Add new metal, wood, and leaves types for various mods including Create, Born in Chaos, and Rechiseled; update entries for stone types and enhance configuration clarity across multiple files.

This commit is contained in:
Leonid Pershin
2026-05-08 03:03:51 +03:00
parent a5844bc8c7
commit 8844bb0e61
86 changed files with 8779 additions and 0 deletions
+108
View File
@@ -0,0 +1,108 @@
#.
#Parameters related to the physics of Aeronautics blocks
[physics]
#.
#.
#The recoil magnitude used whenever the Mounted Potato Cannon shoots
# Default: 0.20000000298023224
# Range: 0.0 ~ 3.4028234663852886E38
recoil_magnitude = 0.20000000298023224
#.
#Thrust scaling for Propeller Bearings
# Default: 0.20000000298023224
# Range: 0.0 ~ 3.4028234663852886E38
propellerBearingThrust = 0.20000000298023224
#.
#Airflow scaling for Propeller Bearings
# Default: 0.05000000074505806
# Range: 0.0 ~ 3.4028234663852886E38
propellerBearingAirflow = 0.05000000074505806
#.
#Thrust scaling for Wooden Propellers
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
woodenPropellerThrust = 1.0
#.
#Airflow scaling for Wooden Propellers
# Default: 0.10000000149011612
# Range: 0.0 ~ 3.4028234663852886E38
woodenPropellerAirflow = 0.10000000149011612
#.
#Thrust scaling for Andesite Propellers
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
andesitePropellerThrust = 1.0
#.
#Airflow scaling for Andesite Propellers
# Default: 0.10000000149011612
# Range: 0.0 ~ 3.4028234663852886E38
andesitePropellerAirflow = 0.10000000149011612
#.
#Thrust scaling for Smart Propellers
# Default: 1.0
# Range: 0.0 ~ 3.4028234663852886E38
smartPropellerThrust = 1.0
#.
#Airflow scaling for Smart Propellers
# Default: 0.10000000149011612
# Range: 0.0 ~ 3.4028234663852886E38
smartPropellerAirflow = 0.10000000149011612
#.
#kpg lifted per cubic meter of Hot Air
# Default: 1.5
# Range: 0.0 ~ 3.4028234663852886E38
hotAirStrength = 1.5
#.
#kpg lifted per cubic meter of Steam
# Default: 1.5
# Range: 0.0 ~ 3.4028234663852886E38
steamStrength = 1.5
#.
#Parameters and abilities of Aeronautics Blocks
[blocks]
#.
#.
#If Levitite Blend should break adjacent blocks with the appropriate tag
break_blocks_on_levitite_crystallize = true
#.
#The maximum hot air a Hot Air Burner can output
# Default: 500
# Range: > -2147483648
hot_air_burner_max = 500
#.
#The maximum distance a Hot Air Burner is allowed to search to find a balloon
# Default: 80
# Range: > -2147483648
hot_air_burner_max_range = 80
#.
#The maximum steam a Steam Vent can output
# Default: 5000
# Range: > 0
steam_vent_hot_air_amount = 5000
#.
#The maximum distance a Steam Vent is allowed to search to find a balloon
# Default: 80
# Range: > -2147483648
steam_vent_max_range = 80
#.
#Parameters and abilities of Aeronautics's kinetic mechanisms
[kinetics]
#.
#.
#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]
smart_propeller = 4.0
gyroscopic_propeller_bearing = 2.0
mounted_potato_cannon = 2.0
propeller_bearing = 2.0
andesite_propeller = 4.0
wooden_propeller = 4.0
@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 10.0,
"value": 10.0
}
}
@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": false,
"value": false
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": -100.0,
"value": -100.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 100.0,
"value": 100.0
}
}
+45
View File
@@ -0,0 +1,45 @@
#Climbing motion (blocks per tick).
[climbing]
#Vertical speed when holding forward to climb up.
# Default: 0.18
# Range: 0.0 ~ 5.0
climbSpeed = 0.18
#Vertical speed when holding back to climb down.
# Default: 0.22
# Range: 0.0 ~ 5.0
descendSpeed = 0.22
#Upward impulse applied when jumping off the rope.
# Default: 0.42
# Range: 0.0 ~ 5.0
jumpOffVelocity = 0.42
#Maximum angle from vertical (in degrees) at which a hanging rope segment can be grabbed for climbing.
#0 = only perfectly vertical ropes; 90 = any angle including horizontal. Increase to climb diagonal lines.
# Default: 31.79
# Range: 0.0 ~ 90.0
maxClimbAngleFromVertical = 31.79
#Sprint-while-descending slide mechanics.
[sliding]
#Maximum slide speed.
# Default: 1.2
# Range: 0.0 ~ 10.0
slideSpeed = 1.2
#How quickly the slide ramps up to slideSpeed.
# Default: 0.05
# Range: 0.0 ~ 1.0
slideAcceleration = 0.05
#How quickly the slide eases out after releasing back.
# Default: 0.04
# Range: 0.0 ~ 1.0
slideDeceleration = 0.04
#Toggle individual climbing features.
[features]
#Allow climbing vertical hanging ropes.
allowVerticalRopeClimbing = true
#Allow climbing rope lines between two plungers.
allowPlungerClimbing = true
#Allow ziplining along plunger rope lines while holding a CHAIN_RIDEABLE-tagged item (e.g. Create's wrench), mirroring Simulated's existing zipline on hanging rope strands.
allowPlungerZipline = true
#Allow mantling onto the block above the rope when jumping off at its top end. When disabled, jumping off at the top performs a normal upward impulse instead.
allowBlockMantle = true
File diff suppressed because it is too large Load Diff
+74
View File
@@ -0,0 +1,74 @@
#.
#Disables the migration of placed copycats from old versions to new ones. Setting this to true may cause copycats to lose their textures when you upgrade this mod. Restart the game to apply changes.
disableMigration = false
#.
#Enable/disable features. Values on server override clients
[features]
#.
copycat_stacked_half_layer = true
copycat_vertical_stairs = true
copycat_byte = true
copycat_vertical_slice = true
copycat_wooden_pressure_plate = true
copycat_block = true
copycat_shaft = true
copycat_large_cogwheel = true
copycat_fence = true
copycat_wall = true
copycat_cogwheel = true
copycat_vertical_step = true
copycat_sliding_door = true
copycat_folding_door = true
copycat_slope_layer = true
copycat_light_weighted_pressure_plate = true
copycat_stairs = true
copycat_fence_gate = true
copycat_slab = true
copycat_board = true
copycat_wooden_button = true
copycat_trapdoor = true
copycat_stone_pressure_plate = true
copycat_pane = true
copycat_half_panel = true
copycat_slice = true
copycat_beam = true
copycat_door = true
copycat_iron_door = true
copycat_byte_panel = true
copycat_corner_slice = true
copycat_flat_pane = true
copycat_ghost_block = true
copycat_fluid_pipe = true
copycat_heavy_weighted_pressure_plate = true
copycat_iron_trapdoor = true
copycat_half_layer = true
copycat_stone_button = true
copycat_ladder = true
copycat_layer = true
copycat_slope = true
copycat_vertical_slope = true
copycat_vertical_half_layer = true
#.
#Enable/disable categories of features. Disabling a category hides all related features. Values on server override clients
[feature_categories]
#.
#.
#All copycats with a sloped surface
slopes = true
#.
#All copycats that support multiple materials in a single block
multistates = true
#.
#All copycats that can be resized by putting in more of the same copycat
stackables = true
#.
#All copycats that can emit a redstone signal
redstone = true
#.
#All copycats with extra functions/interactions
functional = true
#.
#All copycats mimicking blocks from Create
create = true
+12
View File
@@ -0,0 +1,12 @@
#.
#Fine tune the kinetic stats of individual components
[stressValues.v1]
#.
#.
#[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]
copycat_cogwheel = 0.0
copycat_large_cogwheel = 0.0
copycat_shaft = 0.0
+32
View File
@@ -0,0 +1,32 @@
["Jetpack Height Restriction"]
brassJetpackMaxHeight = 28.0
andesiteJetpackMaxHeight = 18.0
copperJetpackMaxHeight = 18.0
netheriteJetpackMaxHeight = 28.0
enableAboveCloudEnchant = false
["Jetpack/Grapplin Speed"]
brassJetpackSpeed = 0.06
andesiteJetpackSpeed = 0.08
copperJetpackSpeed = 0.02
netheriteJetpackSpeed = 0.08
grapplinWhiskSpeed = 0.2
["Fuel/Water Capacity"]
gadgetCapacity = 1600.0
smallTankCapacity = 800.0
mediumTankCapacity = 1600.0
largeTankCapacity = 3200.0
[Enchantments]
enableDiggingEnchant = true
enableImpactEnchant = true
enableGravityGunEnchant = true
enableHellfireEnchant = true
["Drone Module"]
enableDrillDroneModule = true
enableFanDroneModule = true
enableMagnetDroneModule = true
enableVaultDroneModule = true
MagnetModuleBlockLimitation = false
@@ -0,0 +1,31 @@
#.
#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
@@ -0,0 +1,64 @@
#.
#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
@@ -0,0 +1,76 @@
#.
#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
#.
#Minimum su consumption per tick of a discharging Kinetic Battery
# Default: 1.0
# Range: 0.0 ~ 8192.0
batteryMinDischarge = 1.0
#.
#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
@@ -0,0 +1,16 @@
#.
#Enable/Disable features of Create: Dragons Plus - Create: Simulated series Extension
#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 block interaction of air current through fluid should be enabled
"fluid/air_current_block_interaction" = true
#.
#If Fragile Fluid Tank should be enabled
"fluid/fragile_fluid_tank" = true
@@ -0,0 +1,65 @@
#.
#Parameters and abilities of fluids and fluid operating components
[fluids]
#.
#.
#The amount of liquid a Fragile Fluid Tank can hold (mB).
#[@cui:RequiresReload:server]
# Default: 1000
# Range: > 500
fragileFluidTankCapacity = 1000
#.
#The amount of liquid makes effect of breaking Fragile Fluid Tank amplified. (such as potion, tea)For example: x (mB) of potion gives y ticks of duration, then 2x (mB) gives 2y ticks of duration-"x" is this option. Specific effect alters by implementation of specific fluid.
#[@cui:RequiresReload:server]
# Default: 250
# Range: > 1
fragileFluidTankEffectAmplifiedUnit = 250
#.
#The maximum radius of the area affected when a full Fragile Fluid Tank breaks on impact
# Default: 8
# Range: > 2
fragileFluidTankAffectMaxRadius = 8
#.
#Should Fragile Fluid Tank containing lava ignite block when it breaks
fragileFluidTankLavaIgniteBlock = true
#.
#Should Fragile Fluid Tank containing lava spread fire when it breaks
fragileFluidTankLavaSpreadFire = true
#.
#Should Fragile Fluid Tank containing dye fluid color block when it breaks
fragileFluidTankDyeColorBlock = true
#.
#Control panel for block Interaction of air current through fluid should be enabled
[recipes]
#.
#.
#If air current block interaction of Bulk Blasting should be enabled
enableBulkBlastingBlockInteraction = true
#.
#If air current block interaction of Bulk Smoking should be enabled
enableBulkSmokingBlockInteraction = false
#.
#If air current of Bulk Blasting ignite block when possible
bulkBlastingIgniteBlock = false
#.
#If air current of Bulk Blasting spread fire on flammable block when possible
bulkBlastingSpreadFire = true
#.
#If air current block interaction of Bulk Splashing should be enabled
enableBulkSplashingBlockInteraction = true
#.
#If air current block interaction of Bulk Haunting should be enabled
enableBulkHauntingBlockInteraction = false
#.
#If air current block interaction of Bulk Freezing should be enabled
enableBulkFreezingBlockInteraction = true
#.
#If air current block interaction of Bulk Ending should be enabled
enableBulkEndingBlockInteraction = false
#.
#If air current block interaction of Bulk Sanding should be enabled
enableBulkSandingBlockInteraction = false
#.
#If air current block interaction of Bulk Coloring should be enabled
enableBulkColoringBlockInteraction = true
+190
View File
@@ -0,0 +1,190 @@
#Make sure config changes are duplicated on both Clients and the Server when running a dedicated Server,
# as the config isnt synced between Clients and Server.
#General Settings
[general]
#Forge Energy conversion rate (in FE/t at 256 RPM, value is the FE/t generated and consumed is at 256rpm).
# Default: 480
# Range: > 0
fe_at_max_rpm = 480
#Max stress for the Alternator and Electric Motor (in SU at 256 RPM).
# Default: 16384
# Range: > 0
max_stress = 16384
#If audio should be enabled or not.
audio_enabled = true
#Electric Motor
[electric_motor]
#Electric Motor min/max RPM.
# Default: 256
# Range: > 1
motor_rpm_range = 256
#Electric Motor minimum required energy consumption in FE/t.
# Default: 8
# Range: > 0
motor_min_consumption = 8
#Electric Motor max input in FE (Energy transfer not consumption).
# Default: 5000
# Range: > 0
motor_max_input = 5000
#Electric Motor internal capacity in FE.
# Default: 5000
# Range: > 0
motor_capacity = 5000
#Alternator
[alternator]
#Alternator max input in FE (Energy transfer, not generation).
# Default: 5000
# Range: > 0
generator_max_output = 5000
#Alternator internal capacity in FE.
# Default: 5000
# Range: > 0
generator_capacity = 5000
#Alternator efficiency relative to base conversion rate.
# Default: 0.75
# Range: 0.01 ~ 1.0
generator_efficiency = 0.75
#Rolling Mill
[rolling_mill]
#Rolling Mill duration in ticks.
# Default: 120
# Range: > 0
rolling_mill_processing_duration = 120
#Rolling Mill base stress impact.
# Default: 8
# Range: 0 ~ 1024
rolling_mill_stress = 8
#Wires
[wires]
#The maximum stored amount in the connector network internal buffer.
# Default: 80000
# Range: > 80000
connector_network_internal_buffer = 80000
#Small Connector max input in FE/t (Energy transfer).
# Default: 1000
# Range: > 0
small_connector_max_input = 1000
#Small Connector max output in FE/t (Energy transfer).
# Default: 1000
# Range: > 0
small_connector_max_output = 1000
#Small Connector max wire length in blocks.
# Default: 16
# Range: 0 ~ 256
small_connector_wire_length = 16
#Small Connector With Light energy consumption in FE/t.
# Default: 1
# Range: > 0
small_light_connector_consumption = 1
#Large Connector max input in FE/t (Energy transfer).
# Default: 5000
# Range: > 0
large_connector_max_input = 5000
#Large Connector max output in FE/t (Energy transfer).
# Default: 5000
# Range: > 0
large_connector_max_output = 5000
#Large Connector max wire length in blocks.
# Default: 32
# Range: 0 ~ 256
large_connector_wire_length = 32
#Ignore checking if block face can support connector.
connector_ignore_face_check = true
#Allows blocks attached to a connector to freely pass energy to and from the connector network.
connector_allow_passive_io = true
#Accumulator
[accumulator]
#Accumulator max input in FE/t (Energy transfer).
# Default: 5000
# Range: > 0
accumulator_max_input = 5000
#Accumulator max output in FE/t (Energy transfer).
# Default: 5000
# Range: > 0
accumulator_max_output = 5000
#Accumulator internal capacity per block in FE.
# Default: 2000000
# Range: > 0
accumulator_capacity = 2000000
#Accumulator max multiblock height.
# Default: 5
# Range: 1 ~ 8
accumulator_max_height = 5
#Accumulator max multiblock width.
# Default: 3
# Range: 1 ~ 8
accumulator_max_width = 3
#Portable Energy Interface
[portable_energy_interface]
#PEI max input in FE/t (Energy transfer).
# Default: 5000
# Range: > 0
pei_max_input = 5000
#PEI max output in FE/t (Energy transfer).
# Default: 5000
# Range: > 0
pei_max_output = 5000
#Tesla Coil
[tesla_coil]
#Tesla Coil max input in FE/t (Energy transfer).
# Default: 10000
# Range: > 0
tesla_coil_max_input = 10000
#Tesla Coil charge rate in FE/t.
# Default: 5000
# Range: > 0
tesla_coil_charge_rate = 5000
#Tesla Coil charge rate in FE/t for recipes.
# Default: 2000
# Range: > 0
tesla_coil_recipe_charge_rate = 2000
#Tesla Coil internal capacity in FE.
# Default: 40000
# Range: > 0
tesla_coil_capacity = 40000
#Energy consumed when Tesla Coil is fired (in FE).
# Default: 1000
# Range: > 0
tesla_coil_hurt_energy_required = 1000
#Hurt range (in blocks/meters).
# Default: 3
# Range: > 0
tesla_coil_hurt_range = 3
#Damaged dealt to mobs when Tesla Coil is fired (in half hearts).
# Default: 3
# Range: > 0
tesla_coil_hurt_mob = 3
#The duration of the Shocked effect for mobs (in ticks).
# Default: 20
# Range: > 0
tesla_coil_effect_time_mob = 20
#Damaged dealt to players when Tesla Coil is fired (in half hearts).
# Default: 2
# Range: > 0
tesla_coil_hurt_player = 2
#The duration of the Shocked effect for players (in ticks).
# Default: 20
# Range: > 0
tesla_coil_effect_time_player = 20
#Tesla Coil fire interval (in ticks).
# Default: 20
# Range: > 0
tesla_coil_fire_cooldown = 20
#Misc
[misc]
#Diamond Grit Sandpaper durability (number of uses).
# Default: 1024
# Range: > 3
diamond_grit_sandpaper_uses = 1024
#Barbed Wire Damage.
# Default: 2.0
# Range: 0.0 ~ 3.4028234663852886E38
barbed_wire_damage = 2.0
+342
View File
@@ -0,0 +1,342 @@
#.
#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
@@ -0,0 +1,9 @@
["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
@@ -0,0 +1,33 @@
["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
"Disable normal oil chunks" = false
"Disable high oil chunks" = false
"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
+8
View File
@@ -0,0 +1,8 @@
#General configuration settings
[general]
#Uses custom curio slot for goggles instead of the head slot
customCurioGoggleSlot = false
#Uses custom curio slot for backtank instead of the back slot
customCurioBacktankSlot = false
#Enables experimental features (Smithing the goggles onto normal helmets)
enableExperimentalFeatures = true
@@ -0,0 +1,7 @@
#IMPORTANT NOTICE:
#THIS IS ONLY THE COMMON CONFIG. It does not contain all the values adjustable for Create Ore Excavation
#The settings have been moved to createoreexcavation-server.toml
#That file is PER WORLD, meaning you have to go into 'saves/<world name>/serverconfig' to adjust it. Those changes will then only apply for THAT WORLD.
#You can then take that config file and put it in the 'defaultconfigs' folder to make it apply automatically to all NEW worlds you generate FROM THERE ON.
#This may appear confusing to many of you, but it is a new sensible way to handle configuration, because the server configuration is synced when playing multiplayer.
importantInfo = true
@@ -0,0 +1,26 @@
#IMPORTANT NOTICE:
#You can add more entries using KubeJS
#https://github.com/tom5454/Create-Ore-Excavation#kubejs
importantInfo = true
#Finite vein base amount
# Default: 1000
# Range: > 1
finiteAmountBase = 1000
#Veins infinite by default
defaultInfinite = true
#Max number of extractor per ore vein, Set to 0 for infinite
# Default: 0
# Range: 0 ~ 64
maxExtractorsPerVein = 0
#Vein Finder 'Found Nearby' range in chunks
# Default: 1
# Range: 1 ~ 8
veinFinderNear = 1
#Vein Finder accuracy for 'Found traces of ...'
# Default: 25
# Range: 1 ~ 1000
veinFinderFar = 25
#Vein Finder use cooldown in ticks
# Default: 100
# Range: 10 ~ 1000
veinFinderCd = 100
@@ -132,6 +132,12 @@
pewen = true
thornwood = true
[types.wood_type.mynethersdelight]
powdery = true
[types.wood_type.crabbersdelight]
palm = true
[types.leaves_type.biomesoplenty]
null = true
origin = true
@@ -283,6 +289,13 @@
[types.leaves_type.alexscaves]
ancient = true
[types.leaves_type.culturaldelights]
avocado = true
fruiting_avocado = true
[types.leaves_type.crabbersdelight]
palm = true
#Disables specific entries
[entries]
@@ -80,6 +80,12 @@
myalite = true
permafrost = true
[types.stone_type.alexscaves]
galena = true
radrock = true
abyssmarine = true
guanostone = true
[types.wood_type.cataclysm]
chorus = true
@@ -122,6 +128,10 @@
mahogany = true
saxaul = true
[types.wood_type.alexscaves]
pewen = true
thornwood = true
[types.leaves_type.biomesoplenty]
null = true
origin = true
@@ -270,6 +280,9 @@
acacia_undergrowth = true
acacia_twiglet = true
[types.leaves_type.alexscaves]
ancient = true
#Disables specific entries
[entries]
+220
View File
@@ -34,6 +34,52 @@
white_sandstone = true
brimstone = true
[types.stone_type.natures_spirit]
white_kaolin = true
light_gray_kaolin = true
gray_kaolin = true
black_kaolin = true
brown_kaolin = true
red_kaolin = true
orange_kaolin = true
yellow_kaolin = true
lime_kaolin = true
green_kaolin = true
cyan_kaolin = true
light_blue_kaolin = true
blue_kaolin = true
purple_kaolin = true
magenta_kaolin = true
pink_kaolin = true
pink_sandstone = true
white_chalk = true
light_gray_chalk = true
gray_chalk = true
black_chalk = true
brown_chalk = true
red_chalk = true
orange_chalk = true
yellow_chalk = true
lime_chalk = true
green_chalk = true
cyan_chalk = true
light_blue_chalk = true
blue_chalk = true
purple_chalk = true
magenta_chalk = true
pink_chalk = true
travertine = true
chert = true
kaolin = true
[types.stone_type.quark]
soul_sandstone = true
limestone = true
jasper = true
shale = true
myalite = true
permafrost = true
[types.wood_type.cataclysm]
chorus = true
@@ -52,6 +98,30 @@
hellbark = true
empyreal = true
[types.wood_type.quark]
azalea = true
ancient = true
blossom = true
[types.wood_type.natures_spirit]
redwood = true
sugi = true
wisteria = true
fir = true
willow = true
aspen = true
maple = true
cypress = true
olive = true
joshua = true
ghaf = true
palo_verde = true
coconut = true
cedar = true
larch = true
mahogany = true
saxaul = true
[types.leaves_type.biomesoplenty]
null = true
origin = true
@@ -75,6 +145,131 @@
hellbark = true
empyreal = true
[types.leaves_type.quark]
ancient = true
blue_blossom = true
lavender_blossom = true
orange_blossom = true
yellow_blossom = true
red_blossom = true
[types.leaves_type.natures_spirit]
frosty_redwood = true
redwood = true
sugi = true
wisteria = true
white_wisteria = true
part_white_wisteria = true
blue_wisteria = true
part_blue_wisteria = true
pink_wisteria = true
part_pink_wisteria = true
purple_wisteria = true
part_purple_wisteria = true
frosty_fir = true
fir = true
willow = true
aspen = true
yellow_aspen = true
red_maple = true
orange_maple = true
yellow_maple = true
cypress = true
olive = true
joshua = true
ghaf = true
palo_verde = true
coconut = true
cedar = true
larch = true
mahogany = true
saxaul = true
[types.leaves_type.dynamictrees]
spruce = true
oak_undergrowth = true
oak = true
mangrove = true
jungle_undergrowth = true
jungle = true
flowering_azalea = true
dark_oak = true
cherry = true
birch = true
azalea = true
acacia = true
[types.leaves_type.dtnatures_spirit]
yellow_maple = true
wisteria = true
willow = true
white_wisteria = true
sugi = true
saxaul = true
red_maple = true
redwood = true
purple_wisteria = true
pink_wisteria = true
part_white_wisteria = true
part_purple_wisteria = true
part_pink_wisteria = true
part_blue_wisteria = true
palo_verde = true
orange_maple = true
olive = true
mahogany = true
larch = true
joshua = true
ghaf = true
frosty_redwood = true
frosty_fir = true
fir = true
cypress = true
coconut = true
cedar = true
blue_wisteria = true
aspen = true
[types.leaves_type.dtbop]
yellow_maple = true
willow = true
umbran = true
spruce_undergrowth = true
spruce_twiglet = true
spruce_poplar = true
sparse_oak = true
sparse_acacia = true
snowblossom_twiglet = true
snowblossom = true
red_maple = true
redwood = true
rainbow_birch = true
poplar = true
pine = true
palm = true
orange_maple = true
oak_twiglet = true
mega_dark_oak = true
maple_twiglet = true
mangrove_twiglet = true
mahogany = true
magic_poplar = true
jungle_twiglet = true
jacaranda = true
hellbark_bush = true
hellbark = true
flowering_oak_undergrowth = true
flowering_oak = true
fir = true
dying = true
dark_poplar = true
dark_oak_twiglet = true
cypress_willow = true
cherry_twiglet = true
aspen = true
acacia_undergrowth = true
acacia_twiglet = true
#Disables specific entries
[entries]
@@ -120,6 +315,11 @@
[entries.stone_type.waystones]
waystone = true
[entries.stone_type.quark]
polished_vertical_slab = true
pillar = true
vertical_slab = true
[entries.wood_type.farmersdelight]
cabinet = true
@@ -135,3 +335,23 @@
[entries.wood_type.create]
window_pane = true
window = true
[entries.wood_type.quark]
vertical_planks = true
post = true
trapped_chest = true
bookshelf = true
chest = true
stripped_post = true
ladder = true
hollow_log = true
vertical_slab = true
[entries.mud_type.quark]
carved_bricks = true
pillar = true
brick_lattice = true
[entries.leaves_type.quark]
hedge = true
leaf_carpet = true
+137
View File
@@ -0,0 +1,137 @@
#Disables certain types. Note that all these configs, like in any other mod, only hide stuff from tabs and disable their recipes
[types]
[types.crystal_type.biomesoplenty]
rose_quartz = true
[types.metal_type.cataclysm]
witherite = true
enderite = true
ignitium = true
ancient_metal = true
cursium = true
black_steel = true
[types.metal_type.create]
zinc = true
brass = true
[types.metal_type.aquaculture]
neptunium = true
[types.stone_type.create]
limestone = true
asurine = true
crimsite = true
ochrum = true
veridium = true
scoria = true
scorchia = true
[types.stone_type.biomesoplenty]
black_sandstone = true
orange_sandstone = true
white_sandstone = true
brimstone = true
[types.wood_type.cataclysm]
chorus = true
[types.wood_type.biomesoplenty]
fir = true
pine = true
maple = true
redwood = true
mahogany = true
jacaranda = true
palm = true
willow = true
dead = true
magic = true
umbran = true
hellbark = true
empyreal = true
[types.leaves_type.biomesoplenty]
null = true
origin = true
flowering_oak = true
cypress = true
snowblossom = true
rainbow_birch = true
fir = true
pine = true
red_maple = true
orange_maple = true
yellow_maple = true
redwood = true
mahogany = true
jacaranda = true
palm = true
willow = true
dead = true
magic = true
umbran = true
hellbark = true
empyreal = true
#Disables specific entries
[entries]
[entries.metal_type.minecraft]
nugget = true
[entries.metal_type.create]
table_cloth = true
tile_slab = true
door = true
ornate_window = true
ladder = true
sheet = true
ornate_window_pane = true
scaffolding = true
shingle_slab = true
shingle_stairs = true
tiles = true
shingles = true
tile_stairs = true
casing = true
[entries.stone_type.create]
small_brick_wall = true
cut_wall = true
small_bricks = true
cut_brick_slab = true
polished_cut_slab = true
small_brick_stairs = true
cut_bricks = true
cut = true
polished_cut = true
small_brick_slab = true
layered = true
polished_cut_stairs = true
cut_brick_wall = true
pillar = true
cut_stairs = true
cut_brick_stairs = true
polished_cut_wall = true
cut_slab = true
[entries.stone_type.waystones]
waystone = true
[entries.wood_type.farmersdelight]
cabinet = true
[entries.wood_type.storagedrawers]
full_drawers_2 = true
half_drawers_1 = true
full_drawers_4 = true
half_drawers_4 = true
trim = true
half_drawers_2 = true
full_drawers_1 = true
[entries.wood_type.create]
window_pane = true
window = true
+241
View File
@@ -19,6 +19,18 @@
[types.metal_type.aquaculture]
neptunium = true
[types.metal_type.createbigcannons]
cast_iron = true
bronze = true
steel = true
nethersteel = true
[types.metal_type.born_in_chaos_v1]
dark_metal = true
[types.metal_type.createaddition]
electrum = true
[types.stone_type.create]
limestone = true
asurine = true
@@ -138,6 +150,12 @@
[types.wood_type.crabbersdelight]
palm = true
[types.wood_type.createdieselgenerators]
chip_wood = true
[types.wood_type.born_in_chaos_v1]
scorched = true
[types.leaves_type.biomesoplenty]
null = true
origin = true
@@ -318,6 +336,34 @@
tile_stairs = true
casing = true
[entries.metal_type.rechiseled]
block_plated = true
block_sheets = true
block_small_bricks_connecting = true
block_chiseled_connecting = true
block_patterned = true
block_connecting_connecting = true
block_framed = true
block_reinforced = true
block_pipes_connecting = true
block_processed = true
block_gears_connecting = true
block_framed_connecting = true
block_lines_connecting = true
block_processed_connecting = true
block_bordered_connecting = true
block_small_bricks = true
block_pulverized = true
block_bordered = true
block_chiseled = true
block_polished_connecting = true
block_smooth = true
block_patterned_connecting = true
block_lines = true
block_polished = true
block_gears = true
block_pipes = true
[entries.stone_type.create]
small_brick_wall = true
cut_wall = true
@@ -346,6 +392,113 @@
pillar = true
vertical_slab = true
[entries.stone_type.rechiseled]
squares_slab_connecting = true
brick_paving_slab_connecting = true
smooth_tiles_slab = true
brick_paving_slab = true
bordered_slab = true
squares_stairs = true
smooth_rotated_bricks_stairs = true
brick_pattern = true
slated_stairs = true
waves_connecting = true
tiles_stairs_connecting = true
smooth_large_tiles_connecting = true
bordered_slab_connecting = true
small_tiles_slab_connecting = true
path_connecting = true
bordered = true
path_stairs = true
small_bricks_stairs = true
squares_slab = true
bordered_stairs_connecting = true
diagonal_bricks_slab_connecting = true
waves_slab = true
small_tiles_stairs = true
brick_paving_stairs_connecting = true
diagonal_bricks_stairs = true
small_tiles_slab = true
rotated_bricks_slab = true
brick_paving_stairs = true
small_tiles_connecting = true
waves_stairs = true
bordered_connecting = true
waves = true
big_tiles_stairs_connecting = true
small_tiles_stairs_connecting = true
smooth_tiles_stairs = true
tiles = true
small_bricks_stairs_connecting = true
smooth_rotated_bricks_stairs_connecting = true
small_bricks_slab = true
squares_connecting = true
crushed_stairs = true
path = true
slated_slab = true
diagonal_bricks_connecting = true
big_tiles_slab_connecting = true
rotated_bricks_slab_connecting = true
crushed = true
smooth_brick_paving_connecting = true
slated = true
diagonal_bricks_stairs_connecting = true
squares = true
brick_pattern_slab_connecting = true
smooth_large_tiles = true
smooth_large_tiles_slab_connecting = true
brick_paving_connecting = true
brick_pattern_connecting = true
smooth_brick_paving_slab_connecting = true
path_stairs_connecting = true
bordered_stairs = true
waves_stairs_connecting = true
smooth_tiles_stairs_connecting = true
squares_stairs_connecting = true
crushed_slab_connecting = true
small_bricks = true
small_bricks_connecting = true
smooth_large_tiles_stairs_connecting = true
crushed_slab = true
tiles_slab_connecting = true
smooth_brick_paving_slab = true
smooth_rotated_bricks_slab_connecting = true
tiles_stairs = true
rotated_bricks_connecting = true
smooth_large_tiles_slab = true
smooth_tiles_slab_connecting = true
smooth_rotated_bricks = true
waves_slab_connecting = true
smooth_large_tiles_stairs = true
rotated_bricks = true
big_tiles_connecting = true
smooth_brick_paving = true
diagonal_bricks = true
big_tiles = true
smooth_rotated_bricks_connecting = true
smooth_brick_paving_stairs_connecting = true
tiles_connecting = true
crushed_stairs_connecting = true
brick_paving = true
path_slab = true
tiles_slab = true
path_slab_connecting = true
crushed_connecting = true
diagonal_bricks_slab = true
smooth_tiles_connecting = true
small_bricks_slab_connecting = true
big_tiles_slab = true
smooth_brick_paving_stairs = true
big_tiles_stairs = true
smooth_tiles = true
brick_pattern_stairs = true
rotated_bricks_stairs = true
brick_pattern_stairs_connecting = true
rotated_bricks_stairs_connecting = true
small_tiles = true
brick_pattern_slab = true
smooth_rotated_bricks_slab = true
[entries.wood_type.farmersdelight]
cabinet = true
@@ -373,6 +526,15 @@
hollow_log = true
vertical_slab = true
[entries.wood_type.another_furniture]
flower_box = true
shelf = true
shutter = true
bench = true
table = true
drawer = true
chair = true
[entries.mud_type.quark]
carved_bricks = true
pillar = true
@@ -381,3 +543,82 @@
[entries.leaves_type.quark]
hedge = true
leaf_carpet = true
[entries.crystal_type.rechiseled]
block_edged = true
block_pillar_connecting = true
block_cut_connecting = true
block_pillar = true
block_cut = true
block_shiny_connecting = true
block_beams_connecting = true
block_tiles_connecting = true
block_bricks = true
block_bricks_connecting = true
block_edged_connecting = true
block_shiny = true
block_polished_connecting = true
block_bordered_diagonal_tiles = true
block_tiles = true
block_jewel = true
block_diagonal_tiles = true
block_smooth = true
block_beams = true
block_bordered_diagonal_tiles_connecting = true
block_polished = true
[entries.dust_type.rechiseled]
block_pillar = true
block_chiseled_clovers_connecting = true
block_patterned = true
block_bricks = true
block_bricks_connecting = true
block_small_tiles_connecting = true
block_brick_bordered = true
block_compressed = true
block_compressed_connecting = true
block_scales = true
block_paving = true
block_scales_connecting = true
block_paving_connecting = true
block_pillar_connecting = true
block_bordered_connecting = true
block_diagonal_tiles_connecting = true
block_bordered = true
block_small_tiles = true
block_polished_connecting = true
block_diagonal_tiles = true
block_smooth = true
block_crushed = true
block_patterned_connecting = true
block_chiseled_clovers = true
block_polished = true
block_circles_connecting = true
block_circles = true
[entries.gem_type.rechiseled]
block_pillar = true
block_chiseled_connecting = true
block_plating = true
block_patterned = true
block_striped_connecting = true
block_clovers_connecting = true
block_clovers = true
block_bordered_crosses = true
block_crystal = true
block_waxed = true
block_patterned_squares_connecting = true
block_bordered_plating_connecting = true
block_pillar_connecting = true
block_waxed_connecting = true
block_chiseled = true
block_crosses = true
block_polished_connecting = true
block_patterned_squares = true
block_smooth = true
block_bordered_crosses_connecting = true
block_patterned_connecting = true
block_bordered_plating = true
block_polished = true
block_crystal_connecting = true
block_striped = true
+102
View File
@@ -0,0 +1,102 @@
["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: 5
# Range: 0 ~ 100000000
"Depth value for guards fighting underwater mobs" = 5
"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
@@ -0,0 +1,9 @@
# 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
+913
View File
@@ -0,0 +1,913 @@
[tools_and_abilities]
#Cost in minutes of using the supernova ability.
# Default: 60
# Range: > 0
supernova_cost = 60
[tools_and_abilities.suns_blessing]
#Duration in minutes of the Sun's Blessing effect.
# Default: 60
# Range: > 0
suns_blessing_duration = 60
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
suns_blessing_attack_multiplier = 1.0
#Cost in minutes of using the solar beam ability.
# Default: 5
# Range: > 0
solar_beam_cost = 5
[tools_and_abilities.wrought_helm]
#Set to true for the Wrought Helm to have limited durability.
breakable = false
[tools_and_abilities.wrought_helm.armor_config]
#Multiply armor damage reduction by this amount. See official Minecraft Wiki for an explanation of how armor damage reduction works.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
damage_reduction_multiplier = 1.0
#Multiply armor toughness by this amount. See official Minecraft Wiki for an explanation of how armor toughness works.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
toughness_multiplier = 1.0
[tools_and_abilities.axe_of_a_thousand_metals]
#Set to true for the Axe of a Thousand Metals to have limited durability.
breakable = false
[tools_and_abilities.axe_of_a_thousand_metals.tool_config]
#Tool attack damage
# Default: 9.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_damage = 9.0
#Tool attack speed
# Default: 0.8999999761581421
# Range: 0.0 ~ 1.7976931348623157E308
attack_speed = 0.8999999761581421
[tools_and_abilities.sol_visage]
#Set to true for the Sol Visage to have limited durability.
breakable = false
#Maximum number of Umvuthana followers a player can summon at once using the Sol Visage
# Default: 10
# Range: 0 ~ 300
max_followers = 10
[tools_and_abilities.sol_visage.armor_config]
#Multiply armor damage reduction by this amount. See official Minecraft Wiki for an explanation of how armor damage reduction works.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
damage_reduction_multiplier = 1.0
#Multiply armor toughness by this amount. See official Minecraft Wiki for an explanation of how armor toughness works.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
toughness_multiplier = 1.0
[tools_and_abilities.ice_crystal]
#Multiply all damage done with the ice crystal by this amount.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
#Set to true for the ice crystal to have limited durability.
#Prevents regeneration in inventory.
breakable = false
#Ice crystal durability
# Default: 600
# Range: > 1
durability = 600
#Freeze duration in ticks (applies to frostmaw too!)
# Default: 50
# Range: > 1
freeze_duration = 50
[tools_and_abilities.umvuthana_mask.armor_config]
#Multiply armor damage reduction by this amount. See official Minecraft Wiki for an explanation of how armor damage reduction works.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
damage_reduction_multiplier = 1.0
#Multiply armor toughness by this amount. See official Minecraft Wiki for an explanation of how armor toughness works.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
toughness_multiplier = 1.0
[tools_and_abilities.geomancerArmor.armor_config]
#Multiply armor damage reduction by this amount. See official Minecraft Wiki for an explanation of how armor damage reduction works.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
damage_reduction_multiplier = 1.0
#Multiply armor toughness by this amount. See official Minecraft Wiki for an explanation of how armor toughness works.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
toughness_multiplier = 1.0
[tools_and_abilities.spear.tool_config]
#Tool attack damage
# Default: 5.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_damage = 5.0
#Tool attack speed
# Default: 1.600000023841858
# Range: 0.0 ~ 1.7976931348623157E308
attack_speed = 1.600000023841858
[tools_and_abilities.naga_fang_dagger]
#Duration in ticks of the poison effect (20 ticks = 1 second).
# Default: 40
# Range: > 0
poison_duration = 40
#Damage multiplier when attacking from behind
# Default: 2.0
# Range: 0.0 ~ 1.7976931348623157E308
backstab_damage_mult = 2.0
[tools_and_abilities.naga_fang_dagger.tool_config]
#Tool attack damage
# Default: 3.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_damage = 3.0
#Tool attack speed
# Default: 2.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_speed = 2.0
[tools_and_abilities.blowgun]
#Duration in ticks of the poison effect (20 ticks = 1 second).
# Default: 40
# Range: > 0
poison_duration = 40
#Multiply all damage done with the blowgun/darts by this amount.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_damage = 1.0
[tools_and_abilities.earthrend_gauntlet]
#Multiply all damage done with the Earthrend Gauntlet by this amount.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
#Set to true for the Earthrend Gauntlet to have limited durability.
#Prevents regeneration in inventory.
breakable = false
#Earthrend Gauntlet durability
# Default: 400
# Range: > 1
durability = 400
#Set to false to disable the Earthrend Gauntlet's tunneling ability.
enable_tunneling = true
[tools_and_abilities.earthrend_gauntlet.tool_config]
#Tool attack damage
# Default: 6.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_damage = 6.0
#Tool attack speed
# Default: 1.2000000476837158
# Range: 0.0 ~ 1.7976931348623157E308
attack_speed = 1.2000000476837158
[tools_and_abilities.sculptor_staff]
#Multiply all damage done with the Sculptor Staff by this amount.
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[tools_and_abilities.sculptor_staff.tool_config]
#Tool attack damage
# Default: 3.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_damage = 3.0
#Tool attack speed
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_speed = 1.0
[tools_and_abilities.elokosa_paw]
#How long effects inflicted by Elokosa Paws last in ticks
# Default: 600
# Range: > 1
effect_duration = 600
#How long players must wait between uses of Elokosa Paws in ticks
# Default: 1800
# Range: > 0
cooldown = 1800
#How many times players can use an Elokosa Paw before it breaks
# Default: 3
# Range: > 1
number_of_uses = 3
[mobs.frostmaw]
#Disable/enable Frostmaw's boss health bar
has_boss_bar = true
#Disable/enable frostmaws healing while asleep
heals_out_of_battle = true
#Allow players to steal frostmaws' ice crystals (only using specific means!)
stealable_ice_crystal = true
#Disable/enable frostmaws resetting health when a player respawns nearby. (Prevents respawn cheese!)
reset_health_when_respawn = true
[mobs.frostmaw.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,c:is_spooky,!c:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["c:is_snowy,!c:is_ocean,!c:is_river,!c:is_beach,!c:is_forest,!c:is_taiga"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for spawning structure/mob with world generation
[mobs.frostmaw.generation_config]
#Smaller number causes more generation, -1 to disable generation
#Maximum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
# Default: 25
# Range: > -1
generation_distance = 25
#Smaller number causes more generation, -1 to disable generation
#Minimum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
# Default: 8
# Range: > -1
generation_separation = 8
#Maximum height for generation placement. -65 to ignore
# Default: 100.0
# Range: -65.0 ~ 256.0
height_max = 100.0
#Minimum height for generation placement. -65 to ignore
# Default: 50.0
# Range: -65.0 ~ 256.0
height_min = 50.0
#Names of structures this mob/structure will avoid when generating.
#NO LONGER USED! USE DATAPACK INSTEAD
avoid_structures = ["minecraft:villages", "minecraft:pillager_outposts"]
[mobs.frostmaw.combat_config]
#Scale mob health by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.umvuthi]
#Disable/enable Umvuthi's boss health bar
has_boss_bar = true
#Disable/enable Umvuthi healing while not in combat
heals_out_of_battle = true
#Which item Umvuthi desires in exchange for the Sun's Blessing
trade_which_item = "minecraft:gold_block"
#How many of the item Umvuthi desires in exchange for the Sun's Blessing
# Default: 7
# Range: 0 ~ 64
trade_how_many = 7
#Disable/enable Umvuthi resetting health when a player respawns nearby. (Prevents respawn cheese!)
reset_health_when_respawn = true
#Umvuthi will summon healers whenever he loses this much total health.
# Default: 45
# Range: > 0
spawn_healers_threshold = 45
#Generation controls for Umvuthana Groves
[mobs.umvuthi.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,c:is_spooky,!c:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["c:is_savanna"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for spawning structure/mob with world generation
[mobs.umvuthi.generation_config]
#Smaller number causes more generation, -1 to disable generation
#Maximum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
# Default: 25
# Range: > -1
generation_distance = 25
#Smaller number causes more generation, -1 to disable generation
#Minimum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
# Default: 8
# Range: > -1
generation_separation = 8
#Maximum height for generation placement. -65 to ignore
# Default: 100.0
# Range: -65.0 ~ 256.0
height_max = 100.0
#Minimum height for generation placement. -65 to ignore
# Default: 50.0
# Range: -65.0 ~ 256.0
height_min = 50.0
#Names of structures this mob/structure will avoid when generating.
#NO LONGER USED! USE DATAPACK INSTEAD
avoid_structures = ["minecraft:villages", "minecraft:pillager_outposts"]
[mobs.umvuthi.combat_config]
#Scale mob health by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.ferrous_wroughtnaut]
#Disable/enable Ferrous Wroughtnaut's boss health bar
has_boss_bar = true
#Disable/enable Ferrous Wroughtnaut healing while not active
heals_out_of_battle = true
#Disable/enable Ferrous Wroughtnaut resetting health when a player respawns nearby. (Prevents respawn cheese!)
reset_health_when_respawn = true
[mobs.ferrous_wroughtnaut.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,c:is_spooky,!c:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["!c:is_ocean"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for spawning structure/mob with world generation
[mobs.ferrous_wroughtnaut.generation_config]
#Smaller number causes more generation, -1 to disable generation
#Maximum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
# Default: 15
# Range: > -1
generation_distance = 15
#Smaller number causes more generation, -1 to disable generation
#Minimum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
# Default: 5
# Range: > -1
generation_separation = 5
#Maximum height for generation placement. -65 to ignore
# Default: 50.0
# Range: -65.0 ~ 256.0
height_max = 50.0
#Minimum height for generation placement. -65 to ignore
# Default: 20.0
# Range: -65.0 ~ 256.0
height_min = 20.0
#Names of structures this mob/structure will avoid when generating.
#NO LONGER USED! USE DATAPACK INSTEAD
avoid_structures = []
[mobs.ferrous_wroughtnaut.combat_config]
#Scale mob health by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.sculptor]
#How tall (in blocks) the Sculptor's test will be
# Default: 60
# Range: 1 ~ 500
test_height = 60
#The time limit (in seconds) for completing the Sculptor's test
# Default: 400
# Range: 1 ~ 36000
test_time_limit = 400
#Disable/enable the Sculptor healing while not in combat
heals_out_of_battle = true
#Disable/enable the Sculptor's boss health bar
has_boss_bar = true
#Which item the Sculptor desires in exchange for a chance to try his challenge
trade_which_item = "mowziesmobs:bluff_rod"
#How many of the item the Sculptor desires in exchange for a chance to try his challenge
# Default: 1
# Range: 0 ~ 64
trade_how_many = 1
#Set to true for the Sculptor to disappear after a player beats the test and claims the reward.
disappear_after_reward = true
[mobs.sculptor.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,c:is_spooky,!c:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["c:is_mountain/peak"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for spawning structure/mob with world generation
[mobs.sculptor.generation_config]
#Smaller number causes more generation, -1 to disable generation
#Maximum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
# Default: 25
# Range: > -1
generation_distance = 25
#Smaller number causes more generation, -1 to disable generation
#Minimum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
# Default: 8
# Range: > -1
generation_separation = 8
#Maximum height for generation placement. -65 to ignore
# Default: 200.0
# Range: -65.0 ~ 256.0
height_max = 200.0
#Minimum height for generation placement. -65 to ignore
# Default: 120.0
# Range: -65.0 ~ 256.0
height_min = 120.0
#Names of structures this mob/structure will avoid when generating.
#NO LONGER USED! USE DATAPACK INSTEAD
avoid_structures = []
[mobs.sculptor.combat_config]
#Scale mob health by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.grottol.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,c:is_spooky,!c:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["!c:is_mushroom"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for vanilla-style mob spawning
[mobs.grottol.spawn_config]
#Smaller number causes less spawning, 0 to disable spawning
# Default: 2
# Range: > 0
spawn_rate = 2
#Minimum number of mobs that appear in a spawn group
# Default: 1
# Range: > 1
min_group_size = 1
#Maximum number of mobs that appear in a spawn group
# Default: 1
# Range: > 1
max_group_size = 1
#Probability of a spawn attempt succeeding. 1 for normal spawning, 0 will prevent spawning. Used to make mobs extra rare.
# Default: 1.0
# Range: 0.0 ~ 1.0
extra_rarity = 1.0
#Names of dimensions this mob can spawn in
dimensions = ["minecraft:overworld"]
#Names of blocks this mob is allowed to spawn on. Leave blank to ignore block names.
allowed_blocks = []
#Tags of blocks this mob is allowed to spawn on. Leave blank to ignore block tags.
allowed_block_tags = ["minecraft:base_stone_overworld"]
#Maximum height for this spawn. -65 to ignore.
# Default: 16
# Range: -65 ~ 256
height_max = 16
#Minimum height for this spawn. -65 to ignore.
# Default: -65
# Range: -65 ~ 256
height_min = -65
#Set to true to only allow this mob to spawn in the dark, like zombies and skeletons.
needs_darkness = true
#Set to true to only spawn mob if it can see the sky.
needs_see_sky = false
#Set to true to only spawn mob if it can't see the sky.
needs_cant_see_sky = true
#Names of structures this mob will avoid spawning near.
avoid_structures = []
[mobs.grottol.combat_config]
#Scale mob health by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.lantern.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,c:is_spooky,!c:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["c:is_forest,mowziesmobs:is_magical,!c:is_snowy"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for vanilla-style mob spawning
[mobs.lantern.spawn_config]
#Smaller number causes less spawning, 0 to disable spawning
# Default: 5
# Range: > 0
spawn_rate = 5
#Minimum number of mobs that appear in a spawn group
# Default: 2
# Range: > 1
min_group_size = 2
#Maximum number of mobs that appear in a spawn group
# Default: 4
# Range: > 1
max_group_size = 4
#Probability of a spawn attempt succeeding. 1 for normal spawning, 0 will prevent spawning. Used to make mobs extra rare.
# Default: 1.0
# Range: 0.0 ~ 1.0
extra_rarity = 1.0
#Names of dimensions this mob can spawn in
dimensions = ["minecraft:overworld"]
#Names of blocks this mob is allowed to spawn on. Leave blank to ignore block names.
allowed_blocks = []
#Tags of blocks this mob is allowed to spawn on. Leave blank to ignore block tags.
allowed_block_tags = ["minecraft:animals_spawnable_on", "minecraft:leaves", "minecraft:logs"]
#Maximum height for this spawn. -65 to ignore.
# Default: -65
# Range: -65 ~ 256
height_max = -65
#Minimum height for this spawn. -65 to ignore.
# Default: 60
# Range: -65 ~ 256
height_min = 60
#Set to true to only allow this mob to spawn in the dark, like zombies and skeletons.
needs_darkness = true
#Set to true to only spawn mob if it can see the sky.
needs_see_sky = false
#Set to true to only spawn mob if it can't see the sky.
needs_cant_see_sky = false
#Names of structures this mob will avoid spawning near.
avoid_structures = []
[mobs.lantern.combat_config]
#Scale mob health by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
#Controls spawning for Umvuthana hunting groups
#Group size controls how many raptors spawn, not followers
#See Umvuthi config for grove structure controls
[mobs.umvuthana.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,c:is_spooky,!c:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["c:is_savanna"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for vanilla-style mob spawning
[mobs.umvuthana.spawn_config]
#Smaller number causes less spawning, 0 to disable spawning
# Default: 5
# Range: > 0
spawn_rate = 5
#Minimum number of mobs that appear in a spawn group
# Default: 1
# Range: > 1
min_group_size = 1
#Maximum number of mobs that appear in a spawn group
# Default: 1
# Range: > 1
max_group_size = 1
#Probability of a spawn attempt succeeding. 1 for normal spawning, 0 will prevent spawning. Used to make mobs extra rare.
# Default: 1.0
# Range: 0.0 ~ 1.0
extra_rarity = 1.0
#Names of dimensions this mob can spawn in
dimensions = ["minecraft:overworld"]
#Names of blocks this mob is allowed to spawn on. Leave blank to ignore block names.
allowed_blocks = []
#Tags of blocks this mob is allowed to spawn on. Leave blank to ignore block tags.
allowed_block_tags = ["minecraft:animals_spawnable_on", "minecraft:sand"]
#Maximum height for this spawn. -65 to ignore.
# Default: -65
# Range: -65 ~ 256
height_max = -65
#Minimum height for this spawn. -65 to ignore.
# Default: 60
# Range: -65 ~ 256
height_min = 60
#Set to true to only allow this mob to spawn in the dark, like zombies and skeletons.
needs_darkness = false
#Set to true to only spawn mob if it can see the sky.
needs_see_sky = false
#Set to true to only spawn mob if it can't see the sky.
needs_cant_see_sky = false
#Names of structures this mob will avoid spawning near.
avoid_structures = ["minecraft:villages", "minecraft:pillager_outposts", "mowziesmobs:umvuthana_groves"]
[mobs.umvuthana.combat_config]
#Scale mob health by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.naga.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,c:is_spooky,!c:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["c:is_beach,c:is_mountain", "c:is_beach,minecraft:is_hill"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = ["minecraft:stony_shore"]
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for vanilla-style mob spawning
[mobs.naga.spawn_config]
#Smaller number causes less spawning, 0 to disable spawning
# Default: 20
# Range: > 0
spawn_rate = 20
#Minimum number of mobs that appear in a spawn group
# Default: 1
# Range: > 1
min_group_size = 1
#Maximum number of mobs that appear in a spawn group
# Default: 2
# Range: > 1
max_group_size = 2
#Probability of a spawn attempt succeeding. 1 for normal spawning, 0 will prevent spawning. Used to make mobs extra rare.
# Default: 1.0
# Range: 0.0 ~ 1.0
extra_rarity = 1.0
#Names of dimensions this mob can spawn in
dimensions = ["minecraft:overworld"]
#Names of blocks this mob is allowed to spawn on. Leave blank to ignore block names.
allowed_blocks = []
#Tags of blocks this mob is allowed to spawn on. Leave blank to ignore block tags.
allowed_block_tags = ["minecraft:animals_spawnable_on", "minecraft:base_stone_overworld"]
#Maximum height for this spawn. -65 to ignore.
# Default: -65
# Range: -65 ~ 256
height_max = -65
#Minimum height for this spawn. -65 to ignore.
# Default: 68
# Range: -65 ~ 256
height_min = 68
#Set to true to only allow this mob to spawn in the dark, like zombies and skeletons.
needs_darkness = true
#Set to true to only spawn mob if it can see the sky.
needs_see_sky = true
#Set to true to only spawn mob if it can't see the sky.
needs_cant_see_sky = false
#Names of structures this mob will avoid spawning near.
avoid_structures = ["minecraft:villages", "minecraft:pillager_outposts"]
[mobs.naga.combat_config]
#Scale mob health by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.foliaath.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,c:is_spooky,!c:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["c:is_jungle"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for vanilla-style mob spawning
[mobs.foliaath.spawn_config]
#Smaller number causes less spawning, 0 to disable spawning
# Default: 70
# Range: > 0
spawn_rate = 70
#Minimum number of mobs that appear in a spawn group
# Default: 1
# Range: > 1
min_group_size = 1
#Maximum number of mobs that appear in a spawn group
# Default: 4
# Range: > 1
max_group_size = 4
#Probability of a spawn attempt succeeding. 1 for normal spawning, 0 will prevent spawning. Used to make mobs extra rare.
# Default: 1.0
# Range: 0.0 ~ 1.0
extra_rarity = 1.0
#Names of dimensions this mob can spawn in
dimensions = ["minecraft:overworld"]
#Names of blocks this mob is allowed to spawn on. Leave blank to ignore block names.
allowed_blocks = []
#Tags of blocks this mob is allowed to spawn on. Leave blank to ignore block tags.
allowed_block_tags = ["minecraft:animals_spawnable_on", "minecraft:leaves", "minecraft:logs"]
#Maximum height for this spawn. -65 to ignore.
# Default: -65
# Range: -65 ~ 256
height_max = -65
#Minimum height for this spawn. -65 to ignore.
# Default: 60
# Range: -65 ~ 256
height_min = 60
#Set to true to only allow this mob to spawn in the dark, like zombies and skeletons.
needs_darkness = true
#Set to true to only spawn mob if it can see the sky.
needs_see_sky = false
#Set to true to only spawn mob if it can't see the sky.
needs_cant_see_sky = false
#Names of structures this mob will avoid spawning near.
avoid_structures = ["minecraft:villages", "minecraft:pillager_outposts"]
[mobs.foliaath.combat_config]
#Scale mob health by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.bluff.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,c:is_spooky,!c:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = []
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for vanilla-style mob spawning
[mobs.bluff.spawn_config]
#Smaller number causes less spawning, 0 to disable spawning
# Default: 10
# Range: > 0
spawn_rate = 10
#Minimum number of mobs that appear in a spawn group
# Default: 2
# Range: > 1
min_group_size = 2
#Maximum number of mobs that appear in a spawn group
# Default: 3
# Range: > 1
max_group_size = 3
#Probability of a spawn attempt succeeding. 1 for normal spawning, 0 will prevent spawning. Used to make mobs extra rare.
# Default: 1.0
# Range: 0.0 ~ 1.0
extra_rarity = 1.0
#Names of dimensions this mob can spawn in
dimensions = ["minecraft:overworld"]
#Names of blocks this mob is allowed to spawn on. Leave blank to ignore block names.
allowed_blocks = []
#Tags of blocks this mob is allowed to spawn on. Leave blank to ignore block tags.
allowed_block_tags = []
#Maximum height for this spawn. -65 to ignore.
# Default: -65
# Range: -65 ~ 256
height_max = -65
#Minimum height for this spawn. -65 to ignore.
# Default: -65
# Range: -65 ~ 256
height_min = -65
#Set to true to only allow this mob to spawn in the dark, like zombies and skeletons.
needs_darkness = true
#Set to true to only spawn mob if it can see the sky.
needs_see_sky = false
#Set to true to only spawn mob if it can't see the sky.
needs_cant_see_sky = true
#Names of structures this mob will avoid spawning near.
avoid_structures = []
[mobs.bluff.combat_config]
#Scale mob health by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.Elokosa.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,c:is_spooky,!c:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["c:is_jungle"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for vanilla-style mob spawning
[mobs.Elokosa.spawn_config]
#Smaller number causes less spawning, 0 to disable spawning
# Default: 5
# Range: > 0
spawn_rate = 5
#Minimum number of mobs that appear in a spawn group
# Default: 1
# Range: > 1
min_group_size = 1
#Maximum number of mobs that appear in a spawn group
# Default: 1
# Range: > 1
max_group_size = 1
#Probability of a spawn attempt succeeding. 1 for normal spawning, 0 will prevent spawning. Used to make mobs extra rare.
# Default: 1.0
# Range: 0.0 ~ 1.0
extra_rarity = 1.0
#Names of dimensions this mob can spawn in
dimensions = ["minecraft:overworld"]
#Names of blocks this mob is allowed to spawn on. Leave blank to ignore block names.
allowed_blocks = []
#Tags of blocks this mob is allowed to spawn on. Leave blank to ignore block tags.
allowed_block_tags = ["minecraft:leaves", "minecraft:logs"]
#Maximum height for this spawn. -65 to ignore.
# Default: -65
# Range: -65 ~ 256
height_max = -65
#Minimum height for this spawn. -65 to ignore.
# Default: 60
# Range: -65 ~ 256
height_min = 60
#Set to true to only allow this mob to spawn in the dark, like zombies and skeletons.
needs_darkness = false
#Set to true to only spawn mob if it can see the sky.
needs_see_sky = false
#Set to true to only spawn mob if it can't see the sky.
needs_cant_see_sky = false
#Names of structures this mob will avoid spawning near.
avoid_structures = ["minecraft:villages", "minecraft:pillager_outposts"]
[mobs.Elokosa.combat_config]
#Scale mob health by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
+24
View File
@@ -0,0 +1,24 @@
#Weight for mutant enderman spawns as a percentage of the vanilla creeper spawn weight.
#Mutants can spawn in every biome and dimension where their vanilla counterparts can be found.
#Default Value: 0.05
# Default: 0.05
# Range: 0.0 ~ 20.0
mutant_enderman_spawn_weight = 0.05
#Weight for mutant zombie spawns as a percentage of the vanilla creeper spawn weight.
#Mutants can spawn in every biome and dimension where their vanilla counterparts can be found.
#Default Value: 0.05
# Default: 0.05
# Range: 0.0 ~ 20.0
mutant_zombie_spawn_weight = 0.05
#Weight for mutant skeleton spawns as a percentage of the vanilla creeper spawn weight.
#Mutants can spawn in every biome and dimension where their vanilla counterparts can be found.
#Default Value: 0.05
# Default: 0.05
# Range: 0.0 ~ 20.0
mutant_skeleton_spawn_weight = 0.05
#Weight for mutant creeper spawns as a percentage of the vanilla creeper spawn weight.
#Mutants can spawn in every biome and dimension where their vanilla counterparts can be found.
#Default Value: 0.05
# Default: 0.05
# Range: 0.0 ~ 20.0
mutant_creeper_spawn_weight = 0.05
+9
View File
@@ -0,0 +1,9 @@
#Maximum distance the endersoul hand can be used to travel to.
#Default Value: 256
# Default: 256
# Range: 0 ~ 512
endersoul_hand_teleport_distance = 256
#When infested with a Mutant X potion, what mutant mob should the target transform into. Otherwise the target will ony explode and take damage.
#Format for every entry is "<namespace>:<path>,<namespace>:<path>" with the second id representing the mutant. Namespace may be omitted to use "minecraft" by default.
#Default Value: [minecraft:creeper,mutantmonsters:mutant_creeper, minecraft:enderman,mutantmonsters:mutant_enderman, minecraft:skeleton,mutantmonsters:mutant_skeleton, minecraft:snow_golem,mutantmonsters:mutant_snow_golem, minecraft:zombie,mutantmonsters:mutant_zombie, minecraft:pig,mutantmonsters:spider_pig]
mutant_x_conversions = ["minecraft:creeper,mutantmonsters:mutant_creeper", "minecraft:enderman,mutantmonsters:mutant_enderman", "minecraft:skeleton,mutantmonsters:mutant_skeleton", "minecraft:snow_golem,mutantmonsters:mutant_snow_golem", "minecraft:zombie,mutantmonsters:mutant_zombie", "minecraft:pig,mutantmonsters:spider_pig"]
+39
View File
@@ -0,0 +1,39 @@
#.
#Parameters and abilities of Offroad Blocks
[blocks]
#.
#.
#The block gathering search radius of the borehead bearing
# Default: 1.5
# Range: 0.0 ~ 10.0
borehead_bearing_search_radius = 1.5
#.
#The amount of ticks it takes for the borehead bearing to recover from an item stall
# Default: 10
# Range: > 0
borehead_bearing_stall_recovery_ticks = 10
#.
#Whether the borehead bearing should stall when it doesn't have enough room to accept a mined block
borehead_bearing_stalling_enabled = true
#.
#The divisor used to determine the max speed of the attached borehead contraption contraption
# Default: 4.0
# Range: 1.0 ~ 3.4028234663852886E38
borehead_bearing_rotation_divisor = 4.0
#.
#Parameters and abilities of Offroad's kinetic mechanisms
[kinetics]
#.
#.
#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]
wheel_mount = 16.0
borehead_bearing = 8.0
@@ -0,0 +1,20 @@
#Server configuration settings for Ritchie's Projectile Library
[server]
#The maximum amount of chunks forced to load during a single tick. Set to 0 to force load unlimited chunks.
# Default: 64
# Range: > 0
maxChunksForceLoaded = 64
#The maximum amount of chunks that can be processed for loading each tick.
# Default: 32
# Range: 1 ~ 256
maxChunksLoadedEachTick = 32
#[in Ticks]
#How long chunks loaded by this mod last for before being unloaded.
# Default: 3
# Range: 1 ~ 20
projectileChunkAge = 3
#[in Ticks]
#How long chunks loaded by this mod last for before being unloaded if they have not yet loaded entities.
# Default: 10
# Range: 1 ~ 200
entityLoadTimeout = 10
+38
View File
@@ -0,0 +1,38 @@
#Whether sub-levels can split when parts are separated
sub_level_splitting = true
#Sub-level splitting heatmap steps that take place per tick
# Default: 200
# Range: > 1
sub_level_splitting_heatmap_steps = 200
#The distance to network sub-levels to players at
# Default: 320.0
# Range: 1.0 ~ 1.7976931348623157E308
sub_level_tracking_range = 320.0
#The minimum y coordinate sub-levels can exist at
# Default: -10000.0
# Range: -Infinity ~ Infinity
sub_level_remove_min = -10000.0
#The maximum y coordinate sub-levels can exist at
# Default: 100000.0
# Range: -Infinity ~ Infinity
sub_level_remove_max = 100000.0
#The fraction of velocity that is retained when a sub-level is loaded in. A value of 0.0 will indicate that no velocity should be carried over, while a value of 1.0 would carry over 100% of velocity on load.
# Default: 0.9
# Range: 0.0 ~ 1.0
sub_level_velocity_retained_on_load = 0.9
#The strength multiplier applied to sub-level punching impulses
# Default: 2.1
# Range: 0.0 ~ Infinity
sub_level_punch_strength_multiplier = 2.1
#The strength multiplier applied to the vertical component of downward sub-level punching impulses (to prevent jumping by punching the ground while standing on something light)
# Default: 0.175
# Range: 0.0 ~ Infinity
sub_level_punch_downward_strength_multiplier = 0.175
#The cooldown in ticks between sub-level punches
# Default: 3
# Range: > 0
sub_level_punch_cooldown_ticks = 3
#If the entire Sable UDP Networking pipeline should be disabled. This can improve compatibility with certain mods like Replay mod and certain networking setups, but will have worse performance and latency for networking sub-levels.
disable_udp_pipeline = false
#If Sable should attempt to authenticate with clients and send them sub-level data over UDP
attempt_udp_networking = true
+224
View File
@@ -0,0 +1,224 @@
#.
#Parameters and abilities of Simulated's kinetic mechanisms
[kinetics]
#.
#.
#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]
rope_winch = 4.0
auger_shaft = 0.5
torsion_spring = 16.0
auger_cog = 0.5
swivel_bearing = 4.0
#.
#[in Stress Units]
#Configure how much stress a source can accommodate for.
[kinetics.stressValues.v2.capacity]
light_blue_portable_engine = 64.0
yellow_portable_engine = 64.0
gray_portable_engine = 64.0
black_portable_engine = 64.0
red_portable_engine = 64.0
lime_portable_engine = 64.0
light_gray_portable_engine = 64.0
pink_portable_engine = 64.0
green_portable_engine = 64.0
cyan_portable_engine = 64.0
torsion_spring = 8.0
brown_portable_engine = 64.0
magenta_portable_engine = 64.0
purple_portable_engine = 64.0
steering_wheel = 16.0
white_portable_engine = 64.0
blue_portable_engine = 64.0
orange_portable_engine = 64.0
#.
#Settings for sub-level assembly
[assembly]
#.
#.
#Maximum amount of blocks in a structure assemble-able by Physics Assemblers, Swivel Bearings, or other means.
# Default: 128000
# Range: > 1
maxBlocksMoved = 128000
#.
#Maximum range in blocks which honey glue may initially be placed
# Default: 48
# Range: > 1
honeyGlueRange = 48
#.
#Maximum range in blocks which merging glue may be placed by items such as slime balls
# Default: 4.0
# Range: 0.0 ~ 3.4028234663852886E38
mergingGlueRange = 4.0
#.
#The amount of ticks that disassembly alignment is allowed to take before failing.
# Default: 20
# Range: > 5
maxDisassemblyTicks = 20
#.
#The maximum amount of degrees a Simulated Contraption is allowed to be tilted to fully disassemble
# Default: 4.0
# Range: 0.0 ~ 3.4028234663852886E38
disassemblyDegreeTolerance = 4.0
#.
#The maximum velocity a Simulated Contraption is allowed to disassemble at in m/s
# Default: 5.0
# Range: 0.0 ~ 3.4028234663852886E38
disassemblyMaxVelocity = 5.0
#.
#The maximum angular velocity a Simulated Contraption is allowed to disassemble at in rad/s
# Default: 1.5707963705062866
# Range: 0.0 ~ 3.4028234663852886E38
disassemblyMaxAngularVelocity = 1.5707963705062866
#.
#Disallow disassembly of Simulated Contraptions in mid-air, requiring them to be within a few chunk sections of terrain
disallowMidAirDisassembly = true
#.
#Whether only the original Physics Assembler can disassemble the Sub-Level it assembled
#Disabling allows *ALL* Physics Assemblers to disassemble any Sub-Level
"Primary Disassembly" = false
#.
#Parameters related to the physics of Simulated Contraptions
[physics]
#.
#.
#The maximum force two magnets will apply towards each other
# Default: 1000.0
# Range: 0.0 ~ 3.4028234663852886E38
redstoneMagnetStrength = 1000.0
#.
#The maximum force two docking connectors will apply towards each other
# Default: 1000.0
# Range: 0.0 ~ 3.4028234663852886E38
dockingConnectorStrength = 1000.0
#.
#Limit for linear acceleration for a magnet pair
# Default: 500.0
# Range: 0.0 ~ 3.4028234663852886E38
redstoneMagnetLinearAccelerationClamping = 500.0
#.
#Limit for angular acceleration for a magnet pair
# Default: 50.0
# Range: 0.0 ~ 3.4028234663852886E38
redstoneMagnetAngularAccelerationClamping = 50.0
#.
#Limit for linear acceleration for a docking connector pair
# Default: 500.0
# Range: 0.0 ~ 3.4028234663852886E38
dockingConnectorLinearAccelerationClamping = 500.0
#.
#Limit for angular acceleration for a docking connector pair
# Default: 50.0
# Range: 0.0 ~ 3.4028234663852886E38
dockingConnectorAngularAccelerationClamping = 50.0
#.
#The stiffness of locked swivel bearing joints
# Default: 1600.0
# Range: 0.0 ~ 3.4028234663852886E38
swivel_stiffness = 1600.0
#.
#The friction / damping of unlocked swivel bearing joints
# Default: 0.30000001192092896
# Range: 0.0 ~ 3.4028234663852886E38
swivel_friction = 0.30000001192092896
#.
#The damping of locked swivel bearing joints
# Default: 40.0
# Range: 0.0 ~ 3.4028234663852886E38
swivel_damping = 40.0
#.
#The angle tolerance in degrees for docking connectors to link
# Default: 20.0
# Range: 0.0 ~ 365.0
docking_connector_angle = 20.0
#.
#The distance tolerance in blocks for docking connectors to link
# Default: 0.5
# Range: 0.0 ~ 4.0
docking_connector_distance = 0.5
#.
#The maximum force handles are allowed to apply to the contraption they are attached to
# Default: 120.0
# Range: 0.0 ~ 3.4028234663852886E38
handleMaxForce = 120.0
#.
#The linear stiffness of the joint motors used to hold sub-levels by the Creative Physics Staff
# Default: 2650.0
# Range: 0.0 ~ 3.4028234663852886E38
physics_staff_linear_stiffness = 2650.0
#.
#The linear damping of the joint motors used to hold sub-levels by the Creative Physics Staff
# Default: 125.0
# Range: 0.0 ~ 3.4028234663852886E38
physics_staff_linear_damping = 125.0
#.
#The angular stiffness of the joint motors used to hold sub-levels by the Creative Physics Staff
# Default: 10000.0
# Range: 0.0 ~ 3.4028234663852886E38
physics_staff_angular_stiffness = 10000.0
#.
#The angular damping of the joint motors used to hold sub-levels by the Creative Physics Staff
# Default: 850.0
# Range: 0.0 ~ 3.4028234663852886E38
physics_staff_angular_damping = 850.0
#.
#Parameters and abilities of Simulated Blocks
[blocks]
#.
#.
#Maximum range for the Optical Sensor
# Default: 15
# Range: > 0
optical_sensor_max_range = 15
#.
#Maximum range for the Laser Pointer
# Default: 100
# Range: > 0
laser_pointer_max_range = 100
#.
#Maximum range for rope connections
# Default: 40.0
# Range: 0.0 ~ 1000.0
max_rope_range = 40.0
#.
#Maximum percent the rope mounted on a Rope Winch is allowed to stretch before not accepting input
# Default: 25.0
# Range: 0.0 ~ 100.0
max_rope_winch_stretch_allowed = 25.0
#.
#Steepest angle at which a rope can be grabbed onto using a wrench in degrees
# Default: 85.0
# Range: 0.0 ~ 90.0
max_rope_zipline_angle = 85.0
#.
#The maximum RPM a Swivel Bearing is allowed to rotate at
# Default: 96.0
# Range: 0.0 ~ 256.0
max_swivel_bearing_speed = 96.0
#.
#Equipment and gadgets added by Simulated
[equipment]
#.
#.
#Amount of free Plunger Launcher shots provided by one filled Backtank. Set to 0 makes Plunger Launchers unbreakable
# Default: 100
# Range: > 0
maxPlungerLauncherShots = 100
#.
#The max range that launched plungers can be from each other
# Default: 64
# Range: > 0
maxPlungerLauncherRange = 64
+24
View File
@@ -0,0 +1,24 @@
[harvester]
uses_knife = true
[slicer]
consume_tool_durability = true
ignore_rotation = false
jei_show_converted_recipes = false
[basin_cooking]
enabled = true
replace_fluid_containers = true
#Allowed Values: NONE, HEATED, SUPERHEATED
heat_condition = "HEATED"
[sprinkler]
# Default: 300
# Range: 10 ~ 2048
fluid_capacity = 300
# Default: 100
# Range: 0 ~ 2048
fluid_per_use = 100
# Default: 5
# Range: 1 ~ 32
horizontal_range = 5
+61
View File
@@ -0,0 +1,61 @@
["Bundles of Bravery"]
#toggle the updated controls and UI for bundles
has_updated_bundles = true
#allow bundles to appear on chests at villages
bundle_loot = true
["The Garden Awakens"]
#allow resin to be obtainable from creaking hearts
resin = true
#allow resin to appear on chests at woodland mansions
resin_loot = true
#allow creakings to spawn from creaking hearts
creaking = true
#allow the pale garden to generate in the overworld
pale_garden = true
#allow features from 'The Garden Awakens' to be obtainable through wandering traders
pale_trades = true
#creaking heart trail particle color (gray by default)
creaking_particle_color = 6250335
#creaking heart trail particle reverse color (orange by default)
creaking_particle_reverse_color = 16545810
["Spring to Life"]
#allow bushes to generate in the overworld
bushes = true
#allow firefly bushes to generate in the overworld
firefly_bushes = true
#allow wildflowers to generate in the overworld
wildflowers = true
#allow dry grass to generate in the overworld
dry_grass = true
#allow fallen trees to generate in the overworld
fallen_trees = true
#allow leaf litter to generate in the overworld
leaf_litter = true
#allow cactus flowers to generate
cactus_flowers = true
#allow variants for pigs, cows and chickens to generate
farm_animal_variants = true
#allow wolfs to have variants for their sounds
wolf_sound_variants = true
#allow features from 'Spring to Life' to be obtainable through wandering traders
spring_trades = true
#allow camels to spawn outside of villages
camel_spawns = true
#allow lodestones to appear on chests at ruined portals
lodestone_loot = true
["Chase the Skies"]
#allow dried ghasts to be obtainable through nether fossils and piglin bartering
dried_ghasts = true
#toggle whether leashes drop their connections when boosting with a firework rocket
leash_drop_connections = true
#allows ghasts drop the tears music disc
tears_music_disc = true
#apply a modifier to the speed of happy ghasts when ridden, 1.0 is default speed
happy_ghast_speed_modifier = 1.0
["Hot as Lava"]
#allows chicken jockeys to drop the lava chicken music disc
lava_chicken_music_disc = true
+20
View File
@@ -0,0 +1,20 @@
{
// Use the custom name list, editable in ./config/villagernames/customnames.txt, seperated by a comma. If custom names are found, the default name list is ignored.
"useCustomNames": true,
// Use the list of pre-defined female names when naming villagers.
"useDefaultFemaleNames": true,
// Use the list of pre-defined male names when naming villagers.
"useDefaultMaleNames": true,
// Disabled by default. Whether both custom and default names should be used to name villagers. Custom names will probably not be chosen often due to the amount of default names.
"useBothCustomAndDefaultNames": false,
// If enabled, also gives modded villagers a name. If you've found a 'villager'-entity that isn't named let me know by opening an issue so I can add it in.
"nameModdedVillagers": true,
// Whether the profession should be added to the villager's trade screen next to their name.
"showProfessionOnTradeScreen": true,
// If enabled, switches the name and profession on the villager trading screen. Result: <profession> - <name>.
"switchNameAndProfessionTradeScreen": false,
// Whether the merchant level (novice, apprentice etc.) should be hidden on the trade screen.
"hideMerchantLevelTradeScreen": false,
// If enabled, the mod capitalizes each word in the custom name list.
"shouldCapitalizeNames": true
}