#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
#Renders the swaying wall lantern through the item renderer so its shading comes from the model's normals instead of the block model's baked per-face shading. This makes the lantern shade correctly no matter which wall it faces, at the cost of losing block ambient occlusion. Only affects the animated (close-up) renderer