#<power_scaling> = how much frequency changes depending on power. 2 means it spins twice as fast each power level (2* for rain, 4* for thunder)
#increase to have more distinct indication when weather changes
# Default: 3.0
# Range: 1.0 ~ 100.0
power_scaling=3.0
#Amplitude (maximum pitch) of first sine wave
# Default: 30.0
# Range: 0.0 ~ 360.0
max_angle_1=30.0
# Default: 10.0
# Range: 0.0 ~ 360.0
max_angle_2=10.0
#Base period in ticks at 0 power of first sine wave
# Default: 450.0
# Range: 0.0 ~ 2000.0
period_1=450.0
#This should be kept period_1/3 for a symmetric animation
# Default: 150.0
# Range: 0.0 ~ 2000.0
period_2=150.0
[blocks.flag]
#How slow a flag will oscillate. (Period of oscillation)
#Lower value = faster oscillation
# Default: 100
# Range: 0 ~ 10000
slowness=100
#How wavy the animation will be in pixels. (Wavelength)
# Default: 4.0
# Range: 0.001 ~ 100.0
wavyness=4.0
#How tall the wave lobes will be. (Wave amplitude)
# Default: 1.0
# Range: 0.0 ~ 100.0
intensity=1.0
#How much the wave amplitude increases each pixel. (Amplitude increment per pixel)
# Default: 0.3
# Range: 0.0 ~ 10.0
intensity_increment=0.3
#At which graphic settings flags will have a fancy renderer: 0=fast, 1=fancy, 2=fabulous
#Allowed Values: FAST, FANCY, FABULOUS
fanciness="FABULOUS"
#Makes flags render as sideways banner. Ignores many of the previously defined configs
render_as_banner=false
[blocks.captured_mobs]
#THIS IS ONLY FOR VISUALS! To allow more entities in cages you need to edit the respective tags!
#A list of mobs that can be ticked on client side when inside jars. Mainly used for stuff that has particles. Can cause issues and side effects so use with care
#Adds an overlay to projectile weapons in gui displaying currently selected ammo
projectile_weapon_overlay=true
#Renders an enchantment glint on placeable enchanted booksNote that turning this on will make book piles use tile renderer instead of baked models making them slower to render
placeable_books_glint=false
#Enables banner pattern tooltip image preview
banner_pattern_tooltip=true
#Enables paintings tooltip image preview
paintings_tooltip=true
#Enables sherds tooltip image preview
sherds_tooltip=true
#Size of the tooltip image used for Sherds, Blackboards, Banner patterns and Paintings
# Default: 80
# Range: 1 ~ 255
tooltip_image_size=80
#Wearing mob heads will apply post processing
mob_head_shaders=true
#Sends your current chat when you die while typing
send_chat_on_death=true
#Makes enderman and spider heads use vanilla texture. Enable for texture pack support
#Show a slime overlay when you hit an entity with a slimeball
slime_effect_overlay=true
[tweaks.colored_maps]
#Needs the server config with same name on. If on here it will ignore the server one and keep vanilla colors
tinted_blocks_on_maps=true
#Colors tall grass same color as grass
tall_grass_color=true
#Makes colored maps a bit more accurate. Might affect performance
accurate_colors=false
[items.slingshot]
#Adds an overlay to slingshots in gui displaying currently selected ammo
overlay=true
#Render the block outline for distant blocks that are reachable with a slingshot enchanted with Stasis
stasis_block_outline=true
#An RGBA color for the block outline in hex format, for example 0x00000066 for vanilla outline colors
block_outline_color="#FFFFFFFF"
#How big should a slingshot projectile look
# Default: 0.5
# Range: 0.0 ~ 1.0
projectile_scale=0.5
[items.lunch_basket]
#Adds an overlay to lunch boxes in gui displaying currently selected food
overlay=true
[items.altimeter]
#Click action for depth meter which displays current depth
click_action=true
#Allows depth meter to have unique textures per each dimension. Add more dimensions IDs and a matching texture in the correct path replacing ':' with '_'
#This is a list. Add more entries with syntax [[...]]
#Increasing this to be more than 1 will result in delth meter display image to be shown in float amounts instead of pixel perfect ones
# Default: 1
# Range: 1 ~ 10
texture_precision_multiplier=1
[items.cannonball]
#Render cannonballs as 3D models
3d_model=true
[items.quiver]
#Z offset for quiver render when wearing armor. Useful for when you have custom armor bigger than vanilla to void clipping. Leave at -1 for automatic offset
# Default: -1.0
# Range: -1.0 ~ 1.0
armor_render_offset=-1.0
#How quivers should render onto players
#Allowed Values: HIDDEN, BACK, HIP, THIGH
render_mode="THIGH"
#How skeleton with quivers should render it
#Allowed Values: HIDDEN, BACK, HIP, THIGH
skeleton_render_mode="THIGH"
#Adds an overlay to quivers in gui displaying currently selected arrow
overlay=true
#Allows using your mouse to select an arrow in the quiver GUI