Update instance.cfg, LivingEntity.class, PotionUtils.class, and 167 more files
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@@ -1,123 +1,123 @@
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#Entity Settings
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[entity]
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#General
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[entity.general]
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#Allow AI tasks to be removed from entities at runtime. If this is disable no per mob or per mob type removes will run.
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allow_remove_calls = true
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#Allows repeat remove calls to bubble to the top of the list to improve performance of repeat mob spawning.
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enable_call_bubbling = true
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#Entity Mob
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[entity.mob]
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#Remove Look Goal
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[entity.mob.remove_look_goal]
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#Remove the look at goal (player or attack target) AI task. This will cause AIs to not face targets or walking directions.
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remove_look_goal = false
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#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.
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is_allowlist = false
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#The list of mobs that is affected by this setting according to is_allowlist
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filter_list = []
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#Remove Look Random
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[entity.mob.remove_look_random]
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#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.
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remove_look_random = false
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#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.
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is_allowlist = false
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#The list of mobs that is affected by this setting according to is_allowlist
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filter_list = []
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#Replace Look Controller
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[entity.mob.replace_look_controller]
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#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.
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replace_look_controller = true
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#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.
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is_allowlist = false
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#The list of mobs that is affected by this setting according to is_allowlist
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filter_list = []
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#Entity Fish
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[entity.fish]
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#Remove the fish's random swimming pathfinder. This will cause fish to stay in position more often.
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remove_swim = false
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#Remove the fish's panic pathfinder. This will cause fish to not run away.
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remove_panic = false
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#Remove the fish's AI task to avoid players.
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remove_avoid_player = false
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#Remove the fish's AI task to follow a leader fish to act as a group of fish.
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remove_follow_leader = false
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#Remove the fish's AI task to puff up when entities are nearby
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remove_puff = false
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#Squid Fish
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[entity.squid]
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#Remove the squid's flee pathfinder. This will cause squid to not run away.
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remove_flee = false
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#Remove the squid's random movement pathfinder. This will cause squid to swim around randomly.
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remove_random_move = false
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#Cow
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[entity.cow]
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#Remove the cow's float AI task. This causes cows to no longer swim in water.
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remove_float = false
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#Remove the cow's panic AI task. This causes cows to no longer run around after being hit, or search water to extinguish themselves.
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remove_panic = false
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#Remove the cow's breed AI task. This causes cows to be unable to breed to create offspring.
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remove_breed = false
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#Remove the cow's tempt AI task. This causes cows to no longer follow the player if they're holding an item they like.
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remove_tempt = false
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#Remove the cow's follow parent AI task. This causes baby cows to no longer follow their parents.
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remove_follow_parent = false
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#Remove the cow's random stroll AI task. This causes cows to no longer walk around randomly.
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remove_stroll = false
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#Chicken
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[entity.chicken]
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#Remove the chicken's float AI task. This causes chickens to no longer swim in water.
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remove_float = false
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#Remove the chicken's panic AI task. This causes chickens to no longer run around after being hit, or search water to extinguish themselves.
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remove_panic = false
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#Remove the chicken's breed AI task. This causes chickens to be unable to breed to create offspring.
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remove_breed = false
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#Remove the chicken's tempt AI task. This causes chickens to no longer follow the player if they're holding an item they like.
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remove_tempt = false
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#Remove the chicken's follow parent AI task. This causes baby chickens to no longer follow their parents.
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remove_follow_parent = false
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#Remove the chicken's random stroll AI task. This causes chickens to no longer walk around randomly.
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remove_stroll = false
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#Pig
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[entity.pig]
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#Remove the pig's float AI task. This causes pigs to no longer swim in water.
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remove_float = false
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#Remove the pig's panic AI task. This causes pigs to no longer run around after being hit, or search water to extinguish themselves.
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remove_panic = false
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#Remove the pig's breed AI task. This causes pigs to be unable to breed to create offspring.
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remove_breed = false
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#Remove the pig's tempt AI task. This causes pigs to no longer follow the player if they're holding an item they like.
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remove_tempt = false
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#Remove the pig's follow parent AI task. This causes baby pigs to no longer follow their parents.
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remove_follow_parent = false
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#Remove the pig's random stroll AI task. This causes pigs to no longer walk around randomly.
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remove_stroll = false
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#Sheep
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[entity.sheep]
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#Remove the sheep's float AI task. This causes sheep to no longer swim in water.
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remove_float = false
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#Remove the sheep's panic AI task. This causes sheep to no longer run around after being hit, or search water to extinguish themselves.
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remove_panic = false
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#Remove the sheep's breed AI task. This causes sheep to be unable to breed to create offspring.
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remove_breed = false
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#Remove the sheep's tempt AI task. This causes sheep to no longer follow the player if they're holding an item they like.
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remove_tempt = false
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#Remove the sheep's follow parent AI task. This causes baby sheep to no longer follow their parents.
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remove_follow_parent = false
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#Remove the sheep's random stroll AI task. This causes sheep to no longer walk around randomly.
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remove_stroll = false
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#Remove the sheep's eat block AI task. This causes sheep to no longer eat grass, and thus be unable to regenerate their wool.
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remove_eat_block = false
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#Entity Settings
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[entity]
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#General
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[entity.general]
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#Allow AI tasks to be removed from entities at runtime. If this is disable no per mob or per mob type removes will run.
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allow_remove_calls = true
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#Allows repeat remove calls to bubble to the top of the list to improve performance of repeat mob spawning.
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enable_call_bubbling = true
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#Entity Mob
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[entity.mob]
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#Remove Look Goal
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[entity.mob.remove_look_goal]
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#Remove the look at goal (player or attack target) AI task. This will cause AIs to not face targets or walking directions.
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remove_look_goal = false
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#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.
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is_allowlist = false
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#The list of mobs that is affected by this setting according to is_allowlist
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filter_list = []
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#Remove Look Random
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[entity.mob.remove_look_random]
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#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.
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remove_look_random = false
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#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.
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is_allowlist = false
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#The list of mobs that is affected by this setting according to is_allowlist
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filter_list = []
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#Replace Look Controller
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[entity.mob.replace_look_controller]
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#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.
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replace_look_controller = true
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#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.
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is_allowlist = false
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#The list of mobs that is affected by this setting according to is_allowlist
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filter_list = []
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#Entity Fish
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[entity.fish]
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#Remove the fish's random swimming pathfinder. This will cause fish to stay in position more often.
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remove_swim = false
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#Remove the fish's panic pathfinder. This will cause fish to not run away.
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remove_panic = false
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#Remove the fish's AI task to avoid players.
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remove_avoid_player = false
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#Remove the fish's AI task to follow a leader fish to act as a group of fish.
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remove_follow_leader = false
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#Remove the fish's AI task to puff up when entities are nearby
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remove_puff = false
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#Squid Fish
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[entity.squid]
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#Remove the squid's flee pathfinder. This will cause squid to not run away.
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remove_flee = false
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#Remove the squid's random movement pathfinder. This will cause squid to swim around randomly.
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remove_random_move = false
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#Cow
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[entity.cow]
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#Remove the cow's float AI task. This causes cows to no longer swim in water.
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remove_float = false
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#Remove the cow's panic AI task. This causes cows to no longer run around after being hit, or search water to extinguish themselves.
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remove_panic = false
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#Remove the cow's breed AI task. This causes cows to be unable to breed to create offspring.
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remove_breed = false
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#Remove the cow's tempt AI task. This causes cows to no longer follow the player if they're holding an item they like.
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remove_tempt = false
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#Remove the cow's follow parent AI task. This causes baby cows to no longer follow their parents.
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remove_follow_parent = false
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#Remove the cow's random stroll AI task. This causes cows to no longer walk around randomly.
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remove_stroll = false
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#Chicken
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[entity.chicken]
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#Remove the chicken's float AI task. This causes chickens to no longer swim in water.
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remove_float = false
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#Remove the chicken's panic AI task. This causes chickens to no longer run around after being hit, or search water to extinguish themselves.
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remove_panic = false
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#Remove the chicken's breed AI task. This causes chickens to be unable to breed to create offspring.
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remove_breed = false
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#Remove the chicken's tempt AI task. This causes chickens to no longer follow the player if they're holding an item they like.
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remove_tempt = false
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#Remove the chicken's follow parent AI task. This causes baby chickens to no longer follow their parents.
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remove_follow_parent = false
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#Remove the chicken's random stroll AI task. This causes chickens to no longer walk around randomly.
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remove_stroll = false
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#Pig
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[entity.pig]
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#Remove the pig's float AI task. This causes pigs to no longer swim in water.
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remove_float = false
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#Remove the pig's panic AI task. This causes pigs to no longer run around after being hit, or search water to extinguish themselves.
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remove_panic = false
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#Remove the pig's breed AI task. This causes pigs to be unable to breed to create offspring.
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remove_breed = false
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#Remove the pig's tempt AI task. This causes pigs to no longer follow the player if they're holding an item they like.
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remove_tempt = false
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#Remove the pig's follow parent AI task. This causes baby pigs to no longer follow their parents.
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remove_follow_parent = false
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#Remove the pig's random stroll AI task. This causes pigs to no longer walk around randomly.
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remove_stroll = false
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#Sheep
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[entity.sheep]
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#Remove the sheep's float AI task. This causes sheep to no longer swim in water.
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remove_float = false
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#Remove the sheep's panic AI task. This causes sheep to no longer run around after being hit, or search water to extinguish themselves.
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remove_panic = false
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#Remove the sheep's breed AI task. This causes sheep to be unable to breed to create offspring.
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remove_breed = false
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#Remove the sheep's tempt AI task. This causes sheep to no longer follow the player if they're holding an item they like.
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remove_tempt = false
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#Remove the sheep's follow parent AI task. This causes baby sheep to no longer follow their parents.
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remove_follow_parent = false
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#Remove the sheep's random stroll AI task. This causes sheep to no longer walk around randomly.
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remove_stroll = false
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#Remove the sheep's eat block AI task. This causes sheep to no longer eat grass, and thus be unable to regenerate their wool.
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remove_eat_block = false
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@@ -4,6 +4,7 @@
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"attack_cooldown": 5,
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// Allows to set maximal amount of animals in the pen.
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// Setting 0 will remove any limit.
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// Default 0
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"animal_limit_in_pen": 2147483647,
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// Allows to enable mob growing in animal pen.
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// The more animals are inside it, the larger it will be.
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@@ -46,6 +47,9 @@
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// above animal pen or aquarium
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// Default value = false
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"show_all_interactions_above": false,
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// Allows to toggle if dispensers should be block from interacting with animal pens, aviaries, and aquariums
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// Default value = false
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"block_dispenser_interaction": false,
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// Debug code to indicate problems.
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"debug": false
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}
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@@ -0,0 +1,51 @@
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{
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// A cooldown value in game ticks between attacks that players can perform on animal pens.
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// Default value: 5 game tick
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"attack_cooldown": 5,
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// Allows to set maximal amount of animals in the pen.
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// Setting 0 will remove any limit.
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"animal_limit_in_pen": 2147483647,
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// Allows to enable mob growing in animal pen.
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// The more animals are inside it, the larger it will be.
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"animal_pen_mob_can_grow": false,
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// Allows to change default mob size in pen.
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"animal_pen_mob_size": 0.33,
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// Allows to enable aquarium mob growing.
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// The more animals are inside it, the larger it will be.
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"aquarium_mob_can_grow": false,
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// Allows to change default mob size in aquarium.
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"aquarium_mob_size": 0.33,
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// Allows to enable aviary mobs growing.
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// The more mobs are inside it, the larger it will be.
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"aviary_mob_can_grow": false,
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// Allows to change default mob size in aviary.
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"aviary_mob_size": 0.33,
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// Allows to set how fast animals grows in pen and aquarium.
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// Each animal is multiplied by given value to get end size.
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// This option works only if animals_can_grow or water_animals_can_grow is enabled.
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// Default value = 0.001
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"growth_multiplier": 0.001,
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// Allows to set how many different animal variants can be stored per item.
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// Players will not be able to store more different variants than this value.
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// Be aware, this increases NBT data size, so not recommended to put infinite amount.
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// Default value = 16
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"max_stored_animal_variants": 16,
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// Allows to set if interactions with animal pens/aquariums should trigger advancements.
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// Triggered Criteria: player_interacted_with_entity, bred_animals, filled_bucket, player_killed_entity
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// Default value = false
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"trigger_advancements": false,
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// Allows to set if interactions with animal pens/aquariums should increase statistics.
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// Increased Statistics: Animals Bred, Mob Kills, Use Item <item>, Kill Entity <entity>
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// Default value = false
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"increase_statistics": false,
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// Allows to toggle if cooldowns should be shown only while player is crouching (true).
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// or be visible all the time (false).
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// Default value = false
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"show_cooldowns_while_crouching": true,
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// Allows to toggle if all interactions (evenNumber without cooldown) should be rendered
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// above animal pen or aquarium
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// Default value = false
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"show_all_interactions_above": false,
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// Debug code to indicate problems.
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"debug": false
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}
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@@ -1,24 +1,24 @@
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[client]
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#If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
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showFoodValuesInTooltip = true
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#If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT)
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showFoodValuesInTooltipAlways = true
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#If true, shows your current saturation level overlayed on the hunger bar
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showSaturationHudOverlay = true
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#If true, shows the hunger (and saturation if showSaturationHudOverlay is true) that would be restored by food you are currently holding
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showFoodValuesHudOverlay = true
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#If true, enables the hunger/saturation/health overlays for food in your off-hand
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showFoodValuesHudOverlayWhenOffhand = true
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#If true, shows your food exhaustion as a progress bar behind the hunger bars
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showFoodExhaustionHudUnderlay = true
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#If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
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showFoodStatsInDebugOverlay = true
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#If true, shows estimated health restored by food on the health bar
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showFoodHealthHudOverlay = true
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#If true, health/hunger overlay will shake to match Minecraft's icon animations
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showVanillaAnimationsOverlay = true
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#Alpha value of the flashing icons at their most visible point (1.0 = fully opaque, 0.0 = fully transparent)
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#Range: 0.0 ~ 1.0
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maxHudOverlayFlashAlpha = 0.65
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[client]
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#If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
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showFoodValuesInTooltip = true
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#If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT)
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showFoodValuesInTooltipAlways = true
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#If true, shows your current saturation level overlayed on the hunger bar
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showSaturationHudOverlay = true
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#If true, shows the hunger (and saturation if showSaturationHudOverlay is true) that would be restored by food you are currently holding
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showFoodValuesHudOverlay = true
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#If true, enables the hunger/saturation/health overlays for food in your off-hand
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showFoodValuesHudOverlayWhenOffhand = true
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#If true, shows your food exhaustion as a progress bar behind the hunger bars
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showFoodExhaustionHudUnderlay = true
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#If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
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showFoodStatsInDebugOverlay = true
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#If true, shows estimated health restored by food on the health bar
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showFoodHealthHudOverlay = true
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#If true, health/hunger overlay will shake to match Minecraft's icon animations
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showVanillaAnimationsOverlay = true
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#Alpha value of the flashing icons at their most visible point (1.0 = fully opaque, 0.0 = fully transparent)
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#Range: 0.0 ~ 1.0
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maxHudOverlayFlashAlpha = 0.65
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@@ -1,5 +1,5 @@
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#Need help? Ask on Discord or Github/Gitlab <3 (ps: it is possible that this file contains nothing it's normal)
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#Mon Jul 13 15:06:51 GMT 2026
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#Mon Jul 13 17:24:06 GMT 2026
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boolean.villages.enabled_custom_config=true
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int.villages.salt=10387312
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int.villages.separation=20
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@@ -1,9 +1,9 @@
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#Indigo properties file
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||||
#Wed Apr 15 20:09:52 EDT 2026
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||||
fix-mean-light-calculation=auto
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||||
debug-compare-lighting=auto
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||||
fix-exterior-vertex-lighting=auto
|
||||
ambient-occlusion-mode=hybrid
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||||
always-tesselate-blocks=auto
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||||
fix-smooth-lighting-offset=auto
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||||
fix-luminous-block-ambient-occlusion=auto
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||||
#Indigo properties file
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||||
#Mon Jul 13 17:24:07 GMT 2026
|
||||
always-tesselate-blocks=auto
|
||||
ambient-occlusion-mode=hybrid
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||||
debug-compare-lighting=auto
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||||
fix-exterior-vertex-lighting=auto
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||||
fix-luminous-block-ambient-occlusion=auto
|
||||
fix-mean-light-calculation=auto
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||||
fix-smooth-lighting-offset=auto
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||||
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||||
@@ -3,14 +3,14 @@ type = fancymenu_layout
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||||
layout-meta {
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||||
identifier = drippy_loading_overlay
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||||
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
|
||||
}
|
||||
|
||||
|
||||
@@ -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
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
{"excluded":["put:valuesHere"]}
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -1,3 +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
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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"
|
||||
|
||||
|
||||
@@ -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"
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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"
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -1,5 +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
|
||||
|
||||
@@ -1,7 +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
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
|
||||
#Client settings
|
||||
[client]
|
||||
#Replace the vanilla player list
|
||||
replacePlayerList = true
|
||||
|
||||
|
||||
#Client settings
|
||||
[client]
|
||||
#Replace the vanilla player list
|
||||
replacePlayerList = true
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
@@ -1,4 +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
|
||||
|
||||
+1
-1
@@ -13,7 +13,7 @@
|
||||
"hungerZeroTimestamp": -1,
|
||||
"happinessZeroTimestamp": -1,
|
||||
"maxPoopsCap": 10,
|
||||
"screenWidth": 640,
|
||||
"screenWidth": 709,
|
||||
"screenHeight": 360,
|
||||
"poops": []
|
||||
}
|
||||
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Reference in New Issue
Block a user