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84 Commits

Author SHA1 Message Date
3f9abca6f5 config: delightfull 2025-02-10 01:49:55 +01:00
ed4076cb45 config: cleaning 2025-02-10 01:49:18 +01:00
181a7efb1e config: deep aether 2025-02-10 01:48:53 +01:00
9994014d6c config: deep void 2025-02-10 01:48:25 +01:00
8552ac50b2 config: dark mode everywhere 2025-02-10 01:46:35 +01:00
23e71f1ec9 config: cleaning 2025-02-10 01:44:40 +01:00
1d189361bf config: cyclops core 2025-02-10 01:43:06 +01:00
a554e93d36 config: cyclic delight 2025-02-10 01:40:55 +01:00
dbdf0a6f3e config: cyclic 2025-02-10 01:40:36 +01:00
7708d92a64 config: cucumber 2025-02-10 01:38:15 +01:00
09c76ebc8b config: create addons 2025-02-10 01:35:40 +01:00
268af07ef3 cconfig: create and addon 2025-02-10 01:33:17 +01:00
ae62b23647 config: crafting tweaks 2025-02-10 01:19:15 +01:00
ca0a4efa1a config: cleaning 2025-02-10 01:18:07 +01:00
d21a730d02 config: copycats 2025-02-10 01:17:51 +01:00
8156c5b3e4 config: convenient curiosities 2025-02-10 01:16:55 +01:00
906705c8f2 config: confluence 2025-02-10 01:16:08 +01:00
66dc1362e3 config: updated chunkloaders 2025-02-10 01:15:05 +01:00
dc2c8ff732 config: configured 2025-02-10 01:14:11 +01:00
8dc18c3c40 config: removed computer craft 2025-02-10 01:10:48 +01:00
ef88a689a3 config: compact machines 2025-02-10 01:10:33 +01:00
e4d4753aac config: common capabilities 2025-02-10 01:10:17 +01:00
c5badae331 config: rmeoved colorful hearts 2025-02-10 01:09:13 +01:00
7890cc5397 config: citadel 2025-02-10 01:04:37 +01:00
e901d664ab config: chunkloaders 2025-02-10 01:01:20 +01:00
6aea46ae35 config: removed chimes 2025-02-10 00:59:43 +01:00
5dc8e10ad4 config: chemlib 2025-02-10 00:59:25 +01:00
71b6b12230 config: removed capuana 2025-02-10 00:56:39 +01:00
9eaeb766ce config: catacllysm 2025-02-10 00:55:54 +01:00
ab3494ab22 config: capsule 2025-02-10 00:45:37 +01:00
562c3cc33d config: brazier 2025-02-10 00:44:18 +01:00
6e5d78bdb0 config: botania addons 2025-02-10 00:43:20 +01:00
c0226a8391 config: bosses of mass destruction 2025-02-10 00:42:30 +01:00
745a7333aa config: born in chaos 2025-02-10 00:42:06 +01:00
b88fead900 config: blueprint 2025-02-10 00:41:10 +01:00
b2dc86ea92 config: removed blue skies 2025-02-10 00:39:01 +01:00
b4d7b07201 config: bloodmagic delight 2025-02-10 00:38:48 +01:00
8a05b35bc4 config: blamastech 2025-02-10 00:38:32 +01:00
4200650efe config: biomes o plenty 2025-02-10 00:38:15 +01:00
962e08b165 config: remove better beacons 2025-02-10 00:37:08 +01:00
7083a07b69 config: betterbeacons 2025-02-10 00:36:44 +01:00
ef21981ecc config: balanced flight 2025-02-10 00:36:14 +01:00
f46c36080b config: azurelib 2025-02-10 00:35:46 +01:00
4eabc63bbb config: attributes fix 2025-02-10 00:35:01 +01:00
ed058fa853 config: ascended quark 2025-02-10 00:31:54 +01:00
d3766a198f config: ars addons 2025-02-10 00:30:45 +01:00
c467abcf98 config: ars nouvau 2025-02-10 00:29:06 +01:00
7fcadb06ed config: ars instrumentum 2025-02-10 00:21:17 +01:00
fc8661bc75 config: ars controle 2025-02-10 00:20:23 +01:00
c0d757a8e7 config: ars caleum 2025-02-10 00:20:05 +01:00
7da6fdc3aa config: ars additions 2025-02-10 00:19:50 +01:00
2a77e4b94e config: removed appleskin 2025-02-10 00:18:15 +01:00
99d271ebbb config: apotheosis delight 2025-02-10 00:18:01 +01:00
c73e92c024 config: remove angelring 2025-02-10 00:17:48 +01:00
aee929500a config: amendments 2025-02-10 00:17:32 +01:00
7658e8c234 config: alshanex familiars 2025-02-10 00:13:33 +01:00
9050b0e245 config: allurement 2025-02-10 00:12:48 +01:00
b98012200e config: alextrade 2025-02-10 00:12:24 +01:00
2385a7dd0e config: alexmobs 2025-02-10 00:11:47 +01:00
0c9373b593 config: alexcaves delight 2025-02-10 00:11:09 +01:00
311edd208e config: alexcaves 2025-02-10 00:10:48 +01:00
a2a54bb7ea config: alex artifacts 2025-02-10 00:08:03 +01:00
1f34c37ac3 config: alek ships 2025-02-10 00:07:29 +01:00
e08567411d config: aether 2025-02-10 00:06:37 +01:00
9b7c53fea9 config: aether redux 2025-02-10 00:04:24 +01:00
24e18eb61b config: aeroblender 2025-02-10 00:02:11 +01:00
9a052dc1e3 config: remove advanced generator 2025-02-09 23:59:53 +01:00
370f07cfd9 config: remove ad astra 2025-02-09 23:59:31 +01:00
8d0355183f config: utilitix 2025-02-09 23:59:04 +01:00
5b9746e2b2 config: to tweaks 2025-02-09 23:58:43 +01:00
4a729e9e14 config: too many glyphs 2025-02-09 23:16:15 +01:00
6c92736b7f config: tome of blood 2025-02-09 23:15:54 +01:00
1a343d3e75 config: tombstone 2025-02-09 23:15:30 +01:00
4704f822b6 comfig: starbuncle mania 2025-02-09 23:14:40 +01:00
4fb1f576ed config: spells and shields 2025-02-09 23:14:20 +01:00
3dd1f836f0 config: sedparties 2025-02-09 23:09:22 +01:00
09798a74aa config: relics 2025-02-09 23:07:21 +01:00
0a0b868bb1 config: ramcompat 2025-02-09 23:06:57 +01:00
3156a23f8e config: raccompat 2025-02-09 23:06:47 +01:00
27a28deca0 config: puffish 2025-02-09 23:06:35 +01:00
455fb1934d config: pneumaticraft 2025-02-09 23:05:26 +01:00
5c1ce3f065 config: obscuria 2025-02-09 23:05:02 +01:00
fae5fe3fdd config: not enough glyph 2025-02-09 22:56:06 +01:00
58e0f5c0ab config: mistical 2025-02-09 22:53:38 +01:00
216 changed files with 10473 additions and 1280 deletions

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["Generation&World"]
#Whether the Cult Temple will be place at 0,0 or not
PlaceCultTemple = true
#Whether Players will teleport to the Deep Void when jumping in the Void or not
PlayersTeleportInVoid = true
#Whether Players will teleport to the Deep Void when falling in the Void in the End or not (If PlayersTeleportInVoid is false, this will automatically be false)
PlayersTeleportInEnd = true
#At which depth does the Player teleport to the dimension (Default -70)
TeleportHeight = -70.0
#If the Deep Void should have fog or not
DeepVoidFog = true
[Spawns]
#Whether Abductors will spawn in the Overworld or not
SpawnAbductors = true
#If corpses should fall from the sky in the Deep Void
SpawnFallingCorpse = true
#If falling corpses should place a corpse on impact
PlaceCorpseOnImpact = true
#If the Stalker should spawn or not
StalkerSpawns = true
#If Stalking Stalkers should spawn or not
StalkingStalkerSpawns = true
[Misc]
#Whether the ''Seek Light'' warning should appear when the Stalker is close or not (Happens only one time)
SeekLightWarning = true
#Whether light sources should be destroyed in the Deep Void or not
DestroyLightSources = true
#How long the Void Blessing effect should last when entering the Deep Void (In ticks)
VoidBlessingTimer = 600.0
#Should players teleport to the Deep Void when falling in the void in any dimension
AllowOtherWorldTp = false
#Should Soul light sources not get destroyed
AllowSoulLight = false
#If the old light breaking mechanic should be used instead of the new one
OldLightSystem = false
#If players should hallucinate below y=1 or not
PlayerHallucinates = true

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[General]
renderThreeBoltHelmetOverlay = true
stylizedBossbar = true
[IceMazeAmbient]
spawnParticles = true
playAmbientSounds = true
playBiomeMusic = true
playCorneliaMusic = true

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[General]
chatNotifications = true
[Mobs]
[Mobs.GhostOfCaptainCornelia]
#Range: 0.0 ~ 10.0
movementSpeed = 0.2
#Range: 1.0 ~ 100000.0
maxHealth = 200.0
#Range: 0.0 ~ 1000.0
armor = 16.0
#Range: 1.0 ~ 1000.0
attackDamage = 1.0
#Range: 0.0 ~ 10.0
knockbackResistance = 0.5
#Range: 0.0 ~ 10.0
attackKnockback = 2.0
#Range: 1.0 ~ 256.0
followRange = 128.0
pullAndSpinTargets = true
#Range: 0 ~ 1000
regenerationSkillUses = 2
[Mobs.Anglerfish]
#Range: 0.0 ~ 100.0
swimSpeed = 3.0
#Range: 1.0 ~ 100000.0
maxHealth = 40.0
#Range: 0.0 ~ 1000.0
armor = 2.0
#Range: 0.0 ~ 10.0
knockbackResistance = 0.0
#Range: 1.0 ~ 1000.0
attackDamage = 6.0
#Range: 0.0 ~ 10.0
attackKnockback = 1.0
#Range: 1.0 ~ 256.0
followRange = 48.0
[Mobs.Maw]
#Range: 0.0 ~ 10.0
movementSpeed = 0.2
#Range: 0.0 ~ 100.0
swimSpeed = 5.0
#Range: 1.0 ~ 100000.0
maxHealth = 20.0
#Range: 0.0 ~ 1000.0
armor = 0.0
#Range: 0.0 ~ 10.0
knockbackResistance = 0.0
#Range: 1.0 ~ 1000.0
attackDamage = 4.0
#Range: 0.0 ~ 10.0
attackKnockback = 0.3
#Range: 1.0 ~ 256.0
followRange = 24.0
[Mobs.TorturedSoul]
#Range: 0.0 ~ 10.0
movementSpeed = 0.2
#Range: 0.0 ~ 100.0
swimSpeed = 3.0
#Range: 1.0 ~ 100000.0
maxHealth = 30.0
#Range: 0.0 ~ 1000.0
armor = 4.0
#Range: 0.0 ~ 10.0
knockbackResistance = 0.0
#Range: 1.0 ~ 1000.0
attackDamage = 7.0
#Range: 0.0 ~ 10.0
attackKnockback = 0.7
#Range: 1.0 ~ 256.0
followRange = 24.0
[Mobs.MotherOfTheMaze]
#Range: 0.0 ~ 100.0
swimSpeed = 3.0
#Range: 1.0 ~ 100000.0
maxHealth = 100.0
#Range: 0.0 ~ 1000.0
armor = 6.0
#Range: 0.0 ~ 10.0
knockbackResistance = 0.2
#Range: 1.0 ~ 1000.0
attackDamage = 5.0
#Range: 0.0 ~ 10.0
attackKnockback = 0.5
#Range: 1.0 ~ 256.0
followRange = 128.0
[Mobs.Eel]
#Range: 1.0 ~ 100000.0
maxHealth = 180.0
#Range: 0.0 ~ 1000.0
armor = 20.0
#Range: 1.0 ~ 1000.0
attackDamage = 8.0
#Range: 0.0 ~ 10.0
attackKnockback = 2.0
#Range: 1.0 ~ 256.0
followRange = 32.0

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[General]
#Allowed Values: DISPLAY_ALL, DISPLAY_MY, DISPLAY_OTHERS, HIDE
"Pet Mode" = "DISPLAY_ALL"
#Range: -1024 ~ 1024
"Mods Button Offset X" = 0
#Range: -1024 ~ 1024
"Mods Button Offset Y" = 0
[Tooltips]
#Display food properties in tooltips
"Food Icons" = true
#Display equipment attributes in tooltips
"Equipment Icons" = true

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@ -1,23 +0,0 @@
{
"showOxygenDistributorArea": false,
"showGravityNormalizerArea": false,
"jetSuitEnabled": true,
// Type: Integer
"oxygenBarX": 5,
// Type: Integer
"oxygenBarY": 25,
// Type: Float
"oxygenBarScale": 1.0,
// Type: Integer
"energyBarX": 11,
// Type: Integer
"energyBarY": 95,
// Type: Float
"energyBarScale": 1.0,
"spaceMuffler": true,
"radio": {
// Range: 0 - 100
"volume": 50,
"favorites": []
}
}

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@ -1,77 +0,0 @@
{
// Allow players to set custom flag images for their rockets.
"allowFlagImages": true,
// Allow rockets to be launched from any dimension, even if it's not considered a planet.
"launchAnywhere": false,
/*
* The random tick speed for breaking plants, torches, freezing water, etc. on planets.
* Type: Integer
*/
"planetRandomTickSpeed": 20,
// Always tick every planet chunk for things like freezing water, breaking plants, etc., regardless of whether the chunk can tick randomly or not. This has a small performance impact.
"forcePlanetTick": false,
/*
* The y level where rockets should leave the dimension and enter space.
* Type: Integer
*/
"atmosphereLeave": 600,
// A comma-separated list of planet IDs that should be hidden from the planets screen. e.g. minecraft:overworld,ad_astra:moon,ad_astra:mars,ad_astra:venus,ad_astra:mercury,ad_astra:glacio
"disabledPlanets": "",
// Disables oxygen damage.
"disableOxygen": false,
// Disables temperature damage.
"disableTemperature": false,
// Uses normal gravity for all planets.
"disableGravity": false,
// An Air Vortex is created when an oxygenated structure breaks its seal, causing every entity inside to rapidly get sucked out. This setting disables that.
"disableAirVortexes": false,
"cryoFreezer": {
// Type: Long
"ironTierMaxEnergyInOut": 100,
// Type: Long
"steelTierMaxEnergyInOut": 150,
// Type: Long
"deshTierMaxEnergyInOut": 250,
// Type: Long
"ostrumTierMaxEnergyInOut": 500,
// Type: Long
"ironTierEnergyCapacity": 10000,
// Type: Long
"steelTierEnergyCapacity": 20000,
// Type: Long
"deshTierEnergyCapacity": 50000,
// Type: Long
"ostrumTierEnergyCapacity": 100000,
// Type: Long
"steelTierFluidCapacity": 3000,
// Type: Long
"deshTierFluidCapacity": 5000,
// Type: Long
"ostrumTierFluidCapacity": 10000,
// Type: Long
"coalGeneratorEnergyGenerationPerTick": 20,
// Type: Long
"etrionicBlastFurnaceBlastingEnergyPerItem": 10,
// Type: Long
"waterPumpEnergyPerTick": 20,
// Type: Long
"waterPumpFluidGenerationPerTick": 50,
// Type: Long
"energizerEnergyCapacity": 2000000,
/*
* The maximum number of blocks that an oxygen distributor and gravity normalizer can distribute to.
* Type: Integer
*/
"maxDistributionBlocks": 6000,
/*
* The tick rate (20 ticks = 1 second) at which the oxygen distributor and gravity normalizer will recalculate the distribution area.
* Type: Integer
*/
"distributionRefreshRate": 100,
/*
* The tick rate (20 ticks = 1 second) at which cables and fluid pipes will recalculate their connections.
* Type: Integer
*/
"pipeRefreshRate": 50
}
}

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@ -1,147 +0,0 @@
{
"items": {
// Type: Integer
"oxygen_chargers_distribution_interval": 20,
// Type: Long
"oxygen_can_fluid_capacity": 500,
// Type: Long
"oxygen_can_fluid_transfer": 125,
// Type: Long
"netherite_oxygen_can_fluid_capacity": 1000,
// Type: Long
"netherite_oxygen_can_fluid_transfer": 250
},
"machines": {
// Type: Long
"fuel_loader_fluid_capacity": 8000,
// Type: Long
"fuel_loader_fluid_transfer": 250,
/*
* Blocks from Fuel Loader to each direction
* Type: Integer
*/
"fuel_loader_working_range": 2,
// Type: Long
"automation_nasa_workbench_energy_capacity": 9600,
// Type: Long
"automation_nasa_workbench_energy_usage": 24,
// Type: Integer
"automation_nasa_workbench_cook_time": 200,
// Type: Long
"gravity_normalizer_energy_capacity": 9600,
/*
* Blocks = x * y * z
* Type: Double
*/
"gravity_normalizer_energy_per_blocks": 0.5,
// Type: Integer
"gravity_normalizer_max_length": 31,
// Type: Integer
"gravity_normalizer_proof_duration": 10,
/*
* Blocks from Rocket Sensor to each direction
* Type: Integer
*/
"rocket_sensor_working_range": 2
},
"enchantments": {
// Show tooltip on this mod's enchanted book
"tooltip_enabled": true,
/*
* Tooltip will don't show when 'Enchantment Descriptions' or 'Enchantment Lore' or 'CoFH Core' installed.
* but, if this set 'true' show tooltip with ignore that mods.
*/
"tooltip_ignore": false,
/*
* Energy usage for proof [in every 10 ticks]
* Type: Integer
*/
"space_fire_proof_energy_using": 10,
/*
* Durability usage for proof
* Type: Integer
*/
"space_fire_proof_durability_using": 1,
/*
* Proof duration on using durability [ticks, be multiple of 10]
* Type: Integer
*/
"space_fire_proof_durability_duration": 60,
/*
* Energy usage for proof [in every 10 ticks]
* Type: Integer
*/
"acid_rain_proof_energy_using": 10,
/*
* Durability usage for proof
* Type: Integer
*/
"acid_rain_proof_durability_using": 1,
/*
* Proof duration on using durability [ticks, be multiple of 10]
* Type: Integer
*/
"acid_rain_proof_durability_duration": 60,
/*
* Energy usage for proof [in every 10 ticks]
* Type: Integer
*/
"gravity_normalizing_energy_using": 10,
/*
* Durability usage for proof
* Type: Integer
*/
"gravity_normalizing_durability_using": 1,
/*
* Proof duration on using durability [ticks, be multiple of 10]
* Type: Integer
*/
"gravity_normalizing_durability_duration": 60
},
"compats": {
"mekanism": {
/*
* Energy usage per mb when produce Mekanism oxygen to player in water, rain
* Type: Integer
*/
"modules_space_breathing_energy_using_produce": 200,
/*
* Energy usage for proof in every ticks [in every 10 ticks]
* Type: Integer
*/
"modules_space_fire_proof_energy_using": 100,
/*
* Energy usage for proof in every ticks [in every 10 ticks]
* Type: Integer
*/
"modules_acid_rain_proof_energy_using": 100,
/*
* Energy usage for proof in every ticks [in every 10 ticks]
* Type: Integer
*/
"modules_gravity_normalizing_energy_using": 100
},
"pneumaticcraft": {
/*
* Air usage for provide oxygen [in every 30 ticks]
* Type: Integer
*/
"upgades_space_breathing_air_using": 150,
/*
* Air usage for proof [in every 10 ticks]
* Type: Integer
*/
"upgades_space_fire_proof_air_using": 50,
/*
* Air usage for proof [in every 10 ticks]
* Type: Integer
*/
"upgades_acid_rain_proof_air_using": 50,
/*
* Air usage for proof [in every 10 ticks]
* Type: Integer
*/
"upgades_gravity_normalizing_air_using": 50
}
}
}

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@ -1,199 +0,0 @@
[TurbineFuel]
#Required modules for the machine to function
Required = ["Turbine:1"]
#Modules that can connect to the machine
Modules = ["EfficiencyUpgradeTier2:1", "Control:10", "PowerCapacitor:10", "FuelTank:10", "Turbine:50", "Sensor:10", "PowerOutput:6", "EfficiencyUpgradeTier1:1", "FluidInput:5"]
#Internal fuel capacity (mB) - this is the base value, expandable by tanks
#Range: > 1
InternalFuelCapacity = 1000
#Internal energy capacity (FE) - this is the base value, expandable by capacitors
#Range: > 1
InternalEnergyCapacity = 100000
#Fuel Efficiency
[TurbineFuel.FuelEfficiency]
#Base value
#Range: 0.0 ~ 100.0
Base = 1.100000023841858
#With tier 1 upgrade
#Range: 0.0 ~ 100.0
Tier1 = 1.350000023841858
#With tier 2 upgrade
#Range: 0.0 ~ 100.0
Tier2 = 1.850000023841858
[TurbineSteam]
#Required modules for the machine to function
Required = ["Turbine:1"]
#Modules that can connect to the machine
Modules = ["FluidInput:5", "Control:10", "PowerCapacitor:10", "Turbine:50", "Sensor:10", "PowerOutput:6"]
#Maximum rotation speed
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
MaxRPM = 5000.0
#FE/mB
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
SteamEnergyDensity = 2.0
#Internal steam capacity (mB)
#Range: > 1
InternalSteamCapacity = 16000
#Internal energy capacity (FE) - this is the base value, expandable by capacitors
#Range: > 1
InternalEnergyCapacity = 100000
#Base RPM delta is capped to MaxRPM * InertiaFunctionMultiplier * e^(InertiaFunctionExponent * CurrentRPM / MaxRPM)
[TurbineSteam.Inertia]
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
InertiaFunctionMultiplier = 0.025
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
InertiaFunctionExponent = -2.0
#SpinUpMultiplier must be > BaseDragMultiplier + CoilDragMultiplier
[TurbineSteam.Drag]
#Affects how fast a turbine spins up to it's target RPM
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
SpinUpMultiplier = 1.0
#Base constant RPM loss
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
BaseDragMultiplier = 0.2
#RPM loss when generating power
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
CoilDragMultiplier = 0.75
[SyngasProducer]
#Required modules for the machine to function
Required = ["MixingChamber:1"]
#Modules that can connect to the machine
Modules = ["FluidInput:5", "FluidOutputSelect:6", "Control:10", "MixingChamber:25", "HeatingChamber:10", "ItemInput:5", "Sensor:10"]
#Internal steam/water/syngas/carbon capacity
#Range: > 1
InternalTankCapacity = 32000
#Heat level required for conversion to start
#Range: 1.0 ~ 1.7976931348623157E308
WorkHeat = 150.0
#Maximum heat level
#Range: 1.0 ~ 1.7976931348623157E308
MaxHeat = 200.0
#Carbon consumed to produce 1mB of syngas
#Range: 0.01 ~ 1.7976931348623157E308
CarbonPerMBSyngas = 50.0
#Steam consumed to produce 1mB of syngas
#Range: 0.01 ~ 1.7976931348623157E308
SteamPerMBSyngas = 10.0
#Water to steam conversion ratio
#Range: 0.01 ~ 1.7976931348623157E308
WaterSteamRatio = 3.0
#Syngas mB per tick
#Range: 0.01 ~ 1.7976931348623157E308
MixingChamberThroughput = 1.0
#Steam mB per tick
#Range: 0.01 ~ 1.7976931348623157E308
HeatingChamberThroughput = 50.0
#Heat Units per tick
#Range: 0.001 ~ 1.7976931348623157E308
HeatingChamberHeating = 0.1
#Heat Units per tick
#Range: 0.001 ~ 1.7976931348623157E308
HeatingChamberLoss = 0.02
#Carbon consumed per Heat Unit produced
#Range: 0.1 ~ 1.7976931348623157E308
CarbonPerHeat = 20.0
[HeatExchanger]
#Required modules for the machine to function
Required = ["HeatExchanger:1"]
#Modules that can connect to the machine
Modules = ["ItemOutput:6", "FluidInput:5", "Control:10", "FluidOutputSelect:6", "HeatExchanger:50", "ItemInput:5", "Sensor:10"]
#Range: > -2147483648
InternalTankCapacity = 16000
#Should be > StartHeating + (max HeatTransfer), otherwise weirdness will ensue
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
MaxHeat = 1000.0
#Start heating above this temperature
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
StartHeating = 150.0
#Decay per tick
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
HeatDecay = 0.05
[Modules]
[Modules.FuelTank]
#Capacity (mB)
#Range: > -2147483648
Capacity = 16000
[Modules.HeatExchanger]
#Heat Units per tick
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
HeatTransfer = 16.0
#Turbine module configuration
[Modules.Turbines]
#Basic Turbine
[Modules.Turbines.Tier1]
#Maximum FE generated per tick
#Range: > 1
MaxFEPerTick = 100
#Maximum FE generated per tick
#Range: 0.0 ~ 100.0
Inertia = 1.0
#Enhanced Turbine
[Modules.Turbines.Tier2]
#Maximum FE generated per tick
#Range: > 1
MaxFEPerTick = 150
#Maximum FE generated per tick
#Range: 0.0 ~ 100.0
Inertia = 1.1
#Advanced Turbine
[Modules.Turbines.Tier3]
#Maximum FE generated per tick
#Range: > 1
MaxFEPerTick = 250
#Maximum FE generated per tick
#Range: 0.0 ~ 100.0
Inertia = 1.2
#Reinforced Turbine
[Modules.Turbines.Tier4]
#Maximum FE generated per tick
#Range: > 1
MaxFEPerTick = 500
#Maximum FE generated per tick
#Range: 0.0 ~ 100.0
Inertia = 1.25
#Composite Turbine
[Modules.Turbines.Tier5]
#Maximum FE generated per tick
#Range: > 1
MaxFEPerTick = 1000
#Maximum FE generated per tick
#Range: 0.0 ~ 100.0
Inertia = 1.4
#Capacitor module configuration
[Modules.Capacitors]
#Basic Capacitor
[Modules.Capacitors.Tier1]
#Capacity (FE)
#Range: > 1
Capacity = 1000000
#Advanced Capacitor
[Modules.Capacitors.Tier2]
#Capacity (FE)
#Range: > 1
Capacity = 5000000
#High Density Capacitor
[Modules.Capacitors.Tier3]
#Capacity (FE)
#Range: > 1
Capacity = 25000000

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[general]
#The size of aether biome regions from each mod that uses AeroBlender.
"Aether Region Size" = 2
#The weighting of vanilla biome regions in the aether.
"Aether Region Weight" = 0

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config/aether-client.toml Executable file → Normal file
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@ -17,7 +17,7 @@
#Adds a button to the top right of the main menu screen to toggle between the panorama and world preview
"Enables toggle world button" = false
#Adds a button to the top right of the main menu screen to allow quick loading into a world if the world preview is enabled
"Enables quick load button" = false
"Enables quick load button" = true
#Determines that menu elements will align left if the menu's world preview is active, if true, this overrides 'Align menu elements left'
"Align menu elements left with world preview" = false
#Determines the default Aether menu style to switch to with the menu theme button
@ -52,22 +52,22 @@
"Enables Hammer of Kingbdogz' cooldown overlay" = true
[Audio]
#Makes Blue Aerclouds have their wobbly sounds that play when bouncing on them
"Blue Aercloud bouncing sounds" = true
#Sets the minimum delay for the Aether's music manager to use if needing to reset the song delay outside the Aether
"Set backup minimum music delay" = 12000
#Sets the maximum delay for the Aether's music manager to use if needing to reset the song delay outside the Aether
"Set backup maximum music delay" = 24000
#Disables the Aether's internal music manager, if true, this overrides all other audio configs
"Disables Aether music manager" = false
#Disables the Aether's boss fight music, only works if 'Disables Aether music manager' is false
"Disables Aether boss music" = false
#Disables the Aether's menu music in case another mod implements its own, only works if 'Disables Aether music manager' is false
"Disables Aether menu music" = false
#Disables the menu music on the vanilla world preview menu, only works if 'Disables Aether music manager' is false
"Disables vanilla world preview menu music" = false
#Disables the menu music on the Aether world preview menu, only works if 'Disables Aether music manager' is false
"Disables Aether world preview menu music" = false
#Makes Blue Aerclouds have their wobbly sounds that play when bouncing on them
"Blue Aercloud bouncing sounds" = true
#Disables the Aether's boss fight music, only works if 'Disables Aether music manager' is false
"Disables Aether boss music" = false
[Miscellaneous]
#Disables the Cumulus menu selection screen button on launch

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[Rendering]
[Rendering."Mob Model Upgrades"]
#Makes Moas resemble their Mutation models
"Moa Model Upgrade" = true
#Determines which model variation to use for the Moa. Refreshed is sort of a preview for a future design that will be used, the two legacy ones are from the old Moa Foot Type config to change between peaceful-appearing toes and menacing talons for the feet.
#Allowed Values: refreshed, legacy_toes, legacy_talons
"Moa Model Type" = "refreshed"
#Makes Cockatrices look far better
"Cockatrice Model Upgrade" = true
#Determines which model variation to use for the Cockatrice. Refreshed is sort of a preview for a future design that will be used, the legacy one uses Redux's previous iteration.
#Allowed Values: refreshed, legacy
"Cockatrice Model Type" = "refreshed"
#Improves the model for Sentries, giving them a new model and a springy jump animation
"Sentry Model Upgrade" = true
#Whether or not to use the upgraded Mimic model. Note that unless you use sync_with_server, there may be hitbox differences.
#Allowed Values: sync_with_server, modern_override, classic_override
"Mimic Model Upgrade" = "sync_with_server"
#Gives the Sheepuff's model some touchups and improvements
"Sheepuff Model Upgrade" = true
#Gives the Phyg's model some touchups and improvements
"Phyg Model Upgrade" = true
#Gives the Flying Cow's model some touchups and improvements
"Flying Cow Model Upgrade" = true
[Rendering.GUI]
[Rendering.GUI.Menu]
#Current folder used for the menu panorama
"Menu Directory" = "cloudcaps"
#Which menu panorama directories to cycle between. Make empty to disable cycling logic
"Menu Choices" = ["skyfields", "dungeon", "blight", "cloudcaps", "gilded"]
#Randomize menu panorama ranther than cycling in order.
"Randomize Menu Cycling" = false
#Center the mod's logo in the menu
"Center Aether: Redux Logo" = true
[Rendering.Particles]
#Improves the leaf particles for Golden Oaks, Gilded Oaks, and Crystal Trees, based on Minecraft 1.20's new cherry tree particles.
"Better Leaf Particles" = true
[Fixes]
#Fixes a forge/neoforge bug causing biome modifiers to not be able to change grass colors, so Redux can have vanilla grass use vanilla colors in the Aether
"Fix Biome Modifier Grass Bug" = true
[Audio]
#Enables a slamming sound for mimics when using the new model. Disable if it gets too annoying XD
"Mimic Slam Sound Effect" = true
#Gives sounds to the other clouds for the Aether: Genesis when it is installed
"Aercloud Ability Sounds" = true
[Internal]
#Internal value to do menu changes. Set this to false in modpacks if you want to use your own menu.
"First Startup - Menu Setup" = false
#Internal value to change an Aether config, giving a nicer lightmap in the dimension.
"First Startup - Lightmap Change" = false
#Value used to track the version of the Aether: Redux most recently used.
"Version ID" = "2.0.18"

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["Gameplay Changes"]
["Gameplay Changes"."Existing Mob Changes"]
#Makes Cockatrices shoot at you and chase you if they hit you. Also disables Cockatrice spawns in the Blight. Requires world restart to refresh existing mob AI.
"Improved Cockatrice Behavior" = true
#Makes Cockatrices burn in daylight. Requires world restart to refresh existing mob AI.
"Cockatrices burn in daylight" = false
#Gives Swets less irritating behavior, based on their behavior in older builds of the Paradise Lost mod. Requires world restart to refresh existing mob AI.
"PL-Like Swet Behavior" = true
#Decreases the size of mimics. Intended to be used with the client-side model. Requires an MC restart
"Smaller Mimic Hitbox" = true
#Causes mobs to try to avoid walking on quicksoil.
"Mobs Avoid Quicksoil" = true
["Gameplay Changes".Loot]
#Enables the Valkyrie Ring as a drop from Valkyries
"Valkyrie Ring" = true
["Gameplay Changes"."Mob Spawns"]
#Allows Endermen to spawn in the Aether
"Enderman Spawns" = false
#Allows Vanilla Swets to spawn in the Aether
"Vanilla Swet Spawns" = true
["Gameplay Changes"."Existing Content Alterations"]
#Nerfs Gummy Swets, but also makes them craftable. Note: Requires the Aether's Gummy Swet Healing config to be false to properly nerf the hunger effect. Requires datapack reload.
"Nerf Gummy Swets" = true
#Makes some Aether blocks take a bit longer to break, as they are extremely quick currently
"Consistent Mining Speeds" = false
#Changes quicksoil between various behaviors. Genesis is the most chaotic, highlands is the most fine-tuned, classic is the original
#Allowed Values: classic, genesis, highlands
"Quicksoil Movement System" = "highlands"
#Replaces Enchanted Gravitite with Gravitite Ingots. The blocks of this have the original floating behavior.
"Gravitite Ingots" = true
#Makes Light Dungeon stones use better recipes
"Better Light Dungeon Stone Recipes" = true
["Gameplay Changes".Additions]
#Use Raw ores for different Aether metals.
"Raw Ores" = true
["Gameplay Changes".Misc]
#Changes the hitboxes of vanilla double plants. Disable if it causes odd behavior.
"Change Double Plant Hitboxes" = true
#Makes blockstate conversion sounds (ambrosium, swet ball) better
"Better Conversion Sounds" = true
[Worldgen]
#Uses an alternative island noise for the Aether. By default, this is disabled with the Ancient Aether mod installed.
#Allowed Values: TRUE, FALSE, WITHOUT_AA
"Redux Noise" = "without_aa"
[Worldgen."Additional Features"]
#Enables Mossy Holystone as an ore. Configurable so that if you disable it, it's easier to tell if you've come across a dungeon.
"Mossy Holystone Ores" = true
#Enables Enchanted/Gilded vines on trees
"Enable Enchanted and Gilded Vines" = true
#Enables roots made of logs and log walls on the sides of Large Cloudcap mushrooms and Blightwillow trees.
"Wall Roots on Blightwillows and Large Cloudcaps" = true
#Uses the legacy design for the gilded groves, instead of the new one added in 2.0.17 that is an inbetween of 2.0 and 2.1's designs
"Legacy Gilded Groves Design" = false
[Worldgen."Additional Features"."Cloud Layer"]
#Replaces the Aether's large cloud features with a new and improved noise-based cloud layer.
"Cloud Layer Generation" = true
#Minimum value for the cloud layer's noise threshold
#Range: -4.0 ~ 4.0
"Cloud Layer Threshold Min" = 0.0
#Maximum value for the cloud layer's noise threshold
#Range: -4.0 ~ 4.0
"Cloud Layer Threshold Max" = 1.0
[Worldgen."Bronze Dungeon"]
#Adds dungeon mobs from the Aether: Genesis to the spawners added to the Bronze Dungeon if it is installed
#Allowed Values: sentry_only, all, no_golems
"Genesis Mobs in Spawners" = "all"
#Upgrades the Bronze Dungeon structure with new blocks and more depth
"Bronze Dungeon Upgrade" = true
[Worldgen.Biomes]
#When enabled, any biome value config changes will be reset. It is recommended that you disable this if you want to keep any custom biome parameters you may have set.
"Auto-Reset Biome Values" = true
#The value of Redux's biome region size. Larger values correspond to larger biome clumps
"Region Size" = 20
#Improves the water color of Aether biomes, making the color match the rest of the dimension better
"Better Water Color" = true
#Alters the sky colors of the Aether, to be a bit more in line with vanilla. Also adds some new unique colors as well to some of Redux's new biomes
"Alternate Sky Colors" = true
#Enables the Blight biome.
"Enable the Blight" = true
#Enables the Gilded Groves and Gilded Grasslands biomes.
"Enable Gilded Biomes" = true
#Enables the Frosted Tundra and Glacial Tagia biomes.
"Enable Snowy Biomes" = true
#Enables the Skyfields biome.
"Enable Skyfields" = true
#Enables the Cloudcaps biome.
"Enable the Cloudcaps" = true
#Enables the Skyroot Shrublands biome.
"Enable Skyroot Shrublands" = true
#Uses Enchanted Aether Grass for the ground in the Gilded Groves. May require a Minecraft restart.
"Enchanted Gilded Grass" = true
[Internal]
#Internal value, used to decide if the Aeroblender configs should be changed
"First Startup - Aeroblender Setup" = true

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{
"mob": {
"purple_aechor_plants": true,
"cockatrice_texture": "blighted"
},
"item": {
"veridium_type": "modern",
"swet_ball_type": "gel"
},
"tintable_grass": true,
"mob_sounds": {
"better_sentry_sounds": true,
"better_cockatrice_sounds": false,
"better_aerwhale_sounds": true,
"better_mimic_awaken_sound": true,
"better_slider_sounds": true,
"better_aechor_sounds": true,
"better_moa_sounds": false,
"better_tempest_sounds": true
},
"use_jappafied_textures": false
}

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#Change how the rudder behaves on boats that have them
#Allowed Values: RETURN_TO_CENTER, STAY_IN_PLACE
tillerControlScheme = "RETURN_TO_CENTER"

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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"]

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[visuals]
#whether to cave maps are visible when held by players from the third-person perspective.
cave_maps_visible_in_third_person = true
#whether to shake the screen from tremorsaurus stomping, nuclear explosions, etc.
screen_shaking = true
#true if some block models, like uranium ore or abyssmarine bricks render as fullbright. May increase load time, no gameplay performance impact.
emissive_block_models = true
#whether to make the screen flash white during nuclear explosions.
nuclear_bomb_flash = true
#true if some biomes, such as primordial caves, have ambient light that makes the biome easier to see in.
biome_ambient_light = true
#true if some biomes, such as toxic caves, apply a color to ambient light. May conflict with shaders.
biome_ambient_light_coloring = false
#true if some biomes, such as primordial caves, have an always well-lit sky when in them. May conflict with shaders.
biome_sky_overrides = true
#true if some biomes, such as abyssal chasm, have an thicker water fog to them. May conflict with shaders.
biome_sky_fog_overrides = true
#true if ambersol block renders with rays of light emerging from it.
ambersol_shines = true
#true if irradiated effect makes mobs glow. May conflict with shaders.
radiation_glow_effect = true
#determines how far to the left the subterranodon flight indicator renders on the screen when mounted. Negative numbers will render it on the right.
#Range: -12000 ~ 12000
subterranodon_indicator_x = 22
#determines how far from bottom the subterranodon flight indicator renders on the screen when mounted.
#Range: -12000 ~ 12000
subterranodon_indicator_y = 6
#true if sugar rush makes the world more saturated. May conflict with shaders.
sugar_rush_saturation_effect = true
[audio]
#whether nuclear explosions briefly muffle other sounds.
nuclear_bomb_muffles_sounds = true

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[generation]
#Average radius (in blocks) of an Alex's Caves cave biome.
#Range: 10.0 ~ 1.7976931348623157E308
cave_biome_mean_width = 300.0
#Average separation (in blocks) between each Alex's Caves cave biome.
#Range: > 50
cave_biome_mean_separation = 1200
#How irregularly shaped Alex's Caves cave biomes can generate. 0 = all biomes nearly circular. 1 = biomes completely squiggly in shape.
#Range: 0.0 ~ 1.0
cave_biome_width_randomness = 0.15
#Average spacing in between Alex's Caves cave biomes. 0 = all biomes nearly perfectly equidistant. 1 = biomes completely randomly spread out, sometimes next to eachother.
#Range: 0.0 ~ 1.0
cave_biome_spacing_randomness = 0.45
#Whether to warn users when a server starts if an incompatible generation mod is detected.
warn_generation_incompatibility = true
[mob-spawning]
#Cave Creatures (All dinosaurs, raycats, etc) spawn at this frequency. Their cap is calculated by multiplying this number with the default mob cap for surface animals.
#Range: 0.0 ~ 10.0
cave_creature_spawn_count_modifier = 1.75
#The percent chance that drowned have to spawn wearing diving gear in the Abyssal Chasm. 0 = no diving gear wearing drowned will spawn
#Range: 0.0 ~ 1.0
drowned_diving_gear_spawn_chance = 0.2
[mob-behavior]
#How many cpu cores big mobs(tremorzilla, atlatitan, grottoceratops etc) should utilize when pathing. Bigger number = less impact on TPS
#Range: 1 ~ 100
pathfinding_threads = 5
#Chance that blocks destroyed by luxtructosaurus attacks drop themselves, if mob griefing is enabled.
#Range: 0.0 ~ 1.0
luxtructosaurus_block_drop_chance = 0.75
#The maximum explosion resistance that a block can have to be destroyed by an atlatitan stomp. Set to zero to disable all atlatitan block breaking.
#Range: > 0
atlatitan_max_block_explosion_resistance = 10
#How long (in game ticks) it takes for a nucleeper to explode.
#Range: > 20
nucleeper_fuse_time = 300
#True if the Tremorzilla beam breaks even more blocks.
devastating_tremorzilla_beam = true
#Whether the Watcher can take control of the camera.
watcher_possession = true
#How long (in game ticks) between watcher possession attempts.
#Range: 20 ~ 24000
watcher_possession_cooldown = 300
[block-behavior]
#True if players wearing boots can walk on any scarlet neodymium surface.
walking_on_magnets = true
#How long (in game ticks) it usually takes for an amber monolith to spawn an animal.
#Range: > 1000
amber_monolith_mean_time = 32000
#True if the Nuclear Furnace only uses 'Blasting' recipes, false to use all smelting recipes.
nuclear_furnace_blasting_only = true
#True if the Nuclear Furnace should only use recipes using the `alexscaves:nuclear_furnace` recipe type, false to use regular behavior.
nuclear_furnace_custom_type = false
[item-behavior]
#True if one Cave Codex is all that is needed to unlock every Cave Compendium entry.
only_one_research_needed = false
#How many attempts to find a biome a cave map engages in when used. Increase this to increase the search radius, or decrease it to make them faster.
#Range: > 64
cave_map_search_attempts = 128000
#How wide each search attempt scans for a biome. Increasing this generally makes cave biome maps faster - at the cost of losing fidelity(may skip biomes smaller than this in block width).
#Range: 4 ~ 256
cave_map_search_width = 64
#The maximum explosion resistance that a block can have to be destroyed by a nuclear explosion. Set to zero to disable all nuclear explosion block breaking.
#Range: > 0
nuke_max_block_explosion_resistance = 1000
#Whether some block items are dropped by nuclear explosions. False if all destroyed blocks do not drop items.
nuke_spawn_item_drops = true
#The scale of nuclear bomb destruction. multiply this by 16 to get the radius of a nuclear bomb explosion.
#Range: 0.0 ~ 1.7976931348623157E308
nuclear_explosion_size_modifier = 3.0
#Whether the Totem of Possession can be applied to players.
totem_of_possession_works_on_players = true
#The amount of time (in ticks) it takes to charge up the Cloak of Darkness ability.
#Range: > 20
darkness_cloak_charge_time = 1000
#The amount of time (in ticks) that players can fly with the Cloak of Darkness ability.
#Range: > 20
darkness_cloak_fly_time = 200
[potion-behavior]
#Whether the Sugar Rush changes the tick rate of the game in the area of affected players.
sugar_rush_slows_time = true
[vanilla-changes]
#percent chance of bastion having a cave tablet for magnetic caves in its loot table:
#Range: 0.0 ~ 1.0
magnetic_tablet_loot_chance = 0.45
#percent chance of suspicious sand having a cave tablet for primordial caves in its loot table:
#Range: 0.0 ~ 1.0
primordial_tablet_loot_chance = 0.15
#percent chance of jungle temple having a cave tablet for toxic caves in its loot table:
#Range: 0.0 ~ 1.0
toxic_tablet_loot_chance = 0.5
#percent chance of underwater ruins having a cave tablet for abyssal chasm in its loot table:
#Range: 0.0 ~ 1.0
abyssal_tablet_loot_chance = 0.4
#percent chance of mansion having a cave tablet for forlorn hollows in its loot table:
#Range: 0.0 ~ 1.0
forlorn_tablet_loot_chance = 0.75
#percent chance of witch hut chest having a cave tablet for candy cavity in its loot table:
#Range: 0.0 ~ 1.0
candy_cavity_loot_chance = 0.9
#percent chance of abandoned mineshaft chests having a map to a nearby underground mineshaft in their loot table:
#Range: 0.0 ~ 1.0
cabin_map_loot_chance = 0.15
#Whether the Cartographer Villagers can sell maps to Underground Cabins.
cartographers_sell_cabin_maps = true
#Whether the Wandering Traders can sell maps to Underground Cabins.
wandering_traders_sell_cabin_maps = true
#Whether a loot chest is added to vanilla's witch huts. This is included to provide another place to find candy cavity biome cave tablets.
loot_chest_in_witch_huts = true
#Whether the Enchantments added by AC appear in vanilla loot tables.
enchantments_in_loot = false

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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"]

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config/alexsmobs.toml Normal file
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[general]
#Whether all players should get an Animal Dictionary when joining the world for the first time.
giveBookOnStartup = true
#Lava Opacity for the Lava Vision Potion.
#Range: 0.01 ~ 1.0
lavaVisionOpacity = 0.65
#Whether to disable certain aspects of the Lava Vision Potion. Enable if issues with shaders persist.
shadersCompat = false
#Whether bananas should drop from blocks tagged with #alexsmobs:drops_bananas
bananasDropFromLeaves = true
#1 out of this number chance for leaves to drop a banana when broken. Fortune is automatically factored in
#Range: > 0
bananaChance = 200
#Whether spiders should target fly mobs.
spidersAttackFlies = true
#Whether wolves should target moose mobs.
wolvesAttackMoose = true
#Whether polar bears should target seal mobs.
polarBearsAttackSeals = true
#Whether cats, ocelots and foxes should target jerboa mobs.
catsAndFoxesAttackJerboas = true
#Whether dolphins should target flying fish mobs.
dolphinsAttackFlyingFish = true
#Whether lava can be bottled with a right click of a glass bottle.
lavaBottleEnabled = true
#Whether bone serpents are neutral or hostile.
neutralBoneSerpents = false
#Whether mimicubes spawns should be restricted solely to the end city structure or to whatever biome is specified in their respective biome config.
mimicubeSpawnInEndCity = true
#Whether mimicream can be used to duplicate items.
mimicreamRepair = true
#Blacklist for items that mimicream cannot make a copy of. Ex: "minecraft:stone_sword", "alexsmobs:blood_sprayer"
mimicreamBlacklist = ["alexsmobs:blood_sprayer", "alexsmobs:hemolymph_blaster"]
#Whether wild raccoons steal food from chests.
raccoonStealFromChests = true
#Whether wild crows steal crops from farmland.
crowsStealCrops = true
#Whether fish oil gives players a special levitation effect.
fishOilMeme = true
#Whether soul vulture spawns should be restricted solely to the nether fossil structure or to whatever biome is specified in their respective biome config.
soulVultureSpawnOnFossil = true
#Whether acacia blossoms should drop from blocks tagged with #alexsmobs:drops_acacia_blossoms
acaciaBlossomsDropFromLeaves = true
#1 out of this number chance for leaves to drop an acacia when broken. Fortune is automatically factored in
#Range: > 0
acaciaBlossomChance = 130
#Whether wandering traders offer items like acacia blossoms, mosquito larva, crocodile egg, etc.
wanderingTraderOffers = true
#0 = no mungus biome transformation. 1 = mungus changes blocks, but not chunk's biome. 2 = mungus transforms blocks and biome of chunk.
#Range: 0 ~ 2
mungusBiomeTransformationType = 2
#List of all mungus mushrooms, biome transformations and surface blocks. Each is seperated by a |. Add an entry with a block registry name, biome registry name, and block registry name(for the ground).
mungusBiomeMatches = ["minecraft:red_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:brown_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:crimson_fungus|minecraft:crimson_forest|minecraft:crimson_nylium", "minecraft:warped_fungus|minecraft:warped_forest|minecraft:warped_nylium"]
#Whether guster spawns are limited to when it is raining/thundering.
limitGusterSpawnsToWeather = true
#Whether Crimson Mosquitoes can transform into Warped Moscos if attacking a Mungus or any listed creature.
warpedMoscoTransformation = true
#List of extra(non mungus) mobs that will trigger a crimson mosquito to become a warped mosquito. Ex: "minecraft:mooshroom", "alexsmobs:warped_toad"
warpedMoscoMobTriggers = [""]
#True if straddleboard enchants are enabled.
straddleboardEnchants = true
#Whether emu should target skeletons.
emuTargetSkeletons = true
#Percent chance for emu leggings to dodge projectile attacks.
#Range: 0.0 ~ 1.0
emuPantsDodgeChance = 0.45
#Whether cachalots can destroy wood blocks if angry.
cachalotDestruction = true
#Relative volume of cachalot whales compared to other animals. Note that irl they are the loudest animal. Turn this down if you find their clicks annoying.
#Range: 0.0 ~ 10.0
cachalotVolume = 3.0
#Percent chance for fungus to grow per each leaf a leafcutter ant returns to the colony.
#Range: 0.0 ~ 1.0
leafcutterAntFungusGrowChance = 0.3
#How many feedings of leaves does a leafcutter colony need in order to regain a worker ant, if below half the max members.
#Range: 2 ~ 100000
leafcutterAntRepopulateFeedings = 25
#Max number of ant entities allowed inside a leafcutter anthill.
#Range: 2 ~ 100000
leafcutterAntColonySize = 10
#Percent chance for leafcutter ants to break leaves blocks when harvesting. Set to zero so that they can not break any blocks.
#Range: 0.0 ~ 1.0
leafcutterAntBreakLeavesChance = 0.2
#Makes eagles teleport back to their owner if they get stuck during controlled flight. Useful for when playing with the Optifine mod, since this mod is the fault of many issues with the falconry system.
falconryTeleportsBack = false
#Makes Tarantula Hawks fireproof, perfect if you also want these guys to spawn in the nether.
fireproofTarantulaHawk = false
#List of dimensions in which spawning void worms via mysterious worm items is allowed.
voidWormSpawnDimensions = ["minecraft:the_end"]
#All void worm damage is scaled to this.
#Range: 0.0 ~ 100.0
voidWormDamageModifier = 1.0
#Max Health of the void worm boss.
#Range: 0.0 ~ 1000000.0
voidWormMaxHealth = 160.0
#Whether the void worm boss is summonable or not, via the mysterious worm item.
voidWormSummonable = true
#Whether seagulls should steal food out of players' hotbar slots.
seagullStealing = true
#List of items that seagulls cannot take from players.
seagullStealingBlacklist = []
#Whether the Clinging Potion effect should flip the screen. Warning: may cause nausea.
clingingFlipEffect = false
#Percent chance of getting Pigshoes from Piglin Bartering. Set to zero to disable.
#Range: 0.0 ~ 1.0
tusklinShoesBarteringChance = 0.02500000037252903
#The visual zoom of the rainbow pattern on the rainbow glass block. Higher number = bigger pattern.
#Range: 1.0 ~ 10000.0
rainbowGlassFidelity = 16.0
#Whether Rabbits can transform into Bunfungus if fed Mungal spores.
bunfungusTransformation = true
#True if some Alex's Mobs items should spawn in loot chests.
addLootToChests = true
#List of items that cannot be put in a Transmuting Table.
transmutationBlacklist = ["minecraft:beacon"]
#True if transmutation tables should not have the ability to pick up new items to transmute, and only give options from the loot tables.
limitTransmutingToLootTables = false
#True if transmutation tables can explode when broken.
transmutingTableExplodes = true
#The experience, in levels, that each transmutation of a stack takes in the transmuting table.
#Range: 0 ~ 100000
transmutingExperienceCost = 3
#The step value multiplied by the log of the stack size when transmuting an item, used to determine its weight for appearing in future transmutation possibilities. Higher number = more likely to appear.
#Range: 1.0 ~ 10000.0
transmutingWeightAddStep = 3.0
#The step value that an item looses when selecting it as the transmutation result. Keep this number higher than the one above for balance reasons. Higher number = less likely to appear after transmuting multiple times.
#Range: 1.0 ~ 10000.0
transmutingWeightRemoveStep = 4.0
#True if skreechers can summon a new warden, when applicable.
skreechersSummonWarden = true
#The distance in blocks that will cause an underminer to dissapear when approached by a player.
#Range: 1.0 ~ 10000.0
underminerDisappearDistance = 8.0
[spawning]
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
grizzlyBearSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
grizzlyBearSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
roadrunnerSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
roadrunnerSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
boneSerpentSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
boneSeprentSpawnRolls = 40
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gazelleSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gazelleSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crocodileSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crocSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
flySpawnWeight = 3
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
flySpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
hummingbirdSpawnWeight = 19
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
hummingbirdSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
orcaSpawnWeight = 2
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
orcaSpawnRolls = 6
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
sunbirdSpawnWeight = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sunbirdSpawnRolls = 6
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gorillaSpawnWeight = 25
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gorillaSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crimsonMosquitoSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crimsonMosquitoSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
rattlesnakeSpawnWeight = 12
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
rattlesnakeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
endergradeSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
endergradeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
hammerheadSharkSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
hammerheadSharkSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
lobsterSpawnWeight = 7
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
lobsterSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
komodoDragonSpawnWeight = 16
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
komodoDragonSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
capuchinMonkeySpawnWeight = 28
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
capuchinMonkeySpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
caveCentipedeSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
caveCentipedeSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
warpedToadSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
warpedToadSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mooseSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mooseSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mimicubeSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mimicubeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
raccoonSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
raccoonSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
blobfishSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
blobfishSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
sealSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sealSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
cockroachSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cockroachSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
shoebillSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
shoebillSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
elephantSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
elephantSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
soulVultureSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
soulVultureSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
snowLeopardSpawnWeight = 18
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
snowLeopardSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
spectreSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
spectreSpawnRolls = 5
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crowSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crowSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
alligatorSnappingTurtleSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
alligatorSnappingTurtleSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mungusSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mungusSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mantisShrimpSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mantisShrimpSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gusterSpawnWeight = 35
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gusterSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn. NOTE: By default the warped mosco doesn't spawn in any biomes.
#Range: 0 ~ 1000
warpedMoscoSpawnWeight = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
warpedMoscoSpawnRolls = 1000
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
straddlerSpawnWeight = 70
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
straddlerSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
stradpoleSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
stradpoleSpawnRolls = 3
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
emuSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
emuSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
platypusSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
platypusSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
dropbearSpawnWeight = 19
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
dropbearSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tasmanianDevilSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tasmanianDevilSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
kangarooSpawnWeight = 25
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
kangarooSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
cachalotWhaleSpawnWeight = 2
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cachalotWhaleSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
enderiophageSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
enderiophageSpawnRolls = 2
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
baldEagleSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
baldEagleSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tigerSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tigerSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tarantulaHawkSpawnWeight = 6
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tarantulaHawkSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
voidWormSpawnWeight = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
voidWormSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
frilledSharkSpawnWeight = 11
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
frilledSharkSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mimicOctopusSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mimicOctopusSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
seagullSpawnWeight = 21
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
seagullSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
froststalkerSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
froststalkerSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tusklinSpawnWeight = 18
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tusklinSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
laviathanSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
laviathanSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
cosmawSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cosmawSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
toucanSpawnWeight = 23
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
toucanSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
manedWolfSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
manedWolfSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
anacondaSpawnWeight = 12
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
anacondaSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
anteaterSpawnWeight = 7
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
anteaterSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
rockyRollerSpawnWeight = 60
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
rockyRollerSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
flutterSpawnWeight = 13
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
flutterSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
geladaMonkeySpawnWeight = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
geladaMonkeySpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
jerboaSpawnWeight = 12
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
jerboaSpawnRolls = 2
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
terrapinSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
terrapinSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
combJellySpawnWeight = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
combJellySpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
cosmicCodSpawnWeight = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cosmicCodSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
bunfungusSpawnWeight = 3
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
bunfungusSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
bisonSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
bisonSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
giantSquidSpawnWeight = 3
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
giantSquidSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn (NOTE: this mob spawns are restricted exclusively to one chunk, see below)
#Range: 0 ~ 1000
devilsHolePupfishSpawnWeight = 23
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning (NOTE: this mob spawns are restricted exclusively to one chunk, see below)
#Range: > 0
devilsHolePupfishSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
catfishSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
catfishSpawnRolls = 2
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
flyingFishSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
flyingFishSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
skelewagSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
skelewagSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
rainFrogSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
rainFrogSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
potooSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
potooSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mudskipperSpawnWeight = 28
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mudskipperSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
rhinocerosSpawnWeight = 24
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
rhinocerosSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
sugarGliderSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sugarGliderSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
farseerSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
farseerSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
skreecherSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
skreecherSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
underminerSpawnWeight = 50
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
underminerSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
murmurSpawnWeight = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
murmurSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
skunkSpawnWeight = 7
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
skunkSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
bananaSlugSpawnWeight = 14
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
bananaSlugSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
blueJaySpawnWeight = 16
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
blueJaySpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
caimanSpawnWeight = 29
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
caimanSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
triopsSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
triopsSpawnRolls = 0
[uniqueSpawning]
#Maximum world y-level that cave centipedes can spawn at
#Range: -64 ~ 320
caveCentipedeSpawnHeight = 0
#Maximum world y-level that blobfish can spawn at
#Range: -64 ~ 320
blobfishSpawnHeight = 25
#Whether to enable beached cachalot whales to spawn on beaches during thunder storms.
beachedCachalotWhales = true
#Percent chance increase for each failed attempt to spawn a beached cachalot whale. Higher value = more spawns.
#Range: 0 ~ 100
beachedCachalotWhaleSpawnChance = 5
#Delay (in ticks) between attempts to spawn beached cachalot whales. Default is a single day. Works like wandering traders.
#Range: > 0
beachedCachalotWhaleSpawnDelay = 24000
#Percent chance for leafcutter anthills to spawn as world gen in each chunk. Set to zero to disable spawning.
#Range: 0.0 ~ 1.0
leafcutterAnthillSpawnChance = 0.004999999888241291
#Minimum world y-level that gelada monkeys can spawn at
#Range: -64 ~ 320
geladaMonkeySpawnRolls = 0
#Whether to restrict all pupfish spawns to one chunk (similar to real life) or have them only obey their spawn config.
restrictPupfishSpawns = true
#The maximum distance a pupfish spawn chunk is from world spawn(0, 0) in blocks.
#Range: 2 ~ 1000000000
pupfishChunkSpawnDistance = 2000
#Whether to restrict all skelewag spawns to shipwreck structures.
restrictSkelewagSpawns = true
#Whether to restrict all farseer spawns to near the world border.
restrictFarseerSpawns = true
#Whether to restrict all underminer spawns to abandoned mineshafts.
restrictUnderminerSpawns = true
#The maximum distance a farseer can spawn from the world border.
#Range: 2 ~ 1000000000
farseerBorderSpawnDistance = 100
#Maximum world y-level that murmur can spawn at
#Range: -64 ~ 320
murmurSpawnHeight = -30
[dangerZone]
#Its been so long...
superSecretSettings = false
#How many cpu cores some mobs(elephants, leafcutter ants, bison etc) should utilize when pathing. Bigger number = less impact on TPS
#Range: 1 ~ 100
pathfindingThreads = 5

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#Enable trade for cleric_soul_heart
cleric_soul_heart_enabled = true
#Buy amount for cleric_soul_heart
#Range: 1 ~ 64
cleric_soul_heart_buy = 64
#Sell amount for cleric_soul_heart
#Range: 1 ~ 64
cleric_soul_heart_sell = 1
#Enable trade for butcher_lobster_tail
butcher_lobster_tail_enabled = true
#Buy amount for butcher_lobster_tail
#Range: 1 ~ 64
butcher_lobster_tail_buy = 8
#Sell amount for butcher_lobster_tail
#Range: 1 ~ 64
butcher_lobster_tail_sell = 1
#Enable trade for butcher_moose_ribs
butcher_moose_ribs_enabled = true
#Buy amount for butcher_moose_ribs
#Range: 1 ~ 64
butcher_moose_ribs_buy = 15
#Sell amount for butcher_moose_ribs
#Range: 1 ~ 64
butcher_moose_ribs_sell = 1
#Enable trade for butcher_kangaroo_meat
butcher_kangaroo_meat_enabled = true
#Buy amount for butcher_kangaroo_meat
#Range: 1 ~ 64
butcher_kangaroo_meat_buy = 12
#Sell amount for butcher_kangaroo_meat
#Range: 1 ~ 64
butcher_kangaroo_meat_sell = 1
#Enable trade for butcher_raw_catfish
butcher_raw_catfish_enabled = true
#Buy amount for butcher_raw_catfish
#Range: 1 ~ 64
butcher_raw_catfish_buy = 17
#Sell amount for butcher_raw_catfish
#Range: 1 ~ 64
butcher_raw_catfish_sell = 1
#Enable trade for butcher_cooked_lobster_tail
butcher_cooked_lobster_tail_enabled = true
#Buy amount for butcher_cooked_lobster_tail
#Range: 1 ~ 64
butcher_cooked_lobster_tail_buy = 1
#Sell amount for butcher_cooked_lobster_tail
#Range: 1 ~ 64
butcher_cooked_lobster_tail_sell = 3
#Enable trade for butcher_cooked_moose_ribs
butcher_cooked_moose_ribs_enabled = true
#Buy amount for butcher_cooked_moose_ribs
#Range: 1 ~ 64
butcher_cooked_moose_ribs_buy = 1
#Sell amount for butcher_cooked_moose_ribs
#Range: 1 ~ 64
butcher_cooked_moose_ribs_sell = 7
#Enable trade for butcher_cooked_kangaroo_meat
butcher_cooked_kangaroo_meat_enabled = true
#Buy amount for butcher_cooked_kangaroo_meat
#Range: 1 ~ 64
butcher_cooked_kangaroo_meat_buy = 1
#Sell amount for butcher_cooked_kangaroo_meat
#Range: 1 ~ 64
butcher_cooked_kangaroo_meat_sell = 11
#Enable trade for butcher_cooked_catfish
butcher_cooked_catfish_enabled = true
#Buy amount for butcher_cooked_catfish
#Range: 1 ~ 64
butcher_cooked_catfish_buy = 1
#Sell amount for butcher_cooked_catfish
#Range: 1 ~ 64
butcher_cooked_catfish_sell = 14
#Enable trade for fisherman_blobfish
fisherman_blobfish_enabled = true
#Buy amount for fisherman_blobfish
#Range: 1 ~ 64
fisherman_blobfish_buy = 7
#Sell amount for fisherman_blobfish
#Range: 1 ~ 64
fisherman_blobfish_sell = 1
#Enable trade for fisherman_cosmic_cod
fisherman_cosmic_cod_enabled = true
#Buy amount for fisherman_cosmic_cod
#Range: 1 ~ 64
fisherman_cosmic_cod_buy = 5
#Sell amount for fisherman_cosmic_cod
#Range: 1 ~ 64
fisherman_cosmic_cod_sell = 3
#Enable trade for fletcher_roadrunner_feather
fletcher_roadrunner_feather_enabled = true
#Buy amount for fletcher_roadrunner_feather
#Range: 1 ~ 64
fletcher_roadrunner_feather_buy = 7
#Sell amount for fletcher_roadrunner_feather
#Range: 1 ~ 64
fletcher_roadrunner_feather_sell = 14
#Enable trade for toolsmith_froststalker_horn
toolsmith_froststalker_horn_enabled = true
#Buy amount for toolsmith_froststalker_horn
#Range: 1 ~ 64
toolsmith_froststalker_horn_buy = 7
#Sell amount for toolsmith_froststalker_horn
#Range: 1 ~ 64
toolsmith_froststalker_horn_sell = 1
#Enable trade for toolsmith_centipede_leg
toolsmith_centipede_leg_enabled = true
#Buy amount for toolsmith_centipede_leg
#Range: 1 ~ 64
toolsmith_centipede_leg_buy = 7
#Sell amount for toolsmith_centipede_leg
#Range: 1 ~ 64
toolsmith_centipede_leg_sell = 1
#Enable trade for leatherworker_bear_fur
leatherworker_bear_fur_enabled = true
#Buy amount for leatherworker_bear_fur
#Range: 1 ~ 64
leatherworker_bear_fur_buy = 8
#Sell amount for leatherworker_bear_fur
#Range: 1 ~ 64
leatherworker_bear_fur_sell = 1
#Enable trade for leatherworker_crocodile_scute
leatherworker_crocodile_scute_enabled = true
#Buy amount for leatherworker_crocodile_scute
#Range: 1 ~ 64
leatherworker_crocodile_scute_buy = 2
#Sell amount for leatherworker_crocodile_scute
#Range: 1 ~ 64
leatherworker_crocodile_scute_sell = 5

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[tweaks]
[tweaks.infinity]
#Adds a special texture for arrows shot from infinity bows
"Infinity arrow texture" = true
#Adds a glint on arrows shot from infinity bows
"Infinity arrow glint" = true

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[enchantments]
[enchantments.alleviating]
#Armor enchantment that heals the user when collecting experience
"Enable Alleviating" = true
#How much the experience value is multiplied by into health
#Range: 0.0 ~ 1.7976931348623157E308
"Healing factor" = 0.25
[enchantments.launch]
#Weapon enchantment that launches enemies upwards rather than away
"Enable Launch" = true
#How much the target is affected on the vertical axis
#Range: 0.0 ~ 1.7976931348623157E308
"Vertical factor" = 0.35
[enchantments.obedience]
#Horse armor enchantment tha prevents the horse from roaming around
"Enable Obedience" = true
[enchantments.reeling]
#Crossbow enchantment that pulls targets towards the user
"Enable Reeling" = true
#How much the target is affected on the horizontal axis
#Range: 0.0 ~ 1.7976931348623157E308
"Horizontal factor" = 0.5
#How much the target is affected on the vertical axis
#Range: 0.0 ~ 1.7976931348623157E308
"Vertical factor" = 0.25
[enchantments.reforming]
#Gear enchantment that very slowly repairs items over time
"Enable Reforming" = true
#How many ticks it takes a reforming item to repair
#Range: > 0
"Reforming tick rate" = 600
[enchantments.shockwave]
#Boots enchantment that creates a shockwave when taking fall damage
"Enable Shockwave" = true
#If Shockwave tramples farmland within the wave radius
"Shockwave tramples farmland" = true
[enchantments.vengeance]
#Armor enchantment that stores incoming damage and applies it to user's next attack
"Enable Vengeance" = true
#How much the damage taken with vengeance is multiplied for attacks
#Range: 0.0 ~ 1.7976931348623157E308
"Damage factor" = 0.025
[enchantments.spread_of_ailments]
#Crossbow enchantment that applies the user's active effects to their arrows
"Enable Spread of Ailments" = true
[curses]
[curses.ascension_curse]
#Curse that causes the cursed item to float upwards when dropped
"Enable Curse of Ascension" = true
[curses.fleeting_curse]
#Curse that causes nearby entities to repel the cursed item
"Enable Curse of Fleeting" = true
[tweaks]
[tweaks.enchanting]
#Allow enchanting power from bookshelves to transmit through any non-solid block, not just replaceable ones
"Non-solid blocks transmit enchanting power" = true
#Allow Chiseled Bookshelves to be usable to boost enchanting table power
"Chiseled Bookshelf enchanting" = true
#How many regular books are needed to increase the enchantment power by 1
#Range: 1 ~ 6
"Books needed" = 3
#How many enchanted are needed to increase the enchantment power by 1
#Range: 1 ~ 6
"Enchanted Books needed" = 2
[tweaks.horse_armor]
#Allow horse armor to be enchanted
"Enchantable horse armor" = true
#If horse armor can appear enchanted when found in loot tables
"Generates in loot tables" = true
#Which loot tables horse armor can't appear enchanted in
"Unenchanted loot tables" = ["minecraft:chests/village/village_weaponsmith", "minecraft:chests/stronghold_corridor", "minecraft:chests/nether_bridge"]
[tweaks.bane_of_arthropods]
#If Bane of Arthropods increases the mining speed of Cobwebs
"Bane of Arthropods mines cobwebs faster" = true
[tweaks.feather_falling]
#If having Feather Falling prevents farmland from being trampled
"Feather Falling prevents trampling" = true
[tweaks.infinity]
#If Infinity requires an arrow in the player's inventory in order to shoot
"Infinity requires arrows" = false
[tweaks.protection]
#Remove the base Protection enchantment, requiring players to choose between the other types
"Disable Protection" = false
[tweaks.riptide]
#Allow Riptide to function when in cauldrons
"Riptide works in cauldrons" = true
[tweaks.soul_speed]
#Instead of losing durability as you run, Soul Speed makes incoming damage increase when on Soul Speed blocks
"Soul Speed change" = true
#How much damage is multiplied when hurt on Soul Speed blocks
#Range: 0.0 ~ 1.7976931348623157E308
"Damage factor" = 1.5
[tweaks.experience]
[tweaks.experience.dropped_xp]
#If the player drops a flat percentage of their experience rather than capping at level 7
"Drop experience percentage" = false
#What percentage of the player's total experience is dropped
#Range: 0.0 ~ 1.0
"Experience percentage" = 0.75
[tweaks.experience.level_scaling]
#Remove the amount of experience per level increasing (experimental)
"Remove level scaling" = false
#The amount of experience per level, if level scaling is removed (experimental)
#Range: > 0
"Experience per level" = 50
#If the level scaling should only be modified after it reaches the 'Experience per level' value (experimental)
"Remove level scaling after cap" = true
[tweaks.experience.ender_dragon]
#If Ender Dragon experience dropping should be adjusted (to account for level scaling)
"Adjust Ender Dragon experience drop" = false
#The amount of experience (in points) that should be dropped by the Ender Dragon
#Range: > 0
"Ender Dragon experience drop" = 3000
#The amount of experience (in points) that should be dropped by a respawned Ender Dragon
#Range: > 0
"Respawned Ender Dragon experience drop" = 750
[tweaks.experience.anvil]
#If renaming items should always cost 1 experience
"Cheap item renaming" = true
#Remove the cap of 40 on anvil repairing prices
"Remove too expensive" = true
#If anvils can be repaired by right clicking with an iron ingot or using a dispenser
"Anvil ingot repairing" = true
#The amount of tries it should take on average to repair an anvil with an ingot (1 in x chance)
#Range: > 0
"Ingot repair chance" = 5
#If anvil transaction costs should be capped at a certain level
"Cap anvil costs" = false
#The max amount of levels an anvil transaction should be able to cost
#Range: > 1
"Anvil cost cap" = 30

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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"]

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@ -35,13 +35,13 @@
sign_attachment = true
[hanging_sign.swing_physics]
min_angle = 0.79999995
collision_force = 15.0
damping = 0.525
collision_inertia = 1.0
collision_considers_entity_hitbox = true
frequency = 0.6
collision_considers_entity_hitbox = true
collision_inertia = 1.0
collision_force = 15.0
min_angle = 0.79999995
max_angle = 60.0
damping = 0.525
[lantern]
#Makes wall lantern use a simple block model instead of the animated tile entity renderer. This will make them render much faster but will also remove the animationNote that this option only affect lanterns close by as the one far away render as fast by default
@ -55,13 +55,13 @@
lantern_item_holding_up = false
[lantern.swing_physics]
min_angle = 0.79999995
collision_force = 15.0
damping = 0.525
collision_inertia = 1.0
collision_considers_entity_hitbox = true
frequency = 0.6
collision_considers_entity_hitbox = true
collision_inertia = 1.0
collision_force = 15.0
min_angle = 0.79999995
max_angle = 60.0
damping = 0.525
[cauldron]
#Gives a unique texture to potion cauldrons

38
config/amendments-common.toml Executable file → Normal file
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@ -1,17 +1,4 @@
[lantern]
#Allow wall lanterns placement
wall_lanterns = true
#Gives high priority to wall lantern placement. Enable to override other wall lanterns placements, disable if it causes issues with other mods that use lower priority block click events
high_priority = true
#Mod ids of mods that have lantern block that extend the base lantern class but don't look like one
mod_blacklist = ["bbb", "extlights", "betterendforge", "spelunkery", "galosphere", "tconstruct", "enigmaticlegacy", "beautify"]
#Ids of blocks that are not detected as lanterns but should be
id_whitelist = [""]
#Allows ceiling lanterns to fall if their support is broken.Additionally if they fall from high enough they will break creating a fire where they land
#Allowed Values: ON, OFF, NO_FIRE
falling_lanterns = "OFF"
[lectern]
#Improved lectern screen allowing to edit font of a book while on it
improved_screen = true
@ -44,15 +31,15 @@
#Map of potion ids to their inverse ids. Used for potion mixing
[cauldron.inverse_potions]
"minecraft:mining_fatigue" = "minecraft:haste"
"minecraft:instant_health" = "minecraft:instant_damage"
"minecraft:unluck" = "minecraft:luck"
"minecraft:instant_damage" = "minecraft:instant_health"
"minecraft:weakness" = "minecraft:strength"
"minecraft:slowness" = "minecraft:speed"
"minecraft:haste" = "minecraft:mining_fatigue"
"minecraft:unluck" = "minecraft:luck"
"minecraft:strength" = "minecraft:weakness"
"minecraft:instant_health" = "minecraft:instant_damage"
"minecraft:speed" = "minecraft:slowness"
"minecraft:instant_damage" = "minecraft:instant_health"
"minecraft:haste" = "minecraft:mining_fatigue"
"minecraft:mining_fatigue" = "minecraft:haste"
"minecraft:weakness" = "minecraft:strength"
"minecraft:luck" = "minecraft:unluck"
[tripwire_hook]
@ -83,6 +70,19 @@
#allows you to place hanging flower pots. Works with any modded pot too
hanging_pot = true
[lantern]
#Allow wall lanterns placement
wall_lanterns = true
#Gives high priority to wall lantern placement. Enable to override other wall lanterns placements, disable if it causes issues with other mods that use lower priority block click events
high_priority = true
#Mod ids of mods that have lantern block that extend the base lantern class but don't look like one
mod_blacklist = ["bbb", "extlights", "betterendforge", "spelunkery", "galosphere", "tconstruct", "enigmaticlegacy", "beautify", "candlelight"]
#Ids of blocks that are not detected as lanterns but should be
id_whitelist = ["enlightened_end:xenon_lantern"]
#Allows ceiling lanterns to fall if their support is broken.Additionally if they fall from high enough they will break creating a fire where they land
#Allowed Values: ON, OFF, NO_FIRE
falling_lanterns = "OFF"
[bell]
#Ring a bell by clicking on a chain that's connected to it
chain_ringing = true

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@ -1,46 +0,0 @@
#General Angel Ring 2 configuration options.
[general]
#Defines how much XP will be drained from player when flying by wearing classic Angel Ring? Put 0 if you need to disable XP requirement for flight.
#Range: > 0
XPCost = 3
#Defines how much ticks is required to pass between each XP drain event of classic Angel Ring?
#Range: > 1
TicksPerDrain = 50
#Defines how much FE the Energetic Angel Ring will drain every tick while flying.
#Range: > 1
EnergeticFEPerTick = 150
#Defines how much FE the Energetic Angel Ring can store.
#Range: > 1
EnergeticFECapacity = 3000000
#Defines how much FE the Leadstone Angel Ring will drain every tick while flying.
#Range: > 1
LeadstoneFEPerTick = 250
#Defines how much FE the Leadstone Angel Ring can store.
#Range: > 1
LeadstoneFECapacity = 2500000
#Defines how much FE the Hardened Angel Ring will drain every tick while flying.
#Range: > 1
HardenedFEPerTick = 200
#Defines how much FE the Hardened Angel Ring can store.
#Range: > 1
HardenedFECapacity = 5000000
#Defines how much FE the Reinforced Angel Ring will drain every tick while flying.
#Range: > 1
ReinforcedFEPerTick = 100
#Defines how much FE the Reinforced Angel Ring can store.
#Range: > 1
ReinforcedFECapacity = 8000000
#Defines how much FE the Resonant Angel Ring will drain every tick while flying.
#Range: > 1
ResonantFEPerTick = 50
#Defines how much FE the Resonant Angel Ring can store.
#Range: > 1
ResonantFECapacity = 16000000
#Defines at what XP Level to start displaying a warning of low XP for the Classic Angel Ring. Set to -1 to disable.
#Range: > -1
XPWarningLevel = 3
#Defines at what percentage to start displaying a warning of low power for Energy Angel Rings. Set to -1 to disable.
#Range: -1 ~ 100
EnergyWarningPercentage = 5

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@ -0,0 +1,10 @@
#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"]

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@ -1,24 +0,0 @@
[client]
#If true, shows the hunger (and saturation if showSaturationHudOverlay is true) that would be restored by food you are currently holding
showFoodValuesHudOverlay = true
#If true, shows your food exhaustion as a progress bar behind the hunger bars
showFoodExhaustionHudUnderlay = true
#Alpha value of the flashing icons at their most visible point (1.0 = fully opaque, 0.0 = fully transparent)
#Range: 0.0 ~ 1.0
maxHudOverlayFlashAlpha = 0.65
#If true, health/hunger overlay will shake to match Minecraft's icon animations
showVanillaAnimationsOverlay = true
#If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
showFoodStatsInDebugOverlay = true
#If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
showFoodValuesInTooltip = true
#If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT)
showFoodValuesInTooltipAlways = true
#If true, shows estimated health restored by food on the health bar
showFoodHealthHudOverlay = true
#If true, shows your current saturation level overlayed on the hunger bar
showSaturationHudOverlay = true
#If true, enables the hunger/saturation/health overlays for food in your off-hand
showFoodValuesHudOverlayWhenOffhand = true

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#Ritual of Arcane Permanence
[chunkloading]
#Should the default recipe for the ritual be enabled?
ritual_enabled = false
#Structures
[structures]
#Should ruined warp portals spawn in the world?
ruined_warp_portals_enabled = true
#Should nexus towers spawn in the world?
nexus_tower_enabled = true
#Should arcane libraries spawn in the world?
arcane_library_enabled = true

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@ -0,0 +1,46 @@
#Ritual of Arcane Permanence
[chunkloading]
#Should the ritual cost source?
has_cost = true
#Should the ritual cost be continuous?
repeat_cost = true
#How much source should it cost to run the ritual?
#Range: 1 ~ 10000
cost = 10000
#How often should the ritual cost source? (in ticks, defaults to 1 in-game day)
#Range: > 1
interval = 24000
#How far should the ritual chunk-load? (in chunks, 0 = 1x1, 1 = 3x3, 2 = 5x5, 3 = 7x7, 4 = 9x9)
#Range: > 0
initial_radius = 0
#Should the radius be able to be increased with an item?
radius_incremental = false
#What item is required to increase the chunk-loading radius?
radius_increment_item = "ars_nouveau:source_gem_block"
#What's the maximum amount of augmented increases the ritual should accept?
#Range: > 1
radius_increment_max = 1
#Should the ritual require the player who started it to be online?
require_online = true
#How many rituals should players be able to run?
#Range: > 1
max_rituals = 2147483647
#Should the server log when a chunk is loaded/unloaded?
log_chunkloading = false
#Reliquary
[mark_and_recall]
#How much durability should targeting a player with Recall cost?
#Range: 0 ~ 1000
cost_player = 1000
#How much durability should targeting an entity with Recall cost?
#Range: 0 ~ 1000
cost_entity = 250
#How much durability should targeting a location with Recall cost?
#Range: 0 ~ 1000
cost_location = 50
#How long should the Marked effect last (in seconds) when Mark is cast on a player?
#Range: > -1
effect_duration = 300

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[starter_ritual]
#The ResourceLocation of the structure to use for the starter island. Default: ars_caelum:starter_island
starter_island_rl = "ars_caelum:starter_island"
#The amount of source required to perform the starting island ritual
#Range: 0 ~ 10000
ritual_source = 0
#The biome to use for the starting island ritual, like minecraft:plains. Providing nothing will not change the biome.
ritual_biome = ""

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#Config for Warping Spell Prism
[warping_spell_prism]
#Max Source cost of Warping Spell Prism (1 Source Jar = 10000 Source)
max_cost = 5000
#The minimum distance before Warping Spell Prism costs Source
cost_min_distance = 128
#Source Cost per block of Warping Spell Prism
cost_per_block = 1
#Source Cost when crossing dimensions of Warping Spell Prism
dimension_cost = 1000

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["Display mana amount numerical"]
#Display numbers
showNumericalManaBar = false
#Display numbers above the bar instead of on it
displayAboveBar = false

4
config/ars_nouveau-client.toml Executable file → Normal file
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no_end_portal_render = false
#Disables the skyweave renderer. Disable if your sky is broken with shaders.
disable_skyweave = false
#Enables transparent/opaque rendering of elements in the book GUI. Disable if it leads to crash with Sodium derivatives
gui_transparency = true
#Show spell tooltips with glyphs instead of plain text
glyphTooltips = true
#Enables transparent/opaque rendering of elements in the book GUI. Disable if it leads to crash with Sodium derivatives
gui_transparency = false
#Disables translucent particles. Disable if your particles are invisible with shaders.
opaque_particles = false

0
config/ars_nouveau-common.toml Executable file → Normal file
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#Pmmo scaling
[PMMO]
#XP gained per Mana spent
ars_mana = 0.1
#% Bonus to Spell Damage per Magic level
ars_damage_bonus = 0.0
#% Bonus to Spell Resistance per Magic level
ars_defense_bonus = 0.0
#Scaling Health scaling
["SCALING HEALTH"]
#Spell Damage bonus per crystal
scaling_ars_damage = 0.0
#Identity Abilities
["IDENTITY MORPHS"]
#cooldown for the active ability of flarecannon
flarecannon_cooldown = 120
#cooldown for the active ability of starbuncle
starby_cooldown = 3600
#cooldown for the active ability of weald walker
ww_cooldown = 100
#cooldown for the active ability of whirlisprig
whirli_cooldown = 400
#cooldown for the active ability of wilden hunter
wil_hunter_cooldown = 800
#cooldown for the active ability of wilden stalker
wil_stalker_cooldown = 1300
#cooldown for the active ability of wixie
wixie_cooldown = 100
#Hexcasting Compat
["HEX CASTING"]
#media value of a source gem
source_media = 50000.0

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#Adjust these variables for Technomancer armor settings
[Technomancer]
#Max mana bonus for each armor piece
#Range: 0 ~ 10000
armorMaxMana = 100
#Mana regen bonus for each armor piece
#Range: 0 ~ 100
armorManaRegen = 4
#If enabled, schematic cannons will fire faster when players wearing the full Technomancer set are nearby schematic cannons
schematicCannonSpeedBoostEnabled = true
#Range for above-mentioned perk, if enabled.
schematicCannonSpeedBoostRange = 8.0
#Adjust these variables for block settings
[Blocks]
#Determines the multiplier used in the cost for generating rotation, defaults to 4.0
#Range: 0.0 ~ 100.0
sourceMotorSpeedToSourceMultiplier = 4.0
#Set these variables to false/true to disable/enable recipes
[Recipes]
recipeFocusTransmutationEnabled = true
recipeCalibratedPrecisionMechanismEnabled = true
recipeRunicSpannerEnabled = true
recipeThreadPressureEnabled = true
recipeSpyMonocleEnabled = true
#Logic related to Fuse
["Glyph - Fuse"]
fluidCanBePlaced = true
fluidSourcesCanBePlaced = true
#Range: 1 ~ 256
fluidMaxPlacementsPerFuse = 16
superHeatedFuseAllowed = false
fuseFailureChatMessageEnabled = false
#Entity tweakable (Wrench) cooldown settings for source relays and spell runes
["Entity cooldown"]
#Range: 0 ~ 40
runeMinCooldown = 5
#Range: 40 ~ 6000
runeMaxCooldown = 600
#Range: 0 ~ 40
relayMinCooldown = 5
#Range: 40 ~ 6000
relayMaxCooldown = 600

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#COMMON CONFIGURATION
#the maximum number of cores that a player can have.
#Range: 0 ~ 1000
AURA_AUG_AOE = 5
#the maximum number of cores that a player can have.
#Range: 0 ~ 100000
AURA_AUG_TIME_PLUS = 5
#The delay reduction that each "Accelerate" will give.
#Range: 0 ~ 4
AURA_AUG_ACCELERATE = 4
#The base Aura duration.
#Range: 0 ~ 100000
AURA_BASE_REACH = 5
#The base Aura Reach.
#Range: 1 ~ 100000
AURA_BASE_TIME = 20
#The base Aura Delay.
#Range: 1 ~ 100000
AURA_BASE_DELAY = 20

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enableThirstCompat = true
#Max absorption allowed for Shielding I effect. Every level doubles the cap
#Range: 2.0 ~ 100.0
maxShieldingAbsorption = 8.0
#Wilden effect: spell damage bonus per level
#Range: 0.0 ~ 1.0
wildenSpellDamageBonus = 0.2
#Wilden effect: max mana bonus per level
#Range: 0.0 ~ 1.0
wildenMaxManaBonus = 0.2
#Wilden effect: mana regen bonus per level
#Range: 0.0 ~ 1.0
wildenManaRegenBonus = 0.2
#Drygmy farming: make a plain copy of the tool to prevent enchantments, affixes, and gems from taking effect
drygmyFarmingToolPlainCopy = false
#Drygmy farming: cost durability on the tool used for farming
#Range: 0 ~ 10000
drygmyFarmingDamageTool = 2

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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"]

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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"]

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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"]

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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"]

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[general]
"Enable 'aq' Button" = false
"'aq' Button on the Right" = false
"Disable A Q Menu Effects" = false
#Set to false to disable the popup message telling you that you can config ascended quark in the aq menu
"Enable Onboarding" = false
[categories]
aether = true
deep_aether = true
[aether]
"A Q Pickarang" = true
"Aether Brick Types" = true
"Aether Variant Animal Textures" = true
"Ambrosium Lamp" = true
"Ambrosium Torch Arrow" = true
"Ascended Quark Vertical Slabs" = true
"Compressed Block" = true
"Extra Slime And Swet In A Bucket" = true
"Holystone Furnace" = true
"Quicksoil Framed Glass" = true
#Enables skyroot woodset blocks for quark blocks, such as skyroot post. Disable if another mod already adds compat blocks.
"Skyroot Quark Blocks" = true
"Skyroot Stool" = true
[aether.a_q_pickarang]
"Enable Flamerang" = true
[aether.aether_brick_types]
"Enable Quicksoil Bricks" = true
"Enable Aether Dirt Bricks" = true
"Enable Polished Icestone and Icestone Bricks" = true
[aether.aether_variant_animal_textures]
"Enable Phyg" = true
"Enable Aerbunny" = true
"Enable Zephyr" = true
"Enable Cockatrice" = true
[aether.extra_slime_and_swet_in_a_bucket]
#Disables Swets from dancing in The Aether. Note that this config only affects the client.
"Are Swets Exited In The Aether" = true
#When disabled, disables all Ascended Quark bucket items except for the Slime in a Skyroot Bucket item. Disable if you find swet buckets unbalanced.
"Are Swet Buckets Enabled" = true
#Enables skyroot woodset blocks for quark blocks, such as skyroot post. Disable if another mod already adds compat blocks.
[aether.skyroot_quark_blocks]
#This feature disables itself if any of the following mods are loaded:
# - everycomp
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap" = false
[deep_aether]
"Deep Aether Vertical Slab" = true
"Deep Aether Wood" = true
"Golden Berries Crate" = true
"More Aether Mud Blocks" = true
[deep_aether.deep_aether_wood]
#This feature disables itself if any of the following mods are loaded:
# - everycomp
#This is done to prevent content overlap.
#You can turn this on to force the feature to be loaded even if the above mods are also loaded.
"Ignore Anti Overlap" = false

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5
config/azurelib.json Normal file
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{
"disableOptifineWarning": false,
"useVanillaUseKey": true,
"useIncendiaryEnchantment": true
}

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#Balanced Flight Settings
[Settings]
[Settings."Flight Options"]
"Ascended Ring Also Works As Elytra" = true
"Ascended Ring Gives Unlimited Creative Flight (will fall back to Basic tier inside range)" = true
"Flight Anchor Gives Creative Flight" = true
"Flight Anchor Gives Elytra Flight" = false
[Settings."Enhanced Elytra Mechanics"]
"Disable Elytra Damage" = true
"Enable Elytra Flight From Ground" = true
"Enable Take Off Mechanic" = true
"Infinite Rockets" = true
[Settings."Balancing Config"]
#Range: 0.0 ~ 10.0
"Anchor Distance Multiplier (0d -> 10d, default 1d)" = 1.0
"Disable Fall Damage Near Flight Anchor" = true
"Disable Fall Damage When Wearing Ascended Ring" = true

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{
"beaconEffects": {
"isTertiaryEffectsEnabled": true,
"levelOneEffects": [
"minecraft:speed",
"minecraft:jump_boost"
],
"levelTwoEffects": [
"minecraft:haste",
"better_beacons:long_reach"
],
"levelThreeEffects": [
"minecraft:strength",
"minecraft:resistance"
],
"secondaryEffects": [
"minecraft:night_vision",
"minecraft:regeneration",
"minecraft:fire_resistance"
],
"tertiaryEffects": [
"better_beacons:phantom_bane",
"better_beacons:patrol_bane"
]
},
"beaconRangeAndAmplifier": {
"isPaymentItemRangeEnabled": true,
"isBaseBlockAmplifierEnabled": true
},
"beaconBeam": {
"allowRedirecting": true,
"allowTransparency": true,
"horizontalMoveLimit": 64
},
"beaconButtons": {
"cancelButtonRemoveEffects": true,
"isCancelButtonTooltipEnabled": true,
"isConfirmButtonTooltipEnabled": true
},
"beaconPaymentItemsUI": {
"first": {
"item": "minecraft:netherite_ingot",
"tertiaryPosX": 12,
"posX": 14
},
"second": {
"item": "minecraft:diamond",
"tertiaryPosX": 33,
"posX": 35
},
"third": {
"item": "minecraft:emerald",
"tertiaryPosX": 53,
"posX": 55
},
"fourth": {
"item": "minecraft:gold_ingot",
"tertiaryPosX": 75,
"posX": 77
},
"fifth": {
"item": "minecraft:iron_ingot",
"tertiaryPosX": 97,
"posX": 100
},
"sixth": {
"item": "minecraft:copper_ingot",
"tertiaryPosX": 119,
"posX": 122
}
}
}

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@ -1,20 +0,0 @@
["YUNG's Better Strongholds"]
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Strongholds".General]
# The rate at which cobwebs will spawn in various parts of the stronghold.
# Default: 0.1
"Cobweb Spawn Rate (NORMAL)" = 0.1
# The rate at which cobwebs will spawn around spider spawners in libraries.
# Default: 0.3
"Cobweb Spawn Rate (SPAWNER)" = 0.3
# The rate at which torches spawn throughout the stronghold.
# Default: 0.1
"Torch Spawn Rate" = 0.1
# The rate at which lanterns spawn throughout the stronghold.
# Default: 0.2
"Lantern Spawn Rate" = 0.2

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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"]

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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"]

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#Gravity scale when player is in mana water
#Range: 4.9E-324 ~ 1.7976931348623157E308
mana_fluid_gravity_scale = 0.25

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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"]

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@ -1,37 +0,0 @@
[Visuals]
#
# Should blue skies override the title screen panorama.
# Default: true
custom_panorama = false
#
# Whether or not brightness should be capped when inside the dimensions for aesthetic purposes.
# Default: true
limit_brightness = true
["Inventory Tabs"]
#
# If set to true, inventory tabs will use simple buttons that can be placed anywhere on the screen.
# Default: false
use_simple_inventory_tabs = false
["Inventory Tabs"."Sliding Tabs"]
#
# If set to true, inventory tabs appear on the bottom left corner instead of the bottom right.
# Default: false
left_align = true
["Inventory Tabs".Buttons]
#
# The x position of the inventory tabs.
# Default: -88
x = -88
#
# The y position of the inventory tabs.
# Default: -83
y = -83
#
# If set to true, inventory tabs are sorted vertically. If set to false, they are sorted horizontally.
# Default: false
is_vertical = false

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@ -1,45 +0,0 @@
[Debug]
#
# When loading files from datapacks, set this to true to log missing registry data for things like items.
# Default: false
log_missing_registry_data_for_datapacks = false
#
# When true, generated world regions, 1024 blocks wide, will be saved as a file to make generating chunks faster in already visited areas. If file size is a concern or issues arise, this may be disabled.
# Default: true
write_world_regions_to_disk = true
#
# When printing "Blue Skies' player capability wasn't present for...", crash the game.
# Default: false
crash_on_missing_capability_for_dungeon = false
["Holiday Content"]
#
# Determines if Halloween cosmetic effects should happen.
# Default: true
allow_halloween_content = true
#
# Determines if Christmas cosmetic effects should happen.
# Default: true
allow_christmas_content = true
[Gatekeeper]
#
# The emerald cost for the Zeal Lighter sold by the Gatekeeper.
# Default: 8
zeal_lighter_cost = 8
["Mod Compatibility"]
#
# A list of mods that are allowed to generate features in the Everbright and Everdawn.
# This does not make them generate, it just allows them to pass the filter.
# Example: ["minecraft", "farlanders", "botania"]
# Default: []
allowed_mods_for_feature_gen = []
#
# A list of mobs that are allowed to spawn in the Everbright and Everdawn.
# This does not make them spawn, it just allows them to pass the filter.
# Example: ["minecraft:bee", "moolands:awful_cow", "alexs_mobs:grizzly_bear"]
# Default: []
allowed_mobs_for_spawning = []

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#Scale for screen shake effects
#Range: 0.0 ~ 1.0
screenShakeScale = 1.0
#Max amount of sources that can contribute to screen shaking, adjustable for performance and preference reasons. 0 will disable the addition of shake sources
#Range: > 0
maxScreenShakers = 256
#Determines if the experimental settings screen should be disabled
disableExperimentalSettingsScreen = true
#Slabfish patron hat settings.
[slabfishSettings]
#If the slabfish hat should be enabled
enabled = false
#If the slabfish hat's backpack should be enabled
backpackEnabled = false
#If the slabfish hat's sweater should be enabled
sweaterEnabled = false
#If the slabfish hat's custom type should be enabled. If false, the default swamp slabfish appears
typeEnabled = false

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#The modded biome slice sizes for dimensions
#Blueprint's Modded Biome Slice System allows for datapacks and mods to add new biome areas to any dimension
#Changing the size values will affect the size of all modded biome areas in their respected dimension
#If a slice size isn't a positive integer, it will get ignored and the default slice size will get used instead
[modded_biome_slice_sizes]
#If the slice size for a dimension isn't defined, this value will get used for that dimension
default = 8
#For example, the overworld's slice size would be formatted like this
"minecraft:overworld" = 8

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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"]

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{
"lichConfig": {
"eternalNighttime": true,
"experienceDrop": 1500,
"idleHealingPerTick": 0.20000000298023224,
"health": 300.0,
"missile": {
"mobEffectId": "minecraft:slowness",
"mobEffectDuration": 100,
"mobEffectAmplifier": 2,
"damage": 9.0
},
"comet": {
"explosionStrength": 4.0
},
"summonMechanic": {
"isEnabled": true,
"entitiesThatCountToSummonCounter": [
"minecraft:skeleton",
"minecraft:giant",
"minecraft:phantom",
"minecraft:zoglin",
"minecraft:zombified_piglin",
"minecraft:wither_skeleton",
"minecraft:husk",
"minecraft:skeleton_horse",
"minecraft:stray",
"minecraft:zombie_horse",
"minecraft:zombie",
"minecraft:drowned",
"minecraft:wither",
"minecraft:zombie_villager"
],
"numEntitiesKilledToDropSoulStar": 50
}
},
"obsidilithConfig": {
"health": 300.0,
"armor": 14.0,
"attack": 16.0,
"idleHealingPerTick": 0.5,
"experienceDrop": 1000,
"spawnPillarOnDeath": true,
"anvilAttackExplosionStrength": 4.0
},
"gauntletConfig": {
"health": 250.0,
"armor": 8.0,
"attack": 16.0,
"idleHealingPerTick": 0.5,
"experienceDrop": 1000,
"spawnAncientDebrisOnDeath": true,
"energizedPunchExplosionSize": 4.5,
"normalPunchExplosionMultiplier": 1.5
},
"voidBlossomConfig": {
"health": 350.0,
"armor": 4.0,
"attack": 12.0,
"idleHealingPerTick": 0.5,
"experienceDrop": 1000
},
"generalConfig": {
"tableOfElevationRadius": 3
}
}

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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"]

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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"]

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RENDER_RUNES = true

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JUNGLE_LOOT = true
SPAWN_CRAZED = true
CRAZED_CHANCE = 0.6
MAX_HEIGHT = 10
RANGE_PER_LEVEL = 10
BASE_RANGE = 20
PROTECT_ABOVE = true
DISTANCE_CALC = "CYLINDER"
SPAWN_POWDER = true
DECORATION = true

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# Check out the wiki pages at https://github.com/Lythom/capsule/wiki for full documentation.
#
#Loot settings
[loot]
#List of loot tables that will eventually reward a capsule.
# Example of valid loot tables : gameplay/fishing/treasure, chests/spawn_bonus_chest, entities/villager (killing a villager).
#Also see https://minecraft.gamepedia.com/Loot_table#List_of_loot_tables.
lootTablesList = ["minecraft:chests/abandoned_mineshaft", "minecraft:chests/bastion_bridge", "minecraft:chests/bastion_hoglin_stable", "minecraft:chests/bastion_other", "minecraft:chests/bastion_treasure", "minecraft:chests/shipwreck_treasure", "minecraft:chests/desert_pyramid", "minecraft:chests/end_city_treasure", "minecraft:chests/igloo_chest", "minecraft:chests/jungle_temple", "minecraft:chests/simple_dungeon", "minecraft:chests/stronghold_corridor", "minecraft:chests/stronghold_crossing", "minecraft:chests/stronghold_library", "minecraft:chests/village/village_toolsmith", "minecraft:chests/village/village_armorer", "minecraft:chests/village/village_temple", "minecraft:chests/village/village_weaponsmith", "minecraft:chests/buried_treasure", "minecraft:chests/jungle_temple_dispenser", "minecraft:chests/pillager_outpost", "minecraft:chests/shipwreck_treasure", "minecraft:chests/underwater_ruin_big", "minecraft:chests/underwater_ruin_small", "minecraft:chests/woodland_mansion"]
#Players can be given one or several starter structures on their first arrival.
#Those structures nbt files can be placed in the folder defined at starterTemplatesPath below.
#Possible values : "all", "random", or "none".
#Default value: "random"
starterMode = "none"
#Each structure in this folder will be given to the player as standard reusable capsule on game start.
#Empty the folder or the value to disable starter capsules.
#Default value: "config/capsule/starters"
starterTemplatesPath = "config/capsule/starters"
#Each structure in this folder will auto-generate a blueprint recipe that player will be able to craft.
#Remove/Add structure in the folder to disable/enable the recipe.
#Default value: "config/capsule/prefabs"
prefabsTemplatesPath = "config/capsule/prefabs"
#Paths where the mod will look for structureBlock files when invoking command /capsule fromExistingRewards <structureName> [playerName].
rewardTemplatesPath = "config/capsule/rewards"
#If true, loot rewards will be pre-charged blueprint when possible (if the content contains no entity).
#If false loot reward will always be one-use capsules.
#Default value: true
allowBlueprintReward = true
#If true, sneak+left click in air allow mirroring of the capsule content. Can be disabled for multiblock compatibility.
#Default value: true
allowMirror = true
#List of paths and weights where the mod will look for structureBlock files. Each .nbt or .schematic in those folders have a chance to appear as a reward capsule in a dungeon chest.
#Higher weight means more common. Default weights : 2 (rare), 6 (uncommon) or 10 (common)
#To Lower the chance of getting a capsule at all, insert an empty folder here and configure its weight accordingly.
[[loot.lootTemplatesPaths]]
path = "config/capsule/loot/common"
weight = 10
[[loot.lootTemplatesPaths]]
path = "config/capsule/loot/uncommon"
weight = 6
[[loot.lootTemplatesPaths]]
path = "config/capsule/loot/rare"
weight = 2
#enchants settings
[enchants]
#Rarity of the enchantmant. Possible values : COMMON, UNCOMMON, RARE, VERY_RARE. Default: RARE.
recallEnchantRarity = "RARE"
#Possible targets for the enchantment. By default : null.
#Possible values are ALL, ARMOR, ARMOR_FEET, ARMOR_LEGS, ARMOR_TORSO, ARMOR_HEAD, WEAPON, DIGGER, FISHING_ROD, BREAKABLE, BOW, null.
#If null or empty, Capsules will be the only items to be able to get this Enchantment.
recallEnchantType = "null"
#Balancing settings
[balance]
#Duration in ticks for an undeployed capsule to remain activated (preview displayed) when right clicking. 20 ticks = 1 second.
#Default value: 120.
#Range: > 0
previewDisplayDuration = 120
#Number of upgrades an empty capsule can get to improve capacity. If <= 0, the capsule won't be able to upgrade.
#Range: > 0
capsuleUpgradesLimit = 10
#List of block ids or tags that will never be captured by a non overpowered capsule. While capturing, the blocks will stay in place.
# Ex block: minecraft:spawner
# Ex tag: minecraft:beds
excludedBlocks = ["minecraft:spawner", "minecraft:end_portal", "minecraft:end_portal_frame", "minecraft:air", "minecraft:structure_void", "minecraft:bedrock", "ic2:", "refinedstorage:", "superfactorymanager:", "gregtech:machine", "gtadditions:", "bloodmagic:alchemy_table", "mekanism:machineblock", "mekanism:boundingblock", "tombstone:player_graves"]
#List of block ids or tags that will never be captured even with an overpowered capsule. While capturing, the blocks will stay in place.
#Mod prefix usually indicate an incompatibility, remove at your own risk. See https://github.com/Lythom/capsule/wiki/Known-incompatibilities.
# Ex: minecraft:spawner
opExcludedBlocks = ["minecraft:air", "minecraft:structure_void", "minecraft:bedrock", "ic2:", "refinedstorage:", "superfactorymanager:", "gregtech:machine", "gtadditions:", "bloodmagic:alchemy_table", "mekanism:machineblock", "mekanism:boundingblock", "tombstone:player_graves"]

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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"]

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[recipe]
#Ticks before do still recipe
#Range: > 1
StillRecipeTicks = 12000
[road]
#Additional speed added per tick for roads
#Range: 0.0 ~ 10.0
roadSpeedAddtion = 2.0

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# Disable rendering abbreviations on a per item type basis.
#
["Rendering Options"]
"element abbreviations" = true
"dust abbreviations" = false
"nugget abbreviations" = false
"ingot abbreviations" = false
"element abbreviations" = true
"plate abbreviations" = false

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["Chimes Config"]
#Toggle Wind Chime Animations
Animations = true
#Toggle falling Bamboo Leaf particles from Bamboo Wind Chimes
"Bamboo Wind Chime Leaf Particles" = true
#Toggle on/off pre 1.20 Bamboo Wind Chime textures
"Previous Bamboo Wind Chime texture" = false

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["Chimes Config"]
#Customize the radius needed to repel Phantoms from a chiming Wind Chime. [Default is 25]
#Range: 0 ~ 35
"Phantom Repel Radius Vertical" = 25
#Customize the radius needed to repel Phantoms from a chiming Wind Chime. [Default is 10]
#Range: 0 ~ 20
"Phantom Repel Radius Horizontal" = 10

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[Limitations]
# How many chunks should players be able to load per world? Use -1 for infinite.
# Allowed range: -1 ~ 1000 - Default: -1
maxLoadedChunksPerPlayer = -1
# After how many minutes of offline time should players' chunk loaders be disabled? Use -1 to disable the inactivity timeout.
# Allowed range: -1 ~ 525600 - Default: 10080
inactivityTimeout = -1
# Chunk loaders from before version 1.2.0 are not bound to a player. Should these chunk loaders' loaded chunks stay loaded?
# Allowed values: true, false - Default: true
allowLegacyLoadedChunks = true
# Can players use the chunk loader map? If false, players will see the message 'The chunk loader map is disabled on this server'.
# Allowed values: true, false - Default: true
canPlayersUseMap = true
[General]
# In what radius should the Single Chunk Loader be able to load chunks?
# Allowed range: 1 ~ 6 - Default: 1
singleChunkLoaderRadius = 1
# In what radius should the Basic Chunk Loader be able to load chunks?
# Allowed range: 1 ~ 6 - Default: 2
basicChunkLoaderRadius = 2
# In what radius should the Advanced Chunk Loader be able to load chunks?
# Allowed range: 1 ~ 6 - Default: 3
advancedChunkLoaderRadius = 4
# In what radius should the Ultimate Chunk Loader be able to load chunks?
# Allowed range: 1 ~ 6 - Default: 4
ultimateChunkLoaderRadius = 6
# Should chunk loaders do random ticks in loaded chunks?
# Allowed values: true, false - Default: true
doRandomTicks = true

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[general]
#True if citadel tracks entity properties(freezing, stone mobs, etc) on server. Turn this to false to solve some server lag, may break some stuff.
"Track Entities" = true
#True to skip warnings about using datapacks.
"Skip Datapack Warnings" = true
#Multiplies the count of entities spawned by this number. 0 = no entites added on chunk gen, 2 = twice as many entities added on chunk gen. Useful for many mods that add a lot of creatures, namely animals, to the spawn lists.
#Range: 0.0 ~ 100000.0
chunkGenSpawnModifier = 1.0
#True to if april fools content can display on april fools.
"April Fools Content" = true

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[health]
#Render vanilla hearts
#Default: true
vanillaHearts = true
#Colors for every 10 hearts (not counting the default red)
#All values are written as hexadecimal RGB color in '#RRGGBB' format
#Default: ["#F06E14", "#F5DC23", "#2DB928", "#1EAFBE", "#7346E1", "#FA7DEB", "#EB375A", "#FF8278", "#AAFFFA", "#EBEBFF"]
colors = ["#F06E14", "#F5DC23", "#2DB928", "#1EAFBE", "#7346E1", "#FA7DEB", "#EB375A", "#FF8278", "#AAFFFA", "#EBEBFF"]
#Two alternating colors while poisoned
#There can be one color in case vanilla poisoned heart is wanted
#Default: ["#739B00"]
poisonedColors = ["#739B00"]
#Two alternating colors while withered
#There can be one color in case vanilla withered heart is wanted
#Default: ["#0F0F0F"]
witheredColors = ["#0F0F0F"]
#Two alternating colors while freezing
#There can be one color in case vanilla frozen heart is wanted
#Default: ["#3E70E6"]
frozenColors = ["#3E70E6"]
[absorption]
#Render vanilla hearts
#Default: true
vanillaHearts = true
#Colors for every 10 hearts (not counting the default red)
#All values are written as hexadecimal RGB color in '#RRGGBB' format
#Default: ["#E1FA9B", "#A0FFAF", "#AAFFFA", "#AACDFF", "#D7B4FF", "#FAA5FF", "#FFB4B4", "#FFAA7D", "#D7F0FF", "#EBFFFA"]
colors = ["#E1FA9B", "#A0FFAF", "#AAFFFA", "#AACDFF", "#D7B4FF", "#FAA5FF", "#FFB4B4", "#FFAA7D", "#D7F0FF", "#EBFFFA"]
#Two alternating colors while poisoned
#Default: ["#BFF230", "#7AA15A"]
poisonedColors = ["#BFF230", "#7AA15A"]
#Two alternating colors while withered
#Default: ["#787061", "#73625C"]
witheredColors = ["#787061", "#73625C"]
#Two alternating colors while freezing
#Default: ["#90D136", "#36D183"]
frozenColors = ["#90D136", "#36D183"]

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config/commoncapabilities-common.toml Executable file → Normal file
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#Recipes and Integrations
[recipes]
#Enable vanilla-style recipes.
vanillaRecipes = true

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#The renderer to use for monitors. Generally this should be kept at "best" - if
#monitors have performance issues, you may wish to experiment with alternative
#renderers.
#Allowed Values: BEST, TBO, VBO
monitor_renderer = "BEST"
#The maximum distance monitors will render at. This defaults to the standard tile
#entity limit, but may be extended if you wish to build larger monitors.
#Range: 16 ~ 1024
monitor_distance = 64
#The delay in seconds after which we'll notify about unhandled imports. Set to 0 to disable.
#Range: 0 ~ 60
upload_nag_delay = 5

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forceConfiguredMenu = false
includeFoldersInSearch = false
changedFormatting = "ITALIC"

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["Speed Shoes"]
playSound = true
showParticle = true
["Information HUD"]
#finalTop = screenHeight * top
#Range: 0.0 ~ 1.0
top = 0.5
#left or right
isLeft = false

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#In order for the block to be found by the Metal Detector
#You need to fill the list with string like 'modid:block[state1=true]' or 'modid:block'
#The order of the blocks in the list is the order of their rarity
rareBlocks = ["minecraft:ancient_debris", "minecraft:suspicious_gravel", "minecraft:suspicious_sand", "minecraft:deepslate_emerald_ore", "minecraft:emerald_ore", "minecraft:deepslate_diamond_ore", "minecraft:diamond_ore", "minecraft:deepslate_lapis_ore", "minecraft:lapis_ore", "minecraft:deepslate_redstone_ore", "minecraft:redstone_ore", "minecraft:nether_gold_ore", "minecraft:deepslate_gold_ore", "minecraft:gold_ore", "minecraft:nether_quartz_ore", "minecraft:deepslate_iron_ore", "minecraft:iron_ore", "minecraft:deepslate_copper_ore", "minecraft:copper_ore", "minecraft:deepslate_coal_ore", "minecraft:coal_ore"]
#In order for the creature to be found by the Life Form Analyzer
#You need to fill the list with string like 'modid:entity'
#The order of the entities in the list is the order of their rarity
rareCreatures = ["minecraft:panda", "minecraft:skeleton_horse", "minecraft:allay", "minecraft:axolotl", "minecraft:evoker", "minecraft:piglin_brute", "minecraft:vindicator", "minecraft:enderman"]
#Range: 6 ~ 100
"Max Accessory Amount" = 7
["Random Attack Damage"]
enable = false
#Range: 0.0 ~ 1.0
min = 0.8
#Range: 1.0 ~ 2.0
max = 1.2
["Invulnerable Time"]
#Range: > 0
CrossNecklace = 40
#Range: > 0
StarVeil = 40
["Fall Resistance"]
#Range: > -1
AmberHorseshoeBalloon = -1
#Range: > -1
AmbhipianBoots = 7
#Range: > -1
BlueHorseshoeBalloon = -1
#Range: > -1
BundleOfHorseshoeBalloons = -1
#Range: > -1
FrogFlipper = 7
#Range: > -1
FrogLeg = 7
#Range: > -1
GreenHorseshoeBalloon = -1
#Range: > -1
LuckyHorseshoe = -1
#Range: > -1
ObsidianHorseshoe = -1
#Range: > -1
PinkHorseshoeBalloon = -1
#Range: > -1
WhiteHorseshoeBalloon = -1
#Range: > -1
YellowHorseshoeBalloon = -1
["Jump Boost"]
#Range: 0.0 ~ 1.7976931348623157E308
AmberHorseshoeBalloon = 1.75
#Range: 0.0 ~ 1.7976931348623157E308
AmbhipianBoots = 1.6
#Range: 0.0 ~ 1.7976931348623157E308
Balloon = 1.43
#Range: 0.0 ~ 1.7976931348623157E308
BlizzardInABalloon = 1.43
#Range: 0.0 ~ 1.7976931348623157E308
BlueHorseshoeBalloon = 1.75
#Range: 0.0 ~ 1.7976931348623157E308
BundleOfBalloons = 1.43
#Range: 0.0 ~ 1.7976931348623157E308
BundleOfHorseshoeBalloons = 1.33
#Range: 0.0 ~ 1.7976931348623157E308
CloudInABalloon = 1.43
#Range: 0.0 ~ 1.7976931348623157E308
FartInABalloon = 1.43
#Range: 0.0 ~ 1.7976931348623157E308
FrogFlipper = 1.6
#Range: 0.0 ~ 1.7976931348623157E308
FrogLeg = 1.6
#Range: 0.0 ~ 1.7976931348623157E308
GreenHorseshoeBalloon = 1.75
#Range: 0.0 ~ 1.7976931348623157E308
HoneyBalloon = 1.43
#Range: 0.0 ~ 1.7976931348623157E308
PinkHorseshoeBalloon = 1.43
#Range: 0.0 ~ 1.7976931348623157E308
SandstormInABalloon = 1.43
#Range: 0.0 ~ 1.7976931348623157E308
SharkronBalloon = 1.43
#Range: 0.0 ~ 1.7976931348623157E308
WhiteHorseshoeBalloon = 1.43
#Range: 0.0 ~ 1.7976931348623157E308
YellowHorseshoeBalloon = 1.75
["May Fly"]
["May Fly"."Fly Ticks"]
#Range: > 0
FairyBoots = 36
#Range: > 0
FrostsparkBoots = 40
#Range: > 0
LightningBoots = 36
#Range: > 0
RocketBoots = 36
#Range: > 0
SpectreBoots = 36
#Range: > 0
TerrasparkBoots = 40
["May Fly"."Fly Speed"]
#Range: 0.0 ~ 1.7976931348623157E308
FairyBoots = 0.3
#Range: 0.0 ~ 1.7976931348623157E308
FrostsparkBoots = 0.3
#Range: 0.0 ~ 1.7976931348623157E308
LightningBoots = 0.3
#Range: 0.0 ~ 1.7976931348623157E308
RocketBoots = 0.3
#Range: 0.0 ~ 1.7976931348623157E308
SpectreBoots = 0.3
#Range: 0.0 ~ 1.7976931348623157E308
TerrasparkBoots = 0.3
["Multi Jump"]
["Multi Jump"."Jump Ticks"]
#Range: > 0
BlizzardInABalloon = 14
#Range: > 0
BlizzardInABottle = 14
#Range: > 0
SandstormInABalloon = 17
#Range: > 0
SandstormInABottle = 17
["Multi Jump"."Jump Speed"]
#Range: 0.0 ~ 1.7976931348623157E308
BlizzardInABalloon = 0.4
#Range: 0.0 ~ 1.7976931348623157E308
BlizzardInABottle = 0.4
#Range: 0.0 ~ 1.7976931348623157E308
CloudInABalloon = 1.3
#Range: 0.0 ~ 1.7976931348623157E308
CloudInABottle = 1.3
#Range: 0.0 ~ 1.7976931348623157E308
FartInABalloon = 1.1
#Range: 0.0 ~ 1.7976931348623157E308
FartInAJar = 1.7
#Range: 0.0 ~ 1.7976931348623157E308
SandstormInABalloon = 0.45
#Range: 0.0 ~ 1.7976931348623157E308
SandstormInABottle = 0.45
#Range: 0.0 ~ 1.7976931348623157E308
SharkronBalloon = 1.3
#Range: 0.0 ~ 1.7976931348623157E308
TsunamiInABottle = 1.5
["Magic Quiver"]
#Range: 0.0 ~ 1.0
arrowNoConsumeChance = 0.2
[Attributes]
[Attributes."Ancient Chisel"]
#Range: 0.0 ~ 10.0
miningSpeed = 0.25
[Attributes."Ankh Shield"]
#Range: 0.0 ~ 1.0
knockbackResistance = 1.0
#Range: 0 ~ 1024
armor = 4
[Attributes."Avenger Emblem"]
#Range: 0.0 ~ 10.0
attackDamage = 0.12
#Range: 0.0 ~ 10.0
rangedDamage = 0.12
#Range: 0.0 ~ 10.0
magicDamage = 0.12
[Attributes."Berserker's Glove"]
#Range: 0 ~ 1024
armor = 8
#Range: 0.0 ~ 10.0
attackSpeed = 0.12
#Range: 0.0 ~ 1.0
attackKnockback = 1.0
#Range: 0.0 ~ 1024.0
entityReach = 0.1
#Range: -10000 ~ 10000
aggro = 400
[Attributes."Celestial Stone"]
#Range: 0.0 ~ 10.0
attackSpeed = 0.1
#Range: 0.0 ~ 10.0
attackDamage = 0.1
#Range: 0 ~ 1024
armor = 4
#Range: 0.0 ~ 1.0
criticalChance = 0.02
#Range: 0.0 ~ 10.0
miningSpeed = 0.15
#Range: 0.0 ~ 10.0
rangedDamage = 0.1
#Range: 0.0 ~ 10.0
magicDamage = 0.1
[Attributes."Cobalt Shield"]
#Range: 0.0 ~ 1.0
knockbackResistance = 1.0
#Range: 0 ~ 1024
armor = 1
[Attributes."Destroyer Emblem"]
#Range: 0.0 ~ 10.0
attackDamage = 0.1
#Range: 0.0 ~ 1.0
criticalChance = 0.08
#Range: 0.0 ~ 10.0
rangedDamage = 0.1
#Range: 0.0 ~ 10.0
magicDamage = 0.1
[Attributes.EyeOfTheGolem]
#Range: 0.0 ~ 1.0
criticalChance = 0.1
[Attributes."Feral Claws"]
#Range: 0.0 ~ 10.0
attackSpeed = 0.12
[Attributes."Fire Gauntlet"]
#Range: 0.0 ~ 10.0
attackDamage = 0.12
#Range: 0.0 ~ 10.0
attackSpeed = 0.12
#Range: 0.0 ~ 1.0
attackKnockback = 1.0
#Range: 0.0 ~ 1024.0
entityReach = 0.1
[Attributes."Flesh Knuckles"]
#Range: 0 ~ 1024
armor = 8
#Range: -10000 ~ 10000
aggro = 400
[Attributes."Frozen Shield"]
#Range: 0 ~ 1024
armor = 6
#Range: 0.0 ~ 1.0
knockbackResistance = 1.0
[Attributes."Hand Of Creation"]
#Range: 0.0 ~ 1024.0
blockReach = 3.0
#Range: 0.0 ~ 10.0
miningSpeed = 0.25
[Attributes."Hero Shield"]
#Range: 0 ~ 1024
armor = 10
#Range: 0.0 ~ 1.0
knockbackResistance = 1.0
#Range: -10000 ~ 10000
aggro = 400
[Attributes."Magic Quiver"]
#Range: 0.0 ~ 10.0
rangedDamage = 0.1
#Range: 0.0 ~ 10.0
rangedVelocity = 0.2
[Attributes."Mechanical Glove"]
#Range: 0.0 ~ 10.0
attackDamage = 0.12
#Range: 0.0 ~ 1.0
attackKnockback = 1.0
#Range: 0.0 ~ 1024.0
entityReach = 0.1
[Attributes."Molten Quiver"]
#Range: 0.0 ~ 10.0
rangedDamage = 0.1
#Range: 0.0 ~ 10.0
rangedVelocity = 0.2
[Attributes."Moon Stone"]
#Range: 0.0 ~ 10.0
attackSpeed = 0.1
#Range: 0.0 ~ 10.0
attackDamage = 0.1
#Range: 0 ~ 1024
armor = 4
#Range: 0.0 ~ 1.0
criticalChance = 0.02
#Range: 0.0 ~ 10.0
miningSpeed = 0.15
#Range: 0.0 ~ 10.0
rangedDamage = 0.1
#Range: 0.0 ~ 10.0
magicDamage = 0.1
[Attributes."Obsidian Shield"]
#Range: 0.0 ~ 1.0
knockbackResistance = 1.0
#Range: 0 ~ 1024
armor = 2
[Attributes."Paladins Shield"]
#Range: 0 ~ 1024
armor = 6
#Range: 0.0 ~ 1.0
knockbackResistance = 1.0
[Attributes."Panic Necklace"]
#Range: 0.0 ~ 10.0
movementSpeed = 1.0
[Attributes."Power Glove"]
#Range: 0.0 ~ 10.0
attackSpeed = 0.12
#Range: 0.0 ~ 10.0
attackKnockback = 1.0
#Range: 0.0 ~ 1024.0
entityReach = 0.1
[Attributes."Putrid Scent"]
#Range: 0.0 ~ 10.0
attackDamage = 0.05
#Range: 0.0 ~ 1.0
criticalChance = 0.05
#Range: -10000 ~ 10000
aggro = -400
[Attributes."Ranger Emblem"]
#Range: 0.0 ~ 10.0
rangedDamage = 0.15
[Attributes."Recon Scope"]
#Range: 0.0 ~ 1.0
criticalChance = 0.1
#Range: 0.0 ~ 10.0
rangedDamage = 0.1
#Range: -10000 ~ 10000
aggro = -400
[Attributes.Shackle]
#Range: 0 ~ 1024
armor = 1
[Attributes."Shark Tooth Necklace"]
#Range: 0 ~ 10000
armorPass = 5
[Attributes."Shield Of Cthulhu"]
#Range: 0.0 ~ 1.0
criticalChance = 0.04
#Range: 0 ~ 1024
armor = 2
[Attributes."Sniper Scope"]
#Range: 0.0 ~ 1.0
criticalChance = 0.1
#Range: 0.0 ~ 10.0
rangedDamage = 0.1
[Attributes."Sorcerer Emblem"]
#Range: 0.0 ~ 10.0
magicDamage = 0.15
[Attributes."Stalker Quiver"]
#Range: 0.0 ~ 10.0
rangedDamage = 0.1
#Range: 0.0 ~ 10.0
rangedVelocity = 0.2
#Range: -10000 ~ 10000
aggro = -400
[Attributes."Stinger Necklace"]
#Range: 0 ~ 10000
armorPass = 5
[Attributes."Sun Stone"]
#Range: 0.0 ~ 10.0
attackSpeed = 0.1
#Range: 0.0 ~ 10.0
attackDamage = 0.1
#Range: 0 ~ 1024
armor = 4
#Range: 0.0 ~ 1.0
criticalChance = 0.02
#Range: 0.0 ~ 10.0
miningSpeed = 0.15
#Range: 0.0 ~ 10.0
rangedDamage = 0.1
#Range: 0.0 ~ 10.0
magicDamage = 0.1
[Attributes."Titan Glove"]
#Range: 0.0 ~ 10.0
attackKnockback = 1.0
#Range: 0.0 ~ 1024.0
entityReach = 0.1
[Attributes."Treasure Magnet"]
#Range: 0.0 ~ 64.0
pickupRange = 6.25
[Attributes."Warrior Emblem"]
#Range: 0.0 ~ 10.0
attackDamage = 0.15
[Attributes."Extendo Grip"]
#Range: 0.0 ~ 1024.0
blockReach = 3.0
[Attributes.Toolbelt]
#Range: 0.0 ~ 1024.0
blockReach = 1.0
[Attributes.Toolbox]
#Range: 0.0 ~ 1024.0
blockReach = 1.0
[Attributes."Angler Earring"]
#Range: -1024.0 ~ 1024.0
luck = 10.0
[Attributes.Aglet]
#Range: 0.0 ~ 10.0
movementSpeed = 0.05
[Attributes."Anklet of the Wind"]
#Range: 0.0 ~ 10.0
movementSpeed = 0.1
[Attributes.Flipper]
#Range: 0.0 ~ 10.0
swimSpeed = 0.5
[Attributes."Lucky Horseshoe"]
#Range: -1024.0 ~ 1024.0
luck = 0.05
[Attributes.Magiluminescence]
#Range: 0.0 ~ 10.0
movementSpeed = 0.15

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#general settings
[general]
#Blacklisted Items - add the name of the item to blacklist, modid:item_name format, separated with comma.
#Example: "curios:amulet", "curios:ring".
forbiddenTrinkets = []

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#.
#Use more complex copycat models to improve appearance with certain materials.
useEnhancedModels = true
#.
#Disable warnings about graphics settings that may cause issues with the mod.
disableGraphicsWarnings = false
#.
#Colorize different parts of multi-state copycats to distinguish them visually.
colorizeMultiStates = false

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#.
#Disables the migration of placed copycats from old versions to new ones. Setting this to true may cause copycats to lose their textures when you upgrade this mod. Restart the game to apply changes.
disableMigration = false
#.
#Enable/disable features. Values on server override clients
[features]
#.
copycat_stacked_half_layer = true
copycat_vertical_stairs = true
copycat_byte = true
copycat_vertical_slice = true
copycat_wooden_pressure_plate = true
copycat_block = true
copycat_shaft = true
copycat_large_cogwheel = true
copycat_fence = true
copycat_wall = true
copycat_cogwheel = true
copycat_vertical_step = true
copycat_sliding_door = true
copycat_folding_door = true
copycat_slope_layer = true
copycat_light_weighted_pressure_plate = true
copycat_stairs = true
copycat_fence_gate = true
copycat_slab = true
copycat_board = true
copycat_wooden_button = true
copycat_trapdoor = true
copycat_stone_pressure_plate = true
copycat_pane = true
copycat_half_panel = true
copycat_slice = true
copycat_beam = true
copycat_door = true
copycat_iron_door = true
copycat_byte_panel = true
copycat_corner_slice = true
copycat_flat_pane = true
copycat_ghost_block = true
copycat_fluid_pipe = true
copycat_heavy_weighted_pressure_plate = true
copycat_iron_trapdoor = true
copycat_half_layer = true
copycat_stone_button = true
copycat_ladder = true
copycat_layer = true
copycat_slope = true
copycat_vertical_slope = true
copycat_vertical_half_layer = true
#.
#Enable/disable categories of features. Disabling a category hides all related features. Values on server override clients
[feature_categories]
#.
#.
#All copycats with a sloped surface
slopes = true
#.
#All copycats that support multiple materials in a single block
multistates = true
#.
#All copycats that can be resized by putting in more of the same copycat
stackables = true
#.
#All copycats that can emit a redstone signal
redstone = true
#.
#All copycats with extra functions/interactions
functional = true
#.
#All copycats mimicking blocks from Create
create = true

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#Miscellaneous options
[general]
#Allows to open the woodcutter in inventory with right-click while sneaking [default:true]
open_woodcutter_in_inventory = true

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#General settings
[general]
#Should this mod add some of its items (CORN!!!) as extra chest loot across Minecraft?
genCornLootModifier = true
#Should this mod add corn farm to plains and taiga village?
genCornFarm = true
#Should Novice and Apprentice Farmers trade this mod's crops? (May reduce chances of other trades appearing)
villagersTradeCorn = true

0
config/craftingtweaks-common.toml Executable file → Normal file
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config/create-client.toml Executable file → Normal file
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["Jetpack Height Restriction"]
brassJetpackMaxHeight = 28.0
andesiteJetpackMaxHeight = 18.0
copperJetpackMaxHeight = 18.0
netheriteJetpackMaxHeight = 28.0
enableAboveCloudEnchant = false
["Jetpack/Grapplin Speed"]
brassJetpackSpeed = 0.06
andesiteJetpackSpeed = 0.08
copperJetpackSpeed = 0.02
netheriteJetpackSpeed = 0.08
grapplinWhiskSpeed = 0.2
["Fuel/Water Capacity"]
gadgetCapacity = 1600.0
smallTankCapacity = 800.0
mediumTankCapacity = 1600.0
largeTankCapacity = 3200.0
[Enchantments]
enableDiggingEnchant = true
enableImpactEnchant = true
enableGravityGunEnchant = true
enableHellfireEnchant = true
["Drone Module"]
enableDrillDroneModule = true
enableFanDroneModule = true
enableMagnetDroneModule = true
enableVaultDroneModule = true
MagnetModuleBlockLimitation = false

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#Choose how many wire sections are rendered in one meter (block).
#Decreasing this value can theoretically improve performance
#Range: > 1
wireSectionsPerMeter = 10
#...wire thickness...
#Range: 0.0 ~ 1.7976931348623157E308
wireThickness = 0.03

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#Responsible for how much energy is generated per 1 stress unit in a tick
#Default value is supposed to be compatible with default configuration of Create: Better Motors
#Range: 0.0 ~ 1.7976931348623157E308
suToEnergy = 0.029296875
#Multiplier of wire conductivity
#Range: 0.0 ~ 1.7976931348623157E308
conductivityMultiplier = 1.0
#Maximum depth of network pathfinding
#Range: > 1
maxPathfindingDepth = 32
#Maximum wire length
#Range: > 1
maxWireLength = 16
#Make sure config changes are duplicated on both Clients and the Server when running a dedicated Server,
# as the config isnt synced between Clients and Server.
#Alternator
[alternator]
#Alternator max input in ⚡ (Energy transfer, not generation).
#Range: > 0
generator_max_output = 5000
#Alternator internal capacity in ⚡.
#Range: > 0
generator_capacity = 50000
#Alternator efficiency relative to base conversion rate.
#Range: 0.01 ~ 3.0
generator_efficiency = 0.9
#Forge Energy conversion rate (in ⚡/t at 256 RPM, value is the ⚡/t generated and consumed is at 256rpm).
#Range: > 0
"⚡_at_max_rpm" = 830
#Max stress for the Alternator and Electric Motor (in SU at 256 RPM).
#Range: > 0
max_stress = 10000
#If audio should be enabled or not.
audio_enabled = true
[accumulator]
#Internal energy capacity of a accumulator
#Range: > 1
" AccumulatorCapacity" = 40000000
#Internal energy Max Receive of a accumulator
#Range: > 1
" MaxReceive" = 40384
#Internal energy Max Extract of a accumulator
#Range: > 1
" MaxExtract" = 40384
[Motors]
#Maximum motor SU multiplier
#Range: 0.0 ~ 1.7976931348623157E308
motorSuMultiplier = 1.0
#General Settings
[Motors."basic motor"]
#Internal energy capacity of an basic motor
#Range: > 1
"basic MotorCapacity" = 64000
#Generated SU of an basic motor
#Range: 1.0 ~ 1.7976931348623157E308
basicMotorStress = 3024.0
#Top Speed of an basic motor
#Range: 1.0 ~ 1.7976931348623157E308
basicMotorSpeed = 32.0
#General Settings
[Motors."starter motor"]
#Internal energy capacity of a starter motor
#Range: > 1
starterMotorCapacity = 44000
#Generated SU of a starter motor
#Range: 1.0 ~ 1.7976931348623157E308
starterMotorStress = 1028.0
#Top Speed of a starter motor
#Range: 1.0 ~ 1.7976931348623157E308
starterMotorSpeed = 16.0
#General Settings
[Motors."blazing motor"]
#Internal energy capacity of a blazing motor
#Range: > 1
blazingMotorCapacity = 124000
#Generated SU of a blazing motor
#Range: 1.0 ~ 1.7976931348623157E308
blazingMotorStress = 10024.0
#Top Speed of a blazing motor
#Range: 1.0 ~ 1.7976931348623157E308
blazingMotorSpeed = 124.0
#General Settings
[Motors."hardened motor"]
#Internal energy capacity of a hardened motor
#Range: > 1
hardenedMotorCapacity = 84000
#Generated SU of a hardened motor
#Range: 1.0 ~ 1.7976931348623157E308
hardenedMotorStress = 8024.0
#Top Speed of a hardened motor
#Range: 1.0 ~ 1.7976931348623157E308
hardenedMotorSpeed = 64.0
#General Settings
[Motors."niotic motor"]
#Internal energy capacity of a niotic motor
#Range: > 1
nioticMotorCapacity = 164000
#Generated SU of a niotic motor
#Range: 1.0 ~ 1.7976931348623157E308
nioticMotorStress = 100024.0
#Top Speed of a niotic motor
#Range: 1.0 ~ 1.7976931348623157E308
nioticMotorSpeed = 148.0
#General Settings
[Motors."spirited motor"]
#Internal energy capacity of a spirited motor
#Range: > 1
" spiritedMotorCapacity" = 224000
#Generated SU of a spirited motor
#Range: 1.0 ~ 1.7976931348623157E308
" spiritedMotorStress" = 300024.0
#Top Speed of a spirited motor
#Range: 1.0 ~ 1.7976931348623157E308
spiritedMotorSpeed = 200.0
#General Settings
[Motors."nitro motor"]
#Internal energy capacity of a nitro motor
#Range: > 1
" nitroMotorCapacity" = 524000
#Generated SU of a nitro motor
#Range: 1.0 ~ 1.7976931348623157E308
" spiritedMotorStress" = 600024.0
#Top Speed of a nitro motor
#Range: 1.0 ~ 1.7976931348623157E308
nitroMotorSpeed = 256.0

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#.
#Config for Automation related components
[automation]
#.
#.
#Whether allowing Deployers to perform Cutting Board Recipes
enableCuttingBoardDeploying = true
#.
#List of Block Entities that can be boosted when placed on Blaze Stove
boostingCookerList = ["farmersdelight:cooking_pot", "farmersdelight:skillet"]
#.
#Config for Integration with other mods
[integration]
#.
#.
#Whether replacing vanilla and modded pies into Farmer's Delight style
#[@cui:RequiresReload:both]
enablePieOverhaul = true
#.
#Pie items in this list will not be included in pie overhaul
#[@cui:RequiresReload:both]
pieOverhaulBlackList = []
#.
#For harvester to function properly, turning on this support will cause the collision shape of the overweight crop block to disappear.
#[@cui:RequiresReload:server]
enableHarvesterSupportForOverweightFarming = true
#.
#Basket of Farmers Delight has a 8 ticks transfer cooldown. Disable the cooldown for better automation.
#[@cui:RequiresReload:server]
disableTransferCooldownForFarmersDelightBasket = true

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#.
#Migrate copycats to Create: Copycats+ when they receive a block update
migrateCopycatsOnBlockUpdate = true
#.
#Migrate copycats to Create: Copycats+ when their block entities are initialized
migrateCopycatsOnInitialize = true
#.
#Enable/disable features. Values on server override clients
[features]
#.
fluid_vessel = true
bamboo_window = true
item_silo = true
inverted_clutch = true
empty_fan_catalyst = true
parallel_gearbox = true
inventory_access_port = true
cherry_window = true
centrifugal_clutch = true
copycat_slab = true
overstress_clutch = true
brake = true
copycat_block = true
copycat_fence_gate = true
copycat_stairs = true
large_crank_wheel = true
brass_gearbox = true
copycat_vertical_step = true
copycat_wall = true
six_way_gearbox = true
crank_wheel = true
encased_chain_cogwheel = true
sequenced_pulse_generator = true
freewheel_clutch = true
shear_pin = true
inverted_gearshift = true
linked_transmitter = true
copycat_beam = true
copycat_board = true
inventory_bridge = true
copycat_fence = true
#.
#Enable/disable categories of features. Disabling a category hides all related features. Values on server override clients
[feature_categories]
#.
#.
#All kinetic components, such as gearboxes and crank wheels
kinetic = true
#.
#All redstone components, such as linked transmitter and sequenced pulse generator
redstone = true
#.
#All components related to item and fluid transport
logistics = true
#.
#All copycats (Install Create: Copycats+ to upgrade)
copycats = true
#.
#All building palette blocks
palette = true

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#Settings for the mechanical extruder
[mechanical_extruder]
#Stress impact
#Range: 0.0 ~ 64.0
stressImpact = 4.0
#Minimum required speed
#Range: 0.0 ~ 254.0
minimumSpeed = 0.0
#Duration of the extrudding cycle. In ticks
#Range: 0 ~ 1000
cycle = 200

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#Settings for the mechanical spawner
[mechanical_spawner]
#Stress impact
#Range: 0.0 ~ 1.7976931348623157E308
stressImpact = 16.0
#Minimum required speed
#Range: 0.0 ~ 1.7976931348623157E308
minimumSpeed = 100.0
#Liquid capacity
#Range: > 1
liquidCapacity = 1000
#Max range
#Range: 1 ~ 6
maxRange = 2
#Allow Create Item Vault as loot collector
allowAnyContainerLootCollector = false
#Forces to require a loot collector for the spawner to work.
lootCollectorRequired = false
#Loot collector capacity in stacks
#Range: 1 ~ 16
lootCollectorCapacity = 8
#Enables alternative loot for spawner recipes.
customLootPerSpawnRecipeEnabled = true

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#If AE2 Inscriber recipes should be remove and replaced with Create Sequenced Assembly recipes
#instead. This also removes the inscriber crafting recipe, and the recipes for crushing various
#things in the inscriber as Create has compatibility for these built in.
overwrite_ae2_recipes = 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"]

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["Client Configs"]
#Fuel type tooltip on Buckets
"Fuel tooltips" = true
#Whenever Diesel Engines display in JEI
"Diesel Engine JEI Config" = true
#Diesel Engines emit sounds on trains
"Diesel Engines emit sounds on trains" = true

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#Render enchantment glint
renderGlint = true

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