removed bad mods, added good mods

This commit is contained in:
Snogard 2025-02-14 21:21:39 +01:00
parent 3065624e50
commit aeb334095b
25 changed files with 1175 additions and 1048 deletions

View File

@ -0,0 +1,43 @@
# crust:client_config_editor.toml
# In-game config editor client preferences.
# Category: main_menu_button
# Options to modify the in-game config editor button on the main menu.
# Set this to false to hide the config editor button on the main menu.
# <Boolean> Valid Values: { true, false }, Default: true
main_menu_button.enabled = false
# The anchor position for the config editor button. That is, where it should be positioned relative to the screen or
# vanilla menu buttons.
# <Enum> Valid Values: { "screen_top", "top", "center", "bottom", "screen_bottom" }, Default: "bottom"
main_menu_button.anchor.vertical = "bottom"
main_menu_button.anchor.horizontal = "right"
# The position offset for the config editor button from the anchor position, in GUI pixels. Negative values move the
# button toward the top/left, positive move it toward the bottom/right.
# <Integer> Range: Any Value, Default: -56
main_menu_button.offset.vertical = -56
main_menu_button.offset.horizontal = 4
# Category: pause_menu_button
# Options to modify the in-game config editor button on the pause menu.
# Set this to false to hide the in-game config editor button.
# You may assign a hotkey to the editor in your options, whether or not you choose to display a button.
# <Boolean> Valid Values: { true, false }, Default: true
pause_menu_button.enabled = true
# The anchor position for the config editor button. That is, where it should be positioned relative to the screen or
# vanilla menu buttons.
# <Enum> Valid Values: { "screen_top", "top", "center", "bottom", "screen_bottom" }, Default: "bottom"
pause_menu_button.anchor.vertical = "bottom"
pause_menu_button.anchor.horizontal = "right"
# The position offset for the config editor button from the anchor position, in GUI pixels. Negative values move the
# button toward the top/left, positive move it toward the bottom/right.
# <Integer> Range: Any Value, Default: -45
pause_menu_button.offset.vertical = -45
pause_menu_button.offset.horizontal = 4

View File

@ -0,0 +1,452 @@
# crust:client_extra_inv_buttons.toml
# Options to modify the extra inventory buttons displayed. Extra inventory buttons are essentially macros that send
# commands for you. You still need adequate permission to run the commands.
# In general, you must close and reopen your inventory to see changes made to this config.
# Category: general
# Options to modify the extra inventory buttons displayed. Extra inventory buttons are essentially macros that send
# commands for you.
# You still need permission to run the commands.
# Whether extra inventory buttons are enabled. Each may still be hidden/disabled individually.
# Does not affect hotkeys (key bindings) assigned to buttons.
# <Boolean> Valid Values: { true, false }, Default: false
general.enabled = false
# If true, built-in buttons that are invalid due to temporary conditions will be grayed-out.
# <Boolean> Valid Values: { true, false }, Default: true
general.disable_invalid = true
# If true, buttons that are unusable due to permissions will not be displayed.
# <Boolean> Valid Values: { true, false }, Default: true
general.hide_unusable = true
# If true, extra inventory buttons will be hidden while the recipe book is open.
# <Boolean> Valid Values: { true, false }, Default: true
general.hide_for_recipe_book = true
# The number of buttons that can be displayed per row. The number of rows is automatically calculated.
# <Integer> Range: ≥ 0, Default: 4
general.buttons_per_row = 4
# The buttons displayed in the inventory, in the order you want them displayed. These are ordered left-to-right,
# then wrapped into rows. See below for all valid button names.
# You may assign a hotkey to any button in your options, whether or not you choose to display it.
# <Button List> Format: [ "button1", "button2", ... ], Default: [ "magnetMode", "destroyOnPointer", "toggleRain",
# "weatherStorm", "superVisionMode", "superSpeedMode", "day", "night", "noPickupMode", "godMode", "gameMode",
# "killAll", "netherPortal", "endPortal", "clearEffects", "fullHeal" ]
general.displayed_buttons = [
"magnetMode",
"destroyOnPointer",
"toggleRain",
"weatherStorm",
"superVisionMode",
"superSpeedMode",
"day",
"night",
"noPickupMode",
"godMode",
"gameMode",
"killAll",
"netherPortal",
"endPortal",
"clearEffects",
"fullHeal"
]
# Built-in buttons:
# "fullHeal", "clearEffects", "destroyOnPointer", "killAll", "netherPortal", "endPortal", "day", "night",
# "toggleDay", "weatherClear", "weatherRain", "weatherStorm", "toggleRain", "gameMode", "magnetMode", "godMode",
# "superVisionMode", "superSpeedMode", "noPickupMode"
# Custom buttons:
# "custom1", "custom2", ..., "custom16". (same as the category name).
# The anchor position for the extra inventory buttons. That is, where they should be positioned relative to the
# screen or inventory GUI.
# <Enum> Valid Values: { "screen_top", "top", "center", "bottom", "screen_bottom" }, Default: "screen_top"
general.anchor.vertical = "screen_top"
general.anchor.horizontal = "screen_left"
# The position offset for the extra inventory buttons from the anchor position, in GUI pixels. Negative values move
# the buttons toward the top/left, positive move them toward the bottom/right.
# <Integer> Range: Any Value, Default: 16
general.offset.vertical = 16
general.offset.horizontal = 16
# Category: built_in_buttons
# Options for built-in buttons.
# The duration (seconds) to set the weather for when using the various built-in weather buttons. If 0, the duration
# is decided 'naturally' by the world.
# <Integer> Range: 0 ~ 1000000, Default: 6000
built_in_buttons.weather.duration = 6000
# The max range (blocks) to request for magnet mode when using the "magnetMode" button. Leaving this at a very high
# value effectively just sets your range to the max allowed by the server.
# <Number> Range: ≥ 0.0, Default: 3.4E38
built_in_buttons.magnet_mode.max_range = 3.4E38
# Whether undying mode (prevents death) should be toggled when using the "godMode" button.
# <Boolean> Valid Values: { true, false }, Default: true
built_in_buttons.god_mode.undying = true
# Whether unbreaking mode (prevents item break) should be toggled when using the "godMode" button.
# <Boolean> Valid Values: { true, false }, Default: true
built_in_buttons.god_mode.unbreaking = true
# The level for uneating mode (minimum food level in half-drumsticks) to request when using the "godMode" button.
# Set this to 0 if you don't want to toggle uneating mode.
# <Integer> Range: 0 ~ 20, Default: 7
built_in_buttons.god_mode.uneating = 7
# The speed multiplier to request for super-speed mode when using the "superSpeedMode" button. Setting this at a
# very high value effectively just sets your speed to the max allowed by the server.
# Warning: Very large speed multipliers may break the game's physics.
# <Number> Range: ≥ 1.0, Default: 8.0
built_in_buttons.super_speed.multiplier = 8.0
# Category: custom1
# Options defining the look and function of custom button #1.
# A short description of the custom button's function.
# <String> Default: "+5 levels"
custom1.tooltip = "+5 levels"
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "xp_plus.png"
custom1.icon = "xp_plus.png"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom1.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "experience add @s 5 levels" ]
custom1.commands = [
"experience add @s 5 levels"
]
# Category: custom2
# Options defining the look and function of custom button #2.
# A short description of the custom button's function.
# <String> Default: "-5 levels"
custom2.tooltip = "-5 levels"
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "xp_minus.png"
custom2.icon = "xp_minus.png"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom2.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "experience add @s -5 levels" ]
custom2.commands = [
"experience add @s -5 levels"
]
# Category: custom3
# Options defining the look and function of custom button #3.
# A short description of the custom button's function.
# <String> Default: "Locate woodland mansion"
custom3.tooltip = "Locate woodland mansion"
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "map_mansion.png"
custom3.icon = "map_mansion.png"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom3.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "locate mansion" ]
custom3.commands = [
"locate mansion"
]
# Category: custom4
# Options defining the look and function of custom button #4.
# A short description of the custom button's function.
# <String> Default: "Locate ocean monument"
custom4.tooltip = "Locate ocean monument"
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "map_monument.png"
custom4.icon = "map_monument.png"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom4.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "locate monument" ]
custom4.commands = [
"locate monument"
]
# Category: custom5
# Options defining the look and function of custom button #5.
# A short description of the custom button's function.
# <String> Default: "Locate stronghold"
custom5.tooltip = "Locate stronghold"
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "ender_eye.png"
custom5.icon = "ender_eye.png"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom5.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "locate stronghold" ]
custom5.commands = [
"locate stronghold"
]
# Category: custom6
# Options defining the look and function of custom button #6.
# A short description of the custom button's function.
# <String> Default: "Locate jungle biome"
custom6.tooltip = "Locate jungle biome"
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "world.png"
custom6.icon = "world.png"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom6.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "locatebiome minecraft:jungle" ]
custom6.commands = [
"locatebiome minecraft:jungle"
]
# Category: custom7
# Options defining the look and function of custom button #7.
# A short description of the custom button's function.
# <String> Default: "Reload data packs"
custom7.tooltip = "Reload data packs"
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "crafting_table_side.png"
custom7.icon = "crafting_table_side.png"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom7.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "reload" ]
custom7.commands = [
"reload"
]
# Category: custom8
# Options defining the look and function of custom button #8.
# A short description of the custom button's function.
# <String> Default: "Grant all advancements"
custom8.tooltip = "Grant all advancements"
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "cake.png"
custom8.icon = "cake.png"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom8.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "advancement grant @s everything" ]
custom8.commands = [
"advancement grant @s everything"
]
# Category: custom9
# Options defining the look and function of custom button #9.
# A short description of the custom button's function.
# <String> Default: "Revoke all advancements"
custom9.tooltip = "Revoke all advancements"
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "cake_is_a_lie.png"
custom9.icon = "cake_is_a_lie.png"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom9.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "advancement revoke @s everything" ]
custom9.commands = [
"advancement revoke @s everything"
]
# Category: custom10
# Options defining the look and function of custom button #10.
# A short description of the custom button's function.
# <String> Default: "Set spawn point"
custom10.tooltip = "Set spawn point"
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "compass.png"
custom10.icon = "compass.png"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom10.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "spawnpoint" ]
custom10.commands = [
"spawnpoint"
]
# Category: custom11
# Options defining the look and function of custom button #11.
# A short description of the custom button's function.
# <String> Default: "\"Respawn\""
custom11.tooltip = "\"Respawn\""
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "soul.png"
custom11.icon = "soul.png"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom11.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "kill" ]
custom11.commands = [
"kill"
]
# Category: custom12
# Options defining the look and function of custom button #12.
# A short description of the custom button's function.
# <String> Default: "Clear inventory"
custom12.tooltip = "Clear inventory"
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "fire.png"
custom12.icon = "fire.png"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom12.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "clear" ]
custom12.commands = [
"clear"
]
# Category: custom13
# Options defining the look and function of custom button #13.
# A short description of the custom button's function.
# <String> Default: "Simulate chest loot"
custom13.tooltip = "Simulate chest loot"
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "chest_open.png"
custom13.icon = "chest_open.png"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom13.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "clear", "loot give @s loot
# minecraft:chests/simple_dungeon" ]
custom13.commands = [
"clear",
"loot give @s loot minecraft:chests/simple_dungeon"
]
# Category: custom14
# Options defining the look and function of custom button #14.
# A short description of the custom button's function.
# <String> Default: "Simulate loot of nearest mob"
custom14.tooltip = "Simulate loot of nearest mob"
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "kill.png"
custom14.icon = "kill.png"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom14.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "loot give @s kill
# @e[limit=1,sort=nearest,type=!player]" ]
custom14.commands = [
"loot give @s kill @e[limit=1,sort=nearest,type=!player]"
]
# Category: custom15
# Options defining the look and function of custom button #15.
# A short description of the custom button's function.
# <String> Default: "Check attributes of nearest mob"
custom15.tooltip = "Check attributes of nearest mob"
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "magnifying_glass.png"
custom15.icon = "magnifying_glass.png"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom15.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "attribute
# @e[limit=1,sort=nearest,type=!player] minecraft:generic.max_health get", "attribute
# @e[limit=1,sort=nearest,type=!player] minecraft:generic.armor get", "attribute
# @e[limit=1,sort=nearest,type=!player] minecraft:generic.armor_toughness get", "attribute
# @e[limit=1,sort=nearest,type=!player] minecraft:generic.follow_range get", "attribute
# @e[limit=1,sort=nearest,type=!player] minecraft:generic.movement_speed get", "attribute
# @e[limit=1,sort=nearest,type=!player] minecraft:generic.attack_damage get" ]
custom15.commands = [
"attribute @e[limit=1,sort=nearest,type=!player] minecraft:generic.max_health get",
"attribute @e[limit=1,sort=nearest,type=!player] minecraft:generic.armor get",
"attribute @e[limit=1,sort=nearest,type=!player] minecraft:generic.armor_toughness get",
"attribute @e[limit=1,sort=nearest,type=!player] minecraft:generic.follow_range get",
"attribute @e[limit=1,sort=nearest,type=!player] minecraft:generic.movement_speed get",
"attribute @e[limit=1,sort=nearest,type=!player] minecraft:generic.attack_damage get"
]
# Category: custom16
# Options defining the look and function of custom button #16.
# A short description of the custom button's function.
# <String> Default: "custom16"
custom16.tooltip = "custom16"
# The button icon. This is a relative path from "crust:textures/icon/". If this does not end in ".png", this string
# will be rendered instead of a texture.
# <String> Default: "16"
custom16.icon = "16"
# The button icon (or text) color. Pure white (the default) is effectively no tint.
# <Integer> Range: 0x000000 ~ 0xFFFFFF, Default: 0xFFFFFF
custom16.icon_color = 0xFFFFFF
# A list of commands to execute when the custom button is pressed. These are sent to the server in the order listed,
# as if you typed them into chat.
# <Command List> Format: [ "command1", "command2", ... ], Default: [ "kill" ]
custom16.commands = [
"kill"
]

View File

@ -0,0 +1,139 @@
# crust:default_game_rules.toml
# This config allows the default game rules for world creation to be altered. Many game rules make testing easier, so
# this is handy when you need to repeatedly generate new worlds.
#
# For more information on game rules, see the in-game descriptions in the 'Create New World' menu or the Minecraft
# Wiki article (https://minecraft.fandom.com/wiki/Game_rule).
# Whether this config file is enabled.
# * Requires a GAME restart to take full effect *
# <Boolean> Valid Values: { true, false }, Default: false
config_enabled = false
# Category: player
# Default game rule settings for the 'player' category.
player.dashrule = true
player.disable_elytra_movement_check = false
player.do_immediate_respawn = false
player.do_limited_crafting = false
player.drowning_damage = true
player.fall_damage = true
player.fire_damage = true
player.freeze_damage = true
player.jaws_damage_limit = 666
player.keep_inventory = false
player.natural_regeneration = false
player.players_sleeping_percentage = 100
player.soul_stratification_effect = true
player.spawn_radius = 10
player.spectators_generate_chunks = true
# Category: mobs
# Default game rule settings for the 'mobs' category.
mobs.disable_raids = false
mobs.disappearanceof_spirits_underthe_sun = true
mobs.forgive_dead_players = true
mobs.hunternibling = true
mobs.maggots_appearance = true
mobs.max_entity_cramming = 24
mobs.mob_griefing = true
mobs.sunray = true
mobs.universal_anger = false
mobs.zombiesina_barrel_spawn = true
# Category: spawning
# Default game rule settings for the 'spawning' category.
spawning.baby_skeleton_spawn = true
spawning.baby_spider_spawn = true
spawning.bloody_gadfly_spawn = true
spawning.bone_imp_spawn = true
spawning.bonescaller_spawn = true
spawning.corpse_fish_spawn = true
spawning.corpse_fly_spawn = true
spawning.dark_vortex_spawn = true
spawning.decaying_zombie_spawn = true
spawning.decrepit_skeleton_spawn = true
spawning.do_insomnia = true
spawning.do_mob_spawning = true
spawning.do_patrol_spawning = true
spawning.do_trader_spawning = true
spawning.do_warden_spawning = true
spawning.door_knight_spawn = true
spawning.dread_hound_spawn = true
spawning.fallen_chaos_knight_spawn = true
spawning.firelight_spawn = true
spawning.generationof_infected_diamonds = true
spawning.glutton_fish_spawn = true
spawning.krampus_spawn = true
spawning.lifestealer_spawn = true
spawning.missionary_spawn = true
spawning.mother_spider_spawn = true
spawning.phantom_creeper_spawn = true
spawning.pot_crab_spawn_chance = 17
spawning.pot_crab_spawning = true
spawning.restless_spirit_spawn = true
spawning.ser_pumpkinhead_spawn = true
spawning.skeleton_bomb_spawn = true
spawning.skeleton_thrasher_spawn = true
spawning.spirit_guide_spawn = true
spawning.spirit_of_chaos_spawn = true
spawning.theappearanceofthe_nightmare_stalker = true
spawning.thornshell_crab_spawn = true
spawning.thornsprig_spawn_chance = 1
spawning.zombie_bruiser_spawn = true
spawning.zombie_clown_spawn = true
spawning.zombie_fisherman_spawn = true
spawning.zombie_lumberjack_spawn = true
# Category: drops
# Default game rule settings for the 'drops' category.
drops.block_explosion_drop_decay = true
drops.do_entity_drops = true
drops.do_mob_loot = true
drops.do_tile_drops = true
drops.mob_explosion_drop_decay = true
drops.tnt_explosion_drop_decay = false
# Category: updates
# Default game rule settings for the 'updates' category.
updates.do_daylight_cycle = true
updates.do_fire_tick = true
updates.do_vines_spread = true
updates.do_weather_cycle = true
updates.lava_source_conversion = false
updates.random_tick_speed = 3
updates.snow_accumulation_height = 1
updates.tf_enforced_progression = true
updates.water_source_conversion = true
# Category: chat
# Default game rule settings for the 'chat' category.
chat.announce_advancements = true
chat.command_block_output = true
chat.log_admin_commands = true
chat.send_command_feedback = true
chat.show_death_messages = true
# Category: misc
# Default game rule settings for the 'misc' category.
misc.brandonscore:allow_sign_editing = false
misc.cataclysm_addon_item = true
misc.command_modification_block_limit = 32768
misc.global_sound_events = true
misc.max_command_chain_length = 65536
misc.reduced_debug_info = false

87
config/Crust/modes.toml Normal file
View File

@ -0,0 +1,87 @@
# crust:modes.toml
# This config contains options to control the 'modes' added by Crust. Some examples of Crust modes are magnet mode,
# super speed mode, and undying mode.
#
# This config is for server-side settings. Client preferences are requested by using /crustmode or Crust's extra
# inventory buttons (client_extra_inv_buttons.toml).
# Category: general
# Options that apply to the 'modes' added by Crust, in general.
# Subcategory: op_level
# The op levels (aka permission levels) required to enable/disable Crust's various modes. You can disable any mode
# by setting this level very high (e.g., 5).
# Vanilla op levels used are:
# 0 - Chat/whispers, Access to limited info
# 1 - Can bypass spawn protection
# 2 - Can use cheats, Access to info that can be used to cheat
# 3 - Can ban/whitelist players, 'Moderator'
# 4 - All permissions, Server management
# * Requires a WORLD restart to take effect *
# <Integer> Range: Any Value, Default: 0
general.op_level.magnet = 0
# <Integer> Range: Any Value, Default: 2
general.op_level.undying = 2
# <Integer> Range: Any Value, Default: 2
general.op_level.unbreaking = 2
# <Integer> Range: Any Value, Default: 2
general.op_level.uneating = 2
# <Integer> Range: Any Value, Default: 2
general.op_level.super_vision = 2
# <Integer> Range: Any Value, Default: 2
general.op_level.super_speed = 2
# <Integer> Range: Any Value, Default: 2
general.op_level.destroy_on_pickup = 2
# Subcategory: default
# The default settings for Crust's various modes initially applied to players. Note that these mode settings will be
# applied regardless of op level; if the player does not have permission to enable/disable the mode, they will be
# 'stuck' with whatever is assigned here.
# The maximum range (blocks) for magnet mode. If 0, magnet mode will be off by default.
# <Number> Range: ≥ 0.0, Default: 0.0
general.default.magnet = 0.0
# <Boolean> Valid Values: { true, false }, Default: false
general.default.undying = false
# <Boolean> Valid Values: { true, false }, Default: false
general.default.unbreaking = false
# When dropping below this food level (half-drumsticks), uneating mode restores hunger. If 0, uneating mode will
# be off by default.
# <Integer> Range: 0 ~ 20, Default: 0
general.default.uneating = 0
# <Boolean> Valid Values: { true, false }, Default: false
general.default.super_vision = false
# The speed multiplier applied while sprinting. If 1, super speed mode will be off by default.
# <Number> Range: ≥ 1.0, Default: 1.0
general.default.super_speed = 1.0
# <Boolean> Valid Values: { true, false }, Default: false
general.default.destroy_on_pickup = false
# Category: magnet_mode
# Options that apply to Crust's magnet mode.
# The highest maximum range (blocks) allowed for magnet mode. Max range is a client preference.
# <Number> Range: ≥ 0.0, Default: 10.0
magnet_mode.max_range_limit = 10.0
# The maximum speed (blocks/sec) for items pulled by magnet mode. Speed is higher the closer the item is to the
# player, scaling down to 0 m/s at the player's max range.
# <Number> Range: ≥ 0.0, Default: 10.0
magnet_mode.max_speed = 10.0
# The time delay (ticks) before freshly dropped items are pulled by magnet mode.
# Setting this to a low value will cause items to fly around your face until their pickup delay expires. The default
# prevents face-flying for all vanilla drops, but many drops only have a pickup delay of 10.
# <Integer> Range: ≥ 0, Default: 40
magnet_mode.delay = 40
# Category: super_speed_mode
# Options that apply to Crust's super-speed mode.
# The highest maximum speed multiplier allowed for super-speed mode. Actual speed is a client preference.
# Warning: Very large speed multipliers might break the game's physics.
# <Number> Range: ≥ 1.0, Default: 12.0
super_speed_mode.speed_limit = 12.0

View File

@ -0,0 +1,17 @@
# crust:render_settings.toml
# Misc. settings for in-world rendering related features.
# Category: block_entity_BB_rendering
# Options for Crust's block entity bounding box renderer.
# If true, block entities close to the player that support Crust's bounding box outline rendering will draw their
# boxes if 'show entity hitboxes' is active. This is primarily a debug feature.
# <Boolean> Valid Values: { true, false }, Default: true
block_entity_BB_rendering.enabled = false
# If block entity bounding box rendering is enabled, this value determines the 'radius' in chunks around the player
# in which Crust will look for block entities to render bounding boxes for. A value of 1 means only the chunk the
# player is standing in. This value is also capped by the effective render distance.
# <Integer> Range: ≥ 1, Default: 3
block_entity_BB_rendering.distance = 3

View File

@ -0,0 +1,116 @@
# naturalabsorption:absorption.toml
# This config contains most options for features that apply to absorption (yellow hearts).
# Does NOT contain any armor or enchantment options - see the 'enchant_and_armor' config for those.
# Also contains hunger options related specifically to absorption recovery.
# Category: absorption
# Options that apply to absorption (yellow hearts) from any source.
#
# Note: All absorption amounts are in half-hearts.
# The total maximum absorption a player may obtain from (almost) all sources combined.
# This limit is ignored by potion effects. If this is set less than 0, the limit is disabled.
# <Number> Range: Any Value, Default: -1.0
absorption.global_maximum = -1.0
# Players will respawn with up to this much absorption, limited by their personal max absorption.
# <Number> Range: ≥ 0.0, Default: 0.0
absorption.respawn_amount = 0.0
# The amount of time (in ticks) a player must go without taking damage before their absorption begins
# to recover (20 ticks = 1 second). If this is set less than 0, players will not naturally recover lost absorption.
# <Integer> Range: ≥ -1, Default: 120
absorption.recovery.delay = 200
# The amount of absorption regenerated each second while recovering (in half-hearts/second).
# <Number> Range: ≥ 0.0, Default: 2.0
absorption.recovery.rate = 0.1
# Players need to have at least this much hunger (in half-drumsticks) to regenerate absorption.
# <Integer> Range: ≥ 0, Default: 0
absorption.recovery.hunger_required = 2
# The amount of hunger drained for each absorption regenerated (in drumsticks/heart).
# Players can't lose over 1/2 drumstick per game tick or more than 5 drumsticks of hunger per recovery tick.
# <Number> Range: ≥ 0.0, Default: 0.0
absorption.recovery.hunger_cost = 0.25
# If true, the mod will render the empty heart background behind absorption hearts you are missing,
# but can regenerate back. This may not work right if another mod changes heart bar rendering, or may override
# other mods' heart rendering (for example, Mantle's heart stacker option).
# <Boolean> Valid Values: { true, false }, Default: true
absorption.render_capacity_background = false
# Category: natural_absorption
# Options for natural absorption. Not to be confused with the Natural Absorption mod itself.
# Natural absorption is one source of maximum absorption that is innate to the player - it does not
# come from any items or potions/effects.
# By default, each player starts with some natural absorption, gains more by crafting and consuming
# Books of Absorption, and loses some upon death.
#
# Note: All absorption amounts are in half-hearts.
# The amount of natural absorption a new player starts with.
# <Number> Range: ≥ 0.0, Default: 4.0
natural_absorption.starting_absorption = 0.0
# The maximum natural absorption a player may obtain from upgrades.
# Does not include any other sources of max absorption (such as from potions or equipment).
# <Number> Range: ≥ 0.0, Default: 20.0
natural_absorption.max_absorption = 30.0
# The amount of maximum absorption a player loses with each death. Will not drop below the death penalty limit.
# <Number> Range: ≥ 0.0, Default: 2.0
natural_absorption.death_penalty = 2.0
# A player will not drop below this much max absorption due to death penalty.
# <Number> Range: ≥ 0.0, Default: 10.0
natural_absorption.death_penalty_limit = 20.0
# The amount of maximum natural absorption gained from each upgrade.
# Set this to 0 to disable upgrades.
# <Number> Range: ≥ 0.0, Default: 2.0
natural_absorption.upgrades.gain = 1.0
# The base number of levels required to use a Book of Absorption.
# A negative value reduces the cost of the first upgrade(s).
# The final level cost is rounded down to the nearest whole number and clamped between 0 and the cost limit.
# <Number> Range: Any Value, Default: 0.0
natural_absorption.level_cost.base = 0.0
# The number of levels required to use a Book of Absorption for each point of natural absorption
# the player already has.
# <Number> Range: ≥ 0.0, Default: 2.5
natural_absorption.level_cost.per_point = 3.0
# The maximum number of levels that can be required to use a Book of Absorption.
# Set this to 0 to disable level costs entirely.
# <Integer> Range: ≥ 0, Default: 30
natural_absorption.level_cost.limit = 45
# The recipe for making a Book of Absorption.
# none - <no recipe>
# simple - aB (book + apple, shapeless)
# sandwich - aBa (book + 2 apples)
# cross - a (book + 4 apples)
# aBa
# a
# surround - aaa (book + 8 apples)
# aBa
# aaa
# B = book & quill, a = golden apple
# <Enum> Valid Values: { "none", "simple", "sandwich", "cross", "surround" }, Default: "cross"
natural_absorption.upgrade_book.recipe = "cross"
# Set to true to display current and max natural absorption on the Book of Absorption tooltip.
# Particularly helpful if you must disable the heart background rendering.
# <Boolean> Valid Values: { true, false }, Default: false
natural_absorption.upgrade_book.extra_tooltip_info = false
# If enabled, players can use the glorious Absorption Absorbing Book to convert some of their natural
# absorption back into an absorption book. The natural absorption lost per use is exactly one upgrade.
# <Boolean> Valid Values: { true, false }, Default: true
natural_absorption.downgrade_book.enabled = true
# The percentage of the experience levels refunded when using an Absorption Absorbing Book.
# For example, a value of 0.5 (50%) will restore half of the levels consumed by a Book of Absorption,
# rounded down to the nearest whole number.
# <Number> Range: 0.0 ~ 1.0, Default: 0.75
natural_absorption.downgrade_book.level_refund = 0.75
# If enabled, a Book of Absorption will be refunded when using an Absorption Absorbing Book.
# <Boolean> Valid Values: { true, false }, Default: true
natural_absorption.downgrade_book.book_refund = true

View File

@ -0,0 +1,11 @@
# naturalabsorption:compat.toml
# This config contains config options for compatibility features for various supported mods.
# Category: tinkers_construct
# Compatibility options for Tinkers Construct (currently not used)
# Maximum absorption gained for each level of the Absorption modifier for Tinkers Construct armor.
# By default, this matches Revitalizing's scaling (max health), but costs one Book of Absorption per level.
# <Number> Range: ≥ 0.0, Default: 1.0
tinkers_construct.modifier.potency_per_level = 1.0

View File

@ -0,0 +1,95 @@
# naturalabsorption:enchant_and_armor.toml
# This config contains options for features that apply to the Absorption enchantment and armor.
# Category: enchantment
# Options for the Absorption enchantment added by this mod.
# Set this to false to disable the Absorption enchantment entirely.
# <Boolean> Valid Values: { true, false }, Default: true
enchantment.enabled = true
# The slot the Absorption enchantment is normally applicable to. Will still work on any armor piece
# if force-applied (e.g., creative mode anvil).
# <Enum> Valid Values: { "all", "head", "chest", "legs", "feet" }, Default: "all"
enchantment.slot = "all"
# If false, the Absorption enchantment will not be allowed on books.
# <Boolean> Valid Values: { true, false }, Default: true
enchantment.allow_on_books = true
# If true, the Absorption enchantment will not be generated by enchanting tables.
# <Boolean> Valid Values: { true, false }, Default: false
enchantment.treasure_only = false
# The rarity of the Absorption enchantment. That is, how often it appears when enchanting valid items.
# For reference, here are vanilla protection enchantment rarities:
# Protection - "common"
# Fire Protection - "uncommon"
# Feather Falling - "uncommon"
# Blast Protection - "rare"
# Proj Protection - "uncommon"
# <Enum> Valid Values: { "common", "uncommon", "rare", "very_rare" }, Default: "rare"
enchantment.rarity = "rare"
# Maximum absorption gained for having at least one level of the Absorption enchantment.
# A negative value reduces the effect of the first level(s).
# <Number> Range: Any Value, Default: 2.0
enchantment.potency.base = 2.0
# Maximum absorption gained for each level of the Absorption enchantment.
# <Number> Range: ≥ 0.0, Default: 2.0
enchantment.potency.per_level = 2.0
# The absolute limit on max absorption that can be gained from Absorption enchantments on a single player.
# <Number> Range: ≥ 0.0, Default: 20.0
enchantment.potency.maximum = 20.0
# Maximum level for the Absorption enchantment.
# Without messing with cost, it is recommended you only alter this to ± 1 default max level.
# <Integer> Range: ≥ 0, Default: 4
enchantment.level_maximum = 4
# If true, all equipped Absorption enchantments are added together (like vanilla Protection enchants).
# Otherwise, only the highest level Absorption enchantment will be counted.
# <Boolean> Valid Values: { true, false }, Default: true
enchantment.stacking = true
# Base enchantment cost and cost per additional enchantment level.
# Without messing with max level, it is recommended you only alter these within range of vanilla costs.
# For reference, here are vanilla protection enchantment costs:
# Protection - 1 base + 11 per level
# Fire Protection - 10 base + 8 per level
# Feather Falling - 5 base + 6 per level
# Blast Protection - 5 base + 8 per level
# Proj Protection - 3 base + 6 per level
# <Integer> Range: ≥ 0, Default: 3
enchantment.cost.base = 3
# <Integer> Range: ≥ 0, Default: 10
enchantment.cost.per_level = 10
# Category: armor
# Options that relate to armor and the replacement of armor with absorption (yellow hearts).
# All features in this section are disabled by default by one master toggle. Take care to go through
# this entire category if enabled, as the default options may be considered extreme.
# Set this to true to enable this entire config category. Be warned, the default settings make
# extreme changes to vanilla mechanics.
# <Boolean> Valid Values: { true, false }, Default: false
armor.enable_section = false
# If true, armor will not reduce any damage taken. Only applies to players.
# <Boolean> Valid Values: { true, false }, Default: true
armor.disable_armor_damage_reduction = true
# If true, the (perhaps now much less useful) armor bar will not be rendered.
# <Boolean> Valid Values: { true, false }, Default: true
armor.hide_armor_bar = true
# The amount of maximum absorption granted for each armor point (in hearts/shirt).
# <Number> Range: ≥ 0.0, Default: 1.0
armor.absorption_multiplier = 1.0
# The increase in absorption recovery rate for each point of armor (per half-shirt).
# <Number> Range: ≥ 0.0, Default: 0.0
armor.absorption_recovery = 0.0
# The amount of maximum absorption granted for each armor toughness point (in hearts/shirt).
# For reference, the maximum attainable toughness in vanilla is 12 (full netherite armor).
# <Number> Range: ≥ 0.0, Default: 0.0
armor.toughness_absorption_multiplier = 0.0
# The increase in absorption recovery rate for each point of armor toughness.
# <Number> Range: ≥ 0.0, Default: 0.05
armor.toughness_recovery = 0.05

View File

@ -0,0 +1,55 @@
# naturalabsorption:health.toml
# This config contains most options for features that apply to health (red hearts).
# Does NOT contain any armor or enchantment options - see the 'armor_and_enchant' config for those.
# Also contains hunger options related specifically to health recovery and healing from food.
# Category: health
# Options that apply to health (red hearts).
#
# Note: All health amounts are in half-hearts.
# Players will respawn with up to this much health, limited by their personal max health.
# Set this to 0 to leave respawn health unchanged.
# <Number> Range: ≥ 0.0, Default: 6.0
health.respawn_amount = 0.0
# The maximum health a player may recover to from this mod's regeneration.
# This limit is ignored by potion effects. If this is set less than 0, the limit is disabled.
# <Number> Range: Any Value, Default: 6.0
health.recovery.maximum = 10.0
# The amount of time (in ticks) a player must go without taking damage before their health begins
# to recover (20 ticks = 1 second). If this is set less than 0, players will not naturally recover lost health
# from this mod.
# <Integer> Range: ≥ -1, Default: 40
health.recovery.delay = 400
# The amount of health regenerated each second while recovering (in half-hearts/second).
# This ignores the vanilla health regeneration game rule.
# <Number> Range: ≥ 0.0, Default: 0.25
health.recovery.rate = 0.1
# Players need to have at least this much hunger (in half-drumsticks) to regenerate health.
# <Integer> Range: ≥ 0, Default: 6
health.recovery.hunger_required = 4
# The amount of hunger drained for each health regenerated (in drumsticks/heart).
# Players can't lose over 1/2 drumstick per game tick or more than 5 drumsticks of hunger per recovery tick.
# <Number> Range: ≥ 0.0, Default: 1.0
health.recovery.hunger_cost = 0.5
# The maximum health a player may heal to from eating food.
# If this is set less than 0, the limit is disabled. Setting it to 0 effectively disables food healing.
# <Number> Range: Any Value, Default: -1.0
health.food_healing.maximum = -1.0
# The amount of health recovered for each hunger and saturation (in hearts/drumstick) granted by
# eaten food. Health is only granted for the hunger/saturation actually restored (no gain from over-eating).
# <Number> Range: ≥ 0.0, Default: 0.25
health.food_healing.per_hunger = 0.1
# <Number> Range: ≥ 0.0, Default: 0.5
health.food_healing.per_saturation = 0.2
# Set to true to display nutritional value on the tooltips of food items.
# Lists health that can be restored from eating. (See main config for hunger/saturation display.)
# <Boolean> Valid Values: { true, false }, Default: true
health.food_healing.extra_tooltip_info = true

View File

@ -0,0 +1,30 @@
# naturalabsorption:main.toml
# This config contains options that apply to the mod as a whole, including some master disable
# toggles for convenience.
# Category: general
# Options for customizing the mod as a whole.
# The number of ticks between this mod's logic/recovery updates (20 ticks = 1 second).
# <Integer> Range: ≥ 1, Default: 5
general.update_time = 5
# When set to true, this mod will alter the vanilla regeneration game rule "naturalRegeneration" to
# be "false" by default when creating new worlds.
# Regardless of this config setting, you can still create a world with vanilla health regen ON or OFF
# by using the Game Rules button on the new world options screen or by using commands in-game.
# <Boolean> Valid Values: { true, false }, Default: true
general.default_regen_game_rule_disabled = true
# Set to true to display nutritional value on the tooltips of food items.
# Lists hunger and saturation that can be restored from eating. (See health config for healing display.)
# <Boolean> Valid Values: { true, false }, Default: true
general.food.extra_tooltip_info = true
# If set to 'true', disables all features in this mod related to absorption (yellow hearts).
# <Boolean> Valid Values: { true, false }, Default: false
general.disable_absorption_features = false
# If set to 'true', disables all features in this mod related to health (red hearts).
# <Boolean> Valid Values: { true, false }, Default: false
general.disable_health_features = false

File diff suppressed because it is too large Load Diff

View File

@ -1430,6 +1430,17 @@
"value": 100
}
},
"naturalabsorption:player.equipment_absorption": {
"enabled": false,
"min": {
"default": 0,
"value": 0
},
"max": {
"default": 50,
"value": 50
}
},
"l2damagetracker:crit_rate": {
"enabled": false,
"min": {
@ -1628,6 +1639,17 @@
"value": 10
}
},
"naturalabsorption:player.natural_absorption": {
"enabled": false,
"min": {
"default": 0,
"value": 0
},
"max": {
"default": 50,
"value": 50
}
},
"attributeslib:life_steal": {
"enabled": false,
"min": {

View File

@ -175,7 +175,6 @@ Draconic Evolution Delight
Dragon Mounts: Legacy
Dragon Survival
Dragonite Gear
DuckensInvasion
Easy Villagers
Eccentric Tome
Eidolon:Repraised
@ -282,7 +281,6 @@ More Red
Mowzie's Cataclysm
Mowzie's Mobs
MrCrayfish's Furniture Mod
Much More - Enchants
Multi-Piston
Multiverse
Mystical Agradditions
@ -402,3 +400,5 @@ Tinkers' Construct
Advanced Skills: Remastered
Iron_Repair Kits
Passive Skill Tree
Natural Absorption
Tom's Simple Storage Mod

View File

@ -410,3 +410,4 @@ tconstruct:part_builder
tconstruct:severing
tconstruct:tool_recipes
tconstruct:worktable
quark:influence

12
config/nbtedit.toml Normal file
View File

@ -0,0 +1,12 @@
#General settings.
[general]
#Enable debug logs. Necessary if you are reporting bugs.
debug = false
#Permission node levels. Like vanilla, should in 0 ~ 5 range.
[general.permission]
use = 2
read_only = 1
edit_on_player = 4

View File

@ -0,0 +1,14 @@
#IMPORTANT NOTICE:
#THIS IS ONLY THE COMMON CONFIG. It does not contain all the values adjustable for Tom's Simple Storage
#The settings have been moved to toms_storage-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
#List of multiblock inventory blocks
multiblockInv = [""]
#List of mod ids whose blocks is ignored by the inventory connector
blockedMods = [""]
#List of block ids ignored by the inventory connector
blockedBlocks = [""]

View File

@ -29,7 +29,7 @@
#Prevents backpack disappearing in void, spawns floating backpack above minimum Y when player dies in void
voidProtection = true
#Places backpack at place where player died
backpackDeathPlace = true
backpackDeathPlace = false
#Places backpack at place where player died, replacing all blocks that are breakable and do not have inventory (backpackDeathPlace must be true in order to work)
backpackForceDeathPlace = false
enableSleepingBagSpawnPoint = false

View File

@ -1,239 +0,0 @@
#All configuration items related to the core gameplay
[gameplay]
#Amount of initial citizens. [Default: 4, min: 1, max: 10]
#Range: 1 ~ 10
initialcitizenamount = 4
#Should construction tape be placed around in-construction builds? [Default: true]
builderplaceconstructiontape = true
#Should players be able to place an infinite amount of supply camps/ships? [Default: false]
allowinfinitesupplychests = false
#Should players be allowed to abandon their colony to create a new one easily? Note: This is buggy! [Default: false]
allowinfinitecolonies = false
#Should colonies in other dimensions be allowed? [Default: true]
allowotherdimcolonies = true
#If a colony is under the initial citizen count, this changes the amount of time before a new citizen spawns. [Default: 60, min: 10, max: 600]
#Range: 10 ~ 600
citizenrespawninterval = 10
#Max citizens in one colony. [Default: 250, min: 4, max: 500]
#Range: 4 ~ 500
maxcitizenpercolony = 50
#Delay after each block placement (increasing it increases the delay). [Default: 15, min: 1, max: 500]
#Range: 1 ~ 500
builderbuildblockdelay = 15
#Delay modifier to mine a block (decreasing it decreases the delay). [Default: 500, min: 1, max: 10000]
#Range: 1 ~ 10000
blockminingdelaymodifier = 500
#Should development features be enabled (might be buggy)? [Default: false]
enableindevelopmentfeatures = false
#Should citizen name tags be rendered? [Default: true]
alwaysrendernametag = true
#Should workers work during the rain? [Default: false]
workersalwaysworkinrain = false
#Should players be sent entering/leaving colony notifications? [Default: true]
sendenteringleavingmessages = true
#Should players be allowed to change citizen names? -1 for false, 0 for certain players only, 1 for true. (To set which players can change the names, see "Special Permissions Group" below.) [Default: 1, min: -1, max: 1]
#Range: -1 ~ 1
allowglobalnamechanges = 1
#Should special holiday content be displayed? [Default: true]
holidayfeatures = true
#Quantity of dirt per compost filling. [Default: 1, min: 0, max: 100]
#Range: 0 ~ 100
dirtfromcompost = 1
#Chance for the Miner to get an ore when mining cobblestone or stone (by default, can be expanded with datapacks to other materials). This is a percentage. (To change which ores the Miner can find, see "List of Lucky Ores".) [Default: 1, min: 0, max: 100]
#Range: 0 ~ 100
luckyblockchance = 1
#The minimum level a Town Hall has to be to allow teleportation to allied colonies. [Default: 3, min: 0, max: 5]
#Range: 0 ~ 5
minthleveltoteleport = 3
#Suggest build tool usage when trying to place a building without the build tool. [Default: true]
suggestbuildtoolplacement = true
#Food consumption modifier. [Default: 1.000000, min: 0.100000, max: 100.000000]
#Range: 0.1 ~ 100.0
foodmodifier = 1.0
#How common diseases are. 1 = Very common, 100 = extremely rare. [Default: 5, min: 1, max: 100]
#Range: 1 ~ 100
diseasemodifier = 5
#If part of the colony is loaded by an owner/officer, should the colony be kept loaded? (Set how many chunks are loaded with the "Colony Chunk Loading Strictness" option.) [Default: false]
forceloadcolony = false
#Set how long chunks stay loaded after player leaves, does not persist through restarts. Default: 10min [Default: 10, min: 1, max: 1440]
#Range: 1 ~ 1440
loadtime = 10
#This controls how many chunks are loaded with the "Chunk Load Colony" option. The higher this value, the fewer chunks will be loaded. (The innermost chunks will be loaded first.) 1 = load all claimed chunks. [Default: 3, min: 1, max: 15]
#Range: 1 ~ 15
colonyloadstrictness = 3
#Chance to get an evil Tavern visitor that will run off with the resources you give them. This is a %. [Default: 2, min: 1, max: 100]
#Range: 1 ~ 100
badvisitorchance = 2
#Max log count in one tree for the Forester to check during their tree search. [Default: 400, min: 1, max: 1000]
#Range: 1 ~ 1000
maxtreesize = 400
#Disables supply camp placing restrictions, intended for skyworlds and similar [Default: false]
nosupplyplacementrestrictions = false
#Raiders will spawn in the sky if this is enabled [Default: false]
skyraiders = true
#All configurations related to the research system
[research]
#Allows automatic and (near) instant completion of research for players in creative mode. If false, creative players will still be able to begin researches, but will have normal progress rates. [Default: true]
researchcreativecompletion = true
#Significantly increases the amount of information related to research datapacks that is logged during the world load. [Default: false]
researchdebuglog = false
#A list of items to charge players when undoing an already-completed research.
researchresetcost = ["minecolonies:ancienttome:1"]
#All configurations related to the MineColonies commands
[commands]
#Should players be allowed to use the /mc rtp command? [Default: false]
canplayerusertpcommand = false
#Should players be allowed to use the /mc colony teleport command? [Default: false]
canplayerusecolonytpcommand = false
#Can players teleport to allied colonies? [Default: true]
canplayeruseallytownhallteleport = true
#Should players be allowed to use the /mc home command? Note: Only owners of the colony can use this command. [Default: false]
canplayerusehometpcommand = false
#Should players be allowed to use the /mc colony info command? [Default: true]
canplayeruseshowcolonyinfocommand = true
#Should players be allowed to use the /mc citizens kill command? [Default: false]
canplayerusekillcitizenscommand = false
#Should players be allowed to use the /mc colony addOfficer command? [Default: true]
canplayeruseaddofficercommand = true
#Should players be allowed to use the /mc colony delete command? [Default: true]
canplayerusedeletecolonycommand = true
#Amount of attempts to find a safe random teleport (with /mc rtp). [Default: 4, min: 1, max: 10]
#Range: 1 ~ 10
numberofattemptsforsafetp = 4
#All configuration related to colony claims
[claims]
#Maximum claim range for a colony. This is the radius, measured in chunks. [Default: 20, min: 1, max: 50]
#Range: 1 ~ 50
maxColonySize = 20
#The minimum distance (in chunks) between colonies. [Default: 8, min: 1, max: 200]
#Range: 1 ~ 200
minColonyDistance = 8
#Initial claim size for a colony. This is the radius, measured in chunks. [Default: 4, min: 1, max: 15]
#Range: 1 ~ 15
initialColonySize = 4
#Should the min/max distance from spawn also affect colony placement? [Default: false]
restrictcolonyplacement = false
#Max distance (in blocks) from world spawn for a colony. [Default: 8000, min: 1000, max: 100000]
#Range: 1000 ~ 100000
maxdistancefromworldspawn = 8000
#Min distance (in blocks) from world spawn for a colony. [Default: 512, min: 1, max: 1000]
#Range: 1 ~ 1000
mindistancefromworldspawn = 512
#Should officers of a colony receive advancements from that colony? [Default: true]
officersreceiveadvancements = true
#All configuration items related to the combat elements of MineColonies
[combat]
#Whether or not to spawn raiders. [Default: true]
dobarbariansspawn = true
#The difficulty setting for raiders. [Default: 5, min: 0, max: 10]
#Range: 0 ~ 10
barbarianhordedifficulty = 10
#The max size of a raider horde. [Default: 80, min: 6, max: 400]
#Range: 6 ~ 400
maxBarbarianSize = 160
#Whether or not raiders can break through obstacles [Default: true]
dobarbariansbreakthroughwalls = true
#The average number of nights between raids. [Default: 14, min: 1, max: 50]
#Range: 1 ~ 50
averagenumberofnightsbetweenraids = 7
#The minimum number of nights between raids. [Default: 10, min: 1, max: 30]
#Range: 1 ~ 30
minimumnumberofnightsbetweenraids = 5
#Should mobs attack citizens? [Default: true]
mobattackcitizens = true
#Whether or not raiders can break through doors. [Default: true]
shouldraiderbreakdoors = true
#Should citizens call Guards for help when attacked? [Default: true]
citizencallforhelp = true
#Attack damage multiplier for Archer Guards. [Default: 1.000000, min: 0.100000, max: 5.000000]
#Range: 0.1 ~ 5.0
rangerdamagemult = 1.0
#Attack damage multiplier for Knight Guards. [Default: 1.000000, min: 0.100000, max: 5.000000]
#Range: 0.1 ~ 5.0
knightdamagemult = 1.0
#Health multiplier for all Guards. [Default: 1.000000, min: 0.100000, max: 5.000000]
#Range: 0.1 ~ 5.0
guardhealthmult = 1.0
#Turn on MineColonies PVP mode (colonies can be destroyed and griefed under certain conditions). [Default: false]
pvp_mode = false
#Days until the pirate ships despawn. [Default: 3, min: 1, max: 10]
#Range: 1 ~ 10
daysuntilpirateshipsdespawn = 3
#Max Y level (height) for Raiders to spawn. [Default: 200, min: 1, max: 500]
#Range: 1 ~ 500
maxyforbarbarians = 250
#All permission configuration options
[permissions]
#Should colony protection be enabled? [Default: true]
enablecolonyprotection = true
#Set the max amount of backups kept [Default: 50, min: 3, max: 5000]
#Range: 3 ~ 5000
maxkeptbackups = 50
#Independent from the colony protection, should explosions be turned off inside colonies? DAMAGE_NOTHING prevents explosions completely. DAMAGE_PLAYERS, allows explosions to damage players and hostile mobs, but not blocks or neutral or friendly mobs. DAMAGE_ENTITIES allows damage to all entities. DAMAGE_EVERYTHING allows explosions to damage entities and blocks.
#Allowed Values: DAMAGE_NOTHING, DAMAGE_PLAYERS, DAMAGE_ENTITIES, DAMAGE_EVERYTHING
turnoffexplosionsincolonies = "DAMAGE_ENTITIES"
#Players who have special permissions, especially to change citizen names (see "Name Changes" above).
specialpermgroup = ["_Raycoms_"]
#Blocks players should be able to interact with in any colony (ex: vending machines)
freetointeractblocks = ["dirt", "0 0 0"]
#Seconds between each permission message (to reduce spam). [Default: 30, min: 1, max: 1000]
#Range: 1 ~ 1000
secondsBetweenPermissionMessages = 30
#All configuration related to mod compatibility
[compatibility]
#Items consumed by citizens in the Library.
configliststudyitems = ["minecraft:paper;400;100", "minecraft:book;600;10"]
#Items requested by Tavern visitors.
configlistrecruitmentitems = ["minecraft:hay_block;3", "minecraft:book;2", "minecraft:enchanted_book;9", "minecraft:diamond;9", "minecraft:emerald;8", "minecraft:baked_potato;1", "minecraft:gold_ingot;2", "minecraft:redstone;2", "minecraft:lapis_lazuli;2", "minecraft:cake;11", "minecraft:sunflower;5", "minecraft:honeycomb;6", "minecraft:quartz;3"]
#List of ore blocks rarely found magically by Miners (see "Ore Chance"). Includes the block and its chance, separated by exclamation marks.
luckyores = ["minecraft:coal_ore!64", "minecraft:copper_ore!48", "minecraft:iron_ore!32", "minecraft:gold_ore!16", "minecraft:redstone_ore!8", "minecraft:lapis_ore!4", "minecraft:diamond_ore!2", "minecraft:emerald_ore!1"]
#Forester harvest trunk size for dynamic trees: 1-8. [Default: 5, min: 1, max: 8]
#Range: 1 ~ 8
dynamictreeharvestsize = 5
#Offset for the maximum durability unenchanted rod a T2 Fishing Hut can use, compared to iron tools (250). Thermal Foundation Iron requires +6. T3 huts can use unenchanted rods of any durability level, so long as they can take damage at all. Anything below -250 will only allow vanilla rods, except as allowed by T1. [Default: 6, min: -249, max: 250000]
#Range: -249 ~ 250000
fishingroddurabilityadjustt2 = 6
#Offset for the maximum durability unenchanted rod a T1 Fishing Hut can use, compared to other wooden tools (59). Vanilla rods always work, but equivalents would need +6. Default value allows up to Thermal Foundation Silver Anything below -59 will only allow vanilla rods. [Default: 22, min: -58, max: 250000]
#Range: -58 ~ 250000
fishingroddurabilityadjustt1 = 22
#All diseases citizens can get. The name, how common it is, and all ingredients to cure it.
diseases = ["Influenza,100,minecraft:carrot,minecraft:potato", "Measles,10,minecraft:dandelion,minecraft:kelp,minecraft:poppy", "Smallpox,1,minecraft:honey_bottle,minecraft:golden_apple"]
#When loading recipes, generate audit CSV files to help debug datapacks or extra mods. [Default: false]
auditcraftingtags = false
#Enable inventory debugging. [Default: false]
debuginventories = false
#Turn this on if you're using this world for blueprint building and scanning. [Default: false]
blueprintbuildmode = false
#All configurations related to pathfinding
[pathfinding]
#Verbosity of pathfinding debug messages. [Default: 0, min: 0, max: 10]
#Range: 0 ~ 10
pathfindingdebugverbosity = 0
#Minimum number of consecutive rails for citizens to use them. [Default: 8, min: 5, max: 100]
#Range: 5 ~ 100
minimumrailstopath = 8
#Amount of additional threads to be used for pathfinding. [Default: 2, min: 1, max: 10]
#Range: 1 ~ 10
pathfindingmaxthreadcount = 2
#All configurations related to the request system
[requestSystem]
#The maximal amount of tries that the request system will perform for retryable requests. Higher increases server load. [Default: 3, min: 1, max: 10]
#Range: 1 ~ 10
maximalretries = 2
#The amount of ticks between retries of the request system for retryable requests. Lower increases server load. [Default: 1200, min: 30, max: 10000]
#Range: 30 ~ 10000
delaybetweenretries = 1200
#Should the request system creatively resolve (if possible) when the player is required to resolve a request? This is a debugging tool and can take a very long time to resolve a request. [Default: false]
creativeresolve = false
#Should players be allowed to use the /mc colony requestsystem-reset command? [Default: false]
canplayeruseresetcommand = false

View File

@ -0,0 +1,39 @@
#Inventory Connector Range
#Range: 4 ~ 256
inventoryConnectorRange = 16
#Only Allow Trims to Connect Inventories
onlyTrimsConnect = false
#Inventory Cable Connector Maximum number of cables
#Range: > 16
invCableConnectorMaxScanSize = 2048
#Wireless terminal reach
#Range: 4 ~ 64
wirelessReach = 16
#Wireless terminal reach
#Range: 16 ~ 512
advWirelessRange = 64
#Adv Wireless terminal requied beacon level for infinite range
#Value of 0 only requires a single beacon block nearby
#Value of -1 disables this feature entirely
#Range: -1 ~ 4
wirelessTermBeaconLvl = 1
#Adv Wireless terminal requied beacon level for cross dimensional access
#Value of 0 only requires a single beacon block nearby
#Value of -1 disables this feature entirely
#Range: -1 ~ 4
wirelessTermBeaconLvlDim = 4
#Inventory Cable Connector requied beacon level for inventory linking
#Value of 0 only requires a single beacon block
#Value of -1 disables this feature entirely
#Range: -1 ~ 4
invLinkBeaconLvl = 1
#Inventory Cable Connector requied beacon level for cross dimensional access
#Value of 0 only requires a single beacon block
#Value of -1 disables this feature entirely
#Range: -1 ~ 4
invLinkBeaconLvlDim = 2
#Inventory Connector duplicate finder max slot count
#Value of 0 only disables
#Range: > 0
invDupScanSize = 100

Binary file not shown.

BIN
mods/crust-1.20.1-2.4.8.jar Normal file

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.