiance_encased_shaft = 0.0
weathered_iron_chain_conveyor = 1.0
creative_clutch = 0.0
copper_encased_spruce_shaft = 0.0
railway_encased_oak_cogwheel = 0.0
weathered_iron_encased_warped_cogwheel = 0.0
brass_encased_bamboo_cogwheel = 0.0
shadow_steel_encased_spruce_shaft = 0.0
copper_encased_oak_cogwheel = 0.0
shadow_steel_encased_dark_oak_cogwheel = 0.0
shadow_steel_encased_chain_drive = 0.0
creative_encased_mangrove_shaft = 0.0
copper_encased_dark_oak_cogwheel = 0.0
creative_chain_conveyor = 1.0
brass_gearshift = 0.0
shadow_steel_encased_large_cogwheel = 0.0
copper_encased_crimson_shaft = 0.0
weathered_iron_encased_large_cogwheel = 0.0
bamboo_shaft = 0.0
warped_shaft = 0.0
brass_encased_crimson_cogwheel = 0.0
birch_shaft = 0.0
andesite_encased_acacia_cogwheel = 0.0
railway_configurable_gearbox = 0.0
copper_encased_cherry_cogwheel = 0.0
brass_encased_birch_cogwheel = 0.0
weathered_iron_gearbox = 0.0
railway_encased_oak_large_cogwheel = 0.0
industrial_iron_encased_acacia_shaft = 0.0
andesite_encased_oak_large_cogwheel = 0.0
industrial_iron_encased_dark_oak_large_cogwheel = 0.0
weathered_iron_mixer = 4.0
creative_encased_glass_shaft = 0.0
brass_encased_cherry_large_cogwheel = 0.0
railway_encased_large_cogwheel = 0.0
crimson_large_cogwheel = 0.0
industrial_iron_encased_mldeg_shaft = 0.0
weathered_iron_encased_mangrove_shaft = 0.0
creative_encased_acacia_large_cogwheel = 0.0
creative_mechanical_saw = 4.0
weathered_iron_encased_acacia_cogwheel = 0.0
weathered_iron_encased_bamboo_large_cogwheel = 0.0
industrial_iron_encased_crimson_shaft = 0.0
brass_encased_acacia_cogwheel = 0.0
copper_encased_acacia_large_cogwheel = 0.0
brass_shaft = 0.0
andesite_encased_jungle_cogwheel = 0.0
creative_encased_bamboo_cogwheel = 0.0
refined_radiance_encased_bamboo_shaft = 0.0
copper_encased_shaft = 0.0
andesite_encased_oak_shaft = 0.0
industrial_iron_encased_jungle_cogwheel = 0.0
refined_radiance_adjustable_chain_gearshift = 0.0
andesite_encased_dark_oak_large_cogwheel = 0.0
birch_large_cogwheel = 0.0
andesite_encased_jungle_large_cogwheel = 0.0
weathered_iron_clutch = 0.0
refined_radiance_clutch = 0.0
refined_radiance_encased_birch_shaft = 0.0
shadow_steel_clutch = 0.0
creative_encased_shaft = 0.0
shadow_steel_encased_acacia_shaft = 0.0
andesite_encased_mangrove_cogwheel = 0.0
copper_encased_cogwheel = 0.0
copper_encased_oak_large_cogwheel = 0.0
oak_cogwheel = 0.0
copper_encased_mldeg_shaft = 0.0
creative_encased_warped_shaft = 0.0
weathered_iron_deployer = 4.0
industrial_iron_encased_jungle_large_cogwheel = 0.0
shadow_steel_encased_dark_oak_shaft = 0.0
shadow_steel_encased_oak_large_cogwheel = 0.0
creative_mixer = 4.0
oak_large_cogwheel = 0.0
railway_encased_fan = 2.0
weathered_iron_encased_glass_shaft = 0.0
refined_radiance_encased_cherry_large_cogwheel = 0.0
warped_cogwheel = 0.0
weathered_iron_encased_birch_shaft = 0.0
brass_encased_dark_oak_cogwheel = 0.0
brass_deployer = 4.0
industrial_iron_encased_oak_cogwheel = 0.0
railway_encased_chain_drive = 0.0
creative_adjustable_chain_gearshift = 0.0
railway_encased_cogwheel = 0.0
shadow_steel_encased_mldeg_shaft = 0.0
refined_radiance_encased_cogwheel = 0.0
industrial_iron_encased_chain_drive = 0.0
shadow_steel_encased_cherry_cogwheel = 0.0
railway_encased_dark_oak_cogwheel = 0.0
dark_oak_cogwheel = 0.0
creative_encased_cogwheel = 0.0
creative_encased_bamboo_shaft = 0.0
refined_radiance_encased_jungle_shaft = 0.0
refined_radiance_encased_mangrove_shaft = 0.0
weathered_iron_encased_acacia_large_cogwheel = 0.0
industrial_iron_configurable_gearbox = 0.0
shadow_steel_chain_conveyor = 1.0
railway_gearbox = 0.0
refined_radiance_encased_warped_cogwheel = 0.0
copper_encased_warped_cogwheel = 0.0
weathered_iron_encased_dark_oak_cogwheel = 0.0
weathered_iron_encased_warped_shaft = 0.0
industrial_iron_encased_cherry_shaft = 0.0
copper_encased_oak_shaft = 0.0
andesite_encased_crimson_shaft = 0.0
andesite_encased_acacia_shaft = 0.0
weathered_iron_encased_bamboo_shaft = 0.0
shadow_steel_encased_bamboo_large_cogwheel = 0.0
railway_encased_mangrove_large_cogwheel = 0.0
industrial_iron_encased_oak_large_cogwheel = 0.0
andesite_encased_oak_cogwheel = 0.0
refined_radiance_encased_spruce_shaft = 0.0
refined_radiance_press = 8.0
copper_mechanical_saw = 4.0
railway_encased_warped_cogwheel = 0.0
brass_mechanical_drill = 4.0
copper_mixer = 4.0
copper_encased_crimson_cogwheel = 0.0
creative_encased_birch_cogwheel = 0.0
andesite_encased_cherry_cogwheel = 0.0
oak_shaft = 0.0
shadow_steel_encased_birch_cogwheel = 0.0
railway_encased_mangrove_shaft = 0.0
brass_adjustable_chain_gearshift = 0.0
railway_clutch = 0.0
andesite_encased_crimson_cogwheel = 0.0
copper_encased_chain_drive = 0.0
creative_encased_oak_large_cogwheel = 0.0
andesite_encased_crimson_large_cogwheel = 0.0
refined_radiance_encased_crimson_large_cogwheel = 0.0
brass_encased_glass_shaft = 0.0
dark_oak_large_cogwheel = 0.0
railway_mechanical_saw = 4.0
copper_encased_fan = 2.0
copper_adjustable_chain_gearshift = 0.0
industrial_iron_encased_cherry_cogwheel = 0.0
brass_encased_mangrove_cogwheel = 0.0
weathered_iron_encased_cherry_cogwheel = 0.0
creative_encased_jungle_cogwheel = 0.0
industrial_iron_encased_acacia_cogwheel = 0.0
#.
#[in Stress Units]
#Configure how much stress a source can accommodate for.
[kinetics.stressValues.v2.capacity]
creative_cogwheel = 16384.0

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@@ -1,7 +0,0 @@
["Client Configs"]
#Fuel type tooltip on Buckets
"Fuel tooltips" = true
#Whenever Diesel Engines display in JEI
"Diesel Engine JEI Config" = true
#Diesel Engines emit sounds on trains
"Diesel Engines emit sounds on trains" = true

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@@ -1,9 +0,0 @@
["Common Config"]
#Capacity of Tools requiring Fluids in mB
"Capacity of Tools requiring Fluids" = 200
#Tool Capacity Enchantment Capacity Addition in mB
"Capacity Addition of Tools with Capacity Enchantment" = 100
#Canister Capacity in mB
"Capacity of Canisters" = 4000
#Canister Capacity Enchantment Capacity Addition in mB
"Capacity Addition of Capacity Enchantment in Canisters" = 1000

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@@ -1,31 +0,0 @@
["Server Configs"]
#Maximum width of Oil Barrels
"Max Oil Barrel Width" = 3
#Canister can be filled by spouts
"Canister can be filled by spouts" = true
#Combustibles do boom boom when on fire
"Combustibles blow up" = true
["Server Configs"."Diesel Engines"]
#Turbocharged Diesel Engine Speed Multiplier
"Turbocharged Diesel Engine Speed Multiplier" = 2.0
#Turbocharged Diesel Engine Burn Rate Multiplier
"Turbocharged Diesel Engine Burn Rate Multiplier" = 1.0
#Whenever Normal Diesel Engines are enabled
"Normal Diesel Engines" = true
#Whenever Modular Diesel Engines are enabled
"Modular Diesel Engines" = true
#Whenever Huge Diesel Engines are enabled
"Huge Diesel Engines" = true
#Whenever Diesel Engines can be filled with an Item
"Engines filled with a bucket" = false
#Whenever Diesel Engines can be disabled with redstone
"Engines disabled with redstone" = true
["Server Configs"."Oil Config"]
"Infinite oil chunk threshold" = 10000000
"Oil chunk threshold" = 4000000
"Normal oil chunks oil amount multiplier" = 1.3
"High oil chunks oil amount multiplier" = 2.0
"Oil chunk map scale" = 1.0
"Max Oil Scanner Level" = 10000

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@@ -1,50 +0,0 @@
#.
#Modify CreateNuclear's impact on your terrain
[worldGen]
#.
#.
#Prevents all worldgen added by Create from taking effect
disableWorldGen = false
#.
#Modify rods time and config
[Rods]
#.
#.
#Uranium rod lifespan in reactor
#20 ticks = 1 second
# Default: 3600
# Range: 100 ~ 5000
"Uranium rod lifespan" = 3600
#.
#Graphite rod lifespan in reactor
#20 ticks = 1 second
# Default: 3600
# Range: 100 ~ 5000
"Graphite rod lifespan" = 3600
#.
#Maximum heat a reactor block can handle
#Avoids reactor failure due to excessive heat
# Default: 1000
# Range: 200 ~ 1000
"Maximum reactor heat" = 1000
#.
#Explose: pas d'idée
["Explosion Reactor"]
#.
#.
# Default: 10
# Range: > -2147483648
"Size of the reactor explosion" = 10
#.
#Explanation: 0 = no explosion, 1 = current explosion, 2 = new explosion.
# Default: 1
# Range: 0 ~ 2
"Type of explosion" = 1
#.
#Create Nuclear Explosion Time
#300 ticks = 15 seconds
# Default: 600
# Range: 100 ~ 1200
"Duration before exploration" = 600

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@@ -1,3 +0,0 @@
{
"maxGuiScale": 10
}

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@@ -1,19 +0,0 @@
{
"usergroups": {
"creative": {
"filters": [
"{id:\"mode\",mode:1}"
]
},
"survival": {
"filters": [
"{id:\"mode\",mode:0}"
]
},
"adventure": {
"filters": [
"{id:\"mode\",mode:2}"
]
}
}
}

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@@ -1,42 +0,0 @@
{
// The version of the config file. Do not change this unless you know what you are doing.
"rconfig:version": 0,
// Changes the Creeper Overhaul creepers to destroy blocks or not.
"destroyBlocks": true,
"spawning": {
// Change the Creeper Overhaul creepers to spawn or not.
"allowSpawning": true,
// Change the Jungle Creeper to spawn or not.
"allowJungleCreeperSpawning": true,
// Change the Bamboo Creeper to spawn or not.
"allowBambooCreeperSpawning": true,
// Change the Desert Creeper to spawn or not.
"allowDesertCreeperSpawning": true,
// Change the Badlands Creeper to spawn or not.
"allowBadlandsCreeperSpawning": true,
// Change the Hills Creeper to spawn or not.
"allowHillsCreeperSpawning": true,
// Change the Savannah Creeper to spawn or not.
"allowSavannahCreeperSpawning": true,
// Change the Mushroom Creeper to spawn or not.
"allowMushroomCreeperSpawning": true,
// Change the Swamp Creeper to spawn or not.
"allowSwampCreeperSpawning": true,
// Change the Dripstone Creeper to spawn or not.
"allowDripstoneCreeperSpawning": true,
// Change the Cave Creeper to spawn or not.
"allowCaveCreeperSpawning": true,
// Change the Dark Oak Creeper to spawn or not.
"allowDarkOakCreeperSpawning": true,
// Change the Spruce Creeper to spawn or not.
"allowSpruceCreeperSpawning": true,
// Change the Beach Creeper to spawn or not.
"allowBeachCreeperSpawning": true,
// Change the Snowy Creeper to spawn or not.
"allowSnowyCreeperSpawning": true,
// Change the Ocean Creeper to spawn or not.
"allowOceanCreeperSpawning": true,
// Change the Birch Creeper to spawn or not.
"allowBirchCreeperSpawning": true
}
}

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@@ -1,11 +0,0 @@
{
// The version of the config file. Do not change this unless you know what you are doing.
"rconfig:version": 0,
/*
* Change the Vanilla Creeper to a new and improved texture with better animations.
* §cNote: Restart required to see changes.
*/
"replaceDefaultCreeper": true,
// Shows your cosmetic on your player for others.
"showCosmetic": true
}

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@@ -1,21 +0,0 @@
[necklace]
# Default: 0.20000000298023224
# Range: 0.0 ~ 1.0
swim_sped = 0.20000000298023224
# Default: 0.10000000149011612
# Range: 0.0 ~ 1.0
drowned_range_debuff = 0.10000000149011612
# Default: 0.10000000149011612
# Range: 0.0 ~ 1.0
guardian_range_debuff = 0.10000000149011612
[grappling_hook]
# Default: 1.0
# Range: 0.0 ~ 10.0
launch_speed = 1.0
# Default: 4.0
# Range: 1.0 ~ 1000.0
max_speed = 4.0
# Default: 32.0
# Range: 4.0 ~ 128.0
max_distance = 32.0

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@@ -1,9 +0,0 @@
# Configuration file for adding microblock materials for aesthetic blocks added by mods
# The '#' character defines a comment, everything after this character on a given line will be ignored.
# Each line needs to be of the form <registry_name>[property=value,otherProperty=value]
# <registry_name> being the registry name of the block. E.G: 'minecraft:stone'
# This can optionally be followed by Key-Value pairs describing any block state properties.
# If no properties are defined, the default state of the block will be used.
# Examples:
#minecraft:stone
#minecraft:grass_block[snowy=true]

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@@ -1,64 +0,0 @@
{
"format_version_do_not_edit": 2,
"general": {
"mod_enabled": true,
"controls": {
"switch_roll_and_yaw": false,
"invert_pitch": false,
"momentum_based_mouse": false,
"momentum_mouse_deadzone": 0.2,
"show_momentum_widget": true,
"activation_behaviour": "VANILLA",
"disable_when_submerged": true
},
"hud": {
"show_horizon": false
},
"banking": {
"enable_banking": true,
"banking_strength": 20.0,
"simulate_control_surface_efficacy": false,
"automatic_righting": false,
"righting_strength": 50.0
},
"thrust": {
"enable_thrust": false,
"max_thrust": 2.0,
"thrust_acceleration": 0.1,
"thrust_particles": true
},
"misc": {
"enable_easter_eggs": true
}
},
"sensitivity": {
"smoothing": {
"smoothing_enabled": true,
"smoothing_pitch": 1.0,
"smoothing_yaw": 0.4,
"smoothing_roll": 1.0
},
"camera_smoothing": {
"pitch": 1.0,
"yaw": 2.5,
"roll": 1.0
},
"desktop": {
"pitch": 1.0,
"yaw": 0.4,
"roll": 1.0
},
"controller": {
"pitch": 1.0,
"yaw": 0.4,
"roll": 1.0
}
},
"advanced": {
"banking_x_formula": "sin($roll * TO_RAD) * cos($pitch * TO_RAD) * 10 * $banking_strength",
"banking_y_formula": "(-1 + cos($roll * TO_RAD)) * cos($pitch * TO_RAD) * 10 * $banking_strength",
"elevator_efficacy_formula": "$velocity_x * $look_x + $velocity_y * $look_y + $velocity_z * $look_z",
"aileron_efficacy_formula": "$velocity_x * $look_x + $velocity_y * $look_y + $velocity_z * $look_z",
"rudder_efficacy_formula": "$velocity_x * $look_x + $velocity_y * $look_y + $velocity_z * $look_z"
}
}

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@@ -1 +0,0 @@
{}

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@@ -1,193 +0,0 @@
[ui.magic]
#Offset for the x position of the skill bar
# Default: 0
# Range: > -2147483648
skill_bar_x_offset = 0
#Offset for the x position of the skill bar
# Default: 0
# Range: > -2147483648
skill_bar_y_offset = 0
#How long until the red overlay activates if an ability is disabled.
# Default: 0.8
# Range: 0.0 ~ 1.7976931348623157E308
mark_disabled_abilities_red_delay = 0.8
#Offset for the y position of the cast bar
# Default: 0
# Range: > -2147483648
casterBarYPos = 0
#How fast the lerp speed is for marking disabled abilities red.
# Default: 0.05
# Range: 0.0 ~ 1.0
mark_disabled_abilities_red_lerp_speed = 0.05
#Offset for the y position of the mana bar
# Default: 0
# Range: > -2147483648
mana_bar_y_offset = 0
#Offset for the x position of the mana bar
# Default: 0
# Range: > -2147483648
mana_bar_x_offset = 0
#Offset for the x position of the cast bar
# Default: 0
# Range: > -2147483648
cast_bar_x_offset = 0
[ui.hud]
#If enabled the vanilla food bar will be shown
show_vanilla_food_bar = false
#If enabled the vanilla experience bar will be shown
show_vanilla_experience_bar = false
[ui.dragon_soul]
#Offset to the y position of the dragon soul bar indicator
# Default: 0
# Range: > -2147483648
dragon_soul_bar_y_offset = 0
#Offset to the x position of the dragon soul bar indicator
# Default: 0
# Range: > -2147483648
dragon_soul_bar_x_offset = 0
[ui.growth]
#Offset for the x position of the item growth icon
# Default: 0
# Range: > -2147483648
growth_x_offset = 0
#Offset for the y position of the item growth icon
# Default: 0
# Range: > -2147483648
growth_y_offset = 0
[ui.spin]
#Offset to the y position of the spin cooldown indicator
# Default: 0
# Range: > -2147483648
spin_cooldown_y_offset = 0
#Offset to the x position of the spin cooldown indicator
# Default: 0
# Range: > -2147483648
spin_cooldown_x_offset = 0
[tooltips]
#Determines how dragon food tooltip is handled
#none: no food tooltip / default: always show current and others when shift is pressed / only_current: never show others / all_shift: show current and others only when shift is pressed
#Allowed Values: NONE, DEFAULT, ONLY_CURRENT, ALL_SHIFT
food_tooltip_style = "DEFAULT"
#If enabled certain modifications to some tooltips will be made (e.g. dragon food items)
tooltip_changes = true
#Adds enchantment descriptions to enchanted books which contain 1 enchantment (and said enchantment is from this mod)
enchantment_descriptions = true
[effects]
#Determines how (or whether) ability effects should be displayed
#Allowed Values: HIDDEN, INVENTORY, GAME, INVENTORY_AND_GAME
ability_effect_display_type = "INVENTORY_AND_GAME"
#Bypasses the set display type in case certain effects should be always visible (namespace:path)
#The id to be specified here can be seen when hovering the effect with advanced tooltips enabled
ability_effect_always_visible = ["dragonsurvival:dragon_wings", "dragonsurvival:ender_dragon_curse"]
[effects.hunter]
#If enabled items held in first person will also appear translucent
hunter_translucent_items_in_first_person = true
#This enables the shader features of fabulous mode which are needed for translucency to work correctly
hunter_fix_translucency = true
[rendering]
#If enabled dragon claws and teeth will have an overlay depending on the items in the claw slots
render_dragon_claws = true
#If enabled the dragon body will be visible in first person while flying
render_first_person_flight = false
#Disable all size-based camera modifications from DS
disable_camera_modifications = false
#Flat offset for the dragon's third person camera (is added after all other factors are combined)
# Default: 2.0
# Range: 0.0 ~ 32.0
flat_dragon_camera_offset = 2.0
#If enabled name tags will be shown for dragons
dragon_name_tags = true
#Lower values prevent x-ray through blocks when using a small entity scale
#A value that is too low may cause issues when rendering chunks when certain (unknown) mods are present
# Default: 0.019999999552965164
# Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
min_near_plane = 0.019999999552965164
#The curios slot which may contain the backpack (if Curios is installed)
backpack_slot = "back"
#enable / disable backpack rendering
render_backpack = true
#If enabled held items will be rendered near the mouth of the dragon
#If disabled held items will be displayed on the side of the dragon
render_items_in_mouth = false
#If enabled your custom dragon skin will be rendered
render_custom_skin = true
#Base offset for the dragon's third person camera (is multiplied and scaled by the other factors)
# Default: 16.0
# Range: 0.0 ~ 32.0
base_dragon_camera_offset = 16.0
#If enabled custom skins of other players will be rendered
render_other_players_custom_skins = true
#Disables rendering of dragon shadows if a shader from Iris is active
#Rendering shadows have a heavy performance impact due to the complexity of the dragon model
skip_shader_shadows = false
#If enabled the dragon body will be visible in first person
render_dragon_in_first_person = true
#The scale at which the dragon's third person camera will stop zooming in
# Default: 0.5
# Range: 0.0 ~ 1.0
dragon_camera_minimum_scale = 0.5
#If enabled items will be rendered for dragons while in third person mode
render_held_item = true
#Renders the soul block base if enabled, as a visual indicator for the actual block
enable_soul_block_indicator = true
#How much scale impacts the third person camera distance
# Default: 0.15000000596046448
# Range: 0.0 ~ 2.0
dragon_camera_scale_factor = 0.15000000596046448
[animation]
#The amount by which the movement animation speed factor is multiplied. 1.0 represents the animation speed accurately reflecting the speed of your movement.
# Default: 1.0
# Range: 0.0 ~ 1.0
movement_animation_speed_factor = 1.0
#The factor by which the reduced additional animation speed from being bigger is multiplied. 1.0 represents the speed accurately reflecting the size of the dragon.
# Default: 1.0
# Range: 0.0 ~ 1.0
large_size_animation_speed_factor = 1.0
#The factor by which the additional animation speed from being smaller is multiplied. 1.0 represents the speed accurately reflecting the size of the dragon.
# Default: 0.3
# Range: 0.0 ~ 1.0
small_size_animation_speed_factor = 0.3
#The minimum animation speed allowed for dragons.
# Default: 0.2
# Range: 0.05 ~ 1.0
min_animation_speed = 0.2
#The maximum value that the speed factor can add to the base animation speed.
# Default: 3.0
# Range: 0.0 ~ 10.0
max_animation_speed_factor = 3.0
#The maximum animation speed allowed for dragons.
# Default: 1.5
# Range: 1.0 ~ 5.0
max_animation_speed = 1.5
[misc]
#If enabled night vision will no longer flicker when on a low duration
stable_night_vision = true
#If enabled abilities will be cast by pressing their respective keybinds
#If disabled the global casting keybind will be used
alternate_cast_mode = false
[inventory]
#If enabled the default inventory is replaced with a custom inventory
dragon_inventory = true
#If enabled there will be a button that lets you switch between the custom and vanilla inventory
inventory_toggle = true
[flight]
#Enable / Disable a zoom effect while gliding as a dragon
flight_zoom_effect = true
#If enabled flight will be activated when jumping in the air
jump_to_fly = false
#Enable / Disable camera movement while gliding as a dragon
flight_camera_movement = true
#If enabled together with [jump_to_fly] you will be required to look at the sky to start flying
lookAtSkyForFlight = false

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@@ -1,502 +0,0 @@
[magic]
#Max. duration (in ticks) (20 ticks = 1 second) the source of magic effect can stack up to
# Default: 36000
# Range: > 0
source_of_magic_max_duration = 36000
[magic.abilities]
#If enabled all abilities will remain when changing dragon species
#This does not mean that the other dragon species gains these abilities
#It means that when turning to the previous type the abilities will have the same levels
save_all_abilities = false
[dragon_hunters]
#How many experience points are gained when stealing from villagers
# Default: 4
# Range: > 0
pillager_experience_gain = 4
#Cooldown in ticks (20 ticks = 1 second) before the entity can be pillaged again
# Default: 6000
# Range: > -2147483648
pillage_cooldown = 6000
#Max. distance the pillage icon will be rendered at (0 means it will be disabled)
# Default: 32
# Range: > -2147483648
max_pillage_render_distance = 32
#Determines how long (in seconds) the trapped effect lasts
# Default: 5.0
# Range: 0.0 ~ 1.7976931348623157E308
trapped_effect_duration = 5.0
[dragon_hunters.leader]
#Base value for the movement speed attribute
# Default: 0.35
# Range: 0.0 ~ 1.7976931348623157E308
leader_movement_speed = 0.35
#Base value for the armor toughness attribute
# Default: 0.0
# Range: 0.0 ~ 1.7976931348623157E308
leader_armor_toughness = 0.0
#Base value for the armor attribute
# Default: 0.0
# Range: 0.0 ~ 1.7976931348623157E308
leader_armor = 0.0
#Base value for the max health attribute
# Default: 24.0
# Range: 1.0 ~ 1.7976931348623157E308
leader_health = 24.0
#Base value for the knockback resistance attribute
# Default: 0.0
# Range: 0.0 ~ 1.7976931348623157E308
leader_knockback_resistance = 0.0
[dragon_hunters.knight]
#Base value for the attack knockback attribute
# Default: 0
# Range: > 0
knight_attack_knockback = 0
#Base value for the movement speed attribute
# Default: 0.3
# Range: 0.0 ~ 1.7976931348623157E308
knight_movement_speed = 0.3
#Base value for the knockback resistance attribute
# Default: 0.0
# Range: 0.0 ~ 1.7976931348623157E308
knight_knockback_resistance = 0.0
#Determines the chance (in %) of knights having a shield
# Default: 0.1
# Range: 0.0 ~ 1.7976931348623157E308
knight_shield_chance = 0.1
#Base value for the attack damage attribute
# Default: 12
# Range: > 0
knight_damage = 12
#Base value for the max health attribute
# Default: 40.0
# Range: 1.0 ~ 1.7976931348623157E308
knight_health = 40.0
#Base value for the armor toughness attribute
# Default: 0.0
# Range: 0.0 ~ 1.7976931348623157E308
knight_armor_toughness = 0.0
#Base value for the armor attribute
# Default: 10.0
# Range: 0.0 ~ 1.7976931348623157E308
knight_armor = 10.0
[dragon_hunters.griffin]
#Base value for the flying speed attribute
# Default: 0.2
# Range: 0.0 ~ 1.7976931348623157E308
griffin_flying_speed = 0.2
#Base value for the max health attribute
# Default: 10.0
# Range: 1.0 ~ 1.7976931348623157E308
griffin_health = 10.0
#Base value for the attack damage attribute
# Default: 2
# Range: > 0
griffin_damage = 2
#Base value for the knockback resistance attribute
# Default: 0.0
# Range: 0.0 ~ 1.7976931348623157E308
griffin_knockback_resistance = 0.0
#Base value for the attack knockback attribute
# Default: 0
# Range: > 0
griffin_attack_knockback = 0
#Determines the attack radius of the griffin
# Default: 0.9
# Range: 0.0 ~ 256.0
griffin_range = 0.9
#Base value for the armor attribute
# Default: 0.0
# Range: 0.0 ~ 1.7976931348623157E308
griffin_armor = 0.0
#Base value for the movement speed attribute
# Default: 0.2
# Range: 0.0 ~ 1.7976931348623157E308
griffin_movement_speed = 0.2
#Base value for the armor toughness attribute
# Default: 0.0
# Range: 0.0 ~ 1.7976931348623157E308
griffin_armor_toughness = 0.0
[dragon_hunters.spearman]
#Additional vertical reach for the spearman
# Default: 2.5
# Range: 0.0 ~ 256.0
spearman_bonus_vertical_reach = 2.5
#Base value for the armor attribute
# Default: 2.0
# Range: 0.0 ~ 1.7976931348623157E308
spearman_armor = 2.0
#Base value for the armor toughness attribute
# Default: 0.0
# Range: 0.0 ~ 1.7976931348623157E308
spearman_armor_toughness = 0.0
#Base value for the knockback resistance attribute
# Default: 0.0
# Range: 0.0 ~ 1.7976931348623157E308
spearman_knockback_resistance = 0.0
#Base value for the attack knockback attribute
# Default: 0
# Range: > 0
spearman_attack_knockback = 0
#Additional horizontal reach for the spearman
# Default: 0.5
# Range: 0.0 ~ 256.0
spearman_bonus_horizontal_reach = 0.5
#Base value for the max health attribute
# Default: 24.0
# Range: 1.0 ~ 1.7976931348623157E308
spearman_health = 24.0
#Base value for the attack damage attribute
# Default: 6
# Range: > 0
spearman_damage = 6
#Base value for the movement speed attribute
# Default: 0.35
# Range: 0.0 ~ 1.7976931348623157E308
spearman_movement_speed = 0.35
[dragon_hunters.ambusher]
#Base value for the attack knockback attribute
# Default: 0
# Range: > 0
ambusher_attack_knockback = 0
#Determines the amount of time (in ticks) (20 ticks = 1 second) that needs to pass before another ambusher spawn attempt is made
# Default: 12000
# Range: > 1
ambusher_spawn_frequency = 12000
#Base value for the movement speed attribute
# Default: 0.3
# Range: 0.0 ~ 1.7976931348623157E308
ambusher_movement_speed = 0.3
#Determines how many spearman reinforce the ambusher when he is attacked
# Default: 4
# Range: 0 ~ 256
spearman_reinforcement_count = 4
#Base value for the armor attribute
# Default: 10.0
# Range: 0.0 ~ 1.7976931348623157E308
ambusher_armor = 10.0
#Base value for the armor toughness attribute
# Default: 0.0
# Range: 0.0 ~ 1.7976931348623157E308
ambusher_armor_toughness = 0.0
#Base value for the knockback resistance attribute
# Default: 0.0
# Range: 0.0 ~ 1.7976931348623157E308
ambusher_knockback_resistance = 0.0
#Determines the crossbow attack rate (in ticks) (20 ticks = 1 second) of the ambusher
# Default: 65
# Range: > 65
ambusher_attack_interval = 65
#Determines how many hounds reinforce the ambusher when he is attacked
# Default: 2
# Range: 0 ~ 256
hound_reinforcement_count = 2
#Determines the chance (in %) of an ambusher spawning
#The spawn frequency will reset even if no actual spawn occurs due to this chance not being met
# Default: 0.2
# Range: 0.0 ~ 1.0
amusher_spawn_chance = 0.2
#Base value for the attack damage attribute
# Default: 12
# Range: > 0
ambusher_damage = 12
#Base value for the max health attribute
# Default: 40.0
# Range: 1.0 ~ 1.7976931348623157E308
ambusher_health = 40.0
[dragon_hunters.hound]
#Base value for the armor toughness attribute
# Default: 0.0
# Range: 0.0 ~ 1.7976931348623157E308
hound_armor_toughness = 0.0
#Base value for the attack damage attribute
# Default: 2
# Range: > 0
hound_damage = 2
#Base value for the max health attribute
# Default: 10.0
# Range: 1.0 ~ 1.7976931348623157E308
hound_health = 10.0
#Base value for the armor attribute
# Default: 0.0
# Range: 0.0 ~ 1.7976931348623157E308
hound_armor = 0.0
#Base value for the attack knockback attribute
# Default: 0
# Range: > 0
hound_attack_knockback = 0
#Base value for the movement speed attribute
# Default: 0.45
# Range: 0.0 ~ 1.7976931348623157E308
hound_movement_speed = 0.45
#Determines the chance (in %) of the knight hound applying the slowness effect when they attack
# Default: 0.5
# Range: 0.0 ~ 1.0
hound_slowdown_chance = 0.5
#Base value for the knockback resistance attribute
# Default: 0.0
# Range: 0.0 ~ 1.7976931348623157E308
hound_knockback_resistance = 0.0
[effects.charged]
#Determines the damage dealt by the charged effect
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
charged_effect_damage = 1.0
#Amount of entities the charged effect can chain to at once
# Default: 2
# Range: > 0
charged_effect_max_chain_targets = 2
#Determines the max. amount of times the charged effect can chain. Set to -1 for infinite chaining
# Default: 5
# Range: > -1
charged_effect_max_chain = 5
#Determines the radius of the charged effect spread
# Default: 3.0
# Range: 0.0 ~ 256.0
charged_effect_spread_radius = 3.0
[effects.stress]
#The amount of exhaustion applied every 20 ticks while stressed. Each amplifier level cuts the delay in half.
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
stress_exhaustion = 1.0
[effects.drain]
#Determines the damage dealt by the drain effect
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
drain_effect_damage = 1.0
[effects.blast_dust]
#A multiplier to the amplifier which determines the explosion radius of the blast dust effect
# Default: 0.6000000238418579
# Range: 0.0 ~ 256.0
blast_dust_explosion_multiplier = 0.6000000238418579
[effects.hunter]
#If enabled other players will be fully invisible at maximum hunter stacks
hunter_full_invisibility = false
#Determines the damage bonus (0.5 -> 50%) per level of the effect
#The damage bonus scales with the current stacks, max. amount being reached at max. stacks
# Default: 0.75
# Range: 4.9E-324 ~ 1.7976931348623157E308
hunter_damage_per_level = 0.75
#The current level compared to the maximum level determines how quickly stacks are gained or lost
# Default: 4
# Range: > -2147483648
hunter_max_level = 4
[drops]
#Determines the chance (in %) of weak dragon hearts dropping from entities with a maximum health between 20 and 50
# Default: 0.01
# Range: 0.0 ~ 1.0
weak_dragon_heart_chance = 0.01
#Determines the chance (in %) of dragon heart shards dropping from entities with a maximum health between 14 and 20
# Default: 0.03
# Range: 0.0 ~ 1.0
dragon_heart_shard_chance = 0.03
#Should the entity type tag 'drops_weak_dragon_heart' be treated as a whitelist instead of a blacklist?
weak_dragon_heart_white_list = false
#Should the entity type tag 'drops_dragon_heart_shard' be treated as a whitelist instead of a blacklist?
dragon_heart_white_list = false
#Should the entity type tag 'drops_elder_dragon_heart' be treated as a whitelist instead of a blacklist?
elder_dragon_heart_white_list = false
#Determines the chance (in %) of elder dragon hearts dropping from entities with a maximum health above 50
# Default: 0.01
# Range: 0.0 ~ 1.0
elder_dragon_heart_chance = 0.01
[drops.ore]
#Determines the chance (in %) of bones dropping when a dragon harvests an ore block
# Default: 0.01
# Range: 0.0 ~ 1.0
dragon_ore_bone_chance = 0.01
#Determines the chance (in %) of dust dropping when a dragon harvests an ore block
# Default: 0.2
# Range: 0.0 ~ 1.0
dragon_ore_dust_chance = 0.2
#Determines the chance (in %) of bones dropping when a human harvests an ore block
# Default: 0.0
# Range: 0.0 ~ 1.0
human_ore_bone_chance = 0.0
#Require the ore to drop experience for it to drop dragon ore items
require_experience_drop_for_dragon_ore = true
#Determines the chance (in %) of dust dropping when a human harvests an ore block
# Default: 0.1
# Range: 0.0 ~ 1.0
human_ore_dust_chance = 0.1
[growth]
#If enabled the current growth will be saved for the current dragon species when changing types or reverting back to being a human
save_growth_stage = false
[growth.big_dragon]
#The amount of ticks (20 ticks = 1 second) before an entity can be crushed again
# Default: 20
# Range: 0 ~ 20
crushing_interval = 20
#Determines the percentage chance that a block is removed, bypassing sound or particle effects
#This is to avoid potential lag issues due to large amounts of sound effects or particles
# Default: 0.96
# Range: 0.0 ~ 1.0
block_destruction_removal = 0.96
#The size ratio between the entity and the crusher for crushing to occur
# Default: 0.25
# Range: 0.0 ~ 1.0
crushing_size_ratio = 0.25
[penalties]
#If enabled dragons will be limited to riding the entities in the entity tag 'dragonsurvival:vehicle_whitelist'
limited_riding = true
#Enable / Disable the penalty system
enable_penalties = true
[general]
#If enabled the items in the claw inventory will not drop on death
retain_claw_items = false
#If enabled dragon claw and teeth (which indicate the currently equipped claw tools) will be synchronized to other players
#This may be relevant for any sort of PvP content
sync_claw_render = true
#If enabled players will be given a choice to select a dragon species when first joining the world
start_with_dragon_choice = true
#If enabled dragons will not take suffocation damage
disable_dragon_suffocation = true
#Cooldown (in seconds) after using an altar
# Default: 0
# Range: > 0
altar_cooldown = 0
#Enables the transformation of certain blocks into dragon altars when using an elder dragon bone item on them
transform_altar = true
#If enabled players that have not yet chosen a dragon species will be able to do so from the vanilla inventory
allow_dragon_choice_from_inventory = true
#If enabled, players will start as a dragon and will never be allowed to be a human.
no_humans_allowed = false
[source_of_magic]
#Source of magic that does not match the dragon species will damage the player if enabled
damage_on_wrong_source_of_magic = true
[wings]
#How much does the change in horizontal speed impact the damage taken from a collision whilst flying?
# Default: 10.0
# Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
collision_damage_speed_factor = 10.0
#The amount of damage subtracted from the base damage when a collision occurs whilst flying.
# Default: 3.0
# Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
collision_damage_threshold = 3.0
#If enabled dragons will automatically stop fold their wings (i.e. stop flying) when landing
fold_wings_on_land = false
#If enabled hovering will behave the same as creative flight (i.e. stable flight)
stable_hover = false
#Flight speed multiplier
# Default: 0.3
# Range: 0.1 ~ 1.0
flight_speed_multiplier = 0.2
#Cooldown (in seconds) of the spin attack during flight
# Default: 5
# Range: > 0
flight_spin_cooldown = 5
#Determines the food values at which the dragon will stop being able to fly mid-flight
# Default: 0
# Range: 0 ~ 20
fold_wings_threshold = 0
#Dragons always accelerate vertically when flying, even when they aren't moving fast enough.
no_speed_requirement_for_vertical_acceleration = false
#Dragons will take fall damage from colliding whilst glide-flying (similar to elytra).
enable_flight_fall_damage = true
#Determines the amount of ticks (20 ticks = 1 second) it takes for one hunger point to be drained while flying
# Default: 50
# Range: > 1
flight_hunger_ticks = 50
#Dragons will take damage from colliding whilst glide-flying (similar to elytra).
enable_collision_damage = true
#Determines the required food values to be able to fly
# Default: 6
# Range: 0 ~ 20
flight_hunger_threshold = 6
[items.dragon_soul]
#Default animation for the soul block
soul_block_default_animation = "sit"
#Enables the placement of dragon souls
enable_dragon_soul_placement = true
#Cooldown (in ticks) (20 ticks = 1 second) that occurs after using the dragon soul
# Default: 1200
# Range: > 0
dragon_soul_cooldown = 1200
[primordial_anchor]
#If enabled, the primordial anchor will give the flight grant state.
primordial_anchor_gives_flight_grant_state = true
#If enabled, the primordial anchor will give the spin grant state.
primordial_anchor_gives_spin_grant_state = false
#If enabled, the primordial anchor will become unusuable as long as the ender dragon is dead.
anchor_has_bloody_state = true
[treasure]
#The maximum amount of additional treasure that can affect the health regeneration reduction
#Only treasures within a 16 x 9 x 16 radius are considered
# Default: 240
# Range: 1 ~ 2304
max_treasure_for_rate_reduction = 240
#Sleeping on treasure blocks will regenerate health if enabled
treasure_health_regeneration = true
#The time in ticks (20 ticks = 1 second) it takes to recover 1 health while sleeping on treasure
# Default: 280
# Range: > 0
treasure_health_regeneration_rate = 280
#The amount of ticks (20 ticks = 1 second) each nearby treasure reduces the health regeneration time by
#(i.e. it increases the rate of regeneration)
# Default: 1
# Range: > 0
nearby_treasure_rate_reduction = 1
#Effects that are granted when skipping a night when sleeping on treasures
#Format: resource/tag;duration;amplifier;duration_multiplier;amplifier_multiplier
#The resource can also be defined using regular expressions (for both namespace and path)
#the multipliers are applied per nearby treasure ('max_treasure_for_rate_reduction' is used as limit)
#(amplifier is calculated with +1, the +1 is subtracted for the final result)
effects_on_sleep = ["minecraft:regeneration;200;0;0.5;0.01"]
[ender_dragon]
#If enabled, the ender dragon will curse you with an effect that prevents you from using some of your abilities when killed.
ender_dragon_curses_you = true
[food]
#Disable all modifications that dragon survival does to the food system. Some mods will have this setting automatically enabled (such as TFC).
disable_dragon_food_handling = false
#Dragons will need to adhere to their diets if enabled
dragon_food_is_required = true
#Chance of getting poisoned from eating non-dragon food
# Default: 0.5
# Range: 0.0 ~ 1.0
bad_food_poison_chance = 0.5
[riding]
#Offset the riding position per entity type
#Format: resource/tag;x_offset;y_offset;z_offset
#The resource can also be defined using regular expressions (for both namespace and path)
riding_offsets = ["#c:boats;0.0;0.9;0.0"]
[debug]
#If enabled vaults will immediately update their state
force_vault_state_updates = false
[abilities]
#Determines how players are handled for the initial targeting of abilities
#The flags can be combined, e.g. '3' combines the flags '1' and '2'
#0: No special handling (players are allies on the same team, otherwise they count as 'neutral')
#1: They are always considered as 'ally'
#2: They are always considered as 'enemy' (unless they're on the same team without friendly fire enabled)
#4: Enabled Friendly fire on a team no longer flags players as 'enemy'
# Default: 0
# Range: > -2147483648
player_targeting_handling = 0

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@@ -1,23 +0,0 @@
#Beach Update
[beach]
#How often (in percentage) should Coconut Crabs spawn when a coconut breaks? Set it to 0.0 to disable this.
# Default: 0.2
# Range: 0.0 ~ 1.0
coconutCrabSpawnChance = 0.2
#Desert Update
[desert]
#How often (in percentage) should prickly pears grow when a cactus reaches full height? Set it to 0.0 to disable this.
# Default: 1.0
# Range: 0.0 ~ 1.0
pricklyPearGrowthChance = 1.0
#Lush Caves Update
[lush_caves]
#Vanilla Azalea trees will have azalea logs instead of oak logs
replaceAzaleaTree = true
#Plains
[plains]
#Should Foxes attack Squirrels?
foxesAttackSquirrels = true

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@@ -1,10 +0,0 @@
#Whether to log the dirt block on common setup
logDirtBlock = true
#A magic number
# Default: 42
# Range: > 0
magicNumber = 42
#What you want the introduction message to be for the magic number
magicNumberIntroduction = "The magic number is... "
#A list of items to log on common setup.
items = ["minecraft:iron_ingot"]

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@@ -1,69 +0,0 @@
{
"configVersion": 7,
"renderNametagsThroughWalls": true,
"blockEntityWhitelist": [
"create:rope_pulley",
"botania:flame_ring",
"minecraft:beacon",
"create:hose_pulley",
"betterend:eternal_pedestal",
"botania:magic_missile",
"botania:falling_star"
],
"entityWhitelist": [
"botania:mana_burst",
"drg_flares:drg_flares",
"quark:soul_bead"
],
"tracingDistance": 128,
"debugMode": false,
"sleepDelay": 10,
"hitboxLimit": 50,
"captureRate": 5,
"tickCulling": true,
"tickCullingWhitelist": [
"minecraft:block_display",
"alexscaves:gum_worm",
"minecraft:jungle_boat",
"minecraft:spruce_boat",
"mts:builder_rendering",
"drg_flares:drg_flares",
"minecraft:mangrove_boat",
"mts:builder_existing",
"minecraft:acacia_boat",
"minecraft:birch_chest_boat",
"create:contraption",
"drg_flares:drg_flare",
"minecraft:birch_boat",
"minecraft:boat",
"mts:builder_seat",
"minecraft:cherry_boat",
"minecraft:spruce_chest_boat",
"alexscaves:gum_worm_segment",
"minecraft:dark_oak_boat",
"minecraft:oak_chest_boat",
"avm_staff:campfire_flame",
"minecraft:dark_oak_chest_boat",
"minecraft:text_display",
"create:gantry_contraption",
"minecraft:oak_boat",
"minecraft:pale_oak_boat",
"minecraft:acacia_chest_boat",
"minecraft:cherry_chest_boat",
"minecraft:item_display",
"create:stationary_contraption",
"minecraft:bamboo_raft",
"minecraft:firework_rocket",
"minecraft:jungle_chest_boat",
"create:carriage_contraption",
"minecraft:pale_oak_chest_boat",
"minecraft:bamboo_chest_raft",
"minecraft:mangrove_chest_boat",
"voidscape:corrupted_pawn"
],
"disableF3": false,
"skipEntityCulling": false,
"skipBlockEntityCulling": false,
"blockEntityFrustumCulling": true,
"forceDisplayCulling": false
}

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@@ -1,23 +0,0 @@
#Debug Mode
[debug]
#Enable Debug Mode for Developement
enableDebug = false
#Recipe book
[recipe_book]
#Should the Oven have a Recipe Book available on its interface?
enableRecipeBookOven = false
#Mint
[mint_spread]
#Should mint spread?
shouldMintSpread = true
#How fast should mint spread? (Higher number = Slower)
# Default: 6
# Range: 1 ~ 100
mintSpreadRate = 6
#Spooky Things
[spooky]
#All Year Spooky
allYearSpooky = false

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@@ -1,71 +0,0 @@
#General settings
[general]
#Blacklisted Sounds - add the name of the sounds to blacklist, separated with comma
#Default: "ui.", "music.", "ambient."
forbiddenSounds = ["ui.", "music.", "ambient."]
#General mod muffling, any sound from these mods will be muffled down to the provided volume.
#Name of the mod and desired volume, separated by ":"
#Example: "minecraft:50", "extremesoundmuffler:0"
#Default: empty
modsMuffled = []
#Allow the "ALL" sounds list to include the blacklisted sounds?
#Default: false
lawfulAllList = false
#Volume set when pressed the mute button by default
#Default: 0
# Default: 0.0
# Range: 0.0 ~ 0.9
defaultMuteVolume = 0.0
#Set to true to move the muffle and play buttons to the left side of the GUI
#Default: false
leftButtons = false
#Show tips in the Muffler screen?
#Default: true
showTip = true
#Whether or not use the dark theme
#Default: false
useDarkTheme = false
#Inventory button settings
[inventory_button]
#Disable the Muffle button in the player inventory?
#Default: false
disableInventoryButton = false
#Coordinates for the Muffler button in the player inventory.
# You can change this in game by holding the RMB over the button and draging it around
#Default: 75
# Default: 75
# Range: > -2147483648
invButtonX = 75
#Coordinates for the Muffler button in the player inventory.
#You can change this in game by holding the RMB over the button and draging it around
#Default: 7
# Default: 7
# Range: > -2147483648
invButtonY = 7
#Disable the Muffle button in the creative player inventory?
#Default: false
disableCreativeInventoryButton = false
#Coordinates for the Muffler button in the creative player inventory.
# You can change this in game by holding the RMB over the button and draging it around
#Default: 2
# Default: 2
# Range: > -2147483648
creativeInvButtonX = 2
#Coordinates for the Muffler button in the creative player inventory.
#You can change this in game by holding the RMB over the button and draging it around
#Default: 2
# Default: 2
# Range: > -2147483648
creativeInvButtonY = 2
#Anchor settings
[Anchors]
#Disable the Anchors?
#Default: false
disableAnchors = false
#Set max size for anchors (Warning: high values may cause LAG!).
#Default: 32
# Default: 32
# Range: > 1
anchorRange = 32

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@@ -1,9 +0,0 @@
#Indigo properties file
#Thu Feb 26 19:25:38 CST 2026
always-tesselate-blocks=auto
ambient-occlusion-mode=hybrid
debug-compare-lighting=auto
fix-exterior-vertex-lighting=auto
fix-luminous-block-ambient-occlusion=auto
fix-mean-light-calculation=auto
fix-smooth-lighting-offset=auto

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@@ -1,8 +0,0 @@
#Client settings
[client]
#Should the hunger bar have a gilded overlay when the player has the Nourishment effect?
nourishmentHungerOverlay = true
#Should the health bar have a silver sheen when the player has the Comfort effect?
comfortHealthOverlay = true
#Should meal and drink tooltips display which effects they provide?
foodEffectTooltip = true

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@@ -1,126 +0,0 @@
#Game settings
[settings]
#Farmer's Delight adds crates (3x3) for vanilla crops, similar to Quark and Thermal Cultivation. Should they be craftable?
enableVanillaCropCrates = true
#Should Novice and Apprentice Farmers buy this mod's crops? (May reduce chances of other trades appearing)
farmersBuyFDCrops = true
#Should the Wandering Trader sell some of this mod's items? (Currently includes crop seeds and onions)
wanderingTraderSellsFDItems = true
#How often (in percentage) should Rich Soil succeed in boosting a plant's growth at each random tick? Set it to 0.0 to disable this.
# Default: 0.2
# Range: 0.0 ~ 1.0
richSoilBoostChance = 0.2
#How much of a bonus (in percentage) should each level of Fortune grant to Cutting Board chances? Set it to 0.0 to disable this.
# Default: 0.1
# Range: 0.0 ~ 1.0
cuttingBoardFortuneBonus = 0.1
#Should players be able to reel back rope, bottom to top, when sneak-using with an empty hand on them?
enableRopeReeling = true
#A list of dye colors that, when used as the background of a Canvas Sign, should default to white text when placed.
#Dyes: ["white", "orange", "magenta", "light_blue", "yellow", "lime", "pink", "gray", "light_gray", "cyan", "purple", "blue", "brown", "green", "red", "black"]
canvasSignDarkBackgroundList = ["gray", "purple", "blue", "brown", "green", "red", "black"]
#Farming
[farming]
#Which rope should Tomato Vines leave behind when mined by hand?
defaultTomatoVineRope = "farmersdelight:rope"
#Should tomato vines be able to climb any rope tagged as farmersdelight:ropes?
#Beware: this will convert these blocks into the block specified in defaultTomatoVineRope.
enableTomatoVineClimbingTaggedRopes = true
#Recipe book
[recipe_book]
#Should the Cooking Pot have a Recipe Book available on its interface?
enableRecipeBookCookingPot = true
#Vanilla item overrides
[overrides]
#Should soups and stews from vanilla Minecraft grant additional effects, like meals from this mod?
vanillaSoupExtraEffects = true
#Should Rabbit Stew be buffed with improved food stats?
rabbitStewBuff = true
#Should the Dispenser be able to operate a Cutting Board in front of it?
dispenserUsesToolsOnCuttingBoard = true
#Stack size overrides
[overrides.stack_size]
#Should BowlFoodItems in the following list become stackable to 16, much like Farmer's Delight's meals?
enableStackableSoupItems = true
#List of BowlFoodItems. They must extend this class to be affected. Default: vanilla soups and stews.
soupItemList = ["minecraft:mushroom_stew", "minecraft:beetroot_soup", "minecraft:rabbit_stew"]
#World generation
[world]
#Should this mod add some of its items (ropes, seeds, knives, meals etc.) as extra chest loot across Minecraft?
generateFDChestLoot = true
#Should FD generate Compost Heaps across all village biomes?
genVillageCompostHeaps = true
#Should FD crops show up planted randomly in various village farms?
genFDCropsOnVillageFarms = true
#Wild Cabbage generation
[world.wild_cabbages]
#Chance of generating clusters. Smaller value = more frequent.
# Default: 30
# Range: > 0
chance = 30
#Sea Beet generation
[world.wild_beetroots]
#Chance of generating clusters. Smaller value = more frequent.
# Default: 30
# Range: > 0
chance = 30
#Wild Potato generation
[world.wild_potatoes]
#Chance of generating clusters. Smaller value = more frequent.
# Default: 100
# Range: > 0
chance = 100
#Wild Carrot generation
[world.wild_carrots]
#Chance of generating clusters. Smaller value = more frequent.
# Default: 120
# Range: > 0
chance = 120
#Wild Onion generation
[world.wild_onions]
#Chance of generating clusters. Smaller value = more frequent.
# Default: 120
# Range: > 0
chance = 120
#Tomato Vines generation
[world.wild_tomatoes]
#Chance of generating clusters. Smaller value = more frequent.
# Default: 100
# Range: > 0
chance = 100
#Wild Rice generation
[world.wild_rice]
#Chance of generating clusters. Smaller value = more frequent.
# Default: 20
# Range: > 0
chance = 20
#Brown Mushroom Colony generation
[world.brown_mushroom_colonies]
#Generate brown mushroom colonies on mushroom fields
genBrownMushroomColony = true
#Chance of generating clusters. Smaller value = more frequent.
# Default: 15
# Range: > 0
chance = 15
#Red Mushroom Colony generation
[world.red_mushroom_colonies]
#Generate red mushroom colonies on mushroom fields
genRedMushroomColony = true
#Chance of generating clusters. Smaller value = more frequent.
# Default: 15
# Range: > 0
chance = 15

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@@ -1,24 +0,0 @@
#Use a slightly more compact, but also slightly slower representation for block states
compactFastMap = false
#Replace objects used to detect multi-threaded access to chunks by a much smaller field. This option is disabled by default due to very rare and very hard-to-reproduce crashes, use at your own risk!
useSmallThreadingDetector = false
#Cache the predicate instances used in multipart models
cacheMultipartPredicates = true
#Do not create a new MultipartBakedModel instance for each block state using the same multipartmodel. Requires cacheMultipartPredicates to be enabled
multipartDeduplication = true
#Deduplicate cached data for blockstates, most importantly collision and render shapes
blockstateCacheDeduplication = true
#Save memory overhead from empty data component maps/patched
dataComponentPatch = true
#Avoid creation of new strings when creating ModelResourceLocations
modelResourceLocations = true
#Use smaller data structures for "simple" models, especially models with few side-specific faces
modelSides = true
#Replace the blockstate neighbor table
replaceNeighborLookup = true
#Populate the neighbor table used by vanilla. Enabling this slightly increases memory usage, but can help with issues in the rare case where mods access it directly.
populateNeighborTable = false
#Do not store the properties of a state explicitly and read themfrom the replace neighbor table instead. Requires replaceNeighborLookup to be enabled
replacePropertyMap = true
#Deduplicate vertex data of baked quads in the basic model implementations
bakedQuadDeduplication = true

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@@ -1,98 +0,0 @@
{
flying: {
frame_width: 0.6,
frame_height: 0.5,
primary_color: -16711936,
secondary_color: -1,
primary_advisory_color: -16711681,
secondary_advisory_color: -65281,
caution_color: -256,
warning_color: -65536,
show_attitude: "HORIZON_AND_LADDER",
attitude_degree_step: 15,
draw_pitch_outside_frame: true,
show_heading_reading: true,
show_heading_scale: true,
show_speed_reading: true,
show_speed_scale: true,
show_altitude_reading: true,
show_altitude_scale: true,
show_radar_altitude: true,
show_flight_path_vector: true,
flight_path_vector_size: 1.0,
show_elytra_durability: true,
elytra_durability_units: "TIME",
show_coordinates: true,
show_ground_speed: true,
show_vertical_speed: true,
show_alerts: true,
show_status_messages: true,
show_automation_modes: true,
show_flight_directors: true,
show_course_deviation: true
},
notFlyingHasElytra: {
frame_width: 0.6,
frame_height: 0.5,
primary_color: -16711936,
secondary_color: -1,
primary_advisory_color: -16711681,
secondary_advisory_color: -65281,
caution_color: -256,
warning_color: -65536,
show_attitude: "DISABLED",
attitude_degree_step: 15,
draw_pitch_outside_frame: true,
show_heading_reading: true,
show_heading_scale: false,
show_speed_reading: false,
show_speed_scale: false,
show_altitude_reading: true,
show_altitude_scale: false,
show_radar_altitude: true,
show_flight_path_vector: false,
flight_path_vector_size: 1.0,
show_elytra_durability: true,
elytra_durability_units: "TIME",
show_coordinates: true,
show_ground_speed: true,
show_vertical_speed: false,
show_alerts: true,
show_status_messages: true,
show_automation_modes: true,
show_flight_directors: true,
show_course_deviation: false
},
notFlyingNoElytra: {
frame_width: 0.6,
frame_height: 0.5,
primary_color: -16711936,
secondary_color: -1,
primary_advisory_color: -16711681,
secondary_advisory_color: -65281,
caution_color: -256,
warning_color: -65536,
show_attitude: "DISABLED",
attitude_degree_step: 15,
draw_pitch_outside_frame: true,
show_heading_reading: false,
show_heading_scale: false,
show_speed_reading: false,
show_speed_scale: false,
show_altitude_reading: false,
show_altitude_scale: false,
show_radar_altitude: false,
show_flight_path_vector: false,
flight_path_vector_size: 1.0,
show_elytra_durability: false,
elytra_durability_units: "TIME",
show_coordinates: false,
show_ground_speed: false,
show_vertical_speed: false,
show_alerts: false,
show_status_messages: false,
show_automation_modes: false,
show_flight_directors: false,
show_course_deviation: false
}
}

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@@ -1,6 +0,0 @@
{
modEnabled: true,
hudEnabled: true,
safetyEnabled: true,
automationsAllowedInOverlays: false
}

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@@ -1,32 +0,0 @@
{
alertVolume: 0.5,
considerInvulnerability: true,
elytraDurabilityAlertMode: "WARNING_AND_CAUTION",
elytraAutoOpen: true,
elytraCloseUnderwater: true,
stallAlertMode: "WARNING_AND_CAUTION",
stallAlertMethod: "SCREEN_AND_AUDIO",
stallLimitPitch: true,
stallAutoThrust: true,
voidAlertMode: "WARNING_AND_CAUTION",
voidLimitPitch: true,
voidAutoThrust: true,
voidAutoPitch: true,
sinkRateAlertMode: "WARNING_AND_CAUTION",
sinkRateAlertMethod: "SCREEN_AND_AUDIO",
sinkRateLimitPitch: true,
sinkRateAutoThrust: true,
sinkRateAutoPitch: true,
obstacleAlertMode: "WARNING_AND_CAUTION",
obstacleAlertMethod: "SCREEN_AND_AUDIO",
obstacleLimitPitch: false,
obstacleAutoThrust: true,
obstacleAutoPitch: true,
altitudeLossAlert: true,
altitudeLossAlertMethod: "SCREEN_AND_AUDIO",
belowGlideSlopeAlertMode: "WARNING_AND_CAUTION",
belowGlideSlopeAlertMethod: "SCREEN_AND_AUDIO",
fireworkExplosiveAlert: true,
fireworkLockExplosive: true,
fireworkLockObstacles: true
}

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@@ -1,14 +0,0 @@
#Select the backend to use. Set to "DEFAULT" to let Flywheel decide.
backend = "DEFAULT"
#Enable or disable instance update limiting with distance.
limitUpdates = true
#The number of worker threads to use. Set to -1 to let Flywheel decide. Set to 0 to disable parallelism. Requires a game restart to take effect.
# Default: -1
# Range: -1 ~ 32
workerThreads = -1
#Config options for Flywheel's built-in backends.
[flw_backends]
#How smooth Flywheel's shader-based lighting should be. May have a large performance impact.
#Allowed Values: FLAT, TRI_LINEAR, SMOOTH, SMOOTH_INNER_FACE_CORRECTED
lightSmoothness = "SMOOTH"

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@@ -1,32 +0,0 @@
#Disables File Watcher. Used to automatically update config if its file has been modified.
disableConfigWatcher = false
#Should we control the window. Disabling this disables new GL features and can be bad for mods that rely on them.
earlyWindowControl = true
#Max threads for early initialization parallelism, -1 is based on processor count
maxThreads = -1
#Enable NeoForge global version checking
versionCheck = true
#Default config path for servers
defaultConfigPath = "defaultconfigs"
#Disables Optimized DFU client-side - already disabled on servers
disableOptimizedDFU = true
#Early window provider
earlyWindowProvider = "fmlearlywindow"
#Early window width
earlyWindowWidth = 854
#Early window height
earlyWindowHeight = 480
#Early window framebuffer scale
earlyWindowFBScale = 1
#Early window starts maximized
earlyWindowMaximized = false
#Skip specific GL versions, may help with buggy graphics card drivers
earlyWindowSkipGLVersions = []
#Squir?
earlyWindowSquir = false
#Define dependency overrides below
#Dependency overrides can be used to forcibly remove a dependency constraint from a mod or to force a mod to load AFTER another mod
#Using dependency overrides can cause issues. Use at your own risk.
#Example dependency override for the mod with the id 'targetMod': dependency constraints (incompatibility clauses or restrictive version ranges) against mod 'dep1' are removed, and the mod will now load after the mod 'dep2'
#dependencyOverrides.targetMod = ["-dep1", "+dep2"]
dependencyOverrides = {}

View File

@@ -1,73 +0,0 @@
{
// Allow the creation of backups automatically
"enabled": true,
// Permission level to use the /backup command
"command_permission_level": 3,
// Only send backup status to server ops
"notify_op_only": true,
// Don't send backup status at all
"do_not_notify": false,
/* Backup retention mode. Valid Modes: MAX_BACKUPS, TIERED
Note: TIERED mode is an experimental feature, Use at your own risk.
*/
"retention_mode": "MAX_BACKUPS",
// Applies to retention_mode:MAX_BACKUPS, Sets the maximum number of backups to keep
"max_backups": 5,
// Applies to retention_mode:TIERED, The latest x number of backups will be retained
"keep_latest": 5,
// Applies to retention_mode:TIERED, Sets number of hourly backups to keep
"keep_hourly": 1,
// Applies to retention_mode:TIERED, Sets number of daily backups to keep
"keep_daily": 1,
// Applies to retention_mode:TIERED, Sets number of weekly backups to keep
"keep_weekly": 1,
// Applies to retention_mode:TIERED, Sets number of monthly backups to keep
"keep_monthly": 1,
/* This is done with an implementation of cron from the Quartz java library.
More info here
(http://www.cronmaker.com)
*/
"backup_cron": "0 */30 * * * ?",
// Time between manual backups using the command
"manual_backups_time": 0,
// Only run a backup if a player has been online since the last backup
"only_if_players_been_online": true,
// Additional directories to include in backup
"additional_directories": [],
/* Additional files and directories to include in backup.
Can specify a file name, path relative to server directory or wildcard file path
Examples: (All file paths are relative to server root)
fileName.txt Any/all file named "fileName.txt"
folder/file.txt Exact file path
folder/ Everything in this folder
path/starts/with* Any files who's path starts with
*path/ends/with.txt Any files who's path ends with
*path/contains* Any files who's path contains
*/
"additional_files": [],
// Display file size in backup message
"display_file_size": false,
// backup location
"backup_location": ".",
// Specify the backup format. Valid options are ZIP and DIRECTORY
"backup_format": "ZIP",
// Minimum free disk space in MB. If a backup's creation would leave less than this amount of disk space remaining, the backup will be aborted.
"minimum_free_space": 500,
// If the previous backup failed due to lack of space, the oldest backup will be deleted to free space.
"free_space_if_needed": false,
/* Specify files or folders to be excluded.
Can specify a file name, path relative to server directory or wildcard file path
Examples: (All file paths are relative to server root)
fileName.txt Any/all file named "fileName.txt"
folder/file.txt Exact file path
folder/ Everything in this folder
path/starts/with* Any files who's path starts with
*path/ends/with.txt Any files who's path ends with
*path/contains* Any files who's path contains
*/
"excluded": [],
/* The dimension used when creating backup preview image, specify "all" to enable automatic detection of primary dimension (can be very slow)
Specify "none" to disable preview
*/
"preview_dimension": "minecraft:overworld"
}

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@@ -1,379 +0,0 @@
# FTB Essentials config file
# If you're a modpack maker, edit defaultconfigs/ftbessentials-server.snbt instead
{
# If true, the mod will register its commands to the 'ftbessentials' namespace as well as the root namespace
# otherwise it will only register to the root namespace
# This setting has no effect if 'register_to_namespace' is false
# Default: false
register_alias_as_well_as_namespace: false
# If true, the mod will register its commands to the 'ftbessentials' namespace,
# otherwise it will register to the root namespace
# Default: false
register_to_namespace: false
# Admin commands for cheating and moderation
admin: {
# Allows admins to extinguish themselves or a player using a command
extinguish: {
# Default: true
enabled: true
}
# Allows admins to fully feed themselves or a player using a command
feed: {
# Default: true
enabled: true
}
# Allows admins to toggle flying status using a command, without having to use Creative Mode
fly: {
# Default: true
enabled: true
}
# Allows admins to toggle invincibility using a command, without having to use Creative Mode
god: {
# Default: true
enabled: true
}
# Allows admins to fully heal (health, food, fire, potion effects) themselves or a player using a command
heal: {
# Default: true
enabled: true
}
# Allows admins to view other users' inventories using a command
invsee: {
# Default: true
enabled: true
}
# Allows admins to configure kits of items that can be given to players.
kit: {
# Default: true
enabled: true
}
# Allows admins to restrict players from chatting by using a command to mute (or unmute) them
mute: {
# Default: true
enabled: true
}
# Allows admins to change walk speed for themselves or a player
speed: {
# Default: true
enabled: true
}
# Allows admins to change the location of offline players.
tp_offline: {
# Default: true
enabled: true
}
}
# Cross-mod integration
integration: {
# If true, and FTB Team Bases is installed, then the '/spawn' command will instead send players to the lobby
# Default: true
team_bases_spawn_override: true
}
# Miscellaneous features and utilities
misc: {
# Allows users to access an Anvil GUI without needing an Anvil.
anvil: {
# Default: true
enabled: true
}
# Allows users to access a Crafting Table GUI without needing a Crafting Table.
crafting: {
# Default: true
enabled: true
}
# Allows users to access their ender chest, as well as admins to manage other players' ender chests.
enderchest: {
# Default: true
enabled: true
}
# Allows users to set a custom hat as their head item by using a command
hat: {
# Default: true
enabled: true
}
# Allows users to kick themselves from the server, for example if they are stuck or desynced
kickme: {
# Default: true
enabled: true
}
# Allows users to view leaderboard stats about everyone on the server.
leaderboard: {
# Default: true
enabled: true
}
# Allows users to list nearby players, sorted by distance
near: {
# Default: true
enabled: true
}
# Allows users to change their display name, as well as admins to change nicknames for other users
nick: {
# Default: true
enabled: true
}
# Allows users to announce their recording or streaming status to the server by using commands
rec: {
# Default: true
enabled: true
}
# Allows users to access a Smithing Table GUI without needing a Smithing Table.
smithing: {
# Default: true
enabled: true
}
# Allows users to access a Stonecutter GUI without needing a Stonecutter.
stonecutter: {
# Default: true
enabled: true
}
# Enables usage of a trash can inventory, which can be used to void unneeded items
trashcan: {
# Default: true
enabled: true
}
}
# Teleportation-related settings
teleportation: {
# If true, admin-level players (i.e. permission level >= 2) are exempt from
# the dimension controls defined in teleportation -> blacklists and
# in teleportation -> rtp -> dimension_blacklist/whitelist
# Default: true
admins_exempt_dimension_blacklists: true
# Allows users to return to their previous location after teleporting (or dying)
back: {
# Cooldown between /back commands (in seconds)
# You can override this with FTB Ranks using ftbessentials.back.cooldown
# Default: 30
# Range: 0 ~ 604800
cooldown: 30
# Default: true
enabled: true
# Max size of the teleport history. This limits how many times you can use /back
# You can override this with FTB Ranks using ftbessentials.back.max
# Default: 10
# Range: 0 ~ 2147483647
max: 10
# Should be the /back command only be used for returning to the last death point?
# Default: false
only_on_death: false
# Warm-up time before /back command executes (in seconds)
# You can override this with FTB Ranks using ftbessentials.back.warmup
# Default: 0
# Range: 0 ~ 604800
warmup: 0
}
# Blacklists for all teleport commands
# Wildcarded dimensions (e.g. 'somemod:*') are supported
blacklists: {
# Dimensions players aren't permitted to run teleport commands in.
# Default: []
from: [ ]
# Dimensions players aren't permitted to teleport into.
# Default: []
to: [ ]
}
# Allows users to set 'homes', which they can then freely teleport to by using /home afterwards
home: {
# Cooldown between /home commands (in seconds)
# You can override this with FTB Ranks using ftbessentials.home.cooldown
# Default: 10
# Range: 0 ~ 604800
cooldown: 10
# Default: true
enabled: true
# The minimum Y value for homes, as set by the /sethome command
# Default: -2147483648
# Range: - ~ +
home_min_y: -2147483648
# Max amount of homes a user can have.
# You can override this with FTB Ranks using ftbessentials.home.max
# Default: 1
# Range: 0 ~ 2147483647
max: 1
# Warm-up time before /home command executes (in seconds)
# You can override this with FTB Ranks using ftbessentials.home.warmup
# Default: 0
# Range: 0 ~ 604800
warmup: 0
}
# Allows admins to jump (teleport) to the focused block
jump: {
# Default: true
enabled: true
}
playerspawn: {
# Cooldown between /playerspawn commands (in seconds)
# You can override this with FTB Ranks using ftbessentials.playerspawn.cooldown
# Default: 10
# Range: 0 ~ 604800
cooldown: 10
# Default: true
enabled: true
# Warm-up time before /playerspawn command executes (in seconds)
# You can override this with FTB Ranks using ftbessentials.playerspawn.warmup
# Default: 0
# Range: 0 ~ 604800
warmup: 0
}
# Allows players to teleport to a random point in the Wilderness
# Note: This currently does not respect Claimed Chunks yet!
rtp: {
# Allow player to specify (only) custom max distance in rtp command
# You can override this with FTB Ranks using ftbessentials.rtp.custom_max
# Default: false
allow_custom_max_distance: false
# Allow player to specify custom min and max distance in rtp command
# You can override this with FTB Ranks using ftbessentials.rtp.custom_min_max
# Default: false
allow_custom_min_max_distance: false
# Cooldown between /rtp commands (in seconds)
# You can override this with FTB Ranks using ftbessentials.rtp.cooldown
# Default: 600
# Range: 0 ~ 604800
cooldown: 600
# Blacklisted dimension ID's for /rtp (player *must not* be in any of these dimensions)
# Wildcarded dimensions (e.g. 'somemod:*') are supported
# Default: ["minecraft:the_end"]
dimension_blacklist: ["minecraft:the_end"]
# Whitelisted dimension ID's for /rtp (if non-empty, player *must* be in one of these dimensions)
# Wildcarded dimensions (e.g. 'somemod:*') are supported
# Default: []
dimension_whitelist: [ ]
# Default: true
enabled: true
# /rtp max distance from spawn point
# Default: 25000
# Range: 0 ~ 30000000
max_distance: 25000
# Number of tries before /rtp gives up
# Default: 100
# Range: 1 ~ 1000
max_tries: 100
# /rtp min distance from spawn point
# Default: 500
# Range: 0 ~ 30000000
min_distance: 500
# Warm-up time before /rtp command executes (in seconds)
# You can override this with FTB Ranks using ftbessentials.rtp.warmup
# Default: 0
# Range: 0 ~ 604800
warmup: 0
}
spawn: {
# Cooldown between /spawn commands (in seconds)
# You can override this with FTB Ranks using ftbessentials.spawn.cooldown
# Default: 10
# Range: 0 ~ 604800
cooldown: 10
# Default: true
enabled: true
# Warm-up time before /spawn command executes (in seconds)
# You can override this with FTB Ranks using ftbessentials.spawn.warmup
# Default: 0
# Range: 0 ~ 604800
warmup: 0
}
# Allows players to create requests to teleport to other users on the server,
# as well as requesting other players to teleport to them
tpa: {
# Cooldown between /tpa commands (in seconds)
# You can override this with FTB Ranks using ftbessentials.tpa.cooldown
# Default: 10
# Range: 0 ~ 604800
cooldown: 10
# Default: true
enabled: true
# Warm-up time before /tpa command executes (in seconds)
# You can override this with FTB Ranks using ftbessentials.tpa.warmup
# Default: 0
# Range: 0 ~ 604800
warmup: 0
}
# Allows admins to teleport to the location a user was last seen at
tpl: {
# Default: true
enabled: true
}
# Allows admins to teleport to dimension
tpx: {
# Default: true
enabled: true
}
# Allows admins to create 'warps', which are fixed points in the world that users may teleport to using /warp
warp: {
# Cooldown between /warp commands (in seconds)
# You can override this with FTB Ranks using ftbessentials.warp.cooldown
# Default: 10
# Range: 0 ~ 604800
cooldown: 10
# Default: true
enabled: true
# Warm-up time before /warp command executes (in seconds)
# You can override this with FTB Ranks using ftbessentials.warp.warmup
# Default: 0
# Range: 0 ~ 604800
warmup: 0
}
}
}

View File

@@ -1,70 +0,0 @@
# Client-specific configuration for FTB Library
{
colorselector: {
# Colors recently selected in the color selector
# Default: []
recents: [I; ]
}
sidebar: {
buttons: {
"ftblibrary:toggle/night": {
enabled: true
x: 2
y: 0
}
"ftbessentials:trash_can": {
enabled: true
x: 0
y: 1
}
"ftblibrary:toggle/gamemode": {
enabled: true
x: 0
y: 0
}
"ftblibrary:config": {
enabled: true
x: 1
y: 1
}
"ftblibrary:toggle/day": {
enabled: true
x: 1
y: 0
}
"ftblibrary:toggle/rain": {
enabled: true
x: 3
y: 0
}
}
# Enable the sidebar
# Default: true
enabled: true
# Position of the sidebar
# Default: "top_left"
# Valid values: "top_left", "top_right", "bottom_left", "bottom_right"
position: "top_left"
}
tooltips: {
# Add the name of the mod that entities belong to in the entity face selection GUI.
# Default: true
entity_modname: true
# Add the name of the mod that fluids belong to in the fluid selection GUI.
# Default: true
fluid_modname: true
# Add the name of the mod that images belong to in the image selection GUI.
# Default: true
image_modname: true
# Add the name of the mod that items belong to in the item selection GUI.
# Note that several common mods also do this (modnametooltip,WTHIT,EMI...) so this is false by default
# Default: false
item_modname: false
}
}

View File

@@ -1,8 +0,0 @@
#Slows the mining speed of budding amethyst
slowedBuddingAmethystMiningSpeed = true
#Adds silver ingot to pillager drops
pillagerDropSilverIngot = true
#Adds spectre flares to ancient city loot
spectreFlareAncientCityLoot = true
#Adds Silver Upgrade Template to Abandoned Mineshafts or Pillager Outposts loot
silverUpgradeTemplatesLoot = true

View File

@@ -1,5 +0,0 @@
#Textures not included, make your own textures by making a resource pack that adds guard_steve_0 - 6
"Have guards use the steve model?" = false
"Have baby villagers have big heads like in bedrock?" = true
#Note that this option will automatically activate if a guard has more hearts than default
"Display guard health in icons" = true

View File

@@ -1,102 +0,0 @@
["raids and illagers"]
#Illagers In Raids Attack Animals?
"Illagers in raids attack animals?" = true
#Witches Attack Villagers?
"Witches attack villagers?" = true
#This makes Illagers run from polar bears, as anyone with common sense would.
"Have Illagers have some common sense?" = true
["mob ai in general"]
#Guards will attack all hostiles with this option, when set to false guards will only attack zombies and illagers.
"Guards attack all mobs?" = true
#Hostiles attack guards, by default only illagers and zombies will attack guards, the mob blacklist below will effect this option
"All mobs attack guards" = false
#Guards won't attack mobs in this list at all, for example, putting "minecraft:creeper" in this list will make guards ignore creepers.
"Mob Blacklist" = ["minecraft:villager", "minecraft:iron_golem", "minecraft:wandering_trader", "guardvillagers:guard", "minecraft:creeper", "minecraft:enderman"]
#Guards will additionally attack mobs ids put in this list, for example, putting "minecraft:cow" in this list will make guards attack cows.
"Mob Whitelist" = []
["villager stuff"]
"Profession Whitelist for healing ai for clerics" = ["cleric"]
"Profession Whitelist for golem repair ai" = ["armorer", "weaponsmith"]
"Profession Whitelist for guard weaponry repair ai" = ["weaponsmith", "armorer", "toolsmith"]
# Default: 3
# Range: 0 ~ 1000000
"How many times a cleric can heal a guard in one day" = 3
# Default: 3
# Range: 0 ~ 1000000
"How many times a smith villager can heal a golem in one day" = 3
# Default: 3
# Range: 0 ~ 1000000
"How many times a villager can heal a guard's equipment in one day" = 3
"Allow armorers and weaponsmiths repair guard items when down below half durability?" = true
#This will make it so villagers will only be converted into guards if the player has hero of the village
"Make it so players have to have hero of the village to convert villagers into guards?" = false
"Have it so blacksmiths heal golems under 60 health?" = true
"Have it so clerics heal guards and players with hero of the village?" = true
#This makes villagers run from polar bears, as anyone with common sense would.
"Have Villagers have some common sense?" = true
#Professions that can be converted into guards
"Profession Whitelist for guard conversion" = ["nitwit", "none"]
["golem stuff"]
"Allow Iron Golems to float on water?" = false
["guard stuff"]
"Allow guards to sink temporarily to fight mobs that are under water?" = true
#If a guard is fighting a mob underwater and the vertical distance between that mob and the guard is larger than this, the guard will instead float up to not take the risk of drowning
# Default: 8
# Range: 0 ~ 100000000
"Depth value for guards fighting underwater mobs" = 8
"Mobs that guards actively protect when they get targeted" = ["minecraft:villager", "guardvillagers:guard", "minecraft:iron_golem"]
#Mobs in this list also won't get hurt by a guard's arrow if the config option to disable guard arrows hurting villagers is enabled.
"Mobs that guards actively protect when they get hurt" = ["minecraft:villager", "guardvillagers:guard", "minecraft:iron_golem"]
# Default: 8.0
# Range: 0.0 ~ 1.0E8
"Guard crossbow attack radius" = 8.0
#Guards are placed in the middle, thus more advanced placement should be done via datapacks
"Structure pieces that spawn guards" = ["minecraft:village/common/iron_golem"]
# Default: 6
# Range: 0 ~ 100000000
"How many guards should spawn in a village?" = 6
"Allow guards to convert to zombie villagers upon being killed by zombies?" = true
"Allow the player to right click on bells to mass order guards to follow them?" = true
# Default: 100.0
# Range: -999.9000244140625 ~ 999.0
"Chance to drop equipment" = 100.0
#This makes Guards run from polar bears, as anyone with common sense would.
"Have Guards have some common sense?" = false
#This lets Guards open doors.
"Have Guards open doors?" = true
#This will make guards raise their shields all the time, on default they will only raise their shields under certain conditions
"Have Guards raise their shield all the time?" = false
# Default: 1.0
# Range: -999.9000244140625 ~ 999.0
"Chance for guards to lose durability" = 1.0
"Allow guards to teleport if following the player" = true
#This makes guards form a phalanx
"Have guards form a phalanx?" = true
#Angle is determined by taking the arccos of the inputted value, for example -1 is a straight 180 degree angle thus if that value is inputted guards will only check straight ahead to see if any friendly mobs are in the way.
# Default: -0.9
# Range: -1000000.0 ~ 1000000.0
"Angle of how ranged guards determine if a friendly mob is infront of them before firing" = -0.9
"Have guards attempt to avoid firing into other friendlies?" = true
#This is the range in which the guards will be aggroed to mobs that are attacking villagers. Higher values are more resource intensive, and setting this to zero will disable the goal.
# Default: 50.0
# Range: -500.0 ~ 500.0
Range = 50.0
#How much health a guard regenerates.
# Default: 1.0
# Range: -500.0 ~ 500.0
"Guard health regeneration amount" = 1.0
"Allow guard arrows to damage villagers, iron golems, or other guards? The i-frames will still be shown for them but they won't lose any health if this is set to false" = true
"Allow players to give guards stuff only if they have the hero of the village effect?" = false
"Allow players to set guard patrol points only if they have hero of the village" = false
# Default: 15
# Range: > -2147483648
"Minimum reputation requirement for guards to give you access to their inventories" = 15
"Have guards only follow the player if they have hero of the village?" = true
# Default: -100
# Range: -9999 ~ 9999
"How low of a reputation of a player should have to be instantly aggroed upon by guards and golems?" = -100
"Allow guards to naturally patrol villages? This feature can cause lag if a lot of guards are spawned" = false

View File

@@ -1,9 +0,0 @@
# Default: 20.0
# Range: -500.0 ~ 900.0
"Guard health" = 20.0
# Default: 0.5
# Range: -500.0 ~ 900.0
"Guard speed" = 0.5
# Default: 20.0
# Range: 0.0 ~ 900.0
"Guard follow range" = 20.0

View File

@@ -1,7 +0,0 @@
{
"client": {
"customMainMenu": true,
"dragonAuto3rdPerson": false,
"siren.shader": true
}
}

View File

@@ -1,181 +0,0 @@
{
"dragon": {
"maxHealth": 500.0,
"eggBornTime": 7200,
"maxPathingNodes": 5000,
"villagersFear": true,
"animalsFear": true,
"generate.skeletons": true,
"generate.skeletonChance": 0.0033333333333333335,
"generate.denGoldAmount": 0.25,
"generate.oreRatio": 0.022222222222222223,
"griefing": true,
"tamedGriefing": true,
"flapNoiseDistance": 4,
"fluteDistance": 8,
"attackDamage": 17,
"attackDamageFire": 2.0,
"attackDamageIce": 2.5,
"attackDamageLightning": 3.5,
"maxFlight": 256,
"goldSearchLength": 30,
"canHealFromBiting": false,
"canDespawn": true,
"sleep": true,
"digWhenStuck": true,
"breakBlockCooldown": 5,
"targetSearchLength": 128,
"wanderFromHomeDistance": 40,
"hungerTickRate": 3000,
"blockBreakingDropChance": 0.1,
"explosiveBreath": false,
"chunkLoadSummonCrystal": true,
"dragonFlightSpeedMod": 1.0,
"maxTamedDragonAge": 128,
"maxBreathTimeMul": 2.0,
"neutralToPlayer": false,
"enableBrushDragonScales": true,
"maxBrushScalesDropPerTime": 2,
"brushTimesMul": 1.0,
"loot.skull": true,
"loot.heart": true,
"loot.blood": true
},
"hippogryphs": {
"spawn": true,
"spawnWeight": 2,
"fightSpeedMod": 1.0
},
"pixie": {
"size": 5,
"stealItems": false
},
"cyclops": {
"spawnWanderingChance": 0.0011111111111111111,
"sheepSearchLength": 17,
"maxHealth": 150.0,
"attackDamage": 15.0,
"biteDamage": 40.0,
"griefing": true
},
"siren": {
"maxHealth": 50.0,
"maxSingTime": 12000,
"timeBetweenSongs": 2000
},
"gorgon": {
"maxHealth": 100.0
},
"deathworm": {
"spawnChance": 0.03333333333333333,
"targetSearchLength": 48,
"maxHealth": 10.0,
"attackDamage": 3.0,
"attackMonsters": true
},
"cockatrice": {
"spawn": true,
"spawnWeight": 4,
"chickenSearchLength": 32,
"eggChance": 0.03333333333333333,
"maxHealth": 40.0,
"chickensLayRottenEggs": true
},
"bird": {
"spawnChance": 0.0125,
"targetSearchLength": 48,
"featherDropChance": 0.04,
"featherAttackDamage": 1.0,
"flockLength": 40,
"flightHeight": 80,
"attackAnimals": false
},
"troll": {
"spawn": true,
"spawnWeight": 60,
"dropWeapon": true,
"maxHealth": 50.0,
"attackDamage": 10.0
},
"amphithere": {
"spawn": true,
"spawnWeight": 50,
"villagerSearchLength": 48.0,
"tameTime": 400,
"flightSpeed": 1.75,
"maxHealth": 50.0,
"attackDamage": 7.0
},
"seaSerpent": {
"spawnChance": 0.004,
"griefing": true,
"baseHealth": 20.0,
"attackDamage": 4.0
},
"lich": {
"spawn": true,
"spawnWeight": 4,
"spawnChance": 0.03333333333333333
},
"hydra": {
"maxHealth": 250.0
},
"hippocampus": {
"spawnChance": 0.025,
"swimSpeedMod": 1.0
},
"ghost": {
"maxHealth": 30.0,
"attackDamage": 3.0,
"fromPlayerDeaths": true,
"alwaysSpawnFromChest": false
},
"tools": {
"dragonFireAbility": true,
"dragonIceAbility": true,
"dragonLightningAbility": true,
"dragonsteelFireDuration": 15,
"dragonBloodFireDuration": 5,
"dragonsteelFrozenDuration": 300,
"dragonBloodFrozenDuration": 100,
"phantasmalBladeAbility": true,
"dragonLightningSearchRange": 10.0,
"dragonLightningDamageReduction": 0.5,
"dragonLightningMaxSearchCount": 10
},
"armors": {
"dragonSteelBaseDamage": 25.0,
"dragonSteelBaseDurability": 8000,
"dragonsteelArmorToughness": 6.0,
"dragonsteelHelmetArmor": 7,
"dragonsteelHelmetDurability": 1760,
"dragonsteelChestplateArmor": 12,
"dragonsteelChestplateDurability": 2560,
"dragonsteelLeggingsArmor": 9,
"dragonsteelLeggingsDurability": 2400,
"dragonsteelBootsArmor": 6,
"dragonsteelBootsDurability": 2080,
"dragonsteelArmorEnchantability": 30,
"dragonsteelArmorKnockbackResistance": 0.1
},
"worldgen": {
"dangerousDistanceLimit": 1000.0,
"generateFireDragonCaveChance": 1.0,
"generateFireDragonRoostChance": 1.0,
"generateIceDragonCaveChance": 1.0,
"generateIceDragonRoostChance": 1.0,
"generateLightningDragonCaveChance": 1.0,
"generateLightningDragonRoostChance": 1.0,
"generateCyclopsCaveChance": 1.0,
"generateGorgonTempleChance": 1.0,
"generateGraveYardChance": 1.0,
"generateHydraCaveChance": 1.0,
"generateMausoleumChance": 1.0,
"generatePixieVillageChance": 1.0,
"generateSirenIslandChance": 1.0
},
"misc": {
"enableDragonSeeker": true,
"dreadQueenMaxHealth": 750.0
}
}

View File

@@ -1,53 +0,0 @@
{
"globalBookmarks": {
"armorer": [],
"butcher": [],
"cartographer": [],
"cleric": [],
"farmer": [],
"fisherman": [],
"fletcher": [],
"leatherworker": [],
"librarian": [],
"mason": [],
"shepherd": [],
"toolsmith": [],
"weaponsmith": [],
"nitwit": [],
"none": []
},
"globalBookmarks1": {
"armorer": [],
"butcher": [],
"cartographer": [],
"cleric": [],
"farmer": [],
"fisherman": [],
"fletcher": [],
"leatherworker": [],
"librarian": [],
"mason": [],
"shepherd": [],
"toolsmith": [],
"weaponsmith": [],
"nitwit": [],
"none": []
},
"globalBookmarks2": {
"armorer": [],
"butcher": [],
"cartographer": [],
"cleric": [],
"farmer": [],
"fisherman": [],
"fletcher": [],
"leatherworker": [],
"librarian": [],
"mason": [],
"shepherd": [],
"toolsmith": [],
"weaponsmith": [],
"nitwit": [],
"none": []
}
}

View File

@@ -1,53 +0,0 @@
{
"globalBookmarks": {
"armorer": [],
"butcher": [],
"cartographer": [],
"cleric": [],
"farmer": [],
"fisherman": [],
"fletcher": [],
"leatherworker": [],
"librarian": [],
"mason": [],
"shepherd": [],
"toolsmith": [],
"weaponsmith": [],
"nitwit": [],
"none": []
},
"globalBookmarks1": {
"armorer": [],
"butcher": [],
"cartographer": [],
"cleric": [],
"farmer": [],
"fisherman": [],
"fletcher": [],
"leatherworker": [],
"librarian": [],
"mason": [],
"shepherd": [],
"toolsmith": [],
"weaponsmith": [],
"nitwit": [],
"none": []
},
"globalBookmarks2": {
"armorer": [],
"butcher": [],
"cartographer": [],
"cleric": [],
"farmer": [],
"fisherman": [],
"fletcher": [],
"leatherworker": [],
"librarian": [],
"mason": [],
"shepherd": [],
"toolsmith": [],
"weaponsmith": [],
"nitwit": [],
"none": []
}
}

View File

@@ -1,47 +0,0 @@
{
"package.name.className": {
"ignore": false,
"playerSideOnly": false,
"force": false,
"buttonHints": {
"SORT": {
"horizontalOffset": 0,
"top": 0,
"bottom": 0
},
"SORT_COLUMNS": {
"horizontalOffset": 0,
"top": 0,
"bottom": 0
},
"SORT_ROWS": {
"horizontalOffset": 0,
"top": 0,
"bottom": 0
},
"MOVE_TO_CONTAINER": {
"horizontalOffset": 0,
"top": 0,
"bottom": 0
},
"MOVE_TO_PLAYER": {
"horizontalOffset": 0,
"top": 0,
"bottom": 0
},
"CONTINUOUS_CRAFTING": {
"horizontalOffset": 0,
"top": 0,
"bottom": 0
},
"PROFILE_SELECTOR": {
"horizontalOffset": 0,
"top": 0,
"bottom": 0,
"hide": true
}
}
},
"another.package.name.className": {
}
}

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