config: misc

This commit is contained in:
Snogard 2025-02-10 04:03:46 +01:00
parent cf793a081d
commit 17ad007f23
14 changed files with 1486 additions and 0 deletions

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[general]
#Clears dynamic models and textures from the mod dynamic pack once resource reload is done. This can save up some RAM. Turning off if you notice inconsistencies with pack loading
clear_dynamic_resources = false

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#IMPORTANT NOTICE:
#THIS IS ONLY THE COMMON CONFIG. It does not contain all the values adjustable for More Immersive Wires
#The settings have been moved to more_immersive_wires-server.toml
#That file is PER WORLD, meaning you have to go into 'saves/<world name>/serverconfig' to adjust it. Those changes will then only apply for THAT WORLD.
#You can then take that config file and put it in the 'defaultconfigs' folder to make it apply automatically to all NEW worlds you generate FROM THERE ON.
#This may appear confusing to many of you, but it is a new sensible way to handle configuration, because the server configuration is synced when playing multiplayer.
importantInfo = true

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#color : ores rgb color
[ores]
[ores.aluminum]
#if empty, use default
#default : a0c4d8
color = ""
[ores.amethyst]
#if empty, use default
#default : cc33cc
color = ""
[ores.apatite]
#if empty, use default
#default : 3595b2
color = ""
[ores.azure_silver]
#if empty, use default
#default : ce9cf3
color = ""
[ores.bismuth]
#if empty, use default
#default : e8d8e8
color = ""
[ores.bort]
#if empty, use default
#default : 7495af
color = ""
[ores.cinnabar]
#if empty, use default
#default : 990f0f
color = ""
[ores.cobalt]
#if empty, use default
#default : 1e66bf
color = ""
[ores.crimson_iron]
#if empty, use default
#default : f44770
color = ""
[ores.desh]
#if empty, use default
#default : ff9f51
color = ""
[ores.dilithium]
#if empty, use default
#default : d8c4c4
color = ""
[ores.draconium]
#if empty, use default
#default : a351cc
color = ""
[ores.electrotine]
#if empty, use default
#default : cb4f8
color = ""
[ores.green_sapphire]
#if empty, use default
#default : 33cc33
color = ""
[ores.iridium]
#if empty, use default
#default : d8d8c4
color = ""
[ores.lithium]
#if empty, use default
#default : 808080
color = ""
[ores.nickel]
#if empty, use default
#default : e5e09e
color = ""
[ores.niter]
#if empty, use default
#default : b8afaf
color = ""
[ores.peridot]
#if empty, use default
#default : 66ff66
color = ""
[ores.platinum]
#if empty, use default
#default : a0f0ff
color = ""
[ores.ruby]
#if empty, use default
#default : cc3333
color = ""
[ores.sapphire]
#if empty, use default
#default : 3333cc
color = ""
[ores.ostrum]
#if empty, use default
#default : 9f616f
color = ""
[ores.calorite]
#if empty, use default
#default : c44249
color = ""
[ores.silver]
#if empty, use default
#default : d8e4ed
color = ""
[ores.sulfur]
#if empty, use default
#default : d8cc51
color = ""
[ores.titanium]
#if empty, use default
#default : 405060
color = ""
[ores.tungsten]
#if empty, use default
#default : 333333
color = ""
[ores.zinc]
#if empty, use default
#default : cccc8e
color = ""
[ores.coal]
#if empty, use default
#default : 2d2d2d
color = ""
[ores.lapis]
#if empty, use default
#default : 2c69c8
color = ""
[ores.diamond]
#if empty, use default
#default : 49ead6
color = ""
[ores.redstone]
#if empty, use default
#default : ff0000
color = ""
[ores.emerald]
#if empty, use default
#default : 17da61
color = ""
[ores.quartz]
#if empty, use default
#default : ebe3db
color = ""

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[general]
#true : show all recipes
#false : hide ore not exist recipes (can hide recipes when some mod not installed)
showOreNotExistRecipes = false
#processingLevel : set ores processing max level
# 5 : can into up x5 (able all procssing)
# 4 : can into up x4 (disable ore dissolution, slurry crystalizing)
# 3 : can into up x3 (disable injecting)
# 2 : can into up x2 (disable purifying and clumps crushing)
# 1 : reserved (currently same with 0)
# 0 : disable all processing in this mod
#disabled processing items are hided your world
[ores]
[ores.aluminum]
#Range: 0 ~ 5
processingLevel = 5
[ores.amethyst]
#Range: 0 ~ 5
processingLevel = 5
[ores.apatite]
#Range: 0 ~ 5
processingLevel = 5
[ores.azure_silver]
#Range: 0 ~ 5
processingLevel = 5
[ores.bismuth]
#Range: 0 ~ 5
processingLevel = 5
[ores.bort]
#Range: 0 ~ 5
processingLevel = 5
[ores.cinnabar]
#Range: 0 ~ 5
processingLevel = 5
[ores.cobalt]
#Range: 0 ~ 5
processingLevel = 5
[ores.crimson_iron]
#Range: 0 ~ 5
processingLevel = 5
[ores.desh]
#Range: 0 ~ 5
processingLevel = 5
[ores.dilithium]
#Range: 0 ~ 5
processingLevel = 5
[ores.draconium]
#Range: 0 ~ 5
processingLevel = 5
[ores.electrotine]
#Range: 0 ~ 5
processingLevel = 5
[ores.green_sapphire]
#Range: 0 ~ 5
processingLevel = 5
[ores.iridium]
#Range: 0 ~ 5
processingLevel = 5
[ores.lithium]
#Range: 0 ~ 5
processingLevel = 5
[ores.nickel]
#Range: 0 ~ 5
processingLevel = 5
[ores.niter]
#Range: 0 ~ 5
processingLevel = 5
[ores.peridot]
#Range: 0 ~ 5
processingLevel = 5
[ores.platinum]
#Range: 0 ~ 5
processingLevel = 5
[ores.ruby]
#Range: 0 ~ 5
processingLevel = 5
[ores.sapphire]
#Range: 0 ~ 5
processingLevel = 5
[ores.ostrum]
#Range: 0 ~ 5
processingLevel = 5
[ores.calorite]
#Range: 0 ~ 5
processingLevel = 5
[ores.silver]
#Range: 0 ~ 5
processingLevel = 5
[ores.sulfur]
#Range: 0 ~ 5
processingLevel = 5
[ores.titanium]
#Range: 0 ~ 5
processingLevel = 5
[ores.tungsten]
#Range: 0 ~ 5
processingLevel = 5
[ores.zinc]
#Range: 0 ~ 5
processingLevel = 5
[ores.coal]
#exist for modpacks, set greater than 2 to enable this material recipes
#less than or equals 2 is use Mekanism Default Recipes
# warning : when enabled, ore block can infinitely regenerate using Mekanism Combiner Default Recipe
# propose remove/override Mekanism Combiner Default Recipe
# e.g.) "ingredient":{"tag":"forge:dusts/coal"}},"amount":8
#Range: 0 ~ 5
processingLevel = 0
[ores.lapis]
#exist for modpacks, set greater than 2 to enable this material recipes
#less than or equals 2 is use Mekanism Default Recipes
# warning : when enabled, ore block can infinitely regenerate using Mekanism Combiner Default Recipe
# propose remove/override Mekanism Combiner Default Recipe
# e.g.) "ingredient":{"tag":"forge:dusts/lapis"}},"amount":8
#Range: 0 ~ 5
processingLevel = 0
[ores.diamond]
#exist for modpacks, set greater than 2 to enable this material recipes
#less than or equals 2 is use Mekanism Default Recipes
# warning : when enabled, ore block can infinitely regenerate using Mekanism Combiner Default Recipe
# propose remove/override Mekanism Combiner Default Recipe
# e.g.) "ingredient":{"tag":"forge:dusts/diamond"}},"amount":8
#Range: 0 ~ 5
processingLevel = 0
[ores.redstone]
#exist for modpacks, set greater than 2 to enable this material recipes
#less than or equals 2 is use Mekanism Default Recipes
# warning : when enabled, ore block can infinitely regenerate using Mekanism Combiner Default Recipe
# propose remove/override Mekanism Combiner Default Recipe
# e.g.) "ingredient":{"tag":"forge:dusts/redstone"}},"amount":8
#Range: 0 ~ 5
processingLevel = 0
[ores.emerald]
#exist for modpacks, set greater than 2 to enable this material recipes
#less than or equals 2 is use Mekanism Default Recipes
# warning : when enabled, ore block can infinitely regenerate using Mekanism Combiner Default Recipe
# propose remove/override Mekanism Combiner Default Recipe
# e.g.) "ingredient":{"tag":"forge:dusts/emerald"}},"amount":8
#Range: 0 ~ 5
processingLevel = 0
[ores.quartz]
#exist for modpacks, set greater than 2 to enable this material recipes
#less than or equals 2 is use Mekanism Default Recipes
# warning : when enabled, ore block can infinitely regenerate using Mekanism Combiner Default Recipe
# propose remove/override Mekanism Combiner Default Recipe
# e.g.) "ingredient":{"tag":"forge:dusts/quartz"}},"amount":8
#Range: 0 ~ 5
processingLevel = 0

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[client]
#Toggles the lantern glow effect, which may look bad with certain shaders.
glow_effect = true
#Toggles the Umvuthana footprint effects, which may decrease performance.
umvuthana_footprints = true
#Enable camera shaking during certain mob attacks and abilities.
do_camera_shake = true
#Play boss battle themes during boss encounters.
play_boss_music = true
#Use custom boss health bar textures, if the boss has them.
custom_boss_bar = true
#Use custom player animations.
custom_player_anims = true
#Play Umvuthana Crane heal sounds. Turn this off if you are experiencing crashes when Cranes appear during Umvuthi's boss battle.
crane_heal_sounds = true

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[tools_and_abilities]
#Cost in minutes of using the supernova ability.
#Range: > 0
supernova_cost = 60
[tools_and_abilities.suns_blessing]
#Duration in minutes of the Sun's Blessing effect.
#Range: > 0
suns_blessing_duration = 60
#Range: 0.0 ~ 1.7976931348623157E308
suns_blessing_attack_multiplier = 1.0
#Cost in minutes of using the solar beam ability.
#Range: > 0
solar_beam_cost = 5
[tools_and_abilities.wrought_helm]
#Set to true for the Wrought Helm to have limited durability.
breakable = false
[tools_and_abilities.wrought_helm.armor_config]
#Multiply armor damage reduction by this amount. See official Minecraft Wiki for an explanation of how armor damage reduction works.
#Range: 0.0 ~ 1.7976931348623157E308
damage_reduction_multiplier = 1.0
#Multiply armor toughness by this amount. See official Minecraft Wiki for an explanation of how armor toughness works.
#Range: 0.0 ~ 1.7976931348623157E308
toughness_multiplier = 1.0
[tools_and_abilities.axe_of_a_thousand_metals]
#Set to true for the Axe of a Thousand Metals to have limited durability.
breakable = false
[tools_and_abilities.axe_of_a_thousand_metals.tool_config]
#Tool attack damage
#Range: 0.0 ~ 1.7976931348623157E308
attack_damage = 9.0
#Tool attack speed
#Range: 0.0 ~ 1.7976931348623157E308
attack_speed = 0.8999999761581421
[tools_and_abilities.sol_visage]
#Set to true for the Sol Visage to have limited durability.
breakable = false
#Maximum number of Umvuthana followers a player can summon at once using the Sol Visage
#Range: 0 ~ 300
max_followers = 10
[tools_and_abilities.sol_visage.armor_config]
#Multiply armor damage reduction by this amount. See official Minecraft Wiki for an explanation of how armor damage reduction works.
#Range: 0.0 ~ 1.7976931348623157E308
damage_reduction_multiplier = 1.0
#Multiply armor toughness by this amount. See official Minecraft Wiki for an explanation of how armor toughness works.
#Range: 0.0 ~ 1.7976931348623157E308
toughness_multiplier = 1.0
[tools_and_abilities.ice_crystal]
#Multiply all damage done with the ice crystal by this amount.
#Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
#Set to true for the ice crystal to have limited durability.
#Prevents regeneration in inventory.
breakable = false
#Ice crystal durability
#Range: > 1
durability = 600
[tools_and_abilities.umvuthana_mask]
[tools_and_abilities.umvuthana_mask.armor_config]
#Multiply armor damage reduction by this amount. See official Minecraft Wiki for an explanation of how armor damage reduction works.
#Range: 0.0 ~ 1.7976931348623157E308
damage_reduction_multiplier = 1.0
#Multiply armor toughness by this amount. See official Minecraft Wiki for an explanation of how armor toughness works.
#Range: 0.0 ~ 1.7976931348623157E308
toughness_multiplier = 1.0
[tools_and_abilities.geomancerArmor]
[tools_and_abilities.geomancerArmor.armor_config]
#Multiply armor damage reduction by this amount. See official Minecraft Wiki for an explanation of how armor damage reduction works.
#Range: 0.0 ~ 1.7976931348623157E308
damage_reduction_multiplier = 1.0
#Multiply armor toughness by this amount. See official Minecraft Wiki for an explanation of how armor toughness works.
#Range: 0.0 ~ 1.7976931348623157E308
toughness_multiplier = 1.0
[tools_and_abilities.spear]
[tools_and_abilities.spear.tool_config]
#Tool attack damage
#Range: 0.0 ~ 1.7976931348623157E308
attack_damage = 5.0
#Tool attack speed
#Range: 0.0 ~ 1.7976931348623157E308
attack_speed = 1.600000023841858
[tools_and_abilities.naga_fang_dagger]
#Duration in ticks of the poison effect (20 ticks = 1 second).
#Range: > 0
poison_duration = 40
#Damage multiplier when attacking from behind
#Range: 0.0 ~ 1.7976931348623157E308
backstab_damage_mult = 2.0
[tools_and_abilities.naga_fang_dagger.tool_config]
#Tool attack damage
#Range: 0.0 ~ 1.7976931348623157E308
attack_damage = 3.0
#Tool attack speed
#Range: 0.0 ~ 1.7976931348623157E308
attack_speed = 2.0
[tools_and_abilities.blowgun]
#Duration in ticks of the poison effect (20 ticks = 1 second).
#Range: > 0
poison_duration = 40
#Multiply all damage done with the blowgun/darts by this amount.
#Range: 0.0 ~ 1.7976931348623157E308
attack_damage = 1.0
[tools_and_abilities.earthrend_gauntlet]
#Multiply all damage done with the Earthrend Gauntlet by this amount.
#Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
#Set to true for the Earthrend Gauntlet to have limited durability.
#Prevents regeneration in inventory.
breakable = false
#Earthrend Gauntlet durability
#Range: > 1
durability = 400
#Set to false to disable the Earthrend Gauntlet's tunneling ability.
enable_tunneling = true
[tools_and_abilities.earthrend_gauntlet.tool_config]
#Tool attack damage
#Range: 0.0 ~ 1.7976931348623157E308
attack_damage = 6.0
#Tool attack speed
#Range: 0.0 ~ 1.7976931348623157E308
attack_speed = 1.2000000476837158
[tools_and_abilities.sculptor_staff]
#Multiply all damage done with the Sculptor Staff by this amount.
#Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[tools_and_abilities.sculptor_staff.tool_config]
#Tool attack damage
#Range: 0.0 ~ 1.7976931348623157E308
attack_damage = 3.0
#Tool attack speed
#Range: 0.0 ~ 1.7976931348623157E308
attack_speed = 1.0
[mobs]
[mobs.frostmaw]
#Disable/enable Frostmaw's boss health bar
has_boss_bar = true
#Disable/enable frostmaws healing while asleep
heals_out_of_battle = true
#Allow players to steal frostmaws' ice crystals (only using specific means!)
stealable_ice_crystal = true
#Disable/enable frostmaws resetting health when a player respawns nearby. (Prevents respawn cheese!)
reset_health_when_respawn = true
[mobs.frostmaw.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,forge:is_spooky,!forge:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["forge:is_snowy,!minecraft:is_ocean,!minecraft:is_river,!minecraft:is_beach,!minecraft:is_forest,!minecraft:is_taiga"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for spawning structure/mob with world generation
[mobs.frostmaw.generation_config]
#Smaller number causes more generation, -1 to disable generation
#Maximum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
#Range: > -1
generation_distance = 25
#Smaller number causes more generation, -1 to disable generation
#Minimum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
#Range: > -1
generation_separation = 8
#Maximum height for generation placement. -65 to ignore
#Range: -65.0 ~ 256.0
height_max = 100.0
#Minimum height for generation placement. -65 to ignore
#Range: -65.0 ~ 256.0
height_min = 50.0
#Names of structures this mob/structure will avoid when generating.
#NO LONGER USED! USE DATAPACK INSTEAD
avoid_structures = ["minecraft:villages", "minecraft:pillager_outposts"]
[mobs.frostmaw.combat_config]
#Scale mob health by this value
#Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
#Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.umvuthi]
#Disable/enable Umvuthi's boss health bar
has_boss_bar = true
#Disable/enable Umvuthi healing while not in combat
heals_out_of_battle = true
#Which item Umvuthi desires in exchange for the Sun's Blessing
trade_which_item = "minecraft:gold_block"
#How many of the item Umvuthi desires in exchange for the Sun's Blessing
#Range: 0 ~ 64
trade_how_many = 7
#Disable/enable Umvuthi resetting health when a player respawns nearby. (Prevents respawn cheese!)
reset_health_when_respawn = true
#Generation controls for Umvuthana Groves
[mobs.umvuthi.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,forge:is_spooky,!forge:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["minecraft:is_savanna"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for spawning structure/mob with world generation
[mobs.umvuthi.generation_config]
#Smaller number causes more generation, -1 to disable generation
#Maximum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
#Range: > -1
generation_distance = 25
#Smaller number causes more generation, -1 to disable generation
#Minimum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
#Range: > -1
generation_separation = 8
#Maximum height for generation placement. -65 to ignore
#Range: -65.0 ~ 256.0
height_max = 100.0
#Minimum height for generation placement. -65 to ignore
#Range: -65.0 ~ 256.0
height_min = 50.0
#Names of structures this mob/structure will avoid when generating.
#NO LONGER USED! USE DATAPACK INSTEAD
avoid_structures = ["minecraft:villages", "minecraft:pillager_outposts"]
[mobs.umvuthi.combat_config]
#Scale mob health by this value
#Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
#Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.ferrous_wroughtnaut]
#Disable/enable Ferrous Wroughtnaut's boss health bar
has_boss_bar = true
#Disable/enable Ferrous Wroughtnaut healing while not active
heals_out_of_battle = true
#Disable/enable Ferrous Wroughtnaut resetting health when a player respawns nearby. (Prevents respawn cheese!)
reset_health_when_respawn = true
[mobs.ferrous_wroughtnaut.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,forge:is_spooky,!forge:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["!minecraft:is_ocean"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for spawning structure/mob with world generation
[mobs.ferrous_wroughtnaut.generation_config]
#Smaller number causes more generation, -1 to disable generation
#Maximum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
#Range: > -1
generation_distance = 15
#Smaller number causes more generation, -1 to disable generation
#Minimum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
#Range: > -1
generation_separation = 5
#Maximum height for generation placement. -65 to ignore
#Range: -65.0 ~ 256.0
height_max = 50.0
#Minimum height for generation placement. -65 to ignore
#Range: -65.0 ~ 256.0
height_min = 20.0
#Names of structures this mob/structure will avoid when generating.
#NO LONGER USED! USE DATAPACK INSTEAD
avoid_structures = []
[mobs.ferrous_wroughtnaut.combat_config]
#Scale mob health by this value
#Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
#Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.sculptor]
#How tall (in blocks) the Sculptor's test will be
#Range: 1 ~ 500
test_height = 60
#The time limit (in seconds) for completing the Sculptor's test
#Range: 1 ~ 36000
test_time_limit = 400
#Disable/enable the Sculptor healing while not in combat
heals_out_of_battle = true
#Disable/enable the Sculptor's boss health bar
has_boss_bar = true
#Which item the Sculptor desires in exchange for a chance to try his challenge
trade_which_item = "mowziesmobs:bluff_rod"
#How many of the item the Sculptor desires in exchange for a chance to try his challenge
#Range: 0 ~ 64
trade_how_many = 1
#Set to true for the Sculptor to disappear after a player beats the test and claims the reward.
disappear_after_reward = true
[mobs.sculptor.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,forge:is_spooky,!forge:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["forge:is_peak"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for spawning structure/mob with world generation
[mobs.sculptor.generation_config]
#Smaller number causes more generation, -1 to disable generation
#Maximum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
#Range: > -1
generation_distance = 25
#Smaller number causes more generation, -1 to disable generation
#Minimum number of chunks between placements of this mob/structure.
#NO LONGER USED! USE DATAPACK INSTEAD
#Range: > -1
generation_separation = 8
#Maximum height for generation placement. -65 to ignore
#Range: -65.0 ~ 256.0
height_max = 200.0
#Minimum height for generation placement. -65 to ignore
#Range: -65.0 ~ 256.0
height_min = 120.0
#Names of structures this mob/structure will avoid when generating.
#NO LONGER USED! USE DATAPACK INSTEAD
avoid_structures = []
[mobs.sculptor.combat_config]
#Scale mob health by this value
#Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
#Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.grottol]
[mobs.grottol.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,forge:is_spooky,!forge:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["!forge:is_mushroom"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for vanilla-style mob spawning
[mobs.grottol.spawn_config]
#Smaller number causes less spawning, 0 to disable spawning
#Range: > 0
spawn_rate = 2
#Minimum number of mobs that appear in a spawn group
#Range: > 1
min_group_size = 1
#Maximum number of mobs that appear in a spawn group
#Range: > 1
max_group_size = 1
#Probability of a spawn attempt succeeding. 1 for normal spawning, 0 will prevent spawning. Used to make mobs extra rare.
#Range: 0.0 ~ 1.0
extra_rarity = 1.0
#Names of dimensions this mob can spawn in
dimensions = ["minecraft:overworld"]
#Names of blocks this mob is allowed to spawn on. Leave blank to ignore block names.
allowed_blocks = []
#Tags of blocks this mob is allowed to spawn on. Leave blank to ignore block tags.
allowed_block_tags = ["minecraft:base_stone_overworld"]
#Maximum height for this spawn. -65 to ignore.
#Range: -65 ~ 256
height_max = 16
#Minimum height for this spawn. -65 to ignore.
#Range: -65 ~ 256
height_min = -65
#Set to true to only allow this mob to spawn in the dark, like zombies and skeletons.
needs_darkness = true
#Set to true to only spawn mob if it can see the sky.
needs_see_sky = false
#Set to true to only spawn mob if it can't see the sky.
needs_cant_see_sky = true
#Names of structures this mob will avoid spawning near.
avoid_structures = []
[mobs.grottol.combat_config]
#Scale mob health by this value
#Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
#Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.lantern]
[mobs.lantern.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,forge:is_spooky,!forge:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["minecraft:is_forest,mowziesmobs:is_magical,!forge:is_snowy"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for vanilla-style mob spawning
[mobs.lantern.spawn_config]
#Smaller number causes less spawning, 0 to disable spawning
#Range: > 0
spawn_rate = 5
#Minimum number of mobs that appear in a spawn group
#Range: > 1
min_group_size = 2
#Maximum number of mobs that appear in a spawn group
#Range: > 1
max_group_size = 4
#Probability of a spawn attempt succeeding. 1 for normal spawning, 0 will prevent spawning. Used to make mobs extra rare.
#Range: 0.0 ~ 1.0
extra_rarity = 1.0
#Names of dimensions this mob can spawn in
dimensions = ["minecraft:overworld"]
#Names of blocks this mob is allowed to spawn on. Leave blank to ignore block names.
allowed_blocks = []
#Tags of blocks this mob is allowed to spawn on. Leave blank to ignore block tags.
allowed_block_tags = ["minecraft:animals_spawnable_on", "minecraft:leaves", "minecraft:logs"]
#Maximum height for this spawn. -65 to ignore.
#Range: -65 ~ 256
height_max = -65
#Minimum height for this spawn. -65 to ignore.
#Range: -65 ~ 256
height_min = 60
#Set to true to only allow this mob to spawn in the dark, like zombies and skeletons.
needs_darkness = true
#Set to true to only spawn mob if it can see the sky.
needs_see_sky = false
#Set to true to only spawn mob if it can't see the sky.
needs_cant_see_sky = false
#Names of structures this mob will avoid spawning near.
avoid_structures = []
[mobs.lantern.combat_config]
#Scale mob health by this value
#Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
#Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.umvuthana]
#Controls spawning for Umvuthana hunting groups
#Group size controls how many raptors spawn, not followers
#See Umvuthi config for grove structure controls
[mobs.umvuthana.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,forge:is_spooky,!forge:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["minecraft:is_savanna"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for vanilla-style mob spawning
[mobs.umvuthana.spawn_config]
#Smaller number causes less spawning, 0 to disable spawning
#Range: > 0
spawn_rate = 5
#Minimum number of mobs that appear in a spawn group
#Range: > 1
min_group_size = 1
#Maximum number of mobs that appear in a spawn group
#Range: > 1
max_group_size = 1
#Probability of a spawn attempt succeeding. 1 for normal spawning, 0 will prevent spawning. Used to make mobs extra rare.
#Range: 0.0 ~ 1.0
extra_rarity = 1.0
#Names of dimensions this mob can spawn in
dimensions = ["minecraft:overworld"]
#Names of blocks this mob is allowed to spawn on. Leave blank to ignore block names.
allowed_blocks = []
#Tags of blocks this mob is allowed to spawn on. Leave blank to ignore block tags.
allowed_block_tags = ["minecraft:animals_spawnable_on", "minecraft:sand"]
#Maximum height for this spawn. -65 to ignore.
#Range: -65 ~ 256
height_max = -65
#Minimum height for this spawn. -65 to ignore.
#Range: -65 ~ 256
height_min = 60
#Set to true to only allow this mob to spawn in the dark, like zombies and skeletons.
needs_darkness = false
#Set to true to only spawn mob if it can see the sky.
needs_see_sky = false
#Set to true to only spawn mob if it can't see the sky.
needs_cant_see_sky = false
#Names of structures this mob will avoid spawning near.
avoid_structures = ["minecraft:villages", "minecraft:pillager_outposts", "mowziesmobs:umvuthana_groves"]
[mobs.umvuthana.combat_config]
#Scale mob health by this value
#Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
#Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.naga]
[mobs.naga.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,forge:is_spooky,!forge:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["minecraft:is_beach,minecraft:is_mountain", "minecraft:is_beach,minecraft:is_hill"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = ["minecraft:stony_shore"]
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for vanilla-style mob spawning
[mobs.naga.spawn_config]
#Smaller number causes less spawning, 0 to disable spawning
#Range: > 0
spawn_rate = 20
#Minimum number of mobs that appear in a spawn group
#Range: > 1
min_group_size = 1
#Maximum number of mobs that appear in a spawn group
#Range: > 1
max_group_size = 2
#Probability of a spawn attempt succeeding. 1 for normal spawning, 0 will prevent spawning. Used to make mobs extra rare.
#Range: 0.0 ~ 1.0
extra_rarity = 1.0
#Names of dimensions this mob can spawn in
dimensions = ["minecraft:overworld"]
#Names of blocks this mob is allowed to spawn on. Leave blank to ignore block names.
allowed_blocks = []
#Tags of blocks this mob is allowed to spawn on. Leave blank to ignore block tags.
allowed_block_tags = ["minecraft:animals_spawnable_on", "minecraft:base_stone_overworld"]
#Maximum height for this spawn. -65 to ignore.
#Range: -65 ~ 256
height_max = -65
#Minimum height for this spawn. -65 to ignore.
#Range: -65 ~ 256
height_min = 68
#Set to true to only allow this mob to spawn in the dark, like zombies and skeletons.
needs_darkness = true
#Set to true to only spawn mob if it can see the sky.
needs_see_sky = true
#Set to true to only spawn mob if it can't see the sky.
needs_cant_see_sky = false
#Names of structures this mob will avoid spawning near.
avoid_structures = ["minecraft:villages", "minecraft:pillager_outposts"]
[mobs.naga.combat_config]
#Scale mob health by this value
#Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
#Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.foliaath]
[mobs.foliaath.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,forge:is_spooky,!forge:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = ["minecraft:is_jungle"]
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for vanilla-style mob spawning
[mobs.foliaath.spawn_config]
#Smaller number causes less spawning, 0 to disable spawning
#Range: > 0
spawn_rate = 70
#Minimum number of mobs that appear in a spawn group
#Range: > 1
min_group_size = 1
#Maximum number of mobs that appear in a spawn group
#Range: > 1
max_group_size = 4
#Probability of a spawn attempt succeeding. 1 for normal spawning, 0 will prevent spawning. Used to make mobs extra rare.
#Range: 0.0 ~ 1.0
extra_rarity = 1.0
#Names of dimensions this mob can spawn in
dimensions = ["minecraft:overworld"]
#Names of blocks this mob is allowed to spawn on. Leave blank to ignore block names.
allowed_blocks = []
#Tags of blocks this mob is allowed to spawn on. Leave blank to ignore block tags.
allowed_block_tags = ["minecraft:animals_spawnable_on", "minecraft:leaves", "minecraft:logs"]
#Maximum height for this spawn. -65 to ignore.
#Range: -65 ~ 256
height_max = -65
#Minimum height for this spawn. -65 to ignore.
#Range: -65 ~ 256
height_min = 60
#Set to true to only allow this mob to spawn in the dark, like zombies and skeletons.
needs_darkness = true
#Set to true to only spawn mob if it can see the sky.
needs_see_sky = false
#Set to true to only spawn mob if it can't see the sky.
needs_cant_see_sky = false
#Names of structures this mob will avoid spawning near.
avoid_structures = ["minecraft:villages", "minecraft:pillager_outposts"]
[mobs.foliaath.combat_config]
#Scale mob health by this value
#Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
#Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0
[mobs.bluff]
[mobs.bluff.biome_config]
#Mowzie's Mobs bosses cannot generate in modded or non-overworld biomes unless the biome is added to the 'has_structure/has_mowzie_structure' tag via a datapack!
#Each entry is a combination of allowed biome tags or biome names.
#Separate types with commas to require biomes to have all tags in an entry
#Put a '!' before a biome tag to mean NOT that tag
#A blank entry means all biomes. No entries means no biomes.
#For example, 'minecraft:is_forest,forge:is_spooky,!forge:is_snowy' would mean all biomes that are spooky forests but not snowy forests
#'!minecraft:is_mountain' would mean all non-mountain biomes
biome_tags = []
#Allow spawns in these biomes regardless of the biome tag settings
biome_whitelist = []
#Prevent spawns in these biomes regardless of the biome tag settings
biome_blacklist = []
#Controls for vanilla-style mob spawning
[mobs.bluff.spawn_config]
#Smaller number causes less spawning, 0 to disable spawning
#Range: > 0
spawn_rate = 10
#Minimum number of mobs that appear in a spawn group
#Range: > 1
min_group_size = 2
#Maximum number of mobs that appear in a spawn group
#Range: > 1
max_group_size = 3
#Probability of a spawn attempt succeeding. 1 for normal spawning, 0 will prevent spawning. Used to make mobs extra rare.
#Range: 0.0 ~ 1.0
extra_rarity = 1.0
#Names of dimensions this mob can spawn in
dimensions = ["minecraft:overworld"]
#Names of blocks this mob is allowed to spawn on. Leave blank to ignore block names.
allowed_blocks = []
#Tags of blocks this mob is allowed to spawn on. Leave blank to ignore block tags.
allowed_block_tags = []
#Maximum height for this spawn. -65 to ignore.
#Range: -65 ~ 256
height_max = -65
#Minimum height for this spawn. -65 to ignore.
#Range: -65 ~ 256
height_min = -65
#Set to true to only allow this mob to spawn in the dark, like zombies and skeletons.
needs_darkness = true
#Set to true to only spawn mob if it can see the sky.
needs_see_sky = false
#Set to true to only spawn mob if it can't see the sky.
needs_cant_see_sky = true
#Names of structures this mob will avoid spawning near.
avoid_structures = []
[mobs.bluff.combat_config]
#Scale mob health by this value
#Range: 0.0 ~ 1.7976931348623157E308
health_multiplier = 1.0
#Scale mob attack damage by this value
#Range: 0.0 ~ 1.7976931348623157E308
attack_multiplier = 1.0

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#Multiverse client-side configuration
#This is the number of layers to render rifts with
#Range: > 1
riftLayers = 3
#This is the offset in blocks for each rift layer to combat Z-fighting.
#Range: 0.0 ~ 1.7976931348623157E308
riftZOffset = 5.0E-4
#This is the fraction of the width/height of the rift that the first layer starts.
#Range: 0.0 ~ 1.0
riftLayerStart = 0.75
#This is the rate that the distance between rift layer grows using an exponential function.
#Range: 0.0 ~ 1.7976931348623157E308
riftLayerGrowth = 0.5
#This is the minimum opacity of a rift's layers as a fraction.
#Range: 0.0 ~ 1.0
riftMinOpacity = 0.65
#This is the maximum opacity of a rift's layers as a fraction. Must be at least riftMinOpacity.
#Range: 0.0 ~ 1.0
riftMaxOpacity = 1.0
#This is the distance in blocks that rift blocks are rendered.
#Range: > 0
riftRenderDistance = 256
#This is the max distance in blocks that rift explosion particles will spawn from the center.
#Range: 0.0 ~ 1.7976931348623157E308
riftExplosionParticleRange = 4.0
#This is the number of rift explosion particles spawned per tick.
#Range: > 0
riftExplosionParticles = 6
#This is the chance that each rift block plays a sound per tick.
#Range: 0.0 ~ 1.0
riftSoundFrequency = 0.005
#This is whether rifts use multiple colors.
multicolor = true
#This is whether only vanilla shaders are used to render. Try setting to true if rifts are invisible due to custom shaders.
vanillaOnly = false

3
config/mutil-client.toml Normal file
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#Controls if perks data should be queried on startup
query_perks = true

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#Whether to log the dirt block on common setup
logDirtBlock = true
#A magic number
#Range: > 0
magicNumber = 42
#What you want the introduction message to be for the magic number
magicNumberIntroduction = "The magic number is... "
#A list of items to log on common setup.
items = ["minecraft:iron_ingot"]

69
config/neat-client.toml Normal file
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[general]
#Maximum distance in blocks at which health bars should render
max_distance = 24
#Maximum distance in blocks at which health bars should render without line of sight
max_distance_without_line_of_sight = 8
#Whether health bars should render when the HUD is disabled with F1
render_without_gui = false
#How far above the mob the health bars should render
height_above_mob = 0.6
#Whether the gray background plate should be drawn
draw_background = true
#Amount of extra padding space around the background plate
background_padding = 2
#How tall the background plate should be
background_height = 6
#How tall the health bar should be
health_bar_height = 4
#How wide the health bar should be. If the entity has a long name, the bar will increase in size to match it.
plate_size = 25
#plateSize but for bosses
plate_size_boss = 50
#Show mob attributes such as arthropod or undead
show_attributes = true
#Show armor points
show_armor = true
#Group 5 iron icons into 1 diamond icon
group_armor = true
#Color health bar by mob type instead of health percentage
color_health_bar_by_type = false
#Text color in hex code format
text_color = "FFFFFF"
#Height of the text on the health bar
hp_text_height = 14
#Whether the maximum health of the mob should be shown
show_max_hp = true
#Whether the current health of the mob should be shown
show_current_hp = true
#Whether the percentage health of the mob should be shown
show_hp_percentage = true
#Whether bars on passive mobs should be shown
show_on_passive = true
#Whether bars on hostile mobs should be shown (does not include bosses)
show_on_hostile = true
#Whether bars on players should be shown
display_on_players = true
#Whether bars on bosses should be shown
display_on_bosses = true
#Only show bars for mobs you are targeting
only_health_bar_for_target = false
#Show bars for mobs that are at full health
show_entity_full_health = true
#Show extra debug info on the bar when F3 is enabled
show_debug_with_f3 = true
#Show entity name
show_entity_name = true
#Disables the rendering of the vanilla name tag
disable_name_tag = false
#If this is enabled and the "disableNameTag" option is true, the vanilla nametag is only hidden if the mob has a Neat healthbar rendered
disable_name_tag_if_healthbar = true
#Offsets the healtbar icons on the x axis
icon_offset_x = 0.0
#Offsets the healtbar icons on the y axis
icon_offset_y = 0.0
#This value changes the decimal format of the HP. Only change this value if you are familiar with how the decimal format works!
decimal_format = "#.##"
#Blacklist uses entity IDs, not their display names. Use F3 to see them in the Neat bar.
blacklist = ["minecraft:shulker", "minecraft:armor_stand", "minecraft:cod", "minecraft:salmon", "minecraft:pufferfish", "minecraft:tropical_fish", "minecraft:tadpole"]

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[dimension]
#The dimension in which players will respawn from the tent dimension as needed
overworld = "minecraft:overworld"
#The number of ticks before an entity can use a tent door again
#Range: 1 ~ 300
portal_cooldown = 60
#When true, players can not teleport inside a tent
restrict_teleport = true
#When true, players in a tent can only sleep through the night if overworld players are sleeping too
sleeping_strict = true
#Dimensions in which tents cannot be used.
#Accepts dimension id or mod id with wildcard.
#Example: ["minecraft:the_nether", "rftoolsdim:*"]
dimension_blacklist = []
[permissions]
#When true, only the player who placed the tent can enter it
owner_only_enter = false
#When true, only the player who placed the tent can remove it
owner_only_pickup = false
#When true, players can enter the tent by walking through the door
players_enter_on_collide = false
#When true, non-player entities can enter the tent by walking through the door
nonplayers_enter_on_collide = true
#When true, only Creative mode players can duplicate a tent item
#(Note: this is done by clicking a tent door with any item that has NBT tag 'TentCopyTool' set to true)
copy_creative_only = true
#When true, players can only enter tents when there are no nearby monsters
enter_when_safe = false
#When true, players can only remove tents when there are no nearby monsters
pickup_when_safe = false
[other]
#When true, tents have decorations when first built
tent_decor_build = true
#When true, tents have decorations when upgraded
tent_decor_upgrade = false
#When true, the tent item will not be destroyed if it is burned
tent_fireproof = true
#Percentage chance that a plain tepee block will randomly have a design
#Range: 0 ~ 100
tepee_design_chance = 35
#Block used for harvestable layer of all tent floors
tent_floor = "minecraft:dirt"
#When true, tents will be the same size on the outside and inside
use_actual_size = false
#The number of progress stages added by one use of the tent mallet
#Range: 1 ~ 7
mallet_effectiveness = 2

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["QuiverHUD Settings"]
#Animate the HUD Quiver showing and hiding.
ANIMATE = true
#Hide the HUD Quiver when not selecting a shootable item.
HIDE = true
#The margin on the left of the HUD Quiver.
#Range: -5000 ~ 5000
HORIZONTAL_OFFSET = 0
#The margin on the top of the HUD Quiver.
#Range: -5000 ~ 5000
VERTICAL_OFFSET = 0
#Scale of the GUI
#Range: 0.1 ~ 200.0
gui_scale = 1.0
#The anchor point of the HUD Quiver.
#Allowed Values: TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT, HOTBAR_LEFT, HOTBAR_RIGHT
ANCHOR = "TOP_LEFT"

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#Should Quivers be Required for Bow Usage?
requireQuiver = true
#Should Melding show up in the Enchanting Table?
meldingEnchantTable = true
#Should Melding show up on Books?
meldingBooks = true
#Should Cycling show up in the Enchanting Table?
cyclingEnchantTable = true
#Should Cycling show up on Books?
cyclingBooks = true
#Should Quinfinity show up in the Enchanting Table?
quinfinityEnchantTable = true
#Should Quinfinity show up on Books?
quinfinityBooks = true
#How many rows does the basic quiver have?
#Range: 1 ~ 13
rowsBasic = 1
#How many rows does the iron quiver have?
#Range: 1 ~ 13
rowsIron = 2
#How many rows does the copper quiver have?
#Range: 1 ~ 13
rowsCopper = 2
#How many rows does the gold quiver have?
#Range: 1 ~ 13
rowsGold = 3
#How many rows does the diamond quiver have?
#Range: 1 ~ 13
rowsDiamond = 4
#How many rows does the Netherite quiver have?
#Range: 1 ~ 13
rowsNetherite = 5
#How many columns does the basic quiver have?
#Range: 1 ~ 13
columnsBasic = 9
#How many columns does the iron quiver have?
#Range: 1 ~ 13
columnsIron = 9
#How many columns does the copper quiver have?
#Range: 1 ~ 13
columnsCopper = 7
#How many columns does the gold quiver have?
#Range: 1 ~ 13
columnsGold = 9
#How many columns does the diamond quiver have?
#Range: 1 ~ 13
columnsDiamond = 9
#How many columns does the Netherite quiver have?
#Range: 1 ~ 13
columnsNetherite = 9
#Range: -1000 ~ 1000
xPos = 76
#Range: -1000 ~ 1000
yPos = 24

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[General]
# Can backpacks be put inside other backpacks?
# Allowed values: true, false - Default: true
allowBagInBag = false
# How many layers deep can you place backpacks inside backpacks? -1 for infinite, 0 is the same as setting 'allowBagInBag' to false.
# Allowed range: -1 ~ 5 - Default: -1
maxBagInBagLayer = -1
# Should the backpack remain in the player's inventory if they die?
# Allowed values: true, false - Default: false
keepBackpacksOnDeath = false
# Should backpacks be destroyed by lava and fire?
# Allowed values: true, false - Default: true
canBackpacksBurn = true
[Backpacks]
[Backpacks.Basic]
# Enable the basic backpack?
# Allowed values: true, false - Default: true
basicEnable = true
# How many rows does the basic backpack have?
# Allowed range: 1 ~ 9 - Default: 3
basicRows = 3
# How many columns does the basic backpack have?
# Allowed range: 1 ~ 13 - Default: 9
basicColumns = 9
[Backpacks.Iron]
# Enable the iron backpack?
# Allowed values: true, false - Default: true
ironEnable = true
# How many rows does the iron backpack have?
# Allowed range: 1 ~ 9 - Default: 4
ironRows = 4
# How many columns does the iron backpack have?
# Allowed range: 1 ~ 13 - Default: 9
ironColumns = 9
[Backpacks.Copper]
# Enable the copper backpack?
# Allowed values: true, false - Default: true
copperEnable = true
# How many rows does the copper backpack have?
# Allowed range: 1 ~ 9 - Default: 4
copperRows = 4
# How many columns does the copper backpack have?
# Allowed range: 1 ~ 13 - Default: 9
copperColumns = 9
[Backpacks.Silver]
# Enable the silver backpack?
# Allowed values: true, false - Default: true
silverEnable = true
# How many rows does the silver backpack have?
# Allowed range: 1 ~ 9 - Default: 5
silverRows = 5
# How many columns does the silver backpack have?
# Allowed range: 1 ~ 13 - Default: 9
silverColumns = 9
[Backpacks.Gold]
# Enable the gold backpack?
# Allowed values: true, false - Default: true
goldEnable = true
# How many rows does the gold backpack have?
# Allowed range: 1 ~ 9 - Default: 5
goldRows = 5
# How many columns does the gold backpack have?
# Allowed range: 1 ~ 13 - Default: 9
goldColumns = 9
[Backpacks.Diamond]
# Enable the diamond backpack?
# Allowed values: true, false - Default: true
diamondEnable = true
# How many rows does the diamond backpack have?
# Allowed range: 1 ~ 9 - Default: 7
diamondRows = 7
# How many columns does the diamond backpack have?
# Allowed range: 1 ~ 13 - Default: 9
diamondColumns = 9
[Backpacks.Obsidian]
# Enable the obsidian backpack?
# Allowed values: true, false - Default: true
obsidianEnable = true
# How many rows does the obsidian backpack have?
# Allowed range: 1 ~ 9 - Default: 8
obsidianRows = 8
# How many columns does the obsidian backpack have?
# Allowed range: 1 ~ 13 - Default: 9
obsidianColumns = 9