[general] #Tick interval for scheduling chunk section rebuilds. #Range: 1 .. 200 imprint_chunk_rebuild_tickrate = 1 #Allow all eligible entity types to leave imprints. #Blacklist still takes priority. enable_imprints_for_all_entities = true #Height of the top contact band above the snow surface for model-contact mode. #0.0 keeps the band razor-thin; larger values are more forgiving. #Range: 0.0 .. 0.5 imprint_contact_band_height = 0.15 #Enable layer 3 (2nd outer ring). imprint_enable_layer_3 = true #Enable layer 2 (outer ring). imprint_enable_layer_2 = true #How many ticks a footprint lives before being removed. #Only used when imprint_enable_time_decay is true. #600 = 30 seconds. 1200 = 60 seconds. #Range: 20 .. 12000 imprint_decay_ticks = 600 #Maximum number of block positions with imprints per level. #Only used when imprint_enable_limit is true. #Oldest stamps are removed first when exceeded. #Range: 64 .. 65536 imprint_block_limit = 8192 #Enable layer 1 (base ring). imprint_enable_layer_1 = true #Grid size of ring 3 (2-nd outer ring). #Valid range: 2..16 #Range: 2 .. 16 imprint_layer_3_map_size = 16 #Tick interval for imprint check and write/apply. #1 = every tick, 2 = every 2 ticks, etc. #Range: 1 .. 200 imprint_write_check_tickrate = 1 #Tick interval for imprint check and write/apply. #1 = every tick, 2 = every 2 ticks, etc. #Range: 1 .. 200 enable_imprints = true #Non-living entity type ids allowed to leave imprints. #Example: ["minecraft:boat"] imprint_custom_entities = ["minecraft:boat"] #Accumulate render-model snapshots captured during the current game tick instead of using only the latest sample. imprint_accumulate_snapshots = true #Minimum horizontal movement before placing the next trail stamp. #Larger value = sparser trail #Range: 0.01 .. 1.0 imprint_step_distance = 0.15 #Adds deterministic wobble to the outer edge of layer 2. #Higher values make the contour less uniform. #Range: 0.0 .. 1.0 imprint_layer_2_edge_noise = 0.5 #In model-contact mode, place a new imprint when body yaw changes by at least this many degrees. #0.0 disables rotation-triggered updates. #Range: 0.0 .. 45.0 imprint_rotation_step_degrees = 10.0 #Entity type ids that should never leave imprints. #Example: ["minecraft:enderman"] imprint_target_blacklist = [] #Removes some exposed edge cells from layer 2. #Higher values make the layer look looser and more broken up. #Range: 0.0 .. 1.0 imprint_layer_2_edge_erosion = 0.3 #Grid size of ring 1 (base ring). #Valid range: 2..16 #Range: 2 .. 16 imprint_layer_1_map_size = 8 #Removes some exposed edge cells from layer 3. #Higher values make the layer look looser and more broken up. #Range: 0.0 .. 1.0 imprint_layer_3_edge_erosion = 0.3 #Remove oldest footprints when the block count exceeds the limit. imprint_enable_limit = true #Texture variant for layer 3. #Range: 0 .. 2 imprint_layer_3_variant = 0 #Grid size of ring 2 (outer ring). #Valid range: 2..16 #Range: 2 .. 16 imprint_layer_2_map_size = 16 #Remove footprints after a time limit. imprint_enable_time_decay = false #Adds deterministic wobble to the outer edge of layer 3. #Higher values make the contour less uniform. #Range: 0.0 .. 1.0 imprint_layer_3_edge_noise = 0.1 #Texture variant for layer 2. #Range: 0 .. 2 imprint_layer_2_variant = 0 #Base footprint size multiplier. #1.0 = default size #Range: 0.1 .. 4.0 imprint_base_scale = 1.0 #Use render-model snapshots for imprint placement on living entities. imprint_model_contact = false #Extra expansion in cells for ring 3. #0 = same width as base ring #Range: 0 .. 16 imprint_layer_3_expand_cells = 3 #Minimum ticks between rotation-triggered model-contact updates. #Movement-distance updates are unaffected. #Range: 0 .. 20 imprint_rotation_step_cooldown_ticks = 6 #Extra expansion in cells for ring 2. #0 = same width as base ring #Range: 0 .. 16 imprint_layer_2_expand_cells = 2 #Allow full-block Ecliptic Seasons snowy surfaces to receive imprints automatically. #Applies only when Ecliptic Seasons is present on NeoForge. enable_ecliptic_seasons_compat = true #Capture render-model snapshots every N render frames while entities are visible. #1 = every frame #Range: 1 .. 20 imprint_snapshot_interval = 12 #Texture variant for layer 1 (base ring). #Range: 0 .. 2 imprint_layer_1_variant = 0 #Block ids that can receive imprints. #minecraft:snow and minecraft:snow_block are included by default. #Requires resource reload (F3+T) after changing. #Example: ["minecraft:snow_block"] imprint_surface_blocks = ["minecraft:snow", "minecraft:snow_block"]