149 lines
7.8 KiB
JSON
149 lines
7.8 KiB
JSON
{
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// The duration in milliseconds ingame recipe/unlock popups stay on the screen
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"ToastTimeMilliseconds": 7500,
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// The reverb decay time for sound effects in pastel's dimension
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"DimensionReverbDecayTime": 8.0,
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// The reverb density for sound effects in pastel's dimension
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"DimensionReverbDensity": 0.5,
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// Graphical options for pastel's dimension
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"WindSim": true,
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"ReducedParticles": false,
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// Affects how often the wind simulation updates - A lower number makes the simulation smoother, but increases the performance impact significantly
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"WindSimInterval": 3,
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// Post process shaders
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"PostProcess": true,
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// Items transported by a Pastel Network spawn particles
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"PastelNetworkParticles": true,
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// Adjusts the general brightness of the dimension (an increase of 1 is a lot, for reference)
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"DimensionBrightnessMod": 1.0,
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// Mod Integration Packs to not load (in case of mod compat errors). Put the mod id of the mod with integration pack conflict here
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"IntegrationPacksToSkipLoading": [],
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// Add some advanced tooltips to items, like if Sculk Shriekers are able to summon the Warden
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"AddItemTooltips": true,
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// Replaces the ornate models of pastel's transfer system with something simpler for increased visibility. Great for technical players!
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"MinimalNodes": false,
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/* The vanilla anvil caps enchantment levels at the max level for the enchantment
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So enchanted books that exceed the enchantments natural max level get capped
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If true the bedrock anvil will not cap the enchantments level to it's natural max level
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*/
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"BedrockAnvilCanExceedMaxVanillaEnchantmentLevel": false,
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/* The chance that an Enderman is holding a special treasure block on spawn
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Separate value for Endermen spawning in the end, since there are LOTS of them there
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Those blocks do not gate progression, so it is not that drastic not finding any right away.
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Better to let players stumble about them organically instead of forcing it.
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*/
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"EndermanHoldingEnderTreasureChance": 0.10000000149011612,
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"EndermanHoldingEnderTreasureInEndChance": 0.007499999832361937,
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// Worlds where shooting stars spawn for players. Shooting Stars will only spawn for players with sufficient progress in the mod
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"ShootingStarWorlds": [
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"minecraft:overworld",
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"starry_skies:overworld",
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"paradise_lost:paradise_lost"
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],
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// Worlds where lightning strikes can spawn Storm Stones
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"StormStonesWorlds": [
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"minecraft:overworld",
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"starry_skies:overworld",
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"paradise_lost:paradise_lost"
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],
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// Chance for a lightning strike to spawn a Storm Stone
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"StormStonesChance": 0.4000000059604645,
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/* Enables quitoxic reed tag-based spawning.
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By default, the reeds spawn in any biome that is
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wet, hot, and not an ocean.
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This can be swapped to using a tag, for more delicate filtering.
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*/
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"QuitoxicSpawnTag": false,
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/* Shooting star spawns are checked every night between time 13000 and 22000, every 100 ticks (so 100 chances per night).
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By default, there is a 0.0075 ^= 0.75 % chance at each of those check times. Making it ~1 shooting star spawn
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per night per player that unlocked the required progression.
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*/
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"ShootingStarChance": 0.007499999832361937,
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/* The time in ticks it takes a Pigment Pedestal to craft a vanilla Crafting Table recipe without upgrades
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Setting this to <=0 will make the Pedestal not able to be used for crafting Crafting Table recipes.
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*/
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"VanillaRecipeCraftingTimeTicks": 40,
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/* How fast decay will be spreading on random tick
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can be used to slow down propagation speed of decay in the worlds
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decay does use very few resources, but if your fear of someone letting decay
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spread free or using higher random tick rates than vanilla you can limit the spreading rate here
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Fading and Failing do no real harm to the world. If you turn up these values too high players
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may lack the feedback they need that what they are doing is correct
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1.0: Every random tick (default)
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0.5: Every second random tick
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0.0: Never (forbidden - players would be unable to progress)
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*/
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"FadingDecayTickRate": 1.0,
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"FailingDecayTickRate": 1.0,
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"RuinDecayTickRate": 1.0,
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"ForfeitureDecayTickRate": 1.0,
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// Whether bottles can be used to pick up decay. Default is true.
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"CanBottleUpFading": true,
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"CanBottleUpFailing": true,
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"CanBottleUpRuin": true,
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"CanBottleUpForfeiture": true,
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// Whether decay can take over block entities. Defaults to false.
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"FadingCanDestroyBlockEntities": false,
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"FailingCanDestroyBlockEntities": false,
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"RuinCanDestroyBlockEntities": false,
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"ForfeitureCanDestroyBlockEntities": true,
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// When a player places decay, add an entry to the server log
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"LogPlacingOfDecay": true,
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// The audio volume for Spectrums crafting blocks. Set to 0.0 to turn those sounds off completely.
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"BlockSoundVolume": 0.5,
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// When empty, enchantments that the player has not unlocked show up with a scattered name. You can use a different name here
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"NameForUnrevealedEnchantments": "",
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// Exuberance increases experience gained when killing mobs. With 25% bonus XP and 5 levels this would mean 2,25x XP on max level
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"ExuberanceBonusExperiencePercentPerLevel": 0.25,
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// In vanilla, crits are a flat 50 % damage bonus. Improved Critical increases this damage by additional 50 % per level by default
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"ImprovedCriticalExtraDamageMultiplierPerLevel": 0.5,
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// Flat additional damage dealt with each level of the First Strike enchantment
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"FirstStrikeDamagePerLevel": 2.0,
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// The percentile a mobs armor/hand stacks are being dropped when hit with a Disarming enchanted weapon per the enchantments level
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"DisarmingChancePerLevelMobs": 0.009999999776482582,
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// If > 0 the Disarming Enchantment is able to remove armor and hand tools from a hit player. Should be a far smaller chance than for mobs
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"DisarmingChancePerLevelPlayers": 0.0010000000474974513,
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// The duration a glow ink sac gives night vision when wearing a glow vision helmet in seconds
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"GlowVisionGogglesDuration": 120,
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// If the Omni Accelerator should be able to have interactions in PvP that can drain the targets XP, modify their equipment, ... (configured via the requires_omni_accelerator_pvp_enabled item tag)
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"OmniAcceleratorPvP": false,
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"GemstoneArmorHelmetProtection": 3,
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"GemstoneArmorChestplateProtection": 7,
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"GemstoneArmorLeggingsProtection": 5,
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"GemstoneArmorBootsProtection": 3,
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"GemstoneArmorToughness": 0.0,
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"GemstoneArmorKnockbackResistance": 0.0,
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"GemstoneArmorWeaknessAmplifier": 1,
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"GemstoneArmorSlownessAmplifier": 1,
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"GemstoneArmorAbsorptionAmplifier": 0,
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"GemstoneArmorResistanceAmplifier": 0,
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"GemstoneArmorRegenerationAmplifier": 0,
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"GemstoneArmorSpeedAmplifier": 1,
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"BedrockArmorHelmetProtection": 5,
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"BedrockArmorLeggingsProtection": 9,
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"BedrockArmorChestplateProtection": 13,
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"BedrockArmorBootsProtection": 5,
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"BedrockArmorToughness": 3.0,
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"BedrockArmorKnockbackResistance": 0.30000001192092896,
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"MaxLevelForEffectsInLesserPotionPendant": 3,
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"MaxLevelForEffectsInGreaterPotionPendant": 1,
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/* True will prevent the spread of Decay blocks in claims.
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Only enable when necessary and communicate to your players that those blocks will not work in their claims.
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If any player comes to the pastel devs claiming that decay does not spread for them, and therefore they could not progress
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You will get put on the 'bad pack devs' list and this config setting removed again
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*/
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"DecayIsStoppedByClaimMods": false,
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/* By Default, Roughly Enough Items will show a 'recipe not unlocked yet' screen for not yet unlocked recipes.
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Setting this value to false will instead not show this screen, showing no recipes whatsoever, until unlocked
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*/
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"REIListsRecipesAsNotUnlocked": true,
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/* If the player has Azure Dike Charges: Where should they be rendered on the screen. Default: Over the food bar
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Only touch those values if you have other mods that render GUI overlays!
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*/
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"AzureDikeHudOffsetX": 0,
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"AzureDikeHudOffsetY": 0,
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"AzureDikeHudOffsetYWithArmor": -10,
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"AzureDikeHudOffsetYForEachRowOfExtraHearts": -10
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} |