Update instance.cfg, LivingEntity.class, PotionUtils.class, and 167 more files

This commit is contained in:
2026-07-13 18:28:16 +01:00
parent 35b3ca112b
commit 1092dfe25c
132 changed files with 1980 additions and 2008 deletions
+4 -4
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@@ -53,18 +53,18 @@ Profiler=
QuitAfterGameStop=false
UseAccountForInstance=false
iconKey=6
lastLaunchTime=1783955186459
lastTimePlayed=207
lastLaunchTime=1783963422107
lastTimePlayed=200
linkedInstances=[]
name=IMR6
notes=################# Industrial Magic Reloaded: 6 #################\n\nMagic/Tech Modpack - Kitchen sink with a performant core.\n25% Magic |-:-| 35% Tech |-:-| 25% Adventure |-:-| 15% Fuckaround\n\n## Core Modlist:\n- Embedium\n- Nvidium\n- Lithium\n- C2ME (Fabric latest)\n- Noisium\n- All the leaks\n- AI Improvements\n- Almost unified\n- 0Pack2Reload\n- Distant Horizons\n- Memguard\n- Rubidium Extra\n- Too Fast\n- Immserive Optimization\n- Immediately Fast\n- Light Speed\n- Mods Optimizer (Client/Server Helper)\n- Modern Fix\n- No Chat Reports\n- No Chat Restrictions\n- Packet Fixer\n- XL Packets\n- Oculus\n- Smooth GUI\n- Yeetus Experimentus\n- My Server Is Compatible\n- Ferrite Core\n- Entity Culling\n\n## Adventure Modlist:\n- Twilight Forrest\n- The Midnight\n- The Undergarden\n- Regions Unexplored\n- Deeper Darker\n- Alex's Mobs\n- Cataclysm\n- Bountiful\n- Expanded Combat\n- Imps & Demons\n\n## Magic Modlist:\n- Ars Novuea\n- Sons of sin\n- Magic Vibe Decorations (Crystals)\n- Tarot Cards (Remastered)\n- InWitched\n\n## Tech Modlist:\n- Mekanism\n- Immersive Engineering\n- Thermal (Series)\n- Draconic Evolution\n- Applied Energistics 2\n- Modular Force Fields Systems\n\n## QoL Modlist:\n- Let's Do (Series)\n- Immserive UI\n- Music Box\n- Blur\n- Appleskin\n- Better World Loading\n- Notely\n- Chat Heads\n- Chat Notifications\n- Comforts\n- Corpse\n- Cull Leaves\n- Curios\n- Drippy Loading\n- Fancy Menu\n- Easel Does It\n- Exposure\n- Ecliptic Seasons\n- Game Discs\n- Just Outdoor Stuff\n- Leaderboards\n- Configured\n- Legendary Block Entities\n- Keybinds\n- Project Red (Series)\n- Seamless Loading Screens\n- Searchables\n- Server Tab Info\n- Simple Hats\n- Sound of Rain\n- Sounds\n- Stardew Fishing\n- Zume\n- Immersive Melodies\n- Measurements\n- Mighty Mail\n- Natures Compass\n- Paragliders\n- Plushie Buddies\n- Pirate Hats\n- Portfolio\n- Pet Cemetry\n- Ribits\n- Trashcans\n- Tumbleweeds\n- Waystones\n- Snad\n- Moving Elevators\n- Mouse Tweaks\n- Melodies\n- I Wanna Skate\n- RPG Horse Call\n- Horseman\n- Guard Villagers\n- Grappling Hook\n- Goat Man\n- Enchantment Descriptions\n- Chimes\n- Brewin & Chewin\n- BetterF3\n- Better Biome Blend\n- Jade\n- Building Gadgets\n- Tinker's Construct\n- Signal Flares\n\n# Compat Modlist:\n- Alex's Delight\n- Animal Pen (Alex's Mobs)\n- Applied Mekanics\n- Ars Additions\n- Ars Mekanica\n- Ars Delight\n- Backpacked Patch\n- Better Animations C\n- Corn Expansion\n- Corpse Curios\n- DeRender Patcher\n- Dynamic Trees (RU)\n- Dynamic Trees (Ars Nouveau)\n- Dynamic Trees Plus\n- Ecliptic Seasons MultiMod Patch\n- End's Delight\n- Engineered Schematics\n- Engineers Delight\n- Every Comp\n- Exposure Expanded\n- Extended AE\n- Factory Blocks (Chisel)\n- Farmer's Cutting (RU)\n- Farmer's Delight Plus\n- Farmer's Structures\n- GeckoLib Performance Patch\n- Immserive Fixes (IM Backpatch)\n- Immersive Petroleum\n- Immersive Posts\n- Jade Addons\n- Just Enough Breeding\n- Just Enough Mekanism Multiblocks\n- Just Enough Professions\n- Let's Do Addon Structures\n- Let's Do Compat\n- Loot Integrations Cataclysm\n- Loot Integrations Graveyard\n- Loot Integrations Phillip's Ruins\n- Loot Integrations Piglet\n- Loot Integrations Yung's\n- MCT Immersive Technologies\n- Mekanism JEI\n- Mekalights\n- Meka Additions\n- Mekanism Turrets\n- Mekanism Generators\n- Mekanism Tools\n- Miner's Delight\n- More Immersive Wires\n- More Delight\n- More Villagers\n- My Nether Delight\n- Mystical Agradditions\n- Project Red Compat\n- Thermal Addons\n- Tinker Better Combat\n- Tinker's (RU)\n- Twilight Delight\n- Xaero Waystone Compat\n- Yung's Extras\n- Atmospheric Water Generators\n- Attribute Fix\n- Cataclysm Fortress\n- Display Delight\n- Lithostiched\n- TC Expanded Combat\n- Mobs Of Sin\n- Polymorphic\n- Oculus Flywheel Compat\n- Terrablender Fix\n\n\n\nCooked by: The MadSqawd
shortcuts=
totalTimePlayed=110381
totalTimePlayed=110581
[UI]
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datapacks_Page\ColumnsOverride=false
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resourcepacks_Page\ColumnsOverride=false
+123 -123
View File
@@ -1,123 +1,123 @@
#Entity Settings
[entity]
#General
[entity.general]
#Allow AI tasks to be removed from entities at runtime. If this is disable no per mob or per mob type removes will run.
allow_remove_calls = true
#Allows repeat remove calls to bubble to the top of the list to improve performance of repeat mob spawning.
enable_call_bubbling = true
#Entity Mob
[entity.mob]
#Remove Look Goal
[entity.mob.remove_look_goal]
#Remove the look at goal (player or attack target) AI task. This will cause AIs to not face targets or walking directions.
remove_look_goal = false
#Set this to true to apply this setting to all mobs on the filter list. Set this to false to NOT apply this to mobs on the filter list.
is_allowlist = false
#The list of mobs that is affected by this setting according to is_allowlist
filter_list = []
#Remove Look Random
[entity.mob.remove_look_random]
#Remove the look at random position AI task. This will cause AIs to feel a little lifeless as they do not animate head movement while idle.
remove_look_random = false
#Set this to true to apply this setting to all mobs on the filter list. Set this to false to NOT apply this to mobs on the filter list.
is_allowlist = false
#The list of mobs that is affected by this setting according to is_allowlist
filter_list = []
#Replace Look Controller
[entity.mob.replace_look_controller]
#Replaces the default look controller with a version featuring cached tan math improving performance. Only works on vanilla style mobs, if a mod overrides the look controller it will skip.
replace_look_controller = true
#Set this to true to apply this setting to all mobs on the filter list. Set this to false to NOT apply this to mobs on the filter list.
is_allowlist = false
#The list of mobs that is affected by this setting according to is_allowlist
filter_list = []
#Entity Fish
[entity.fish]
#Remove the fish's random swimming pathfinder. This will cause fish to stay in position more often.
remove_swim = false
#Remove the fish's panic pathfinder. This will cause fish to not run away.
remove_panic = false
#Remove the fish's AI task to avoid players.
remove_avoid_player = false
#Remove the fish's AI task to follow a leader fish to act as a group of fish.
remove_follow_leader = false
#Remove the fish's AI task to puff up when entities are nearby
remove_puff = false
#Squid Fish
[entity.squid]
#Remove the squid's flee pathfinder. This will cause squid to not run away.
remove_flee = false
#Remove the squid's random movement pathfinder. This will cause squid to swim around randomly.
remove_random_move = false
#Cow
[entity.cow]
#Remove the cow's float AI task. This causes cows to no longer swim in water.
remove_float = false
#Remove the cow's panic AI task. This causes cows to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the cow's breed AI task. This causes cows to be unable to breed to create offspring.
remove_breed = false
#Remove the cow's tempt AI task. This causes cows to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the cow's follow parent AI task. This causes baby cows to no longer follow their parents.
remove_follow_parent = false
#Remove the cow's random stroll AI task. This causes cows to no longer walk around randomly.
remove_stroll = false
#Chicken
[entity.chicken]
#Remove the chicken's float AI task. This causes chickens to no longer swim in water.
remove_float = false
#Remove the chicken's panic AI task. This causes chickens to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the chicken's breed AI task. This causes chickens to be unable to breed to create offspring.
remove_breed = false
#Remove the chicken's tempt AI task. This causes chickens to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the chicken's follow parent AI task. This causes baby chickens to no longer follow their parents.
remove_follow_parent = false
#Remove the chicken's random stroll AI task. This causes chickens to no longer walk around randomly.
remove_stroll = false
#Pig
[entity.pig]
#Remove the pig's float AI task. This causes pigs to no longer swim in water.
remove_float = false
#Remove the pig's panic AI task. This causes pigs to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the pig's breed AI task. This causes pigs to be unable to breed to create offspring.
remove_breed = false
#Remove the pig's tempt AI task. This causes pigs to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the pig's follow parent AI task. This causes baby pigs to no longer follow their parents.
remove_follow_parent = false
#Remove the pig's random stroll AI task. This causes pigs to no longer walk around randomly.
remove_stroll = false
#Sheep
[entity.sheep]
#Remove the sheep's float AI task. This causes sheep to no longer swim in water.
remove_float = false
#Remove the sheep's panic AI task. This causes sheep to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the sheep's breed AI task. This causes sheep to be unable to breed to create offspring.
remove_breed = false
#Remove the sheep's tempt AI task. This causes sheep to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the sheep's follow parent AI task. This causes baby sheep to no longer follow their parents.
remove_follow_parent = false
#Remove the sheep's random stroll AI task. This causes sheep to no longer walk around randomly.
remove_stroll = false
#Remove the sheep's eat block AI task. This causes sheep to no longer eat grass, and thus be unable to regenerate their wool.
remove_eat_block = false
#Entity Settings
[entity]
#General
[entity.general]
#Allow AI tasks to be removed from entities at runtime. If this is disable no per mob or per mob type removes will run.
allow_remove_calls = true
#Allows repeat remove calls to bubble to the top of the list to improve performance of repeat mob spawning.
enable_call_bubbling = true
#Entity Mob
[entity.mob]
#Remove Look Goal
[entity.mob.remove_look_goal]
#Remove the look at goal (player or attack target) AI task. This will cause AIs to not face targets or walking directions.
remove_look_goal = false
#Set this to true to apply this setting to all mobs on the filter list. Set this to false to NOT apply this to mobs on the filter list.
is_allowlist = false
#The list of mobs that is affected by this setting according to is_allowlist
filter_list = []
#Remove Look Random
[entity.mob.remove_look_random]
#Remove the look at random position AI task. This will cause AIs to feel a little lifeless as they do not animate head movement while idle.
remove_look_random = false
#Set this to true to apply this setting to all mobs on the filter list. Set this to false to NOT apply this to mobs on the filter list.
is_allowlist = false
#The list of mobs that is affected by this setting according to is_allowlist
filter_list = []
#Replace Look Controller
[entity.mob.replace_look_controller]
#Replaces the default look controller with a version featuring cached tan math improving performance. Only works on vanilla style mobs, if a mod overrides the look controller it will skip.
replace_look_controller = true
#Set this to true to apply this setting to all mobs on the filter list. Set this to false to NOT apply this to mobs on the filter list.
is_allowlist = false
#The list of mobs that is affected by this setting according to is_allowlist
filter_list = []
#Entity Fish
[entity.fish]
#Remove the fish's random swimming pathfinder. This will cause fish to stay in position more often.
remove_swim = false
#Remove the fish's panic pathfinder. This will cause fish to not run away.
remove_panic = false
#Remove the fish's AI task to avoid players.
remove_avoid_player = false
#Remove the fish's AI task to follow a leader fish to act as a group of fish.
remove_follow_leader = false
#Remove the fish's AI task to puff up when entities are nearby
remove_puff = false
#Squid Fish
[entity.squid]
#Remove the squid's flee pathfinder. This will cause squid to not run away.
remove_flee = false
#Remove the squid's random movement pathfinder. This will cause squid to swim around randomly.
remove_random_move = false
#Cow
[entity.cow]
#Remove the cow's float AI task. This causes cows to no longer swim in water.
remove_float = false
#Remove the cow's panic AI task. This causes cows to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the cow's breed AI task. This causes cows to be unable to breed to create offspring.
remove_breed = false
#Remove the cow's tempt AI task. This causes cows to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the cow's follow parent AI task. This causes baby cows to no longer follow their parents.
remove_follow_parent = false
#Remove the cow's random stroll AI task. This causes cows to no longer walk around randomly.
remove_stroll = false
#Chicken
[entity.chicken]
#Remove the chicken's float AI task. This causes chickens to no longer swim in water.
remove_float = false
#Remove the chicken's panic AI task. This causes chickens to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the chicken's breed AI task. This causes chickens to be unable to breed to create offspring.
remove_breed = false
#Remove the chicken's tempt AI task. This causes chickens to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the chicken's follow parent AI task. This causes baby chickens to no longer follow their parents.
remove_follow_parent = false
#Remove the chicken's random stroll AI task. This causes chickens to no longer walk around randomly.
remove_stroll = false
#Pig
[entity.pig]
#Remove the pig's float AI task. This causes pigs to no longer swim in water.
remove_float = false
#Remove the pig's panic AI task. This causes pigs to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the pig's breed AI task. This causes pigs to be unable to breed to create offspring.
remove_breed = false
#Remove the pig's tempt AI task. This causes pigs to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the pig's follow parent AI task. This causes baby pigs to no longer follow their parents.
remove_follow_parent = false
#Remove the pig's random stroll AI task. This causes pigs to no longer walk around randomly.
remove_stroll = false
#Sheep
[entity.sheep]
#Remove the sheep's float AI task. This causes sheep to no longer swim in water.
remove_float = false
#Remove the sheep's panic AI task. This causes sheep to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the sheep's breed AI task. This causes sheep to be unable to breed to create offspring.
remove_breed = false
#Remove the sheep's tempt AI task. This causes sheep to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the sheep's follow parent AI task. This causes baby sheep to no longer follow their parents.
remove_follow_parent = false
#Remove the sheep's random stroll AI task. This causes sheep to no longer walk around randomly.
remove_stroll = false
#Remove the sheep's eat block AI task. This causes sheep to no longer eat grass, and thus be unable to regenerate their wool.
remove_eat_block = false
+4
View File
@@ -4,6 +4,7 @@
"attack_cooldown": 5,
// Allows to set maximal amount of animals in the pen.
// Setting 0 will remove any limit.
// Default 0
"animal_limit_in_pen": 2147483647,
// Allows to enable mob growing in animal pen.
// The more animals are inside it, the larger it will be.
@@ -46,6 +47,9 @@
// above animal pen or aquarium
// Default value = false
"show_all_interactions_above": false,
// Allows to toggle if dispensers should be block from interacting with animal pens, aviaries, and aquariums
// Default value = false
"block_dispenser_interaction": false,
// Debug code to indicate problems.
"debug": false
}
@@ -0,0 +1,51 @@
{
// A cooldown value in game ticks between attacks that players can perform on animal pens.
// Default value: 5 game tick
"attack_cooldown": 5,
// Allows to set maximal amount of animals in the pen.
// Setting 0 will remove any limit.
"animal_limit_in_pen": 2147483647,
// Allows to enable mob growing in animal pen.
// The more animals are inside it, the larger it will be.
"animal_pen_mob_can_grow": false,
// Allows to change default mob size in pen.
"animal_pen_mob_size": 0.33,
// Allows to enable aquarium mob growing.
// The more animals are inside it, the larger it will be.
"aquarium_mob_can_grow": false,
// Allows to change default mob size in aquarium.
"aquarium_mob_size": 0.33,
// Allows to enable aviary mobs growing.
// The more mobs are inside it, the larger it will be.
"aviary_mob_can_grow": false,
// Allows to change default mob size in aviary.
"aviary_mob_size": 0.33,
// Allows to set how fast animals grows in pen and aquarium.
// Each animal is multiplied by given value to get end size.
// This option works only if animals_can_grow or water_animals_can_grow is enabled.
// Default value = 0.001
"growth_multiplier": 0.001,
// Allows to set how many different animal variants can be stored per item.
// Players will not be able to store more different variants than this value.
// Be aware, this increases NBT data size, so not recommended to put infinite amount.
// Default value = 16
"max_stored_animal_variants": 16,
// Allows to set if interactions with animal pens/aquariums should trigger advancements.
// Triggered Criteria: player_interacted_with_entity, bred_animals, filled_bucket, player_killed_entity
// Default value = false
"trigger_advancements": false,
// Allows to set if interactions with animal pens/aquariums should increase statistics.
// Increased Statistics: Animals Bred, Mob Kills, Use Item <item>, Kill Entity <entity>
// Default value = false
"increase_statistics": false,
// Allows to toggle if cooldowns should be shown only while player is crouching (true).
// or be visible all the time (false).
// Default value = false
"show_cooldowns_while_crouching": true,
// Allows to toggle if all interactions (evenNumber without cooldown) should be rendered
// above animal pen or aquarium
// Default value = false
"show_all_interactions_above": false,
// Debug code to indicate problems.
"debug": false
}
+24 -24
View File
@@ -1,24 +1,24 @@
[client]
#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 your current saturation level overlayed on the hunger bar
showSaturationHudOverlay = true
#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, enables the hunger/saturation/health overlays for food in your off-hand
showFoodValuesHudOverlayWhenOffhand = true
#If true, shows your food exhaustion as a progress bar behind the hunger bars
showFoodExhaustionHudUnderlay = true
#If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
showFoodStatsInDebugOverlay = true
#If true, shows estimated health restored by food on the health bar
showFoodHealthHudOverlay = true
#If true, health/hunger overlay will shake to match Minecraft's icon animations
showVanillaAnimationsOverlay = 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
[client]
#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 your current saturation level overlayed on the hunger bar
showSaturationHudOverlay = true
#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, enables the hunger/saturation/health overlays for food in your off-hand
showFoodValuesHudOverlayWhenOffhand = true
#If true, shows your food exhaustion as a progress bar behind the hunger bars
showFoodExhaustionHudUnderlay = true
#If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
showFoodStatsInDebugOverlay = true
#If true, shows estimated health restored by food on the health bar
showFoodHealthHudOverlay = true
#If true, health/hunger overlay will shake to match Minecraft's icon animations
showVanillaAnimationsOverlay = 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
+1 -1
View File
@@ -1,5 +1,5 @@
#Need help? Ask on Discord or Github/Gitlab <3 (ps: it is possible that this file contains nothing it's normal)
#Mon Jul 13 15:06:51 GMT 2026
#Mon Jul 13 17:24:06 GMT 2026
boolean.villages.enabled_custom_config=true
int.villages.salt=10387312
int.villages.separation=20
@@ -1,9 +1,9 @@
#Indigo properties file
#Wed Apr 15 20:09:52 EDT 2026
fix-mean-light-calculation=auto
debug-compare-lighting=auto
fix-exterior-vertex-lighting=auto
ambient-occlusion-mode=hybrid
always-tesselate-blocks=auto
fix-smooth-lighting-offset=auto
fix-luminous-block-ambient-occlusion=auto
#Indigo properties file
#Mon Jul 13 17:24:07 GMT 2026
always-tesselate-blocks=auto
ambient-occlusion-mode=hybrid
debug-compare-lighting=auto
fix-exterior-vertex-lighting=auto
fix-luminous-block-ambient-occlusion=auto
fix-mean-light-calculation=auto
fix-smooth-lighting-offset=auto
@@ -3,14 +3,14 @@ type = fancymenu_layout
layout-meta {
identifier = drippy_loading_overlay
render_custom_elements_behind_vanilla = false
last_edited_time = 1783943251204
last_edited_time = 1783963587275
is_enabled = true
randommode = false
randomgroup = 1
randomonlyfirsttime = false
layout_index = 0
custom_menu_title = Industrial Magic Reloaded: 6
[loading_requirement_container_meta:bf25ff1d-325d-4fb4-bc5a-357b7f9f23ea-1783943198108] = [groups:][instances:]
[loading_requirement_container_meta:a0ba784f-34a5-4335-ae8c-a3def312637c-1783963524488] = [groups:][instances:]
}
customization {
@@ -391,7 +391,7 @@ element {
y = -15
width = 328
height = 82
stay_on_screen = true
stay_on_screen = false
element_loading_requirement_container_identifier = 07245cce-7829-442a-a907-8ff929a71e2f-1783254406343
[loading_requirement_container_meta:07245cce-7829-442a-a907-8ff929a71e2f-1783254406343] = [groups:][instances:]
enable_parallax = false
@@ -449,13 +449,13 @@ element {
auto_sizing_base_screen_width = 1280
auto_sizing_base_screen_height = 720
auto_sizing_base_gui_scale = 2.0
sticky_anchor = false
sticky_anchor = true
anchor_point = bottom-right
x = -50
y = -70
x = -14
y = -20
width = 36
height = 50
stay_on_screen = true
stay_on_screen = false
element_loading_requirement_container_identifier = 56793ab0-4f5b-4ca0-8700-dd4e8d6a887b-1783254554928
[loading_requirement_container_meta:56793ab0-4f5b-4ca0-8700-dd4e8d6a887b-1783254554928] = [groups:][instances:]
enable_parallax = false
@@ -510,9 +510,9 @@ element {
fade_in_v2 = first_time
fade_out = no_fading
auto_sizing = false
auto_sizing_base_screen_width = 1582
auto_sizing_base_screen_height = 886
auto_sizing_base_gui_scale = 0.0
auto_sizing_base_screen_width = 1280
auto_sizing_base_screen_height = 720
auto_sizing_base_gui_scale = 2.0
sticky_anchor = true
anchor_point = element
anchor_point_element = e9102593-a1ae-423b-8d45-78c0b45dd29e-1783254406343
@@ -617,85 +617,6 @@ element {
base_color = #FFFFFF93
}
vanilla_button {
button_element_executable_block_identifier = 05f6e639-447f-4ad1-bc84-1ebfb20add77-1783252250740
[executable_block:05f6e639-447f-4ad1-bc84-1ebfb20add77-1783252250740][type:generic] = [executables:]
underline_label_on_hover = false
transparent_background = false
restartbackgroundanimations = true
nine_slice_custom_background = false
navigatable = true
widget_active_state_requirement_container_identifier = 4c9a02d3-7199-4280-900a-1881bdd2fb9d-1783252250740
[loading_requirement_container_meta:4c9a02d3-7199-4280-900a-1881bdd2fb9d-1783252250740] = [groups:][instances:]
is_template = false
template_apply_width = false
template_apply_height = false
template_apply_posx = false
template_apply_posy = false
template_apply_opacity = false
template_apply_visibility = false
template_apply_label = false
template_share_with = buttons
nine_slice_slider_handle = false
element_type = vanilla_button
instance_identifier = progress_bar
appearance_delay = no_delay
disappearance_delay = no_delay
fade_in_v2 = no_fading
fade_out = no_fading
auto_sizing = false
auto_sizing_base_screen_width = 1280
auto_sizing_base_screen_height = 720
auto_sizing_base_gui_scale = 0.0
sticky_anchor = false
anchor_point = vanilla
x = 140
y = 294
width = 360
height = 10
stay_on_screen = true
element_loading_requirement_container_identifier = 34d3317d-a80e-4b26-b90e-3844e08e1696-1783252250740
[loading_requirement_container_meta:34d3317d-a80e-4b26-b90e-3844e08e1696-1783252250740] = [groups:][instances:]
enable_parallax = false
invert_parallax = false
animated_offset_x = 0
animated_offset_y = 0
load_once_per_session = false
layer_hidden_in_editor = false
advanced_rotation_mode = false
advanced_vertical_tilt_mode = false
advanced_horizontal_tilt_mode = false
should_be_affected_by_decoration_overlays = true
in_editor_color = #FFC800FF
advanced_posx = -2147483648
advanced_posy = -2147483648
advanced_width = -2147483648
advanced_height = -2147483648
stretch_x = false
stretch_y = false
appearance_delay_seconds = 1.0
disappearance_delay_seconds = 1.0
fade_in_speed = 1.0
fade_out_speed = 1.0
base_opacity = 1.0
parallax_intensity_x = 0.5
parallax_intensity_y = 0.5
rotation_degrees = 0.0
advanced_rotation_degrees = 0.0
vertical_tilt_degrees = 0.0
advanced_vertical_tilt_degrees = 0.0
horizontal_tilt_degrees = 0.0
advanced_horizontal_tilt_degrees = 0.0
label_scale = 1.0
label_shadow = true
nine_slice_border_x = 5
nine_slice_border_y = 5
nine_slice_slider_handle_border_x = 5
nine_slice_slider_handle_border_y = 5
automated_button_clicks = 0
is_hidden = true
}
vanilla_button {
button_element_executable_block_identifier = 5e43216d-6ef7-4fd6-b15b-2aec40a5b167-1783252250740
[executable_block:5e43216d-6ef7-4fd6-b15b-2aec40a5b167-1783252250740][type:generic] = [executables:]
@@ -775,3 +696,82 @@ vanilla_button {
is_hidden = true
}
vanilla_button {
button_element_executable_block_identifier = 05f6e639-447f-4ad1-bc84-1ebfb20add77-1783252250740
[executable_block:05f6e639-447f-4ad1-bc84-1ebfb20add77-1783252250740][type:generic] = [executables:]
underline_label_on_hover = false
transparent_background = false
restartbackgroundanimations = true
nine_slice_custom_background = false
navigatable = true
widget_active_state_requirement_container_identifier = 4c9a02d3-7199-4280-900a-1881bdd2fb9d-1783252250740
[loading_requirement_container_meta:4c9a02d3-7199-4280-900a-1881bdd2fb9d-1783252250740] = [groups:][instances:]
is_template = false
template_apply_width = false
template_apply_height = false
template_apply_posx = false
template_apply_posy = false
template_apply_opacity = false
template_apply_visibility = false
template_apply_label = false
template_share_with = buttons
nine_slice_slider_handle = false
element_type = vanilla_button
instance_identifier = progress_bar
appearance_delay = no_delay
disappearance_delay = no_delay
fade_in_v2 = no_fading
fade_out = no_fading
auto_sizing = false
auto_sizing_base_screen_width = 1280
auto_sizing_base_screen_height = 720
auto_sizing_base_gui_scale = 0.0
sticky_anchor = false
anchor_point = vanilla
x = 140
y = 294
width = 360
height = 10
stay_on_screen = true
element_loading_requirement_container_identifier = 34d3317d-a80e-4b26-b90e-3844e08e1696-1783252250740
[loading_requirement_container_meta:34d3317d-a80e-4b26-b90e-3844e08e1696-1783252250740] = [groups:][instances:]
enable_parallax = false
invert_parallax = false
animated_offset_x = 0
animated_offset_y = 0
load_once_per_session = false
layer_hidden_in_editor = false
advanced_rotation_mode = false
advanced_vertical_tilt_mode = false
advanced_horizontal_tilt_mode = false
should_be_affected_by_decoration_overlays = true
in_editor_color = #FFC800FF
advanced_posx = -2147483648
advanced_posy = -2147483648
advanced_width = -2147483648
advanced_height = -2147483648
stretch_x = false
stretch_y = false
appearance_delay_seconds = 1.0
disappearance_delay_seconds = 1.0
fade_in_speed = 1.0
fade_out_speed = 1.0
base_opacity = 1.0
parallax_intensity_x = 0.5
parallax_intensity_y = 0.5
rotation_degrees = 0.0
advanced_rotation_degrees = 0.0
vertical_tilt_degrees = 0.0
advanced_vertical_tilt_degrees = 0.0
horizontal_tilt_degrees = 0.0
advanced_horizontal_tilt_degrees = 0.0
label_scale = 1.0
label_shadow = true
nine_slice_border_x = 5
nine_slice_border_y = 5
nine_slice_slider_handle_border_x = 5
nine_slice_slider_handle_border_y = 5
automated_button_clicks = 0
is_hidden = true
}
+23 -23
View File
@@ -1,23 +1,23 @@
#Use a slightly more compact, but also slightly slower representation for block states
compactFastMap = true
#Replace objects used to detect multi-threaded access to chunks by a much smaller field. This option is disabled by default due to very rare and very hard-to-reproduce crashes, use at your own risk!
useSmallThreadingDetector = false
#Cache the predicate instances used in multipart models
cacheMultipartPredicates = true
#Do not create a new MultipartBakedModel instance for each block state using the same multipartmodel. Requires cacheMultipartPredicates to be enabled
multipartDeduplication = true
#Deduplicate cached data for blockstates, most importantly collision and render shapes
blockstateCacheDeduplication = true
#Avoid creation of new strings when creating ModelResourceLocations
modelResourceLocations = true
#Use smaller data structures for "simple" models, especially models with few side-specific faces
modelSides = true
#Replace the blockstate neighbor table
replaceNeighborLookup = true
#Populate the neighbor table used by vanilla. Enabling this slightly increases memory usage, but can help with issues in the rare case where mods access it directly.
populateNeighborTable = false
#Do not store the properties of a state explicitly and read themfrom the replace neighbor table instead. Requires replaceNeighborLookup to be enabled
replacePropertyMap = true
#Deduplicate vertex data of baked quads in the basic model implementations
bakedQuadDeduplication = true
#Use a slightly more compact, but also slightly slower representation for block states
compactFastMap = true
#Replace objects used to detect multi-threaded access to chunks by a much smaller field. This option is disabled by default due to very rare and very hard-to-reproduce crashes, use at your own risk!
useSmallThreadingDetector = false
#Cache the predicate instances used in multipart models
cacheMultipartPredicates = true
#Do not create a new MultipartBakedModel instance for each block state using the same multipartmodel. Requires cacheMultipartPredicates to be enabled
multipartDeduplication = true
#Deduplicate cached data for blockstates, most importantly collision and render shapes
blockstateCacheDeduplication = true
#Avoid creation of new strings when creating ModelResourceLocations
modelResourceLocations = true
#Use smaller data structures for "simple" models, especially models with few side-specific faces
modelSides = true
#Replace the blockstate neighbor table
replaceNeighborLookup = true
#Populate the neighbor table used by vanilla. Enabling this slightly increases memory usage, but can help with issues in the rare case where mods access it directly.
populateNeighborTable = false
#Do not store the properties of a state explicitly and read themfrom the replace neighbor table instead. Requires replaceNeighborLookup to be enabled
replacePropertyMap = true
#Deduplicate vertex data of baked quads in the basic model implementations
bakedQuadDeduplication = true
+29 -29
View File
@@ -1,29 +1,29 @@
#Early window height
earlyWindowHeight = 768
#Enable forge global version checking
versionCheck = true
#Should we control the window. Disabling this disables new GL features and can be bad for mods that rely on them.
earlyWindowControl = true
#Early window framebuffer scale
earlyWindowFBScale = 1
#Early window provider
earlyWindowProvider = "fmlearlywindow"
#Early window width
earlyWindowWidth = 1024
#Early window starts maximized
earlyWindowMaximized = false
#Default config path for servers
defaultConfigPath = "defaultconfigs"
#Disables Optimized DFU client-side - already disabled on servers
disableOptimizedDFU = true
#Skip specific GL versions, may help with buggy graphics card drivers
earlyWindowSkipGLVersions = []
#Whether to log a help message on first attempt, to aid troubleshooting. This setting should automatically disable itself after a successful launch
earlyWindowLogHelpMessage = false
#Max threads for early initialization parallelism, -1 is based on processor count
maxThreads = -1
#Squir?
earlyWindowSquir = false
#Whether to show CPU usage stats in early window
earlyWindowShowCPU = false
#Early window height
earlyWindowHeight = 720
#Enable forge global version checking
versionCheck = true
#Should we control the window. Disabling this disables new GL features and can be bad for mods that rely on them.
earlyWindowControl = true
#Early window framebuffer scale
earlyWindowFBScale = 1
#Early window provider
earlyWindowProvider = "fmlearlywindow"
#Early window width
earlyWindowWidth = 1280
#Early window starts maximized
earlyWindowMaximized = false
#Default config path for servers
defaultConfigPath = "defaultconfigs"
#Disables Optimized DFU client-side - already disabled on servers
disableOptimizedDFU = true
#Skip specific GL versions, may help with buggy graphics card drivers
earlyWindowSkipGLVersions = []
#Whether to log a help message on first attempt, to aid troubleshooting. This setting should automatically disable itself after a successful launch
earlyWindowLogHelpMessage = false
#Max threads for early initialization parallelism, -1 is based on processor count
maxThreads = -1
#Squir?
earlyWindowSquir = false
#Whether to show CPU usage stats in early window
earlyWindowShowCPU = false
+26 -26
View File
@@ -1,26 +1,26 @@
#Client only settings, mostly things related to rendering
[client]
#Enable Forge to queue all chunk updates to the Chunk Update thread.
#May increase FPS significantly, but may also cause weird rendering lag.
#Not recommended for computers without a significant number of cores available.
alwaysSetupTerrainOffThread = false
#EXPERIMENTAL: Enable the Forge block rendering pipeline - fixes the lighting of custom models.
experimentalForgeLightPipelineEnabled = false
#When enabled, Forge will show any warnings that occurred during loading.
showLoadWarnings = true
#Set to true to use a combined DEPTH_STENCIL attachment instead of two separate ones.
useCombinedDepthStencilAttachment = false
#[DEPRECATED] Does nothing anymore, IPv6 addresses will be compressed always
compressLanIPv6Addresses = true
#During block model baking, manually calculates the normal for all faces.
#This was the default behavior of forge between versions 31.0 and 47.1.
#May result in differences between vanilla rendering and forge rendering.
#Will only produce differences for blocks that contain non-axis aligned faces.
#You will need to reload your resources to see results.
calculateAllNormals = false
#When enabled, a slightly biased Direction#getNearest calculation will be used to prevent normal fighting on 45 degree angle faces.
stabilizeDirectionGetNearest = true
#When enabled, Forge will allow mipmaps to be lowered in real-time. This is the default behavior in vanilla. Use this if you experience issues with resource packs that use textures lower than 8x8.
allowMipmapLowering = false
#Client only settings, mostly things related to rendering
[client]
#Enable Forge to queue all chunk updates to the Chunk Update thread.
#May increase FPS significantly, but may also cause weird rendering lag.
#Not recommended for computers without a significant number of cores available.
alwaysSetupTerrainOffThread = false
#EXPERIMENTAL: Enable the Forge block rendering pipeline - fixes the lighting of custom models.
experimentalForgeLightPipelineEnabled = false
#When enabled, Forge will show any warnings that occurred during loading.
showLoadWarnings = true
#Set to true to use a combined DEPTH_STENCIL attachment instead of two separate ones.
useCombinedDepthStencilAttachment = false
#[DEPRECATED] Does nothing anymore, IPv6 addresses will be compressed always
compressLanIPv6Addresses = true
#During block model baking, manually calculates the normal for all faces.
#This was the default behavior of forge between versions 31.0 and 47.1.
#May result in differences between vanilla rendering and forge rendering.
#Will only produce differences for blocks that contain non-axis aligned faces.
#You will need to reload your resources to see results.
calculateAllNormals = false
#When enabled, a slightly biased Direction#getNearest calculation will be used to prevent normal fighting on 45 degree angle faces.
stabilizeDirectionGetNearest = true
#When enabled, Forge will allow mipmaps to be lowered in real-time. This is the default behavior in vanilla. Use this if you experience issues with resource packs that use textures lower than 8x8.
allowMipmapLowering = false
+6 -6
View File
@@ -1,6 +1,6 @@
#Textures not included, make your own textures by making a resource pack that adds guard_steve_0 - 6
"Have guards use the steve model?" = false
"Have baby villagers have big heads like in bedrock?" = true
#Note that this option will automatically activate if a guard has more hearts than default
"Display guard health in icons" = true
#Textures not included, make your own textures by making a resource pack that adds guard_steve_0 - 6
"Have guards use the steve model?" = false
"Have baby villagers have big heads like in bedrock?" = true
#Note that this option will automatically activate if a guard has more hearts than default
"Display guard health in icons" = true
+17 -17
View File
@@ -1,17 +1,17 @@
[guides]
#Never load translated guide pages for your current language.
ignoreTranslatedGuides = false
#Never show errors in guides when recipes can't be found (i.e. because they were hidden by a datapack).
hideMissingRecipeErrors = false
[gui]
#Adapt GUI scaling for the Guide screen to fix Minecraft font issues at GUI scale 1 and 3.
adaptiveScaling = true
#Use the full width of the screen for the guide when it is opened.
fullWidthLayout = true
[debug]
#Show debugging overlays in GUI on mouse-over.
showDebugGuiOverlays = false
[guides]
#Never load translated guide pages for your current language.
ignoreTranslatedGuides = false
#Never show errors in guides when recipes can't be found (i.e. because they were hidden by a datapack).
hideMissingRecipeErrors = false
[gui]
#Adapt GUI scaling for the Guide screen to fix Minecraft font issues at GUI scale 1 and 3.
adaptiveScaling = true
#Use the full width of the screen for the guide when it is opened.
fullWidthLayout = true
[debug]
#Show debugging overlays in GUI on mouse-over.
showDebugGuiOverlays = false
@@ -1,48 +1,48 @@
#Disables most lighting code for certain models that are rendered dynamically (TESR). May improve FPS.
#Affects turrets and garden cloches
disableFancyTESR = false
#Show the text overlay for various blocks, such as the configuration of capacitors or pumps
showTextOverlay = true
#Set the GUI scale of the Engineer's Manual. This uses the same numbers as Vanilla's GUI Scale and is therefor limited to the maximum value available ingame.
#Range: 1 ~ 32
manualGuiScale = 4
#Set this to true if you suffer from bad eyesight. The Engineer's manual will be switched to a bold and darker text to improve readability.
badEyesight = false
#Set this to false to change fluid recipes in the manual to use decimals on buckets instead of fractions
fluidFractions = true
#Controls if item tooltips should contain the tags names of items. These tooltips are only visible in advanced tooltip mode (F3+H)
tagTooltips = true
#Increase the distance at which certain TileEntities (specifically windmills) are still visible. This is a modifier, so set it to 1 for default render distance, to 2 for doubled distance and so on.
#Range: 0.0 ~ 1.7976931348623157E308
increasedTileRenderdistance = 1.5
#Set this to false to hide the update news in the manual
showUpdateNews = true
#Allows revolvers and other IE items to look properly held in 3rd person. This uses a coremod. Can be disabled in case of conflicts with other animation mods.
fancyItemHolding = true
#Set to false to disable the stencil buffer. This may be necessary on older GPUs.
stencilBufferEnabled = true
#A list of sounds that should not be muffled by the Ear Defenders. Adding to this list requires knowledge of the correct sound resource names.
earDefenders_SoundBlacklist = []
#Use VBOs to render certain blocks. This is significantly faster than the usual rendering,
#but may not work correctly with visual effects from other mods
enableVBO = true
#Options to set the RGB color of all IE wire types
[wire_colors]
#Range: > -2147483648
copper = 11758655
#Range: > -2147483648
electrum = 15573061
#Range: > -2147483648
steel = 7303023
#Range: > -2147483648
structure_rope = 9862765
#Range: > -2147483648
structure_steel = 7303023
#Range: > -2147483648
redstone = 16723759
#Range: > -2147483648
copper_insulated = 16445918
#Range: > -2147483648
electrum_insulated = 10323322
#Disables most lighting code for certain models that are rendered dynamically (TESR). May improve FPS.
#Affects turrets and garden cloches
disableFancyTESR = false
#Show the text overlay for various blocks, such as the configuration of capacitors or pumps
showTextOverlay = true
#Set the GUI scale of the Engineer's Manual. This uses the same numbers as Vanilla's GUI Scale and is therefor limited to the maximum value available ingame.
#Range: 1 ~ 32
manualGuiScale = 4
#Set this to true if you suffer from bad eyesight. The Engineer's manual will be switched to a bold and darker text to improve readability.
badEyesight = false
#Set this to false to change fluid recipes in the manual to use decimals on buckets instead of fractions
fluidFractions = true
#Controls if item tooltips should contain the tags names of items. These tooltips are only visible in advanced tooltip mode (F3+H)
tagTooltips = true
#Increase the distance at which certain TileEntities (specifically windmills) are still visible. This is a modifier, so set it to 1 for default render distance, to 2 for doubled distance and so on.
#Range: 0.0 ~ 1.7976931348623157E308
increasedTileRenderdistance = 1.5
#Set this to false to hide the update news in the manual
showUpdateNews = true
#Allows revolvers and other IE items to look properly held in 3rd person. This uses a coremod. Can be disabled in case of conflicts with other animation mods.
fancyItemHolding = true
#Set to false to disable the stencil buffer. This may be necessary on older GPUs.
stencilBufferEnabled = true
#A list of sounds that should not be muffled by the Ear Defenders. Adding to this list requires knowledge of the correct sound resource names.
earDefenders_SoundBlacklist = []
#Use VBOs to render certain blocks. This is significantly faster than the usual rendering,
#but may not work correctly with visual effects from other mods
enableVBO = true
#Options to set the RGB color of all IE wire types
[wire_colors]
#Range: > -2147483648
copper = 11758655
#Range: > -2147483648
electrum = 15573061
#Range: > -2147483648
steel = 7303023
#Range: > -2147483648
structure_rope = 9862765
#Range: > -2147483648
structure_steel = 7303023
#Range: > -2147483648
redstone = 16723759
#Range: > -2147483648
copper_insulated = 16445918
#Range: > -2147483648
electrum_insulated = 10323322
@@ -1,26 +1,26 @@
#IMPORTANT NOTICE:
#THIS IS ONLY THE COMMON CONFIG. It does not contain all the values adjustable for IE.
#All modifiers for machines, all ore gen, the retrogen features and most other adjustable values have been moved to immersiveengineering-server.toml.
#That file is PER WORLD, meaning you have to go into 'saves/<world name>/serverconfig' to adjust it. Those changes will then only apply for THAT WORLD.
#You can then take that config file and put it in the 'defaultconfigs' folder to make it apply automatically to all NEW worlds you generate FROM THERE ON.
#This may appear confusing to many of you, but it is a new sensible way to handle configuration, because the server configuration is synced when playing multiplayer.
importantInfo = true
#A list of preferred Mod IDs that results of IE processes should stem from, aka which mod you want the copper to come from.
#This affects the ores dug by the excavator, as well as those crushing recipes that don't have associated IE items. This list is in oreder of priority.
preferredOres = ["immersiveengineering", "minecraft"]
[debug]
[debug.wires]
#Enable detailed logging for the wire network. This can be useful for developers to track down issues related to wires.
enableWireLogger = false
#Run sanity checks on the wire network after every interaction. This will cause a decent amount of lag and a lot of log spam if the wire network isn't fully intact. Only enable when asked to by an IE developer.
validateNets = false
#A list of all mods that IE has integrated compatability for
#Setting any of these to false disables the respective compat
[compat]
theoneprobe = true
curios = true
computercraft = true
#IMPORTANT NOTICE:
#THIS IS ONLY THE COMMON CONFIG. It does not contain all the values adjustable for IE.
#All modifiers for machines, all ore gen, the retrogen features and most other adjustable values have been moved to immersiveengineering-server.toml.
#That file is PER WORLD, meaning you have to go into 'saves/<world name>/serverconfig' to adjust it. Those changes will then only apply for THAT WORLD.
#You can then take that config file and put it in the 'defaultconfigs' folder to make it apply automatically to all NEW worlds you generate FROM THERE ON.
#This may appear confusing to many of you, but it is a new sensible way to handle configuration, because the server configuration is synced when playing multiplayer.
importantInfo = true
#A list of preferred Mod IDs that results of IE processes should stem from, aka which mod you want the copper to come from.
#This affects the ores dug by the excavator, as well as those crushing recipes that don't have associated IE items. This list is in oreder of priority.
preferredOres = ["immersiveengineering", "minecraft"]
[debug]
[debug.wires]
#Enable detailed logging for the wire network. This can be useful for developers to track down issues related to wires.
enableWireLogger = false
#Run sanity checks on the wire network after every interaction. This will cause a decent amount of lag and a lot of log spam if the wire network isn't fully intact. Only enable when asked to by an IE developer.
validateNets = false
#A list of all mods that IE has integrated compatability for
#Setting any of these to false disables the respective compat
[compat]
theoneprobe = true
curios = true
computercraft = true
@@ -1,9 +1,9 @@
#.
#Client-only settings - If you're looking for general settings, look inside your world's serverconfig folder!
[client]
#.
#The time to wait before showing the next message in a list.
#Range: 0.0 ~ 3.4028234663852886E38
timeBetweenMessages = 0.5
#.
#Client-only settings - If you're looking for general settings, look inside your world's serverconfig folder!
[client]
#.
#The time to wait before showing the next message in a list.
#Range: 0.0 ~ 3.4028234663852886E38
timeBetweenMessages = 0.5
+1
View File
@@ -0,0 +1 @@
{"excluded":["put:valuesHere"]}
+39 -123
View File
@@ -5,8 +5,8 @@
"harvest_tool.show_unbreakable": false,
"animal_owner": true,
"harvest_tool.effective_tool": true,
"item_storage": true,
"item_storage.normal_amount": 9,
"item_storage": true,
"harvest_tool": true,
"armor_stand": true,
"fluid_storage.detailed": false,
@@ -51,28 +51,12 @@
"painting": true,
"chiseled_bookshelf": true
},
"splendid_slimes": {
"splendid_slime": true
"midnight": {
"traditional_age": true,
"nightstag": true
},
"jadeaddons.create": {
"filter": true,
"backtank_capacity": true,
"goggles.requires_goggles": true,
"goggles": false,
"blaze_burner": true,
"exact_block": true,
"goggles.detailed": false,
"placard": true
},
"jadeaddons.mcjtylib": {
"jadeaddons": true
},
"mekanismcovers": {
"cover_component": true
},
"jademoddedentities": {
"villager": true,
"doggy_talents_next": true
"immersiveengineering": {
"multiblock_icon": true
},
"jade": {
"coordinates.rel": false,
@@ -82,11 +66,17 @@
"registry_name": "OFF",
"mod_name": true
},
"adorablehamsterpets": {
"hamster_debug_info": true,
"hamster_bed_info": true,
"wild_bush_tooltips": true,
"hamster_genetics": true
"expatternprovider": {
"jade_chamber": true,
"jade_wireless": true
},
"infinitybuttons": {
"hide_secret_buttons": true,
"hide_lantern_buttons": true,
"hide_torch_buttons": true
},
"balm": {
"jade": true
},
"ae2": {
"part_icon": true,
@@ -100,118 +90,44 @@
"crafting_monitor": true,
"part_name": true
},
"mekanism": {
"infuse_type": true,
"gas": true,
"remove_builtin": true,
"pigment": true,
"fluid": true,
"slurry": true,
"energy": true,
"tooltip_renderer": true
},
"easy_villagers": {
"villager": true,
"converter": true,
"breeder": true
},
"pipez": {
"pipe": true
},
"reliquary": {
"pedestal": true,
"altar": true,
"mortar": true,
"cauldron": true
},
"waystones": {
"waystone": true
},
"cookingforblockheads": {
"fridge": true,
"oven": true,
"sink": true,
"preservation_chamber": true,
"milk_jar": true,
"toaster": true
},
"storagedrawers": {
"display.stacklimit": true,
"main": true,
"display.content": true,
"display.status": true
},
"framedblocks": {
"framed_item_frame": true
},
"dimstorage": {
"dim_block_base": true,
"dim_tank": true
},
"railcraft": {
"signals": true,
"track_component": true,
"locomotive": true,
"switch_track": true
},
"tombstone": {
"decorative_graves": true,
"player_graves": true
},
"pneumaticcraft": {
"pneumatic": true,
"tube_module": true,
"entity": true,
"redstone": true,
"camo": true,
"semiblock": true
},
"expatternprovider": {
"jade_chamber": true,
"jade_wireless": true
},
"apotheosis": {
"adventure": true,
"ench": true,
"spawner": true
},
"quality_food": {
"quality": true
},
"balm": {
"jade": true
},
"productivebees": {
"solitary_nest": true,
"jar": true,
"canvas_beehive": true,
"bee_attributes": true,
"productive_bee": true
},
"ars_nouveau": {
"mob_jar": true
},
"jadeaddons": {
"equipment_requirement": ""
},
"jadeaddons.lootr": {
"info": true
"exposure": {
"lightroom": true,
"photograph_frame": true
},
"mysticalagradditions": {
"infused_farmland": true
},
"aether_redux": {
"logicator": true
},
"twilightforest": {
"quest_ram_wool": true
},
"supplementaries": {
"hat_stand": true
},
"dynamictrees": {
"rooty_water": true,
"pod": true,
"fruit": true,
"rooty": true,
"branch": true
},
"waystones": {
"waystone": true
},
"engineered_schematics": {
"schematic_info": true
},
"corpse": {
"corpse": true
},
"mysticalagriculture": {
"infused_farmland": true,
"crop": true,
"inferium_crop": true
},
"immersivetechnology": {
"display": true
}
}
+10
View File
@@ -26,6 +26,7 @@
"cookingforblockheads:preservation_chamber": null,
"cookingforblockheads:sink": null,
"cookingforblockheads:toaster": null,
"corpse:corpse": null,
"dimstorage:dim_block_base": null,
"dimstorage:dim_tank": null,
"dtphc2:maple_spile": null,
@@ -38,13 +39,20 @@
"easy_villagers:breeder": null,
"easy_villagers:converter": null,
"easy_villagers:villager": null,
"engineered_schematics:schematic_info": null,
"expatternprovider:jade_chamber": null,
"expatternprovider:jade_wireless": null,
"expatternprovider:tile_data": null,
"exposure:lightroom": null,
"exposure:photograph_frame": null,
"framedblocks:framed_item_frame": null,
"immersiveengineering:multiblock_icon": null,
"immersiveengineering:multiblock_inventory": null,
"immersiveengineering:multiblock_tank": null,
"immersivetechnology:display": null,
"immersivetechnology:multiblock_energy": null,
"immersivetechnology:multiblock_fluid": null,
"immersivetechnology:status": null,
"jade:block_face": null,
"jade:distance": null,
"jade:mod_name": null,
@@ -74,6 +82,8 @@
"mekanism:remove_builtin": null,
"mekanism:tooltip_renderer": null,
"mekanismcovers:cover_component": null,
"midnight:nightstag": null,
"midnight:traditional_age": null,
"minecraft:animal_owner": null,
"minecraft:armor_stand": null,
"minecraft:beehive": null,
@@ -1,14 +1,14 @@
#Info background transparency. 1 means opaque.
#Range: 0.0 ~ 1.0
infoAlpha = 0.5
#Info alignment. 0 means top. 1 means middle. 2 means bottom.
#Range: 0 ~ 2
infoAnchor = 1
#Info max width. 0.5 means half screen. default: 0.3
#Range: 0.0 ~ 0.5
infoMaxWidth = 0.3
#Render Selection only when pressing shift
selectionDisplayRequireShift = false
#Scroll for selection only when pressing shift
selectionScrollRequireShift = true
#Info background transparency. 1 means opaque.
#Range: 0.0 ~ 1.0
infoAlpha = 0.5
#Info alignment. 0 means top. 1 means middle. 2 means bottom.
#Range: 0 ~ 2
infoAnchor = 1
#Info max width. 0.5 means half screen. default: 0.3
#Range: 0.0 ~ 0.5
infoMaxWidth = 0.3
#Render Selection only when pressing shift
selectionDisplayRequireShift = false
#Scroll for selection only when pressing shift
selectionScrollRequireShift = true
@@ -1,3 +1,3 @@
#Restore full health on respawn
restoreFullHealthOnRespawn = true
#Restore full health on respawn
restoreFullHealthOnRespawn = true
+1 -1
View File
@@ -1,3 +1,3 @@
#Need help? Ask on Discord or Github/Gitlab <3 (ps: it is possible that this file contains nothing it's normal)
#Mon Jul 13 15:06:51 GMT 2026
#Mon Jul 13 17:24:06 GMT 2026
boolean.creative.enable_item_group_ferret=false
+154 -166
View File
@@ -1,166 +1,154 @@
[dynamic_lighting_settings]
#
# If enabled, vanilla mobs and items will recieve dynamic lighting. If disabled, only objects specified by external mods or configs will recieve dynamic lighting.
# Default: true
vanillaDynamicLighting = true
#
# If enabled, torches and other vanilla fire-based items will not emit light underwater.
# Default: false
torchesDoNothingInWater = false
#
# A multiplier applied to an entity's light level when in the deep dark.
# Default: 0.5
#Range: 0.0 ~ 1.0
deepDarkScaling = 0.5
#
# The maximum amount of times light tries to refresh in a second. Higher values attempt to refresh more often. This number can be decreased if you experience poor performance.
# Default: 40
#Range: 1 ~ 240
lightRefreshRate = 60
#
# Determines how far away you should be able to see light from an entity (measured in blocks). 0 for infinite distance. Use this to prevent far away entities from causing light updates.
# Default: 128
#Range: 0 ~ 1024
maxVisibleDistance = 128
#
# Determines if dynamic lighting should still occur when an entity is behind a wall. Turning this on may impact performance, but allows light to be seen around corners from far away. Entities within 24 blocks will always emit light.
# Default: false
seeThroughWalls = false
#
# Determines if dynamic lighting smoothly blends as you move. Works best with a high refresh rate. Will result in worse performance since lighting updates typically happen more often.
# Default: true
smoothBlending = false
#
# If enabled, chunks with dynamic lighting will always render off thread. Improves FPS, but may cause strange rendering glitches (Does nothing if Optifine is installed).
# Default: true
threadedRendering = true
[dynamic_lighting_settings.entity_lighting]
#
# Sets the light level of entities. Allows for adding modded entities. Set the light to -1 to unregister it.
# Example: ["minecraft:blaze=9", "minecraft:creeper=5"]
# Default: []
entityBrightnessOverrides = []
[dynamic_lighting_settings.entity_lighting.burning_entities]
#
# Determines if entities on fire emit light.
# Default: true
burningEntitiesGlow = true
#
# How bright a burning entity should be.
# Default: 10
#Range: 0 ~ 15
burningEntityLightLevel = 10
[dynamic_lighting_settings.entity_lighting.glowing_entities]
#
# Determines if entities affected with the glowing effect emit light.
# Default: true
glowingEntitiesGlow = true
#
# How bright an entity with the glowing effect be.
# Default: 5
#Range: 0 ~ 15
glowingEntityLightLevel = 5
[dynamic_lighting_settings.entity_lighting.entity_settings]
#
# Determines if if creepers emit light before they explode.
# Default: true
creepersGlow = true
[dynamic_lighting_settings.item_lighting]
#
# Modifies the light level of items. Allows for adding modded items. Set the light to -1 to unregister it.
# Example: ["minecraft:torch=14", "minecraft:diamond=10"]
# Default: []
itemBrightnessOverrides = []
#
# Determines if items in the world emit light.
# Default: true
itemEntitiesGlow = true
#
# Determines if held or worn items emit light.
# Default: true
heldItemsGlow = true
#
# Determines if item frames with glowing items emit light.
# Default: true
itemFramesGlow = true
[block_emission_settings]
#
# Determines if block textures can be lit brighter than usual.
# Default: true
blockTexturesGlow = true
#
# Modifies the light level of block textures. Set the light to -1 to unregister it.
# Example: ["minecraft:block/end_portal_frame_eye=12", "minecraft:block/stone=4"]
# Default: []
blockTextureBrightnessOverrides = []
[armor_trim_emission_settings]
#
# Determines if armor trim materials can be lit brighter than usual.
# Default: true
armorTrimsGlow = true
#
# Modifies the light level of armor trim textures based on trim material. Set the light to -1 to unregister it.
# Example: ["minecraft:diamond=10", "minecraft:gold=7"]
# Default: []
armorTrimBrightnessOverrides = []
[debug_settings]
#
# Logs info about registry data.
# Default: false
logRegistry = false
#
# Logs the average time 100 dynamic lighting calculations took, and provides a fastest refresh time for your machine based on these numbers.
# Default: false
logLightCalculationTime = false
#
# Logs when a mod or resource pack is using a deprecated folder structure.
# Default: true
logDeprecatedFolderStructure = true
#
# Logs when dynamic lighting encounters an issue.
# Default: false
logDynamicLightingErrors = false
[debug_settings.flags]
#
# Disables emissive block textures if an incompatible mod is discovered.
# Default: true
disableBlockTextureGlowIfError = true
#
# Warns when Flywheel is installed since you may see weird dynamic lighting on some blocks from Create.
# Default: true
warnAboutFlywheel = false
#
# Warns when Sodium (or a variation) is installed since dynamic lighting may not work.
# Default: true
warnAboutSodium = true
[mod_compat]
[mod_compat.enabled_builtin_plugins]
#
# Enables the plugin for Blue Skies.
# Default: true
blue_skies = true
#
# Enables the plugin for Create.
# Default: true
create = true
#
# Enables the plugin for Quark.
# Default: true
quark = true
#
# Enables the plugin for Tinkers' Construct.
# Default: true
tconstruct = true
[dynamic_lighting_settings]
#
# If enabled, vanilla mobs and items will recieve dynamic lighting. If disabled, only objects specified by external mods or configs will recieve dynamic lighting.
# Default: true
vanillaDynamicLighting = true
#
# If enabled, torches and other vanilla fire-based items will not emit light underwater.
# Default: false
torchesDoNothingInWater = false
#
# A multiplier applied to an entity's light level when in the deep dark.
# Default: 0.5
#Range: 0.0 ~ 1.0
deepDarkScaling = 0.5
#
# The maximum amount of times light tries to refresh in a second. Higher values attempt to refresh more often. This number can be decreased if you experience poor performance.
# Default: 40
#Range: 1 ~ 240
lightRefreshRate = 60
#
# Determines how far away you should be able to see light from an entity (measured in blocks). 0 for infinite distance. Use this to prevent far away entities from causing light updates.
# Default: 128
#Range: 0 ~ 1024
maxVisibleDistance = 128
#
# Determines if dynamic lighting should still occur when an entity is behind a wall. Turning this on may impact performance, but allows light to be seen around corners from far away. Entities within 24 blocks will always emit light.
# Default: false
seeThroughWalls = false
#
# Determines if dynamic lighting smoothly blends as you move. Works best with a high refresh rate. Will result in worse performance since lighting updates typically happen more often.
# Default: true
smoothBlending = false
#
# If enabled, chunks with dynamic lighting will always render off thread. Improves FPS, but may cause strange rendering glitches (Does nothing if Optifine is installed).
# Default: true
threadedRendering = true
[dynamic_lighting_settings.entity_lighting]
#
# Sets the light level of entities. Allows for adding modded entities. Set the light to -1 to unregister it.
# Example: ["minecraft:blaze=9", "minecraft:creeper=5"]
# Default: []
entityBrightnessOverrides = []
[dynamic_lighting_settings.entity_lighting.burning_entities]
#
# Determines if entities on fire emit light.
# Default: true
burningEntitiesGlow = true
#
# How bright a burning entity should be.
# Default: 10
#Range: 0 ~ 15
burningEntityLightLevel = 10
[dynamic_lighting_settings.entity_lighting.glowing_entities]
#
# Determines if entities affected with the glowing effect emit light.
# Default: true
glowingEntitiesGlow = true
#
# How bright an entity with the glowing effect be.
# Default: 5
#Range: 0 ~ 15
glowingEntityLightLevel = 5
[dynamic_lighting_settings.entity_lighting.entity_settings]
#
# Determines if if creepers emit light before they explode.
# Default: true
creepersGlow = true
[dynamic_lighting_settings.item_lighting]
#
# Modifies the light level of items. Allows for adding modded items. Set the light to -1 to unregister it.
# Example: ["minecraft:torch=14", "minecraft:diamond=10"]
# Default: []
itemBrightnessOverrides = []
#
# Determines if items in the world emit light.
# Default: true
itemEntitiesGlow = true
#
# Determines if held or worn items emit light.
# Default: true
heldItemsGlow = true
#
# Determines if item frames with glowing items emit light.
# Default: true
itemFramesGlow = true
[block_emission_settings]
#
# Determines if block textures can be lit brighter than usual.
# Default: true
blockTexturesGlow = true
#
# Modifies the light level of block textures. Set the light to -1 to unregister it.
# Example: ["minecraft:block/end_portal_frame_eye=12", "minecraft:block/stone=4"]
# Default: []
blockTextureBrightnessOverrides = []
[armor_trim_emission_settings]
#
# Determines if armor trim materials can be lit brighter than usual.
# Default: true
armorTrimsGlow = true
#
# Modifies the light level of armor trim textures based on trim material. Set the light to -1 to unregister it.
# Example: ["minecraft:diamond=10", "minecraft:gold=7"]
# Default: []
armorTrimBrightnessOverrides = []
[debug_settings]
#
# Logs info about registry data.
# Default: false
logRegistry = false
#
# Logs the average time 100 dynamic lighting calculations took, and provides a fastest refresh time for your machine based on these numbers.
# Default: false
logLightCalculationTime = false
#
# Logs when a mod or resource pack is using a deprecated folder structure.
# Default: true
logDeprecatedFolderStructure = true
#
# Logs when dynamic lighting encounters an issue.
# Default: false
logDynamicLightingErrors = false
[debug_settings.flags]
#
# Disables emissive block textures if an incompatible mod is discovered.
# Default: true
disableBlockTextureGlowIfError = true
#
# Warns when Flywheel is installed since you may see weird dynamic lighting on some blocks from Create.
# Default: true
warnAboutFlywheel = false
#
# Warns when Sodium (or a variation) is installed since dynamic lighting may not work.
# Default: true
warnAboutSodium = true
[mod_compat]
[mod_compat.enabled_builtin_plugins]
#
# Enables the plugin for Tinkers' Construct.
# Default: true
tconstruct = true
+11 -11
View File
@@ -1,11 +1,11 @@
#If not DISABLE, enables the Mantle heart renderer, which stacks hearts by changing the color instead of vertically stacking them.
#WITH_MAX will show the max health in colored containers behind the health bar. NO_MAX will show just the health bar
#If DISABLE, uses the Forge heart renderer.
#Mod authors: this config is not meant for compatibility with your heart renderer, cancel the RenderGameOverlayEvent.Pre event and our logic won't run
#Allowed Values: DISABLE, NO_MAX, WITH_MAX
heartRenderer = "WITH_MAX"
#If true, fluids properly have their lighting adjusted under vanilla fog effects such as blindness. If false, they render as nearly fullbright ignoring fog.
#This config option is provided as the fix breaks shaders, and slightly broken is better than fully broken.
#Best fix is to fix your shaders though, so you can have no broken visuals.
enableFluidFogFix = true
#If not DISABLE, enables the Mantle heart renderer, which stacks hearts by changing the color instead of vertically stacking them.
#WITH_MAX will show the max health in colored containers behind the health bar. NO_MAX will show just the health bar
#If DISABLE, uses the Forge heart renderer.
#Mod authors: this config is not meant for compatibility with your heart renderer, cancel the RenderGameOverlayEvent.Pre event and our logic won't run
#Allowed Values: DISABLE, NO_MAX, WITH_MAX
heartRenderer = "WITH_MAX"
#If true, fluids properly have their lighting adjusted under vanilla fog effects such as blindness. If false, they render as nearly fullbright ignoring fog.
#This config option is provided as the fix breaks shaders, and slightly broken is better than fully broken.
#Best fix is to fix your shaders though, so you can have no broken visuals.
enableFluidFogFix = true
+19 -19
View File
@@ -1,19 +1,19 @@
#Client settings
[client]
#Set line color. [Default: YELLOW]
#Allowed Values: RANDOM, WHITE, ORANGE, MAGENTA, LIGHT_BLUE, YELLOW, LIME, PINK, GRAY, LIGHT_GRAY, CYAN, PURPLE, BLUE, BROWN, GREEN, RED, BLACK
lineColor = "YELLOW"
#Set text color. [Default: YELLOW]
#Allowed Values: RANDOM, XYZRGB, WHITE, ORANGE, MAGENTA, LIGHT_BLUE, YELLOW, LIME, PINK, GRAY, LIGHT_GRAY, CYAN, PURPLE, BLUE, BROWN, GREEN, RED, BLACK
textColor = "YELLOW"
#Set text size [Default: 0.02]
#Range: 0.01 ~ 0.1
textSize = 0.02
#Set line width (thickness). [Default: 2]
#Range: 1.0 ~ 16.0
lineWidth = 2.0
#Set line width when further away (thickness). [Default: 2]
#Range: 1 ~ 16
lineWidthMax = 2
#Client settings
[client]
#Set line color. [Default: YELLOW]
#Allowed Values: RANDOM, WHITE, ORANGE, MAGENTA, LIGHT_BLUE, YELLOW, LIME, PINK, GRAY, LIGHT_GRAY, CYAN, PURPLE, BLUE, BROWN, GREEN, RED, BLACK
lineColor = "YELLOW"
#Set text color. [Default: YELLOW]
#Allowed Values: RANDOM, XYZRGB, WHITE, ORANGE, MAGENTA, LIGHT_BLUE, YELLOW, LIME, PINK, GRAY, LIGHT_GRAY, CYAN, PURPLE, BLUE, BROWN, GREEN, RED, BLACK
textColor = "YELLOW"
#Set text size [Default: 0.02]
#Range: 0.01 ~ 0.1
textSize = 0.02
#Set line width (thickness). [Default: 2]
#Range: 1.0 ~ 16.0
lineWidth = 2.0
#Set line width when further away (thickness). [Default: 2]
#Range: 1 ~ 16
lineWidthMax = 2
+13 -13
View File
@@ -1,13 +1,13 @@
[general]
#Merge all dynamic resource packs from all mods that use this library into a single pack
merge_dynamic_resource_packs = true
#Prevents map texture from being upladed to GPU when only map markers have changed.Could increase performance
lazy_map_upload = true
#Renders map textures using mipmap. Vastly improves look from afar as well when inside a Map Atlas from Map Atlases or similar. Set to 0 to have no mipmap like vanilla
#Range: 0 ~ 4
maps_mipmap = 3
#Fix minecraft entity shading to be exactly the same that blocks use. (1 for up,0.8 for north, 0.6 for west and 0.5 for down).This means that if you have a model and render it with a tile renderer or entity it will appear identical as one rendered via baked models.Using no gui will prevent it from changing item rendered in GUIs, in case you dont like that look.Note there is a known compat issue with Figura mod. Keep this True or False with that one
#Allowed Values: FALSE, NO_GUI, TRUE
consistent_entity_renderer_shading = "NO_GUI"
[general]
#Merge all dynamic resource packs from all mods that use this library into a single pack
merge_dynamic_resource_packs = true
#Prevents map texture from being upladed to GPU when only map markers have changed.Could increase performance
lazy_map_upload = true
#Renders map textures using mipmap. Vastly improves look from afar as well when inside a Map Atlas from Map Atlases or similar. Set to 0 to have no mipmap like vanilla
#Range: 0 ~ 4
maps_mipmap = 3
#Fix minecraft entity shading to be exactly the same that blocks use. (1 for up,0.8 for north, 0.6 for west and 0.5 for down).This means that if you have a model and render it with a tile renderer or entity it will appear identical as one rendered via baked models.Using no gui will prevent it from changing item rendered in GUIs, in case you dont like that look.Note there is a known compat issue with Figura mod. Keep this True or False with that one
#Allowed Values: FALSE, NO_GUI, TRUE
consistent_entity_renderer_shading = "NO_GUI"
+13 -13
View File
@@ -1,13 +1,13 @@
[general]
#Clears dynamic models and textures from the mod dynamic pack once resource reload is done. This can save up some RAM. Turning off if you notice inconsistencies with pack loading
clear_dynamic_resources = false
#Enables multi-threaded generation for dynamic assets (if supported). This could improve performance on systems with more cores available.
multi_threaded_generation = true
#ONLY for debugging purpose. Turns one some debug functionality like more logging or blocktypes_debug.txt, the file can be found in ~/.minecraft/debug/dynamic_registry_dump...
extra_debug = false
#Enable this will list each BlockTypes' Children. The List of BlockTypes' children will be also in the same file via EXTRA_DEBUG. NOTE: To enable this, EXTRA_DEBUG must be enabled, too.
extra_children_debug = false
#Global datapack folder. A folder where you can store and load datapacks for all your worlds automatically. Set to empty string to disable
global_datapacks_folder = "moonlight-global-datapacks"
[general]
#Clears dynamic models and textures from the mod dynamic pack once resource reload is done. This can save up some RAM. Turning off if you notice inconsistencies with pack loading
clear_dynamic_resources = false
#Enables multi-threaded generation for dynamic assets (if supported). This could improve performance on systems with more cores available.
multi_threaded_generation = true
#ONLY for debugging purpose. Turns one some debug functionality like more logging or blocktypes_debug.txt, the file can be found in ~/.minecraft/debug/dynamic_registry_dump...
extra_debug = false
#Enable this will list each BlockTypes' Children. The List of BlockTypes' children will be also in the same file via EXTRA_DEBUG. NOTE: To enable this, EXTRA_DEBUG must be enabled, too.
extra_children_debug = false
#Global datapack folder. A folder where you can store and load datapacks for all your worlds automatically. Set to empty string to disable
global_datapacks_folder = "moonlight-global-datapacks"
+32 -32
View File
@@ -1,32 +1,32 @@
#House generation settings
[houses]
#Should More Villagers houses generate in plains biome villages?
generatePlainsHouses = true
#Should More Villagers houses generate in taiga biome villages?
generateTaigaHouses = true
#Should More Villagers houses generate in savanna biome villages?
generateSavannaHouses = true
#Should More Villagers houses generate in snowy biome villages?
generateSnowyHouses = true
#Should More Villagers houses generate in desert biome villages?
generateDesertHouses = true
#House weights (spawn frequency)
[houses.weights]
#Woodworker house spawn chance
#Range: > 0
woodworkerHouseWeight = 10
#Oceanographer house spawn chance
#Range: > 0
oceanographerHouseWeight = 10
#Florist house spawn chance
#Range: > 0
floristHouseWeight = 10
#Hunter house spawn chance
#Range: > 0
hunterHouseWeight = 10
#Engineer house spawn chance
#Range: > 0
engineerHouseWeight = 10
#House generation settings
[houses]
#Should More Villagers houses generate in plains biome villages?
generatePlainsHouses = true
#Should More Villagers houses generate in taiga biome villages?
generateTaigaHouses = true
#Should More Villagers houses generate in savanna biome villages?
generateSavannaHouses = true
#Should More Villagers houses generate in snowy biome villages?
generateSnowyHouses = true
#Should More Villagers houses generate in desert biome villages?
generateDesertHouses = true
#House weights (spawn frequency)
[houses.weights]
#Woodworker house spawn chance
#Range: > 0
woodworkerHouseWeight = 10
#Oceanographer house spawn chance
#Range: > 0
oceanographerHouseWeight = 10
#Florist house spawn chance
#Range: > 0
floristHouseWeight = 10
#Hunter house spawn chance
#Range: > 0
hunterHouseWeight = 10
#Engineer house spawn chance
#Range: > 0
engineerHouseWeight = 10
@@ -1,6 +1,6 @@
#General configuration options.
[General]
#Should Growth Accelerators use animated textures?
animatedGrowthAccelerators = true
#General configuration options.
[General]
#Should Growth Accelerators use animated textures?
animatedGrowthAccelerators = true
@@ -1,48 +1,48 @@
#General configuration options.
[General]
#The amount of uses the basic Infusion Crystal should have.
#Range: > 10
infusionCrystalUses = 1000
#Should the Wither drop Cognizant Dust when killed with a Mystical Enlightenment enchanted essence weapon?
witherDropsCognizant = true
#Should vanilla crafting recipes for seeds be generated?
seedCraftingRecipes = false
#Should the Wither drop essence when killed with an essence weapon?
witherDropsEssence = true
#Should the Ender Dragon drop Cognizant Dust when killed with a Mystical Enlightenment enchanted essence weapon?
dragonDropsCognizant = true
#Should wearing a full set of Awakened Supremium armor grant the Plant Growth AOE set bonus?
awakenedSupremiumSetBonus = true
#Should Supremium Tools be enchantable in an Enchanting Table?
enchantableSupremiumTools = true
#The amount of time in seconds between each Growth Accelerator growth tick.
#Range: > 1
growthAcceleratorCooldown = 10
#Should fake players be able to use watering cans?
fakePlayerWatering = true
#Should the Ender Dragon drop essence when killed with an essence weapon?
dragonDropsEssence = true
#Should right clicking on Farmland with an Essence create Essence Farmland?
essenceFarmlandConversion = true
#Should crops have a chance of dropping a second seed when harvested?
secondarySeedDrops = true
#The percentage chance that harvesting a Resource Crop will drop a Fertilized Essence.
#Range: 0.0 ~ 1.0
fertilizedEssenceChance = 0.1
#The percentage chance that a passive or hostile mob will drop an Inferium Essence when killed.
#Range: 0.0 ~ 1.0
inferiumDropChance = 0.2
#World generation options.
[World]
#The percentage chance a Soulium Ore spawns in a Soulstone cluster.
#Range: 0.0 ~ 1.0
souliumOreChance = 0.05
#Should Inferium Ore generate in the world?
generateInferiumOre = true
#Should Prosperity Ore generate in the world?
generateProsperityOre = true
#Should Soulstone generate in the world?
generateSoulstone = true
#General configuration options.
[General]
#The amount of uses the basic Infusion Crystal should have.
#Range: > 10
infusionCrystalUses = 1000
#Should the Wither drop Cognizant Dust when killed with a Mystical Enlightenment enchanted essence weapon?
witherDropsCognizant = true
#Should vanilla crafting recipes for seeds be generated?
seedCraftingRecipes = false
#Should the Wither drop essence when killed with an essence weapon?
witherDropsEssence = true
#Should the Ender Dragon drop Cognizant Dust when killed with a Mystical Enlightenment enchanted essence weapon?
dragonDropsCognizant = true
#Should wearing a full set of Awakened Supremium armor grant the Plant Growth AOE set bonus?
awakenedSupremiumSetBonus = true
#Should Supremium Tools be enchantable in an Enchanting Table?
enchantableSupremiumTools = true
#The amount of time in seconds between each Growth Accelerator growth tick.
#Range: > 1
growthAcceleratorCooldown = 10
#Should fake players be able to use watering cans?
fakePlayerWatering = true
#Should the Ender Dragon drop essence when killed with an essence weapon?
dragonDropsEssence = true
#Should right clicking on Farmland with an Essence create Essence Farmland?
essenceFarmlandConversion = true
#Should crops have a chance of dropping a second seed when harvested?
secondarySeedDrops = true
#The percentage chance that harvesting a Resource Crop will drop a Fertilized Essence.
#Range: 0.0 ~ 1.0
fertilizedEssenceChance = 0.1
#The percentage chance that a passive or hostile mob will drop an Inferium Essence when killed.
#Range: 0.0 ~ 1.0
inferiumDropChance = 0.2
#World generation options.
[World]
#The percentage chance a Soulium Ore spawns in a Soulstone cluster.
#Range: 0.0 ~ 1.0
souliumOreChance = 0.05
#Should Inferium Ore generate in the world?
generateInferiumOre = true
#Should Prosperity Ore generate in the world?
generateProsperityOre = true
#Should Soulstone generate in the world?
generateSoulstone = true
+13 -13
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@@ -1,13 +1,13 @@
[Client]
#Displays Nature's Compass information even while chat is open.
displayWithChatOpen = true
#Fixes biome names by adding missing spaces. Ex: ForestHills becomes Forest Hills
fixBiomeNames = true
#The line offset for information rendered on the HUD.
#Range: 0 ~ 50
overlayLineOffset = 1
#The side for information rendered on the HUD. Ex: LEFT, RIGHT
#Allowed Values: LEFT, RIGHT
overlaySide = "LEFT"
[Client]
#Displays Nature's Compass information even while chat is open.
displayWithChatOpen = true
#Fixes biome names by adding missing spaces. Ex: ForestHills becomes Forest Hills
fixBiomeNames = true
#The line offset for information rendered on the HUD.
#Range: 0 ~ 50
overlayLineOffset = 1
#The side for information rendered on the HUD. Ex: LEFT, RIGHT
#Allowed Values: LEFT, RIGHT
overlaySide = "LEFT"
+29 -29
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@@ -1,29 +1,29 @@
[General]
#Allows a player to teleport to a located biome when in creative mode, opped, or in cheat mode.
allowTeleport = true
#Allows players to view the precise coordinates and distance of a located structure on the HUD, rather than relying on the direction the compass is pointing.
displayCoordinates = true
#biomeSize * radiusModifier = maxSearchRadius. Raising this value will increase search accuracy but will potentially make the process more resource .
#Range: 0 ~ 1000000
radiusModifier = 2500
#biomeSize * sampleSpaceModifier = sampleSpace. Lowering this value will increase search accuracy but will make the process more resource intensive.
#Range: 0 ~ 1000000
sampleSpaceModifier = 16
#A list of biomes that the compass will not be able to search for, specified by resource location. The wildcard character * can be used to match any number of characters, and ? can be used to match one character. Ex: ["minecraft:savanna", "minecraft:desert", "minecraft:*ocean*"]
biomeBlacklist = []
#The maximum number of samples to be taken when searching for a biome.
#Range: 0 ~ 1000000
maxSamples = 50000
#The maximum number of times a player can search for the next instance of a located biome. Set to 0 to disable searching for additional biome instances and make the compass always locate the nearest biome.
#Range: 0 ~ 10000
maxNextSearches = 25
#The default number of XP levels consumed when searching for a biome. Individual biomes can be configured via perBiomeXpLevels.
#Range: 0 ~ 3
defaultXpLevels = 0
#A list of per-biome XP level costs that override defaultXpLevels, specified as comma-separated "biome_id,num_levels" pairs. Biomes not listed here use defaultXpLevels. Max of 3 levels. The wildcard character * can be used to match any number of characters, and ? can be used to match one character. Ex: ["minecraft:deep_dark,3", "minecraft:end*,2", "minecraft:*caves,3"]
perBiomeXpLevels = []
#The number of successful biome searches before the compass breaks and must be repaired. Set to 0 to disable durability.
#Range: 0 ~ 10000
compassDurability = 0
[General]
#Allows a player to teleport to a located biome when in creative mode, opped, or in cheat mode.
allowTeleport = true
#Allows players to view the precise coordinates and distance of a located structure on the HUD, rather than relying on the direction the compass is pointing.
displayCoordinates = true
#biomeSize * radiusModifier = maxSearchRadius. Raising this value will increase search accuracy but will potentially make the process more resource .
#Range: 0 ~ 1000000
radiusModifier = 2500
#biomeSize * sampleSpaceModifier = sampleSpace. Lowering this value will increase search accuracy but will make the process more resource intensive.
#Range: 0 ~ 1000000
sampleSpaceModifier = 16
#A list of biomes that the compass will not be able to search for, specified by resource location. The wildcard character * can be used to match any number of characters, and ? can be used to match one character. Ex: ["minecraft:savanna", "minecraft:desert", "minecraft:*ocean*"]
biomeBlacklist = []
#The maximum number of samples to be taken when searching for a biome.
#Range: 0 ~ 1000000
maxSamples = 50000
#The maximum number of times a player can search for the next instance of a located biome. Set to 0 to disable searching for additional biome instances and make the compass always locate the nearest biome.
#Range: 0 ~ 10000
maxNextSearches = 25
#The default number of XP levels consumed when searching for a biome. Individual biomes can be configured via perBiomeXpLevels.
#Range: 0 ~ 3
defaultXpLevels = 0
#A list of per-biome XP level costs that override defaultXpLevels, specified as comma-separated "biome_id,num_levels" pairs. Biomes not listed here use defaultXpLevels. Max of 3 levels. The wildcard character * can be used to match any number of characters, and ? can be used to match one character. Ex: ["minecraft:deep_dark,3", "minecraft:end*,2", "minecraft:*caves,3"]
perBiomeXpLevels = []
#The number of successful biome searches before the compass breaks and must be repaired. Set to 0 to disable durability.
#Range: 0 ~ 10000
compassDurability = 0
+3 -1
View File
@@ -1,6 +1,8 @@
{
"log_level": "OPERATORS",
"min_permission_level_for_messages": 0,
"min_permission_level_for_commands": 2,
"auto_kill_ticking_entities": false,
"kill_players_instead": false,
"ticking_exception_threshold": 10,
"handle_ticking_entities": true,
"handle_ticking_block_entities": true,
+1 -1
View File
@@ -1,5 +1,5 @@
#This file stores configuration options for Iris, such as the currently active shaderpack
#Mon Jul 13 15:06:51 GMT 2026
#Mon Jul 13 17:24:05 GMT 2026
colorSpace=SRGB
disableUpdateMessage=true
enableDebugOptions=false
+1 -1
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@@ -1,7 +1,7 @@
#Packet Fixer config file.
#Default values (minecraft default): nbtMaxSize 2097152, packetSize 1048576, decoderSize 8388608 and varInt21Size 3.
#Max values are 2147483647 for packetSize/decoderSize/varInt21 and 9223372036854775807 for nbtMaxSize.
#Mon Jul 13 15:06:44 GMT 2026
#Mon Jul 13 17:23:59 GMT 2026
allSizesUnlimited=true
chunkPacketData=2097152
decoderSize=8388608
+27 -27
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@@ -1,27 +1,27 @@
#Easy to access switches to toggle side features on and off.
#Most of them requires server restart or datapack reload. All of them, actually.
[features]
#For those who wants to remove Spirit Orbs generated in the world, more specifically...
# * Spirit Orbs generated in various chests
# * Spirit Orbs dropped by spawners and such
#Note that bargain recipe for Heart Containers/Stamina Vessels will persist, even if this option is disabled.
spiritOrbGens = true
#For those who wants to remove entirety of Heart Containers from the game, more specifically...
# * Heart Containers obtained by "challenges" (i.e. Killing dragon, wither, raid)
# * Bargains using Heart Containers (custom recipes won't be affected)
#Note that if this option is disabled while staminaVessels is enabled, "challenges" will drop stamina vessels instead.
heartContainers = true
#For those who wants to remove entirety of Stamina Vessels from the game, more specifically...
# * Bargains using Stamina Vessels (custom recipes won't be affected)
staminaVessels = true
#For those who wants to remove all structures added by this mod. Requires restart.
structures = true
[debug]
debugPlayerMovement = false
traceMovementPacket = false
traceVesselPacket = false
traceBargainPacket = false
traceWindPacket = false
#Easy to access switches to toggle side features on and off.
#Most of them requires server restart or datapack reload. All of them, actually.
[features]
#For those who wants to remove Spirit Orbs generated in the world, more specifically...
# * Spirit Orbs generated in various chests
# * Spirit Orbs dropped by spawners and such
#Note that bargain recipe for Heart Containers/Stamina Vessels will persist, even if this option is disabled.
spiritOrbGens = true
#For those who wants to remove entirety of Heart Containers from the game, more specifically...
# * Heart Containers obtained by "challenges" (i.e. Killing dragon, wither, raid)
# * Bargains using Heart Containers (custom recipes won't be affected)
#Note that if this option is disabled while staminaVessels is enabled, "challenges" will drop stamina vessels instead.
heartContainers = true
#For those who wants to remove entirety of Stamina Vessels from the game, more specifically...
# * Bargains using Stamina Vessels (custom recipes won't be affected)
staminaVessels = true
#For those who wants to remove all structures added by this mod. Requires restart.
structures = true
[debug]
debugPlayerMovement = false
traceMovementPacket = false
traceVesselPacket = false
traceBargainPacket = false
traceWindPacket = false
+74 -74
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@@ -1,74 +1,74 @@
#Configuration file for player states.
#You can adjust stamina delta (negative value means consumption / positive value means gain) and
#recovery delay (in ticks) of all player states registered in the game.
#To reload the config, use the following command: /paraglider reloadPlayerStates
#
[paraglider]
[paraglider.ascending]
#Range: > -2147483648
staminaDelta = -3
#Range: > 0
recoveryDelay = 10
[paraglider.breathing_underwater]
#Range: > -2147483648
staminaDelta = 20
#Range: > 0
recoveryDelay = 0
[paraglider.flying]
#Range: > -2147483648
staminaDelta = 20
#Range: > 0
recoveryDelay = 0
[paraglider.idle]
#Range: > -2147483648
staminaDelta = 20
#Range: > 0
recoveryDelay = 0
[paraglider.midair]
#Range: > -2147483648
staminaDelta = 0
#Range: > 0
recoveryDelay = 0
[paraglider.on_vehicle]
#Range: > -2147483648
staminaDelta = 20
#Range: > 0
recoveryDelay = 0
[paraglider.panic_paragliding]
#Range: > -2147483648
staminaDelta = -3
#Range: > 0
recoveryDelay = 10
[paraglider.paragliding]
#Range: > -2147483648
staminaDelta = -3
#Range: > 0
recoveryDelay = 10
[paraglider.running]
#Range: > -2147483648
staminaDelta = -10
#Range: > 0
recoveryDelay = 10
[paraglider.swimming]
#Range: > -2147483648
staminaDelta = -6
#Range: > 0
recoveryDelay = 10
[paraglider.underwater]
#Range: > -2147483648
staminaDelta = 3
#Range: > 0
recoveryDelay = 0
#Configuration file for player states.
#You can adjust stamina delta (negative value means consumption / positive value means gain) and
#recovery delay (in ticks) of all player states registered in the game.
#To reload the config, use the following command: /paraglider reloadPlayerStates
#
[paraglider]
[paraglider.ascending]
#Range: > -2147483648
staminaDelta = -3
#Range: > 0
recoveryDelay = 10
[paraglider.breathing_underwater]
#Range: > -2147483648
staminaDelta = 20
#Range: > 0
recoveryDelay = 0
[paraglider.flying]
#Range: > -2147483648
staminaDelta = 20
#Range: > 0
recoveryDelay = 0
[paraglider.idle]
#Range: > -2147483648
staminaDelta = 20
#Range: > 0
recoveryDelay = 0
[paraglider.midair]
#Range: > -2147483648
staminaDelta = 0
#Range: > 0
recoveryDelay = 0
[paraglider.on_vehicle]
#Range: > -2147483648
staminaDelta = 20
#Range: > 0
recoveryDelay = 0
[paraglider.panic_paragliding]
#Range: > -2147483648
staminaDelta = -3
#Range: > 0
recoveryDelay = 10
[paraglider.paragliding]
#Range: > -2147483648
staminaDelta = -3
#Range: > 0
recoveryDelay = 10
[paraglider.running]
#Range: > -2147483648
staminaDelta = -10
#Range: > 0
recoveryDelay = 10
[paraglider.swimming]
#Range: > -2147483648
staminaDelta = -6
#Range: > 0
recoveryDelay = 10
[paraglider.underwater]
#Range: > -2147483648
staminaDelta = 3
#Range: > 0
recoveryDelay = 0
+16 -16
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@@ -1,16 +1,16 @@
#Set this to true to disable advancement locking for ALL books, making all entries visible at all times. Config Flag: advancements_disabled
disableAdvancementLocking = false
#Granular list of Book ID's to disable advancement locking for, e.g. [ "botania:lexicon" ]. Config Flags: advancements_disabled_<bookid>
noAdvancementBooks = []
#Enable testing mode. By default this doesn't do anything, but you can use the config flag in your books if you want. Config Flag: testing_mode
testingMode = false
#Set this to the ID of a book to have it show up in players' inventories, replacing the recipe book.
inventoryButtonBook = ""
#Set this to true to use Shift instead of Ctrl for the inventory quick lookup feature.
useShiftForQuickLookup = false
#Set how text overflow should be coped with: overflow the text off the page, truncate overflowed text, or resize everything to fit. Relogin after changing.
#Allowed Values: OVERFLOW, TRUNCATE, RESIZE
textOverflowMode = "RESIZE"
#How long in ticks the quick lookup key needs to be pressed before the book opens
quickLookupTime = 10
#Set this to true to disable advancement locking for ALL books, making all entries visible at all times. Config Flag: advancements_disabled
disableAdvancementLocking = false
#Granular list of Book ID's to disable advancement locking for, e.g. [ "botania:lexicon" ]. Config Flags: advancements_disabled_<bookid>
noAdvancementBooks = []
#Enable testing mode. By default this doesn't do anything, but you can use the config flag in your books if you want. Config Flag: testing_mode
testingMode = false
#Set this to the ID of a book to have it show up in players' inventories, replacing the recipe book.
inventoryButtonBook = ""
#Set this to true to use Shift instead of Ctrl for the inventory quick lookup feature.
useShiftForQuickLookup = false
#Set how text overflow should be coped with: overflow the text off the page, truncate overflowed text, or resize everything to fit. Relogin after changing.
#Allowed Values: OVERFLOW, TRUNCATE, RESIZE
textOverflowMode = "RESIZE"
#How long in ticks the quick lookup key needs to be pressed before the book opens
quickLookupTime = 10
+6 -6
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@@ -1,6 +1,6 @@
# Please be aware that enabling any third-party mod integration introduces instability and performance overheads, caution is strongly advised.
# If crashes or issues arise, disable the related modules as the first step in troubleshooting and report the issue to Polymorph.
fastfurnace = true
fastsuite = true
fastbench = true
# Please be aware that enabling any third-party mod integration introduces instability and performance overheads, caution is strongly advised.
# If crashes or issues arise, disable the related modules as the first step in troubleshooting and report the issue to Polymorph.
fastfurnace = true
fastsuite = true
fastbench = true
+6 -6
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@@ -1,6 +1,6 @@
#Client settings
[client]
#Replace the vanilla player list
replacePlayerList = true
#Client settings
[client]
#Replace the vanilla player list
replacePlayerList = true
+5 -5
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@@ -1,5 +1,5 @@
#When this setting is enabled, audio cues in the minigame will be louder and other sounds will be muted.
isolateAudioCues = false
#When this setting is enabled, the fishing minigame will pause the world in singleplayer.
pauseDuringMinigame = true
#When this setting is enabled, audio cues in the minigame will be louder and other sounds will be muted.
isolateAudioCues = false
#When this setting is enabled, the fishing minigame will pause the world in singleplayer.
pauseDuringMinigame = true
+260 -260
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@@ -1,260 +1,260 @@
#Tweak and change the various block animations.
#Only cosmetic stuff in here so to leave default if not interested.
#Remember to delete this and server configs and let it refresh every once in a while since I might have tweaked it
[blocks]
[blocks.globe]
#Enable a random globe texture for each world
random_world = true
#Displays current coordinates when using a globe
show_coordinates = true
[blocks.notice_board]
#Allows notice board displayed text to be centered instead of being left aligned
centered_text = true
[blocks.bunting]
#Makes buntings use normal block models with no animation for faster performance. When off this is only active when viewed from a distance
fast_buntings = true
[blocks.clock_block]
#Display 24h time format. False for 12h format
24h_format = true
[blocks.pedestal]
#Enable displayed item spin
spin = true
#Spin speed
#Range: 0.0 ~ 100.0
speed = 2.0
#Enable special display types for items like swords, tridents or end crystals
fancy_renderers = false
[blocks.bubble_block]
#Wobbling intensity. set to 0 to disable
#Range: 0.0 ~ 1.0
wobble = 0.2
#How fast it grows when created. 1 to be instant
#Range: 0.0 ~ 1.0
grow_speed = 0.4
[blocks.item_shelf]
#Translate down displayed 3d blocks so that they are touching the shelf.
#Note that they will not be centered vertically this way
supported_blocks = true
[blocks.wind_vane]
#Wind vane animation swings according to this equation:
#pitch(time) = max_angle_1*sin(2pi*time*pow/period_1) + <max_angle_2>*sin(2pi*time*pow/<period_2>)
#where:
# - pow = max(1,redstone_power*<power_scaling>)
# - time = time in ticks
# - redstone_power = block redstone power
#<power_scaling> = how much frequency changes depending on power. 2 means it spins twice as fast each power level (2* for rain, 4* for thunder)
#increase to have more distinct indication when weather changes
#Range: 1.0 ~ 100.0
power_scaling = 3.0
#Amplitude (maximum pitch) of first sine wave
#Range: 0.0 ~ 360.0
max_angle_1 = 30.0
#Range: 0.0 ~ 360.0
max_angle_2 = 10.0
#Base period in ticks at 0 power of first sine wave
#Range: 0.0 ~ 2000.0
period_1 = 450.0
#This should be kept period_1/3 for a symmetric animation
#Range: 0.0 ~ 2000.0
period_2 = 150.0
[blocks.flag]
#How slow a flag will oscillate. (Period of oscillation)
#Lower value = faster oscillation
#Range: 0 ~ 10000
slowness = 100
#How wavy the animation will be in pixels. (Wavelength)
#Range: 0.001 ~ 100.0
wavyness = 4.0
#How tall the wave lobes will be. (Wave amplitude)
#Range: 0.0 ~ 100.0
intensity = 1.0
#How much the wave amplitude increases each pixel. (Amplitude increment per pixel)
#Range: 0.0 ~ 10.0
intensity_increment = 0.3
#At which graphic settings flags will have a fancy renderer: 0=fast, 1=fancy, 2=fabulous
#Allowed Values: FAST, FANCY, FABULOUS
fanciness = "FANCY"
#Makes flags render as sideways banner. Ignores many of the previously defined configs
render_as_banner = false
[blocks.captured_mobs]
#THIS IS ONLY FOR VISUALS! To allow more entities in cages you need to edit the respective tags!
#A list of mobs that can be ticked on client side when inside jars. Mainly used for stuff that has particles. Can cause issues and side effects so use with care
tickable_inside_jars = ["iceandfire:pixie", "druidcraft:dreadfish", "druidcraft:lunar_moth", "alexsmobs:hummingbird"]
[blocks.hat_stand]
[blocks.hat_stand.swing_physics]
frequency = 1.5
collision_considers_entity_hitbox = true
collision_inertia = 1.5
collision_force = 15.0
min_angle = 0.0
max_angle = 54.999996
damping = 1.625
[blocks.turn_table]
#Display visual particles when a block is rotated
turn_particles = true
[blocks.speaker_block]
#Mute speaker block incoming narrator messages and displays them in chat instead
mute_narrator = false
[blocks.rope]
#Amplitude of rope wobbling effect
#Range: 0.0 ~ 20.0
wobbling_amplitude = 1.2
#Period of rope wobbling effect
#Range: 0.01 ~ 200.0
wobbling_period = 12.0
#Particle parameters
[particles]
#Rotation particle
[particles.turn_particle]
#An RGBA color
initial_color = "#002A77EA"
#An RGBA color
fade_color = "#0032BEFA"
#General settings
[general]
#Disables Optifine warn screen
no_optifine_warn_screen = false
#Disables Amendments suggestion screen
no_amendments_screen = false
#Disable incompatible mods warning screen
no_incompatible_mods_screen = false
#Enable Quark style config button on main menu. Needs Configured installed to work
config_button = false
#Config button Y offset
#Range: -10000 ~ 10000
config_button_y_offset = 0
#Show some tooltip hints to guide players through the mod
tooltip_hints = true
#Show tooltips items that have been made placeable
placeable_tooltips = true
#Enables custom Configured config screen
custom_configured_screen = true
#I am very boring
unfunny = false
#ignore this
#Range: -10.0 ~ 10.0
test1 = 0.0
#ignore this
#Range: -10.0 ~ 10.0
test2 = 0.0
#ignore this
#Range: -10.0 ~ 10.0
test3 = 0.0
#Game tweaks
[tweaks]
#Show a slime overlay when you hit an entity with a slimeball
overlay = true
#Allow to right click with a clock to display current time in numerical form
clock_right_click = true
#Adds an overlay to projectile weapons in gui displaying currently selected ammo
projectile_weapon_overlay = true
#Allow to right click with a compass to display current coordinates in numerical form
compass_right_click = false
#Renders an enchantment glint on placeable enchanted booksNote that turning this on will make book piles use tile renderer instead of baked models making them slower to render
placeable_books_glint = false
#Placeable books random colors
placeable_books_random_colors = ["brown", "orange", "yellow", "red", "green", "lime", "cyan", "blue", "purple"]
#Enables banner pattern tooltip image preview
banner_pattern_tooltip = true
#Enables paintings tooltip image preview
paintings_tooltip = true
#Enables sherds tooltip image preview
sherds_tooltip = true
#Size of the tooltip image used for Sherds, Blackboards, Banner patterns and Paintings
#Range: 1 ~ 255
tooltip_image_size = 80
#Wearing mob heads will apply post processing
mob_head_shaders = true
#Sends your current chat when you die while typing
send_chat_on_death = true
#Makes enderman heads use vanilla texture. Enable for texture pack support
enderman_head_texture_pack_support = true
[tweaks.colored_maps]
#Needs the server config with same name on. If on here it will ignore the server one and keep vanilla colors
tinted_blocks_on_maps = true
#Colors tall grass same color as grass
tall_grass_color = true
#Makes colored maps a bit more accurate. Might affect performance
accurate_colors = false
[items]
[items.slingshot]
#Adds an overlay to slingshots in gui displaying currently selected ammo
overlay = true
#Render the block outline for distant blocks that are reachable with a slingshot enchanted with Stasis
stasis_block_outline = true
#An RGBA color for the block outline in hex format, for example 0x00000066 for vanilla outline colors
block_outline_color = "#FFFFFFFF"
#How big should a slingshot projectile look
#Range: 0.0 ~ 1.0
projectile_scale = 0.5
[items.lunch_basket]
#Adds an overlay to lunch boxes in gui displaying currently selected food
overlay = true
[items.altimeter]
#Click action for depth meter which displays current depth
click_action = true
#Allows depth meter to have unique textures per each dimension. Add more dimensions IDs and a matching texture in the correct path replacing ':' with '_'
#This is a list. Add more entries with syntax [[...]]
extra_dimension_textures = ["minecraft:the_nether", "minecraft:the_end"]
#Increasing this to be more than 1 will result in delth meter display image to be shown in float amounts instead of pixel perfect ones
#Range: 1 ~ 10
texture_precision_multiplier = 1
[items.cannonball]
#Render cannonballs as 3D models
3d_model = true
[items.quiver]
#Z offset for quiver render when wearing armor. Useful for when you have custom armor bigger than vanilla to void clipping. Leave at -1 for automatic offset
#Range: -1.0 ~ 1.0
armor_render_offset = -1.0
#How quivers should render onto players
#Allowed Values: HIDDEN, BACK, HIP, THIGH
render_mode = "THIGH"
#How skeleton with quivers should render it
#Allowed Values: HIDDEN, BACK, HIP, THIGH
skeleton_render_mode = "THIGH"
#Adds an overlay to quivers in gui displaying currently selected arrow
overlay = true
#Allows using your mouse to select an arrow in the quiver GUI
mouse_movement_in_gui = true
#Quiver GUI X offset from default position
#Range: -1000 ~ 1000
gui_x_offset = 0
#Quiver GUI Y offset from default position
#Range: -1000 ~ 1000
gui_y_offset = 0
[items.wrench]
#Display visual particles when a block is rotated
turn_particles = true
[items.flute]
#Display visual particles when a playing a flute
note_particles = true
#Tweak and change the various block animations.
#Only cosmetic stuff in here so to leave default if not interested.
#Remember to delete this and server configs and let it refresh every once in a while since I might have tweaked it
[blocks]
[blocks.globe]
#Enable a random globe texture for each world
random_world = true
#Displays current coordinates when using a globe
show_coordinates = true
[blocks.notice_board]
#Allows notice board displayed text to be centered instead of being left aligned
centered_text = true
[blocks.bunting]
#Makes buntings use normal block models with no animation for faster performance. When off this is only active when viewed from a distance
fast_buntings = true
[blocks.clock_block]
#Display 24h time format. False for 12h format
24h_format = true
[blocks.pedestal]
#Enable displayed item spin
spin = true
#Spin speed
#Range: 0.0 ~ 100.0
speed = 2.0
#Enable special display types for items like swords, tridents or end crystals
fancy_renderers = false
[blocks.bubble_block]
#Wobbling intensity. set to 0 to disable
#Range: 0.0 ~ 1.0
wobble = 0.2
#How fast it grows when created. 1 to be instant
#Range: 0.0 ~ 1.0
grow_speed = 0.4
[blocks.item_shelf]
#Translate down displayed 3d blocks so that they are touching the shelf.
#Note that they will not be centered vertically this way
supported_blocks = true
[blocks.wind_vane]
#Wind vane animation swings according to this equation:
#pitch(time) = max_angle_1*sin(2pi*time*pow/period_1) + <max_angle_2>*sin(2pi*time*pow/<period_2>)
#where:
# - pow = max(1,redstone_power*<power_scaling>)
# - time = time in ticks
# - redstone_power = block redstone power
#<power_scaling> = how much frequency changes depending on power. 2 means it spins twice as fast each power level (2* for rain, 4* for thunder)
#increase to have more distinct indication when weather changes
#Range: 1.0 ~ 100.0
power_scaling = 3.0
#Amplitude (maximum pitch) of first sine wave
#Range: 0.0 ~ 360.0
max_angle_1 = 30.0
#Range: 0.0 ~ 360.0
max_angle_2 = 10.0
#Base period in ticks at 0 power of first sine wave
#Range: 0.0 ~ 2000.0
period_1 = 450.0
#This should be kept period_1/3 for a symmetric animation
#Range: 0.0 ~ 2000.0
period_2 = 150.0
[blocks.flag]
#How slow a flag will oscillate. (Period of oscillation)
#Lower value = faster oscillation
#Range: 0 ~ 10000
slowness = 100
#How wavy the animation will be in pixels. (Wavelength)
#Range: 0.001 ~ 100.0
wavyness = 4.0
#How tall the wave lobes will be. (Wave amplitude)
#Range: 0.0 ~ 100.0
intensity = 1.0
#How much the wave amplitude increases each pixel. (Amplitude increment per pixel)
#Range: 0.0 ~ 10.0
intensity_increment = 0.3
#At which graphic settings flags will have a fancy renderer: 0=fast, 1=fancy, 2=fabulous
#Allowed Values: FAST, FANCY, FABULOUS
fanciness = "FANCY"
#Makes flags render as sideways banner. Ignores many of the previously defined configs
render_as_banner = false
[blocks.captured_mobs]
#THIS IS ONLY FOR VISUALS! To allow more entities in cages you need to edit the respective tags!
#A list of mobs that can be ticked on client side when inside jars. Mainly used for stuff that has particles. Can cause issues and side effects so use with care
tickable_inside_jars = ["iceandfire:pixie", "druidcraft:dreadfish", "druidcraft:lunar_moth", "alexsmobs:hummingbird"]
[blocks.hat_stand]
[blocks.hat_stand.swing_physics]
frequency = 1.5
collision_considers_entity_hitbox = true
collision_inertia = 1.5
collision_force = 15.0
min_angle = 0.0
max_angle = 54.999996
damping = 1.625
[blocks.turn_table]
#Display visual particles when a block is rotated
turn_particles = true
[blocks.speaker_block]
#Mute speaker block incoming narrator messages and displays them in chat instead
mute_narrator = false
[blocks.rope]
#Amplitude of rope wobbling effect
#Range: 0.0 ~ 20.0
wobbling_amplitude = 1.2
#Period of rope wobbling effect
#Range: 0.01 ~ 200.0
wobbling_period = 12.0
#Particle parameters
[particles]
#Rotation particle
[particles.turn_particle]
#An RGBA color
initial_color = "#002A77EA"
#An RGBA color
fade_color = "#0032BEFA"
#General settings
[general]
#Disables Optifine warn screen
no_optifine_warn_screen = false
#Disables Amendments suggestion screen
no_amendments_screen = false
#Disable incompatible mods warning screen
no_incompatible_mods_screen = false
#Enable Quark style config button on main menu. Needs Configured installed to work
config_button = false
#Config button Y offset
#Range: -10000 ~ 10000
config_button_y_offset = 0
#Show some tooltip hints to guide players through the mod
tooltip_hints = true
#Show tooltips items that have been made placeable
placeable_tooltips = true
#Enables custom Configured config screen
custom_configured_screen = true
#I am very boring
unfunny = false
#ignore this
#Range: -10.0 ~ 10.0
test1 = 0.0
#ignore this
#Range: -10.0 ~ 10.0
test2 = 0.0
#ignore this
#Range: -10.0 ~ 10.0
test3 = 0.0
#Game tweaks
[tweaks]
#Show a slime overlay when you hit an entity with a slimeball
overlay = true
#Allow to right click with a clock to display current time in numerical form
clock_right_click = true
#Adds an overlay to projectile weapons in gui displaying currently selected ammo
projectile_weapon_overlay = true
#Allow to right click with a compass to display current coordinates in numerical form
compass_right_click = false
#Renders an enchantment glint on placeable enchanted booksNote that turning this on will make book piles use tile renderer instead of baked models making them slower to render
placeable_books_glint = false
#Placeable books random colors
placeable_books_random_colors = ["brown", "orange", "yellow", "red", "green", "lime", "cyan", "blue", "purple"]
#Enables banner pattern tooltip image preview
banner_pattern_tooltip = true
#Enables paintings tooltip image preview
paintings_tooltip = true
#Enables sherds tooltip image preview
sherds_tooltip = true
#Size of the tooltip image used for Sherds, Blackboards, Banner patterns and Paintings
#Range: 1 ~ 255
tooltip_image_size = 80
#Wearing mob heads will apply post processing
mob_head_shaders = true
#Sends your current chat when you die while typing
send_chat_on_death = true
#Makes enderman heads use vanilla texture. Enable for texture pack support
enderman_head_texture_pack_support = true
[tweaks.colored_maps]
#Needs the server config with same name on. If on here it will ignore the server one and keep vanilla colors
tinted_blocks_on_maps = true
#Colors tall grass same color as grass
tall_grass_color = true
#Makes colored maps a bit more accurate. Might affect performance
accurate_colors = false
[items]
[items.slingshot]
#Adds an overlay to slingshots in gui displaying currently selected ammo
overlay = true
#Render the block outline for distant blocks that are reachable with a slingshot enchanted with Stasis
stasis_block_outline = true
#An RGBA color for the block outline in hex format, for example 0x00000066 for vanilla outline colors
block_outline_color = "#FFFFFFFF"
#How big should a slingshot projectile look
#Range: 0.0 ~ 1.0
projectile_scale = 0.5
[items.lunch_basket]
#Adds an overlay to lunch boxes in gui displaying currently selected food
overlay = true
[items.altimeter]
#Click action for depth meter which displays current depth
click_action = true
#Allows depth meter to have unique textures per each dimension. Add more dimensions IDs and a matching texture in the correct path replacing ':' with '_'
#This is a list. Add more entries with syntax [[...]]
extra_dimension_textures = ["minecraft:the_nether", "minecraft:the_end"]
#Increasing this to be more than 1 will result in delth meter display image to be shown in float amounts instead of pixel perfect ones
#Range: 1 ~ 10
texture_precision_multiplier = 1
[items.cannonball]
#Render cannonballs as 3D models
3d_model = true
[items.quiver]
#Z offset for quiver render when wearing armor. Useful for when you have custom armor bigger than vanilla to void clipping. Leave at -1 for automatic offset
#Range: -1.0 ~ 1.0
armor_render_offset = -1.0
#How quivers should render onto players
#Allowed Values: HIDDEN, BACK, HIP, THIGH
render_mode = "THIGH"
#How skeleton with quivers should render it
#Allowed Values: HIDDEN, BACK, HIP, THIGH
skeleton_render_mode = "THIGH"
#Adds an overlay to quivers in gui displaying currently selected arrow
overlay = true
#Allows using your mouse to select an arrow in the quiver GUI
mouse_movement_in_gui = true
#Quiver GUI X offset from default position
#Range: -1000 ~ 1000
gui_x_offset = 0
#Quiver GUI Y offset from default position
#Range: -1000 ~ 1000
gui_y_offset = 0
[items.wrench]
#Display visual particles when a block is rotated
turn_particles = true
[items.flute]
#Display visual particles when a playing a flute
note_particles = true
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -1,4 +1,4 @@
#
#Mon Jul 13 15:06:44 GMT 2026
#Mon Jul 13 17:23:59 GMT 2026
mixin.perf.biome=true
mixin.perf.noise=true
@@ -13,7 +13,7 @@
"hungerZeroTimestamp": -1,
"happinessZeroTimestamp": -1,
"maxPoopsCap": 10,
"screenWidth": 640,
"screenWidth": 709,
"screenHeight": 360,
"poops": []
}

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