Update .gitignore to include KubeJS directories for better resource management in both client and server configurations.

This commit is contained in:
Leonid Pershin
2026-05-08 01:56:52 +03:00
parent 509ff2fb15
commit e58bcbbc4b
124 changed files with 7158 additions and 0 deletions
+4
View File
@@ -5,6 +5,7 @@
# --- Клиент (корень инстанса) ---
!/config/
!/kubejs/
!/mods/
!/resourcepacks/
!/shaderpacks/
@@ -17,6 +18,7 @@
!/.curseclient
!/config/**
!/kubejs/**
!/mods/**
!/resourcepacks/**
!/shaderpacks/**
@@ -26,6 +28,7 @@
/Server/*
!/Server/config/
!/Server/kubejs/
!/Server/mods/
!/Server/install_java.ps1
!/Server/install_java.sh
@@ -38,6 +41,7 @@
!/Server/server.properties.example
!/Server/config/**
!/Server/kubejs/**
!/Server/mods/**
# сервер: реальный server.properties локальный; эталон в server.properties.example
+41
View File
@@ -0,0 +1,41 @@
{
"useExperimentalCaching": false,
"clientOptions": {
"equipControl": "MUST_NOT_CROUCH",
"forceNullRenderReplacement": false,
"disableEmptySlotScreenError": false,
"showCosmeticAccessories": true,
"disabledDefaultRenders": []
},
"screenOptions": {
"selectedScreenType": "NONE",
"showUnusedSlots": false,
"allowSlotScrolling": true,
"inventoryButtonOffset": {
"x": 66,
"y": 8
},
"creativeInventoryButtonOffset": {
"x": 96,
"y": 6
},
"isDarkMode": false,
"showEquippedStackSlotType": true,
"entityLooksAtMouseCursor": false,
"allowSideBarCraftingGrid": true,
"showGroupTabs": true,
"hoveredOptions": {
"brightenHovered": true,
"cycleBrightness": true,
"line": false,
"clickbait": false
},
"unHoveredOptions": {
"renderUnHovered": true,
"darkenUnHovered": true,
"darkenedBrightness": 0.5,
"darkenedOpacity": 1.0
}
},
"modifiers": []
}
+12
View File
@@ -0,0 +1,12 @@
{
"slotIdRedirects": [
{
"trinketsId": "charm/spell_book",
"accessoriesId": "spellbook",
"additionalSlot": 1
}
],
"dumpDataWhenNullEntries": false,
"addPocketSlot": false,
"showPocketSlotInTooltip": false
}
+19
View File
@@ -0,0 +1,19 @@
[basic_options]
"Enable weight for fish? Useful for fishing competitions" = false
# Default: 29
# Range: 0 ~ 255
"Amount of Message In A Bottle messages - Used to add additional custom messages" = 29
"Enable debug mode? (Enables additional logging)" = false
"Show Fillet recipes in JEI?" = true
# Default: 13
# Range: 0 ~ 63
"How many blocks below sea level Aquaculture fish can spawn" = 13
[neptunium_options]
"Enable recipes for Neptunium items?" = true
"Enable recipes for Neptunium armor?" = true
#Should Neptune's bounty be added as fishing loot? Very rare.
"Add Neptune's Bounty as loot?" = true
# Default: 1
# Range: 1 ~ 100
"Neptunium loot table weight - For reference; Fish loot table weight: 85, Junk loot table weight: 10" = 1
@@ -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": -512.0,
"value": -512.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 512.0,
"value": 512.0
}
}
@@ -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": 512.0,
"value": 512.0
}
}
@@ -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
}
}
@@ -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": -256.0,
"value": -256.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1024.0,
"value": 1024.0
}
}
@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": true,
"value": true
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1000000.0,
"value": 1000000.0
}
}
@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": true,
"value": true
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1000000.0,
"value": 1000000.0
}
}
@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": true,
"value": true
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1000000.0,
"value": 1000000.0
}
}
@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": true,
"value": true
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1000000.0,
"value": 1000000.0
}
}
@@ -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": 1024.0,
"value": 1024.0
}
}
@@ -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": 1024.0,
"value": 1024.0
}
}
@@ -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": 1.0,
"value": 1.0
}
}
@@ -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": 100.0,
"value": 100.0
}
}
@@ -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": 1024.0,
"value": 1024.0
}
}
@@ -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": 2048.0,
"value": 2048.0
}
}
@@ -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": -1.0,
"value": -1.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1.0,
"value": 1.0
}
}
@@ -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": 32.0,
"value": 32.0
}
}
@@ -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": 1.0,
"value": 1.0
}
}
@@ -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": -1024.0,
"value": -1024.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1024.0,
"value": 1024.0
}
}
@@ -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": 2048.0,
"value": 2048.0
}
}
@@ -0,0 +1,17 @@
{
"modify_range": {
"//": "Determines if the range for the attribute should be modified or not.",
"//default": true,
"value": true
},
"min": {
"//": "The lowest possible value for the attribute.",
"//default": 1.0,
"value": 1.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1000000.0,
"value": 1000000.0
}
}
@@ -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": 1.0,
"value": 1.0
}
}
@@ -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": 1024.0,
"value": 1024.0
}
}
@@ -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": 1024.0,
"value": 1024.0
}
}
@@ -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": -1024.0,
"value": -1024.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1024.0,
"value": 1024.0
}
}
@@ -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": 0.0625,
"value": 0.0625
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 16.0,
"value": 16.0
}
}
@@ -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": 0.0,
"value": 0.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 1.0,
"value": 1.0
}
}
@@ -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": 1024.0,
"value": 1024.0
}
}
@@ -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": 64.0,
"value": 64.0
}
}
@@ -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": 64.0,
"value": 64.0
}
}
@@ -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": 1024.0,
"value": 1024.0
}
}
@@ -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": 1.0,
"value": 1.0
}
}
@@ -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": 20.0,
"value": 20.0
}
}
@@ -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": 1.0,
"value": 1.0
}
}
@@ -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": 1.0,
"value": 1.0
}
}
@@ -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": 64.0,
"value": 64.0
}
}
@@ -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": 1024.0,
"value": 1024.0
}
}
@@ -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": 10.0,
"value": 10.0
},
"max": {
"//": "The highest possible value for the attribute.",
"//default": 10000.0,
"value": 10000.0
}
}
@@ -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": 10000.0,
"value": 10000.0
}
}
@@ -0,0 +1,116 @@
{
"schema_version": 1,
"blacklist_item_id_regex": "pickaxe",
"fallback_compatibility": [
{
"item_id_regex": "claymore|great_sword|greatsword",
"weapon_attributes": "bettercombat:claymore"
},
{
"item_id_regex": "great_hammer|greathammer|war_hammer|warhammer|maul",
"weapon_attributes": "bettercombat:hammer"
},
{
"item_id_regex": "double_axe|doubleaxe|war_axe|waraxe|great_axe|greataxe",
"weapon_attributes": "bettercombat:double_axe"
},
{
"item_id_regex": "scythe",
"weapon_attributes": "bettercombat:scythe"
},
{
"item_id_regex": "halberd",
"weapon_attributes": "bettercombat:halberd"
},
{
"item_id_regex": "glaive",
"weapon_attributes": "bettercombat:glaive"
},
{
"item_id_regex": "spear",
"weapon_attributes": "bettercombat:spear"
},
{
"item_id_regex": "lance",
"weapon_attributes": "bettercombat:lance"
},
{
"item_id_regex": "anchor",
"weapon_attributes": "bettercombat:anchor"
},
{
"item_id_regex": "battlestaff|battle_staff",
"weapon_attributes": "bettercombat:battlestaff"
},
{
"item_id_regex": "claw",
"weapon_attributes": "bettercombat:claw"
},
{
"item_id_regex": "fist|gauntlet",
"weapon_attributes": "bettercombat:fist"
},
{
"item_id_regex": "trident|javelin|impaled",
"weapon_attributes": "bettercombat:trident"
},
{
"item_id_regex": "katana",
"weapon_attributes": "bettercombat:katana"
},
{
"item_id_regex": "rapier",
"weapon_attributes": "bettercombat:rapier"
},
{
"item_id_regex": "sickle",
"weapon_attributes": "bettercombat:sickle"
},
{
"item_id_regex": "soul_knife",
"weapon_attributes": "bettercombat:soul_knife"
},
{
"item_id_regex": "dagger|knife",
"weapon_attributes": "bettercombat:dagger"
},
{
"item_id_regex": "staff|wand|sceptre|stave|rod",
"weapon_attributes": "bettercombat:wand"
},
{
"item_id_regex": "mace|hammer|flail",
"weapon_attributes": "bettercombat:mace"
},
{
"item_id_regex": "axe",
"weapon_attributes": "bettercombat:axe"
},
{
"item_id_regex": "coral_blade",
"weapon_attributes": "bettercombat:coral_blade"
},
{
"item_id_regex": "twin_blade|twinblade",
"weapon_attributes": "bettercombat:twin_blade"
},
{
"item_id_regex": "cutlass|scimitar|machete",
"weapon_attributes": "bettercombat:cutlass"
},
{
"item_id_regex": "sword|blade",
"weapon_attributes": "bettercombat:sword"
}
],
"ranged_weapons": [
{
"item_id_regex": "two_handed_crossbow",
"weapon_attributes": "bettercombat:crossbow_two_handed_heavy"
},
{
"item_id_regex": "two_handed_bow",
"weapon_attributes": "bettercombat:bow_two_handed_heavy"
}
]
}
+103
View File
@@ -0,0 +1,103 @@
{
/* Upswing (aka windup) is the first phase of the attack (between clicking and performing the damage).
Typical duration of upswing is `weapon cooldown * 0.5`. (Weapon specific upswing values can be defined in weapon attributes)
This config allows you to change upswing duration.
Example values:
- `0.5` (default, fast paced attack initiation) upswing typically lasts 25% of the attack cooldown
- `1.0` (classic setting, realistic attack initiation) upswing typically lasts 50% of the attack cooldown
*/
"upswing_multiplier": 0.5,
// Bypass damage receive throttling of LivingEntity from player attacks.
"allow_fast_attacks": true,
// Allows client-side target search and server-side attack request execution against currently mounted entity of the player
"allow_attacking_mount": false,
// The minimum number of ticks between two attacks
"attack_interval_cap": 2,
/* Blacklist for entities that are acting as vehicle but should not be treated as protected mounts.
Classical example is an alexsmobs:crocodile attempting a death spin.
(Note all hostile mobs hittable by default, this config is to fix faulty mobs)
*/
"hostile_player_vehicles": [
"alexsmobs:crocodile"
],
// Allows vanilla sweeping mechanic to work and Sweeping Edge enchantment
"allow_vanilla_sweeping": false,
// Allows new sweeping mechanic (by Better Combat) to work, including Sweeping Edge enchantment
"allow_reworked_sweeping": true,
/* The more additional targets a weapon swing hits, the weaker it will get.
Entities struck (+1) in a swing more than this, won't get weakened any further.
*/
"reworked_sweeping_extra_target_count": 4,
/* Determines how weak the attack becomes when striking `reworked_sweeping_extra_target_count + 1` targets.
Example values:
- `0.5` -50% damage
*/
"reworked_sweeping_maximum_damage_penalty": 0.5,
"reworked_sweeping_plays_sound": true,
"reworked_sweeping_emits_particles": true,
"reworked_sweeping_sound_and_particles_only_for_swords": true,
// Allows client-side target search to ignore obstacles. WARNING! Setting this to `false` significantly increases the load on clients.
"allow_attacking_thru_walls": false,
// Applies movement speed multiplier while attacking. (Min: 0, Max: 1). Use `0` for a full stop while attacking. Use `1` for no movement speed penalty
"movement_speed_while_attacking": 0.5,
// Determines if applying the movement speed multiplier while attacking is done smoothly or instantly
"movement_speed_applied_smoothly": true,
// Determines whether or not to apply movement speed reduction while attacking mounted
"movement_speed_effected_while_mounting": false,
// Attacks faster than a vanilla threshold will do smaller knockback, proportionally.
"knockback_reduced_for_fast_attacks": true,
// Attack cooldown in ticks, below which knockback will be reduced
"knockback_reduction_threshold": 12.5,
// Knockback reduction curve. Options: LINEAR, SQUARE, HALF_SQUARE
"knockback_reduction_curve": "HALF_SQUARE",
// Combo is reset after idling `combo_reset_rate * weapon_cooldown`
"combo_reset_rate": 3.0,
// Multiplier for `attack_range`, during target lookup on both sides. Large sized entities may be colliding with weapon hitbox, but center of entities can have bigger distance than `attack_range`
"target_search_range_multiplier": 2.0,
// Determines if the server should validate the target range. (If the target is within the range of the weapon)
"server_target_range_validation": false,
// Total multiplier, (examples: +30% = 1.3, -30% = 0.7)
"dual_wielding_attack_speed_multiplier": 1.2000000476837158,
// Total multiplier, (examples: +30% = 1.3, -30% = 0.7)
"dual_wielding_main_hand_damage_multiplier": 1.0,
// Total multiplier, (examples: +30% = 1.3, -30% = 0.7)
"dual_wielding_off_hand_damage_multiplier": 1.0,
/* Relations determine when players' undirected weapon swings (cleaves) will hurt another entity (target).
- `FRIENDLY` - The target can never be damaged by the player.
- `NEUTRAL` - The target can be damaged only if the player is directly looking at it.
- `HOSTILE` - The target can be damaged if located within the weapon swing area.
(NOTE: Vanilla sweeping can still hit targets, if not disabled via `allow_sweeping`)
The various relation related configs are being checked in the following order:
- `player_relations`
- `player_relation_to_passives`
- `player_relation_to_hostiles`
- `player_relation_to_other`
(The first relation to be found for the target will be applied.)
*/
"player_relations": {
"minecraft:player": "NEUTRAL",
"minecraft:villager": "NEUTRAL",
"minecraft:iron_golem": "NEUTRAL",
"guardvillagers:guard": "NEUTRAL"
},
"player_relation_tags": {
"minecraft:undead": "HOSTILE"
},
// Relation to self, and self owned pets (tamed entities), changing this to `FRIENDLY` will make it impossible to hit pets with weapons
"player_relation_to_self_and_pets": "NEUTRAL",
// Relation to teammates (entities in the same team), changing this to `FRIENDLY` will automatically disable friendly fire for all teams
"player_relation_to_teammates": "NEUTRAL",
// Relation to unspecified entities those are instance of PassiveEntity(Yarn)
"player_relation_to_passives": "HOSTILE",
// Relation to unspecified entities those are instance of HostileEntity(Yarn)
"player_relation_to_hostiles": "HOSTILE",
// Fallback relation
"player_relation_to_other": "HOSTILE",
// Try to guess and apply a preset for items without weapon attributes data file
"fallback_compatibility_enabled": true,
// Allow printing the content of weapon attributes registry
"weapon_registry_logging": false,
// Compress the weapon attributes registry for transmission
"weapon_registry_compression": true
}
@@ -0,0 +1,297 @@
{
"trail_appearance": {
"default_appearance": {
"primary": {
"color_rgba": 4294967193,
"glows": false
},
"secondary": {
"color_rgba": 2576980326,
"glows": false
}
},
"conditional": {
"is_enchanted": {
"primary": {
"color_rgba": 1725562777,
"glows": true
},
"secondary": {
"color_rgba": 2582052684,
"glows": true
}
}
}
},
"animation_based": {
"bettercombat:one_handed_slash_horizontal_right": [
{
"particle_type": "slash90",
"x_addition": 0.0,
"y_addition": -0.1,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 0.0
}
],
"bettercombat:one_handed_slash_horizontal_left": [
{
"particle_type": "slash90",
"x_addition": 0.0,
"y_addition": -0.1,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 180.0
}
],
"bettercombat:one_handed_uppercut_right": [
{
"particle_type": "slash90",
"x_addition": 0.0,
"y_addition": -0.1,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 75.0
}
],
"bettercombat:one_handed_swipe_horizontal_right": [
{
"particle_type": "slash90",
"x_addition": 0.0,
"y_addition": -0.1,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": -0.1
}
],
"bettercombat:one_handed_slam": [
{
"particle_type": "slash90",
"x_addition": 0.05,
"y_addition": -0.1,
"z_addition": 0.0,
"local_yaw": 45.0,
"pitch_addition": 0.0,
"roll_set": -85.0
}
],
"bettercombat:one_handed_stab": [
{
"particle_type": "stab",
"x_addition": 0.0,
"y_addition": -0.13,
"z_addition": 0.2,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 0.0
}
],
"bettercombat:one_handed_stab_mounted": [
{
"particle_type": "stab",
"x_addition": 0.0,
"y_addition": 0.15,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 0.0
}
],
"bettercombat:one_handed_punch": [
{
"particle_type": "stab",
"x_addition": 0.0,
"y_addition": -0.1,
"z_addition": 0.15,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 0.0
}
],
"bettercombat:dual_handed_slash_cross": [
{
"particle_type": "slash180",
"x_addition": 0.2,
"y_addition": -0.15,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": -120.0
},
{
"particle_type": "slash180",
"x_addition": -0.2,
"y_addition": -0.15,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": -60.0
}
],
"bettercombat:dual_handed_slash_uncross": [
{
"particle_type": "slash180",
"x_addition": 0.2,
"y_addition": -0.15,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 240.0
},
{
"particle_type": "slash180",
"x_addition": -0.2,
"y_addition": -0.15,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 300.0
}
],
"bettercombat:dual_handed_stab": [
{
"particle_type": "stab",
"x_addition": 0.4,
"y_addition": -0.3,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 0.0
},
{
"particle_type": "stab",
"x_addition": -0.4,
"y_addition": -0.3,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 0.0
}
],
"bettercombat:two_handed_stab_left": [
{
"particle_type": "stab",
"x_addition": 0.0,
"y_addition": -0.15,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 0.0
}
],
"bettercombat:two_handed_stab_right": [
{
"particle_type": "stab",
"x_addition": 0.0,
"y_addition": -0.15,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 0.0
}
],
"bettercombat:two_handed_slash_horizontal_right": [
{
"particle_type": "slash180",
"x_addition": 0.0,
"y_addition": -0.1,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": -5.0
}
],
"bettercombat:two_handed_slash_horizontal_left": [
{
"particle_type": "slash180",
"x_addition": 0.0,
"y_addition": -0.1,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 180.0
}
],
"bettercombat:one_handed_slash_switch_blade_right": [
{
"particle_type": "slash180",
"x_addition": 0.0,
"y_addition": -0.1,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 0.0
}
],
"bettercombat:one_handed_slash_switch_blade_left": [
{
"particle_type": "slash180",
"x_addition": 0.0,
"y_addition": -0.1,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 180.0
}
],
"bettercombat:two_handed_spin": [
{
"particle_type": "slash360",
"x_addition": 0.0,
"y_addition": -0.1,
"z_addition": 0.0,
"local_yaw": 0.0,
"pitch_addition": 0.0,
"roll_set": 180.0
}
],
"bettercombat:two_handed_slash_vertical_right": [
{
"particle_type": "slash90",
"x_addition": 0.0,
"y_addition": -0.1,
"z_addition": 0.0,
"local_yaw": 45.0,
"pitch_addition": 0.0,
"roll_set": -80.0
}
],
"bettercombat:two_handed_slash_vertical_left": [
{
"particle_type": "slash90",
"x_addition": 0.0,
"y_addition": -0.1,
"z_addition": 0.0,
"local_yaw": 45.0,
"pitch_addition": 0.0,
"roll_set": -100.0
}
],
"bettercombat:two_handed_slam": [
{
"particle_type": "slash180",
"x_addition": 0.1,
"y_addition": -0.1,
"z_addition": 0.0,
"local_yaw": 45.0,
"pitch_addition": 0.0,
"roll_set": -86.0
}
],
"bettercombat:two_handed_slam_heavy": [
{
"particle_type": "slash180",
"x_addition": 0.1,
"y_addition": -0.1,
"z_addition": 0.0,
"local_yaw": 45.0,
"pitch_addition": 0.0,
"roll_set": -86.0
}
]
}
}
@@ -0,0 +1,71 @@
{
"aspen_glade_enabled": true,
"auroral_garden_enabled": true,
"bayou_enabled": true,
"bog_enabled": true,
"cold_desert_enabled": true,
"coniferous_forest_enabled": true,
"crag_enabled": true,
"crystalline_chasm_enabled": true,
"dead_forest_enabled": true,
"dryland_enabled": true,
"dune_beach_enabled": true,
"end_corruption_enabled": true,
"end_reef_enabled": true,
"end_wilds_enabled": true,
"erupting_inferno_enabled": true,
"field_enabled": true,
"fir_clearing_enabled": true,
"floodplain_enabled": true,
"forested_field_enabled": true,
"fungal_jungle_enabled": true,
"glowing_grotto_enabled": true,
"grassland_enabled": true,
"gravel_beach_enabled": true,
"highland_enabled": true,
"hot_springs_enabled": true,
"jacaranda_glade_enabled": true,
"jade_cliffs_enabled": true,
"lavender_field_enabled": true,
"lush_desert_enabled": true,
"lush_savanna_enabled": true,
"maple_woods_enabled": true,
"marsh_enabled": true,
"mediterranean_forest_enabled": true,
"moor_enabled": true,
"muskeg_enabled": true,
"mystic_grove_enabled": true,
"old_growth_dead_forest_enabled": true,
"old_growth_woodland_enabled": true,
"ominous_woods_enabled": true,
"orchard_enabled": true,
"origin_valley_enabled": true,
"overgrown_greens_enabled": true,
"pasture_enabled": true,
"prairie_enabled": true,
"pumpkin_patch_enabled": true,
"rainforest_enabled": true,
"redwood_forest_enabled": true,
"rocky_rainforest_enabled": true,
"rocky_shrubland_enabled": true,
"scrubland_enabled": true,
"seasonal_forest_enabled": true,
"shrubland_enabled": true,
"snowblossom_grove_enabled": true,
"snowy_coniferous_forest_enabled": true,
"snowy_fir_clearing_enabled": true,
"snowy_maple_woods_enabled": true,
"spider_nest_enabled": true,
"tropics_enabled": true,
"tundra_enabled": true,
"undergrowth_enabled": true,
"visceral_heap_enabled": true,
"volcanic_plains_enabled": true,
"volcano_enabled": true,
"wasteland_enabled": true,
"wasteland_steppe_enabled": true,
"wetland_enabled": true,
"wintry_origin_valley_enabled": true,
"withered_abyss_enabled": true,
"woodland_enabled": true
}
@@ -0,0 +1,3 @@
[general]
#Add various BOP resources to the Wandering Trader trade pool.
wandering_trader_trades = true
@@ -0,0 +1,13 @@
[nether]
#The weighting of bop biome regions in the nether.
bop_nether_region_weight = 13
#The weighting of rare bop biome regions in the nether.
bop_nether_rare_region_weight = 2
[overworld]
#The weighting of primary bop biome regions in the overworld.
bop_primary_overworld_region_weight = 10
#The weighting of rare bop biome regions in the overworld.
bop_overworld_rare_region_weight = 2
#The weighting of secondary bop biome regions in the overworld.
bop_secondary_overworld_region_weight = 8
+85
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@@ -0,0 +1,85 @@
[settings]
#General Settings
#Maximum distance from where Blocks and Entities can be picked up
# Default: 2.5
# Range: 0.0 ~ 1.7976931348623157E308
maxDistance = 2.5
#Max width of entities that can be picked up in survival mode
# Default: 1.5
# Range: 0.0 ~ 10.0
maxEntityWidth = 1.5
#Max height of entities that can be picked up in survival mode
# Default: 2.5
# Range: 0.0 ~ 10.0
maxEntityHeight = 2.5
#Slowness multiplier for blocks
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
blockSlownessMultiplier = 1.0
#Slowness multiplier for entities
# Default: 1.0
# Range: 0.0 ~ 1.7976931348623157E308
entitySlownessMultiplier = 1.0
#Maximum stack limit for entities
# Default: 10
# Range: > 1
maxEntityStackLimit = 10
#More complex Tile Entities slow down the player more
heavyTiles = true
#Allow all blocks to be picked up, not just Tile Entites. White/Blacklist will still be respected.
pickupAllBlocks = false
#Whether Blocks and Entities slow the creative player down when carried
slownessInCreative = true
#Whether hostile mobs should be able to picked up in survival mode
pickupHostileMobs = false
#Larger Entities slow down the player more
heavyEntities = true
#Allow babies to be carried even when adult mob is blacklisted (or not whitelisted)
allowBabies = false
#Use Whitelist instead of Blacklist for Blocks
useWhitelistBlocks = false
#Use Whitelist instead of Blacklist for Entities
useWhitelistEntities = false
#Use Whitelist instead of Blacklist for Stacking
useWhitelistStacking = false
#Whether the player can hit blocks and entities while carrying or not
hitWhileCarrying = false
#Whether the player drops the carried object when hit or not
dropCarriedWhenHit = false
#Use custom Pickup Scripts. Having this set to false, will not allow you to run scripts, but will increase your performance
useScripts = false
#Allows entities to be stacked on top of each other
stackableEntities = true
#Whether entities' size matters when stacking or not. This means that larger entities cannot be stacked on smaller ones
entitySizeMattersStacking = true
#Usually all the block state information is retained when placing a block that was picked up. But some information is changed to a modified property, like rotation or orientation. In this list, add additional properties that should NOT be saved and instead be updated when placed. Format: modid:block[propertyname]. Note: You don't need to add an entry for every subtype of a same block. For example, we only add an entry for one type of slab, but the change is applied to all slabs.
placementStateExceptions = ["minecraft:chest[type]", "minecraft:stone_button[face]", "minecraft:vine[north,east,south,west,up]", "minecraft:creeper_head[rotation]", "minecraft:glow_lichen[north,east,south,west,up,down]", "minecraft:oak_sign[rotation]", "minecraft:oak_trapdoor[half]"]
#Whether Players can be picked up. Creative players can't be picked up in Survival Mode
pickupPlayers = true
#Whether players in Survival Mode can pick up unbreakable blocks. Creative players always can.
pickupUnbreakableBlocks = false
[whitelist]
#Whitelist. Read about the format here: https://github.com/Tschipp/CarryOn/wiki/Black---and-Whitelist-Config
#Entities that CAN be picked up (useWhitelistEntities must be true)
allowedEntities = []
#Blocks that CAN be picked up (useWhitelistBlocks must be true)
allowedBlocks = []
#Entities that CAN have other entities stacked on top of them (useWhitelistStacking must be true)
allowedStacking = []
[blacklist]
#Blacklist. Read about the format here: https://github.com/Tschipp/CarryOn/wiki/Black---and-Whitelist-Config
#Blocks that cannot be picked up
forbiddenTiles = ["#forge:immovable", "#forge:relocation_not_supported", "#neoforge:immovable", "#neoforge:relocation_not_supported", "minecraft:end_portal", "minecraft:piston_head", "#c:relocation_not_supported", "minecraft:end_gateway", "minecraft:tall_grass", "minecraft:large_fern", "minecraft:peony", "minecraft:rose_bush", "minecraft:lilac", "minecraft:sunflower", "minecraft:*_bed", "minecraft:*_door", "minecraft:big_dripleaf_stem", "minecraft:waterlily", "minecraft:cake", "minecraft:nether_portal", "minecraft:tall_seagrass", "animania:block_trough", "animania:block_invisiblock", "colossalchests:*", "ic2:*", "bigreactors:*", "forestry:*", "tconstruct:*", "rustic:*", "botania:*", "astralsorcery:*", "quark:colored_bed_*", "immersiveengineering:*", "embers:block_furnace", "embers:ember_bore", "embers:ember_activator", "embers:mixer", "embers:heat_coil", "embers:large_tank", "embers:crystal_cell", "embers:alchemy_pedestal", "embers:boiler", "embers:combustor", "embers:catalzyer", "embers:field_chart", "embers:inferno_forge", "storagedrawers:framingtable", "skyresources:*", "lootbags:*", "exsartagine:*", "aquamunda:tank", "opencomputers:*", "malisisdoors:*", "industrialforegoing:*", "minecolonies:*", "thaumcraft:pillar*", "thaumcraft:infernal_furnace", "thaumcraft:placeholder*", "thaumcraft:infusion_matrix", "thaumcraft:golem_builder", "thaumcraft:thaumatorium*", "magneticraft:oil_heater", "magneticraft:solar_panel", "magneticraft:steam_engine", "magneticraft:shelving_unit", "magneticraft:grinder", "magneticraft:sieve", "magneticraft:solar_tower", "magneticraft:solar_mirror", "magneticraft:container", "magneticraft:pumpjack", "magneticraft:solar_panel", "magneticraft:refinery", "magneticraft:oil_heater", "magneticraft:hydraulic_press", "magneticraft:multiblock_gap", "refinedstorage:*", "mcmultipart:*", "enderstorage:*", "betterstorage:*", "practicallogistics2:*", "wearablebackpacks:*", "rftools:screen", "rftools:creative_screen", "create:*", "magic_doorknob:*", "iceandfire:*", "ftbquests:*", "waystones:*", "contact:*", "framedblocks:*", "securitycraft:*", "forgemultipartcbe:*", "integrateddynamics:cable", "mekanismgenerators:wind_generator", "cookingforblockheads:cabinet", "cookingforblockheads:corner", "cookingforblockheads:counter", "cookingforblockheads:oven", "cookingforblockheads:toaster", "cookingforblockheads:milk_jar", "cookingforblockheads:cow_jar", "cookingforblockheads:fruit_basket", "cookingforblockheads:cooking_table", "cookingforblockheads:fridge", "cookingforblockheads:sink", "chipped:*", "irons_spellbooks:*", "create*:*", "simple_pipes:*", "libmultipart:*", "quark:tiny_potato", "ait:*", "vampirism:*", "extrastorage:*", "relics:researching_table", "sophisticatedstorage:*chest", "powah:*", "advancementtrophies:trophy", "mekanismgenerators:heat_generator", "mna:filler_block", "create_enchantment_industry:*", "graveyard:*", "immersivepetroleum:*", "tardis:interior_door", "cuffed:*", "littletiles:*", "butchersdelight:*", "irons_spellbooks:*", "extended_drawers:*", "functionalstorage:*", "sophisticatedstorage:*", "farmersdelight:*", "modern_industrialization:*_cable", "modern_industrialization:item_pipe", "modern_industrialization:*_item_pipe", "modern_industrialization:fluid_pipe", "modern_industrialization:*_fluid_pipe", "snowrealmagic:*"]
#Entities that cannot be picked up
forbiddenEntities = ["#c:capturing_not_supported", "#c:teleporting_not_supported", "minecraft:end_crystal", "minecraft:ender_dragon", "minecraft:ghast", "minecraft:fireball", "minecraft:small_fireball", "minecraft:whither_skull", "minecraft:shulker", "minecraft:leash_knot", "minecraft:armor_stand", "minecraft:whither_skull_dangerous", "minecraft:dragon_fireball", "minecraft:item_frame", "minecraft:painting", "minecraft:shulker_bullet", "minecraft:evoker_fangs", "minecraft:glow_item_frame", "minecraft:tnt", "minecraft:trident", "minecraft:arrow", "minecraft:spectral_arrow", "minecraft:interaction", "minecraft:marker", "minecraft:block_display", "minecraft:item_display", "minecraft:text_display", "animania:hamster", "animania:ferret*", "animania:hedgehog*", "animania:cart", "animania:wagon", "mynko:*", "pixelmon:*", "mocreatures:*", "quark:totem", "vehicle:*", "securitycraft:*", "taterzens:npc", "easy_npc:*", "bodiesbodies:dead_body", "littletiles:*"]
#Entities that cannot have other entities stacked on top of them
forbiddenStacking = ["minecraft:horse"]
[customPickupConditions]
#Custom Pickup Conditions. Read about the format here: https://github.com/Tschipp/CarryOn/wiki/Custom-Pickup-Condition-Config
#Custom Pickup Conditions for Blocks
customPickupConditionsBlocks = []
#Custom Pickup Conditions for Entities
customPickupConditionsEntities = []
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+7
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@@ -0,0 +1,7 @@
#.
#Modify Create's impact on your terrain
[worldgen]
#.
#.
#Prevents all worldgen added by Create from taking effect
disableWorldGen = false
+604
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@@ -0,0 +1,604 @@
#.
#The Backbone of Create
[infrastructure]
#.
#[in Ticks]
#The amount of time a server waits before sending out tickrate synchronization packets.
#These packets help animations to be more accurate when tps is below 20.
# Default: 20
# Range: > 5
tickrateSyncTimer = 20
#.
#Packmakers' control panel for internal recipe compat
[recipes]
#.
#.
#Allow the Mechanical Press to process entire stacks at a time.
bulkPressing = false
#.
#Allow the Mechanical Saw to process entire stacks at a time.
bulkCutting = false
#.
#Allow supported potions to be brewed by a Mechanical Mixer + Basin.
allowBrewingInMixer = true
#.
#Allow any shapeless crafting recipes to be processed by a Mechanical Mixer + Basin.
allowShapelessInMixer = true
#.
#Allow any single-ingredient 2x2 or 3x3 crafting recipes to be processed by a Mechanical Press + Basin.
allowShapedSquareInPress = true
#.
#Allow any standard crafting recipes to be processed by Mechanical Crafters.
allowRegularCraftingInCrafter = true
#.
#The Maximum amount of ingredients that can be used to craft Firework Rockets using Mechanical Crafters.
# Default: 9
# Range: > 1
maxFireworkIngredientsInCrafter = 9
#.
#Allow any stonecutting recipes to be processed by a Mechanical Saw.
allowStonecuttingOnSaw = true
#.
#Allow Spouts to interact with Casting Tables and Basins from Tinkers' Construct.
allowCastingBySpout = true
#.
#Display vanilla Log-stripping interactions in JEI.
displayLogStrippingRecipes = true
#.
#The amount of Light sources destroyed before Chromatic Compound turns into Refined Radiance.
# Default: 10
# Range: > 1
lightSourceCountForRefinedRadiance = 10
#.
#Allow the standard in-world Refined Radiance recipes.
enableRefinedRadianceRecipe = true
#.
#Allow the standard in-world Shadow Steel recipe.
enableShadowSteelRecipe = true
#.
#Parameters and abilities of Create's kinetic mechanisms
[kinetics]
#.
#.
#Disable the Stress mechanic altogether.
disableStress = false
#.
#Maximum length in blocks of mechanical belts.
# Default: 20
# Range: > 5
maxBeltLength = 20
#.
#Maximum length in blocks of chain conveyor connections.
# Default: 32
# Range: > 5
maxChainConveyorLength = 32
#.
#Maximum amount of connections each chain conveyor can have.
# Default: 4
# Range: > 1
maxChainConveyorConnections = 4
#.
#Damage dealt by active Crushing Wheels.
# Default: 4
# Range: > 0
crushingDamage = 4
#.
#[in Revolutions per Minute]
#Maximum allowed rotation speed for any Kinetic Block.
# Default: 256
# Range: > 64
maxRotationSpeed = 256
#.
#Select what mobs should ignore Deployers when attacked by them.
#Allowed Values: ALL, CREEPERS, NONE
ignoreDeployerAttacks = "CREEPERS"
#.
#Game ticks between Kinetic Blocks checking whether their source is still valid.
# Default: 60
# Range: > 5
kineticValidationFrequency = 60
#.
#multiplier used for calculating exhaustion from speed when a crank is turned.
# Default: 0.009999999776482582
# Range: 0.0 ~ 1.0
crankHungerMultiplier = 0.009999999776482582
#.
#Amount of sail-type blocks required for a windmill to assemble successfully.
# Default: 8
# Range: > 0
minimumWindmillSails = 8
#.
#Number of sail-type blocks required to increase windmill speed by 1RPM.
# Default: 8
# Range: > 1
windmillSailsPerRPM = 8
#.
#Max Distance in blocks a Weighted Ejector can throw
# Default: 32
# Range: > 0
maxEjectorDistance = 32
#.
#Time in ticks until the next item launched by an ejector scans blocks for potential collisions
# Default: 120
# Range: > 10
ejectorScanInterval = 120
#.
#Encased Fan
[kinetics.encasedFan]
#.
#Maximum distance in blocks Fans can push entities.
# Default: 20
# Range: > 5
fanPushDistance = 20
#.
#Maximum distance in blocks from where Fans can pull entities.
# Default: 20
# Range: > 5
fanPullDistance = 20
#.
#Game ticks between Fans checking for anything blocking their air flow.
# Default: 30
# Range: > 10
fanBlockCheckRate = 30
#.
#[in Revolutions per Minute]
#Rotation speed at which the maximum stats of fans are reached.
# Default: 256
# Range: > 64
fanRotationArgmax = 256
#.
#Game ticks required for a Fan-based processing recipe to take effect.
# Default: 150
# Range: > 0
fanProcessingTime = 150
#.
#Moving Contraptions
[kinetics.contraptions]
#.
#Maximum amount of blocks in a structure movable by Pistons, Bearings or other means.
# Default: 2048
# Range: > 1
maxBlocksMoved = 2048
#.
#Maximum value of a chassis attachment range.
# Default: 16
# Range: > 1
maxChassisRange = 16
#.
#Maximum amount of extension poles behind a Mechanical Piston.
# Default: 64
# Range: > 1
maxPistonPoles = 64
#.
#Max length of rope available off a Rope Pulley.
# Default: 384
# Range: > 1
maxRopeLength = 384
#.
#Maximum allowed distance of two coupled minecarts.
# Default: 32
# Range: > 1
maxCartCouplingLength = 32
#.
#Maximum depth of blocks filled in using a Mechanical Roller.
# Default: 12
# Range: > 1
rollerFillDepth = 12
#.
#Whether minecart contraptions can be picked up in survival mode.
survivalContraptionPickup = true
#.
#Configure how Spawner blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableSpawners = "NO_PICKUP"
#.
#Configure how Budding Amethyst can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
amethystMovement = "NO_PICKUP"
#.
#Configure how Obsidian blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableObsidian = "UNMOVABLE"
#.
#Configure how Reinforced Deepslate blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableReinforcedDeepslate = "UNMOVABLE"
#.
#Whether items mined or harvested by contraptions should be placed in their mounted storage.
moveItemsToStorage = true
#.
#Whether harvesters should break crops that aren't fully grown.
harvestPartiallyGrown = false
#.
#Whether harvesters should replant crops after harvesting.
harvesterReplants = true
#.
#Whether minecart contraptions can be placed into container items.
minecartContraptionInContainers = false
#.
#Whether stabilised bearings create a separated entity even on non-rotating contraptions.
#[Technical]
stabiliseStableContraptions = false
#.
#Whether the players hitbox should be expanded to the size of the contraption hitbox.
#[Technical]
syncPlayerPickupHitboxWithContraptionHitbox = false
#.
#Whether to prevent block dropping when contraption is placed inside in-world blocks.
noDropWhenContraptionReplaceBlocks = false
#.
#Configure speed/capacity levels for requirements and indicators.
[kinetics.stats]
#.
#[in Revolutions per Minute]
#Minimum speed of rotation to be considered 'medium'
# Default: 30.0
# Range: 0.0 ~ 4096.0
mediumSpeed = 30.0
#.
#[in Revolutions per Minute]
#Minimum speed of rotation to be considered 'fast'
# Default: 100.0
# Range: 0.0 ~ 65535.0
fastSpeed = 100.0
#.
#[in Stress Units]
#Minimum stress impact to be considered 'medium'
# Default: 4.0
# Range: 0.0 ~ 4096.0
mediumStressImpact = 4.0
#.
#[in Stress Units]
#Minimum stress impact to be considered 'high'
# Default: 8.0
# Range: 0.0 ~ 65535.0
highStressImpact = 8.0
#.
#[in Stress Units]
#Minimum added Capacity by sources to be considered 'medium'
# Default: 256.0
# Range: 0.0 ~ 4096.0
mediumCapacity = 256.0
#.
#[in Stress Units]
#Minimum added Capacity by sources to be considered 'high'
# Default: 1024.0
# Range: 0.0 ~ 65535.0
highCapacity = 1024.0
#.
#Fine tune the kinetic stats of individual components
[kinetics.stressValues.v2]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[kinetics.stressValues.v2.impact]
brass_encased_shaft = 0.0
turntable = 4.0
clutch = 0.0
mechanical_mixer = 4.0
gearbox = 0.0
mechanical_bearing = 4.0
copper_backtank = 4.0
hose_pulley = 4.0
display_board = 0.0
crushing_wheel = 8.0
adjustable_chain_gearshift = 0.0
millstone = 4.0
rotation_speed_controller = 0.0
sticky_mechanical_piston = 4.0
mechanical_crafter = 2.0
deployer = 4.0
elevator_pulley = 4.0
stressometer = 0.0
cogwheel = 0.0
encased_chain_drive = 0.0
belt = 0.0
brass_encased_large_cogwheel = 0.0
weighted_ejector = 2.0
chain_conveyor = 1.0
mechanical_saw = 4.0
flywheel = 0.0
mechanical_piston = 4.0
speedometer = 0.0
brass_encased_cogwheel = 0.0
clockwork_bearing = 4.0
mechanical_press = 8.0
mechanical_drill = 4.0
andesite_encased_shaft = 0.0
netherite_backtank = 4.0
mechanical_arm = 2.0
sequenced_gearshift = 0.0
andesite_encased_large_cogwheel = 0.0
shaft = 0.0
cuckoo_clock = 1.0
gearshift = 0.0
rope_pulley = 4.0
andesite_encased_cogwheel = 0.0
large_cogwheel = 0.0
encased_fan = 2.0
mysterious_cuckoo_clock = 1.0
gantry_shaft = 0.0
mechanical_pump = 4.0
#.
#[in Stress Units]
#Configure how much stress a source can accommodate for.
[kinetics.stressValues.v2.capacity]
steam_engine = 1024.0
water_wheel = 32.0
copper_valve_handle = 8.0
hand_crank = 8.0
creative_motor = 16384.0
large_water_wheel = 128.0
windmill_bearing = 512.0
#.
#Create's liquid manipulation tools
[fluids]
#.
#.
#[in Buckets]
#The amount of liquid a tank can hold per block.
# Default: 8
# Range: > 1
fluidTankCapacity = 8
#.
#[in Blocks]
#The maximum height a fluid tank can reach.
# Default: 32
# Range: > 1
fluidTankMaxHeight = 32
#.
#[in Blocks]
#The maximum distance a mechanical pump can push or pull liquids on either side.
# Default: 16
# Range: > 1
mechanicalPumpRange = 16
#.
#[in Blocks]
#The maximum distance a hose pulley can draw fluid blocks from.
# Default: 128
# Range: > 1
hosePulleyRange = 128
#.
#[in Blocks]
#[-1 to disable this behaviour]
#The minimum amount of fluid blocks the hose pulley needs to find before deeming it an infinite source.
# Default: 10000
# Range: > -1
hosePulleyBlockThreshold = 10000
#.
#Whether hose pulleys should continue filling up above-threshold sources.
fillInfinite = false
#.
#Configure which fluids can be drained infinitely.
#Allowed Values: ALLOW_ALL, DENY_ALL, ALLOW_BY_TAG, DENY_BY_TAG
bottomlessFluidMode = "ALLOW_BY_TAG"
#.
#Whether hose pulleys should be allowed to place fluid sources.
fluidFillPlaceFluidSourceBlocks = true
#.
#Whether open-ended pipes should be allowed to place fluid sources.
pipesPlaceFluidSourceBlocks = true
#.
#Tweaks for logistical components
[logistics]
#.
#.
#The amount of ticks a funnel waits between item transferrals, when it is not re-activated by redstone.
# Default: 8
# Range: > 1
defaultExtractionTimer = 8
#.
#The amount of ticks a portable storage interface waits for transfers until letting contraptions move along.
# Default: 60
# Range: > 1
psiTimeout = 60
#.
#Maximum distance in blocks a Mechanical Arm can reach across.
# Default: 5
# Range: > 1
mechanicalArmRange = 5
#.
#Maximum distance in blocks a Package Port can be placed at from its target.
# Default: 5
# Range: > 1
packagePortRange = 5
#.
#Maximum possible range in blocks of redstone link connections.
# Default: 256
# Range: > 1
linkRange = 256
#.
#Maximum possible distance in blocks between display links and their target.
# Default: 64
# Range: > 1
displayLinkRange = 64
#.
#The total amount of stacks a vault can hold per block in size.
# Default: 20
# Range: 1 ~ 2048
vaultCapacity = 20
#.
#The amount of packages a chain conveyor can carry at a time.
# Default: 20
# Range: > 1
chainConveyorCapacity = 20
#.
#The amount of ticks a brass tunnel waits between distributions.
# Default: 10
# Range: 1 ~ 10
brassTunnelTimer = 10
#.
#The amount of ticks a factory gauge waits between requests.
# Default: 100
# Range: > 5
factoryGaugeTimer = 100
#.
#Whether hostile mobs walking near a seat will start riding it.
seatHostileMobs = true
#.
#Everything related to Schematic tools
[schematics]
#.
#.
#Whether placing a Schematic directly in Creative Mode should replace world blocks with Air
creativePrintIncludesAir = false
#.
#The amount of Schematics a player can upload until previous ones are overwritten.
# Default: 10
# Range: > 1
maxSchematics = 10
#.
#[in KiloBytes]
#The maximum allowed file size of uploaded Schematics.
# Default: 256
# Range: > 16
maxTotalSchematicSize = 256
#.
#[in Bytes]
#The maximum packet size uploaded Schematics are split into.
# Default: 1024
# Range: 256 ~ 32767
maxSchematicPacketSize = 1024
#.
#Amount of game ticks without new packets arriving until an active schematic upload process is discarded.
# Default: 600
# Range: > 100
schematicIdleTimeout = 600
#.
#Schematicannon
[schematics.schematicannon]
#.
#Amount of game ticks between shots of the cannon. Higher => Slower
# Default: 10
# Range: > 1
schematicannonDelay = 10
#.
#Amount of blocks a Schematicannon can print per Gunpowder item provided.
# Default: 400
# Range: > 1
schematicannonShotsPerGunpowder = 400
#.
#Equipment and gadgets added by Create
[equipment]
#.
#.
#The Maximum Distance to an active mirror for the symmetry wand to trigger.
# Default: 50
# Range: > 10
maxSymmetryWandRange = 50
#.
#The Maximum Distance a Block placed by Create's placement assist will have to its interaction point.
# Default: 12
# Range: > 3
placementAssistRange = 12
#.
#The Maximum Distance at which a Toolbox can interact with Players' Inventories.
# Default: 10
# Range: > 1
toolboxRange = 10
#.
#The Maximum volume of Air that can be stored in a backtank = Seconds of underwater breathing
# Default: 900
# Range: > 1
airInBacktank = 900
#.
#The volume of Air added by each level of the backtanks Capacity Enchantment
# Default: 300
# Range: > 1
enchantedBacktankCapacity = 300
#.
#Amount of free Extendo Grip actions provided by one filled Copper Backtank. Set to 0 makes Extendo Grips unbreakable
# Default: 1000
# Range: > 0
maxExtendoGripActions = 1000
#.
#Amount of free Potato Cannon shots provided by one filled Copper Backtank. Set to 0 makes Potato Cannons unbreakable
# Default: 200
# Range: > 0
maxPotatoCannonShots = 200
#.
#Create's builtin Railway systems
[trains]
#.
#.
#Whether moving Trains can hurt colliding mobs and players.
trainsCauseDamage = true
#.
#Maximum length of track that can be placed as one batch or turn.
# Default: 32
# Range: 16 ~ 128
maxTrackPlacementLength = 32
#.
#Maximum length of a Train Stations' assembly track.
# Default: 128
# Range: 5 ~ 512
maxAssemblyLength = 128
#.
#Maximum amount of bogeys assembled as a single Train.
# Default: 20
# Range: 1 ~ 200
maxBogeyCount = 20
#.
#Relative speed of a manually controlled Train compared to a Scheduled one.
# Default: 0.75
# Range: 0.0 ~ 3.4028234663852886E38
manualTrainSpeedModifier = 0.75
#.
#Standard Trains
[trains.trainStats]
#.
#[in Blocks/Second]
#The top speed of any assembled Train.
# Default: 28.0
# Range: 0.0 ~ 3.4028234663852886E38
trainTopSpeed = 28.0
#.
#[in Blocks/Second]
#The top speed of Trains during a turn.
# Default: 14.0
# Range: 0.0 ~ 3.4028234663852886E38
trainTurningTopSpeed = 14.0
#.
#[in Blocks/Second²]
#The acceleration of any assembled Train.
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
trainAcceleration = 3.0
#.
#Powered Trains
[trains.poweredTrainStats]
#.
#[in Blocks/Second]
#The top speed of powered Trains.
# Default: 40.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainTopSpeed = 40.0
#.
#[in Blocks/Second]
#The top speed of powered Trains during a turn.
# Default: 20.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainTurningTopSpeed = 20.0
#.
#[in Blocks/Second²]
#The acceleration of powered Trains.
# Default: 3.0
# Range: 0.0 ~ 3.4028234663852886E38
poweredTrainAcceleration = 3.0
@@ -0,0 +1,49 @@
#.
#Enable/Disable features of Create: Dragons Plus
#Mods depending on certain features may forcibly enable/disable them, in that case, the corresponding config will be ignored
#[@cui:RequiresReload:both]
[features]
#.
#.
#Fluid Feature Elements
[features.fluid]
#.
#If Dye Fluids should be enabled
"fluid/dye" = true
#.
#If Dragon's Breath Fluid should be enabled
"fluid/dragon_breath" = true
#.
#If colored concrete should be generated when Dye Fluid meets Lava
"fluid/dye/lava_interaction_generate_colored_concrete" = true
#.
#Block Feature Elements
[features.block]
#.
#If Fluid Hatch should be enabled
"block/fluid_hatch" = true
#.
#Item Feature Elements
[features.item]
#.
#If Blaze Upgrade Smithing Template should be enabled
"item/blaze_upgrade_smithing_template" = false
#.
#Recipe Feature Elements
[features.recipe]
#.
#If Automated Brewing Recipes for Dragon's Breath Fluid should be generated
"recipe/automatic_brewing/dragon_breath" = true
#.
#If Sand Paper Polishing Recipes for Polished Blocks should be generated
"recipe/sand_paper_polishing/polished_blocks" = true
#.
#If Sand Paper Polishing Recipes for Oxidized Blocks should be generated
"recipe/sand_paper_polishing/oxidized_blocks" = true
#.
#If Sand Paper Polishing Recipes for Waxed Blocks should be generated
"recipe/sand_paper_polishing/waxed_blocks" = true
@@ -0,0 +1,16 @@
#.
#Packmakers' control panel for internal recipe compat
[recipes]
#.
#.
#If Bulk Coloring should be enabled
enableBulkColoring = true
#.
#If Bulk Freezing should be enabled
enableBulkFreezing = true
#.
#If Bulk Sanding should be enabled
enableBulkSanding = true
#.
#If Bulk Ending should be enabled
enableBulkEnding = true
@@ -0,0 +1,193 @@
#.
#Parameters and abilities of kinetic mechanisms
[kinetics]
#.
#.
#Whether Deployer-killed entities should drop experience.
deployerKillDropXp = true
#.
#Scale for experience dropped from Deployer-killed entities.
# Default: 1.0
# Range: 0.0 ~ 1.0
deployerKillXpScale = 1.0
#.
#Whether Deployer-mined blocks should drop experience.
deployerMineDropXp = true
#.
#Scale for experience dropped from Deployer-mined blocks.
# Default: 1.0
# Range: 0.0 ~ 1.0
deployerMineXpScale = 1.0
#.
#Whether Deployers collect dropped experience as Nuggets of Experience.
deployerCollectXp = true
#.
#Whether the Mending enchantment applies to Deployer-held items (Needs deployerCollectXp = true).
deployerMendItem = true
#.
#Whether Deployers can perform sweep attacks.
deployerSweepAttack = true
#.
#Whether Crushing Wheel-killed entities should drop experience.
crushingWheelKillDropXp = true
#.
#Probability of Crushing Wheel-killed entities dropping experience.
# Default: 0.30000001192092896
# Range: 0.0 ~ 1.0
crushingWheelKillDropXpChance = 0.30000001192092896
#.
#Scale for experience dropped from Crushing Wheel-killed entities.
# Default: 0.3400000035762787
# Range: 0.0 ~ 1.0
crushingWheelKillDropXpScale = 0.3400000035762787
#.
#Fine tune the kinetic stats of individual components
[kinetics.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.
[kinetics.stressValues.v1.impact]
mechanical_grindstone = 4.0
grindstone_drain = 4.0
#.
#Parameters and abilities of fluids and fluid operating components
[kinetics.fluids]
#.
#.
#Whether Liquid Experience will vaporize into Experience Orbs upon placement.
experienceVaporizeOnPlacement = true
#.
#The amount of liquid a Printer can hold (mB).
#[@cui:RequiresReload:server]
# Default: 4000
# Range: > 1000
printerFluidCapacity = 4000
#.
#If the printing of Written Books function of Printers should be enabled.
#[@cui:RequiresReload:server]
enableWrittenBookPrinting = true
#.
#If the printing of Enchanted Books function of Printers should be enabled.
#[@cui:RequiresReload:server]
enableEnchantedBookPrinting = true
#.
#If the printing of Create's copiable items function of Printers should be enabled.
#[@cui:RequiresReload:server]
enableCreateCopiableItemPrinting = true
#.
#If the changing package patterns function of Printers should be enabled.
#[@cui:RequiresReload:server]
enablePackagePatternPrinting = true
#.
#If the assigning package addresses function of Printers should be enabled.
#[@cui:RequiresReload:server]
enablePackageAddressPrinting = true
#.
#If the assigning custom names function of Printers should be enabled.
#[@cui:RequiresReload:server]
enableCustomNamePrinting = true
#.
#If the printing banner patterns function of Printers should be enabled.
#[@cui:RequiresReload:server]
enableBannerPatternPrinting = true
#.
#Whether printing custom names (displayed in italics) should instead print as as item names (displayed in non-italics).
printingCustomNameAsItemName = false
#.
#The generation change when copying Written Books; a value of 1 will prevent copying copy of copy
# Default: -3
# Range: -3 ~ 1
printingGenerationChange = -3
#.
#The cost multiplier of printing Enchanted Books.
# Default: 1.0
# Range: 0.009999999776482582 ~ 100.0
printingEnchantedBookCostMultiplier = 1.0
#.
#Whether the Printer denylist prevents Enchanted Books from being copied.Setting this to false allows copying Enchanted Books without denied enchantments
printingEnchantedBookDenylistStopCopying = true
#.
#The amount of liquid a Blaze Enchanter can hold (mB).
#[@cui:RequiresReload:server]
# Default: 4000
# Range: > 1000
blazeEnchanterFluidCapacity = 4000
#.
#The amount of liquid a Blaze Forger can hold (mB).
#[@cui:RequiresReload:server]
# Default: 4000
# Range: > 1000
blazeForgerFluidCapacity = 4000
#.
#The amount of liquid an Experience Lantern can hold (mB).
#[@cui:RequiresReload:server]
# Default: 1000
# Range: > 100
experienceLanternFluidCapacity = 1000
#.
#The amount of experience an Experience Lantern can drain from player per 0.5 ticks (mB).
# Default: 50
# Range: > 1
experienceLanternDrainRate = 50
#.
#Whether the Experience Lantern will pull in experience orbs from nearby.
experienceLanternPullToggle = true
#.
#The range at which experience orbs will be pulled into the lantern.
# Default: 10
# Range: > 0
experienceLanternPullRadius = 10
#.
#Modifier for the amount of force with which to pull the experience orbs.
# Default: 0.07500000298023224
# Range: 0.0 ~ 0.5
experienceLanternPullForceMultiplier = 0.07500000298023224
#.
#Whether the Experience Lantern will drain experience from nearby Touhou Little Maid's maids (requires TLM mod).
experienceLanternDrainMaidExperience = true
#.
#The amount of liquid a Grindstone Drain can hold (mB).
#[@cui:RequiresReload:server]
# Default: 1000
# Range: > 5000
mechanicalGrindstoneFluidCapacity = 5000
#.
#Parameters and abilities of enchantment operating components
[kinetics.enchantments]
#.
#.
#The max experience level a Blaze Enchanter can use in Regular Enchanting
# Default: 30
# Range: > 0
blazeEnchanterMaxEnchantLevel = 30
#.
#The max experience level a Blaze Enchanter can use in Super Enchanting
# Default: 60
# Range: > 0
blazeEnchanterMaxSuperEnchantLevel = 60
#.
#Max enchantment level in Super Enchanting will be extended by this value
# Default: 1
# Range: 0 ~ 255
enchantmentMaxLevelExtension = 1
#.
#If Super Enchanting and Super Forging ignores enchantment compatibility
ignoreEnchantmentCompatibility = true
#.
#If Enchantment splitting respects over-capped level
splitEnchantmentRespectLevelExtension = false
#.
#Parameters and abilities of processing mechanisms and appliances
[kinetics.processing]
#.
#.
#Probability of natural lightning strikes transforming Blocks of Experience.
# Default: 1.0
# Range: 0.0 ~ 1.0
regularLightningStrikeTransformXpBlockChance = 1.0
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@@ -0,0 +1,19 @@
{
"usergroups": {
"creative": {
"filters": [
"{id:\"mode\",mode:1}"
]
},
"survival": {
"filters": [
"{id:\"mode\",mode:0}"
]
},
"adventure": {
"filters": [
"{id:\"mode\",mode:2}"
]
}
}
}
+4
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@@ -0,0 +1,4 @@
#List of slots to create or modify.
#See documentation for syntax: https://docs.illusivesoulworks.com/curios/configuration#slot-configuration
#
slots = []
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#Sets behavior for keeping Curios items on death.
#ON - Curios items are kept on death
#DEFAULT - Curios items follow the keepInventory gamerule
#OFF - Curios items are dropped on death
#Allowed Values: ON, DEFAULT, OFF
keepCurios = "DEFAULT"
[menu]
#The minimum number of columns for the Curios menu.
# Default: 1
# Range: 1 ~ 8
minimumColumns = 1
#The maximum number of slots per page of the Curios menu.
# Default: 48
# Range: 1 ~ 48
maxSlotsPerPage = 48
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[settings]
#If enabled, Novice and Apprentice Farmer villagers will have a chance to buy crops from this mod.
enableFarmerFDTrades = true
#If enabled, the Wandering Trader will have a chance to sell seeds and plantables from this mod.
enableWanderingTraderFDTrades = true
#If enabled, players will be able to reel back rope, bottom to top, when sneak-using with an empty hand on them.
enableRopeReeling = true
#A list of dye colors that, when used as the background color of a Canvas Sign, should default to white text when placed.
#Dyes: ["white", "orange", "magenta", "light_blue", "yellow", "lime", "pink", "gray", "light_gray", "cyan", "purple", "blue", "brown", "green", "red", "black"]
canvasSignDarkBackgroundList = ["gray", "purple", "blue", "brown", "green", "red", "black"]
[farming]
#The chance (in decimal percentage) of Rich Soil providing a bone meal boost to a crop planted on it. Set to 0.0 to disable.
# Default: 0.2
# Range: 0.0 ~ 1.0
richSoilBoostChance = 0.2
#If enabled, tomato crops will be able to climb any rope tagged as farmersdelight:ropes. If disabled, this will be restricted to this mod's rope only.
#Beware: this will convert these blocks into the block specified in defaultTomatoVineRope.
enableTomatoVineClimbingTaggedRopes = true
#Which rope should Tomato Vines leave behind when broken?
defaultTomatoVineRope = "farmersdelight:rope"
[crafting]
#If enabled, the Cooking Pot will provide a Recipe Book on its interface, similar to the one on Crafting Tables and Furnaces.
enableCookingPotRecipeBook = true
#If enabled, storage crates (3x3) for vanilla crops (similar to Quark and Thermal Cultivation) will become craftable.
enableVanillaCropCrates = true
#How much (in decimal percentage) should each level of Fortune increase the odds of obtaining rare results on the Cutting Board? Set to 0.0 to disable.
# Default: 0.1
# Range: 0.0 ~ 1.0
cuttingBoardFortuneBonus = 0.1
[overrides]
#If enabled, soups and stews from Minecraft will grant Nourishment when eaten, similar to meals from this mod.
enableVanillaSoupExtraEffects = true
#If enabled, Rabbit Stew will be given improved food stats, to match its crafting cost.
enableRabbitStewBuff = true
#If enabled, Pumpkin Pie will require the user to sneak to place it down as a block.
enablePumpkinPieSneakToPlace = false
#If enabled, the Dispenser will be able to operate a Cutting Board in front of itself, using stored items as cutting tools.
enableCuttingBoardDispenserBehavior = true
[overrides.stack_size]
#If enabled, any BowlFoodItem in the following list will become stackable to 16, much like Farmer's Delight's meals.
enableStackableSoupItems = true
#List of targeted food items. They must extend the BowlFoodItem class in code to be affected. Defaults to vanilla soups and stews.
soupItemList = ["minecraft:mushroom_stew", "minecraft:beetroot_soup", "minecraft:rabbit_stew"]
[world]
#If enabled, new loot pools will be added to chest loot across the game, containing items from this mod (ropes, crops, tools etc).
generateFDChestLoot = true
#If enabled, Compost Heaps (structures containing Organic Compost piles) will sometimes generate across Villages.
generateVillageCompostHeaps = true
#If enabled, crops from Farmer's Delight will sometimes replace standard crops in village farm plots.
generateFDCropsOnVillageFarms = true
[debug]
#Tomato crops hanging on rope will force-place a Rope block when broken. Due to technical limitations, this affects things such as commands, making them fail to 'setblock' at first.
#Disable this if this block is preventing you from editing a region in creative or with commands. For normal gameplay, I recommend leaving this enabled.
enableTomatoRopePermanence = true
@@ -0,0 +1 @@
{}
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{
"jade:object_name": null,
"minecraft:animal_owner": null,
"minecraft:beehive": null,
"minecraft:brewing_stand": null,
"minecraft:campfire": null,
"minecraft:chiseled_bookshelf": null,
"minecraft:command_block": null,
"minecraft:energy_storage": null,
"minecraft:energy_storage.default": null,
"minecraft:fluid_storage": null,
"minecraft:fluid_storage.default": null,
"minecraft:furnace": null,
"minecraft:hopper_lock": null,
"minecraft:item_storage": null,
"minecraft:item_storage.default": null,
"minecraft:jukebox": null,
"minecraft:lectern": null,
"minecraft:mob_breeding": null,
"minecraft:mob_growth": null,
"minecraft:mob_spawner.cooldown": null,
"minecraft:next_entity_drop": null,
"minecraft:potion_effects": null,
"minecraft:progress": null,
"minecraft:redstone": null,
"minecraft:zombie_villager": null,
"supplementaries:present": null,
"supplementaries:safe": null
}
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{
"showcontainerloottable": {
"desc:": "Set to true to print containers loottable to chat on first open: default:false",
"showcontainerloottable": false
},
"skipMapItems": {
"desc:": "Skips map items during additional item generation, to avoid structure search lag (maps in the original chest still exist): default:true",
"skipMapItems": true
},
"skipExistingItems": {
"desc:": "Skips adding items already present in the loot, to avoid stacking additional items. Note that this increases the chance for modded loot aswell. default:false",
"skipExistingItems": false
},
"moddedItemWeight": {
"desc:": "Add additional weight to modded items (e.g. 10 = 10 times more likely), making them more likely to be chosen default:3, minimum:0",
"moddedItemWeight": 3
},
"debugOutput": {
"desc:": "Shows the added loot in the log if enabled: default:false",
"debugOutput": false
}
}
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[conversion]
#configuration options for the conversion of chests
#if true, no chests will be converted
disable = false
#determines when lootr saves data files for containers. 'always' will always save them, which may result in more files than expected; 'when_opened' will only save them the first time they have been opened; 'smart' defaults to 'always' but switches to 'when_opened' for aternos and exaroton
#Allowed Values: ALWAYS, SMART, WHEN_OPENED
save_mode = "SMART"
#determine whether or not loot generated is the same for all players using the provided seed, or randomised per player
randomise_seed = true
#the maximum age for containers; entries above this age will be discarded [default: 60 * 20 * 15, fifteen minutes] [note: the value 6000 will be corrected to 18000. if you wish to use 6000, please use 6001 or 5999.]
# Default: 18000
# Range: > 0
max_age = 18000
#if true, accessing a Lootr container will bypass spawn protection
bypass_spawn_protection = true
#whether or not mineshaft chest minecarts should be converted to standard loot chests
convert_mineshafts = true
#whether or not the Elytra item frame should be converted into a standard loot chest with a guaranteed elytra
convert_elytras_to_chests = false
#whether or not the Elytra item frame should be converted into a Lootr item frame with an elytra inside
convert_elytras_to_item_frames = true
#whether or not item frames with items in them generated by structures should be converted into Lootr item frames
convert_item_frames = true
#whether or not to output a warning to the log when a suitable block entity has no loot table and is skipped during conversion
skip_logging_no_loot_table_at_generation = true
#lootr will automatically log all unresolved tables (i.e., for containers that have a loot table associated with them but, for whatever reason, the lookup for this table returns empty). setting this option to true additionally informs players when they open containers.
report_unresolved_tables = false
#disregard chests and chunks that are outside of the world border; enable this option if you are using a world border and are suffering consistent TPS issues; if you change the world border, you will need to restart your client
check_world_border = false
#checks structure pieces as well as structure starts when determining if a structure contains a position, more accurate but may cause lag (default true)
perform_piecewise_check = true
[whitelist]
#configuration for specific whitelisting and blacklisting of dimensions, loot tables and modids
#list of dimensions (to the exclusion of all others) that loot chest should be replaced in (default: blank, allowing all dimensions, e.g., ["minecraft:overworld", "minecraft:the_end"])
dimension_whitelist = []
#list of dimensions that loot chests should not be replaced in (default: blank, allowing all dimensions, format e.g., ["minecraft:overworld", "minecraft:the_end"])
dimension_blacklist = []
#list of dimensions by modid that loot chests should not be replaced in (default: blank, allowing all modids, format e.g., ["minecraft
#othermod"])
modid_dimension_blacklist = []
#list of dimensions by modid that loot chest should be replaced in (default: blank, allowing all modids, format e.g., ["minecraft
#othermod"])
modid_dimension_whitelist = []
#list of loot tables which shouldn't be converted (in the format of ["modid:loot_table", "othermodid:other_loot_table"])
loot_table_blacklist = []
#list of modids whose loot tables shouldn't be converted (in the format of ["modid", "other_modid"])
loot_modid_blacklist = []
#list of loot tables whose conversion causes problems (in the same format as `loot_table_blacklist`)
problematic_loot_tables = ["twilightforest:structures/stronghold_boss", "atum:chests/pharaoh"]
[breaking]
#configuration options for breaking containers
#prevent the destruction of Lootr chests except while sneaking in creative mode
disable_break = false
#allow the destruction of Lootr chests regardless. overrides `disable_break`
enable_break = false
#allows fake players to destroy Lootr chests without having to sneak, overrides the `disable_break` option for fake players
enable_fake_player_break = false
#lootr chests cannot be destroyed by creeper or TNT explosions
blast_resistant = false
#lootr chests cannot be destroyed by any explosion
blast_immune = false
#lootr brushable blocks will not fall if the blocks under them are broken
brushables_self_support = false
#lootr item frames will not break if the blocks they are attached to are broken
item_frames_self_support = false
#lootr chests will drop the contents of the player-specific inventory (generated when not generated) when broken
should_drop_player_loot = false
[power]
#configuration options for comparators and redstone power
#when true, comparators on Lootr containers will give an output of 1; when false, they will give an output of 0
power_comparators = true
#when true, custom inventories will act like trapped chests when opened
trapped_custom = false
[notifications]
#configuration options for notifications
#prevent notifications of decaying or refreshed chests
disable_notifications = false
#maximum time (in ticks) remaining on a chest before a notification for refreshing or decaying is sent to a player (default 30 seconds, -1 for no delay)
# Default: 600
# Range: > -1
notification_delay = 600
#disables styling of breaking, decaying and refreshing messages sent to players
disable_message_styles = false
[decay]
#configuration options for decaying containers
#how long (in ticks) a decaying loot containers should take to decay (default 5 minutes = 5 * 60 * 20)
# Default: 6000
# Range: > 0
decay_value = 6000
#list of loot tables which will decay (default blank, meaning no chests decay, in the format of (in the format of ["modid:loot_table", "othermodid:other_loot_table"])
decay_loot_tables = []
#list of mod IDs whose loot tables will decay (default blank, meaning no chests decay, in the format ["modid", "othermodid"])
decay_modids = []
#list of dimensions where loot chests should automatically decay (default: blank, e.g., ["minecraft:the_nether", "minecraft:the_end"])
decay_dimensions = []
#when true, decayed containers will be replaced with their equivalent vanilla block instead of being removed
replace_when_decayed = false
#containers that have already been marked as decaying will be decayed during level tick as well as when next trapped
perform_decay_while_ticking = true
#containers that have not yet been marked as decaying will be marked for decay during level tick as well as when next trapped
start_decay_while_ticking = false
#overriding decay_loot_tables, decay_modids and decay_dimensions: all chests will decay after being trapped for the first time
decay_all = false
[refresh]
#configuration options for refreshing containers
#how long (in ticks) a refreshing loot containers should take to refresh their contents (default 20 minutes = 20 * 60 * 20)
# Default: 24000
# Range: > 0
refresh_value = 24000
#list of loot tables which will refresh (default blank, meaning no chests refresh, in the format of ["modid:loot_table", "othermodid:loot_table"])
refresh_loot_tables = []
#list of mod IDs whose loot tables will refresh (default blank, meaning no chests refresh, in the format of ["modid", "othermodid"])
refresh_modids = []
#list of dimensions where loot chests should automatically refresh (default: blank, e.g., ["minecraft:overworld", "othermod:otherdimension"])
refresh_dimensions = []
#containers that have already been marked as refreshing will be refreshed during level tick as well as when next trapped
perform_refresh_while_ticking = true
#containers that have not yet been marked as refreshing will be marked for refresh during level tick as well as when next trapped
start_refresh_while_ticking = true
#overriding refresh_loot_tables, refresh_modids and refresh_dimensions: all chests will refresh after being trapped for the first time
refresh_all = false
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[Limitations]
#Whether these limitations will be imposed to players
limitation_imposed = false
[Limitations.Action_Permissions]
permit_BreakfallReady = true
permit_CatLeap = true
permit_ChargeJump = true
permit_ClimbPoles = true
permit_ClimbUp = true
permit_ClingToCliff = true
permit_HideInBlock = true
permit_Crawl = true
permit_Dive = true
permit_Dodge = true
permit_FastRun = true
permit_FastSwim = true
permit_Flipping = true
permit_HangDown = true
permit_HorizontalWallRun = true
permit_JumpFromBar = true
permit_QuickTurn = true
permit_RideZipline = true
permit_Roll = true
permit_SkyDive = true
permit_Slide = true
permit_Tap = true
permit_Vault = true
permit_VerticalWallRun = true
permit_WallJump = true
permit_WallSlide = true
permit_StartSwimByCrawl = true
[Limitations.Stamina]
#Allowed Values: NONE, PARCOOL, HUNGER, PARAGLIDER, EPIC_FIGHT
forced_stamina = "NONE"
#Permission of infinite stamina
allow_infinite_stamina = true
#Limitation of max stamina value
# Default: 2147483647
# Range: > 300
max_stamina_limit = 2147483647
#Limitation of max stamina recovery
# Default: 2147483647
# Range: > 1
max_stamina_recovery_limit = 2147483647
[Limitations.Stamina.Least_Consumption]
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_BreakfallReady = 0
# Default: 200
# Range: 0 ~ 10000
stamina_consumption_of_CatLeap = 200
# Default: 100
# Range: 0 ~ 10000
stamina_consumption_of_ChargeJump = 100
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_ClimbPoles = 0
# Default: 150
# Range: 0 ~ 10000
stamina_consumption_of_ClimbUp = 150
# Default: 2
# Range: 0 ~ 10000
stamina_consumption_of_ClingToCliff = 2
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_HideInBlock = 0
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_Crawl = 0
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_Dive = 0
# Default: 80
# Range: 0 ~ 10000
stamina_consumption_of_Dodge = 80
# Default: 2
# Range: 0 ~ 10000
stamina_consumption_of_FastRun = 2
# Default: 3
# Range: 0 ~ 10000
stamina_consumption_of_FastSwim = 3
# Default: 80
# Range: 0 ~ 10000
stamina_consumption_of_Flipping = 80
# Default: 3
# Range: 0 ~ 10000
stamina_consumption_of_HangDown = 3
# Default: 2
# Range: 0 ~ 10000
stamina_consumption_of_HorizontalWallRun = 2
# Default: 100
# Range: 0 ~ 10000
stamina_consumption_of_JumpFromBar = 100
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_QuickTurn = 0
# Default: 2
# Range: 0 ~ 10000
stamina_consumption_of_RideZipline = 2
# Default: 100
# Range: 0 ~ 10000
stamina_consumption_of_Roll = 100
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_SkyDive = 0
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_Slide = 0
# Default: 100
# Range: 0 ~ 10000
stamina_consumption_of_Tap = 100
# Default: 50
# Range: 0 ~ 10000
stamina_consumption_of_Vault = 50
# Default: 150
# Range: 0 ~ 10000
stamina_consumption_of_VerticalWallRun = 150
# Default: 120
# Range: 0 ~ 10000
stamina_consumption_of_WallJump = 120
# Default: 8
# Range: 0 ~ 10000
stamina_consumption_of_WallSlide = 8
# Default: 0
# Range: 0 ~ 10000
stamina_consumption_of_StartSwimByCrawl = 0
[Limitations.Control]
#Allow disabling cooldown of wall jump
allow_disabling_wall_jump_cooldown = true
#How long duration of dodge is deal as successive dodge
# Default: 0
# Range: > 0
least_successive_dodge_cool_time = 0
#Cool time of Dodge action
# Default: 11
# Range: > 11
least_dodge_cool_time = 11
#Max number of times of successive Dodge action
# Default: 2147483647
# Range: > 1
max_successive_dodge_count = 2147483647
#Window time of just time breakfall
# Default: 5
# Range: > 0
justtime_breakfall_tick = 5
#Max coyote time tick (how long tick player can behave like on ground after getting off ledge
# Default: 3
# Range: 0 ~ 20
max_coyote_time = 3
#Lowest fall distance needed to trigger breakfall movements
# Default: 2.0
# Range: 0.0 ~ 10.0
lowest_fall_distance_for_breakfall = 2.0
#How long breakfall can remove damage
# Default: 6.0
# Range: 0.0 ~ 1.7976931348623157E308
max_breakfall_damage_remove_height = 6.0
#Damage reduction rate of Breakfall
# Default: 0.6
# Range: 0.0 ~ 1.0
max_breakfall_damage_reduction_rate = 0.6
[Limitations.Control.Modifier]
#How long you can do Horizontal Wall Run
# Default: 40
# Range: 15 ~ 100
wall-run_continuable_tick = 40
#How long you can do Slide
# Default: 30
# Range: 10 ~ 60
sliding_continuable_tick = 30
#FastRun speed modifier
# Default: 2.0
# Range: 0.001 ~ 10.0
max_fast-run_modifier = 2.0
#FastSwim speed modifier
# Default: 2.0
# Range: 0.001 ~ 10.0
max_fast-swim_modifier = 2.0
#Dodge speed modifier
# Default: 1.0
# Range: 0.5 ~ 3.0
max_dodge-speed_modifier = 1.0
#SkyDive speed decrease rate
# Default: 0.98
# Range: 0.001 ~ 1.0
min_sky-dive_speed_decrease = 0.98
[Limitations.Control.Control]
#Allow disabling cooldown of wall jump
allow_disabling_wall_jump_cooldown = true
#How long duration of dodge is deal as successive dodge
# Default: 0
# Range: > 0
least_successive_dodge_cool_time = 0
#Cool time of Dodge action
# Default: 11
# Range: > 11
least_dodge_cool_time = 11
#Max number of times of successive Dodge action
# Default: 2147483647
# Range: > 1
max_successive_dodge_count = 2147483647
#Window time of just time breakfall
# Default: 5
# Range: > 0
justtime_breakfall_tick = 5
#Max coyote time tick (how long tick player can behave like on ground after getting off ledge
# Default: 3
# Range: 0 ~ 20
max_coyote_time = 3
#Lowest fall distance needed to trigger breakfall movements
# Default: 2.0
# Range: 0.0 ~ 10.0
lowest_fall_distance_for_breakfall = 2.0
#How long breakfall can remove damage
# Default: 6.0
# Range: 0.0 ~ 1.7976931348623157E308
max_breakfall_damage_remove_height = 6.0
#Damage reduction rate of Breakfall
# Default: 0.6
# Range: 0.0 ~ 1.0
max_breakfall_damage_reduction_rate = 0.6
@@ -0,0 +1,12 @@
[general]
#Whether crops are affected by seasons.
seasonal_crops = true
#How crops behave when out of season.
#0 = Grow slowly
#1 = Can't grow
#2 = Break when trying to grow
out_of_season_crop_behavior = 0
#Maximum height level for out of season crops to have fertility underground.
underground_fertility_level = 48
#Whether to include tooltips on crops listing which seasons they're fertile in. Note: This only applies to listed crops.
crop_tooltips = true
+238
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[aesthetic_settings]
#Change the foliage colour based on the current season
change_foliage_color = true
#Change the grass color based on the current season
change_grass_color = true
#Change the birch colour based on the current season
change_birch_color = true
[dimension_settings]
#Seasons will only apply to dimensons listed here
whitelisted_dimensions = ["minecraft:overworld"]
[weather_settings]
#Change the frequency of rain/snow/storms based on the season
change_weather_frequency = true
#Generate snow and ice during the Winter season
generate_snow_ice = true
[time_settings]
#The starting sub season for new worlds.
#0 = Random, 1 - 3 = Early/Mid/Late Spring
#4 - 6 = Early/Mid/Late Summer
#7 - 9 = Early/Mid/Late Autumn
#10 - 12 = Early/Mid/Late Winter
starting_sub_season = 1
#The duration of a sub season in days.
sub_season_duration = 8
#If the season should progress on a server with no players online
progress_season_while_offline = true
#The duration of a Minecraft day in ticks.
#This only adjusts the internal length of a day used by the season cycle.
#It is intended to be used in conjunction with another mod which adjusts the actual length of a Minecraft day.
day_duration = 24000
#melt_percent is the 0-1 percentage chance a snow or ice block will melt when chosen. (e.g. 100.0 = 100%, 50.0 = 50%)
#melt_rolls is the number of blocks randomly picked in each chunk, each tick. (High number rolls is not recommended on servers)
#melt_rolls should be 0 if blocks should not melt in that season.
#biome_temp_adjustment is the amount to adjust the biome temperature by from -10.0 to 10.0.
#min_rain_time is the minimum time interval between rain events in ticks. Set to -1 to disable rain.
#max_rain_time is the maximum time interval between rain events in ticks. Set to -1 to disable rain.
#min_thunder_time is the minimum time interval between thunder events in ticks. Set to -1 to disable thunder.
#max_thunder_time is the maximum time interval between thunder events in ticks. Set to -1 to disable thunder.
[[season_properties]]
season = "LATE_SUMMER"
melt_percent = 25.0
melt_rolls = 1
biome_temp_adjustment = 0.0
min_rain_time = 12000
max_rain_time = 96000
min_thunder_time = 12000
max_thunder_time = 180000
#melt_percent is the 0-1 percentage chance a snow or ice block will melt when chosen. (e.g. 100.0 = 100%, 50.0 = 50%)
#melt_rolls is the number of blocks randomly picked in each chunk, each tick. (High number rolls is not recommended on servers)
#melt_rolls should be 0 if blocks should not melt in that season.
#biome_temp_adjustment is the amount to adjust the biome temperature by from -10.0 to 10.0.
#min_rain_time is the minimum time interval between rain events in ticks. Set to -1 to disable rain.
#max_rain_time is the maximum time interval between rain events in ticks. Set to -1 to disable rain.
#min_thunder_time is the minimum time interval between thunder events in ticks. Set to -1 to disable thunder.
#max_thunder_time is the maximum time interval between thunder events in ticks. Set to -1 to disable thunder.
[[season_properties]]
season = "MID_SPRING"
melt_percent = 8.33
melt_rolls = 1
biome_temp_adjustment = 0.0
min_rain_time = 12000
max_rain_time = 96000
min_thunder_time = 12000
max_thunder_time = 180000
#melt_percent is the 0-1 percentage chance a snow or ice block will melt when chosen. (e.g. 100.0 = 100%, 50.0 = 50%)
#melt_rolls is the number of blocks randomly picked in each chunk, each tick. (High number rolls is not recommended on servers)
#melt_rolls should be 0 if blocks should not melt in that season.
#biome_temp_adjustment is the amount to adjust the biome temperature by from -10.0 to 10.0.
#min_rain_time is the minimum time interval between rain events in ticks. Set to -1 to disable rain.
#max_rain_time is the maximum time interval between rain events in ticks. Set to -1 to disable rain.
#min_thunder_time is the minimum time interval between thunder events in ticks. Set to -1 to disable thunder.
#max_thunder_time is the maximum time interval between thunder events in ticks. Set to -1 to disable thunder.
[[season_properties]]
season = "LATE_AUTUMN"
melt_percent = 6.25
melt_rolls = 1
biome_temp_adjustment = -0.25
min_rain_time = 12000
max_rain_time = 180000
min_thunder_time = 12000
max_thunder_time = 180000
#melt_percent is the 0-1 percentage chance a snow or ice block will melt when chosen. (e.g. 100.0 = 100%, 50.0 = 50%)
#melt_rolls is the number of blocks randomly picked in each chunk, each tick. (High number rolls is not recommended on servers)
#melt_rolls should be 0 if blocks should not melt in that season.
#biome_temp_adjustment is the amount to adjust the biome temperature by from -10.0 to 10.0.
#min_rain_time is the minimum time interval between rain events in ticks. Set to -1 to disable rain.
#max_rain_time is the maximum time interval between rain events in ticks. Set to -1 to disable rain.
#min_thunder_time is the minimum time interval between thunder events in ticks. Set to -1 to disable thunder.
#max_thunder_time is the maximum time interval between thunder events in ticks. Set to -1 to disable thunder.
[[season_properties]]
season = "MID_AUTUMN"
melt_percent = 8.33
melt_rolls = 1
biome_temp_adjustment = 0.0
min_rain_time = 12000
max_rain_time = 180000
min_thunder_time = 12000
max_thunder_time = 180000
#melt_percent is the 0-1 percentage chance a snow or ice block will melt when chosen. (e.g. 100.0 = 100%, 50.0 = 50%)
#melt_rolls is the number of blocks randomly picked in each chunk, each tick. (High number rolls is not recommended on servers)
#melt_rolls should be 0 if blocks should not melt in that season.
#biome_temp_adjustment is the amount to adjust the biome temperature by from -10.0 to 10.0.
#min_rain_time is the minimum time interval between rain events in ticks. Set to -1 to disable rain.
#max_rain_time is the maximum time interval between rain events in ticks. Set to -1 to disable rain.
#min_thunder_time is the minimum time interval between thunder events in ticks. Set to -1 to disable thunder.
#max_thunder_time is the maximum time interval between thunder events in ticks. Set to -1 to disable thunder.
[[season_properties]]
season = "LATE_WINTER"
melt_percent = 0.0
melt_rolls = 0
biome_temp_adjustment = -0.8
min_rain_time = 12000
max_rain_time = 36000
min_thunder_time = -1
max_thunder_time = -1
#melt_percent is the 0-1 percentage chance a snow or ice block will melt when chosen. (e.g. 100.0 = 100%, 50.0 = 50%)
#melt_rolls is the number of blocks randomly picked in each chunk, each tick. (High number rolls is not recommended on servers)
#melt_rolls should be 0 if blocks should not melt in that season.
#biome_temp_adjustment is the amount to adjust the biome temperature by from -10.0 to 10.0.
#min_rain_time is the minimum time interval between rain events in ticks. Set to -1 to disable rain.
#max_rain_time is the maximum time interval between rain events in ticks. Set to -1 to disable rain.
#min_thunder_time is the minimum time interval between thunder events in ticks. Set to -1 to disable thunder.
#max_thunder_time is the maximum time interval between thunder events in ticks. Set to -1 to disable thunder.
[[season_properties]]
season = "EARLY_SUMMER"
melt_percent = 25.0
melt_rolls = 1
biome_temp_adjustment = 0.0
min_rain_time = 12000
max_rain_time = 96000
min_thunder_time = 12000
max_thunder_time = 180000
#melt_percent is the 0-1 percentage chance a snow or ice block will melt when chosen. (e.g. 100.0 = 100%, 50.0 = 50%)
#melt_rolls is the number of blocks randomly picked in each chunk, each tick. (High number rolls is not recommended on servers)
#melt_rolls should be 0 if blocks should not melt in that season.
#biome_temp_adjustment is the amount to adjust the biome temperature by from -10.0 to 10.0.
#min_rain_time is the minimum time interval between rain events in ticks. Set to -1 to disable rain.
#max_rain_time is the maximum time interval between rain events in ticks. Set to -1 to disable rain.
#min_thunder_time is the minimum time interval between thunder events in ticks. Set to -1 to disable thunder.
#max_thunder_time is the maximum time interval between thunder events in ticks. Set to -1 to disable thunder.
[[season_properties]]
season = "EARLY_WINTER"
melt_percent = 0.0
melt_rolls = 0
biome_temp_adjustment = -0.8
min_rain_time = 12000
max_rain_time = 36000
min_thunder_time = -1
max_thunder_time = -1
#melt_percent is the 0-1 percentage chance a snow or ice block will melt when chosen. (e.g. 100.0 = 100%, 50.0 = 50%)
#melt_rolls is the number of blocks randomly picked in each chunk, each tick. (High number rolls is not recommended on servers)
#melt_rolls should be 0 if blocks should not melt in that season.
#biome_temp_adjustment is the amount to adjust the biome temperature by from -10.0 to 10.0.
#min_rain_time is the minimum time interval between rain events in ticks. Set to -1 to disable rain.
#max_rain_time is the maximum time interval between rain events in ticks. Set to -1 to disable rain.
#min_thunder_time is the minimum time interval between thunder events in ticks. Set to -1 to disable thunder.
#max_thunder_time is the maximum time interval between thunder events in ticks. Set to -1 to disable thunder.
[[season_properties]]
season = "MID_SUMMER"
melt_percent = 25.0
melt_rolls = 1
biome_temp_adjustment = 0.0
min_rain_time = 12000
max_rain_time = 96000
min_thunder_time = 12000
max_thunder_time = 180000
#melt_percent is the 0-1 percentage chance a snow or ice block will melt when chosen. (e.g. 100.0 = 100%, 50.0 = 50%)
#melt_rolls is the number of blocks randomly picked in each chunk, each tick. (High number rolls is not recommended on servers)
#melt_rolls should be 0 if blocks should not melt in that season.
#biome_temp_adjustment is the amount to adjust the biome temperature by from -10.0 to 10.0.
#min_rain_time is the minimum time interval between rain events in ticks. Set to -1 to disable rain.
#max_rain_time is the maximum time interval between rain events in ticks. Set to -1 to disable rain.
#min_thunder_time is the minimum time interval between thunder events in ticks. Set to -1 to disable thunder.
#max_thunder_time is the maximum time interval between thunder events in ticks. Set to -1 to disable thunder.
[[season_properties]]
season = "EARLY_SPRING"
melt_percent = 6.25
melt_rolls = 1
biome_temp_adjustment = -0.25
min_rain_time = 12000
max_rain_time = 96000
min_thunder_time = 12000
max_thunder_time = 180000
#melt_percent is the 0-1 percentage chance a snow or ice block will melt when chosen. (e.g. 100.0 = 100%, 50.0 = 50%)
#melt_rolls is the number of blocks randomly picked in each chunk, each tick. (High number rolls is not recommended on servers)
#melt_rolls should be 0 if blocks should not melt in that season.
#biome_temp_adjustment is the amount to adjust the biome temperature by from -10.0 to 10.0.
#min_rain_time is the minimum time interval between rain events in ticks. Set to -1 to disable rain.
#max_rain_time is the maximum time interval between rain events in ticks. Set to -1 to disable rain.
#min_thunder_time is the minimum time interval between thunder events in ticks. Set to -1 to disable thunder.
#max_thunder_time is the maximum time interval between thunder events in ticks. Set to -1 to disable thunder.
[[season_properties]]
season = "MID_WINTER"
melt_percent = 0.0
melt_rolls = 0
biome_temp_adjustment = -0.8
min_rain_time = 12000
max_rain_time = 36000
min_thunder_time = -1
max_thunder_time = -1
#melt_percent is the 0-1 percentage chance a snow or ice block will melt when chosen. (e.g. 100.0 = 100%, 50.0 = 50%)
#melt_rolls is the number of blocks randomly picked in each chunk, each tick. (High number rolls is not recommended on servers)
#melt_rolls should be 0 if blocks should not melt in that season.
#biome_temp_adjustment is the amount to adjust the biome temperature by from -10.0 to 10.0.
#min_rain_time is the minimum time interval between rain events in ticks. Set to -1 to disable rain.
#max_rain_time is the maximum time interval between rain events in ticks. Set to -1 to disable rain.
#min_thunder_time is the minimum time interval between thunder events in ticks. Set to -1 to disable thunder.
#max_thunder_time is the maximum time interval between thunder events in ticks. Set to -1 to disable thunder.
[[season_properties]]
season = "EARLY_AUTUMN"
melt_percent = 12.5
melt_rolls = 1
biome_temp_adjustment = 0.0
min_rain_time = 12000
max_rain_time = 180000
min_thunder_time = 12000
max_thunder_time = 180000
#melt_percent is the 0-1 percentage chance a snow or ice block will melt when chosen. (e.g. 100.0 = 100%, 50.0 = 50%)
#melt_rolls is the number of blocks randomly picked in each chunk, each tick. (High number rolls is not recommended on servers)
#melt_rolls should be 0 if blocks should not melt in that season.
#biome_temp_adjustment is the amount to adjust the biome temperature by from -10.0 to 10.0.
#min_rain_time is the minimum time interval between rain events in ticks. Set to -1 to disable rain.
#max_rain_time is the maximum time interval between rain events in ticks. Set to -1 to disable rain.
#min_thunder_time is the minimum time interval between thunder events in ticks. Set to -1 to disable thunder.
#max_thunder_time is the maximum time interval between thunder events in ticks. Set to -1 to disable thunder.
[[season_properties]]
season = "LATE_SPRING"
melt_percent = 12.5
melt_rolls = 1
biome_temp_adjustment = 0.0
min_rain_time = 12000
max_rain_time = 96000
min_thunder_time = 12000
max_thunder_time = 180000
@@ -0,0 +1,4 @@
#Common Settings
[common]
#Turns on/off loot added to various vanilla chest loot tables
chestLootEnabled = true
@@ -0,0 +1,590 @@
#Server Settings
[server]
#List of items that are not allowed to be put in backpacks - e.g. "minecraft:shulker_box"
disallowedItems = []
#Determines if container items (those that override canFitInsideContainerItems to false) are able to fit in backpacks
containerItemsDisallowed = false
#List of blocks that inventory interaction upgrades can't interact with - e.g. "minecraft:shulker_box"
noInteractionBlocks = []
#List of blocks that are not allowed to connect to backpacks - e.g. "refinedstorage:external_storage"
noConnectionBlocks = []
#If true, disallows all blocks from connecting to backpacks
allBlockConnectionsDisallowed = false
#Maximum number of upgrades of type per backpack in format of "UpgradeRegistryName[or UpgradeGroup]|MaxNumber"
maxUpgradesPerStorage = ["furnace_upgrades|1", "jukebox_upgrades|1", "stack_upgrades|3"]
#Turns on/off item fluid handler of backpack in its item form. There are some dupe bugs caused by default fluid handling implementation that manifest when backpack is drained / filled in its item form in another mod's tank and the only way to prevent them is disallowing drain/fill in item form altogether
itemFluidHandlerEnabled = true
#Determines whether player can right click on backpack that another player is wearing to open it. If off will turn off that capability for everyone and remove related settings from backpack.
allowOpeningOtherPlayerBackpacks = true
#Allows disabling item display settings. Primarily in cases where custom backpack model doesn't support showing the item. (Requires game restart to take effect)
itemDisplayDisabled = false
#Allows disabling logic that dedupes backpacks with the same UUID in players' inventory. This is here to allow turning off the logic just in case it would be causing performance issues.
tickDedupeLogicDisabled = false
#Determines if backpacks can be placed in container items (those that check for return value of canFitInsideContainerItems)
canBePlacedInContainerItems = false
#Leather Backpack Settings
[server.leatherBackpack]
#Number of inventory slots in the backpack
# Default: 27
# Range: 1 ~ 144
inventorySlotCount = 27
#Number of upgrade slots in the backpack
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Copper Backpack Settings
[server.copperBackpack]
#Number of inventory slots in the backpack
# Default: 45
# Range: 1 ~ 144
inventorySlotCount = 45
#Number of upgrade slots in the backpack
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Iron Backpack Settings
[server.ironBackpack]
#Number of inventory slots in the backpack
# Default: 54
# Range: 1 ~ 144
inventorySlotCount = 54
#Number of upgrade slots in the backpack
# Default: 2
# Range: 0 ~ 10
upgradeSlotCount = 2
#Gold Backpack Settings
[server.goldBackpack]
#Number of inventory slots in the backpack
# Default: 81
# Range: 1 ~ 144
inventorySlotCount = 81
#Number of upgrade slots in the backpack
# Default: 3
# Range: 0 ~ 10
upgradeSlotCount = 3
#Diamond Backpack Settings
[server.diamondBackpack]
#Number of inventory slots in the backpack
# Default: 108
# Range: 1 ~ 144
inventorySlotCount = 108
#Number of upgrade slots in the backpack
# Default: 5
# Range: 0 ~ 10
upgradeSlotCount = 5
#Netherite Backpack Settings
[server.netheriteBackpack]
#Number of inventory slots in the backpack
# Default: 120
# Range: 1 ~ 144
inventorySlotCount = 120
#Number of upgrade slots in the backpack
# Default: 7
# Range: 0 ~ 10
upgradeSlotCount = 7
#Compacting Upgrade Settings
[server.compactingUpgrade]
#Number of Compacting Upgrade's filter slots
# Default: 9
# Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
# Default: 3
# Range: 1 ~ 6
slotsInRow = 3
#Advanced Compacting Upgrade Settings
[server.advancedCompactingUpgrade]
#Number of Advanced Compacting Upgrade's filter slots
# Default: 16
# Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Deposit Upgrade Settings
[server.depositUpgrade]
#Number of Deposit Upgrade's filter slots
# Default: 9
# Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
# Default: 3
# Range: 1 ~ 6
slotsInRow = 3
#Advanced Deposit Upgrade Settings
[server.advancedDepositUpgrade]
#Number of Advanced Deposit Upgrade's filter slots
# Default: 16
# Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Feeding Upgrade Settings
[server.feedingUpgrade]
#Number of Feeding Upgrade's filter slots
# Default: 9
# Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
# Default: 3
# Range: 1 ~ 6
slotsInRow = 3
#Advanced Feeding Upgrade Settings
[server.advancedFeedingUpgrade]
#Number of Advanced Feeding Upgrade's filter slots
# Default: 16
# Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Filter Upgrade Settings
[server.filterUpgrade]
#Number of Filter Upgrade's filter slots
# Default: 9
# Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
# Default: 3
# Range: 1 ~ 6
slotsInRow = 3
#Advanced Filter Upgrade Settings
[server.advancedFilterUpgrade]
#Number of Advanced Filter Upgrade's filter slots
# Default: 16
# Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Magnet Upgrade Settings
[server.magnetUpgrade]
#Number of Magnet Upgrade's filter slots
# Default: 9
# Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
# Default: 3
# Range: 1 ~ 6
slotsInRow = 3
#Range around storage in blocks at which magnet will pickup items
# Default: 3
# Range: 1 ~ 20
magnetRange = 3
#Advanced Magnet Upgrade Settings
[server.advancedMagnetUpgrade]
#Number of Advanced Magnet Upgrade's filter slots
# Default: 16
# Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Range around storage in blocks at which magnet will pickup items
# Default: 5
# Range: 1 ~ 20
magnetRange = 5
#Pickup Upgrade Settings
[server.pickupUpgrade]
#Number of Pickup Upgrade's filter slots
# Default: 9
# Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
# Default: 3
# Range: 1 ~ 6
slotsInRow = 3
#Advanced Pickup Upgrade Settings
[server.advancedPickupUpgrade]
#Number of Advanced Pickup Upgrade's filter slots
# Default: 16
# Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Refill Upgrade Settings
[server.refillUpgrade]
#Number of Refill Upgrade's filter slots
# Default: 6
# Range: 1 ~ 20
filterSlots = 6
#Number of filter slots displayed in a row
# Default: 3
# Range: 1 ~ 6
slotsInRow = 3
#Advanced Refill Upgrade Settings
[server.advancedRefillUpgrade]
#Number of Advanced Refill Upgrade's filter slots
# Default: 12
# Range: 1 ~ 20
filterSlots = 12
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Restock Upgrade Settings
[server.restockUpgrade]
#Number of Restock Upgrade's filter slots
# Default: 9
# Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
# Default: 3
# Range: 1 ~ 6
slotsInRow = 3
#Advanced Restock Upgrade Settings
[server.advancedRestockUpgrade]
#Number of Advanced Restock Upgrade's filter slots
# Default: 16
# Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Void Upgrade Settings
[server.voidUpgrade]
#Number of Void Upgrade's filter slots
# Default: 9
# Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
# Default: 3
# Range: 1 ~ 6
slotsInRow = 3
#Determines whether void upgrade allows voiding always or it only has overflow options
voidAlwaysEnabled = true
#Advanced Void Upgrade Settings
[server.advancedVoidUpgrade]
#Number of Advanced Void Upgrade's filter slots
# Default: 16
# Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Determines whether void upgrade allows voiding always or it only has overflow options
voidAlwaysEnabled = true
#Stack Upgrade Settings
[server.stackUpgrade]
#List of items that are not supposed to stack in storage even when stack upgrade is inserted. Item registry names are expected here.
nonStackableItems = ["minecraft:bundle", "minecraft:shulker_box", "minecraft:white_shulker_box", "minecraft:orange_shulker_box", "minecraft:magenta_shulker_box", "minecraft:light_blue_shulker_box", "minecraft:yellow_shulker_box", "minecraft:lime_shulker_box", "minecraft:pink_shulker_box", "minecraft:gray_shulker_box", "minecraft:light_gray_shulker_box", "minecraft:cyan_shulker_box", "minecraft:purple_shulker_box", "minecraft:blue_shulker_box", "minecraft:brown_shulker_box", "minecraft:green_shulker_box", "minecraft:red_shulker_box", "minecraft:black_shulker_box"]
#Smelting Upgrade Settings
[server.smeltingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
# Default: 1.0
# Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
# Default: 1.0
# Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Smoking Upgrade Settings
[server.smokingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
# Default: 1.0
# Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
# Default: 1.0
# Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Blasting Upgrade Settings
[server.blastingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
# Default: 1.0
# Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
# Default: 1.0
# Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Auto-Smelting Upgrade Settings
[server.autoSmeltingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
# Default: 1.0
# Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
# Default: 1.0
# Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Number of input filter slots
# Default: 8
# Range: 1 ~ 20
inputFilterSlots = 8
#Number of input filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
inputFilterSlotsInRow = 4
#Number of fuel filter slots
# Default: 4
# Range: 1 ~ 20
fuelFilterSlots = 4
#Number of fuel filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
fuelFilterSlotsInRow = 4
#Auto-Smoking Upgrade Settings
[server.autoSmokingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
# Default: 1.0
# Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
# Default: 1.0
# Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Number of input filter slots
# Default: 8
# Range: 1 ~ 20
inputFilterSlots = 8
#Number of input filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
inputFilterSlotsInRow = 4
#Number of fuel filter slots
# Default: 4
# Range: 1 ~ 20
fuelFilterSlots = 4
#Number of fuel filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
fuelFilterSlotsInRow = 4
#Auto-Blasting Upgrade Settings
[server.autoBlastingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
# Default: 1.0
# Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
# Default: 1.0
# Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Number of input filter slots
# Default: 8
# Range: 1 ~ 20
inputFilterSlots = 8
#Number of input filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
inputFilterSlotsInRow = 4
#Number of fuel filter slots
# Default: 4
# Range: 1 ~ 20
fuelFilterSlots = 4
#Number of fuel filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
fuelFilterSlotsInRow = 4
#Inception Upgrade Settings
[server.inceptionUpgrade]
#Allows / Disallows backpack upgrades to work with inventories of Backpacks in the Backpack with Inception Upgrade
upgradesUseInventoriesOfBackpacksInBackpack = true
#Allows / Disallows upgrades to be functional even when they are in Backpacks in the inventory of Backpack with Inception Upgrade
upgradesInContainedBackpacksAreFunctional = true
#Tool Swapper Upgrade Settings
[server.toolSwapperUpgrade]
#Number of Tool Swapper Upgrade's filter slots
# Default: 8
# Range: 1 ~ 20
filterSlots = 8
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Tank Upgrade Settings
[server.tankUpgrade]
#Capacity in mB the tank upgrade will have per row of storage slots
# Default: 4000
# Range: 500 ~ 20000
capacityPerSlotRow = 4000
#Ratio that gets applied (multiplies) to inventory stack multiplier before this is applied to max energy of the battery and max in/out. Value lower than 1 makes stack multiplier affect the max energy less, higher makes it affect the max energy more. 0 turns off stack multiplier affecting battery upgrade
# Default: 1.0
# Range: 0.0 ~ 5.0
stackMultiplierRatio = 1.0
#Cooldown between fill/drain actions done on fluid containers in tank slots. Only fills/drains one bucket worth to/from container after this cooldown and then waits again.
# Default: 20
# Range: 1 ~ 100
autoFillDrainContainerCooldown = 20
#How much FE can be transfered in / out per operation. This is a base transfer rate and same as max capacity gets multiplied by number of rows in storage and stack multiplier.
# Default: 20
# Range: 1 ~ 1000
maxInputOutput = 20
#Energy in FE the battery upgrade will have per row of storage slots
# Default: 10000
# Range: 500 ~ 50000
energyPerSlotRow = 10000
#Pump Upgrade Settings
[server.pumpUpgrade]
#Number of fluid filter slots
# Default: 4
# Range: 1 ~ 20
filterSlots = 4
#How much mB can be transfered in / out per operation. This is a base transfer rate that gets multiplied by number of rows in storage and stack multiplier.
# Default: 20
# Range: 1 ~ 1000
maxInputOutput = 20
#Ratio that gets applied (multiplies) to inventory stack multiplier before this is applied to max input/output value. Value lower than 1 makes stack multiplier affect the capacity less, higher makes it affect the capacity more. 0 turns off stack multiplier affecting input/output
# Default: 1.0
# Range: 0.0 ~ 5.0
stackMultiplierRatio = 1.0
#Xp Pump Upgrade Settings
[server.xpPumpUpgrade]
#Whether xp pump can mend items with mending. Set false here to turn off the feature altogether.
mendingOn = true
#How many experience points at a maximum would be used to mend an item per operation (every 5 ticks and 1 xp point usually translates to 2 damage repaired).
# Default: 5
# Range: 1 ~ 20
maxXpPointsPerMending = 5
#Advanced Jukebox Upgrade Settings
[server.advancedJukeboxUpgrade]
#Number of slots for discs in jukebox upgrade
# Default: 12
# Range: 1 ~ 16
numberOfSlots = 12
#Number of lots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Alchemy Upgrade Settings
[server.alchemyUpgrade]
#Number of Alchemy Upgrade's filter slots
# Default: 4
# Range: 1 ~ 20
filterSlots = 4
#Advanced Alchemy Upgrade Settings
[server.advancedAlchemyUpgrade]
#Number of Advanced Alchemy Upgrade's filter slots
# Default: 8
# Range: 1 ~ 20
filterSlots = 8
#Settings for Spawning Entities with Backpack
[server.entityBackpackAdditions]
#Chance of an entity spawning with Backpack
# Default: 0.01
# Range: 0.0 ~ 1.0
chance = 0.01
#Turns on/off addition of loot into backpacks
addLoot = true
#Turns on/off buffing the entity that wears backpack with potion effects. These are scaled based on how much loot is added.
buffWithPotionEffects = true
#Turns on/off buffing the entity that wears backpack with additional health. Health is scaled based on backpack tier the mob wears.
buffHealth = true
#Turns on/off equipping the entity that wears backpack with armor. What armor material and how enchanted it is scales based on backpack tier the mob wears.
equipWithArmor = true
#Map of entities that can spawn with backpack and related loot tables (if adding a loot is enabled) in format of "EntityRegistryName|LootTableName"
entityLootTableList = ["minecraft:creeper|minecraft:chests/desert_pyramid", "minecraft:drowned|minecraft:chests/shipwreck_treasure", "minecraft:enderman|minecraft:chests/end_city_treasure", "minecraft:evoker|minecraft:chests/woodland_mansion", "minecraft:husk|minecraft:chests/desert_pyramid", "minecraft:piglin|minecraft:chests/bastion_bridge", "minecraft:piglin_brute|minecraft:chests/bastion_treasure", "minecraft:pillager|minecraft:chests/pillager_outpost", "minecraft:skeleton|minecraft:chests/simple_dungeon", "minecraft:stray|minecraft:chests/igloo_chest", "minecraft:vex|minecraft:chests/woodland_mansion", "minecraft:vindicator|minecraft:chests/woodland_mansion", "minecraft:witch|minecraft:chests/buried_treasure", "minecraft:wither_skeleton|minecraft:chests/nether_bridge", "minecraft:zombie|minecraft:chests/simple_dungeon", "minecraft:zombie_villager|minecraft:chests/village/village_armorer", "minecraft:zombified_piglin|minecraft:chests/bastion_other"]
#List of music discs that are not supposed to be played by entities
discBlockList = ["botania:record_gaia_1", "botania:record_gaia_2"]
#Turns on/off a chance that the entity that wears backpack gets jukebox upgrade and plays a music disc.
playJukebox = true
#Determines whether backpack drops to fake players if killed by them in addition to real ones that it always drops to
dropToFakePlayers = false
#Chance of mob dropping backpack when killed by player
# Default: 0.5
# Range: 0.0 ~ 1.0
backpackDropChance = 0.5
#Chance increase per looting level of mob dropping backpack
# Default: 0.15
# Range: 0.0 ~ 0.3
lootingChanceIncreasePerLevel = 0.15
#Weight of selecting a Leather Backpack when an entity spawns with a backpack
# Default: 625
# Range: 0 ~ 9999
leatherWeight = 625
#Weight of selecting a Copper Backpack when an entity spawns with a backpack
# Default: 250
# Range: 0 ~ 9999
copperWeight = 250
#Weight of selecting a Iron Backpack when an entity spawns with a backpack
# Default: 125
# Range: 0 ~ 9999
ironWeight = 125
#Weight of selecting a Gold Backpack when an entity spawns with a backpack
# Default: 25
# Range: 0 ~ 9999
goldWeight = 25
#Weight of selecting a Diamond Backpack when an entity spawns with a backpack
# Default: 5
# Range: 0 ~ 9999
diamondWeight = 5
#Weight of selecting a Netherite Backpack when an entity spawns with a backpack
# Default: 1
# Range: 0 ~ 9999
netheriteWeight = 1
#Minimum tier of backpack mobs are equipped with at mid local difficulty (above 1/3 of max, 0 is leather)
# Default: 1
# Range: 0 ~ 6
minBackpackTierMidDifficulty = 1
#Minimum tier of backpack mobs are equipped with at high local difficulty (above 2/3 of max, 0 is leather)
# Default: 2
# Range: 0 ~ 6
minBackpackTierHighDifficulty = 2
#If local difficulty is taken into consideration when determining the difficulty. If local difficulty is high enough then it will use difficulty settings above
localDifficultyEffectsBackpackSpawns = true
[server.nerfs]
#Determines if too many backpacks in player's inventory cause slowness to the player
tooManyBackpacksSlowness = false
#Maximum number of backpacks in player's inventory that will not cause slowness
# Default: 3
# Range: 1 ~ 27
maxNumberOfBackpacks = 3
#Ratio of slowness levels per every backpack above the maximum number allowed. (number of backpacks above the max gets multiplied by this number and ceiled)
# Default: 1.0
# Range: 0.1 ~ 5.0
slownessLevelsPerAdditionalBackpack = 1.0
#Determines if active upgrades will only work in the backpack that's worn by the player. Active upgrades are for example magnet, pickup, cooking, feeding upgrades.
onlyWornBackpackTriggersUpgrades = false
#Effect that is applied to player when they have too many backpacks. Can be any effect including modded ones like overencumbered effect some mods have.
nerfEffect = "minecraft:slowness"
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#Common Settings
[common]
#Determines whether chests / barrels are always dropped as packed with their contents when broken without the need to use packing tape
dropPacked = false
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#Server Settings
[server]
#Limit of maximum number of upgrades of type per storage in format of "StorageType|UpgradeRegistryName[or UpgradeGroup]|MaxNumber"
maxUpgradesPerStorage = ["limited_barrel|furnace_upgrades|1", "limited_barrel|jukebox_upgrades|1", "barrel|furnace_upgrades|1", "barrel|jukebox_upgrades|1", "barrel|stack_upgrades|2", "shulker_box|furnace_upgrades|1", "shulker_box|jukebox_upgrades|1", "shulker_box|stack_upgrades|2", "chest|furnace_upgrades|1", "chest|jukebox_upgrades|1", "chest|stack_upgrades|2"]
#Threshold of item entities dropped from chest / barrel above which breaking is canceled (unless shift is pressed) and a message explains there would be many drops and packing tape should be used
# Default: 200
# Range: 0 ~ 1000
tooManyItemEntityDrops = 200
#Determines if limited barrel counts can be dyed to change their color
limitedBarrelCountDyeingEnabled = true
#Defines the maximum range of the controller at which it connects storage blocks to multiblock
# Default: 15
# Range: 4 ~ 64
controllerRange = 15
#Wood Barrel Settings
[server.WoodBarrel]
#Number of inventory slots in the storage
# Default: 27
# Range: 1 ~ 180
inventorySlotCount = 27
#Number of upgrade slots in the storage
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Copper Barrel Settings
[server.CopperBarrel]
#Number of inventory slots in the storage
# Default: 45
# Range: 1 ~ 180
inventorySlotCount = 45
#Number of upgrade slots in the storage
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Iron Barrel Settings
[server.IronBarrel]
#Number of inventory slots in the storage
# Default: 54
# Range: 1 ~ 180
inventorySlotCount = 54
#Number of upgrade slots in the storage
# Default: 2
# Range: 0 ~ 10
upgradeSlotCount = 2
#Gold Barrel Settings
[server.GoldBarrel]
#Number of inventory slots in the storage
# Default: 81
# Range: 1 ~ 180
inventorySlotCount = 81
#Number of upgrade slots in the storage
# Default: 3
# Range: 0 ~ 10
upgradeSlotCount = 3
#Diamond Barrel Settings
[server.DiamondBarrel]
#Number of inventory slots in the storage
# Default: 108
# Range: 1 ~ 180
inventorySlotCount = 108
#Number of upgrade slots in the storage
# Default: 4
# Range: 0 ~ 10
upgradeSlotCount = 4
#Netherite Barrel Settings
[server.NetheriteBarrel]
#Number of inventory slots in the storage
# Default: 132
# Range: 1 ~ 180
inventorySlotCount = 132
#Number of upgrade slots in the storage
# Default: 5
# Range: 0 ~ 10
upgradeSlotCount = 5
#Limited Barrel I Settings
[server.LimitedBarrelI]
#Multiplier that's used to calculate base slot limit
# Default: 32
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 32
#Number of upgrade slots in the storage
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Limited Copper Barrel I Settings
[server.LimitedCopperBarrelI]
#Multiplier that's used to calculate base slot limit
# Default: 53
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 53
#Number of upgrade slots in the storage
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Limited Iron Barrel I Settings
[server.LimitedIronBarrelI]
#Multiplier that's used to calculate base slot limit
# Default: 64
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 64
#Number of upgrade slots in the storage
# Default: 2
# Range: 0 ~ 10
upgradeSlotCount = 2
#Limited Gold Barrel I Settings
[server.LimitedGoldBarrelI]
#Multiplier that's used to calculate base slot limit
# Default: 96
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 96
#Number of upgrade slots in the storage
# Default: 3
# Range: 0 ~ 10
upgradeSlotCount = 3
#Limited Diamond Barrel I Settings
[server.LimitedDiamondBarrelI]
#Multiplier that's used to calculate base slot limit
# Default: 128
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 128
#Number of upgrade slots in the storage
# Default: 4
# Range: 0 ~ 10
upgradeSlotCount = 4
#Limited Netherite Barrel I Settings
[server.LimitedNetheriteBarrelI]
#Multiplier that's used to calculate base slot limit
# Default: 160
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 160
#Number of upgrade slots in the storage
# Default: 5
# Range: 0 ~ 10
upgradeSlotCount = 5
#Limited Barrel II Settings
[server.LimitedBarrelII]
#Multiplier that's used to calculate base slot limit
# Default: 16
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 16
#Number of upgrade slots in the storage
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Limited Copper Barrel II Settings
[server.LimitedCopperBarrelII]
#Multiplier that's used to calculate base slot limit
# Default: 27
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 27
#Number of upgrade slots in the storage
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Limited Iron Barrel II Settings
[server.LimitedIronBarrelII]
#Multiplier that's used to calculate base slot limit
# Default: 32
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 32
#Number of upgrade slots in the storage
# Default: 2
# Range: 0 ~ 10
upgradeSlotCount = 2
#Limited Gold Barrel II Settings
[server.LimitedGoldBarrelII]
#Multiplier that's used to calculate base slot limit
# Default: 48
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 48
#Number of upgrade slots in the storage
# Default: 3
# Range: 0 ~ 10
upgradeSlotCount = 3
#Limited Diamond Barrel II Settings
[server.LimitedDiamondBarrelII]
#Multiplier that's used to calculate base slot limit
# Default: 64
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 64
#Number of upgrade slots in the storage
# Default: 4
# Range: 0 ~ 10
upgradeSlotCount = 4
#Limited Netherite Barrel II Settings
[server.LimitedNetheriteBarrelII]
#Multiplier that's used to calculate base slot limit
# Default: 80
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 80
#Number of upgrade slots in the storage
# Default: 5
# Range: 0 ~ 10
upgradeSlotCount = 5
#Limited Barrel III Settings
[server.LimitedBarrelIII]
#Multiplier that's used to calculate base slot limit
# Default: 10
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 10
#Number of upgrade slots in the storage
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Limited Copper Barrel III Settings
[server.LimitedCopperBarrelIII]
#Multiplier that's used to calculate base slot limit
# Default: 17
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 17
#Number of upgrade slots in the storage
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Limited Iron Barrel III Settings
[server.LimitedIronBarrelIII]
#Multiplier that's used to calculate base slot limit
# Default: 20
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 20
#Number of upgrade slots in the storage
# Default: 2
# Range: 0 ~ 10
upgradeSlotCount = 2
#Limited Gold Barrel III Settings
[server.LimitedGoldBarrelIII]
#Multiplier that's used to calculate base slot limit
# Default: 30
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 30
#Number of upgrade slots in the storage
# Default: 3
# Range: 0 ~ 10
upgradeSlotCount = 3
#Limited Diamond Barrel III Settings
[server.LimitedDiamondBarrelIII]
#Multiplier that's used to calculate base slot limit
# Default: 40
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 40
#Number of upgrade slots in the storage
# Default: 4
# Range: 0 ~ 10
upgradeSlotCount = 4
#Limited Netherite Barrel III Settings
[server.LimitedNetheriteBarrelIII]
#Multiplier that's used to calculate base slot limit
# Default: 50
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 50
#Number of upgrade slots in the storage
# Default: 5
# Range: 0 ~ 10
upgradeSlotCount = 5
#Limited Barrel IV Settings
[server.LimitedBarrelIV]
#Multiplier that's used to calculate base slot limit
# Default: 8
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 8
#Number of upgrade slots in the storage
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Limited Copper Barrel IV Settings
[server.LimitedCopperBarrelIV]
#Multiplier that's used to calculate base slot limit
# Default: 13
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 13
#Number of upgrade slots in the storage
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Limited Iron Barrel IV Settings
[server.LimitedIronBarrelIV]
#Multiplier that's used to calculate base slot limit
# Default: 16
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 16
#Number of upgrade slots in the storage
# Default: 2
# Range: 0 ~ 10
upgradeSlotCount = 2
#Limited Gold Barrel IV Settings
[server.LimitedGoldBarrelIV]
#Multiplier that's used to calculate base slot limit
# Default: 24
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 24
#Number of upgrade slots in the storage
# Default: 3
# Range: 0 ~ 10
upgradeSlotCount = 3
#Limited Diamond Barrel IV Settings
[server.LimitedDiamondBarrelIV]
#Multiplier that's used to calculate base slot limit
# Default: 32
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 32
#Number of upgrade slots in the storage
# Default: 4
# Range: 0 ~ 10
upgradeSlotCount = 4
#Limited Netherite Barrel IV Settings
[server.LimitedNetheriteBarrelIV]
#Multiplier that's used to calculate base slot limit
# Default: 40
# Range: 1 ~ 8192
baseSlotLimitMultiplier = 40
#Number of upgrade slots in the storage
# Default: 5
# Range: 0 ~ 10
upgradeSlotCount = 5
#Wood Chest Settings
[server.WoodChest]
#Number of inventory slots in the storage
# Default: 27
# Range: 1 ~ 180
inventorySlotCount = 27
#Number of upgrade slots in the storage
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Copper Chest Settings
[server.CopperChest]
#Number of inventory slots in the storage
# Default: 45
# Range: 1 ~ 180
inventorySlotCount = 45
#Number of upgrade slots in the storage
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Iron Chest Settings
[server.IronChest]
#Number of inventory slots in the storage
# Default: 54
# Range: 1 ~ 180
inventorySlotCount = 54
#Number of upgrade slots in the storage
# Default: 2
# Range: 0 ~ 10
upgradeSlotCount = 2
#Gold Chest Settings
[server.GoldChest]
#Number of inventory slots in the storage
# Default: 81
# Range: 1 ~ 180
inventorySlotCount = 81
#Number of upgrade slots in the storage
# Default: 3
# Range: 0 ~ 10
upgradeSlotCount = 3
#Diamond Chest Settings
[server.DiamondChest]
#Number of inventory slots in the storage
# Default: 108
# Range: 1 ~ 180
inventorySlotCount = 108
#Number of upgrade slots in the storage
# Default: 4
# Range: 0 ~ 10
upgradeSlotCount = 4
#Netherite Chest Settings
[server.NetheriteChest]
#Number of inventory slots in the storage
# Default: 132
# Range: 1 ~ 180
inventorySlotCount = 132
#Number of upgrade slots in the storage
# Default: 5
# Range: 0 ~ 10
upgradeSlotCount = 5
#Shulker Box Settings
[server.ShulkerBox]
#Number of inventory slots in the storage
# Default: 27
# Range: 1 ~ 180
inventorySlotCount = 27
#Number of upgrade slots in the storage
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Copper Shulker Box Settings
[server.CopperShulkerBox]
#Number of inventory slots in the storage
# Default: 45
# Range: 1 ~ 180
inventorySlotCount = 45
#Number of upgrade slots in the storage
# Default: 1
# Range: 0 ~ 10
upgradeSlotCount = 1
#Iron Shulker Box Settings
[server.IronShulkerBox]
#Number of inventory slots in the storage
# Default: 54
# Range: 1 ~ 180
inventorySlotCount = 54
#Number of upgrade slots in the storage
# Default: 2
# Range: 0 ~ 10
upgradeSlotCount = 2
#Gold Shulker Box Settings
[server.GoldShulkerBox]
#Number of inventory slots in the storage
# Default: 81
# Range: 1 ~ 180
inventorySlotCount = 81
#Number of upgrade slots in the storage
# Default: 3
# Range: 0 ~ 10
upgradeSlotCount = 3
#Diamond Shulker Box Settings
[server.DiamondShulkerBox]
#Number of inventory slots in the storage
# Default: 108
# Range: 1 ~ 180
inventorySlotCount = 108
#Number of upgrade slots in the storage
# Default: 4
# Range: 0 ~ 10
upgradeSlotCount = 4
#Netherite Shulker Box Settings
[server.NetheriteShulkerBox]
#Number of inventory slots in the storage
# Default: 132
# Range: 1 ~ 180
inventorySlotCount = 132
#Number of upgrade slots in the storage
# Default: 5
# Range: 0 ~ 10
upgradeSlotCount = 5
[server.shulkerBoxDisallowedItems]
#List of items that are not allowed to be put in shulker boxes - e.g. "minecraft:bundle"
disallowedItems = []
#Determines if container items (those that override canFitInsideContainerItems to false) are able to fit in shulker boxes
containerItemsDisallowed = false
#Stack Upgrade Settings
[server.stackUpgrade]
#List of items that are not supposed to stack in storage even when stack upgrade is inserted. Item registry names are expected here.
nonStackableItems = ["minecraft:bundle", "minecraft:shulker_box", "minecraft:white_shulker_box", "minecraft:orange_shulker_box", "minecraft:magenta_shulker_box", "minecraft:light_blue_shulker_box", "minecraft:yellow_shulker_box", "minecraft:lime_shulker_box", "minecraft:pink_shulker_box", "minecraft:gray_shulker_box", "minecraft:light_gray_shulker_box", "minecraft:cyan_shulker_box", "minecraft:purple_shulker_box", "minecraft:blue_shulker_box", "minecraft:brown_shulker_box", "minecraft:green_shulker_box", "minecraft:red_shulker_box", "minecraft:black_shulker_box"]
#Compacting Upgrade Settings
[server.compactingUpgrade]
#Number of Compacting Upgrade's filter slots
# Default: 9
# Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
# Default: 3
# Range: 1 ~ 6
slotsInRow = 3
#Advanced Compacting Upgrade Settings
[server.advancedCompactingUpgrade]
#Number of Advanced Compacting Upgrade's filter slots
# Default: 16
# Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Feeding Upgrade Settings
[server.feedingUpgrade]
#Number of Feeding Upgrade's filter slots
# Default: 9
# Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
# Default: 3
# Range: 1 ~ 6
slotsInRow = 3
#Advanced Feeding Upgrade Settings
[server.advancedFeedingUpgrade]
#Number of Advanced Feeding Upgrade's filter slots
# Default: 16
# Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Filter Upgrade Settings
[server.filterUpgrade]
#Number of Filter Upgrade's filter slots
# Default: 9
# Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
# Default: 3
# Range: 1 ~ 6
slotsInRow = 3
#Advanced Filter Upgrade Settings
[server.advancedFilterUpgrade]
#Number of Advanced Filter Upgrade's filter slots
# Default: 16
# Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Magnet Upgrade Settings
[server.magnetUpgrade]
#Number of Magnet Upgrade's filter slots
# Default: 9
# Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
# Default: 3
# Range: 1 ~ 6
slotsInRow = 3
#Range around storage in blocks at which magnet will pickup items
# Default: 3
# Range: 1 ~ 20
magnetRange = 3
#Advanced Magnet Upgrade Settings
[server.advancedMagnetUpgrade]
#Number of Advanced Magnet Upgrade's filter slots
# Default: 16
# Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Range around storage in blocks at which magnet will pickup items
# Default: 5
# Range: 1 ~ 20
magnetRange = 5
#Pickup Upgrade Settings
[server.pickupUpgrade]
#Number of Pickup Upgrade's filter slots
# Default: 9
# Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
# Default: 3
# Range: 1 ~ 6
slotsInRow = 3
#Advanced Pickup Upgrade Settings
[server.advancedPickupUpgrade]
#Number of Advanced Pickup Upgrade's filter slots
# Default: 16
# Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Void Upgrade Settings
[server.voidUpgrade]
#Number of Void Upgrade's filter slots
# Default: 9
# Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
# Default: 3
# Range: 1 ~ 6
slotsInRow = 3
#Determines whether void upgrade allows voiding always or it only has overflow options
voidAlwaysEnabled = true
#Advanced Void Upgrade Settings
[server.advancedVoidUpgrade]
#Number of Advanced Void Upgrade's filter slots
# Default: 16
# Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Determines whether void upgrade allows voiding always or it only has overflow options
voidAlwaysEnabled = true
#Smelting Upgrade Settings
[server.smeltingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
# Default: 1.0
# Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
# Default: 1.0
# Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Smoking Upgrade Settings
[server.smokingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
# Default: 1.0
# Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
# Default: 1.0
# Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Blasting Upgrade Settings
[server.blastingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
# Default: 1.0
# Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
# Default: 1.0
# Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Auto-Smelting Upgrade Settings
[server.autoSmeltingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
# Default: 1.0
# Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
# Default: 1.0
# Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Number of input filter slots
# Default: 8
# Range: 1 ~ 20
inputFilterSlots = 8
#Number of input filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
inputFilterSlotsInRow = 4
#Number of fuel filter slots
# Default: 4
# Range: 1 ~ 20
fuelFilterSlots = 4
#Number of fuel filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
fuelFilterSlotsInRow = 4
#Auto-Smoking Upgrade Settings
[server.autoSmokingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
# Default: 1.0
# Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
# Default: 1.0
# Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Number of input filter slots
# Default: 8
# Range: 1 ~ 20
inputFilterSlots = 8
#Number of input filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
inputFilterSlotsInRow = 4
#Number of fuel filter slots
# Default: 4
# Range: 1 ~ 20
fuelFilterSlots = 4
#Number of fuel filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
fuelFilterSlotsInRow = 4
#Auto-Blasting Upgrade Settings
[server.autoBlastingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
# Default: 1.0
# Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
# Default: 1.0
# Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Number of input filter slots
# Default: 8
# Range: 1 ~ 20
inputFilterSlots = 8
#Number of input filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
inputFilterSlotsInRow = 4
#Number of fuel filter slots
# Default: 4
# Range: 1 ~ 20
fuelFilterSlots = 4
#Number of fuel filter slots displayed in a row
# Default: 4
# Range: 1 ~ 6
fuelFilterSlotsInRow = 4
#Pump Upgrade Settings
[server.pumpUpgrade]
#Number of fluid filter slots
# Default: 4
# Range: 1 ~ 20
filterSlots = 4
#How much mB can be transfered in / out per operation. This is a base transfer rate that gets multiplied by number of rows in storage and stack multiplier.
# Default: 20
# Range: 1 ~ 1000
maxInputOutput = 20
#Ratio that gets applied (multiplies) to inventory stack multiplier before this is applied to max input/output value. Value lower than 1 makes stack multiplier affect the capacity less, higher makes it affect the capacity more. 0 turns off stack multiplier affecting input/output
# Default: 1.0
# Range: 0.0 ~ 5.0
stackMultiplierRatio = 1.0
#Xp Pump Upgrade Settings
[server.xpPumpUpgrade]
#Whether xp pump can mend items with mending. Set false here to turn off the feature altogether.
mendingOn = true
#How many experience points at a maximum would be used to mend an item per operation (every 5 ticks and 1 xp point usually translates to 2 damage repaired).
# Default: 5
# Range: 1 ~ 20
maxXpPointsPerMending = 5
#Compression Upgrade Settings
[server.compressionUpgrade]
#Defines how many slots at a maximum compression upgrade is able to use
# Default: 5
# Range: 3 ~ 9
maxNumberOfSlots = 5
#List of items that can be decompressed by compression upgrade and their results. Item registry names are expected here in format of "mod:itemBeingDecompressed=Nxmod:itemDecompressResult"
additionalDecompressibleItems = ["minecraft:glowstone=4xminecraft:glowstone_dust", "minecraft:quartz_block=4xminecraft:quartz", "minecraft:clay=4xminecraft:clay_ball", "minecraft:snow_block=4xminecraft:snowball", "minecraft:bricks=4xminecraft:brick", "minecraft:nether_bricks=4xminecraft:nether_brick", "minecraft:nether_wart_block=9xminecraft:nether_wart", "minecraft:melon=9xminecraft:melon_slice", "minecraft:packed_ice=9xminecraft:ice", "minecraft:blue_ice=9xminecraft:packed_ice"]
#Hopper Upgrade Settings
[server.hopperUpgrade]
#Number of input filter slots
# Default: 2
# Range: 1 ~ 8
inputFilterSlots = 2
#Number of input filter slots displayed in a row
# Default: 2
# Range: 1 ~ 4
inputFilterSlotsInRow = 2
#Number of fuel filter slots
# Default: 2
# Range: 1 ~ 8
outputFilterSlots = 2
#Number of fuel filter slots displayed in a row
# Default: 2
# Range: 1 ~ 4
outputFilterSlotsInRow = 2
#Number of ticks between each transfer
# Default: 8
# Range: 1 ~ 100
transferSpeedTicks = 8
#Maximum stack size that can be transferred in one transfer
# Default: 1
# Range: 1 ~ 64
maxTransferStackSize = 1
#Advanced Hopper Upgrade Settings
[server.advancedHopperUpgrade]
#Number of input filter slots
# Default: 4
# Range: 1 ~ 8
inputFilterSlots = 4
#Number of input filter slots displayed in a row
# Default: 4
# Range: 1 ~ 4
inputFilterSlotsInRow = 4
#Number of fuel filter slots
# Default: 4
# Range: 1 ~ 8
outputFilterSlots = 4
#Number of fuel filter slots displayed in a row
# Default: 4
# Range: 1 ~ 4
outputFilterSlotsInRow = 4
#Number of ticks between each transfer
# Default: 2
# Range: 1 ~ 100
transferSpeedTicks = 2
#Maximum stack size that can be transferred in one transfer
# Default: 4
# Range: 1 ~ 64
maxTransferStackSize = 4
#Advanced Jukebox Upgrade Settings
[server.advancedJukeboxUpgrade]
#Number of slots for discs in jukebox upgrade
# Default: 12
# Range: 1 ~ 16
numberOfSlots = 12
#Number of lots displayed in a row
# Default: 4
# Range: 1 ~ 6
slotsInRow = 4
#Alchemy Upgrade Settings
[server.alchemyUpgrade]
#Number of Alchemy Upgrade's filter slots
# Default: 4
# Range: 1 ~ 20
filterSlots = 4
#Advanced Alchemy Upgrade Settings
[server.advancedAlchemyUpgrade]
#Number of Advanced Alchemy Upgrade's filter slots
# Default: 8
# Range: 1 ~ 20
filterSlots = 8
@@ -0,0 +1,99 @@
# Enables/Disables all sound effects
enabled=true
# Affects how quiet a sound gets based on distance
# Lower values mean distant sounds are louder
# This setting requires you to be in singleplayer or having the mod installed on the server
# 1.0 is the physically correct value
attenuation_factor=1.0
# The ray distance at which reverb starts
# 0.0 disables reverb attenuation
reverb_attenuation_distance=0.0
# The volume of simulated reverberations
reverb_gain=1.0
# The brightness of reverberation
# Higher values result in more high frequencies in reverberation
# Lower values give a more muffled sound to the reverb
reverb_brightness=1.0
# The distance of reverb relative to the sound distance
reverb_distance=1.5
# The amount of sound that will be absorbed when traveling through blocks
block_absorption=1.0
# Higher values mean smaller objects won't be considered as occluding
occlusion_variation=0.35
# The default amount of sound reflectance energy for all blocks
# Lower values result in more conservative reverb simulation with shorter reverb tails
# Higher values result in more generous reverb simulation with higher reverb tails
default_block_reflectivity=0.5
# The default amount of occlusion for all blocks
# Lower values will result in sounds being less muffled through walls
# Higher values mean sounds will be not audible though thicker walls
default_block_occlusion_factor=1.0
# Minecraft won't allow sounds to play past a certain distance
# This parameter is a multiplier for how far away a sound source is allowed to be in order for it to actually play
# This setting only takes affect in singleplayer worlds and when installed on the server
sound_distance_allowance=4.0
# A value controlling the amount that air absorbs high frequencies with distance
# A value of 1.0 is physically correct for air with normal humidity and temperature
# Higher values mean air will absorb more high frequencies with distance
# 0 disables this effect
air_absorption=1.0
# How much sound is filtered when the player is underwater
# 0.0 means no filter
# 1.0 means fully filtered
underwater_filter=0.25
# Whether sounds like cave, nether or underwater ambient sounds should have sound physics
evaluate_ambient_sounds=false
# The number of rays to trace to determine reverberation for each sound source
# More rays provides more consistent tracing results but takes more time to calculate
# Decrease this value if you experience lag spikes when sounds play
environment_evaluation_ray_count=32
# The number of rays bounces to trace to determine reverberation for each sound source
# More bounces provides more echo and sound ducting but takes more time to calculate
# Decrease this value if you experience lag spikes when sounds play
environment_evaluation_ray_bounces=4
# If sound hits a non-full-square side, block occlusion is multiplied by this
non_full_block_occlusion_factor=0.25
# The maximum amount of rays to determine occlusion
# Directly correlates to the amount of blocks between walls that are considered
max_occlusion_rays=16
# The amount at which occlusion is capped
max_occlusion=64.0
# If enabled, the occlusion calculation only uses one path between the sound source and the listener instead of 9
strict_occlusion=false
# Whether to try calculating where the sound should come from based on reflections
sound_direction_evaluation=true
# Skip redirecting non-occluded sounds (the ones you can see directly)
redirect_non_occluded_sounds=true
# If music discs or other longer sounds should be frequently reevaluated
update_moving_sounds=false
# The interval in ticks that moving sounds are reevaluated
# Lower values mean more frequent reevaluation but also more lag
# This option only takes effect if update_moving_sounds is enabled
sound_update_interval=5
# The maximum distance a sound can be processed
max_sound_processing_distance=512.0
# Disable level clone and cache. This will fall back to original main thread access.
# WARNING! Enabling this will cause instability and issues with other mods.
unsafe_level_access=false
# The radius of chunks to clone for level access
level_clone_range=4
# The maximum number of ticks to retain the cloned level in the cache
level_clone_max_retain_ticks=20
# The maximum distance a player can move from the cloned origin before invalidation
level_clone_max_retain_block_distance=16
# Enables debug logging
debug_logging=false
# Provides more information about occlusion in the logs
occlusion_logging=false
# Provides more information about the environment calculation in the logs
environment_logging=false
# Provides more information about how long computations take
performance_logging=false
# If enabled, the path of the sound will be rendered in game
render_sound_bounces=false
# If enabled, occlusion will be visualized in game
render_occlusion=false
# Enables/Disables sound effects for Simple Voice Chat audio
simple_voice_chat_integration=true
# Enables/Disables hearing your own echo with Simple Voice Chat
simple_voice_chat_hear_self=false
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# General mod configuration
[General]
# Enables excessive logging around certain parts of the mod.
# Can be ignored unless asked by the developer to enable.
debugTrace = false
#
# Whether blocks with UI components are allowed to open them.
# Disabling UI will restrict some mod functionality.
enableUI = true
#
# Whether to log actions such as adding rules or deny list entries.
# You may wish to disable this if you've added many such entries.
logStartupActivity = true
#
# Internal use to record what version the config file was first written with.
configVersion = 2
# Configuration around drawer storage blocks
[Drawers]
# A base value multiplied against the storage size of all drawer slots.
# Change this to uniformly increase all storage amounts
baseStackStorage = 1
# Configuration for individual drawer configurations.
# Units are the number of stacks a slot holds before the base stack storage value is multiplied.
[Drawers.Blocks]
[Drawers.Blocks.FullStorage1x1]
unitsPerSlot = 32
[Drawers.Blocks.FullStorage1x2]
unitsPerSlot = 16
[Drawers.Blocks.FullStorage2x2]
unitsPerSlot = 8
[Drawers.Blocks.FullCompacting]
unitsPerSlot = 32
[Drawers.Blocks.HalfStorage1x1]
unitsPerSlot = 16
[Drawers.Blocks.HalfStorage1x2]
unitsPerSlot = 8
[Drawers.Blocks.HalfStorage2x2]
unitsPerSlot = 4
[Drawers.Blocks.HalfCompacting]
unitsPerSlot = 16
# Configuration around the auto compacting feature
[Drawers.Compacting]
# Whether compacting function is supported. Disabling does not remove the block.
enabled = true
#
# Enables additional rules for some Minecraft items, like quartz, brick, and clay.
# See logs for full set of rules that get added.
enableExtraCompactingRules = true
#
# Compacting drawers require 2-way 2x2 or 3x3 recipes to associate items.
# Add additional rules here in the form: <big_item>, <small_item>, <amount>
compactingRules = ["minecraft:clay, minecraft:clay_ball, 4"]
# Configuration around detached drawers, which are individual drawer slots pulled from a drawer block.
[Drawers.Detached]
# Allows individual drawer slots to be pulled out from a drawer block.
enable = true
#
# If enabled, carrying filled drawers in your inventory gives slowness debuff.
# Debuff can be mitigated with portability upgrade, if it's enabled.
heavyDrawers = false
#
# Drawers track the capacity upgrades from the block they were taken from.
# When enabled, drawers can only be placed back into a block with the same or lower max capacity.
# Drawers can still only be inserted into a block with enough capacity for the items held.
forceMaxCapacityCheck = false
#
# Allows detached drawers to be stored in containers like bundles and shulker boxes.
# Due to current limitation, this rule will also apply to storing empty drawers in those containers.
canStoreInContainers = false
# Configuration around dropped drawer blocks that still have items inside them.
[Drawers.Filled]
# If enabled, carrying filled drawers in your inventory gives slowness debuff.
# Debuff can be mitigated with portability upgrade, if it's enabled.
heavyDrawers = false
#
# Allows filled drawers to be stored in other drawer blocks.
canStoreInDrawers = false
#
# Allows filled drawers to be stored in containers like bundles and shulker boxes.
# Due to current limitation, this rule will also apply to storing empty drawers in those containers.
canStoreInContainers = false
# Configuration around framed drawers, which take their appearance from other blocks used as materials.
[Drawers.Framed]
# Allows crafting framed drawers. Disabling does not remove existing framed drawers.
enable = true
#
# Attempts to only allow solid, full-cube blocks to be used as materials.
# This check may still allow non-solid blocks if the blocks' properties indicate they should be solid but are not.
# Some non-solid blocks are also counted as non-opaque, and may be restricted by that setting as well.
enforceSolidMaterials = true
#
# Attempts to only allow fully opaque blocks to be used as materials.
# This check may still allow non-opaque blocks if the blocks' properties indicate they should be opaque but are not.
enforceOpaqueMaterials = false
#
# Each entry should be a namespace or fully namespaced block, e.g. minecraft:cobblestone
# Any items on the deny list are prevented from being used as any drawer material.
materialDenyList = []
# Configuration around storage of items.
[Drawers.Storage]
#
# Each entry should be a namespace or fully namespaced item, e.g. minecraft:cobblestone
# Any items on the deny list are prevented from being stored in drawers
storeDenyList = ["storagedrawers:creative_vending_upgrade"]
#
# What a drawer should do with its items when broken. Acceptable values are:
# KEEP: Drawer retains all items in the dropped item, like shulker boxes. This is the default behavior.
# DROP: Drawer drops items into the world, up to the dropStackLimit value. Stored items over that limit are voided.
# VOID: Drawer voids all items when dropped.
#Allowed Values: KEEP, DROP, VOID
dropMode = "KEEP"
#
# If dropMode is set to DROP, this is the maximum number of stacks that can be spilled into the world
# from the entire block. By default, this is set to the amount a vanilla chest could drop.
dropStackLimit = 32
# Configuration around the controller and drawer networks.
[Controller]
# Controller range defines how far away a drawer can be connected on X, Y, or Z planes.
# The largest recommended range is around 75, or the expected chunk load distance.
# If setting this value higher, drawers will be unavailable if their chunks become unloaded.
controllerRange = 50
# Configuration around upgrade items that can be inserted into drawer blocks.
[Upgrades]
# Storage upgrades multiply storage capacity by the given amount.
# When multiple storage upgrades are used together, their multipliers are added before being applied.
[Upgrades.StorageTiers]
[Upgrades.StorageTiers.Obsidian]
enableUpgrade = true
storageMultiplier = 2
[Upgrades.StorageTiers.Copper]
enableUpgrade = true
storageMultiplier = 4
[Upgrades.StorageTiers.Iron]
enableUpgrade = true
storageMultiplier = 8
[Upgrades.StorageTiers.Gold]
enableUpgrade = true
storageMultiplier = 16
[Upgrades.StorageTiers.Emerald]
enableUpgrade = true
storageMultiplier = 64
[Upgrades.StorageTiers.Diamond]
enableUpgrade = true
storageMultiplier = 256
[Upgrades.StorageTiers.Netherite]
enableUpgrade = true
storageMultiplier = 2048
# Allows same-item slots to balance out their amounts when items are added or removed from a slot.
# Works across networks when acting through a controller.
[Upgrades.Balance]
enableUpgrade = true
# Allows the automatic conversion of same-type items based on configuration.
[Upgrades.Conversion]
enableUpgrade = true
#
# Each type will be combined with each material to create a set of allow list entries.
# This is mainly a convenience for common ore-based materials.
oreTypeAllowList = ["c:storage_blocks", "c:ingots", "c:nuggets"]
#
# Each type will be combined with each material to create a set of allow list entries.
# This is mainly a convenience for common ore-based materials.
oreMaterialAllowList = ["aluminum", "constantan", "steel", "uranium", "invar", "tin", "lead", "silver", "platinum", "nickel", "osmium", "bronze", "electrum"]
#
# Each allow list entry should be a fully namespaced tag, e.g. c:ingots/copper
tagAllowList = []
#
# Each deny list entry should be a fully namespaced tag, e.g. c:ingots/copper.
# All items not on the allow list are denied implicitly. This can be used to exclude
# specific entries created from the ore allow list set.
tagDenyList = []
#
# Each entry is a semicolon-separated list of fully-namespaced items. All items within the
# same entry are considered equivalent and convertible/interchangeable.
# Example: ["thermal:nickel_ore;immersiveengineering:ore_nickel"]
itemEquivalenceGroups = []
# Allows storing ~2.1 billion (MAX_INT) items in each drawer slot.
[Upgrades.CreativeStorage]
enableUpgrade = true
# Allows vending infinite amounts of the items in each drawer slot.
[Upgrades.CreativeVending]
enableUpgrade = true
# Adds fill bars to the face of drawers.
[Upgrades.FillLevel]
enableUpgrade = true
# Renders drawer labels brighter than surrounding environment would allow.
[Upgrades.Illumination]
enableUpgrade = true
#
# Renders labels at minimum light level between 0 - 15
# Default: 13
# Range: 0 ~ 15
illuminationLevel = 13
#
# Renders labels without upgrade at minimum light level between 0 - 15
# Default: 1
# Range: 0 ~ 15
minIlluminationLevel = 1
# Collects matching items through its top like a vanilla hopper.
[Upgrades.Hopper]
enableUpgrade = true
# Collects nearby matching items by teleporting them instantly to the drawer
[Upgrades.Magnet]
#
# When multiple magnet upgrades are used, their ranges are added together.
additiveRange = true
#
# Range is blocks out from drawer as: [horizontal, up, down]
# If ranges from multiple upgrades are added, they are not allowed to exceed these values.
maxRange = [24, 8, 0]
[Upgrades.Magnet.Level1]
enableUpgrade = true
#
# Range is blocks out from drawer as: [horizontal, up, down]
range = [1, 1, 0]
#
# Ticks between active collection when this is the highest upgrade tier.
activeSpeed = 20
#
# Ticks between collection checks when this is the highest upgrade tier.
# Collection is idle when items have not been collected within the last idleSpeed interval.
idleSpeed = 20
[Upgrades.Magnet.Level2]
enableUpgrade = true
#
# Range is blocks out from drawer as: [horizontal, up, down]
range = [4, 2, 0]
#
# Ticks between active collection when this is the highest upgrade tier.
activeSpeed = 10
#
# Ticks between collection checks when this is the highest upgrade tier.
# Collection is idle when items have not been collected within the last idleSpeed interval.
idleSpeed = 20
[Upgrades.Magnet.Level3]
enableUpgrade = true
#
# Range is blocks out from drawer as: [horizontal, up, down]
range = [8, 3, 0]
#
# Ticks between active collection when this is the highest upgrade tier.
activeSpeed = 5
#
# Ticks between collection checks when this is the highest upgrade tier.
# Collection is idle when items have not been collected within the last idleSpeed interval.
idleSpeed = 20
# Restricts capacity of drawer to one stack.
[Upgrades.OneStack]
enableUpgrade = true
# Allows drawers with contents to be freely carried when heavy drawers is enabled.
[Upgrades.Portability]
enableUpgrade = true
# Lets drawers emit redstone signals based on their fill level.
[Upgrades.Redstone]
enableUpgrade = true
#
# Min redstone upgrades output the minimum signal of all drawers in block.
enableMinUpgrade = true
#
# Max redstone upgrades output the maximum signal of all drawers in block.
enableMaxUpgrade = true
#
# Whether redstone upgrades should emit an analog redstone signal,
# requiring the use of a comparator to read it.
analogOutput = true
# Lets drawers connect to a controller wirelessly.
[Upgrades.Remote]
enableUpgrade = true
#
# Group variant connects all drawers connected to the upgraded block.
enableGroupUpgrade = true
#
# Sets the max range of the single-variant remote upgrade.
# The range is capped by the controller range. Set to 0 to match controller range.
maxRange = 0
#
# Sets the max range of the group-variant remote upgrade.
# The range is capped by the controller range. Set to 0 to match controller range.
maxGroupRange = 0
# Causes drawers to accept but void compatible items when they are filled to capacity.
[Upgrades.Void]
enableUpgrade = true
# Configuration around tools, namely the various 'keys' that can be used on drawers.
[Tools]
# Drawer keys are used to lock drawers to the items they already hold.
[Tools.DrawerKey]
enable = true
# Quantify keys are used to show or hide the count of items on the face of drawers.
[Tools.QuantifyKey]
enable = true
#
# Show labels by default on newly placed drawers.
showDefault = false
# Concealment keys are used to show or hide the item labels on the face of drawers.
# The primary use of this key is for performance by disabling the more expensive dynamic rendering.
[Tools.ConcealmentKey]
enable = true
# Personal keys allow drawers to be locked to their owners, so only they can place or take items.
[Tools.PersonalKey]
enable = true
# Priority keys change the priority of drawers when finding a compatible slot to insert items into.
[Tools.PriorityKey]
enable = true
# Suspend keys stop external interaction, e.g. from hopper or magnet upgrades.
[Tools.PauseKey]
enable = true
# Configuration around integration with third party mods.
[Integration]
# Configuration around the FTB Chunks mod.
# Improves support for claimed chunks.
[Integration.FTBChunks]
# Enables FTB Chunks integration if mod is present.
enable = true
# Configuration around the FTB Teams mod.
# Adds support for a teams personal key.
[Integration.FTBTeams]
# Enables FTB Teams integration if mod is present.
enable = true
#
# Enables recipe to obtain key from another supported personal key in crafting grid.
enableCycleRecipe = true
# Configuration around the WAILA/HWYLA/Jade family of block inspection mods.
[Integration.WAILA]
# Enables Jade integration if mod is present.
enable = true
# When true, shows quantity as NxS + R (by stack size) rather than count
stackRemainder = true
#
# When true, does not show current quantities unless quantify key was used
respectQuantifyKey = false
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[redstone]
wind_vane = true
clock_block = true
redstone_illuminator = true
crank = true
cog_block = true
gold_door = true
gold_trapdoor = true
lock_block = true
relayer = true
[redstone.speaker_block]
enabled = true
#Enable/disable speaker block narrator mode
narrator_enabled = true
#Max text
# Default: 32
# Range: 0 ~ 10000
max_text = 32
#Maximum block range
# Default: 64
# Range: 0 ~ 100000000
range = 64
[redstone.bellows]
enabled = true
#bellows pushes air following this equation:
#air=(sin(2PI*ticks/period)<0), with period = base_period-(redstone_power-1)*power_scaling
#represents base period at 1 power
# Default: 78
# Range: 1 ~ 512
base_period = 78
#entities with velocity greater than this won't be pushed
# Default: 2.0
# Range: 0.0 ~ 16.0
power_scaling = 2.0
#velocity increase uses this equation:
#vel = base_vel*((range-entity_distance)/range) with base_vel = base_velocity_scaling/period
#note that the block will push further the faster it's pulsing
# Default: 5.0
# Range: 0.0 ~ 64.0
base_velocity_scaling = 5.0
#maximum range
#note that it will still only keep alive the two fire blocks closer to it
# Default: 5
# Range: 0 ~ 16
range = 5
[redstone.spring_launcher]
enabled = true
#spring launcher launch speed
# Default: 1.5
# Range: 0.0 ~ 16.0
velocity = 1.5
#fall distance needed to trigger the automatic spring launch
# Default: 5
# Range: 0 ~ 512
fall_height_required = 5
[redstone.enderman_head]
enabled = true
drop_head = true
#Time to increase 1 power level when being looked at
# Default: 15
# Range: 0 ~ 10000
ticks_to_increase_power = 15
#do enderman heads work when looked from any side?
work_from_any_side = false
[redstone.turn_table]
enabled = true
#can rotate entities standing on it?
rotate_entities = true
#Allows turn table to shuffle containers content when rotated over horizontal axis
shuffle_containers = true
[redstone.pulley_block]
#Pulleys are automatically disabled if 'rope' feature is disabled
enabled = true
#Chance for a new mineshaft elevator piece to spawn
# Default: 0.035
# Range: 0.0 ~ 1.0
mineshaft_elevator = 0.035
[redstone.dispenser_minecart]
enabled = true
#Makes projectiles shot from dispenser minecart retain the minecart velocity and be shot at an angle when the minecart is on a rail slope
adjust_projectile_angle = true
[redstone.faucet]
enabled = true
#Turn off to prevent faucets from dropping items
spill_items = true
#Allows faucets to fill entities inventories
fill_entities_below = false
[redstone.crystal_display]
enabled = true
#Allows chaining 2 crystal displays, letting one power the other to its left IF its own power exceeds 10. Given power will be its own divided by 10. Note that to work the decimal display must NOT have power directly behind it. Doing so will override the behavior to non chaining mode
chaining = true
[functional]
fodder = true
hourglass = true
[functional.rope]
#Also internally disables Galleons, Pulleys, Buntings, Rope arrows and rope mineshaft.
#Also disables compat blocks such as supplementaries Farmers Delight rope tomatoes and Decorative blocks rope chandeliers.
#Also reminder that you can disable any item from any mod with a recipe (datapack) + JEI hide
enabled = true
#Allows ropes to be supported & attached to solid block sides
block_side_attachment = true
#Makes sliding down ropes as fast as free falling, still negating fall damage
slide_on_fall = true
#Enables horizontal placement of ropes. Disabling will make ropes always non solid
horizontal_ropes = true
#Use this config to turn allow supplementaries to replace all items tagged as #supplementaries:ropes with supplementaries own rope or turn them to air instead. This is applied to all loot tables (chests and drops)
#Allowed Values: REPLACE, NONE, REMOVE
replace_in_loot_tables = "NONE"
[functional.jar]
enabled = true
#Jar liquid capacity: leave at 12 for pixel accuracy
# Default: 12
# Range: 0 ~ 1024
capacity = 12
#Allow right click to instantly eat or drink food or potions inside a placed jar.
#Disable if you think this ability is op (honey for example). Cookies are excluded
drink_from_jar = false
#Allows the player to directly drink from jar items
drink_from_jar_item = false
#Dynamically allows all small mobs inside jars depending on their hitbox size
jar_auto_detect = false
#Allow Jars to capture small mobs
jar_capture = true
#Allow Jars to hold cookies
jar_cookies = true
#Allow Jars to hold liquids from bottles, buckets and bowls
jar_liquids = true
[functional.cage]
enabled = true
#Allows all entities to be captured by cages and jars. Not meant for survival
allow_all_mobs = false
#Allows all baby mobs to be captured by cages
cage_allow_all_babies = false
#Dynamically allows all small mobs inside cages depending on their hitbox size
cage_auto_detect = false
#Makes it so all (hostile) mobs captured by cages and jars will be set to persistent so they won't despawn when released
persistent_mobs = false
#Health percentage under which mobs will be allowed to be captured by cages and jars. Leave at 100 to accept any health level
# Default: 100
# Range: 1 ~ 100
health_threshold = 100
#When on, if a mob is tameable, it will only be capturable when tamed.
require_taming = true
[functional.safe]
enabled = true
#Makes safes only breakable by their owner or by a player in creative
prevent_breaking = false
#Make safes simpler so they do not require keys:
#they will be bound to the first person that opens one and only that person will be able to interact with them
simple_safes = false
[functional.sack]
enabled = true
#Penalize the player with slowness effect when carrying too many sacks
sack_penalty = true
#Maximum number of sacks after which the overencumbered effect will be applied. Each multiple of this number will increase the effect strength by one
# Default: 2
# Range: 1 ~ 50
sack_increment = 2
#How many slots should a sack have
# Default: 9
# Range: 1 ~ 27
slots = 9
[functional.bamboo_spikes]
enabled = true
tipped_spikes = true
#Allows entities killed by spikes to drop loot as if they were killed by a player
player_loot = false
#Alternative mode for bamboo spikes. Allows only harmful effects to be applied on them and they obtain infinite durability
only_allow_harmful_effects = true
#Populate the creative inventory with all tipped spikes variations
populate_creative_tab = true
[functional.urn]
enabled = true
#Chance for an urn to spawn a critter from the urn_spawn tag
# Default: 0.01
# Range: 0.0 ~ 1.0
critter_spawn_chance = 0.01
cave_urns = true
[functional.soap]
enabled = true
#Allows soap to clean blocks in-world. Disable to prevent in-world block cleaning while keeping soap item and recipes functional
block_cleaning_enabled = true
#Dyed Bock/Item types that cannot be cleaned with soap
clean_blacklist = ["minecraft:glazed_terracotta", "botania:mystical_flower", "mna:chimerite_crystal", "botania:floating_flower", ",minecraft:mushroom", "botania:mushroom", "botania:tall_mystical_flower", "botania:petal_block", "morered:network_cable", "xycraft_world:glowing_shiny_aurey_block", "xycraft_world:shiny_aurey_block", "xycraft_world:rgb_lamp", "xycraft_world:glowing_rgb_viewer", "xycraft_world:glowing_matte_rgb_block", "xycraft_world:rgb_lamp_pole"]
#This is a map of special blocks that can be cleaned with soap. For items you will also need to add a recipe
[functional.soap.special_blocks]
"quark:dirty_glass" = "minecraft:glass"
"#alexscaves:cave_paintings" = "alexscaves:smooth_limestone"
"quark:dirty_glass_pane" = "minecraft:glass_pane"
[functional.cannon]
enabled = true
#Makes TNT-like block shot from a cannon explode on impact
#Allowed Values: IGNITE, IGNITE_ON_IMPACT, NONE
explode_tnt = "IGNITE"
#Cannon fire power multiplier
# Default: 0.6
# Range: 0.0 ~ 5.0
fire_power = 0.6
#Time for a cannon to fire a projectile after it has been lit up
# Default: 40
# Range: 0 ~ 500
fuse_time = 40
#Time for a cannon to be able to fire again after it has been fired
# Default: 60
# Range: 0 ~ 500
cooldown = 60
music_disc_heave_ho = true
[functional.cannon.cannon_boat]
enabled = true
#Cannon boat recoil multiplier. Higher values will make the cannon boat recoil more when firing a cannonball
# Default: 0.5
# Range: 0.0 ~ 5.0
recoil_multiplier = 0.5
[functional.cannon.cannonball]
enabled = true
#Cannonball power scaling. Higher values will make cannonballs have more energy. Reminder that the damage and breaking power of a cannonball is proportional to its energy (speed squared) times this constant
# Default: 3.5
# Range: 0.0 ~ 100.0
power_scaling = 3.5
#Radius of the 'explosion' when a cannonball hits a block. Set to 0 to disable
# Default: 1.1
# Range: 0.0 ~ 10.0
break_radius = 1.1
[functional.cannon.plunderer]
enabled = true
galleon = true
[functional.present]
enabled = true
trapped_present = true
[functional.flax]
enabled = true
wild_flax = true
[functional.lumisene]
enabled = true
#Gives the flammable effext also when merely stepping on lumisene. Turning this off if you think effects are not something that should be applied like that and just by drinking it.
# Default: 50
# Range: 0 ~ 10000
flammable_from_lumisene_block_duration = 50
[functional.lumisene.lumisene_bottle]
#Enables lumisene bottles and the flammable effect and lumisene bottles. Turn off if you think its over the top and doesnt match with existing effects
enabled = true
#Duration of the flammable effect when you drink a lumisene bottle
# Default: 300
# Range: 0 ~ 10000
flammable_duration = 300
#Duration of the glowing effect when you drink a lumisene bottle
# Default: 200
# Range: 0 ~ 10000
glowing_duration = 200
[building]
lapis_bricks = true
deepslate_lamp = true
end_stone_lamp = true
blackstone_lamp = true
stone_lamp = true
stone_tile = true
blackstone_tile = true
#Buntings are automatically disabled if 'rope' feature is disabled
bunting = true
pancake = true
checker_block = true
raked_gravel = true
feather_block = true
statue = true
doormat = true
flint_block = true
fine_wood = true
candle_holder = true
fire_pit = true
wicker_fence = true
[building.spider_head]
enabled = true
[building.barnacles]
enabled = true
[building.blackboard]
enabled = true
#Enable to draw directly on a blackboard using any dye. Gui still only works in black and white
colored_blackboard = false
#Interaction mode for blackboards
#Allowed Values: BOTH, GUI, MANUAL
interaction_mode = "BOTH"
[building.gravel_bricks]
enabled = true
#Allows gravel bricks to break when fallen upon or when an entity walks on them with enough falling speed
allow_breaking = true
[building.slidy_block]
enabled = true
#Slidy block speed
# Default: 0.125
# Range: 0.0 ~ 1.0
speed = 0.125
[building.timber_frame]
enabled = true
#Allow placing a timber frame directly on a block by holding shift
swap_on_shift = false
#Allows axes to remove a framed block leaving the contained block intact
axes_strip = true
#Replace a timber frame with wattle and daub block when daub is placed in it
replace_daub = true
[building.iron_gate]
enabled = true
#Allows two iron gates to be opened simultaneously when on top of the other
double_opening = true
#Makes iron (ang gold) gates behave like their door counterpart so for example iron gates will only be openable by redstone
door-like_gates = false
[building.gold_bars]
enabled = true
[building.item_shelf]
enabled = true
#Makes item shelves climbable
climbable_shelves = false
[building.sugar_cube]
enabled = true
#Duration in seconts of speed effect garanted to horses that eat a sugar cube
# Default: 10
# Range: 0 ~ 1000
horse_speed_duration = 10
[building.planter]
enabled = true
#Makes so saplings that grow in a planter will break it turning into rooted dirt
broken_by_sapling = false
#When Farmers Delight is on planter will also act like rich soil and use it in its recipe
rich_soil_planter = true
[building.notice_board]
enabled = true
#Allows notice boards to accept and display any item, not just maps and books
allow_any_item = false
#Enables a GUI for the block. Not needed as the block just holds one item which you can place by clicking on it
gui = true
[building.pedestal]
enabled = true
#If enabled end crystals placed on a pedestals will provide an enchantment power bonus equivalent to 3 bookshelves
# Default: 3.0
# Range: 0.0 ~ 100.0
crystal_enchanting = 3.0
[building.ash]
enabled = true
#Burnable blocks will have a chance to create ash layers when burned. Greater this number the greater the chance will be
# Default: 1.0
# Range: 0.0 ~ 1.0
ash_from_fire_chance = 1.0
#Burning mobs will drop ash when they die
ash_from_burning_mobs = true
#Allows rain to wash away ash layers overtime
rain_wash_ash = true
#Use a datapack to tweak rarity
basalt_ash = true
[building.flag]
enabled = true
#Allows right/left clicking on a stick to lower/raise a flag attached to it
stick_pole = true
#Maximum allowed pole length
# Default: 16
# Range: 0 ~ 256
pole_length = 16
[building.goblet]
enabled = true
#Allows drinking from goblets
allow_drinking = true
[building.globe]
enabled = true
#Displays current coordinates when using a globe
show_coordinates = true
sepia_globe = true
[building.way_sign]
enabled = true
[building.way_sign.road_signs]
#Entirely disables them from spawning
enabled = true
#With this option road signs will display the distance to the structure that they are pointing to
show_distance_text = true
#Maximum distance in chunks that road signs will search for structures
# Default: 200
# Range: 0 ~ 1000
max_search_radius = 200
#Speeds up way sign feature searching by making the search stop at the first found structure. This means that way signs won't point to the nearest structure anymore
exit_search_early = true
#Maximum number of structure types from the tag that road signs will attempt to look for every time. Decreasing might speed up search at the cost of making them not point to the nearest structure out of all. Also if made too low and in cases it were to pick a structure that only spawns very rarely, this would actually slow down the search instead of speeding it up
# Default: 12
# Range: 1 ~ 100
max_structures_searches = 12
[building.daub]
enabled = true
wattle_and_daub = true
[building.ash_bricks]
enabled = true
[building.hat_stand]
enabled = true
#Allow all items to go on hat stand
unrestricted = false
[building.awning]
enabled = true
#Allows having slanted awnings. Disabled if you feel its cursed.
slant = true
#Allows entities to fall through awnings, when shifting.
shift_through = true
#Bouncing angle of slanted awnings
# Default: 69.44395478041653
# Range: 0.0 ~ 90.0
angle = 69.44395478041653
[building.flower_box]
enabled = true
#Makes so flower boxes can only contain one tall flower item per block
simple_mode = true
[building.netherite_doors]
door = true
trapdoor = true
#Makes netherite doors and trapdoors unbreakable
unbreakable = false
[building.sconce]
enabled = true
sconce_lever = true
[tools]
candy = true
stasis = true
altimeter = true
confetti_popper = true
[tools.quiver]
enabled = true
#Allows using a quiver without being slowed down
use_without_slow = true
#Arrow stacks that can fit inside a quiver. Requires reboot
# Default: 6
# Range: 1 ~ 9
slots = 6
#Increase this number to alter the probability for a Skeleton with quiver to spawn. Note that this also depends on local difficulty so you wont ever see them on easy and very rarely on normal. Similar logic to equipment
# Default: 0.03
# Range: 0.0 ~ 1.0
quiver_skeleton_spawn_chance = 0.03
#If enabled, the quiver skeleton spawn chance will depend on the local difficulty of the world. If disabled, it will always be the same
quiver_skeleton_spawn_depend_on_global_difficulty = true
#Allows quiver to only be used when in offhand or in curio invSlot
only_works_in_curio = false
#Arrows you pickup will try to go in a quiver if available provided it has some arrow of the same explosionType
quiver_pickup = true
[tools.lunch_basket]
enabled = true
#Allows lunch baskets to be placed on the ground
placeable = true
#Arrow stacks that can fit inside a lunch basket. Requires reboot
# Default: 6
# Range: 1 ~ 9
slots = 6
[tools.slice_map]
enabled = true
#Multiplier that will be applied by slice maps to lower their range compared to normal maps
# Default: 0.25
# Range: 0.0 ~ 1.0
range_multiplier = 0.25
[tools.bubble_blower]
enabled = true
#Amount of soap consumed per bubble block placed
# Default: 5
# Range: 1 ~ 25
stasis_cost = 5
[tools.bubble_blower.bubble_block]
#Max lifetime of bubble blocks. Set to 10000 to have it infinite
# Default: 1200
# Range: 1 ~ 10000
lifetime = 1200
#Can bubble break when touched on?
break_when_touched = true
#Max number of charges a bubble blower can hold
# Default: 200
# Range: 1 ~ 1000000
max_charges = 200
[tools.wrench]
enabled = true
#Allows wrenches to bypass a block interaction action prioritizing their own when on said hand
#Allowed Values: MAIN_HAND, OFF_HAND, BOTH, NONE
bypass_when_on = "MAIN_HAND"
[tools.rope_arrow]
#Rope arrows are automatically disabled if 'rope' feature is disabled
enabled = true
#Max number of rope items allowed to be stored inside a rope arrow
# Default: 32
# Range: 1 ~ 256
capacity = 32
#Makes rope arrows exclusive to crossbows
exclusive_to_crossbows = false
[tools.flute]
enabled = true
#Allows flute to be unbound. Unbound flutes will search for pets in a radius and teleport them to the player
unbound = false
#Radius in which an unbound flute will search pets
# Default: 64
# Range: 0 ~ 500
unbound_radius = 64
#Max distance at which a bound flute will allow a pet to teleport
# Default: 64
# Range: 0 ~ 500
bound_distance = 64
[tools.bomb]
enabled = true
#Bomb explosion radius (damage depends on this)
# Default: 2.0
# Range: 0.1 ~ 10.0
explosion_radius = 2.0
#Do bombs break blocks like tnt?
#Allowed Values: ALL, WEAK, NONE
break_blocks = "WEAK"
#Put here any number other than 0 to have your bombs explode after a certain amount of ticks instead than on contact
# Default: 0
# Range: 0 ~ 100000
bomb_fuse = 0
#Enable bomb item cooldown
cooldown = true
[tools.bomb.blue_bomb]
#Bomb explosion radius (damage depends on this)
# Default: 5.15
# Range: 0.1 ~ 10.0
explosion_radius = 5.15
#Do bombs break blocks like tnt?
#Allowed Values: ALL, WEAK, NONE
break_blocks = "WEAK"
[tools.slingshot]
enabled = true
#Slingshot range multiplier. Affect the initial projectile speed
# Default: 1.0
# Range: 0.0 ~ 5.0
range_multiplier = 1.0
#Time in ticks to fully charge a slingshot
# Default: 20
# Range: 0 ~ 100
charge_time = 20
#Deceleration for the stasis projectile
# Default: 0.9625
# Range: 0.1 ~ 1.0
stasis_deceleration = 0.9625
#Allow enderman to intercept any slingshot projectile
unrestricted_enderman_intercept = true
#Allows buckets to be thrown by slingshots. Thrown buckets will place their content when they land
allow_buckets = true
#Damage that items in the 'supplementaries:slingshot_damageable' tag will deal. Scales with thrown speed. Tag is empty by default.
# Default: 0.5
# Range: 0.0 ~ 100.0
damageable_damage = 0.5
#Allows splash potions to be thrown by slingshots
allow_splash_potions = false
#Allows bombs to be thrown by slingshots
allow_bombs = false
#Allows fire charges to be thrown by slingshots
allow_fire_charges = false
#Allows snowballs to be thrown by slingshots
allow_snowballs = false
#Allows enderpearls to be thrown by slingshots
allow_enderpearls = false
[tools.antique_ink]
enabled = true
#General settings
[general]
#Allowed Values: ALWAYS, CACHED, CACHED_ZIPPED, NEVER
dynamic_assets_generation_mode = "CACHED"
#Enable Creative Tab
creative_tab = false
#Set to false to disable custom dispenser behaviors (i.e: filling jars) if for some reason they are causing trouble
dispensers = true
#Disable startup messages and sanity check that the mod performs to inform of possible detected crashes that might occur due to issues
sanity_checks_messages = true
#slightly increase this or decrease this number to tweak the red merchant spawn chance. Won't spawn at 0 and will spawn twice as often on 2
# Default: 1.0
# Range: 0.0 ~ 10.0
red_merchant_spawn_multiplier = 1.0
#Vanilla tweaks
[tweaks]
[tweaks.dragon_banner_pattern]
#Adds dragon banner pattern made from dragon head
enabled = true
[tweaks.ai_tweaks]
#Allows pillagers to use cannon boats. Add more entities to the 'supplementaries:can_use_cannon_boat' tag to allow them to use cannon boats as well
pillagers_use_cannon_boats = true
#Allows mobs to dismount from boats when on land. Add more entities to the 'supplementaries:can_dismount_boats' tag to allow them to dismount as well
raiders_dismount_boats = true
[tweaks.golden_apple_disenchant]
enabled = true
[tweaks.traders_open_doors]
#Allows traders to open doors (because they couldn't apparently)
enabled = true
[tweaks.dispenser_tweaks]
#Allows dispensers to use axes on blocks to strip logs and scrape off copper oxidation and wax
axe_strip = true
#Enables shooting ender pearls with dispensers
shoot_ender_pearls = true
#Enables extracting bundles items with dispensers
extract_from_bundles = true
[tweaks.throwable_bricks]
#Throw bricks at your foes! Might break glass blocks
enabled = true
[tweaks.placeable_sticks]
#Allow placeable sticks
sticks = true
#Allow placeable blaze rods
blaze_rods = true
[tweaks.placeable_gunpowder]
#Allow placeable gunpowder
enabled = true
#Number of ticks it takes for gunpowder to burn 1 stage (out of 8). Increase to slow it down
# Default: 2
# Range: 0 ~ 20
speed = 2
#Age at which it spread to the next gunpowder block. Also affects speed
# Default: 2
# Range: 0 ~ 8
spread_age = 2
[tweaks.raked_gravel]
#allow gravel to be raked with a hoe
enabled = true
[tweaks.bottle_xp]
#Allow bottling up xp by using a bottle on an enchanting table
enabled = false
#bottling health cost
# Default: 2
# Range: 0 ~ 20
cost = 2
#Block that should be clicked on for bottling to work. Leave blank for enchanting table. You can put another block here from another mod if you find it more fitting
target_block = ""
[tweaks.map_tweaks]
#Enables beacons, lodestones, respawn anchors, beds, conduits, portals to be displayed on maps by clicking one of them with a map
block_map_markers = true
#Shows a death marker on your map when you die. Requires a recovery compass in player inventory or similar
#Allowed Values: OFF, WITH_COMPASS, ALWAYS
death_marker = "WITH_COMPASS"
#Makes blocks tagged as 'tinted_on_map' use their tint color. This allows for accurate biome colors for water and grass as well as other custom block that use any tint
tinted_blocks_on_maps = true
[tweaks.map_tweaks.random_adventurer_maps]
#Cartographers will sell 'adventurer maps' that will lead to a random vanilla structure (choosen from a thought out preset list).
#Best kept disabled if you are adding custom adventurer maps with datapack (check the wiki for more)
enabled = true
#Maximum number of structure types from the tag that road signs will attempt to look for every time. Decrease to speed up search at the cost of making them not point to the nearest structure out of all. Also if made too low and in cases it were to pick a structure that only spawns very rarely, this would actually slow down the search
# Default: 100
# Range: 1 ~ 1000
max_search_radius = 100
#Select a random structure to look for instead of iterating through all of the ones in the tag returning the closest. Turning on will make ones that have diff structures (aka all different ruined portals) show up more. Increasing the number past 1 will allow x random structures to be picked instead. this can possibly speed up search as it decreases chances to find far away ones
# Default: 1
# Range: 1 ~ 1000
max_structures_searches = 1
[tweaks.placeable_books]
#Allow books and enchanted books to be placed on the ground
enabled = true
#Allow all books to be placed both vertically and horizontally
mixed_books = false
[tweaks.zombie_horse]
#Feed a stack of rotten flesh to a skeleton horse to buff him up to a zombie horse
zombie_horse_conversion = true
#Amount of rotten flesh needed
# Default: 64
# Range: 1 ~ 1000
rotten_flesh = 64
#Allows zombie horses to be ridden underwater
rideable_underwater = true
#Convert a zombie horse back by feeding it a golden carrot
zombie_horse_inverse_conversion = true
[tweaks.noteblocks_scare]
#Noteblocks with a zombie head will scare off villagers
enabled = true
[tweaks.bad_luck_tweaks]
#Hit a void cat, get the unluck
cat_unluck = true
#If you have unluck you are more likely to get hit by a lighting. Holding a lightning rod also causes this
lightning_unluck = true
[tweaks.item_lore]
#Adds a recipe to add 'lore' strings to an item by combining it with a named nametag
enabled = true
[tweaks.sus_recipes]
#Adds recipes to craft suspicious gravel and suspicious sand
enabled = true
[tweaks.slimed_effect]
enabled = true
#Allow slimeballs to be thrown
throwable_slimeballs = true
#Thrown slimeballs will shortly nerf the player jump height. Disable if you don't want this effect as it can be quite powerful
#Allowed Values: NEVER, ALWAYS, NORMAL_DIFFICULTY, HARD_DIFFICULTY
hinders_jump = "NORMAL_DIFFICULTY"
#Duration of the slimed effect in ticks
# Default: 300
# Range: 0 ~ 1000
duration = 300
#Chance that a slime mob will apply slimed effect on successful attack. Multiplied by the slime size
# Default: 0.15
# Range: 0.0 ~ 1.0
chance_per_slime_size = 0.15
[tweaks.clock_and_compass]
#Allow to right click with a clock to display current time in numerical form
clock_right_click = true
#Allow to right click with a compass to display current coordinates in numerical form
compass_right_click = false
#Allow these features to work in dimensions like nether or end where normally clocks don't work
works_in_unnatural_dimensions = false
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[general]
#The size of overworld biome regions from each mod that uses TerraBlender.
overworld_region_size = 3
#The weighting of vanilla biome regions in the nether.
vanilla_nether_region_weight = 10
#The size of nether biome regions from each mod that uses TerraBlender.
nether_region_size = 2
#The weighting of vanilla biome regions in the overworld.
vanilla_overworld_region_weight = 10
[end]
#The size of edge end biomes.
edge_biome_size = 3
#The size of highlands end biomes.
highlands_biome_size = 4
#The weight of Vanilla end barrens biomes.
vanilla_end_barrens_weight = 10
#The size of island end biomes.
island_biome_size = 2
#The weight of Vanilla end highlands biomes.
vanilla_end_highlands_weight = 10
#The weight of Vanilla end midlands biomes.
vanilla_end_midlands_weight = 10
#The size of midlands end biomes.
midlands_biome_size = 4
#The weight of Vanilla small end islands biomes.
vanilla_small_end_islands_weight = 10
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[general]
#List of waystone origins that should prevent others from editing. PLAYER is special in that it allows only edits by the owner of the waystone.
restrictedWaystones = ["PLAYER"]
#Set to "GLOBAL" to have newly placed or found waystones be global by default.
#Allowed Values: ACTIVATION, GLOBAL, SHARD_ONLY, ORANGE_SHARESTONE, MAGENTA_SHARESTONE, LIGHT_BLUE_SHARESTONE, YELLOW_SHARESTONE, LIME_SHARESTONE, PINK_SHARESTONE, GRAY_SHARESTONE, LIGHT_GRAY_SHARESTONE, CYAN_SHARESTONE, PURPLE_SHARESTONE, BLUE_SHARESTONE, BROWN_SHARESTONE, GREEN_SHARESTONE, RED_SHARESTONE, BLACK_SHARESTONE
defaultVisibility = "ACTIVATION"
#Add "GLOBAL" to allow every player to create global waystones.
allowedVisibilities = []
#The time in ticks that it takes to use a warp stone. This is the charge-up time when holding right-click.
warpStoneUseTime = 32
#The time in ticks that it takes to use a warp plate. This is the time the player has to stand on top for.
warpPlateUseTime = 15
#The time in ticks it takes to use a scroll. This is the charge-up time when holding right-click.
scrollUseTime = 32
[inventoryButton]
#Set to 'NONE' for no inventory button. Set to 'NEAREST' for an inventory button that teleports to the nearest waystone. Set to 'ANY' for an inventory button that opens the waystone selection menu. Set to a waystone name for an inventory button that teleports to a specifically named waystone.
inventoryButton = ""
#The x position of the inventory button in the inventory.
inventoryButtonX = 58
#The y position of the inventory button in the inventory.
inventoryButtonY = 60
#The y position of the inventory button in the creative menu.
creativeInventoryButtonX = 88
#The y position of the inventory button in the creative menu.
creativeInventoryButtonY = 33
[worldGen]
#Set to 'DEFAULT' to only generate the normally textured waystones. Set to 'MOSSY' or 'SANDY' to generate all as that variant. Set to 'BIOME' to make the style depend on the biome it is generated in.
#Allowed Values: DEFAULT, MOSSY, SANDY, BLACKSTONE, DEEPSLATE, END_STONE, BIOME
wildWaystoneStyle = "BIOME"
#Approximate chunk distance between wild waystones being generated. Set to 0 to disable generation.
chunksBetweenWildWaystones = 25
#List of dimensions that wild waystones are allowed to spawn in. If left empty, all dimensions except those in wildWaystonesDimensionDenyList will be able to spawn waystones, provided the biomes are in the `has_structure/waystone` tag.
wildWaystonesDimensionAllowList = ["minecraft:the_nether", "minecraft:the_end", "minecraft:overworld"]
#List of dimensions that wild waystones are not allowed to spawn in, even if the biome is in the `has_structure/waystone` tag. Only used if wildWaystonesDimensionAllowList is empty.
wildWaystonesDimensionDenyList = []
#Set to 'PRESET_FIRST' to first use names from the nameGenerationPresets. Set to 'PRESET_ONLY' to use only those custom names. Set to 'MIXED' to have some waystones use custom names, and others random names.
#Allowed Values: PRESET_FIRST, RANDOM_ONLY, PRESET_ONLY, MIXED
nameGenerationMode = "PRESET_FIRST"
#The template to use when generating new names. Supported placeholders are {Biome} (english biome name) and {MrPork} (the default name generator).
nameGenerationTemplate = "{MrPork}"
#These names will be used for the PRESET name generation mode. See the nameGenerationMode option for more info.
nameGenerationPresets = []
#Set to REGULAR to have waystones spawn in some villages. Set to FREQUENT to have waystones spawn in most villages. Set to DISABLED to disable waystone generation in villages. Waystones will only spawn in vanilla or supported villages.
#Allowed Values: DISABLED, REGULAR, FREQUENT
spawnInVillages = "REGULAR"
[teleports]
#Set to false to simply disable all xp costs. See warpRequirements for more fine-grained control.
enableCosts = true
#Set to false to simply disable all cooldowns. See warpRequirements for more fine-grained control.
enableCooldowns = true
#List of warp requirements with comma-separated parameters in parentheses. Conditions can be defined as comma-separated list in square brackets. Will be applied in order.
warpRequirements = ["[is_not_interdimensional] scaled_add_xp_cost(distance, 0.01)", "[is_interdimensional] add_xp_cost(27)", "[source_is_warp_plate] multiply_xp_cost(0)", "[target_is_global] multiply_xp_cost(0)", "min_xp_cost(0)", "max_xp_cost(27)", "[source_is_inventory_button] add_cooldown(inventory_button, 300)"]
#Set to ENABLED to have nearby pets teleport with you. Set to SAME_DIMENSION to have nearby pets teleport with you only if you're not changing dimensions. Set to DISABLED to disable.
#Allowed Values: ENABLED, SAME_DIMENSION, DISABLED
transportPets = "DISABLED"
#Set to ENABLED to have leashed mobs teleport with you. Set to SAME_DIMENSION to have leashed mobs teleport with you only if you're not changing dimensions. Set to DISABLED to disable.
#Allowed Values: ENABLED, SAME_DIMENSION, DISABLED
transportLeashed = "ENABLED"
#List of entities that cannot be teleported, either as pet, leashed, or on warp plates.
entityDenyList = ["minecraft:wither"]
#Set to true to enable warp modifier items for applying status effects on teleports.
enableModifiers = true
[client]
#If enabled, the text overlay on waystones will no longer always render at full brightness.
disableTextGlow = false
[compatibility]
#If enabled, JourneyMap waypoints will be created for each activated waystone.
journeyMap = true
#If enabled, JourneyMap waypoints will only be created if the mod 'JourneyMap Integration' is not installed
preferJourneyMapIntegrationMod = true
#If enabled, Waystones will add markers for waystones and sharestones to Dynmap.
dynmap = true
[blueMap]
#Controls whether Waystones' BlueMap integration should be loaded
enabled = true
#If enabled, waystones will be tracked as markers on BlueMap
includeWaystones = true
#If enabled, sharestones will be tracked as markers on BlueMap.
includeSharestones = true
#If enabled, undiscovered waystones will be tracked as markers on BlueMap.
includeUndiscoveredWaystones = false
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default_enforced_profile = default
enforced_profile_permission_node = xaero.lib.enforced_server_profile
allow_internet_access = true
everyone_tracks_everyone = false
edit_server_profiles_permission_node = xaero.lib.edit_server_profiles
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############
## Server Config Profile "default"
##
profile_name = Default
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default_enforced_profile = default
enforced_profile_permission_node = xaero.minimap.enforced_server_profile
register_minimap_status_effects = true
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############
## Server Config Profile "default"
##
profile_name = Default
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default_enforced_profile = default
enforced_profile_permission_node = xaero.world_map.enforced_server_profile
register_status_effects = true
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############
## Server Config Profile "default"
##
profile_name = Default
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