Update .packignore, instance.cfg, LivingEntity.class, and 1746 more files

This commit is contained in:
2026-07-13 19:49:50 +01:00
parent def78d5a8d
commit 341727c85b
1748 changed files with 43 additions and 200617 deletions
+1 -1
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@@ -1,2 +1,2 @@
.git
minecraft/Distant_Horizons_server_data
libraries/windows
+23 -3
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@@ -1,7 +1,12 @@
[General]
AutoCloseConsole=false
AutomaticJava=false
CloseAfterLaunch=false
ConfigVersion=1.3
CustomGLFWPath=
CustomOpenALPath=
EnableFeralGamemode=false
EnableMangoHud=false
Env={\"LD_PRELOAD\":\"/home/zombieguy/.local/share/PrismLauncher/instances/IMR6/libraries/linux/mimalloc/lib/libmimalloc.so\"}
ExportAuthor=
ExportName=
@@ -11,6 +16,7 @@ ExportVersion=1.0.0
GlobalDataPacksEnabled=true
GlobalDataPacksPath=moonlight-global-datapacks
IgnoreJavaCompatibility=true
InstanceAccountId=
InstanceType=OneSix
JavaArchitecture=64
JavaPath=instances/IMR6/libraries/linux/graalvm/bin/java
@@ -19,6 +25,8 @@ JavaSignature=3f85ff7ae6f75cc531ba6c5ce9139a786c869d6c
JavaVendor=Oracle Corporation
JavaVersion=25.0.3
JoinServerOnLaunch=false
JoinServerOnLaunchAddress=
JoinWorldOnLaunch=
JvmArgs="--add-modules=jdk.incubator.vector -XX:+UseG1GC -XX:MaxGCPauseMillis=130 -XX:+UnlockExperimentalVMOptions -XX:+UnlockDiagnosticVMOptions -XX:+DisableExplicitGC -XX:+AlwaysPreTouch -XX:G1NewSizePercent=28 -XX:G1HeapRegionSize=16M -XX:G1ReservePercent=20 -XX:G1MixedGCCountTarget=3 -XX:InitiatingHeapOccupancyPercent=10 -XX:G1MixedGCLiveThresholdPercent=90 -XX:SurvivorRatio=32 -XX:MaxTenuringThreshold=1 -XX:+PerfDisableSharedMem -XX:G1SATBBufferEnqueueingThresholdPercent=30 -XX:G1ConcMarkStepDurationMillis=5 -XX:G1RSetUpdatingPauseTimePercent=0 -XX:+UseNUMA -XX:-DontCompileHugeMethods -XX:MaxNodeLimit=240000 -XX:NodeLimitFudgeFactor=8000 -XX:ReservedCodeCacheSize=400M -XX:NonNMethodCodeHeapSize=12M -XX:ProfiledCodeHeapSize=194M -XX:NonProfiledCodeHeapSize=194M -XX:NmethodSweepActivity=1 -XX:+UseFastUnorderedTimeStamps -XX:+UseCriticalJavaThreadPriority -XX:AllocatePrefetchStyle=3 -XX:+AlwaysActAsServerClassMachine -XX:+UseTransparentHugePages -XX:LargePageSizeInBytes=2M -XX:+UseLargePages -XX:+EagerJVMCI -Dgraal.TuneInlinerExploration=1 -Dgraal.LoopRotation=true -Dgraal.CompilerConfiguration=enterprise -Dgraal.VectorizeSIMD=true -Dgraal.PartialUnroll=true -Dforgewrapper.skipHashCheck=true"
LaunchMaximized=false
LogPrePostOutput=true
@@ -35,6 +43,7 @@ MinMemAlloc=4096
MinecraftWinHeight=720
MinecraftWinWidth=1280
ModDownloadLoaders=[]
OnlineFixes=false
OverrideCommands=false
OverrideConsole=false
OverrideEnv=true
@@ -49,17 +58,28 @@ OverrideNativeWorkarounds=false
OverridePerformance=false
OverrideWindow=true
PermGen=248
PostExitCommand=
PreLaunchCommand=
Profiler=
QuitAfterGameStop=false
RecordGameTime=true
ShowConsole=false
ShowConsoleOnError=true
ShowGameTime=true
UseAccountForInstance=false
UseDiscreteGpu=false
UseNativeGLFW=false
UseNativeOpenAL=false
UseZink=false
WrapperCommand=
iconKey=6
lastLaunchTime=1783965903828
lastTimePlayed=107
lastLaunchTime=1783968405217
lastTimePlayed=152
linkedInstances=[]
name=IMR6
notes=################# Industrial Magic Reloaded: 6 #################\n\nMagic/Tech Modpack - Kitchen sink with a performant core.\nCooked by: The MadSqawd\n\n\nNotes:\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
shortcuts=
totalTimePlayed=111414
totalTimePlayed=111566
[UI]
datapacks_Page\Columns="AAAA/wAAAAAAAAABAAAAAAAAAAEBAAAAAAAAAAAAAAAAAAAAAAAAAfQAAAAFAQEAAAAAAAABAAAAAAAAAGT/////AAAAgQAAAAAAAAAFAAAAZAAAAAEAAAAAAAAAZAAAAAEAAAAAAAAAZAAAAAEAAAABAAAAZAAAAAEAAAAAAAAAZAAAAAEAAAAAAAAD6AAAAABkAAAAAAAAAAAAAAAAAAAAAQ=="
@@ -1,19 +0,0 @@
#Config to adjust general mod settings
[General]
#Enables the debug mode. Only enable it if needed.
enableDebugMode = false
[Core]
#Enables initial cooldown on peripheral initialization
isInitialCooldownEnabled = true
#Determinates initial cooldown sensitive level, values lower then this value will not trigger initial cooldown
#Range: > 0
initialCooldownSensitiveLevel = 6000
[Unsafe]
#By setting this value to true, I understand all operations below are danger to my adventure, and if they caused unexpected behavior in my world, I will not consider it as AP's liability
enableUnsafe = false
#Ignore turtle peripheral item's NBT when equipping. **YOU WILL LOSE ALL NBT ON THE ITEM**
ignoreTurtlePeripheralItemNBT = false
@@ -1,32 +0,0 @@
#Config for metaphysics
[Metaphysics]
#Defines energy to fuel rate
#Range: > 575
energyToFuelRate = 575
enableWeakAutomataCore = true
enableEndAutomataCore = true
enableHusbandryAutomataCore = true
#Defines max warp point stored in warp core. Mostly need to not allow NBT overflow error
#Range: > 1
endAutomataCoreWarpPointLimit = 64
#Chance that overpowered automata will break after rotation cycle
#Range: 0.0 ~ 1.0
overpoweredAutomataBreakChance = 0.002
#Range: 1 ~ 64
tier1AutomataCoreInteractionRadius = 2
#Range: 1 ~ 32
tier1AutomataCoreMaxFuelConsumptionRate = 2
#Range: 1 ~ 64
tier2AutomataCoreInteractionRadius = 4
#Range: 1 ~ 32
tier2AutomataCoreMaxFuelConsumptionRate = 3
#Range: 1 ~ 64
overpoweredTier1AutomataCoreInteractionRadius = 4
#Range: 1 ~ 32
overpoweredTier1AutomataCoreMaxFuelConsumptionRate = 3
#Range: 1 ~ 64
overpoweredTier2AutomataCoreInteractionRadius = 6
#Range: 1 ~ 32
overpoweredTier2AutomataCoreMaxFuelConsumptionRate = 4
@@ -1,177 +0,0 @@
#Peripherals config
[Peripherals]
[Peripherals.Player_Detector]
#Enable the Player Detector or not.
enablePlayerDetector = true
#The max range of the player detector functions. If anyone use a higher range, the detector will use this max range. -1 for unlimited
#Range: > -1
playerDetMaxRange = -1
#Activates the "getPlayerPos" function of the Player Detector
enablePlayerPosFunction = true
#Adds more information to `getPlayerPos` of the Player Detector. Like rotation and dimension
morePlayerInformation = true
#If true, the player detector can observe players which aren't in the same dimension as the detector itself. `playerDetMaxRange` needs to be infinite(-1) for it to work.
chatBoxMultiDimensional = true
#If true, add random error to `getPlayerPos` player position that varies based on how far the player is from the detector. Prevents getting the exact position of players far from the detector.
enablePlayerPosRandomError = false
#The maximum amount of error (in blocks) that can be applied to each axis of the player's position.
#Range: > 0
playerPosRandomErrorAmount = 1000
#If random error is enabled: this is the maximum range at which an exact player position is returned, before random error starts to be applied.
#Range: > 0
playerPosPreciseMaxRange = 100
[Peripherals.Energy_Detector]
#Enable the Energy Detector or not.
enableEnergyDetector = true
#Defines the maximum energy flow of the energy detector.
#Range: > 1
energyDetectorMaxFlow = 2147483647
[Peripherals.NBT_Storage]
#Enable the nbt storage block or not
enableNBTStorage = true
#Defines max nbt string length that can be stored in nbt storage
#Range: > 0
nbtStorageMaxSize = 1048576
[Peripherals.Chunky_Turtle]
#Enable the Chunky Turtle or not.
enableChunkyTurtle = true
#Time in seconds, while loaded chunk can be consider as valid without touch
#Range: > 60
chunkLoadValidTime = 600
#Radius in chunks a single chunky turtle will load. The default value (0) only loads the chunk the turtle is in, 1 would also load the 8 surrounding chunks (9 in total) and so on
#Range: 0 ~ 16
chunkyTurtleRadius = 0
[Peripherals.Chat_Box]
#Enable the Chat Box or not.
enableChatBox = true
#Defines default chatbox prefix
defaultChatBoxPrefix = "AP"
#Defines the maximal range of the chat box in blocks. -1 for infinite. If the range is not -1, players in other dimensions won't able to receive messages
#Range: -1 ~ 30000000
chatBoxMaxRange = -1
#If true, the chat box is able to send messages to other dimensions than its own
chatBoxMultiDimensional = true
#If true, the chat box cannot use 'run_command' action
chatBoxPreventRunCommand = false
#If true, the chat box will wrap and execute 'run_command' or 'suggest_command' action with zero permission, in order to prevent operators accidently run dangerous commands.
chatBoxWrapCommand = true
#These commands below will not be able to send by 'run_command' or 'suggest_command' action. It will match as prefix if starts with '/', other wise use regex pattern
chatBoxBannedCommands = ["/execute", "/op", "/deop", "/gamemode", "/gamerule", "/stop", "/give", "/fill", "/setblock", "/summon", "/whitelist", "^/ban-(?:ip)?\\s*", "^/pardon-(?:ip)?\\s*", "^/save-(?:on|off)\\s*"]
[Peripherals.ME_Bridge]
#Enable the Me Bridge or not.
enableMeBridge = true
#Power consumption per tick.
#Range: > 0
mePowerConsumption = 10
[Peripherals.RS_Bridge]
#Enable the Rs Bridge or not.
enableRsBridge = true
#Power consumption per tick.
#Range: > 0
rsPowerConsumption = 10
[Peripherals.Environment_Detector]
#Enable the Environment Detector or not.
enableEnvironmentDetector = true
[Peripherals.AR_Controller]
#Enable the AR goggles or not.
enableARGoggles = true
[Peripherals.Inventory_Manager]
#Enable the inventory manager or not.
enableInventoryManager = true
[Peripherals.Redstone_Integrator]
#Enable the redstone integrator or not.
enableRedstoneIntegrator = true
[Peripherals.Block_Reader]
#Enable the block reader or not.
enableBlockReader = true
[Peripherals.Geo_Scanner]
#Enable the geo scanner or not.
enableGeoScanner = true
[Peripherals.Colony_Integrator]
#Enable the colony integrator or not.
enableColonyIntegrator = true
[Peripherals.Compass_Turtle]
#Enable the compass turtle or not.
enableCompassTurtle = true
#The maximum distance the compass can locate accurately with in each axis.
#Range: 0 ~ 8
compassAccurePlaceRadius = 3
#The free distance the compass can locate accurately with in each axis.
#Range: 0 ~ 4
compassAccurePlaceFreeRadius = 1
[Peripherals.Powered_Peripherals]
#Enable RF storage for peripherals, that could use it
enablePoweredPeripherals = false
#Defines max energy storage in any powered peripheral
#Range: > 1000000
poweredPeripheralMaxEnergyStored = 100000000
[Peripherals.Pocket_Peripherals]
#If true, pockets will have infinite fuel
disablePocketFuelConsumption = true
[Peripherals.Operations]
#Range: > 1000
digCooldown = 1000
#Range: > 0
digCost = 1
#Range: > 1000
useOnBlockCooldown = 5000
#Range: > 0
useOnBlockCost = 1
#Range: > 1000
suckCooldown = 1000
#Range: > 0
suckCost = 1
#Range: > 1000
useOnAnimalCooldown = 2500
#Range: > 0
useOnAnimalCost = 10
#Range: > 1000
captureAnimalCooldown = 50000
#Range: > 0
captureAnimalCost = 100
#Range: > 1000
warpCooldown = 1000
#Range: > 0
warpCost = 1
#Range: > 1000
accurePlaceCooldown = 1000
#Range: > 0
accurePlaceCost = 1
#Range: > 1000
scanBlocksCooldown = 2000
#Range: > 1
scanBlocksMaxFreeRadius = 8
#Range: > 1
scanBlocksMaxCostRadius = 16
#Range: 0.1 ~ 1.7976931348623157E308
scanBlocksExtraBlockCost = 0.17
#Range: > 1000
scanEntitiesCooldown = 2000
#Range: > 1
scanEntitiesMaxFreeRadius = 8
#Range: > 1
scanEntitiesMaxCostRadius = 16
#Range: 0.1 ~ 1.7976931348623157E308
scanEntitiesExtraBlockCost = 0.17
#Range: > 0
chatMessageCooldown = 1000
@@ -1,13 +0,0 @@
#Config to adjust world settings
[World]
#Enable the villager structures for the computer scientist.
enableVillagerStructures = true
#Gives the ap documentation to new players.
givePlayerBookOnJoin = false
#The weight of the villager structures.
#Range: 0 ~ 16000
villagerStructureWeight = 10
#Enable new wandering trader trades.
enableWanderingTraderTrades = true
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@@ -1,10 +0,0 @@
#General mod settings
[general]
#logging
useLoggingLog = true
#-
useLoggingDebug = false
#-
useLoggingError = true
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@@ -1,7 +0,0 @@
# Will there be a blacklist of console commands to execute from the command reward?
blacklist-console: false
# All commands that will be banned.
blacklist-console-list:
- op
- gamemode
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@@ -1,4 +0,0 @@
reload: '&e(!) Configs have been reloaded.'
add-key-value: '&e(!) You have added a key %key% value %value% to the player %player%.'
error-reload: '&c(!) Reload error, checking console and fixes config.'
player-not-found: '&c(!) Player %player% not found.'
@@ -1,6 +0,0 @@
#Mekanism Additions Client Config. This config only exists on the client.
[additions-client]
#If the voice server is enabled and voiceKeyIsToggle is also enabled, the voice key will act as a toggle instead of requiring to be held while talking.
voiceKeyIsToggle = false
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@@ -1,138 +0,0 @@
#Mekanism Additions Config. This config is synced between server and client.
[additions]
#Fuse time for Obsidian TNT.
#Range: > 0
obsidianTNTDelay = 100
#Radius of the explosion of Obsidian TNT.
#Range: 0.1 ~ 1000.0
obsidianTNTBlastRadius = 12.0
#Enables the voice server for Walkie Talkies.
voiceServerEnabled = false
#TCP port for the Voice server to listen on.
#Range: 1 ~ 65535
VoicePort = 36123
#Config options regarding spawning of entities.
[additions.spawning]
#Config options regarding baby creeper.
[additions.spawning.baby-creeper]
#Enable the spawning of baby creeper. Think baby zombies.
shouldSpawn = true
#The multiplier for weight of baby creeper spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.5
#The multiplier for minimum group size of baby creeper spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of baby creeper spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for spawn cost per entity of baby creeper spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of baby creeper spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#The list of biome ids that baby creeper will not spawn in even if the normal mob variant can spawn.
biomeBlackList = []
#The list of structure ids that baby creeper will not spawn in even if the normal mob variant can spawn.
structureBlackList = []
#Config options regarding baby enderman.
[additions.spawning.baby-enderman]
#Enable the spawning of baby enderman. Think baby zombies.
shouldSpawn = true
#The multiplier for weight of baby enderman spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.5
#The multiplier for minimum group size of baby enderman spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of baby enderman spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for spawn cost per entity of baby enderman spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of baby enderman spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#The list of biome ids that baby enderman will not spawn in even if the normal mob variant can spawn.
biomeBlackList = []
#The list of structure ids that baby enderman will not spawn in even if the normal mob variant can spawn.
structureBlackList = []
#Config options regarding baby skeleton.
[additions.spawning.baby-skeleton]
#Enable the spawning of baby skeleton. Think baby zombies.
shouldSpawn = true
#The multiplier for weight of baby skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.5
#The multiplier for minimum group size of baby skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of baby skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for spawn cost per entity of baby skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of baby skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#The list of biome ids that baby skeleton will not spawn in even if the normal mob variant can spawn.
biomeBlackList = []
#The list of structure ids that baby skeleton will not spawn in even if the normal mob variant can spawn.
structureBlackList = []
#Config options regarding baby stray.
[additions.spawning.baby-stray]
#Enable the spawning of baby stray. Think baby zombies.
shouldSpawn = true
#The multiplier for weight of baby stray spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.5
#The multiplier for minimum group size of baby stray spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of baby stray spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for spawn cost per entity of baby stray spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of baby stray spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#The list of biome ids that baby stray will not spawn in even if the normal mob variant can spawn.
biomeBlackList = []
#The list of structure ids that baby stray will not spawn in even if the normal mob variant can spawn.
structureBlackList = []
#Config options regarding baby wither skeleton.
[additions.spawning.baby-wither-skeleton]
#Enable the spawning of baby wither skeleton. Think baby zombies.
shouldSpawn = true
#The multiplier for weight of baby wither skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
weightPercentage = 0.5
#The multiplier for minimum group size of baby wither skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
minSizePercentage = 0.5
#The multiplier for maximum group size of baby wither skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSizePercentage = 0.5
#The multiplier for spawn cost per entity of baby wither skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
spawnCostPerEntityPercentage = 1.0
#The multiplier for max spawn cost of baby wither skeleton spawns, compared to the adult mob.
#Range: 0.0 ~ 100.0
maxSpawnCostPercentage = 1.0
#The list of biome ids that baby wither skeleton will not spawn in even if the normal mob variant can spawn.
biomeBlackList = []
#The list of structure ids that baby wither skeleton will not spawn in even if the normal mob variant can spawn.
structureBlackList = []
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@@ -1,130 +0,0 @@
#Client Config. This config only exists on the client
[client]
#Play sounds for Jetpack/Gas Mask/Flamethrower/Radiation (all players).
enablePlayerSounds = true
#If enabled machines play their sounds while running.
enableMachineSounds = true
#If enabled tries to force all radial menu text to be white.
whiteRadialText = false
#Should holiday greetings and easter eggs play for holidays (ex: Christmas and New Years).
holidays = true
#Adjust Mekanism sounds' base volume. < 1 is softer, higher is louder.
#Range: 0.0 ~ 10.0
baseSoundVolume = 1.0
#If true, don't render Cables/Pipes/Tubes as transparent and don't render their contents.
opaqueTransmitters = false
#Allow sneak + scroll to change item modes.
allowModeScroll = true
#If true will move HUD text alignment and compass rendering to the right side of the screen, and move the MekaSuit module rendering to the left side.
reverseHUD = false
#Scale of the text displayed on the HUD.
#Range: 0.25 ~ 1.0
hudScale = 0.6
#Enable item information HUD during gameplay
enableHUD = true
#Color of energy in item durability display.
energyColor = 3997338
#Range at which Tile Entity Renderer's added by Mekanism can render at, for example the contents of multiblocks. Vanilla defaults the rendering range for TERs to 64 for most blocks, but uses a range of 256 for beacons and end gateways.
#Range: 1 ~ 1024
terRange = 256
#Particle Config
[client.particle]
#Set to false to prevent particle spam when loading multiblocks (notification message will display instead).
enableMultiblockFormationParticles = true
#Show particles when machines active.
machineEffects = true
#How far (in blocks) from the player radiation particles can spawn.
#Range: 2 ~ 64
radiationParticleRadius = 30
#How many particles spawn when rendering radiation effects (scaled by radiation level).
#Range: 0 ~ 1000
radiationParticleCount = 100
#Show bolts when the Magnetic Attraction Unit is pulling items.
magneticAttraction = true
#Show bolts for various AOE tool behaviors such as tilling, debarking, and vein mining.
toolAOE = true
#GUI Config
[client.gui]
#Opacity of HUD used by MekaSuit.
#Range: 0.0 ~ 1.0
hudOpacity = 0.4000000059604645
#Color (RGB) of HUD used by MekaSuit.
#Range: 0 ~ 16777215
hudColor = 4257264
#Color (RGB) of warning HUD elements used by MekaSuit.
#Range: 0 ~ 16777215
hudWarningColor = 16768335
#Color (RGB) of danger HUD elements used by MekaSuit.
#Range: 0 ~ 16777215
hudDangerColor = 16726076
#Visual jitter of MekaSuit HUD, seen when moving the player's head. Bigger value = more jitter.
#Range: 1.0 ~ 100.0
hudJitter = 6.0
#Display a fancy compass when the MekaSuit is worn.
mekaSuitHelmetCompass = true
#Last Window Positions. In general these values should not be modified manually.
[client.gui.window]
[client.gui.window.color]
x = 2147483647
y = 2147483647
[client.gui.window.confirmation]
x = 2147483647
y = 2147483647
[client.gui.window.crafting0]
x = 2147483647
y = 2147483647
[client.gui.window.crafting1]
x = 2147483647
y = 2147483647
[client.gui.window.crafting2]
x = 2147483647
y = 2147483647
[client.gui.window.mekaSuitHelmet]
x = 2147483647
y = 2147483647
[client.gui.window.rename]
x = 2147483647
y = 2147483647
[client.gui.window.skinSelect]
x = 2147483647
y = 2147483647
[client.gui.window.sideConfig]
x = 2147483647
y = 2147483647
[client.gui.window.transporterConfig]
x = 2147483647
y = 2147483647
[client.gui.window.upgrade]
x = 2147483647
y = 2147483647
#QIO Config
[client.qio]
#Sorting strategy when viewing items in a QIO Item Viewer.
#Allowed Values: NAME, SIZE, MOD
itemViewerSortType = "NAME"
#Sorting direction when viewing items in a QIO Item Viewer.
#Allowed Values: ASCENDING, DESCENDING
itemViewerSortDirection = "ASCENDING"
#Number of slots to view horizontally on a QIO Item Viewer.
#Range: 8 ~ 16
itemViewerSlotsX = 8
#Number of slots to view vertically on a QIO Item Viewer.
#Range: 2 ~ 48
itemViewerSlotsY = 4
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@@ -1,12 +0,0 @@
#Mekanism Common Config. This config is not synced between server and client.
[common]
#Displayed energy type in Mekanism GUIs and network reader readings.
#Allowed Values: JOULES, FORGE_ENERGY, ELECTRICAL_UNITS
energyType = "FORGE_ENERGY"
#Displayed temperature unit in Mekanism GUIs and network reader readings.
#Allowed Values: KELVIN, CELSIUS, RANKINE, FAHRENHEIT, AMBIENT
temperatureUnit = "KELVIN"
#Show time to decay radiation when readings are above safe levels. Set to false on the client side to disable MekaSuit Geiger and Dosimeter Unit timers. Set to false on the server side to disable handheld Geiger Counter and Dosimeter timers.
enableDecayTimers = true
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@@ -1,284 +0,0 @@
#Gear Config. This config is synced from server to client.
[gear]
#Atomic Disassembler Settings
[gear.atomic_disassembler]
#Base Energy (Joules) usage of the Atomic Disassembler. (Gets multiplied by speed factor)
energyUsage = "10"
#Cost in Joules of using the Atomic Disassembler as a weapon.
energyUsageWeapon = "2000"
#The max Atomic Disassembler Vein Mining Block Count.
#Range: 2 ~ 1000000
miningCount = 128
#Enable the 'Slow' mode for the Atomic Disassembler.
slowMode = true
#Enable the 'Fast' mode for the Atomic Disassembler.
fastMode = true
#Enable the 'Vein Mining' mode for the Atomic Disassembler.
veinMining = false
#The bonus attack damage of the Atomic Disassembler when it is out of power. (Value is in number of half hearts)
#Range: 0 ~ 1000
minDamage = 4
#The bonus attack damage of the Atomic Disassembler when it has at least energyUsageWeapon power stored. (Value is in number of half hearts)
#Range: 1 ~ 10000
maxDamage = 20
#Attack speed of the Atomic Disassembler.
#Range: -4.0 ~ 100.0
attackSpeed = -2.4
#Maximum amount (joules) of energy the Atomic Disassembler can contain.
maxEnergy = "1000000"
#Amount (joules) of energy the Atomic Disassembler can accept per tick.
chargeRate = "5000"
#Configurator Settings
[gear.configurator]
#Maximum amount (joules) of energy the Configurator can contain.
maxEnergy = "60000"
#Amount (joules) of energy the Configurator can accept per tick.
chargeRate = "300"
#Energy usage in joules of using the configurator to configure machines.
energyPerConfigure = "400"
#Energy cost in joules for each item the configurator ejects from a machine on empty mode.
energyPerItem = "8"
#Electric Bow Settings
[gear.electric_bow]
#Maximum amount (joules) of energy the Electric Bow can contain.
maxEnergy = "120000"
#Amount (joules) of energy the Electric Bow can accept per tick.
chargeRate = "600"
#Cost in Joules of using the Electric Bow.
energyUsage = "120"
#Cost in Joules of using the Electric Bow with flame mode active.
energyUsageFire = "1200"
#Energy Tablet Settings
[gear.energy_tablet]
#Maximum amount (joules) of energy the Energy Tablet can contain.
maxEnergy = "1000000"
#Amount (joules) of energy the Energy Tablet can accept per tick.
chargeRate = "5000"
#Flamethrower Settings
[gear.flamethrower]
#Flamethrower Gas Tank capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 24000
#Amount of hydrogen the Flamethrower can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 16
#Determines whether or not the Flamethrower can destroy items if it fails to smelt them.
destroyItems = true
#Free Runner Settings
[gear.free_runner]
#Energy cost/multiplier in Joules for reducing fall damage with free runners. Energy cost is: FallDamage * freeRunnerFallEnergyCost. (1 FallDamage is 1 half heart)
fallEnergyCost = "50"
#Percent of damage taken from falling that can be absorbed by Free Runners when they have enough power.
#Range: 0.0 ~ 1.0
fallDamageReductionRatio = 1.0
#Maximum amount (joules) of energy Free Runners can contain.
maxEnergy = "64000"
#Amount (joules) of energy the Free Runners can accept per tick.
chargeRate = "320"
#Armored Free Runner Settings
[gear.free_runner.armored]
#Armor value of the Armored Free Runners
#Range: > 0
armor = 3
#Toughness value of the Armored Free Runners.
#Range: 0.0 ~ 3.4028234663852886E38
toughness = 2.0
#Knockback resistance value of the Armored Free Runners.
#Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.0
#Jetpack Settings
[gear.jetpack]
#Jetpack Gas Tank capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 24000
#Amount of hydrogen the Jetpack can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 16
#Armored Jetpack Settings
[gear.jetpack.armored]
#Armor value of the Armored Jetpack.
#Range: > 0
armor = 8
#Toughness value of the Armored Jetpack.
#Range: 0.0 ~ 3.4028234663852886E38
toughness = 2.0
#Knockback resistance value of the Armored Jetpack.
#Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.0
#Network Reader Settings
[gear.network_reader]
#Maximum amount (joules) of energy the Network Reader can contain.
maxEnergy = "60000"
#Amount (joules) of energy the Network Reader can accept per tick.
chargeRate = "300"
#Energy usage in joules for each network reading.
energyUsage = "400"
#Portable Teleporter Settings
[gear.portable_teleporter]
#Maximum amount (joules) of energy the Portable Teleporter can contain.
maxEnergy = "1000000"
#Amount (joules) of energy the Portable Teleporter can accept per tick.
chargeRate = "5000"
#Delay in ticks before a player is teleported after clicking the Teleport button in the portable teleporter.
#Range: 0 ~ 6000
delay = 0
#Scuba Tank Settings
[gear.scuba_tank]
#Scuba Tank Gas Tank capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 24000
#Amount of oxygen the Scuba Tank Gas Tank can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 16
#Seismic Reader Settings
[gear.seismic_reader]
#Maximum amount (joules) of energy the Seismic Reader can contain.
maxEnergy = "12000"
#Amount (joules) of energy the Seismic Reader can accept per tick.
chargeRate = "60"
#Energy usage in joules required to use the Seismic Reader.
energyUsage = "250"
#Canteen Settings
[gear.canteen]
#Maximum amount of Nutritional Paste storable by the Canteen.
#Range: > 1
maxStorage = 64000
#Rate at which Nutritional Paste can be transferred into a Canteen.
#Range: > 1
transferRate = 128
#Meka-Tool Settings
[gear.mekatool]
#Base energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor)
energyUsage = "10"
#Silk touch energy (Joules) usage of the Meka-Tool. (Gets multiplied by speed factor)
energyUsageSilk = "100"
#Cost in Joules of using the Meka-Tool to deal 4 units of damage.
energyUsageWeapon = "2000"
#Cost in Joules of using the Meka-Tool to teleport 10 blocks.
energyUsageTeleport = "1000"
#Maximum distance a player can teleport with the Meka-Tool.
#Range: 3 ~ 1024
maxTeleportReach = 100
#Base bonus damage applied by the Meka-Tool without using any energy.
#Range: 0 ~ 100000
baseDamage = 4
#Attack speed of the Meka-Tool.
#Range: -4.0 ~ 100.0
attackSpeed = -2.4
#Efficiency of the Meka-Tool with energy but without any upgrades.
#Range: 0.1 ~ 100.0
baseEfficiency = 4.0
#Energy capacity (Joules) of the Meka-Tool without any installed upgrades. Quadratically scaled by upgrades.
baseEnergyCapacity = "16000000"
#Amount (joules) of energy the Meka-Tool can accept per tick. Quadratically scaled by upgrades.
chargeRate = "100000"
#Cost in Joules of using the Meka-Tool as a hoe.
energyUsageHoe = "10"
#Cost in Joules of using the Meka-Tool as a shovel for making paths and dowsing campfires.
energyUsageShovel = "10"
#Cost in Joules of using the Meka-Tool as an axe for stripping logs, scraping, or removing wax.
energyUsageAxe = "10"
#Cost in Joules of using the Meka-Tool to shear entities.
energyUsageShearEntity = "10"
#Enable the 'Extended Vein Mining' mode for the Meka-Tool. (Allows vein mining everything not just ores/logs)
extendedMining = true
#MekaSuit Settings
[gear.mekasuit]
#Energy capacity (Joules) of MekaSuit items without any installed upgrades. Quadratically scaled by upgrades.
baseEnergyCapacity = "16000000"
#Amount (joules) of energy the MekaSuit can accept per tick. Quadratically scaled by upgrades.
chargeRate = "100000"
#Energy usage (Joules) of MekaSuit when adding 0.1 to jump motion.
baseJumpEnergyUsage = "1000"
#Energy usage (Joules) per second of the MekaSuit when flying with the Elytra Unit.
elytraEnergyUsage = "32000"
#Energy usage (Joules) of MekaSuit when lessening a potion effect.
energyUsagePotionTick = "40000"
#Energy cost/multiplier in Joules for reducing magic damage via the inhalation purification unit. Energy cost is: MagicDamage * energyUsageMagicPrevent. (1 MagicDamage is 1 half heart).
energyUsageMagicReduce = "1000"
#Energy cost/multiplier in Joules for reducing fall damage with MekaSuit Boots. Energy cost is: FallDamage * freeRunnerFallEnergyCost. (1 FallDamage is 1 half heart)
energyUsageFall = "50"
#Energy usage (Joules) of MekaSuit when adding 0.1 to sprint motion.
energyUsageSprintBoost = "100"
#Energy usage (Joules) of MekaSuit per tick when flying via Gravitational Modulation.
energyUsageGravitationalModulation = "1000"
#Charge rate of inventory items (Joules) per tick.
inventoryChargeRate = "10000"
#Solar recharging rate (Joules) of helmet per tick, per upgrade installed.
solarRechargingRate = "500"
#Energy usage (Joules) of MekaSuit per tick of using vision enhancement.
energyUsageVisionEnhancement = "500"
#Energy usage (Joules) of MekaSuit per tick of using hydrostatic repulsion.
energyUsageHydrostaticRepulsion = "500"
#Energy usage (Joules) of MekaSuit per half-food of nutritional injection.
energyUsageNutritionalInjection = "20000"
#Energy usage (Joules) of MekaSuit per unit of damage applied.
energyUsageDamage = "100000"
#Energy usage (Joules) of MekaSuit per tick of attracting a single item.
energyUsageItemAttraction = "250"
#Should the Gravitational Modulation unit give off vibrations when in use.
gravitationalVibrations = true
#Maximum amount of Nutritional Paste storable by the nutritional injection unit.
#Range: > 1
nutritionalMaxStorage = 128000
#Rate at which Nutritional Paste can be transferred into the nutritional injection unit.
#Range: > 1
nutritionalTransferRate = 256
#Maximum amount of Hydrogen storable in the jetpack unit.
#Range: 1 ~ 9223372036854775807
jetpackMaxStorage = 48000
#Rate at which Hydrogen can be transferred into the jetpack unit.
#Range: 1 ~ 9223372036854775807
jetpackTransferRate = 256
#Armor value of MekaSuit Helmets.
#Range: > 0
helmetArmor = 3
#Armor value of MekaSuit BodyArmor.
#Range: > 0
bodyArmorArmor = 8
#Armor value of MekaSuit Pants.
#Range: > 0
pantsArmor = 6
#Armor value of MekaSuit Boots.
#Range: > 0
bootsArmor = 3
#Toughness value of the MekaSuit.
#Range: 0.0 ~ 3.4028234663852886E38
toughness = 3.0
#Knockback resistance value of the MekaSuit.
#Range: 0.0 ~ 3.4028234663852886E38
knockbackResistance = 0.10000000149011612
[gear.mekasuit.damage_absorption]
#Percent of damage taken from falling that can be absorbed by MekaSuit Boots when they have enough power.
#Range: 0.0 ~ 1.0
fallDamageReductionRatio = 1.0
#Percent of damage taken from magic damage that can be absorbed by MekaSuit Helmet with Purification unit when it has enough power.
#Range: 0.0 ~ 1.0
magicDamageReductionRatio = 1.0
#Percent of damage taken from other non explicitly supported damage types that don't bypass armor when the MekaSuit has enough power and a full suit is equipped.
#Note: Support for specific damage types can be added by adding an entry for the damage type in the damageReductionRatio config.
#Range: 0.0 ~ 1.0
unspecifiedDamageReductionRatio = 1.0
#Map representing the percent of damage from different damage types that can be absorbed by the MekaSuit when there is enough power and a full suit is equipped.
#Values may be in the range [0.0, 1.0].
#See the #mekainsm:mekasuit_always_supported damage type tag for allowing damage that bypasses armor to be blocked.
damageReductionRatio = ["minecraft:cactus,1.0", "minecraft:cramming,1.0", "minecraft:dragon_breath,1.0", "minecraft:dry_out,1.0", "minecraft:fall,1.0", "minecraft:falling_anvil,1.0", "minecraft:falling_block,1.0", "minecraft:falling_stalactite,1.0", "minecraft:fly_into_wall,1.0", "minecraft:freeze,1.0", "minecraft:generic,1.0", "minecraft:hot_floor,1.0", "minecraft:in_fire,1.0", "minecraft:in_wall,1.0", "minecraft:lava,1.0", "minecraft:lightning_bolt,1.0", "minecraft:on_fire,1.0", "minecraft:sonic_boom,0.75", "minecraft:stalagmite,1.0", "minecraft:sweet_berry_bush,1.0", "minecraft:wither,1.0"]
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#General Config. This config is synced from server to client.
[general]
#Log Mekanism packet names. Debug setting.
logPackets = false
#Disable to make the anchor upgrade not do anything.
allowChunkloading = true
#Enable this to allow dragging items from JEI into the target slot of Digital Miner filters.
easyMinerFilters = false
#How many ticks must pass until a block's active state is synced with the client, if it has been rapidly changing.
#Range: 0 ~ 1200
blockDeactivationDelay = 60
#Any mod ids added to this list will not be able to have any of their blocks, picked up by the cardboard box. For example: ["mekanism"]
cardboardModBlacklist = []
#Allow right clicking on Cables/Pipes/Tubes with alloys to upgrade the tier.
transmitterAlloyUpgrade = true
#Base factor for working out machine performance with upgrades - UpgradeModifier * (UpgradesInstalled/UpgradesPossible).
#Range: > 1
maxUpgradeMultiplier = 10
#How much Boiler heat is immediately usable to convert water to steam.
#Range: 0.01 ~ 1.0
boilerWaterConductivity = 0.7
#Amount of heat produced per fuel tick of a fuel's burn time in the Fuelwood Heater.
#Range: 0.1 ~ 4000000.0
heatPerFuelTick = 400.0
#Number of ticks to burn an item at in a Fuelwood Heater. Use this config option to effectively make Fuelwood Heater's burn faster but produce the same amount of heat per item.
#Range: 1 ~ 1000
fuelwoodTickMultiplier = 1
#How much heat energy is created from one Joule of regular energy in the Resistive Heater.
#Range: 0.0 ~ 1.0
resistiveHeaterEfficiency = 0.6
#Amount of heat each Boiler heating element produces.
#Range: 0.1 ~ 1.024E9
superheatingHeatTransfer = 1.6E7
#Peak processing rate for the Solar Neutron Activator. Note: It can go higher than this value in some extreme environments.
#Range: 1 ~ 1024
maxSolarNeutronActivatorRate = 64
#Dynamic Tank Settings
[general.dynamic_tank]
#Amount of fluid (mB) that each block of the dynamic tank contributes to the volume. Max = volume * fluidPerTank
#Range: 1 ~ 368224
fluidPerTank = 350000
#Amount of chemical (mB) that each block of the dynamic tank contributes to the volume. Max = volume * chemicalPerTank
#Range: 1 ~ 1581510980256305
chemicalPerTank = 16000000
#Auto Eject Settings
[general.auto_eject]
#Rate at which fluid gets auto ejected from tiles.
#Range: > 1
fluid = 1024
#Rate at which chemicals gets auto ejected from tiles.
#Range: 1 ~ 9223372036854775807
chemical = 1024
#The percentage of a tank's capacity to leave contents in when set to dumping excess.
#Range: 0.001 ~ 1.0
dumpExcessKeepRatio = 0.9
#Prefilled Tanks
[general.prefilled]
#Add filled creative fluid tanks to creative/JEI.
fluidTanks = true
#Add filled creative gas tanks to creative/JEI.
gasTanks = true
#Add filled creative infusion tanks to creative/JEI.
infusionTanks = true
#Add filled creative pigment tanks to creative/JEI.
pigmentTanks = true
#Add filled creative slurry tanks to creative/JEI.
slurryTanks = true
#Energy Conversion Rate Settings
[general.energy_conversion]
#Disables IC2 power integration. Requires world restart (server-side option in SMP).
blacklistIC2 = false
#Conversion multiplier from EU to Joules (EU * euConversionRate = Joules)
euConversionRate = "10"
#Disables Forge Energy (FE,RF,IF,uF,CF) power integration. Requires world restart (server-side option in SMP).
blacklistForge = false
#Conversion multiplier from Forge Energy to Joules (FE * feConversionRate = Joules)
feConversionRate = "2.5000"
#Disables Flux Networks higher throughput Forge Energy (FE,RF,IF,uF,CF) power integration. Requires world restart (server-side option in SMP). Note: Disabling Forge Energy integration also disables this.
blacklistFluxNetworks = false
#How much energy is produced per mB of Hydrogen, also affects Electrolytic Separator usage, Ethylene burn rate and Gas generator energy capacity.
HydrogenEnergyDensity = "200"
#Maximum Joules per mB of Steam. Also affects Thermoelectric Boiler.
maxEnergyPerSteam = "10"
#Radiation Settings
[general.radiation]
#Enable worldwide radiation effects. Don't be a downer and disable this.
radiationEnabled = true
#The radius of chunks checked when running radiation calculations. The algorithm is efficient, but don't abuse it by making this crazy high.
#Range: 1 ~ 100
chunkCheckRadius = 5
#Radiation sources are multiplied by this constant roughly once per second to represent their emission decay. At the default rate, it takes roughly 10 hours to remove a 1,000 Sv/h (crazy high) source.
#Range: 0.0 ~ 1.0
sourceDecayRate = 0.9995
#Radiated objects and entities are multiplied by this constant roughly once per second to represent their dosage decay.
#Range: 0.0 ~ 1.0
targetDecayRate = 0.9995
#Defines the minimum severity radiation dosage severity (scale of 0 to 1) for which negative effects can take place. Set to 1 to disable negative effects completely.
#Range: 0.0 ~ 1.0
negativeEffectsMinSeverity = 0.1
#Amount of gas (mB) that can be stored in a Radioactive Waste Barrel.
#Range: 1 ~ 9223372036854775807
radioactiveWasteBarrelMaxGas = 512000
#Number of ticks required for radioactive gas stored in a Radioactive Waste Barrel to decay radioactiveWasteBarrelDecayAmount mB.
#Range: > 1
radioactiveWasteBarrelProcessTicks = 20
#Number of mB of gas that decay every radioactiveWasteBarrelProcessTicks ticks when stored in a Radioactive Waste Barrel. Set to zero to disable decay all together. (Gases in the mekanism:waste_barrel_decay_blacklist tag will not decay).
#Range: 0 ~ 9223372036854775807
radioactiveWasteBarrelDecayAmount = 1
#Digital Miner Settings
[general.digital_miner]
#Energy multiplier for using silk touch mode with the Digital Miner.
#Range: > 1
silkMultiplier = 12
#Maximum radius in blocks that the Digital Miner can reach. (Increasing this may have negative effects on stability and/or performance. We strongly recommend you leave it at the default value).
#Range: > 1
maxRadius = 32
#Number of ticks required to mine a single block with a Digital Miner (without any upgrades).
#Range: > 1
ticksPerMine = 80
#Laser Settings
[general.laser]
#If enabled, lasers can break blocks and the flamethrower starts fires.
aestheticWorldDamage = true
#How far (in blocks) a laser can travel.
#Range: 1 ~ 1024
range = 64
#Energy needed to destroy or attract blocks with a Laser (per block hardness level).
energyNeededPerHardness = "100000"
#Energy used per half heart of damage being transferred to entities.
energyPerDamage = "2500"
#Oredictionificator Settings
[general.oredictionificator]
#The list of valid tag prefixes for the Oredictionificator. Note: It is highly recommended to only include well known/defined tag prefixes otherwise it is very easy to potentially add in accidental conversions of things that are not actually equivalent.
validItemFilters = ["forge:dusts/", "forge:ingots/", "forge:nuggets/", "forge:ores/", "forge:raw_materials/", "forge:storage_blocks/"]
#Pump Settings
[general.pump]
#Maximum block distance to pull fluid from for the Electric Pump.
#Range: 1 ~ 512
maxPumpRange = 80
#If enabled makes Water and Heavy Water blocks be removed from the world on pump.
pumpWaterSources = false
#mB of Heavy Water that is extracted per block of Water by the Electric Pump with a Filter Upgrade.
#Range: 1 ~ 1000
pumpHeavyWaterAmount = 10
#Fluidic Plenisher stops after this many blocks.
#Range: 1 ~ 1000000
maxPlenisherNodes = 4000
#Quantum Entangloporter Settings
[general.quantum_entangloporter]
#Maximum energy buffer (Mekanism Joules) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier energy cube capacity.
energyBuffer = "256000000"
#Maximum fluid buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity.
#Range: > 1
fluidBuffer = 256000
#Maximum chemical buffer (mb) of an Entangoloporter frequency - i.e. the maximum transfer per tick per frequency. Default is ultimate tier tank capacity.
#Range: 1 ~ 9223372036854775807
chemicalBuffer = 8192000
#Block security/protection Settings
[general.security]
#Enable the security system for players to prevent others from accessing their machines. Does NOT affect Frequencies.
allowProtection = true
#If this is enabled then players with the 'mekanism.bypass_security' permission (default ops) can bypass the block and item security restrictions.
opsBypassRestrictions = false
#Nutritional Paste Settings
[general.nutritional_paste]
#Saturation level of Nutritional Paste when eaten.
#Range: 0.0 ~ 100.0
saturation = 0.8
#How much mB of Nutritional Paste equates to one 'half-food.'
#Range: > 1
mbPerFood = 50
#Boiler Settings
[general.boiler]
#Amount of fluid (mB) that each block of the boiler's water portion contributes to the volume. Max = volume * waterPerTank
#Range: 1 ~ 368224
waterPerTank = 16000
#Amount of steam (mB) that each block of the boiler's steam portion contributes to the volume. Max = volume * steamPerTank
#Range: 10 ~ 1581510980256305
steamPerTank = 160000
#Amount of steam (mB) that each block of the boiler's heated coolant portion contributes to the volume. Max = volume * heatedCoolantPerTank
#Range: 1 ~ 1581510980256305
heatedCoolantPerTank = 256000
#Amount of steam (mB) that each block of the boiler's cooled coolant portion contributes to the volume. Max = volume * cooledCoolantPerTank
#Range: 1 ~ 1581510980256305
cooledCoolantPerTank = 256000
#Thermal Evaporation Plant Settings
[general.thermal_evaporation]
#Thermal Evaporation Tower heat loss per tick.
#Range: 0.001 ~ 1000.0
heatDissipation = 0.02
#Temperature to amount produced ratio for Thermal Evaporation Tower.
#Range: 0.001 ~ 1000000.0
tempMultiplier = 0.4
#Heat to absorb per Solar Panel array of Thermal Evaporation Tower.
#Range: 0.001 ~ 1000000.0
solarMultiplier = 0.2
#Heat capacity of Thermal Evaporation Tower layers (increases amount of energy needed to increase temperature).
#Range: 1.0 ~ 1000000.0
heatCapacity = 100.0
#Amount of fluid (mB) that each block of the evaporation plant contributes to the input tank capacity. Max = volume * fluidPerTank
#Range: 1 ~ 29826161
fluidPerTank = 64000
#Amount of output fluid (mB) that the evaporation plant can store.
#Range: > 1
outputTankCapacity = 10000
#SPS Settings
[general.sps]
#How much input gas (polonium) in mB must be processed to make 1 mB of antimatter. Input tank capacity is 2x this value.
#Range: > 1
inputPerAntimatter = 1000
#Amount of output gas (mB, antimatter) that the SPS can store.
#Range: 1 ~ 9223372036854775807
outputTankCapacity = 1000
#Energy needed to process 1 mB of input (inputPerAntimatter * energyPerInput = energy to produce 1 mB of antimatter).
energyPerInput = "1000000"
@@ -1,14 +0,0 @@
#Generator Energy Storage Config. This config is synced from server to client.
[storage]
#Base energy storage (Joules).
heatGenerator = "160000"
#Base energy storage (Joules).
bioGenerator = "160000"
#Base energy storage (Joules).
solarGenerator = "96000"
#Base energy storage (Joules).
advancedSolarGenerator = "200000"
#Base energy storage (Joules).
windGenerator = "200000"
@@ -1,14 +0,0 @@
#Mekanism Generators Gear Config. This config is synced from server to client.
[generators-gear]
#MekaSuit Settings
[generators-gear.mekasuit]
#Geothermal charging rate (Joules) of pants per tick, per degree above ambient, per upgrade installed. This value scales down based on how much of the MekaSuit Pants is submerged. Fire is treated as having a temperature of ~200K above ambient, lava has a temperature of 1,000K above ambient.
geothermalChargingRate = "10.5000"
[generators-gear.mekasuit.damage_absorption]
#Percent of heat damage negated by MekaSuit Pants with maximum geothermal generator units installed. This number scales down linearly based on how many units are actually installed.
#Range: 0.0 ~ 1.0
heatDamageReductionRatio = 0.8
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#Mekanism Generators Config. This config is synced between server and client.
[generators]
#Affects the Injection Rate, Max Temp, and Ignition Temp.
energyPerFusionFuel = "10000000"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
solarGeneration = "50"
#Peak output for the Advanced Solar Generator. Note: It can go higher than this value in some extreme environments.
advancedSolarGeneration = "300"
#Bio Generator Settings
[generators.bio_generator]
#Amount of energy in Joules the Bio Generator produces per tick.
bioGeneration = "350"
#The capacity in mB of the fluid tank in the Bio Generator.
#Range: > 1
tankCapacity = 24000
#Heat Generator Settings
[generators.heat_generator]
#Amount of energy in Joules the Heat Generator produces per tick. heatGeneration + heatGenerationLava * lavaSides + heatGenerationNether. Note: lavaSides is how many sides are adjacent to lava, this includes the block itself if it is lava logged allowing for a max of 7 "sides".
heatGeneration = "200"
#Multiplier of effectiveness of Lava that is adjacent to the Heat Generator.
heatGenerationLava = "30"
#Add this amount of Joules to the energy produced by a heat generator if it is in an 'ultrawarm' dimension, in vanilla this is just the Nether.
heatGenerationNether = "100"
#The capacity in mB of the fluid tank in the Heat Generator.
#Range: > 1
tankCapacity = 24000
#The amount of lava in mB that gets consumed to transfer heatGeneration Joules to the Heat Generator.
heatGenerationFluidRate = 10
#Gas-Burning Generator Settings
[generators.gas_generator]
#The capacity in mB of the gas tank in the Gas-Burning Generator.
#Range: 1 ~ 9223372036854775807
tankCapacity = 18000
#The number of ticks each mB of Ethylene burns for in the Gas-Burning Generator.
#Range: > 1
ethyleneBurnTicks = 40
#Multiplier for calculating the energy density of Ethylene (1 mB Hydrogen + 2 * bioGeneration * densityMultiplier).
ethyleneDensityMultiplier = "40"
#Turbine Settings
[generators.turbine]
#The number of blades on each turbine coil per blade applied.
#Range: 1 ~ 12
turbineBladesPerCoil = 4
#The rate at which steam is vented into the turbine.
#Range: 0.1 ~ 1024000.0
turbineVentGasFlow = 32000.0
#The rate at which steam is dispersed into the turbine.
#Range: 0.1 ~ 1024000.0
turbineDisperserGasFlow = 1280.0
#Amount of energy (J) that each block of the turbine contributes to the total energy capacity. Max = volume * energyCapacityPerVolume
energyCapacityPerVolume = "16000000"
#Amount of gas (mB) that each block of the turbine's steam cavity contributes to the volume. Max = volume * gasPerTank
#Range: 1 ~ 1773043451913643
gasPerTank = 64000
#The rate at which steam is condensed in the turbine.
#Range: 1 ~ 2000000
condenserRate = 64000
#Wind Generator Settings
[generators.wind_generator]
#Minimum base generation value of the Wind Generator.
windGenerationMin = "60"
#Maximum base generation value of the Wind Generator.
generationMax = "480"
#The minimum Y value that affects the Wind Generators Power generation. This value gets clamped at the world's min height.
#Range: -2032 ~ 2030
minY = 24
#The maximum Y value that affects the Wind Generators Power generation. This value gets clamped at the world's logical height.
maxY = 2031
#The list of dimension ids that the Wind Generator will not generate power in.
windGenerationDimBlacklist = []
#Fusion Settings
[generators.fusion_reactor]
#The fraction of the heat dissipated from the case that is converted to Joules.
#Range: 0.0 ~ 1.0
thermocoupleEfficiency = 0.05
#The fraction fraction of heat from the casing that can be transferred to all sources that are not water. Will impact max heat, heat transfer to thermodynamic conductors, and power generation.
#Range: 0.001 ~ 1.0
casingThermalConductivity = 0.1
#The fraction of the heat from the casing that is dissipated to water when water cooling is in use. Will impact max heat, and steam generation.
#Range: 0.0 ~ 1.0
waterHeatingRatio = 0.3
#Amount of fuel (mB) that the fusion reactor can store.
#Range: 2 ~ 1000000
fuelCapacity = 1000
#Amount of energy (J) the fusion reactor can store.
energyCapacity = "1000000000"
#Amount of water (mB) per injection rate that the fusion reactor can store. Max = injectionRate * waterPerInjection
#Range: 1 ~ 21913098
waterPerInjection = 1000000
#Amount of steam (mB) per injection rate that the fusion reactor can store. Max = injectionRate * steamPerInjection
#Range: 1 ~ 94116041192395671
steamPerInjection = 100000000
#Hohlraum Settings
[generators.hohlraum]
#Hohlraum capacity in mB.
#Range: 1 ~ 9223372036854775807
maxGas = 10
#Amount of DT-Fuel Hohlraum can accept per tick.
#Range: 1 ~ 9223372036854775807
fillRate = 1
#Fission Reactor Settings
[generators.fission_reactor]
#Amount of energy created (in heat) from each whole mB of fission fuel.
energyPerFissionFuel = "1000000"
#The heat capacity added to a Fission Reactor by a single casing block. Increase to require more energy to raise the reactor temperature.
#Range: 1.0 ~ 1000000.0
casingHeatCapacity = 1000.0
#The average surface area of a Fission Reactor's fuel assemblies to reach 100% boil efficiency. Higher values make it harder to cool the reactor.
#Range: 1.0 ~ 1.7976931348623157E308
surfaceAreaTarget = 4.0
#Whether catastrophic meltdowns can occur from Fission Reactors. If disabled instead of melting down the reactor will turn off and not be able to be turned back on until the damage level decreases.
meltdownsEnabled = true
#The radius of the explosion that occurs from a meltdown.
#Range: 1.0 ~ 500.0
meltdownRadius = 8.0
#The chance of a meltdown occurring once damage passes 100%. Will linearly scale as damage continues increasing.
#Range: 0.0 ~ 1.0
meltdownChance = 0.001
#How much radioactivity of fuel/waste contents are multiplied during a meltdown.
#Range: 0.1 ~ 1000000.0
meltdownRadiationMultiplier = 50.0
#Damage to reset the reactor to after a meltdown.
#Range: 0.0 ~ 100.0
postMeltdownDamage = 75.0
#The default burn rate of the fission reactor.
#Range: 0.001 ~ 1.0
defaultBurnRate = 0.1
#The burn rate increase each fuel assembly provides. Max Burn Rate = fuelAssemblies * burnPerAssembly
#Range: 1 ~ 1000000
burnPerAssembly = 1
#Amount of fuel (mB) that each assembly contributes to the fuel and waste capacity. Max = fuelAssemblies * maxFuelPerAssembly
#Range: 1 ~ 2251799813685247
maxFuelPerAssembly = 8000
#Amount of cooled coolant (mB) that each block of the fission reactor contributes to the volume. Max = volume * cooledCoolantPerTank
#Range: 1 ~ 368224
cooledCoolantPerTank = 100000
#Amount of heated coolant (mB) that each block of the fission reactor contributes to the volume. Max = volume * heatedCoolantPerTank
#Range: 1000 ~ 1581510980256305
heatedCoolantPerTank = 1000000
@@ -1,76 +0,0 @@
#Machine Energy Storage Config. This config is synced from server to client.
[storage]
#Base energy storage (Joules).
enrichmentChamber = "20000"
#Base energy storage (Joules).
osmiumCompressor = "80000"
#Base energy storage (Joules).
combiner = "40000"
#Base energy storage (Joules).
crusher = "20000"
#Base energy storage (Joules).
metallurgicInfuser = "20000"
#Base energy storage (Joules).
purificationChamber = "80000"
#Base energy storage (Joules).
energizedSmelter = "20000"
#Base energy storage (Joules).
digitalMiner = "50000"
#Base energy storage (Joules).
electricPump = "40000"
#Base energy storage (Joules).
chargePad = "2048000"
#Base energy storage (Joules).
rotaryCondensentrator = "20000"
#Base energy storage (Joules).
oxidationChamber = "80000"
#Base energy storage (Joules).
chemicalInfuser = "80000"
#Base energy storage (Joules).
chemicalInjectionChamber = "160000"
#Base energy storage (Joules).
electrolyticSeparator = "160000"
#Base energy storage (Joules).
precisionSawmill = "20000"
#Base energy storage (Joules).
chemicalDissolutionChamber = "160000"
#Base energy storage (Joules).
chemicalWasher = "80000"
#Base energy storage (Joules).
chemicalCrystallizer = "160000"
#Base energy storage (Joules).
seismicVibrator = "20000"
#Base energy storage (Joules).
pressurizedReactionBase = "2000"
#Base energy storage (Joules).
fluidicPlenisher = "40000"
#Base energy storage (Joules).
laser = "2000000"
#Base energy storage (Joules).
laserAmplifier = "5000000000"
#Base energy storage (Joules).
laserTractorBeam = "5000000000"
#Base energy storage (Joules).
formulaicAssemblicator = "40000"
#Base energy storage (Joules).
teleporter = "5000000"
#Base energy storage (Joules).
modificationStation = "40000"
#Base energy storage (Joules).
isotopicCentrifuge = "80000"
#Base energy storage (Joules).
nutritionalLiquifier = "40000"
#Base energy storage (Joules). Also defines max process rate.
antiprotonicNucleosynthesizer = "1000000000"
#Base energy storage (Joules).
pigmentExtractor = "40000"
#Base energy storage (Joules).
pigmentMixer = "80000"
#Base energy storage (Joules).
paintingMachine = "40000"
#Base energy storage (Joules). Also defines max output rate.
spsPort = "1000000000"
#Base energy storage (Joules).
dimensionalStabilizer = "40000"
@@ -1,75 +0,0 @@
#Machine Energy Usage Config. This config is synced from server to client.
[usage]
#Energy per operation tick (Joules).
enrichmentChamber = "50"
#Energy per operation tick (Joules).
osmiumCompressor = "100"
#Energy per operation tick (Joules).
combiner = "50"
#Energy per operation tick (Joules).
crusher = "50"
#Energy per operation tick (Joules).
metallurgicInfuser = "50"
#Energy per operation tick (Joules).
purificationChamber = "200"
#Energy per operation tick (Joules).
energizedSmelter = "50"
#Energy per operation tick (Joules).
digitalMiner = "1000"
#Energy per operation tick (Joules).
electricPump = "100"
#Energy that can be transferred at once per charge operation (Joules).
chargePad = "1024000"
#Energy per operation tick (Joules).
rotaryCondensentrator = "50"
#Energy per operation tick (Joules).
oxidationChamber = "200"
#Energy per operation tick (Joules).
chemicalInfuser = "200"
#Energy per operation tick (Joules).
chemicalInjectionChamber = "400"
#Energy per operation tick (Joules).
precisionSawmill = "50"
#Energy per operation tick (Joules).
chemicalDissolutionChamber = "400"
#Energy per operation tick (Joules).
chemicalWasher = "200"
#Energy per operation tick (Joules).
chemicalCrystallizer = "400"
#Energy per operation tick (Joules).
seismicVibrator = "50"
#Energy per operation tick (Joules).
pressurizedReactionBase = "5"
#Energy per operation tick (Joules).
fluidicPlenisher = "100"
#Energy per operation tick (Joules).
laser = "10000"
#Energy per operation tick (Joules).
formulaicAssemblicator = "100"
#Energy per operation tick (Joules).
modificationStation = "100"
#Energy per operation tick (Joules).
isotopicCentrifuge = "200"
#Energy per operation tick (Joules).
nutritionalLiquifier = "200"
#Energy per operation tick (Joules).
antiprotonicNucleosynthesizer = "100000"
#Energy per operation tick (Joules).
pigmentExtractor = "200"
#Energy per operation tick (Joules).
pigmentMixer = "200"
#Energy per operation tick (Joules).
paintingMachine = "100"
#Energy per chunk per tick (Joules).
dimensionalStabilizer = "5000"
#Teleporter
[usage.teleporter]
#Base Joules cost for a teleportation.
teleporterBase = "1000"
#Joules per unit of distance travelled during teleportation - sqrt(xDiff^2 + yDiff^2 + zDiff^2).
teleporterDistance = "10"
#Flat additional cost for interdimensional teleportation. Distance is still taken into account minimizing energy cost based on dimension scales.
teleporterDimensionPenalty = "10000"
@@ -1,22 +0,0 @@
#Generator Energy Storage Config. This config is synced from server to client.
[storage]
#Base energy storage (Joules).
advancedSolarPanel = "288000"
#Base energy storage (Joules).
hybridSolarPanel = "864000"
#Base energy storage (Joules).
ultimateHybridSolarPanel = "2592000"
#Base energy storage (Joules).
quantumSolarPanel = "7776000"
#Base energy storage (Joules).
spectralSolarPanel = "23328000"
#Base energy storage (Joules).
singularSolarPanel = "69984000"
#Base energy storage (Joules).
lightAbsorbingSolarPanel = "209952000"
#Base energy storage (Joules).
photonicSolarPanel = "629856000"
#Base energy storage (Joules).
creativeSolarPanel = "2000000000"
@@ -1,22 +0,0 @@
#MoreSolarPanels Config. This config is synced between server and client.
[solarpanels]
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
advancedSolarPanel = "150"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
hybridSolarPanel = "450"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
ultimateHybridSolarPanel = "1350"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
quantumSolarPanel = "4050"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
spectralSolarPanel = "12150"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
singularSolarPanel = "36450"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
lightAbsorbingSolarPanel = "109350"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
photonicSolarPanel = "328050"
#Peak output for the Solar Generator. Note: It can go higher than this value in some extreme environments.
creativeSolarPanel = "10000000"
-264
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@@ -1,264 +0,0 @@
#Tier Config. This config is synced from server to client.
[tier]
#Energy Cubes
[tier.energy_cubes]
#Maximum number of Joules Basic energy cubes can store.
basicStorage = "4000000"
#Output rate in Joules of Basic energy cubes.
basicOutput = "4000"
#Maximum number of Joules Advanced energy cubes can store.
advancedStorage = "16000000"
#Output rate in Joules of Advanced energy cubes.
advancedOutput = "16000"
#Maximum number of Joules Elite energy cubes can store.
eliteStorage = "64000000"
#Output rate in Joules of Elite energy cubes.
eliteOutput = "64000"
#Maximum number of Joules Ultimate energy cubes can store.
ultimateStorage = "256000000"
#Output rate in Joules of Ultimate energy cubes.
ultimateOutput = "256000"
#Maximum number of Joules Creative energy cubes can store.
creativeStorage = "18446744073709551615.9999"
#Output rate in Joules of Creative energy cubes.
creativeOutput = "18446744073709551615.9999"
#Fluid Tanks
[tier.fluid_tanks]
#Storage size of Basic fluid tanks in mB.
#Range: > 1
basicStorage = 32000
#Output rate of Basic fluid tanks in mB.
#Range: > 1
basicOutput = 1000
#Storage size of Advanced fluid tanks in mB.
#Range: > 1
advancedStorage = 64000
#Output rate of Advanced fluid tanks in mB.
#Range: > 1
advancedOutput = 4000
#Storage size of Elite fluid tanks in mB.
#Range: > 1
eliteStorage = 128000
#Output rate of Elite fluid tanks in mB.
#Range: > 1
eliteOutput = 16000
#Storage size of Ultimate fluid tanks in mB.
#Range: > 1
ultimateStorage = 256000
#Output rate of Ultimate fluid tanks in mB.
#Range: > 1
ultimateOutput = 64000
#Storage size of Creative fluid tanks in mB.
#Range: > 1
creativeStorage = 2147483647
#Output rate of Creative fluid tanks in mB.
#Range: > 1
creativeOutput = 1073741823
#Chemical Tanks
[tier.chemical_tanks]
#Storage size of Basic chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
basicStorage = 64000
#Output rate of Basic chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
basicOutput = 1000
#Storage size of Advanced chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
advancedStorage = 256000
#Output rate of Advanced chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
advancedOutput = 16000
#Storage size of Elite chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
eliteStorage = 1024000
#Output rate of Elite chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
eliteOutput = 128000
#Storage size of Ultimate chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
ultimateStorage = 8192000
#Output rate of Ultimate chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
ultimateOutput = 512000
#Storage size of Creative chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
creativeStorage = 9223372036854775807
#Output rate of Creative chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
creativeOutput = 4611686018427387903
#Bins
[tier.bins]
#The number of items Basic bins can store.
#Range: > 1
basicStorage = 4096
#The number of items Advanced bins can store.
#Range: > 1
advancedStorage = 8192
#The number of items Elite bins can store.
#Range: > 1
eliteStorage = 32768
#The number of items Ultimate bins can store.
#Range: > 1
ultimateStorage = 262144
#The number of items Creative bins can store.
#Range: > 1
creativeStorage = 2147483647
#Induction
[tier.induction]
#Maximum number of Joules Basic induction cells can store.
basicStorage = "8000000000"
#Maximum number of Joules Advanced induction cells can store.
advancedStorage = "64000000000"
#Maximum number of Joules Elite induction cells can store.
eliteStorage = "512000000000"
#Maximum number of Joules Ultimate induction cells can store.
ultimateStorage = "4000000000000"
#Maximum number of Joules Basic induction providers can output or accept.
basicOutput = "256000"
#Maximum number of Joules Advanced induction providers can output or accept.
advancedOutput = "2048000"
#Maximum number of Joules Elite induction providers can output or accept.
eliteOutput = "16384000"
#Maximum number of Joules Ultimate induction providers can output or accept.
ultimateOutput = "131072000"
#Transmitters
[tier.transmitters]
#Universal Cables
[tier.transmitters.energy]
#Internal buffer in Joules of each Basic universal cable.
basicCapacity = "8000"
#Internal buffer in Joules of each Advanced universal cable.
advancedCapacity = "128000"
#Internal buffer in Joules of each Elite universal cable.
eliteCapacity = "1024000"
#Internal buffer in Joules of each Ultimate universal cable.
ultimateCapacity = "8192000"
#Mechanical Pipes
[tier.transmitters.fluid]
#Capacity of Basic mechanical pipes in mB.
#Range: > 1
basicCapacity = 2000
#Pump rate of Basic mechanical pipes in mB/t.
#Range: > 1
basicPullAmount = 250
#Capacity of Advanced mechanical pipes in mB.
#Range: > 1
advancedCapacity = 8000
#Pump rate of Advanced mechanical pipes in mB/t.
#Range: > 1
advancedPullAmount = 1000
#Capacity of Elite mechanical pipes in mB.
#Range: > 1
eliteCapacity = 32000
#Pump rate of Elite mechanical pipes in mB/t.
#Range: > 1
elitePullAmount = 8000
#Capacity of Ultimate mechanical pipes in mB.
#Range: > 1
ultimateCapacity = 128000
#Pump rate of Ultimate mechanical pipes in mB/t.
#Range: > 1
ultimatePullAmount = 32000
#Pressurized Tubes
[tier.transmitters.chemical]
#Capacity of Basic pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
basicCapacity = 4000
#Pump rate of Basic pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
basicPullAmount = 750
#Capacity of Advanced pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
advancedCapacity = 16000
#Pump rate of Advanced pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
advancedPullAmount = 2000
#Capacity of Elite pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
eliteCapacity = 256000
#Pump rate of Elite pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
elitePullAmount = 64000
#Capacity of Ultimate pressurized tubes in mB.
#Range: 1 ~ 9223372036854775807
ultimateCapacity = 1024000
#Pump rate of Ultimate pressurized tubes in mB/t.
#Range: 1 ~ 9223372036854775807
ultimatePullAmount = 256000
#Logistical Transporters
[tier.transmitters.items]
#Item throughput rate of Basic logistical transporters in items/half second.
#Range: > 1
basicPullAmount = 1
#Five times the travel speed in m/s of Basic logistical transporter.
#Range: > 1
basicSpeed = 5
#Item throughput rate of Advanced logistical transporters in items/half second.
#Range: > 1
advancedPullAmount = 16
#Five times the travel speed in m/s of Advanced logistical transporter.
#Range: > 1
advancedSpeed = 10
#Item throughput rate of Elite logistical transporters in items/half second.
#Range: > 1
elitePullAmount = 32
#Five times the travel speed in m/s of Elite logistical transporter.
#Range: > 1
eliteSpeed = 20
#Item throughput rate of Ultimate logistical transporters in items/half second.
#Range: > 1
ultimatePullAmount = 64
#Five times the travel speed in m/s of Ultimate logistical transporter.
#Range: > 1
ultimateSpeed = 50
#Thermodynamic Conductors
[tier.transmitters.heat]
#Conduction value of Basic thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
basicInverseConduction = 5.0
#Heat capacity of Basic thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
basicHeatCapacity = 1.0
#Insulation value of Basic thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
basicInsulation = 10.0
#Conduction value of Advanced thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
advancedInverseConduction = 5.0
#Heat capacity of Advanced thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
advancedHeatCapacity = 1.0
#Insulation value of Advanced thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
advancedInsulation = 400.0
#Conduction value of Elite thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
eliteInverseConduction = 5.0
#Heat capacity of Elite thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
eliteHeatCapacity = 1.0
#Insulation value of Elite thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
eliteInsulation = 8000.0
#Conduction value of Ultimate thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
ultimateInverseConduction = 5.0
#Heat capacity of Ultimate thermodynamic conductors.
#Range: 1.0 ~ 1.7976931348623157E308
ultimateHeatCapacity = 1.0
#Insulation value of Ultimate thermodynamic conductor.
#Range: 0.0 ~ 1.7976931348623157E308
ultimateInsulation = 100000.0
@@ -1,6 +0,0 @@
#Mekanism Tools Client Config. This config only exists on the client
[tools-client]
#Enable durability tooltips for Mekanism Tools gear.
displayDurabilityTooltips = true
-771
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@@ -1,771 +0,0 @@
#Mekanism Tools Config. This config is synced from server to client.
[tools]
[tools.mobArmorSpawnRate]
#The chance that Mekanism Armor can spawn on mobs. This is multiplied modified by the chunk's difficulty modifier. Vanilla uses 0.15 for its armor spawns, we use 0.1 as default to lower chances of mobs getting some vanilla and some mek armor.
#Range: 0.0 ~ 1.0
general = 0.1
#The chance that Mekanism Weapons can spawn in a zombie's hand.
#Range: 0.0 ~ 1.0
weapon = 0.01
#The chance that Mekanism Weapons can spawn in a zombie's hand when on hard difficulty.
#Range: 0.0 ~ 1.0
weaponHard = 0.05000000074505806
#Spawn chances for pieces of Bronze gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.bronze]
#Whether mobs can spawn with Bronze Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Bronze Swords rather than Bronze Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Bronze Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Bronze Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Bronze Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Bronze Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Bronze Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Bronze Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Bronze Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Bronze Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Lapis Lazuli gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.lapis_lazuli]
#Whether mobs can spawn with Lapis Lazuli Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Lapis Lazuli Swords rather than Lapis Lazuli Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Lapis Lazuli Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Lapis Lazuli Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Lapis Lazuli Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Lapis Lazuli Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Lapis Lazuli Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Lapis Lazuli Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Lapis Lazuli Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Lapis Lazuli Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Osmium gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.osmium]
#Whether mobs can spawn with Osmium Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Osmium Swords rather than Osmium Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Osmium Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Osmium Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Osmium Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Osmium Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Osmium Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Osmium Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Osmium Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Osmium Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Refined Glowstone gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.refined_glowstone]
#Whether mobs can spawn with Refined Glowstone Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Refined Glowstone Swords rather than Refined Glowstone Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Refined Glowstone Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Refined Glowstone Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Refined Glowstone Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Refined Glowstone Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Refined Glowstone Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Refined Glowstone Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Refined Glowstone Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Refined Glowstone Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Refined Obsidian gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.refined_obsidian]
#Whether mobs can spawn with Refined Obsidian Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Refined Obsidian Swords rather than Refined Obsidian Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Refined Obsidian Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Refined Obsidian Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Refined Obsidian Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Refined Obsidian Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Refined Obsidian Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Refined Obsidian Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Refined Obsidian Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Refined Obsidian Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Spawn chances for pieces of Steel gear. Note: These values are after the general mobArmorSpawnRate (or corresponding weapon rate) has been checked, and after an even split between material types has been done.
[tools.mobArmorSpawnRate.steel]
#Whether mobs can spawn with Steel Weapons.
canSpawnWeapon = true
#The chance that mobs will spawn with Steel Swords rather than Steel Shovels.
#Range: 0.0 ~ 1.0
swordWeight = 0.33
#The chance that mobs can spawn with Steel Helmets.
#Range: 0.0 ~ 1.0
helmetChance = 1.0
#The chance that mobs can spawn with Steel Chestplates.
#Range: 0.0 ~ 1.0
chestplateChance = 1.0
#The chance that mobs can spawn with Steel Leggings.
#Range: 0.0 ~ 1.0
leggingsChance = 1.0
#The chance that mobs can spawn with Steel Boots.
#Range: 0.0 ~ 1.0
bootsChance = 1.0
#The chance that after each piece of Steel Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChance = 0.25
#The chance on hard mode that after each piece of Steel Armor a mob spawns with that no more pieces will be added. Order of pieces tried is boots, leggings, chestplate, helmet.
#Range: 0.0 ~ 1.0
multiplePieceChanceHard = 0.1
#The chance that if a mob spawns with Steel Weapons that it will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
weaponEnchantmentChance = 0.25
#The chance that if a mob spawns with Steel Armor that they will be enchanted. This is multiplied modified by the chunk's difficulty modifier.
#Range: 0.0 ~ 1.0
armorEnchantmentChance = 0.5
#Vanilla Material Paxel Settings for Wood
[tools.wood]
#Attack damage modifier of Wood paxels.
woodPaxelDamage = 7.0
#Attack speed of Wood paxels.
woodPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Wood paxels.
woodPaxelEfficiency = 2.0
#Natural enchantability factor of Wood paxels.
#Range: > 0
woodPaxelEnchantability = 15
#Maximum durability of Wood paxels.
#Range: > 1
woodPaxelMaxUses = 118
#Vanilla Material Paxel Settings for Stone
[tools.stone]
#Attack damage modifier of Stone paxels.
stonePaxelDamage = 8.0
#Attack speed of Stone paxels.
stonePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Stone paxels.
stonePaxelEfficiency = 4.0
#Natural enchantability factor of Stone paxels.
#Range: > 0
stonePaxelEnchantability = 5
#Maximum durability of Stone paxels.
#Range: > 1
stonePaxelMaxUses = 262
#Vanilla Material Paxel Settings for Iron
[tools.iron]
#Attack damage modifier of Iron paxels.
ironPaxelDamage = 7.0
#Attack speed of Iron paxels.
ironPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Iron paxels.
ironPaxelEfficiency = 6.0
#Natural enchantability factor of Iron paxels.
#Range: > 0
ironPaxelEnchantability = 14
#Maximum durability of Iron paxels.
#Range: > 1
ironPaxelMaxUses = 500
#Vanilla Material Paxel Settings for Diamond
[tools.diamond]
#Attack damage modifier of Diamond paxels.
diamondPaxelDamage = 6.0
#Attack speed of Diamond paxels.
diamondPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Diamond paxels.
diamondPaxelEfficiency = 8.0
#Natural enchantability factor of Diamond paxels.
#Range: > 0
diamondPaxelEnchantability = 10
#Maximum durability of Diamond paxels.
#Range: > 1
diamondPaxelMaxUses = 3122
#Vanilla Material Paxel Settings for Gold
[tools.gold]
#Attack damage modifier of Gold paxels.
goldPaxelDamage = 7.0
#Attack speed of Gold paxels.
goldPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Gold paxels.
goldPaxelEfficiency = 12.0
#Natural enchantability factor of Gold paxels.
#Range: > 0
goldPaxelEnchantability = 22
#Maximum durability of Gold paxels.
#Range: > 1
goldPaxelMaxUses = 64
#Vanilla Material Paxel Settings for Netherite
[tools.netherite]
#Attack damage modifier of Netherite paxels.
netheritePaxelDamage = 6.0
#Attack speed of Netherite paxels.
netheritePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Netherite paxels.
netheritePaxelEfficiency = 9.0
#Natural enchantability factor of Netherite paxels.
#Range: > 0
netheritePaxelEnchantability = 15
#Maximum durability of Netherite paxels.
#Range: > 1
netheritePaxelMaxUses = 4062
#Material Settings for Bronze
[tools.bronze]
#Base attack damage of Bronze items.
#Range: 0.0 ~ 3.4028234663852886E38
bronzeAttackDamage = 2.0
#Maximum durability of Bronze shields.
#Range: > 0
bronzeShieldDurability = 403
#Attack damage modifier of Bronze swords.
bronzeSwordDamage = 3.0
#Attack speed of Bronze swords.
bronzeSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Bronze shovels.
bronzeShovelDamage = 1.5
#Attack speed of Bronze shovels.
bronzeShovelAtkSpeed = -3.0
#Attack damage modifier of Bronze axes.
bronzeAxeDamage = 7.0
#Attack speed of Bronze axes.
bronzeAxeAtkSpeed = -3.0
#Attack damage modifier of Bronze pickaxes.
bronzePickaxeDamage = 1.0
#Attack speed of Bronze pickaxes.
bronzePickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Bronze hoes.
bronzeHoeDamage = -2.0
#Attack speed of Bronze hoes.
bronzeHoeAtkSpeed = -1.0
#Maximum durability of Bronze tools.
#Range: > 1
bronzeToolMaxUses = 375
#Efficiency of Bronze tools.
bronzeEfficiency = 7.0
#Attack damage modifier of Bronze paxels.
bronzePaxelDamage = 8.0
#Attack speed of Bronze paxels.
bronzePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Bronze paxels.
bronzePaxelEfficiency = 7.0
#Natural enchantability factor of Bronze paxels.
#Range: > 0
bronzePaxelEnchantability = 10
#Maximum durability of Bronze paxels.
#Range: > 1
bronzePaxelMaxUses = 750
#Natural enchantability factor of Bronze items.
#Range: > 0
bronzeEnchantability = 10
#Base armor toughness value of Bronze armor.
#Range: 0.0 ~ 3.4028234663852886E38
bronzeToughness = 1.0
#Base armor knockback resistance value of Bronze armor.
#Range: 0.0 ~ 3.4028234663852886E38
bronzeKnockbackResistance = 0.0
#Maximum durability of Bronze boots.
#Range: > 1
bronzeBootDurability = 234
#Maximum durability of Bronze leggings.
#Range: > 1
bronzeLeggingDurability = 270
#Maximum durability of Bronze chestplates.
#Range: > 1
bronzeChestplateDurability = 288
#Maximum durability of Bronze helmets.
#Range: > 1
bronzeHelmetDurability = 198
#Protection value of Bronze boots.
#Range: > 0
bronzeBootArmor = 2
#Protection value of Bronze leggings.
#Range: > 0
bronzeLeggingArmor = 6
#Protection value of Bronze chestplates.
#Range: > 0
bronzeChestplateArmor = 7
#Protection value of Bronze helmets.
#Range: > 0
bronzeHelmetArmor = 3
#Material Settings for Lapis Lazuli
[tools.lapis_lazuli]
#Base attack damage of Lapis Lazuli items.
#Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliAttackDamage = 1.0
#Maximum durability of Lapis Lazuli shields.
#Range: > 0
lapis_lazuliShieldDurability = 224
#Attack damage modifier of Lapis Lazuli swords.
lapis_lazuliSwordDamage = 3.0
#Attack speed of Lapis Lazuli swords.
lapis_lazuliSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Lapis Lazuli shovels.
lapis_lazuliShovelDamage = 1.5
#Attack speed of Lapis Lazuli shovels.
lapis_lazuliShovelAtkSpeed = -3.0
#Attack damage modifier of Lapis Lazuli axes.
lapis_lazuliAxeDamage = 4.0
#Attack speed of Lapis Lazuli axes.
lapis_lazuliAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Lapis Lazuli pickaxes.
lapis_lazuliPickaxeDamage = 1.0
#Attack speed of Lapis Lazuli pickaxes.
lapis_lazuliPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Lapis Lazuli hoes.
lapis_lazuliHoeDamage = -1.0
#Attack speed of Lapis Lazuli hoes.
lapis_lazuliHoeAtkSpeed = -2.0
#Maximum durability of Lapis Lazuli tools.
#Range: > 1
lapis_lazuliToolMaxUses = 128
#Efficiency of Lapis Lazuli tools.
lapis_lazuliEfficiency = 9.0
#Attack damage modifier of Lapis Lazuli paxels.
lapis_lazuliPaxelDamage = 5.0
#Attack speed of Lapis Lazuli paxels.
lapis_lazuliPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Lapis Lazuli paxels.
lapis_lazuliPaxelEfficiency = 9.0
#Natural enchantability factor of Lapis Lazuli paxels.
#Range: > 0
lapis_lazuliPaxelEnchantability = 32
#Maximum durability of Lapis Lazuli paxels.
#Range: > 1
lapis_lazuliPaxelMaxUses = 256
#Natural enchantability factor of Lapis Lazuli items.
#Range: > 0
lapis_lazuliEnchantability = 32
#Base armor toughness value of Lapis Lazuli armor.
#Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliToughness = 0.0
#Base armor knockback resistance value of Lapis Lazuli armor.
#Range: 0.0 ~ 3.4028234663852886E38
lapis_lazuliKnockbackResistance = 0.0
#Maximum durability of Lapis Lazuli boots.
#Range: > 1
lapis_lazuliBootDurability = 130
#Maximum durability of Lapis Lazuli leggings.
#Range: > 1
lapis_lazuliLeggingDurability = 150
#Maximum durability of Lapis Lazuli chestplates.
#Range: > 1
lapis_lazuliChestplateDurability = 160
#Maximum durability of Lapis Lazuli helmets.
#Range: > 1
lapis_lazuliHelmetDurability = 110
#Protection value of Lapis Lazuli boots.
#Range: > 0
lapis_lazuliBootArmor = 1
#Protection value of Lapis Lazuli leggings.
#Range: > 0
lapis_lazuliLeggingArmor = 3
#Protection value of Lapis Lazuli chestplates.
#Range: > 0
lapis_lazuliChestplateArmor = 4
#Protection value of Lapis Lazuli helmets.
#Range: > 0
lapis_lazuliHelmetArmor = 1
#Material Settings for Osmium
[tools.osmium]
#Base attack damage of Osmium items.
#Range: 0.0 ~ 3.4028234663852886E38
osmiumAttackDamage = 4.0
#Maximum durability of Osmium shields.
#Range: > 0
osmiumShieldDurability = 672
#Attack damage modifier of Osmium swords.
osmiumSwordDamage = 3.0
#Attack speed of Osmium swords.
osmiumSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Osmium shovels.
osmiumShovelDamage = 1.5
#Attack speed of Osmium shovels.
osmiumShovelAtkSpeed = -3.0
#Attack damage modifier of Osmium axes.
osmiumAxeDamage = 8.0
#Attack speed of Osmium axes.
osmiumAxeAtkSpeed = -3.299999952316284
#Attack damage modifier of Osmium pickaxes.
osmiumPickaxeDamage = 1.0
#Attack speed of Osmium pickaxes.
osmiumPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Osmium hoes.
osmiumHoeDamage = -4.0
#Attack speed of Osmium hoes.
osmiumHoeAtkSpeed = 1.0
#Maximum durability of Osmium tools.
#Range: > 1
osmiumToolMaxUses = 1024
#Efficiency of Osmium tools.
osmiumEfficiency = 4.0
#Attack damage modifier of Osmium paxels.
osmiumPaxelDamage = 9.0
#Attack speed of Osmium paxels.
osmiumPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Osmium paxels.
osmiumPaxelEfficiency = 4.0
#Natural enchantability factor of Osmium paxels.
#Range: > 0
osmiumPaxelEnchantability = 14
#Maximum durability of Osmium paxels.
#Range: > 1
osmiumPaxelMaxUses = 2048
#Natural enchantability factor of Osmium items.
#Range: > 0
osmiumEnchantability = 14
#Base armor toughness value of Osmium armor.
#Range: 0.0 ~ 3.4028234663852886E38
osmiumToughness = 3.0
#Base armor knockback resistance value of Osmium armor.
#Range: 0.0 ~ 3.4028234663852886E38
osmiumKnockbackResistance = 0.10000000149011612
#Maximum durability of Osmium boots.
#Range: > 1
osmiumBootDurability = 390
#Maximum durability of Osmium leggings.
#Range: > 1
osmiumLeggingDurability = 450
#Maximum durability of Osmium chestplates.
#Range: > 1
osmiumChestplateDurability = 480
#Maximum durability of Osmium helmets.
#Range: > 1
osmiumHelmetDurability = 330
#Protection value of Osmium boots.
#Range: > 0
osmiumBootArmor = 3
#Protection value of Osmium leggings.
#Range: > 0
osmiumLeggingArmor = 6
#Protection value of Osmium chestplates.
#Range: > 0
osmiumChestplateArmor = 8
#Protection value of Osmium helmets.
#Range: > 0
osmiumHelmetArmor = 4
#Material Settings for Refined Glowstone
[tools.refined_glowstone]
#Base attack damage of Refined Glowstone items.
#Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneAttackDamage = 2.0
#Maximum durability of Refined Glowstone shields.
#Range: > 0
refined_glowstoneShieldDurability = 381
#Attack damage modifier of Refined Glowstone swords.
refined_glowstoneSwordDamage = 3.0
#Attack speed of Refined Glowstone swords.
refined_glowstoneSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Refined Glowstone shovels.
refined_glowstoneShovelDamage = 1.5
#Attack speed of Refined Glowstone shovels.
refined_glowstoneShovelAtkSpeed = -3.0
#Attack damage modifier of Refined Glowstone axes.
refined_glowstoneAxeDamage = 6.0
#Attack speed of Refined Glowstone axes.
refined_glowstoneAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Refined Glowstone pickaxes.
refined_glowstonePickaxeDamage = 1.0
#Attack speed of Refined Glowstone pickaxes.
refined_glowstonePickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Refined Glowstone hoes.
refined_glowstoneHoeDamage = -2.0
#Attack speed of Refined Glowstone hoes.
refined_glowstoneHoeAtkSpeed = -1.0
#Maximum durability of Refined Glowstone tools.
#Range: > 1
refined_glowstoneToolMaxUses = 384
#Efficiency of Refined Glowstone tools.
refined_glowstoneEfficiency = 15.0
#Attack damage modifier of Refined Glowstone paxels.
refined_glowstonePaxelDamage = 7.0
#Attack speed of Refined Glowstone paxels.
refined_glowstonePaxelAtkSpeed = -2.4000000953674316
#Efficiency of Refined Glowstone paxels.
refined_glowstonePaxelEfficiency = 15.0
#Natural enchantability factor of Refined Glowstone paxels.
#Range: > 0
refined_glowstonePaxelEnchantability = 20
#Maximum durability of Refined Glowstone paxels.
#Range: > 1
refined_glowstonePaxelMaxUses = 768
#Natural enchantability factor of Refined Glowstone items.
#Range: > 0
refined_glowstoneEnchantability = 20
#Base armor toughness value of Refined Glowstone armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneToughness = 0.0
#Base armor knockback resistance value of Refined Glowstone armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_glowstoneKnockbackResistance = 0.0
#Maximum durability of Refined Glowstone boots.
#Range: > 1
refined_glowstoneBootDurability = 221
#Maximum durability of Refined Glowstone leggings.
#Range: > 1
refined_glowstoneLeggingDurability = 255
#Maximum durability of Refined Glowstone chestplates.
#Range: > 1
refined_glowstoneChestplateDurability = 272
#Maximum durability of Refined Glowstone helmets.
#Range: > 1
refined_glowstoneHelmetDurability = 187
#Protection value of Refined Glowstone boots.
#Range: > 0
refined_glowstoneBootArmor = 3
#Protection value of Refined Glowstone leggings.
#Range: > 0
refined_glowstoneLeggingArmor = 6
#Protection value of Refined Glowstone chestplates.
#Range: > 0
refined_glowstoneChestplateArmor = 8
#Protection value of Refined Glowstone helmets.
#Range: > 0
refined_glowstoneHelmetArmor = 3
#Material Settings for Refined Obsidian
[tools.refined_obsidian]
#Base attack damage of Refined Obsidian items.
#Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianAttackDamage = 8.0
#Maximum durability of Refined Obsidian shields.
#Range: > 0
refined_obsidianShieldDurability = 1680
#Attack damage modifier of Refined Obsidian swords.
refined_obsidianSwordDamage = 3.0
#Attack speed of Refined Obsidian swords.
refined_obsidianSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Refined Obsidian shovels.
refined_obsidianShovelDamage = 1.5
#Attack speed of Refined Obsidian shovels.
refined_obsidianShovelAtkSpeed = -3.0
#Attack damage modifier of Refined Obsidian axes.
refined_obsidianAxeDamage = 7.0
#Attack speed of Refined Obsidian axes.
refined_obsidianAxeAtkSpeed = -2.9000000953674316
#Attack damage modifier of Refined Obsidian pickaxes.
refined_obsidianPickaxeDamage = 1.0
#Attack speed of Refined Obsidian pickaxes.
refined_obsidianPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Refined Obsidian hoes.
refined_obsidianHoeDamage = -8.0
#Attack speed of Refined Obsidian hoes.
refined_obsidianHoeAtkSpeed = 5.0
#Maximum durability of Refined Obsidian tools.
#Range: > 1
refined_obsidianToolMaxUses = 4096
#Efficiency of Refined Obsidian tools.
refined_obsidianEfficiency = 12.0
#Attack damage modifier of Refined Obsidian paxels.
refined_obsidianPaxelDamage = 8.0
#Attack speed of Refined Obsidian paxels.
refined_obsidianPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Refined Obsidian paxels.
refined_obsidianPaxelEfficiency = 12.0
#Natural enchantability factor of Refined Obsidian paxels.
#Range: > 0
refined_obsidianPaxelEnchantability = 18
#Maximum durability of Refined Obsidian paxels.
#Range: > 1
refined_obsidianPaxelMaxUses = 8192
#Natural enchantability factor of Refined Obsidian items.
#Range: > 0
refined_obsidianEnchantability = 18
#Base armor toughness value of Refined Obsidian armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianToughness = 5.0
#Base armor knockback resistance value of Refined Obsidian armor.
#Range: 0.0 ~ 3.4028234663852886E38
refined_obsidianKnockbackResistance = 0.20000000298023224
#Maximum durability of Refined Obsidian boots.
#Range: > 1
refined_obsidianBootDurability = 975
#Maximum durability of Refined Obsidian leggings.
#Range: > 1
refined_obsidianLeggingDurability = 1125
#Maximum durability of Refined Obsidian chestplates.
#Range: > 1
refined_obsidianChestplateDurability = 1200
#Maximum durability of Refined Obsidian helmets.
#Range: > 1
refined_obsidianHelmetDurability = 825
#Protection value of Refined Obsidian boots.
#Range: > 0
refined_obsidianBootArmor = 5
#Protection value of Refined Obsidian leggings.
#Range: > 0
refined_obsidianLeggingArmor = 8
#Protection value of Refined Obsidian chestplates.
#Range: > 0
refined_obsidianChestplateArmor = 12
#Protection value of Refined Obsidian helmets.
#Range: > 0
refined_obsidianHelmetArmor = 6
#Material Settings for Steel
[tools.steel]
#Base attack damage of Steel items.
#Range: 0.0 ~ 3.4028234663852886E38
steelAttackDamage = 3.0
#Maximum durability of Steel shields.
#Range: > 0
steelShieldDurability = 448
#Attack damage modifier of Steel swords.
steelSwordDamage = 3.0
#Attack speed of Steel swords.
steelSwordAtkSpeed = -2.4000000953674316
#Attack damage modifier of Steel shovels.
steelShovelDamage = 1.5
#Attack speed of Steel shovels.
steelShovelAtkSpeed = -3.0
#Attack damage modifier of Steel axes.
steelAxeDamage = 7.0
#Attack speed of Steel axes.
steelAxeAtkSpeed = -3.0
#Attack damage modifier of Steel pickaxes.
steelPickaxeDamage = 1.0
#Attack speed of Steel pickaxes.
steelPickaxeAtkSpeed = -2.799999952316284
#Attack damage modifier of Steel hoes.
steelHoeDamage = -3.0
#Attack speed of Steel hoes.
steelHoeAtkSpeed = 0.0
#Maximum durability of Steel tools.
#Range: > 1
steelToolMaxUses = 500
#Efficiency of Steel tools.
steelEfficiency = 8.0
#Attack damage modifier of Steel paxels.
steelPaxelDamage = 8.0
#Attack speed of Steel paxels.
steelPaxelAtkSpeed = -2.4000000953674316
#Efficiency of Steel paxels.
steelPaxelEfficiency = 8.0
#Natural enchantability factor of Steel paxels.
#Range: > 0
steelPaxelEnchantability = 16
#Maximum durability of Steel paxels.
#Range: > 1
steelPaxelMaxUses = 1000
#Natural enchantability factor of Steel items.
#Range: > 0
steelEnchantability = 16
#Base armor toughness value of Steel armor.
#Range: 0.0 ~ 3.4028234663852886E38
steelToughness = 2.0
#Base armor knockback resistance value of Steel armor.
#Range: 0.0 ~ 3.4028234663852886E38
steelKnockbackResistance = 0.0
#Maximum durability of Steel boots.
#Range: > 1
steelBootDurability = 260
#Maximum durability of Steel leggings.
#Range: > 1
steelLeggingDurability = 300
#Maximum durability of Steel chestplates.
#Range: > 1
steelChestplateDurability = 320
#Maximum durability of Steel helmets.
#Range: > 1
steelHelmetDurability = 220
#Protection value of Steel boots.
#Range: > 0
steelBootArmor = 3
#Protection value of Steel leggings.
#Range: > 0
steelLeggingArmor = 6
#Protection value of Steel chestplates.
#Range: > 0
steelChestplateArmor = 8
#Protection value of Steel helmets.
#Range: > 0
steelHelmetArmor = 3
-460
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@@ -1,460 +0,0 @@
#World generation settings for Mekanism. This config is synced from server to client
[world_generation]
#Allows chunks to retrogen Mekanism ore blocks.
enableRegeneration = false
#Change this value to cause Mekanism to regen its ore in all loaded chunks.
#Range: > 0
userWorldGenVersion = 0
#Generation Settings for tin ore.
[world_generation.tin]
#Determines if tin ore should be added to world generation.
shouldGenerate = true
#small tin vein Generation Settings.
[world_generation.tin.small]
#Determines if small tin veins should be added to world generation. Note: Requires generating tin ore to be enabled.
shouldGenerate = true
#Chance that small tin veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 14
#Maximum number of blocks in a small tin vein.
#Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a small tin vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing small tin veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for small tin veins.
[world_generation.tin.small.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = -20
#Maximum (inclusive) height anchor for small tin veins.
[world_generation.tin.small.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 94
#large tin vein Generation Settings.
[world_generation.tin.large]
#Determines if large tin veins should be added to world generation. Note: Requires generating tin ore to be enabled.
shouldGenerate = true
#Chance that large tin veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 12
#Maximum number of blocks in a large tin vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a large tin vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing large tin veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for large tin veins.
[world_generation.tin.large.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = -32
#Maximum (inclusive) height anchor for large tin veins.
[world_generation.tin.large.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 72
#Generation Settings for osmium ore.
[world_generation.osmium]
#Determines if osmium ore should be added to world generation.
shouldGenerate = true
#upper osmium vein Generation Settings.
[world_generation.osmium.upper]
#Determines if upper osmium veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that upper osmium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 65
#Maximum number of blocks in a upper osmium vein.
#Range: 1 ~ 64
maxVeinSize = 7
#Chance that blocks that are directly exposed to air in a upper osmium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing upper osmium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 8
#Minimum (inclusive) height anchor for upper osmium veins.
[world_generation.osmium.upper.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 72
#Maximum (inclusive) height anchor for upper osmium veins.
[world_generation.osmium.upper.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "BELOW_TOP"
#Value used for calculating y for the anchor based on the type.
value = -24
#middle osmium vein Generation Settings.
[world_generation.osmium.middle]
#Determines if middle osmium veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that middle osmium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 6
#Maximum number of blocks in a middle osmium vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a middle osmium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing middle osmium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for middle osmium veins.
[world_generation.osmium.middle.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = -32
#Maximum (inclusive) height anchor for middle osmium veins.
[world_generation.osmium.middle.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 56
#small osmium vein Generation Settings.
[world_generation.osmium.small]
#Determines if small osmium veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
shouldGenerate = true
#Chance that small osmium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 8
#Maximum number of blocks in a small osmium vein.
#Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a small osmium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing small osmium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "UNIFORM"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for small osmium veins.
[world_generation.osmium.small.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for small osmium veins.
[world_generation.osmium.small.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 64
#Generation Settings for uranium ore.
[world_generation.uranium]
#Determines if uranium ore should be added to world generation.
shouldGenerate = true
#small uranium vein Generation Settings.
[world_generation.uranium.small]
#Determines if small uranium veins should be added to world generation. Note: Requires generating uranium ore to be enabled.
shouldGenerate = true
#Chance that small uranium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 4
#Maximum number of blocks in a small uranium vein.
#Range: 1 ~ 64
maxVeinSize = 4
#Chance that blocks that are directly exposed to air in a small uranium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing small uranium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for small uranium veins.
[world_generation.uranium.small.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for small uranium veins.
[world_generation.uranium.small.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 8
#buried uranium vein Generation Settings.
[world_generation.uranium.buried]
#Determines if buried uranium veins should be added to world generation. Note: Requires generating uranium ore to be enabled.
shouldGenerate = true
#Chance that buried uranium veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 7
#Maximum number of blocks in a buried uranium vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a buried uranium vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.75
#Distribution shape for placing buried uranium veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 16
#Minimum (inclusive) height anchor for buried uranium veins.
[world_generation.uranium.buried.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = -24
#Maximum (inclusive) height anchor for buried uranium veins.
[world_generation.uranium.buried.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 56
#Generation Settings for fluorite ore.
[world_generation.fluorite]
#Determines if fluorite ore should be added to world generation.
shouldGenerate = true
#normal fluorite vein Generation Settings.
[world_generation.fluorite.normal]
#Determines if normal fluorite veins should be added to world generation. Note: Requires generating fluorite ore to be enabled.
shouldGenerate = true
#Chance that normal fluorite veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 5
#Maximum number of blocks in a normal fluorite vein.
#Range: 1 ~ 64
maxVeinSize = 5
#Chance that blocks that are directly exposed to air in a normal fluorite vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.0
#Distribution shape for placing normal fluorite veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "UNIFORM"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for normal fluorite veins.
[world_generation.fluorite.normal.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for normal fluorite veins.
[world_generation.fluorite.normal.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 23
#buried fluorite vein Generation Settings.
[world_generation.fluorite.buried]
#Determines if buried fluorite veins should be added to world generation. Note: Requires generating fluorite ore to be enabled.
shouldGenerate = true
#Chance that buried fluorite veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 3
#Maximum number of blocks in a buried fluorite vein.
#Range: 1 ~ 64
maxVeinSize = 13
#Chance that blocks that are directly exposed to air in a buried fluorite vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 1.0
#Distribution shape for placing buried fluorite veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for buried fluorite veins.
[world_generation.fluorite.buried.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for buried fluorite veins.
[world_generation.fluorite.buried.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 4
#Generation Settings for lead ore.
[world_generation.lead]
#Determines if lead ore should be added to world generation.
shouldGenerate = true
#normal lead vein Generation Settings.
[world_generation.lead.normal]
#Determines if normal lead veins should be added to world generation. Note: Requires generating lead ore to be enabled.
shouldGenerate = true
#Chance that normal lead veins generates in a chunk.
#Range: 1 ~ 256
perChunk = 8
#Maximum number of blocks in a normal lead vein.
#Range: 1 ~ 64
maxVeinSize = 9
#Chance that blocks that are directly exposed to air in a normal lead vein are not placed.
#Range: 0.0 ~ 1.0
discardChanceOnAirExposure = 0.25
#Distribution shape for placing normal lead veins.
#Allowed Values: TRAPEZOID, UNIFORM
shape = "TRAPEZOID"
#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for normal lead veins.
[world_generation.lead.normal.minInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABOVE_BOTTOM"
#Value used for calculating y for the anchor based on the type.
value = -24
#Maximum (inclusive) height anchor for normal lead veins.
[world_generation.lead.normal.maxInclusive]
#Type of anchor.
#Absolute -> y = value
#Above Bottom -> y = minY + value
#Below Top -> y = depth - 1 + minY - value
#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
type = "ABSOLUTE"
#Value used for calculating y for the anchor based on the type.
value = 64
#Generation Settings for salt.
[world_generation.salt]
#Determines if salt should be added to world generation.
shouldGenerate = true
#Chance that salt generates in a chunk.
#Range: 1 ~ 256
perChunk = 2
#Base radius of a vein of salt.
#Range: 1 ~ 4
minRadius = 2
#Extended variability (spread) for the radius in a vein of salt.
maxRadius = 3
#Number of blocks to extend up and down when placing a vein of salt.
#Range: 0 ~ 2031
halfHeight = 1
@@ -1,16 +0,0 @@
#General Config. This config is synced from server to client.
[general]
#mB of Unstable Dimensional Gas collected by the Ambient Gas Collector.
#Range: 1 ~ 1000
gasCollectAmount = 1
#mB of Unstable Dimensional Gas collected by the Ambient Gas Collector.
wirelessChargingStationChargingRate = "100000"
#Custom Replicator Recipes
[general.replicator_recipes]
#The recipes added here will be added to the item replicator. Write using modid:registeredName#amount, # followed by the amount(not null or zero) of UU matter consumed. For example:["minecraft:stone#10","mekanism:basic_bin#100"]
itemReplicatorRecipe = []
#The recipes added here will be added to the fluid replicator. Write using modid:registeredName#amount, # followed by the amount(not null or zero) of UU matter consumed. For example:["minecraft:water#10","mekanism:heavy_water#100"]
fluidReplicatorRecipe = []
@@ -1,25 +0,0 @@
#Machine Energy Storage Config. This config is synced from server to client.
[storage]
#Base energy storage (Joules).
recycler = "20000"
#Base energy storage (Joules).
plantingStation = "80000"
#Base energy storage (Joules).
cnc_stamper = "20000"
#Base energy storage (Joules).
cnc_lathe = "20000"
#Base energy storage (Joules).
cnc_rollingMill = "20000"
#Base energy storage (Joules).
ambientGasCollector = "40000"
#Base energy storage (Joules).
wirelessChargingStation = "10000000"
#Settings for configuring Replicator Energy Storage
[storage.replicator]
#Base energy storage (Joules).
itemReplicator = "102400000"
#Base energy storage (Joules).
fluidReplicator = "102400000"
@@ -1,23 +0,0 @@
#Machine Energy Usage Config. This config is synced from server to client.
[usage]
#Energy per operation tick (Joules).
recycler = "50"
#Energy per operation tick (Joules).
plantingStation = "200"
#Energy per operation tick (Joules).
cnc_stamper = "50"
#Energy per operation tick (Joules).
cnc_lathe = "50"
#Energy per operation tick (Joules).
cnc_rollingMill = "50"
#Energy per operation tick (Joules).
ambientGasCollector = "100"
#Settings for configuring Replicator Energy Usage
[usage.replicator]
#Energy per operation tick (Joules).
itemReplicator = "102400"
#Energy per operation tick (Joules).
fluidReplicator = "102400"
@@ -1,61 +0,0 @@
#Tier Config. This config is synced from server to client.
[tier]
#Large Chemical Tanks
[tier.large_chemical_tanks]
#Mid Chemical Tanks
[tier.large_chemical_tanks.mid]
#Storage size of Basic mid chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
basicStorage = 160000
#Output rate of Basic mid chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
basicOutput = 2500
#Storage size of Advanced mid chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
advancedStorage = 640000
#Output rate of Advanced mid chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
advancedOutput = 40000
#Storage size of Elite mid chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
eliteStorage = 2560000
#Output rate of Elite mid chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
eliteOutput = 320000
#Storage size of Ultimate mid chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
ultimateStorage = 20480000
#Output rate of Ultimate mid chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
ultimateOutput = 1280000
#Max Chemical Tanks
[tier.large_chemical_tanks.max]
#Storage size of Basic max chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
basicStorage = 256000
#Output rate of Basic max chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
basicOutput = 4000
#Storage size of Advanced max chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
advancedStorage = 1024000
#Output rate of Advanced max chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
advancedOutput = 64000
#Storage size of Elite max chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
eliteStorage = 4096000
#Output rate of Elite max chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
eliteOutput = 512000
#Storage size of Ultimate max chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
ultimateStorage = 32768000
#Output rate of Ultimate max chemical tanks in mB.
#Range: 1 ~ 9223372036854775807
ultimateOutput = 2048000
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@@ -1,39 +0,0 @@
#Whether vanity items should have attribute modifiers.
modifiersEnabled = true
[Head]
cakemanPlushie = ["minecraft:generic.luck addition:1"]
captainHat = ["minecraft:generic.knockback_resistance multiply:0.05"]
christmasHat = ["minecraft:generic.armor_toughness addition:0.5"]
cowboyHat = ["minecraft:generic.movement_speed multiply:0.05"]
crown = ["minecraft:generic.max_health multiply:0.05"]
dragonSkull = ["minecraft:generic.attack_damage multiply:0.05"]
horns = ["minecraft:generic.attack_knockback multiply:0.05"]
kasaHat = ["minecraft:generic.knockback_resistance multiply:0.05"]
overtopHat = ["minecraft:generic.luck addition:2"]
pickelhaube = ["minecraft:generic.armor addition:1"]
pirateHat = ["minecraft:generic.attack_damage multiply:0.05"]
pumpkinHat = ["minecraft:generic.follow_range multiply:0.05"]
skull = ["minecraft:generic.armor addition:1"]
sombrero = ["minecraft:generic.movement_speed multiply:0.05"]
strawHat = ["minecraft:generic.attack_speed multiply:0.05"]
topHat = ["minecraft:generic.luck addition:1"]
wizardHat = ["minecraft:generic.movement_speed multiply:0.025", "minecraft:generic.attack_damage multiply:0.025"]
kingMask = ["minecraft:generic.knockback_resistance addition:0.1"]
wideBrimHat = ["minecraft:generic.attack_damage multiply:0.05"]
tundraHood = ["minecraft:generic.armor addition:1"]
scarf = ["minecraft:generic.max_health multiply:0.05"]
[Chest]
bandolier = ["minecraft:generic.attack_speed multiply:0.05"]
quiver = ["minecraft:generic.attack_speed multiply:0.025", "minecraft:generic.attack_damage multiply:0.025"]
sheathedKatana = ["minecraft:generic.attack_damage multiply:0.05"]
wings = ["minecraft:generic.movement_speed multiply:0.025", "minecraft:generic.knockback_resistance multiply:0.025"]
itemSatchel = ["minecraft:generic.attack_speed multiply:0.05"]
[Legs]
holsteredBelt = ["minecraft:generic.attack_speed multiply:0.05"]
[Feet]
hermesBoots = ["minecraft:generic.movement_speed multiply:0.05"]
@@ -1,11 +0,0 @@
[General]
renderThreeBoltHelmetOverlay = true
stylizedBossbar = true
[IceMazeAmbient]
spawnParticles = true
playAmbientSounds = true
playBiomeMusic = true
playCorneliaMusic = true
@@ -1,105 +0,0 @@
[General]
chatNotifications = true
[Mobs]
[Mobs.GhostOfCaptainCornelia]
#Range: 0.0 ~ 10.0
movementSpeed = 0.2
#Range: 1.0 ~ 100000.0
maxHealth = 200.0
#Range: 0.0 ~ 1000.0
armor = 16.0
#Range: 1.0 ~ 1000.0
attackDamage = 1.0
#Range: 0.0 ~ 10.0
knockbackResistance = 0.5
#Range: 0.0 ~ 10.0
attackKnockback = 2.0
#Range: 1.0 ~ 256.0
followRange = 128.0
pullAndSpinTargets = true
#Range: 0 ~ 1000
regenerationSkillUses = 2
[Mobs.Anglerfish]
#Range: 0.0 ~ 100.0
swimSpeed = 3.0
#Range: 1.0 ~ 100000.0
maxHealth = 40.0
#Range: 0.0 ~ 1000.0
armor = 2.0
#Range: 0.0 ~ 10.0
knockbackResistance = 0.0
#Range: 1.0 ~ 1000.0
attackDamage = 6.0
#Range: 0.0 ~ 10.0
attackKnockback = 1.0
#Range: 1.0 ~ 256.0
followRange = 48.0
[Mobs.Maw]
#Range: 0.0 ~ 10.0
movementSpeed = 0.2
#Range: 0.0 ~ 100.0
swimSpeed = 5.0
#Range: 1.0 ~ 100000.0
maxHealth = 20.0
#Range: 0.0 ~ 1000.0
armor = 0.0
#Range: 0.0 ~ 10.0
knockbackResistance = 0.0
#Range: 1.0 ~ 1000.0
attackDamage = 4.0
#Range: 0.0 ~ 10.0
attackKnockback = 0.3
#Range: 1.0 ~ 256.0
followRange = 24.0
[Mobs.TorturedSoul]
#Range: 0.0 ~ 10.0
movementSpeed = 0.2
#Range: 0.0 ~ 100.0
swimSpeed = 3.0
#Range: 1.0 ~ 100000.0
maxHealth = 30.0
#Range: 0.0 ~ 1000.0
armor = 4.0
#Range: 0.0 ~ 10.0
knockbackResistance = 0.0
#Range: 1.0 ~ 1000.0
attackDamage = 7.0
#Range: 0.0 ~ 10.0
attackKnockback = 0.7
#Range: 1.0 ~ 256.0
followRange = 24.0
[Mobs.MotherOfTheMaze]
#Range: 0.0 ~ 100.0
swimSpeed = 3.0
#Range: 1.0 ~ 100000.0
maxHealth = 100.0
#Range: 0.0 ~ 1000.0
armor = 6.0
#Range: 0.0 ~ 10.0
knockbackResistance = 0.2
#Range: 1.0 ~ 1000.0
attackDamage = 5.0
#Range: 0.0 ~ 10.0
attackKnockback = 0.5
#Range: 1.0 ~ 256.0
followRange = 128.0
[Mobs.Eel]
#Range: 1.0 ~ 100000.0
maxHealth = 180.0
#Range: 0.0 ~ 1000.0
armor = 20.0
#Range: 1.0 ~ 1000.0
attackDamage = 8.0
#Range: 0.0 ~ 10.0
attackKnockback = 2.0
#Range: 1.0 ~ 256.0
followRange = 32.0
@@ -1,15 +0,0 @@
[General]
#Allowed Values: DISPLAY_ALL, DISPLAY_MY, DISPLAY_OTHERS, HIDE
"Pet Mode" = "DISPLAY_ALL"
#Range: -1024 ~ 1024
"Mods Button Offset X" = 0
#Range: -1024 ~ 1024
"Mods Button Offset Y" = 0
[Tooltips]
#Display food properties in tooltips
"Food Icons" = true
#Display equipment attributes in tooltips
"Equipment Icons" = true
@@ -1,142 +0,0 @@
/*
==============================================
| Quantified API - Configuration |
| Author: Admany |
| All Rights Reserved |
==============================================
| This config file auto-updates itself if |
| there are config changes. You do NOT need |
| to delete it for new features or updates! |
==============================================
*/
{
"_comment": "Edit this file to configure Quantified API. For documentation, visit: https://github.com/Admany/Quantified-API",
// === General Settings ===
// Write Quantified API activity into the Minecraft log / console so you can follow along.
"logToConsole": true,
// Choose how chatty the logger should be (TRACE, DEBUG, INFO, WARN, ERROR).
"logLevel": "INFO",
// === Networking Configuration ===
// Allow the API to talk to remote services or other mods.
"enableNetworking": true,
// How long to wait (in ms) before a network request is considered dead.
"networkTimeoutMs": 30000,
// === GPU / Compute ===
// Let Quantified push compatible workloads onto the GPU whenever possible.
"enableGpuAcceleration": true,
// Choose how Quantified routes generic GPU work: Vulkan-first, OpenCL-first, strict backend requirements, or CPU-only.
"preferredGpuBackend": "VULKAN_PREFERRED",
// Select which Vulkan device to use. Use auto to let Quantified pick the best Vulkan compute GPU.
"vulkanDeviceId": "auto",
// Select which OpenCL device to use. Use auto to let Quantified pick the fastest GPU.
"openclDeviceId": "auto",
// Always route compute through OpenCL even when the CPU would normally be chosen.
"openclForced": false,
// Emit detailed OpenCL/GPU traces to help troubleshoot rendering or compute issues.
"gpuDebugLogging": false,
// === Parallel Execution ===
// Upper bound for threads dedicated to the parallel compute pool.
"parallelMaxThreads": 32,
// Maximum number of queued parallel slices across all mods.
"parallelQueueLimit": 4096,
// Per-mod ceiling for simultaneously running slices.
"parallelMaxSlicesPerMod": 4096,
// Default failure policy for parallel batches (FAIL_FAST or BEST_EFFORT).
"parallelFailurePolicy": "FAIL_FAST",
// === Task Processing ===
// Maximum number of queued tasks before new ones are rejected.
"taskQueueSize": 1000,
// Upper limit (in ms) for how long a single task may run.
"taskTimeoutMs": 60000,
// === Developer Features ===
// Unlock developer-only UI elements and tooling.
"developerMode": true,
// Record execution timeline samples so you can scrub through performance history.
"developerTimeline": true,
// Keep telemetry frames so you can replay them later for diagnostics.
"developerReplay": true,
// Expose the stress test harness that hammers the scheduler.
"developerStressTest": false,
// Highlight verbose or busy mods directly in diagnostics.
"developerModSpotlight": true,
// === Developer Dashboard ===
// Serve the browser-based dashboard for realtime control.
"developerDashboard": false,
// TCP port that the dashboard server binds to.
"developerDashboardPort": 8765,
// Interface/IP address the dashboard listens on (127.0.0.1 keeps it local).
"developerDashboardHost": "127.0.0.1",
// Serve the dashboard over HTTPS using your supplied keystore.
"developerDashboardHttps": false,
// Require credentials before anyone can access the dashboard.
"developerDashboardAuth": false,
// Username used to authenticate when dashboard login is enabled.
"developerDashboardUsername": "",
// Password paired with the username above.
"developerDashboardPassword": "",
// Path to the JKS/PKCS12 keystore used to enable HTTPS.
"developerDashboardKeystorePath": "",
// Password required to unlock the HTTPS keystore.
"developerDashboardKeystorePassword": "",
// Idle minutes before an authenticated dashboard session expires.
"dashboardSessionTimeoutMinutes": 30,
// === Stress Testing ===
// Preset used whenever the stress tester spins up.
"developerStressProfile": "balanced",
// How long each CPU stress pass should run (milliseconds).
"stressTestCpuChunkMs": 50,
// === Monitoring & Metrics ===
// Track runtime metrics so you can review history later.
"enableMetrics": true,
// Seconds between automatic metric samples.
"metricsIntervalSeconds": 30,
// Write collected metrics to JSON files on disk.
"exportMetricsToFile": false,
// Where exported metric files should be saved.
"metricsExportPath": "config/QuantifiedAPI/metrics/",
// How many hours of metrics the game should remember.
"maxMetricsHistoryHours": 24,
// === Security & Safety ===
// Run extra validation to avoid unsafe or malicious workloads.
"enableSecurityChecks": true,
// Double-check each task payload before it runs.
"validateTaskInputs": true,
// Wrap risky system or process calls in a safer sandbox.
"sandboxExternalCalls": true,
// === Fixes ===
// Log JVM garbage-collection hints to help with tuning.
"enableGcHints": true,
// === Debug Settings ===
// Enable verbose debug logging globally.
"debug": false,
// Dump timing breakdowns for core operations.
"debugShowTimings": false,
// Log thread creation/destruction details.
"debugShowThreading": false,
// Mirror debug output to disk.
"debugSaveToFile": false,
// Path to the debug log file.
"debugLogFile": "config/QuantifiedAPI/debug.log",
// Max size (in MB) before the debug log rolls.
"debugMaxLogSizeMb": 10,
// === Experimental Features ===
// Unlock bleeding-edge features that may change or break.
"enableExperimentalFeatures": false,
"_experimental": "Some features are experimental. Use with caution!"
}
-11
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@@ -1,11 +0,0 @@
#General mod settings
[general]
#-
#Range: > -2147483648
Particle_Reset_Frequency = 0
#-
Particle_engine_render = true
#-
Particle_engine_tick = true
-58
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@@ -1,58 +0,0 @@
#General mod settings
[general]
#-
#Range: > -2147483648
Misc_simBoxRadiusCutoff = 1124
#-
#Range: > -2147483648
Misc_simBoxRadiusSpawn = 1024
#If true, lets server side do vanilla weather rules, weather2 will only make storms when server side says 'rain' is on
overcastMode = false
#Used if overcastMode is off, 1 = lock weather on, 0 = lock weather off, -1 = dont lock anything, let server do whatever
#Range: > -2147483648
lockServerWeatherMode = 0
#How many ticks between cloud particle spawning
#Range: > -2147483648
Cloud_ParticleSpawnDelay = 2
#Distance between cloud formations, not particles, this includes invisible cloudless formations used during partial cloud coverage
#Range: > -2147483648
Cloud_Formation_MinDistBetweenSpawned = 300
#For a second layer of passive non storm progressing cloudOption
Cloud_Layer1_Enable = false
#-
#Range: > -2147483648
Cloud_Layer0_Height = 264
#-
#Range: > -2147483648
Cloud_Layer1_Height = 414
#Not used at the moment
#Range: > -2147483648
Cloud_Layer2_Height = 564
#How much to randomly change cloud coverage % amount, performed every 10 seconds
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Cloud_Coverage_Random_Change_Amount = 0.05
#Minimum percent of cloud coverage, supports negative for extended cloudless sky coverage
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Cloud_Coverage_Min_Percent = 0.0
#Maximum percent of cloud coverage, supports over 100% for extended full cloud sky coverage
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Cloud_Coverage_Max_Percent = 100.0
#-
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
sirenActivateDistance = 256.0
#-
Dimension_List_Weather = "minecraft:overworld, tropicraft:tropicraft"
#-
Dimension_List_Clouds = "minecraft:overworld, tropicraft:tropicraft"
#-
Dimension_List_Storms = "minecraft:overworld, tropicraft:tropicraft"
#-
Dimension_List_WindEffects = "minecraft:overworld, tropicraft:tropicraft"
#-
blockBreakingInvokesCancellableEvent = false
#Server and client side, Locks down the mod to only do wind, leaves, foliage shader if on, etc. No weather systems, turns overcast mode on
Aesthetic_Only_Mode = false
#Runs regardless of Aesthetic_Only_Mode, makes snowstorms possible everywhere
Winter_Wonderland = false
-17
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@@ -1,17 +0,0 @@
#General mod settings
[general]
#Adjust amount of precipitation based particles, works as a multiplier
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Precipitation_Particle_effect_rate = 0.7
#Adjust amount of all weather2 based particles, works as a multiplier
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Particle_effect_rate = 1.0
#If true, uses vanilla rain/snow non particle precipitation
Particle_vanilla_precipitation = false
#If set to false, particles are spawned in using the vanilla particle renderer, may cause issues, performance seems worse
Particle_engine_weather2 = true
#Extra flying block particles to spawn when the tornado rips up a block
#Range: > -2147483648
Particle_Tornado_extraParticleCubes = 2
-33
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@@ -1,33 +0,0 @@
#General mod settings
[general]
#Takes the sand out of sandwiches
Storm_NoSandstorms = false
#-
Sandstorm_UseGlobalServerRate = false
#-
#Range: > -2147483648
Sandstorm_OddsTo1 = 30
#Time between sandstorms for either each player or entire server depending on if global rate is on, default: 3 client days
#Range: > -2147483648
Sandstorm_TimeBetweenInTicks = 72000
#Amount of game ticks between sand buildup iterations, keep it high to prevent client side chunk tick spam that destroys FPS
#Range: > -2147483648
Sandstorm_Sand_Buildup_TickRate = 40
#Base amount of loops done per iteration, scaled by the sandstorms intensity (value given here is the max possible)
#Range: > -2147483648
Sandstorm_Sand_Buildup_LoopAmountBase = 800
#Max height of sand allowed to buildup against something, higher = things get more buried over time
#Range: > -2147483648
Sandstorm_Sand_Block_Max_Height = 3
#Allow layered sand blocks to buildup outside deserty biomes where sandstorm is
Sandstorm_Sand_Buildup_AllowOutsideDesert = true
#-
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Sandstorm_Particle_Dust_effect_rate = 0.6
#-
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Sandstorm_Particle_Debris_effect_rate = 0.6
#-
Sandstorm_Siren_PleaseNoDarude = false
-25
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@@ -1,25 +0,0 @@
#General mod settings
[general]
#-
Storm_NoSnowstorms = false
#-
Snowstorm_UseGlobalServerRate = false
#-
#Range: > -2147483648
Snowstorm_OddsTo1 = 30
#Time between snowstorms for either each player or entire server depending on if global rate is on, default: 3 client days
#Range: > -2147483648
Snowstorm_TimeBetweenInTicks = 72000
#Amount of game ticks between snow buildup iterations, keep it high to prevent client side chunk tick spam that destroys FPS
#Range: > -2147483648
Snowstorm_Snow_Buildup_TickRate = 40
#Base amount of loops done per iteration, scaled by the snowstorms intensity (value given here is the max possible), eg: at max storm intensity, every 40th tick, itll try to build up snow in 800 places around the storm
#Range: > -2147483648
Snowstorm_Snow_Buildup_LoopAmountBase = 800
#Max height of snow allowed to buildup against something, higher = things get more buried over time
#Range: > -2147483648
Snowstorm_Snow_Block_Max_Height = 5
#Allow layered snow blocks to buildup outside cold biomes where snowstorm is
Snowstorm_Snow_Buildup_AllowOutsideColdBiomes = true
-19
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@@ -1,19 +0,0 @@
#General mod settings
[general]
#
#Range: 0.0 ~ 5.0
leavesVolume = 0.0
#
#Range: 0.0 ~ 5.0
tornadoWindVolume = 1.0
#
#Range: 0.0 ~ 5.0
tornadoDamageVolume = 1.0
#
#Range: 0.0 ~ 5.0
windyStormVolume = 1.0
#
#Range: 0.0 ~ 5.0
sirenVolume = 1.0
-153
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@@ -1,153 +0,0 @@
#General mod settings
[general]
#-
#Range: > -2147483648
Storm_OddsTo1OfHighWindWaterSpout = 150
#-
Storm_FlyingBlocksHurt = true
#-
#Range: > -2147483648
Storm_MaxPerPlayerPerLayer = 20
#-
#Range: > -2147483648
Storm_Deadly_CollideDistance = 128
#-
#Range: > -2147483648
Storm_LightningStrikeBaseValueOddsTo1 = 200
#-
Storm_NoRainVisual = false
#-
#Range: > -2147483648
Storm_MaxRadius = 300
#-
#Range: > -2147483648
Storm_AllTypes_TickRateDelay = 60
#-
#Range: > -2147483648
Storm_Rain_WaterBuildUpRate = 10
#-
#Range: > -2147483648
Storm_Rain_WaterSpendRate = 3
#-
#Range: > -2147483648
Storm_Rain_WaterBuildUpOddsTo1FromSource = 15
#-
#Range: > -2147483648
Storm_Rain_WaterBuildUpOddsTo1FromNothing = 100
#-
#Range: > -2147483648
Storm_Rain_WaterBuildUpOddsTo1FromOvercastRaining = 30
#-
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
Storm_TemperatureAdjustRate = 0.1
#-
#Range: > -2147483648
Storm_HailPerTick = 10
#-
#Range: > -2147483648
Storm_OddsTo1OfOceanBasedStorm = 300
#-
#Range: > -2147483648
Storm_PercentChanceOf_HighWind = 90
#-
#Range: > -2147483648
Storm_PercentChanceOf_Hail = 80
#-
#Range: > -2147483648
Storm_PercentChanceOf_F0_Tornado = 70
#-
#Range: > -2147483648
Storm_PercentChanceOf_C0_Cyclone = 70
#-
#Range: > -2147483648
Storm_PercentChanceOf_F1_Tornado = 50
#-
#Range: > -2147483648
Storm_PercentChanceOf_C1_Cyclone = 50
#-
#Range: > -2147483648
Storm_PercentChanceOf_F2_Tornado = 40
#-
#Range: > -2147483648
Storm_PercentChanceOf_C2_Cyclone = 40
#-
#Range: > -2147483648
Storm_PercentChanceOf_F3_Tornado = 30
#-
#Range: > -2147483648
Storm_PercentChanceOf_C3_Cyclone = 30
#-
#Range: > -2147483648
Storm_PercentChanceOf_F4_Tornado = 20
#-
#Range: > -2147483648
Storm_PercentChanceOf_C4_Cyclone = 20
#-
#Range: > -2147483648
Storm_PercentChanceOf_F5_Tornado = 10
#Also known as full blown hurricane
#Range: > -2147483648
Storm_PercentChanceOf_C5_Cyclone = 10
#-
#Range: > -2147483648
Storm_ParticleSpawnDelay = 3
#-
#Range: > -2147483648
Player_Storm_Deadly_OddsTo1 = 30
#-
#Range: > -2147483648
Player_Storm_Deadly_TimeBetweenInTicks = 72000
#-
Server_Storm_Deadly_UseGlobalRate = true
#Used if Server_Storm_Deadly_UseGlobalRate is on, replaces use of Player_Storm_Deadly_OddsTo1
#Range: > -2147483648
Server_Storm_Deadly_OddsTo1 = 30
#Used if Server_Storm_Deadly_UseGlobalRate is on, replaces use of Player_Storm_Deadly_TimeBetweenInTicks
#Range: > -2147483648
Server_Storm_Deadly_TimeBetweenInTicks = 72000
#For areas without the right mix of hot and cold biomes
#Range: > -2147483648
Player_Storm_Deadly_OddsTo1_Land_Based = 1200
#For areas without the right mix of hot and cold biomes
#Range: > -2147483648
Player_Storm_Deadly_TimeBetweenInTicks_Land_Based = 240000
#Used if Server_Storm_Deadly_UseGlobalRate is on, for areas without the right mix of hot and cold biomes
#Range: > -2147483648
Server_Storm_Deadly_OddsTo1_Land_Based = 1200
#Used if Server_Storm_Deadly_UseGlobalRate is on, for areas without the right mix of hot and cold biomes
#Range: > -2147483648
Server_Storm_Deadly_TimeBetweenInTicks_Land_Based = 240000
#-
preventServerThunderstorms = true
#-
#Range: > -2147483648
Lightning_OddsTo1OfFire = 20
#-
#Range: > -2147483648
Lightning_lifetimeOfFire = 3
#-
#Range: > -2147483648
Lightning_DistanceToPlayerForEffects = 256
#-
Lightning_StartsFires = false
#-
#Range: > -2147483648
Storm_Deflector_RadiusOfStormRemoval = 150
#The minimum stage a storm has to be at to be removed, stages are: 0 = anything, 1 = thunder, 2 = high wind, 3 = hail, 4 = F0/C0, 5 = F1/C1, 6 = F2/C2, 7 = F3/C3, 8 = F4/C4, 9 = F5/C5
#Range: > -2147483648
Storm_Deflector_MinStageRemove = 1
#-
Storm_Deflector_RemoveRainstorms = false
#-
Storm_Deflector_RemoveSandstorms = true
#-
#Range: > -2147483648
Storm_Rain_Overcast_OddsTo1 = 50
#-
#Range: > -2147483648
Storm_Rain_OddsTo1 = 150
#How often in ticks, a rainstorm updates its list of entities under the rainstorm to extinguish. Extinguishes entities under rainclouds when globalOvercast is off. Set to 0 or less to disable
#Range: > -2147483648
Storm_Rain_TrackAndExtinguishEntitiesRate = 200
-46
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@@ -1,46 +0,0 @@
#General mod settings
[general]
#Prevents tearing up of dirt, grass, sand and logs, overrides strength based grabbing
Storm_Tornado_RefinedGrabRules = true
#Makes weather boring! or peacefull?
Storm_NoTornadosOrCyclones = false
#Grab player or not
Storm_Tornado_grabPlayer = true
#Prevent grabbing of non players
Storm_Tornado_grabPlayersOnly = false
#Grab hostile mobs, overridden by Storm_Tornado_grabPlayersOnly
Storm_Tornado_grabMobs = true
#Grab animals, overridden by Storm_Tornado_grabPlayersOnly
Storm_Tornado_grabAnimals = false
#Grab villagers, overridden by Storm_Tornado_grabPlayersOnly
Storm_Tornado_grabVillagers = false
#Tear up blocks from the ground based on conditions defined
Storm_Tornado_grabBlocks = false
#Grab entity items, overridden by Storm_Tornado_grabPlayersOnly
Storm_Tornado_grabItems = false
#Grab blocks based on how well a diamond axe can mine the block, so mostly wooden blocks
Storm_Tornado_GrabCond_StrengthGrabbing = true
#Use a list of blocks or block tags instead of grabbing based on calculated strength of block, if true this overrides StrengthGrabbing and RefinedGrabRules
Storm_Tornado_GrabCond_List = false
#Treat block grab list as a blacklist instead of whitelist
Storm_Tornado_GrabListBlacklistMode = true
#Enable Storm_Tornado_GrabCond_List to use, add registered block names or block tags to list, for tags, indicate with #, use commas to separate values, if namespace missing, 'minecraft:' is automatically used
Storm_Tornado_GrabList = "#fences, #minecraft:fence_gates, #wooden_doors, #wooden_stairs, #wooden_slabs, #flowers, #planks, #wool, #wooden_trapdoors, #wooden_pressure_plates, #cave_vines, #saplings, #banners, #leaves, #small_flowers, #beds, #tall_flowers, #flowers, #candles, #wall_signs, #signs, #fire, #campfires, #replaceable_plants, #wall_post_override"
#Max amount of flying entity blocks allowed active, if it goes over this, it stops turning destroyed blocks into entities
#Range: > -2147483648
Storm_Tornado_maxFlyingEntityBlocks = 200
#-
#Range: > -2147483648
Storm_Tornado_maxBlocksGrabbedPerTick = 5
#Make tornados initial heading aimed towards closest player
Storm_Tornado_aimAtPlayerOnSpawn = true
#Accuracy of tornado aimed at player
#Range: > -2147483648
Storm_Tornado_aimAtPlayerAngleVariance = 5
#Extra bit of grab angle for the tornado, tweak for different grab shapes, higher = tigher grab, lower = wider grab, might toss them away
#Range: > -2147483648
Storm_Tornado_extraGrabAngle = 20
#-
Storm_Tornado_fallDamage = true
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@@ -1,45 +0,0 @@
#General mod settings
[general]
#-
Misc_windOn = true
#-
Wind_LowWindEvents = true
#-
Wind_HighWindEvents = true
#-
Wind_UsePerlinNoise = false
#-
#Range: > -2147483648
lowWindTimerEnableAmountBase = 2400
#-
#Range: > -2147483648
lowWindTimerEnableAmountRnd = 12000
#-
#Range: > -2147483648
lowWindOddsTo1 = 4000
#-
#Range: > -2147483648
highWindTimerEnableAmountBase = 2400
#-
#Range: > -2147483648
highWindTimerEnableAmountRnd = 12000
#-
#Range: > -2147483648
highWindOddsTo1 = 8000
#-
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
globalWindAngleChangeAmountRate = 1.0
#-
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
windSpeedMin = 1.0E-5
#-
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
windSpeedMax = 1.0
#Min wind speed to maintain if its raining with global overcast mode on, overrides low wind events and windSpeedMin
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
windSpeedMinGlobalOvercastRaining = 0.01
#-
#Range: > -2147483648
Wind_Turbine_FE_Generated_Per_Tick = 10
@@ -1,170 +0,0 @@
{
"items": {
// Type: Long
"oxygen_can_fluid_capacity": 500,
// Type: Long
"oxygen_can_fluid_transfer": 125,
// Type: Long
"netherite_oxygen_can_fluid_capacity": 1000,
// Type: Long
"netherite_oxygen_can_fluid_transfer": 250
},
"machines": {
// Type: Long
"fuel_loader_fluid_capacity": 8000,
// Type: Long
"fuel_loader_fluid_transfer": 250,
/*
* Blocks from Fuel Loader to each direction
* Type: Integer
*/
"fuel_loader_working_range": 2,
// Type: Long
"automation_nasa_workbench_energy_capacity": 9600,
// Type: Long
"automation_nasa_workbench_energy_usage": 24,
// Type: Integer
"automation_nasa_workbench_cook_time": 200,
// Type: Long
"gravity_normalizer_energy_capacity": 9600,
/*
* Blocks = x * y * z
* Type: Double
*/
"gravity_normalizer_energy_per_blocks": 0.5,
// Type: Integer
"gravity_normalizer_max_length": 31,
// Type: Integer
"gravity_normalizer_proof_duration": 10,
/*
* Blocks from Rocket Sensor to each direction
* Type: Integer
*/
"rocket_sensor_working_range": 2
},
"enchantments": {
// Show tooltip on this mod's enchanted book
"tooltip_enabled": true,
/*
* Tooltip will don't show when 'Enchantment Descriptions' or 'Enchantment Lore' or 'CoFH Core' installed.
* but, if this set 'true' show tooltip with ignore that mods.
*/
"tooltip_ignore": false,
/*
* Energy usage for breath [in every 30 ticks]
* Type: Integer
*/
"space_breathing_energy_using": 30,
/*
* Oxygen usage on using durability
* Type: Long
*/
"space_breathing_durability_oxygen": 2,
/*
* Durability usage for breath
* Type: Integer
*/
"space_breathing_durability_using": 1,
/*
* Breath duration on using durability [ticks, be multiple of 30]
* Type: Integer
*/
"space_breathing_durability_duration": 60,
/*
* Energy usage for proof [in every 10 ticks]
* Type: Integer
*/
"space_fire_proof_energy_using": 10,
/*
* Durability usage for proof
* Type: Integer
*/
"space_fire_proof_durability_using": 1,
/*
* Proof duration on using durability [ticks, be multiple of 10]
* Type: Integer
*/
"space_fire_proof_durability_duration": 60,
/*
* Energy usage for proof [in every 10 ticks]
* Type: Integer
*/
"acid_rain_proof_energy_using": 10,
/*
* Durability usage for proof
* Type: Integer
*/
"acid_rain_proof_durability_using": 1,
/*
* Proof duration on using durability [ticks, be multiple of 10]
* Type: Integer
*/
"acid_rain_proof_durability_duration": 60,
/*
* Energy usage for proof [in every 10 ticks]
* Type: Integer
*/
"gravity_normalizing_energy_using": 10,
/*
* Durability usage for proof
* Type: Integer
*/
"gravity_normalizing_durability_using": 1,
/*
* Proof duration on using durability [ticks, be multiple of 10]
* Type: Integer
*/
"gravity_normalizing_durability_duration": 60
},
"compats": {
"mekanism": {
/*
* Energy usage for provide oxygen [in every 30 ticks]
* Type: Integer
*/
"modules_space_breathing_energy_using_provide": 300,
/*
* Energy usage per mb when produce Mekanism oxygen to player in water, rain
* Type: Integer
*/
"modules_space_breathing_energy_using_produce": 200,
/*
* Energy usage for proof in every ticks [in every 10 ticks]
* Type: Integer
*/
"modules_space_fire_proof_energy_using": 100,
/*
* Energy usage for proof in every ticks [in every 10 ticks]
* Type: Integer
*/
"modules_acid_rain_proof_energy_using": 100,
/*
* Energy usage for proof in every ticks [in every 10 ticks]
* Type: Integer
*/
"modules_gravity_normalizing_energy_using": 100
},
"pneumaticcraft": {
/*
* Air usage for provide oxygen [in every 30 ticks]
* Type: Integer
*/
"upgades_space_breathing_air_using": 150,
/*
* Air usage for proof [in every 10 ticks]
* Type: Integer
*/
"upgades_space_fire_proof_air_using": 50,
/*
* Air usage for proof [in every 10 ticks]
* Type: Integer
*/
"upgades_acid_rain_proof_air_using": 50,
/*
* Air usage for proof [in every 10 ticks]
* Type: Integer
*/
"upgades_gravity_normalizing_air_using": 50
}
}
}
@@ -1,147 +0,0 @@
{
"items": {
// Type: Integer
"oxygen_chargers_distribution_interval": 20,
// Type: Long
"oxygen_can_fluid_capacity": 500,
// Type: Long
"oxygen_can_fluid_transfer": 125,
// Type: Long
"netherite_oxygen_can_fluid_capacity": 1000,
// Type: Long
"netherite_oxygen_can_fluid_transfer": 250
},
"machines": {
// Type: Long
"fuel_loader_fluid_capacity": 8000,
// Type: Long
"fuel_loader_fluid_transfer": 250,
/*
* Blocks from Fuel Loader to each direction
* Type: Integer
*/
"fuel_loader_working_range": 2,
// Type: Long
"automation_nasa_workbench_energy_capacity": 9600,
// Type: Long
"automation_nasa_workbench_energy_usage": 24,
// Type: Integer
"automation_nasa_workbench_cook_time": 200,
// Type: Long
"gravity_normalizer_energy_capacity": 9600,
/*
* Blocks = x * y * z
* Type: Double
*/
"gravity_normalizer_energy_per_blocks": 0.5,
// Type: Integer
"gravity_normalizer_max_length": 31,
// Type: Integer
"gravity_normalizer_proof_duration": 10,
/*
* Blocks from Rocket Sensor to each direction
* Type: Integer
*/
"rocket_sensor_working_range": 2
},
"enchantments": {
// Show tooltip on this mod's enchanted book
"tooltip_enabled": true,
/*
* Tooltip will don't show when 'Enchantment Descriptions' or 'Enchantment Lore' or 'CoFH Core' installed.
* but, if this set 'true' show tooltip with ignore that mods.
*/
"tooltip_ignore": false,
/*
* Energy usage for proof [in every 10 ticks]
* Type: Integer
*/
"space_fire_proof_energy_using": 10,
/*
* Durability usage for proof
* Type: Integer
*/
"space_fire_proof_durability_using": 1,
/*
* Proof duration on using durability [ticks, be multiple of 10]
* Type: Integer
*/
"space_fire_proof_durability_duration": 60,
/*
* Energy usage for proof [in every 10 ticks]
* Type: Integer
*/
"acid_rain_proof_energy_using": 10,
/*
* Durability usage for proof
* Type: Integer
*/
"acid_rain_proof_durability_using": 1,
/*
* Proof duration on using durability [ticks, be multiple of 10]
* Type: Integer
*/
"acid_rain_proof_durability_duration": 60,
/*
* Energy usage for proof [in every 10 ticks]
* Type: Integer
*/
"gravity_normalizing_energy_using": 10,
/*
* Durability usage for proof
* Type: Integer
*/
"gravity_normalizing_durability_using": 1,
/*
* Proof duration on using durability [ticks, be multiple of 10]
* Type: Integer
*/
"gravity_normalizing_durability_duration": 60
},
"compats": {
"mekanism": {
/*
* Energy usage per mb when produce Mekanism oxygen to player in water, rain
* Type: Integer
*/
"modules_space_breathing_energy_using_produce": 200,
/*
* Energy usage for proof in every ticks [in every 10 ticks]
* Type: Integer
*/
"modules_space_fire_proof_energy_using": 100,
/*
* Energy usage for proof in every ticks [in every 10 ticks]
* Type: Integer
*/
"modules_acid_rain_proof_energy_using": 100,
/*
* Energy usage for proof in every ticks [in every 10 ticks]
* Type: Integer
*/
"modules_gravity_normalizing_energy_using": 100
},
"pneumaticcraft": {
/*
* Air usage for provide oxygen [in every 30 ticks]
* Type: Integer
*/
"upgades_space_breathing_air_using": 150,
/*
* Air usage for proof [in every 10 ticks]
* Type: Integer
*/
"upgades_space_fire_proof_air_using": 50,
/*
* Air usage for proof [in every 10 ticks]
* Type: Integer
*/
"upgades_acid_rain_proof_air_using": 50,
/*
* Air usage for proof [in every 10 ticks]
* Type: Integer
*/
"upgades_gravity_normalizing_air_using": 50
}
}
}
@@ -1,20 +0,0 @@
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{"tsNs":6921224088000,"phase":"applied","actionId":"FBB_PACK","magnitude":0.26785531236215276,"impact":1,"impactNorm":0.5,"effectiveness":0.5,"regulationLevel":0.0}
{"tsNs":2056570177200,"phase":"applied","actionId":"NBT_PACK","magnitude":0.26709763254725327,"impact":1,"impactNorm":0.5,"effectiveness":0.5,"regulationLevel":0.0}
{"tsNs":11320788673800,"phase":"applied","actionId":"RELOAD_PACK","magnitude":0.26440672972442225,"impact":1,"impactNorm":0.5,"effectiveness":0.5,"regulationLevel":0.0}
{"tsNs":16142274075100,"phase":"applied","actionId":"RL_PACK","magnitude":0.2673091192852284,"impact":1,"impactNorm":0.5,"effectiveness":0.5,"regulationLevel":0.0}
{"tsNs":4915392706700,"phase":"trial","actionId":"json_reload_cache","regulationLevel":0.0}
{"tsNs":13024427540700,"phase":"trial","actionId":"io_wrap","regulationLevel":0.0}
{"tsNs":12228857088600,"phase":"trial","actionId":"PARAM_TUNE","regulationLevel":0.0}
{"tsNs":5302721135100,"phase":"applied","actionId":"COMPRESSION_PACK","magnitude":0.26709763254725327,"impact":1,"impactNorm":0.5,"effectiveness":0.5,"regulationLevel":0.0}
{"tsNs":6686315149700,"phase":"applied","actionId":"FBB_PACK","magnitude":0.5506571614441689,"impact":1,"impactNorm":0.5,"effectiveness":0.5,"regulationLevel":0.0}
{"tsNs":12334128578100,"phase":"applied","actionId":"NBT_PACK","magnitude":0.5537442794922438,"impact":1,"impactNorm":0.5,"effectiveness":0.5,"regulationLevel":0.0}
{"tsNs":8173753793600,"phase":"applied","actionId":"RELOAD_PACK","magnitude":0.546431882691247,"impact":1,"impactNorm":0.5,"effectiveness":0.5,"regulationLevel":0.0}
{"tsNs":9936925200500,"phase":"applied","actionId":"RL_PACK","magnitude":0.5474125151811733,"impact":1,"impactNorm":0.5,"effectiveness":0.5,"regulationLevel":0.0}
{"tsNs":8407290997300,"phase":"applied","actionId":"RELOAD_PACK","magnitude":0.5471286537720967,"impact":0,"impactNorm":0.0,"effectiveness":0.27356432688604837,"regulationLevel":0.0}
{"tsNs":2389556119800,"phase":"applied","actionId":"RELOAD_PACK","magnitude":0.6279996867678235,"impact":0,"impactNorm":0.0,"effectiveness":0.31399984338391174,"regulationLevel":0.0}
{"tsNs":10183547857700,"phase":"applied","actionId":"RL_PACK","magnitude":0.5454096621607164,"impact":0,"impactNorm":0.0,"effectiveness":0.2727048310803582,"regulationLevel":0.0}
{"tsNs":16433316301899,"phase":"applied","actionId":"RL_PACK","magnitude":0.6329897000008182,"impact":0,"impactNorm":0.0,"effectiveness":0.3164948500004091,"regulationLevel":0.0}
{"tsNs":6936293644100,"phase":"applied","actionId":"FBB_PACK","magnitude":0.5492756006737234,"impact":0,"impactNorm":0.0,"effectiveness":0.2746378003368617,"regulationLevel":0.0}
{"tsNs":5723788642600,"phase":"applied","actionId":"NBT_PACK","magnitude":0.5476052537250903,"impact":0,"impactNorm":0.0,"effectiveness":0.27380262686254514,"regulationLevel":0.0}
{"tsNs":2511539616700,"phase":"applied","actionId":"NBT_PACK","magnitude":0.627141105977512,"impact":0,"impactNorm":0.0,"effectiveness":0.313570552988756,"regulationLevel":0.0}
@@ -1,5 +0,0 @@
{"tsNs":5302721135100,"type":"action_switch","actionId":"COMPRESSION_PACK"}
{"tsNs":1300797219900,"type":"action_switch","actionId":"FBB_PACK"}
{"tsNs":12033845442500,"type":"action_switch","actionId":"NBT_PACK"}
{"tsNs":8408191467700,"type":"action_switch","actionId":"RELOAD_PACK"}
{"tsNs":8409692578000,"type":"action_switch","actionId":"RL_PACK"}
Binary file not shown.
File diff suppressed because one or more lines are too long
@@ -1 +0,0 @@
{"profileVersion":"ao2_102_singlefile_asm_adaptive_params_hysteresis_contmap","startedAtNs":13248270515100,"startedAtIso":"2026-07-10T20:17:13.147595400Z","mc":"1.20.1","forge":"47.4.21","dir":"D:\\cursefoge\\minecraft\\Instances\\Monumental Experience\\config\\adaptive optimization","regulationLevelAtStart":0.0}
@@ -1,50 +0,0 @@
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@@ -1,18 +0,0 @@
{
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@@ -1,18 +0,0 @@
{
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@@ -1,18 +0,0 @@
{
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@@ -1,18 +0,0 @@
{
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@@ -1,18 +0,0 @@
{
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"maxUses": 8,
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"priceMultiplier": 0.5
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"shepherdOffer": {
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}
@@ -1,18 +0,0 @@
{
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"maxUses": 8,
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@@ -1,18 +0,0 @@
{
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@@ -1,18 +0,0 @@
{
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"maxUses": 8,
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@@ -1,18 +0,0 @@
{
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@@ -1,18 +0,0 @@
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@@ -1,18 +0,0 @@
{
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@@ -1,18 +0,0 @@
{
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@@ -1,18 +0,0 @@
{
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}
@@ -1,18 +0,0 @@
{
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@@ -1,18 +0,0 @@
{
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}
@@ -1,18 +0,0 @@
{
"wanderingVillager": {
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},
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}
}
@@ -1,18 +0,0 @@
{
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"maxUses": 8,
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},
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}
}
@@ -1,18 +0,0 @@
{
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},
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}
}
@@ -1,18 +0,0 @@
{
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},
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@@ -1,18 +0,0 @@
{
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}
@@ -1,18 +0,0 @@
{
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},
"shepherdOffer": {
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}
}
@@ -1,18 +0,0 @@
{
"wanderingVillager": {
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"emeraldCost": 18,
"maxUses": 8,
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"priceMultiplier": 0.5
},
"shepherdOffer": {
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}
}
@@ -1,18 +0,0 @@
{
"wanderingVillager": {
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},
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}
}
@@ -1,18 +0,0 @@
{
"wanderingVillager": {
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},
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}
@@ -1,18 +0,0 @@
{
"wanderingVillager": {
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}
@@ -1,18 +0,0 @@
{
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},
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}
@@ -1,18 +0,0 @@
{
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},
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}
}
@@ -1,18 +0,0 @@
{
"wanderingVillager": {
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},
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}
}
@@ -1,18 +0,0 @@
{
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}
@@ -1,7 +0,0 @@
{
"last_acknowledged_update": "0.0.0",
"manifest_etag": "\"300659b782b569815a7d3a760833a66624658508107b31949629af1a32a74274\"",
"seen_ids": [
"curseforge_moty_vote"
]
}
@@ -1,524 +0,0 @@
# Don't change this! Version used to track needed updates.
version = 0
# Master switch. Turn this off if you hate fun. Disables all crowns, even those worn by others.
enableSupporterCrown = true
# Turns off the sparkling sound effects the emanate from the crown. Affects all crowns, even those worn by others.
enableCrownAudio = true
# How loud the crown sparkles are. Crank it up if your 50 sound physics mods made it inaudible, or turn it down if the majestic twinkling is eroding your sanity.
crownAudioVolume = 1.0
# Toggle this off if you want to hide your own crown from yourself and everyone else. Only affects your own crown.
showMyCrown = true
# Should your own crown decorate your vision while you're trying to mine? Turn it off if you are tired of flexing on yourself. Only affects your own crown.
showCrownInFirstPerson = true
# Pick your own crown's specific color. Other players will instantly see this color change above your head. Only affects your own crown.
crownTheme = "GOLD"
# How many sparkly particles to spawn per tick (20 ticks per second). Makes the crown thicker or thinner. Affects all crowns.
crownParticleCount = 10
# How wide (in blocks) the halo of superiority extends around your head. Affects all crowns.
crownRadius = 0.3
# How thick the crown is from the inner edge (the inside rim around your head) to the outer edge. Affects all crowns.
crownHorizontalThickness = 0.02
# How tall the crown is from the bottom edge to the top edge. Increase this to make the crown less of a hula-hoop and more of a cylinder. Affects all crowns.
crownVerticalThickness = 0.2
# Nudge the crown up or down. Move it high enough and you'll have a halo. Vanity for the win. Affects all crowns.
crownYOffset = 0.25
# [WARNING: THIS MAKES ALL HAMSTERS LOOK IDENTICAL]. Disables all texture overlays, accessories, and armor rendering on hamsters, forcing them to render with a single grayscale texture. Drastically improves FPS when hundreds of thousands of hamsters are on screen. Can be toggled on and off via a custom keybind.
performanceMode = false
# Hand-delivers the sacred texts on first login.
enableAutoGuidebookDelivery = true
# If Auto Delivery is disabled (like in most modpacks), give the guidebook the first time the player actually spots a wild hamster from 10 blocks away. This will only trigger once, and only if the player has never received the guidebook before.
enableAutoGuidebookDeliveryFallback = true
# A list of UUIDs for players who have already seen the missing guidebook warning. Ensures that everyone sees this, but only once unless you delete your name from this list.
playersWhoHaveSeenGuidebookWarning = [
"Mclovin4100"
]
# How long (in ticks) I wait before realizing you're book-less and panicking. 3600 = 3 minutes.
guidebookWarningTimer = 3600
# If true, you must hold sneak to expose their genetic secrets. If false, their DNA is proudly broadcasted to you at all times. Set to False by default so I don't get spammed on Discord.
requireSneakForCustomJadeInfo = false
# If true, the default Jade info will also be hidden unless you are actively sneaking. This setting only matters if 'Require Sneaking' is enabled above.
requireSneakForDefaultJadeInfo = false
# Display the default Jade entity name. You know, 'Hampter'.
showJadeEntityName = true
# Display the default Jade health hearts. In case you want to know exactly how close your hamster is to the great beyond.
showJadeEntityHealth = true
# Display the default Jade growth timer that shows how long until babies become adults. Useful if you believe age is just a feeling.
showJadeGrowthTime = true
# Display the default Jade owner name. So everyone knows who is responsible when it happens.
showJadeOwner = true
# Display how long this hamster has managed to survive your world.
showJadeAge = true
# Display the underlying fur palette.
showJadeBaseCoat = true
# Display the naturally occurring fur overlay patterns.
showJadeWildOverlay = true
# Display the mutations you caused by genetic engineering.
showJadeBreedingOverlay = true
# Display whether they possess the recessive red eye gene. Helpful since the eyes still appear black.
showJadeEyeColor = true
# Display the default Jade inventory contents so you can see what your hamster is hoarding.
showJadeInventory = true
# The duration (in ticks) that action bar messages stay on screen. Only affects your personal computer. Vanilla is 60 (3 seconds), which is barely enough time to realize you're reading. Crank this up to savor the text. (20 ticks = 1 second).
actionBarDuration = 100
# Little status mumbles when your co-pilot disembarks.
enableShoulderDismountMessages = true
# Whether to show an action bar message when a Tree Heist begins.
enableTreeHeistStartMessage = true
# Get an action bar message when your hamster's bed is broken. Here's where you can turn it off if you prefer... complete immersion.
enableBedBreakMessage = true
# Warns you when a newly tamed baby hamster refuses to follow you and informs you how to unlink them from their parent.
enableTamedBabyWarningMessage = true
# If true, you must have a Name Tag in your inventory (or the hamster's cheeks) to confirm the rename, and it will be consumed. True by default to keep things vanilla-friendly-ish.
consumeNameTagForGuiRename = true
# Which side of the name the little pencil icon sits on. For the easterners who prefer reading from right to left.
renameIconPlacement = "LEFT"
# Helpful whispers on what the heck that cucumber is for.
enableItemTooltips = true
# If true, the hamster's age progresses at real-world speed (24 hours = 1 day) instead of Minecraft speed (20 minutes = 1 day).
displayAgeInIrlTime = false
# More stats than anyone asked for. Defaults to off— mercifully.
enableJadeHamsterDebugInfo = false
# The master switch for all announcement notifications. Turning this off is the same as clicking 'Disable All' in the announcement screen. Announcements can still be viewed in the §f§lHamster Tips§r guide book.
enableNotificationIcons = false
# For when you see the update notification and think, 'That's a problem for future me.' Future you will be so proud. This is where you select many days to hide the 'Update Available' notification when you click 'Remind Me Later'.
snoozeUpdateReminderDays = 5
# Decide if the bell haunts you full-time on the HUD or only ambushes you when you're trying to organize your inventory. If disabled, you will only see notifications when you open an inventory.
enableHudIcon = false
# Banish the bell to a corner of your choosing. It's your screen. Establish dominance.
hudIconPositionPreset = "TOP_LEFT"
# Shove the icon horizontally. For when 'top-left' isn't specific enough for your discerning taste.
hudIconOffsetX = 10
# Adjust the vertical placement. Does it block your view? Is it not blocking your view enough? The power is yours.
hudIconOffsetY = 10
# Make it bigger. Make it smaller. Make it an affront to good taste. I'm not your art director.
hudIconScale = 1.0
# Decide if the bell icon should ambush you while you're sorting your inventory. If disabled, it will only bother you on the main menu or the game HUD if you have those enabled. Your screen, your rules.
enableWidgetIcon = false
# How loud the wind gust sound effect is, for you overachievers who are running 15 different sound physics mods. 1.0 is default, 0.0 is silent.
leafGustVolume = 0.3
# Should the gentle, drift of Hamster Bedding leaf particles slowly change direction over time? If true, it's a slow, majestic rotation. (It takes a bout 3 minutes to make a full 360 degree rotation). If false, you get to pick a static wind direction below.
enableDynamicDriftAngle = true
# Set a fixed direction for the universal leaf drift (0-360 degrees). 0 = South, 90 = West, 180 = North, 270 = East. Or just slide it until it looks cool. Whatever. Only works if 'Dynamic Drift' is off.
staticDriftAngle = 0
# Whether hamsters are allowed to multiply. Turn this off if you fear someone on your server plans to create a rodent horde.
enableBreeding = true
# If true, hamsters that are actively following you (not sitting or wandering) will instantly teleport with you, across dimensions and even if their current chunk becomes unloaded. WARNING: do not turn this off unless you want to risk your hamsters being left behind on long teleports.
enableTeleportRescue = true
# Do we yeet the hamster? ('G' by default).
enableHamsterThrowing = true
# For when you need some personal space. Allows tamed hamsters to be linked to a Hamster Bed, letting them wander freely within a set radius instead of clinging to you like melted duct-tape. You're welcome.
enableWanderMode = true
# Permits hamsters to engage in spontaneous, high-stakes games of keep-away with your valuables.
enableItemStealing = true
# Master switch. If false, hamsters will suppress their playful urges and remain stoic professionals.
enableTagGame = true
# May save your inventory. Or your ears. Allows hamsters to sniff for any aggressive creepers that have begun hunting you.
enableShoulderCreeperDetection = true
# Because we all enjoy unsolicited financial advice from rodents. Allows hamsters to sniff for shinies from their shoulder perch.
enableShoulderDiamondDetection = true
# Permit hamsters to embark on solo get-rich-quick schemes?
enableIndependentDiamondSeeking = true
# If true, upgraded armor grants special perks. If false (because you hate fun?), armor acts only as a damage shield/visual. Each perk can also be individually configured in 'Armor Settings.'
enableArmorPerks = true
# If true, wild hamsters take their cheek-treasures to the grave. Prevents players from creating 'ethical' hamster recycling farms for seeds and nuggets.
disableWildLootDrops = false
# Gate cheek-pouch storage behind gourmet cuisine, because drama.
requireFoodMixToUnlockCheeks = true
# Changes the default entity name from 'Hamster' to 'Hampter'. Note: This has no visible effect in vanilla Minecraft, as mobs don't show nameplates by default. It's primarily for use with mods like Auto Leveling that display entity names.
useHampterName = false
# Lets you rename hamsters directly from their inventory screen. Much more civilized than slapping them with a name tag.
enableGuiRenaming = true
# If true, players can tame frozen, AI-disabled hamsters, instantly breathing life into them like some sort of furry necromancer. Turn this off if you're using command-spawned hamsters as statues or shop displays and don't want your patrons walking off with the merchandise happily following.
allowTamingAiDisabled = true
# If true, your weapons will magically pass through your own tamed hamsters. Perfect for those with butter fingers who keep 'accidentally' sending their companions to the great hamster wheel in the sky.
preventOwnerFriendlyFire = false
# Should Ravagers, the hulking beasts of destruction, flee in terror from a tiny ball of fluff? Yes. Yes, they should.
enableRavagerFlee = true
# Turns your hamster into a mobile arachnid-repellent unit. Highly effective.
enableSpiderFlee = true
# How often a sitting hamster gets the sudden urge to clean. It's a 1-in-X chance per tick, so lower numbers mean a higher chance for cleaning. For example, 1200 means on average, it'll clean about once a minute. 300 ≈ every 15 secs, and 5000 ≈ every 4 mins. Congratulations— now you know enough to be dangerous.
cleaningChanceDenominator = 1200
# Time-out after using your living projectile. (20 ticks = 1 second)
hamsterThrowCooldown = 2400
# When the sugar rush ends, force a breather. (20 ticks = 1 second)
steamedGreenBeansBuffCooldown = 6000
# Force a cool-down after striking it rich. Off by default, since this can't happen again anyway without another mount/dismount on the shoulder.
enableIndependentDiamondSeekCooldown = false
# Cooldown before your hamster can go on another treasure hunt. (20 ticks = 1 second)
independentOreSeekCooldownTicks = 2400
# Mandatory time-out after a successful heist to prevent serial kleptomania. (20 ticks = 1 second). WARNING: Increasing this cooldown can dramatically change the item stealing mechanic, since that AI goal sometimes re-runs multiple times in a row when the hamster has trouble pathfinding to the item that it wants to steal. So instead of increasing this, you should probably just stop dropping your diamonds on the ground everywhere, butter fingers.
stealCooldownTicks = 100
# How long a specific hamster needs to recover after being chased. Remember, they have tiny lungs. (20 ticks = 1 second; default = 10 minutes)
tagGameCooldown = 12000
# Hamsters need their space. Here's where you give them a break between litters.
breedingCooldownSeconds = 300
# The official list of bribes for convincing wild fluffballs to join your cause. By default, it's just sliced cucumbers. Feel free to add 'minecraft:nether_star' if you enjoy making poor life choices. Compatible with Cultural Delights by default!
tamingFoods = [
"adorablehamsterpets:sliced_cucumber",
"culturaldelights:cut_cucumber"
]
# The hamster's everyday menu. These items will heal them or, if they're at full health, might give them... ideas about starting a family. Don't make it weird.
standardDiet = [
"adorablehamsterpets:hamster_food_mix",
"adorablehamsterpets:sunflower_seeds",
"adorablehamsterpets:green_beans",
"adorablehamsterpets:cucumber",
"adorablehamsterpets:green_bean_seeds",
"adorablehamsterpets:cucumber_seeds",
"minecraft:apple",
"minecraft:carrot",
"minecraft:melon_slice",
"minecraft:sweet_berries",
"minecraft:beetroot",
"minecraft:wheat",
"minecraft:wheat_seeds",
"#adorablehamsterpets:seeds",
"farmersdelight:cabbage_leaf",
"farmersdelight:cooked_rice",
"farmersdelight:pumpkin_slice",
"culturaldelights:cut_cucumber",
"culturaldelights:corn_kernels"
]
# The list of items a hamster might try to... 'borrow' if you leave them on the ground. A chase will ensue. You have been warned.
stealableItems = [
"minecraft:diamond"
]
# Items the hamster views as gifts or toys to bring back to you. Picking these up triggers Delivery Mode. Default: Acorns.
retrievableItems = [
"adorablehamsterpets:acorn"
]
# The list of questionable substances that grant your hamster temporary superpowers. By default, it's just steamed green beans.
buffFoods = [
"adorablehamsterpets:steamed_green_beans"
]
# The specific items that convince a tamed hamster your shoulder is the best seat in the house. Also acts as a bribe to lure them into their linked bed. Defaults to cheese, because of course it does.
lureItems = [
"adorablehamsterpets:cheese"
]
# The list of specific items that, when used on a Hamster Bed, will set 'Wander Mode Settings > Allow Sleeping in Bed' to false. For when you need your hamster to stay awake and wander around for... reasons. This can be reversed by using a lure item (cheese by default) on the bed. Sneaking before right-clicking with this item will unlink the bed entirely.
bedAvoidanceFoods = [
"minecraft:rotten_flesh"
]
# The one-time offering required to earn a hamster's ultimate trust, unlocking their cheek inventory. Make it something special. Or don't. See if I care.
pouchUnlockFoods = [
"adorablehamsterpets:hamster_food_mix"
]
# Items on this list are so delicious, your hamster will never refuse them, even if you feed it to them twice. For the truly spoiled rodent.
repeatableFoods = [
"adorablehamsterpets:hamster_food_mix",
"adorablehamsterpets:steamed_green_beans"
]
# The specific items a hamster will eat directly from its cheek pouch to heal itself when injured. Keep it exclusive, or let them feast on enchanted apples. Your call.
autoHealFoods = [
"adorablehamsterpets:hamster_food_mix"
]
# A specific list of items and tags that are allowed in the hamster's cheek pouch. You can add things to this list to bypass the default 'no tools or big blocks' rule, since this overrides the 'disallowed' settings.
pouchAllowedItems = [
"minecraft:torch",
"minecraft:soul_torch",
"minecraft:redstone_torch",
"minecraft:repeater",
"minecraft:comparator",
"minecraft:lever",
"#minecraft:buttons",
"#minecraft:pressure_plates",
"minecraft:beetroot_seeds",
"minecraft:pumpkin_seeds",
"minecraft:melon_seeds",
"minecraft:pitcher_pod",
"minecraft:torchflower_seeds",
"#c:seeds",
"#forge:seeds"
]
# A list of specific item IDs that are NEVER allowed in the cheek pouch, unless they are on the 'Allowed' list above. Mostly stuff that's too big, too pointy, or just plain illogical. Lol.
pouchDisallowedItems = [
"minecraft:bow",
"minecraft:crossbow",
"minecraft:trident",
"minecraft:fishing_rod",
"minecraft:shield",
"minecraft:elytra",
"minecraft:turtle_helmet",
"minecraft:carved_pumpkin",
"minecraft:player_head",
"minecraft:zombie_head",
"minecraft:skeleton_skull",
"minecraft:wither_skeleton_skull",
"minecraft:creeper_head",
"minecraft:dragon_head",
"minecraft:piglin_head",
"minecraft:minecart",
"minecraft:chest_minecart",
"minecraft:furnace_minecart",
"minecraft:tnt_minecart",
"minecraft:hopper_minecart",
"minecraft:command_block_minecart",
"minecraft:saddle",
"minecraft:bucket",
"minecraft:water_bucket",
"minecraft:lava_bucket",
"minecraft:milk_bucket",
"minecraft:powder_snow_bucket",
"minecraft:axolotl_bucket",
"minecraft:tadpole_bucket",
"minecraft:cod_bucket",
"minecraft:pufferfish_bucket",
"minecraft:salmon_bucket",
"minecraft:tropical_fish_bucket",
"minecraft:item_frame",
"minecraft:glow_item_frame",
"minecraft:painting",
"minecraft:armor_stand",
"minecraft:end_crystal",
"minecraft:spyglass",
"minecraft:nether_star",
"minecraft:dragon_egg",
"minecraft:bundle"
]
# A list of item tags that are NEVER allowed in the cheek pouch, unless they are on the 'Allowed' list above. A broad-spectrum approach to preventing your hamster from swallowing an entire sword.
pouchDisallowedTags = [
"#minecraft:axes",
"#minecraft:hoes",
"#minecraft:pickaxes",
"#minecraft:shovels",
"#minecraft:swords",
"#minecraft:trimmable_armor",
"#minecraft:beds",
"#minecraft:banners",
"#minecraft:doors",
"#minecraft:boats"
]
# How much abuse a wild hamster can take before it gives up the ghost. Vanilla animals are around 8-10. Set it to 200 (100 hearts) if you enjoy a challenge, or 1 if you're a monster.
wildMaxHealth = 8.0
# How beefy your tamed fuzzball is. Defaults to double its wild health, because love makes you stronger. Or something. Vanilla wolves have 20 (10 hearts).
tamedMaxHealth = 16.0
# Controls how frequently your hamster feels the urge to walk around. The higher the number, the lazier the hamster (1 in X chance to wander per tick; 20 ticks = 1 second). Set to 0 to disable wandering entirely— perfect for keeping them still for photoshoots or interrogation. Vanilla's default chance for Wolves is 1 in 120 ticks.
wanderChanceInterval = 120
# The minimum time (in ticks) your hamster stares into your soul. Actual duration = this value + a random extra 0 to 4 seconds. Default is 40. Increase to simulate deep contemplation (or emptiness).
lookAtDuration = 20
# Convince a hamster to love you. Taming difficulty (1 in X chance). Higher = more cucumbers sacrificed to fuzzy freeloaders.
tamingChanceDenominator = 3
# Tamed hamster melee damage. Squeak-first, ask questions later.
meleeDamage = 2.0
# Damage dealt by thrown hamster. Surprisingly effective against Creepers. How convenient.
hamsterThrowDamage = 20.0
# Toggle this off if you find the rare, recessive red-eyed hamsters to be a bit too... scary. Reverts them to standard black, but only for you. They will still appear red for everyone else.
enableRedEyes = true
# If true, all baby hamsters are guaranteed to receive a breeding overlay, regardless of whether their parents had them. Reduces the total number of possible outcomes.
forceBreedingOverlay = false
# How much the baby's base color tends to deviate from the exact mathematical center between its parents. Higher values mean the baby could look much more like Parent A or Parent B, rather than a perfect mix.
geneticVariance = 0.1
# How much random 'scatter' is added to the baby's color across all dimensions (Hue, Saturation, Brightness). Higher values mean the baby could end up a completely unexpected color instead of a mixture between the two parents.
geneticMutationRate = 0.3
# How many theoretical babies the 3D visualizer calculates every tick (20 ticks = 1 second) to build the probability particle cloud. Each particle spawned represents a baby hamster. Higher numbers create a denser, clearer picture of the genetic potential.
simulatedOffspringPerTick = 20
# If true, babies are born feral and unclaimed. You'll need to tame them yourself to earn their affections.
babiesSpawnWild = true
# A list of player usernames allowed to breed hamsters even if breeding is toggled off globally (see the 'Core Feature Toggles' section). Useful for server admins who want to keep breeding under control.
allowedBreeders = [ ]
# How many times a single hamster can reproduce before its biological clock says 'absolutely not.'
maxLittersPerHamster = 50
# The minimum number of babies per litter.
litterSizeMin = 1
# The maximum number of babies per litter. Make sure this is greater than or equal to the minimum, obviously.
litterSizeMax = 3
# Try as I might, I could not think of a better way to word that. Here's where you can cap the number of hamster litters a single player can breed.
playerBreedingLimit = false
# Whether the limit resets daily, or if it's a lifetime cap per player.
playerBreedingLimitType = "DAILY"
# How many litters a player can orchestrate before their breeding license is revoked.
maxLittersPerPlayer = 5
# If true, 'Daily Player Breeding Limit' means 24 real-world hours. If false, it means 20 Minecraft minutes.
useIrlTimeForBreedingLimit = false
# Aerodynamics provided by smooth Iron plating. Adds 0.5 to the throw velocity, which is 1.5 by default or 2.5 when under the influence of Steamed Green Beans.
ironArmorThrowSpeedBoost = 0.5
# The zoom factor provided by Gold Armor. Because flimsier things go faster. Obviously. (+0.20 = +20% Speed)
goldArmorSpeedBoost = 0.2
# The 'Immovable Object' density factor. 0.5 is 50% resistance. 1.0 makes them a neutron star.
netheriteArmorKnockbackResist = 0.5
# Heavy things hit harder. Adds this much flat damage to the projectile impact. (1 = 0.5 hearts)
netheriteArmorThrowDamageBonus = 10.0
# Master switch for armor rendering. If false, hamsters will appear unarmored even when equipped. Useful if you prefer the natural look but still want the protection.
enableArmorVisuals = true
# Determines whether you are able to see the jaunty little Acorn Hat when hamsters are wearing the base Acorn Armor. Does not affect what other players see, and does not apply to the standalone Acorn Hat accessory.
renderAcornHat = true
# The likelihood (0.0 to 1.0) of an acorn dropping each time your hamster rummages. Default is very low at 0.03 (3%), because the hamster rummages roughly ~5 times per second. Crank it up if you want to crash the local squirrel economy. (Maximum output is 1 acorn per second even if you turn it all the way up).
acornDropChance = 0.03
# Shows visual particles for the detected Tree ID (the lowest block of the trunk) and leaf canopy during a heist, and turns on extra logging in the console. Useful for seeing exactly which tree your hamster is searching and/or debugging if things are being weird.
debugTreeDetection = false
# The Master Switch. Affects all Hamster Beds. If true, hamsters linked to a bed can be resurrected there. Cheating? Maybe. Convenient? Absolutely.
enableRespawnInBed = false
# The specific items accepted by the Hamster Bed to enable the Respawn Protocol. Defaults to the Totem of Undying, because immortality isn't cheap. Accepts item IDs (e.g. 'minecraft:totem_of_undying') or tags.
resurrectionTributes = [
"minecraft:totem_of_undying"
]
# Should hamsters treat other hamsters' beds as sacred ground? If true, they'll try to politely path around them, but they will only try a few alternate paths before their tiny rodent-patience runs out. If false, they'll trample wherever they please.
avoidUnlinkedBeds = true
# The initial wander distance set when a hamster is first linked to a bed. It defaults to medium, because that is the universally accepted starting point for all life choices.
defaultWanderDistance = "MEDIUM"
# The radius (in blocks) for the 'Near' wander distance setting. For the clingy hamster who wants freedom, but not too much.
wanderDistanceNear = 8
# The radius (in blocks) for the 'Medium' wander distance setting. A respectable distance. Not too close, not too far. Perfectly balanced, as all things should be.
wanderDistanceMedium = 16
# The radius (in blocks) for the 'Far' wander distance setting. For the adventurous hamster who might send you a postcard someday. Maybe.
wanderDistanceFar = 32
# The global override for whether hamsters can sleep in their beds. If enabled, all hamsters in wander mode will seek out their bed to sleep at specific times, regardless of individual bed settings. If disabled, they'll just pass out when sitting, like your old uncle at family gatherings.
allowSleepInBed = true
# Tired of your hamsters adhering to the rigid tyranny of the day/night cycle? Enable this for a more... unpredictable napping schedule. When enabled, this will override the 'Sleep During the Day' setting.
circadianChaos = false
# The shortest possible time (in seconds) a hamster will stay awake or asleep in bed before considering a change. Defaults to 5 minutes— for the truly narcoleptic rodent. A random duration between the min and max is chosen each time, so move them further apart for more... unpredictable behavior.
minNapInBedIntervalSeconds = 300
# The longest amount of time (in seconds) a hamster can possibly stay awake or asleep in bed before it gets bored and switches things up. Defaults to 10 minutes.
maxNapInBedIntervalSeconds = 600
# If false, wandering hamsters will sleep in their beds during the night. If true, they'll adopt a more nocturnal, goth-adjacent lifestyle and sleep in the daytime.
sleepDuringDay = true
# The mandatory grumpiness period if you rudely awaken a hamster from its bed before it was ready. It won't go back to sleep until this timer runs out. (20 ticks = 1 second)
bedWakeUpCooldown = 300
# The maximum number of hamsters you can carry on your shoulders and head. Limits the chaos. Changes take effect on next mount attempt.
maxShoulderHamsters = 3
# Where should the hamster go first? 'Shoulders First' fills the Right Shoulder, then Left, then Head. 'Head First' fills Head, then Right, then Left.
mountPriority = "SHOULDERS_FIRST"
# If true, any hamsters on your shoulder will remain there when you respawn. If false (default), they will remain at your death location, passed out from the sheer shock of seeing you die. They may need a quick pat to wake them up when you return.
keepHamstersOnShoulderOnDeath = false
# Should luring a hamster to your shoulder consume the item (e.g., cheese)? Turn this off if you believe your charm alone should be enough. The item will still be required, just not eaten.
consumeLureItem = true
# Tired of wasting perfectly good cheese? Enable this to use a dedicated keybind (unbound by default). Hold down this key while right-clicking your hamster to hoist them onto your shoulder, no questions asked. Uses a separate key you must set in Settings > Controls > Key Binds.
enableShoulderMountKeybind = false
# Adjust paranoia levels. (Distance in blocks)
shoulderCreeperDetectionRadius = 16.0
# How close (in blocks) you need to be before the squeak says \"bling.\"
shoulderDiamondDetectionRadius = 10.0
# Determines the sequence for dismounting hamsters with a key press. LIFO (Last-In, First-Out) dismounts the most recently added hamster. FIFO (First-In, First-Out) dismounts the oldest one.
dismountOrder = "LIFO"
# Choose what action dismounts the hamster. 'SNEAK_KEY' uses your sneak key, obviously. 'CUSTOM_KEYBIND' uses a separate key you must set in Controls > Key Binds.
dismountTriggerType = "SNEAK_KEY"
# Choose whether a single press or a quick doubletap dismounts the hamster.
dismountPressType = "SINGLE_PRESS"
# Max time between sneak key presses to count as a double-tap. (20 ticks = 1 second)
doubleTapDelayTicks = 10
# If true, hamsters on your shoulder will randomly cycle through standing, sitting, and laying down while on the shoulder. If false, they will remain in a single state defined below.
enableDynamicShoulderAnimations = true
# If dynamic animations are disabled, choose the state for the hamster on your head. Sometimes this setting can have a delay before kicking in, but switching states back and forth usually fixes it.
forcedHeadState = "ALWAYS_STAND"
# See description for 'Forced State (Head)'.
forcedRightShoulderState = "ALWAYS_STAND"
# See description for 'Forced State (Head)'.
forcedLeftShoulderState = "ALWAYS_STAND"
# False by default. If true, shoulder hamsters will be forced into their 'laying down' animation when you move, as if trying not to fall off. If false, they will continue their normal animation cycle.
forceLayDownOnWalk = false
# If true, shoulder hamsters will be forced into their 'laying down' animation while you sprint, as if holding on for dear life. If false, they will continue their normal animation cycle.
forceLayDownOnSprint = true
# The minimum time (in seconds) a shoulder hamster will stay in any one animation state (standing, sitting, or laying down). A random duration between the min and max is chosen for each transition.
shoulderMinStateSeconds = 20
# The maximum time (in seconds) a shoulder hamster will stay in any one animation state (standing, sitting, or laying down). A random duration between the min and max is chosen for each transition.
shoulderMaxStateSeconds = 45
# Mutes the ambient squeaks from shoulder-mounted hamsters. The bounce and alert sounds will still play.
silenceShoulderIdleSounds = false
# Mutes the hamster landing/bounce sound effect from the physics simulation when you are in first-person view.
silencePhysicsSoundsInFirstPerson = false
# The base throw speed of your furry projectile.
hamsterThrowVelocity = 1.5
# The throw speed of your furry projectile when under the influence of Steamed Green Beans. Goes from 'yeet' to 'yote'.
hamsterThrowVelocityBuffed = 2.5
# If true, throwing your own hamster straight up above your head will eventually result in a concussive reunion on the way back down. High-velocity rodents tend to hurt, even if they love you.
yeetFriendlyFire = true
# How close (in blocks) a hostile mob can get before a hamster wakes up from it's power nap.
tamedSleepThreatDetectionRadiusBlocks = 8
# Choose when your sitting hamster will succumb to drowsiness. 'True' means your sitting hamster will only doze off during the day— 'false' means it can doze off anytime. This setting does not affect the behavior of a hamster when sleeping in a bed.
requireDaytimeForTamedSleep = true
# Minimum seconds before a sitting hamster gets sleepy.
tamedQuiescentSitMinSeconds = 120
# Maximum seconds before the inevitable deep snooze.
tamedQuiescentSitMaxSeconds = 180
# Healing amount from Hamster Food Mix. The good stuff.
hamsterFoodMixHealing = 4.0
# Healing from basic seeds/crops. Better than nothing… probably.
standardFoodHealing = 2.0
# If true, baby hamsters lose their refined palates and will eagerly gorge themselves on the same seeds repeatedly, in case you want to grow them up faster.
disableBabyFoodRefusal = false
# How many little hunger shanks the cheese restores. Vanilla cooked steak is 8. I know you're thinking of moving it to 20, you monster.
cheeseNutrition = 8
# How long the hunger effect lasts. Cooked steak is 0.8. Don't get too crazy. Or do. I'm not your conscience.
cheeseSaturation = 0.8
# Vanilla dried kelp is 1 (0.5 hearts).
slicedCucumberNutrition = 1
# Dried kelp is 0.3.
slicedCucumberSaturation = 0.3
cucumberNutrition = 2
cucumberSaturation = 0.3
greenBeansNutrition = 2
greenBeansSaturation = 0.3
steamedGreenBeansNutrition = 3
steamedGreenBeansSaturation = 0.6
hamsterFoodMixNutrition = 4
hamsterFoodMixSaturation = 0.4
# Steamed beans: power that fades faster than their attention span. (20 ticks = 1 second)
greenBeanBuffDuration = 3600
# Because someone gotta go fast.
greenBeanBuffAmplifierSpeed = 1
# Slightly mightier nibbles.
greenBeanBuffAmplifierStrength = 1
# Extra fluff padding for those daring dives.
greenBeanBuffAmplifierAbsorption = 1
# Heals minor paper-cuts (and fragile egos).
greenBeanBuffAmplifierRegen = 0
# How far (in blocks) a hamster scans once its decided to play prospector.
diamondSeekRadius = 10
# The probability (0.0 to 1.0) that a hamster will seek gold instead of diamond, if both are available. At 0.5, it's a coin toss. At 1.0, it's guaranteed hamster sulking.
goldMistakeChance = 0.33
# The list of blocks that smell... shiny. Especially to greedy hamsters. Diamonds by default, but maybe you want them to sniff for Zinc ore? Accepts block IDs (e.g. 'create:zinc_ore') and #tags (e.g. '#c:ores/diamond').
celebrationOres = [
"minecraft:diamond_ore",
"minecraft:deepslate_diamond_ore"
]
# Blocks that look promising but ultimately lead to a dramatic emotional breakdown. Gold by default, but if you want them to sniff for dirt, I'm not your conscience. Accepts block IDs (e.g. 'create:copper_ore') and #tags (e.g. '#c:ores/gold').
sulkingOres = [
"minecraft:gold_ore",
"minecraft:deepslate_gold_ore"
]
# The personal space bubble (in blocks) hamsters maintain while running away.
minMiniGameFleeDistance = 7
# The maximum distance (in blocks) before hamsters stop running from you and start taunting. If they get further than this, they will wait for you to catch up.
maxMiniGameFleeDistance = 10
# The shortest amount of time (in seconds) a chase lasts before hamsters get bored. Randomly chosen between Min and Max.
minMiniGameFleeDurationSeconds = 5
# The longest amount of time (in seconds) a chase lasts. Randomly chosen between Min and Max.
maxMiniGameFleeDurationSeconds = 15
# Probability (0.1 to 1.0) a hamster will succumb to temptation when seeing a stealable item. High by default, since the only default stealable item is a diamond.
itemThieveryChance = 0.75
# If true, hamsters can ask anyone to play. If false, they can only ask their owners.
allowStrangerTag = true
# The 1-in-X chance per tick a hamster will start a game of tag if you make too much eye contact. Since the game runs at 20 ticks per second, a 1-in-100-tick chance means you'll need to maintain eye contact for about 5-10 seconds on average. Set to 1 if you want the game to start instantly upon eye contact.
tagGameChanceDenominator = 100
# If true, players are capped on how many games they can play per day. If false, you can play until your legs fall off.
enableTagGamePlayerLimit = true
# How many times a single player can be 'It' per Minecraft day before telling the rodents to go find a hobby. Prevents infinite reward farming.
maxDailyTagGamesPerPlayer = 3
# If true, winning a game of tag rewards you with whatever random pocket lint generates in wild cheek pouches. (That list is configurable: see \"Cheek Pouch Loot\" in the World Gen Config.) If false, it strictly pulls from the custom list below.
usePouchLootForTagRewards = true
# The specific items your hamster will regurgitate as a prize, assuming you disabled the toggle above. Format specific item names like this: 'minecraft:diamond' and you can use tags like this: '#minecraft:flowers'. If you leave this empty while custom rewards are active, your hamster will just stare at you awkwardly after you win.
customTagRewards = [ ]
# Adds a keybind to mount hamsters. (It's unbound by default). Allows riding any hamster, but you can only steer your own.
#
# Commissioned by @Saint_Victus.
enableMountableHamsters = false
# The casual strolling speed multiplier. 0.25 is the default. Don't ask why.
ridingBaseSpeedMultiplier = 0.25
# The speed multiplier when sprinting. Hold on to your acorn hat. 0.35 is the default. I wish it was a nice round number, but alas, hamster riding is a complex enigma.
ridingSprintSpeedMultiplier = 0.35
# Control the icon's placement for standard GUIs. Because nothing says 'immersion' like a perfectly aligned notification bell. Position is relative to the GUI's top-right corner.
[survivalWidgetIconSettings]
# Shove it sideways (in pixels). Increase the number to move it right, decrease to move left.
offsetX = 0
# Shove it vertically (in pixels). Increase the number to move it down, decrease to move up.
offsetY = 0
# Control the icon's placement for the creative mode GUI. Because nothing says 'immersion' like a perfectly aligned notification bell. Position is relative to the GUI's top-right corner.
[creativeWidgetIconSettings]
# Shove it sideways (in pixels). Increase the number to move it right, decrease to move left.
offsetX = 0
# Shove it vertically (in pixels). Increase the number to move it down, decrease to move up.
offsetY = 0
@@ -1,69 +0,0 @@
{
"latest_version": "3.6.0",
"messages": [
{
"title": "New Update: v3.6.0!",
"markdown": "messages/v3.6.0-update.md",
"published": "2026-04-19T12:00Z",
"id": "update-3.6.0",
"kind": "update_available",
"semver": "3.6.0"
},
{
"title": "What\u0027s New in v3.6.0?",
"markdown": "messages/v3.6.0-whats-new.md",
"published": "2026-04-19T12:00Z",
"id": "whats-new-3.6.0",
"kind": "patch_notes",
"semver": "3.6.0"
},
{
"title": "New Update: v3.5.0!",
"markdown": "messages/v3.5.0-update-available.md",
"published": "2025-12-19T12:00Z",
"id": "update-3.5.0",
"kind": "update_available",
"semver": "3.5.0"
},
{
"title": "What\u0027s New in v3.5.0?",
"markdown": "messages/v3.5.0-whats-new.md",
"published": "2025-12-19T12:05Z",
"id": "whats-new-3.5.0",
"kind": "patch_notes",
"semver": "3.5.0"
},
{
"title": "WE WON MOD OF THE YEAR!",
"markdown": "messages/curseforge_moty_vote.md",
"published": "2025-12-15T12:00Z",
"id": "curseforge_moty_vote",
"kind": "announcement",
"semver": "3.4.0"
},
{
"title": "New Update: v3.4.0!",
"markdown": "messages/v3.4.0-update.md",
"published": "2025-11-26T12:00Z",
"id": "update-3.4.0",
"kind": "update_available",
"semver": "3.4.0"
},
{
"title": "What\u0027s New in v3.4.0?",
"markdown": "messages/v3.4.0-whats-new.md",
"published": "2025-11-26T12:00Z",
"id": "whats-new-3.4.0",
"kind": "patch_notes",
"semver": "3.4.0"
},
{
"title": "What\u0027s New in v3.3.0?",
"markdown": "messages/v3.3.0-whats-new.md",
"published": "2025-10-04T12:00Z",
"id": "whats-new-3.3.0",
"kind": "patch_notes",
"semver": "3.3.0"
}
]
}
@@ -1 +0,0 @@
{"supporter_crown":["the_scarlet_fox","amethyst_phantom","DreamkeeperLumi","SmolAriansta"],"exclusive_hamster_hat":["placeholder"]}
@@ -1,2 +0,0 @@
# Don't change this! Version used to track needed updates.
version = 0
@@ -1,564 +0,0 @@
# Don't change this! Version used to track needed updates.
version = 0
# Adjusts hamster spawn frequency. Higher = more chaos. 1 = blissful silence.
spawnWeight = 30
# Maximum hamsters per spawn group. Because sometimes one just isn't cute enough.
maxGroupSize = 1
# A list of biome tags where hamsters can spawn. Format: 'mod_id:tag_name'. For example, 'minecraft:is_forest'.
spawnBiomeTags = [
"minecraft:is_beach",
"minecraft:is_badlands",
"minecraft:is_savanna",
"minecraft:is_jungle",
"minecraft:is_forest",
"minecraft:is_taiga",
"minecraft:is_mountain"
]
# A list of convention biome tags where hamsters can spawn. Used for broad mod compatibility.
spawnBiomeConventionTags = [
"adorablehamsterpets:is_cold",
"adorablehamsterpets:is_hot",
"adorablehamsterpets:is_temperate",
"adorablehamsterpets:is_dry",
"adorablehamsterpets:is_wet",
"adorablehamsterpets:is_dense_vegetation",
"adorablehamsterpets:is_sparse_vegetation"
]
# A list of specific biome IDs to ALWAYS allow spawns in, even if they don't match the tags above. Format: 'mod_id:biome_name'. For example, 'minecraft:plains'.
includeBiomes = [
"minecraft:snowy_plains",
"minecraft:snowy_taiga",
"minecraft:snowy_slopes",
"minecraft:frozen_peaks",
"minecraft:jagged_peaks",
"minecraft:grove",
"minecraft:frozen_river",
"minecraft:snowy_beach",
"minecraft:frozen_ocean",
"minecraft:deep_frozen_ocean",
"minecraft:ice_spikes",
"minecraft:cherry_grove",
"minecraft:lush_caves",
"minecraft:dripstone_caves",
"minecraft:deep_dark",
"minecraft:swamp",
"minecraft:mangrove_swamp",
"minecraft:desert",
"minecraft:plains",
"minecraft:sunflower_plains",
"minecraft:meadow",
"minecraft:old_growth_birch_forest",
"minecraft:windswept_hills",
"minecraft:windswept_gravelly_hills",
"minecraft:windswept_forest",
"minecraft:windswept_savanna",
"minecraft:stony_peaks",
"minecraft:sparse_jungle",
"minecraft:bamboo_jungle",
"minecraft:stony_shore",
"minecraft:mushroom_fields",
"minecraft:deep_dark",
"minecraft:forest",
"minecraft:birch_forest",
"minecraft:dark_forest",
"minecraft:taiga",
"minecraft:old_growth_pine_taiga",
"minecraft:old_growth_spruce_taiga",
"minecraft:savanna",
"minecraft:savanna_plateau",
"minecraft:badlands",
"minecraft:eroded_badlands",
"minecraft:wooded_badlands",
"minecraft:beach",
"terralith:desert_canyon",
"terralith:cave/andesite_caves",
"terralith:cave/crystal_caves",
"terralith:cave/deep_caves",
"terralith:cave/desert_caves",
"terralith:cave/diorite_caves",
"terralith:cave/frostfire_caves",
"terralith:cave/fungal_caves",
"terralith:cave/granite_caves",
"terralith:cave/ice_caves",
"terralith:cave/infested_caves",
"terralith:cave/mantle_caves",
"terralith:cave/thermal_caves",
"terralith:cave/tuff_caves",
"terralith:cave/underground_jungle",
"terralith:alpha_islands_winter",
"terralith:alpha_islands",
"terralith:alpine_grove",
"terralith:alpine_highlands",
"terralith:amethyst_canyon",
"terralith:amethyst_rainforest",
"terralith:ancient_sands",
"terralith:arid_highlands",
"terralith:ashen_savanna",
"terralith:basalt_cliffs",
"terralith:birch_taiga",
"terralith:blooming_plateau",
"terralith:blooming_valley",
"terralith:brushland",
"terralith:bryce_canyon",
"terralith:caldera",
"terralith:cloud_forest",
"terralith:cold_shrubland",
"terralith:desert_oasis",
"terralith:desert_spires",
"terralith:emerald_peaks",
"terralith:forested_highlands",
"terralith:fractured_savanna",
"terralith:frozen_cliffs",
"terralith:glacial_chasm",
"terralith:granite_cliffs",
"terralith:gravel_beach",
"terralith:gravel_desert",
"terralith:haze_mountain",
"terralith:highlands",
"terralith:hot_shrubland",
"terralith:ice_marsh",
"terralith:jungle_mountains",
"terralith:lavender_forest",
"terralith:lavender_valley",
"terralith:lush_desert",
"terralith:lush_valley",
"terralith:mirage_isles",
"terralith:moonlight_grove",
"terralith:moonlight_valley",
"terralith:mountain_steppe",
"terralith:orchid_swamp",
"terralith:painted_mountains",
"terralith:red_oasis",
"terralith:rocky_jungle",
"terralith:rocky_mountains",
"terralith:rocky_shrubland",
"terralith:sakura_grove",
"terralith:sakura_valley",
"terralith:sandstone_valley",
"terralith:savanna_badlands",
"terralith:savanna_slopes",
"terralith:scarlet_mountains",
"terralith:shield_clearing",
"terralith:shield",
"terralith:shrubland",
"terralith:siberian_grove",
"terralith:siberian_taiga",
"terralith:skylands_autumn",
"terralith:skylands_spring",
"terralith:skylands_summer",
"terralith:skylands_winter",
"terralith:skylands",
"terralith:snowy_badlands",
"terralith:snowy_cherry_grove",
"terralith:snowy_maple_forest",
"terralith:snowy_shield",
"terralith:steppe",
"terralith:stony_spires",
"terralith:temperate_highlands",
"terralith:tropical_jungle",
"terralith:valley_clearing",
"terralith:volcanic_crater",
"terralith:volcanic_peaks",
"terralith:warm_river",
"terralith:warped_mesa",
"terralith:white_cliffs",
"terralith:white_mesa",
"terralith:windswept_spires",
"terralith:wintry_forest",
"terralith:wintry_lowlands",
"terralith:yellowstone",
"terralith:yosemite_cliffs",
"terralith:yosemite_lowlands",
"biomesoplenty:wasteland",
"biomesoplenty:wasteland_steppe",
"biomesoplenty:mediterranean_forest",
"biomesoplenty:mystic_grove",
"biomesoplenty:orchard",
"biomesoplenty:pumpkin_patch",
"biomesoplenty:redwood_forest",
"biomesoplenty:seasonal_forest",
"biomesoplenty:woodland",
"biomesoplenty:floodplain",
"biomesoplenty:fungal_jungle",
"biomesoplenty:rainforest",
"biomesoplenty:rocky_rainforest",
"byg:lush_stacks",
"byg:orchard",
"byg:frosted_coniferous_forest",
"byg:allium_fields",
"byg:amaranth_fields",
"byg:rose_fields",
"byg:temperate_grove",
"byg:coconino_meadow",
"byg:skyris_vale",
"byg:prairie",
"byg:autumnal_valley",
"byg:cardinal_tundra",
"byg:firecracker_shrubland",
"byg:allium_shrubland",
"byg:amaranth_grassland",
"byg:araucaria_savanna",
"byg:aspen_boreal",
"byg:atacama_outback",
"byg:baobab_savanna",
"byg:basalt_barrera",
"byg:bayou",
"byg:black_forest",
"byg:canadian_shield",
"byg:cika_woods",
"byg:coniferous_forest",
"byg:crimson_tundra",
"byg:cypress_swamplands",
"byg:dacite_ridges",
"byg:dacite_shore",
"byg:dead_sea",
"byg:ebony_woods",
"byg:enchanted_tangle",
"byg:eroded_borealis",
"byg:firecracker_chaparral",
"byg:forgotten_forest",
"byg:fragment_jungle",
"byg:frosted_taiga",
"byg:howling_peaks",
"byg:ironwood_gour",
"byg:jacaranda_jungle",
"byg:maple_taiga",
"byg:mojave_desert",
"byg:overgrowth_woodlands",
"byg:pumpkin_valley",
"byg:rainbow_beach",
"byg:red_rock_valley",
"byg:redwood_thicket",
"byg:rugged_badlands",
"byg:sakura_grove",
"byg:shattered_glacier",
"byg:sierra_badlands",
"byg:skyrise_vale",
"byg:tropical_rainforest",
"byg:weeping_witch_forest",
"byg:white_mangrove_marshes",
"byg:windswept_desert",
"byg:zelkova_forest"
]
# A list of specific biome IDs to NEVER allow spawns in, even if they match a tag. This overrides all other settings. Format: 'mod_id:biome_name'. For example, 'minecraft:plains'.
excludeBiomes = [
"mod_id:biome_name"
]
# A list of Biome Tags to NEVER allow spawns in. For excluding broad categories like Oceans or Rivers without listing every single ID. Overrides inclusions.
excludeBiomeTags = [
"minecraft:is_ocean",
"minecraft:is_river",
"minecraft:is_deep_ocean"
]
# A list of mathematical 3D color groups permitted to spawn as overlays on wild hamsters. By default, it's set to natural boring color groups like WHITE, LIGHT_GRAY, DARK_GRAY, and CREAM so your world doesn't look like a clown exploded. Available zones: WHITE, BLUE, SKY, LAVENDER, ROSE, LIGHT_GRAY, DARK_GRAY, CREAM, BLACK, CHOCOLATE, ORANGE.
allowedWildOverlayZones = [
"WHITE",
"LIGHT_GRAY",
"DARK_GRAY",
"CREAM"
]
# If true, wild overlays must be strictly brighter than the base coat. True by default to prevent Black overlays on Cream hamsters.
enforceBrighterOverlays = true
# If true, wild overlays must be less saturated than the base coat. On by default to prevent Cream overlays on Black and Gray hamsters.
enforceMoreMutedOverlays = true
# Hamsters in these base coat color groups will refuse to spawn with wild overlays from the 'Clashing Overlay Colors' list.
restrictedBaseZones = [
"BLUE",
"LAVENDER"
]
# A list of wild overlays that look unnatural when combined with the 'Clashing Base Colors'. By default, this prevents Cream and Dark Gray wild overlays on Blue and Lavender hamsters.
clashingOverlayZones = [
"CREAM",
"DARK_GRAY"
]
icyBiomes = [
"terralith:glacial_chasm",
"terralith:mirage_isles",
"terralith:moonlight_valley",
"biomesoplenty:enchanted_garden"
]
icyTags = [
"adorablehamsterpets:is_icy"
]
icyExclusionBiomes = [ ]
icyExclusionTags = [ ]
# Format 'VARIANT_TYPE:WEIGHT'. The total weight must equal 100, so I hope you graduated third grade. Available groupings of hamster types: WHITE, BLUE, SKY, LAVENDER, ROSE, LIGHT_GRAY, DARK_GRAY, CREAM, BLACK, CHOCOLATE, ORANGE. Join The Cheek Pouch Discord server to suggest new groupings if you designed a custom hamster texture that you think belongs in its own unique grouping (i.e. maybe a 'mossy' green hamster?).
icyWeights = [
"BLUE:25",
"SKY:25",
"WHITE:50"
]
magicalBiomes = [
"minecraft:cherry_grove",
"terralith:sakura_valley",
"biomesoplenty:fungi_forest",
"biomesoplenty:mystic_grove"
]
magicalTags = [
"adorablehamsterpets:is_magical",
"adorablehamsterpets:is_mushroom",
"terralith:mystical"
]
magicalExclusionBiomes = [ ]
magicalExclusionTags = [ ]
# Format 'VARIANT_TYPE:WEIGHT'. The total weight must equal 100, so I hope you graduated third grade. Available groupings of hamster types: WHITE, BLUE, SKY, LAVENDER, ROSE, LIGHT_GRAY, DARK_GRAY, CREAM, BLACK, CHOCOLATE, ORANGE. Join The Cheek Pouch Discord server to suggest new groupings if you designed a custom hamster texture that you think belongs in its own unique grouping (i.e. maybe a 'mossy' green hamster?).
magicalWeights = [
"LAVENDER:70",
"ROSE:30"
]
snowyBiomes = [
"terralith:snowy_maple_forest",
"terralith:wintry_forest",
"terralith:alpine_grove",
"terralith:siberian_grove"
]
snowyTags = [
"adorablehamsterpets:is_cold",
"adorablehamsterpets:is_snowy"
]
snowyExclusionBiomes = [
"minecraft:deep_frozen_ocean",
"minecraft:frozen_ocean",
"minecraft:stony_shore",
"minecraft:windswept_forest",
"minecraft:windswept_gravelly_hills",
"minecraft:windswept_hills",
"minecraft:taiga",
"minecraft:old_growth_pine_taiga",
"minecraft:old_growth_spruce_taiga"
]
snowyExclusionTags = [ ]
# Format 'VARIANT_TYPE:WEIGHT'. The total weight must equal 100, so I hope you graduated third grade. Available groupings of hamster types: WHITE, BLUE, SKY, LAVENDER, ROSE, LIGHT_GRAY, DARK_GRAY, CREAM, BLACK, CHOCOLATE, ORANGE. Join The Cheek Pouch Discord server to suggest new groupings if you designed a custom hamster texture that you think belongs in its own unique grouping (i.e. maybe a 'mossy' green hamster?).
snowyWeights = [
"WHITE:100"
]
rockyBiomes = [
"minecraft:stony_shore",
"terralith:stony_spires"
]
rockyTags = [
"adorablehamsterpets:is_mountain",
"adorablehamsterpets:is_sparse_vegetation",
"terralith:cliffs"
]
rockyExclusionBiomes = [ ]
rockyExclusionTags = [
"minecraft:is_badlands",
"minecraft:is_jungle",
"minecraft:is_savanna",
"minecraft:is_beach",
"adorablehamsterpets:is_sandy"
]
# Format 'VARIANT_TYPE:WEIGHT'. The total weight must equal 100, so I hope you graduated third grade. Available groupings of hamster types: WHITE, BLUE, SKY, LAVENDER, ROSE, LIGHT_GRAY, DARK_GRAY, CREAM, BLACK, CHOCOLATE, ORANGE. Join The Cheek Pouch Discord server to suggest new groupings if you designed a custom hamster texture that you think belongs in its own unique grouping (i.e. maybe a 'mossy' green hamster?).
mountainWeights = [
"LIGHT_GRAY:50",
"DARK_GRAY:50"
]
darkBiomes = [
"minecraft:deep_dark"
]
darkTags = [
"adorablehamsterpets:is_wet",
"adorablehamsterpets:is_cave"
]
darkExclusionBiomes = [ ]
darkExclusionTags = [
"minecraft:is_jungle",
"minecraft:is_beach"
]
# Format 'VARIANT_TYPE:WEIGHT'. The total weight must equal 100, so I hope you graduated third grade. Available groupings of hamster types: WHITE, BLUE, SKY, LAVENDER, ROSE, LIGHT_GRAY, DARK_GRAY, CREAM, BLACK, CHOCOLATE, ORANGE. Join The Cheek Pouch Discord server to suggest new groupings if you designed a custom hamster texture that you think belongs in its own unique grouping (i.e. maybe a 'mossy' green hamster?).
darkWeights = [
"BLACK:80",
"DARK_GRAY:20"
]
sandyBiomes = [
"minecraft:old_growth_birch_forest",
"minecraft:birch_forest",
"terralith:ancient_sands",
"terralith:sandstone_valley",
"biomesoplenty:wasteland"
]
sandyTags = [
"adorablehamsterpets:is_sandy"
]
sandyExclusionBiomes = [
"terralith:gravel_beach"
]
sandyExclusionTags = [
"minecraft:is_badlands"
]
# Format 'VARIANT_TYPE:WEIGHT'. The total weight must equal 100, so I hope you graduated third grade. Available groupings of hamster types: WHITE, BLUE, SKY, LAVENDER, ROSE, LIGHT_GRAY, DARK_GRAY, CREAM, BLACK, CHOCOLATE, ORANGE. Join The Cheek Pouch Discord server to suggest new groupings if you designed a custom hamster texture that you think belongs in its own unique grouping (i.e. maybe a 'mossy' green hamster?).
sandyWeights = [
"CREAM:100"
]
forestBiomes = [
"terralith:cloud_forest",
"biomesoplenty:redwood_forest"
]
forestTags = [
"adorablehamsterpets:is_forest",
"adorablehamsterpets:is_dense_vegetation"
]
forestExclusionBiomes = [ ]
forestExclusionTags = [
"adorablehamsterpets:is_plains"
]
# Format 'VARIANT_TYPE:WEIGHT'. The total weight must equal 100, so I hope you graduated third grade. Available groupings of hamster types: WHITE, BLUE, SKY, LAVENDER, ROSE, LIGHT_GRAY, DARK_GRAY, CREAM, BLACK, CHOCOLATE, ORANGE. Join The Cheek Pouch Discord server to suggest new groupings if you designed a custom hamster texture that you think belongs in its own unique grouping (i.e. maybe a 'mossy' green hamster?).
forestWeights = [
"CHOCOLATE:100"
]
# Format 'VARIANT_TYPE:WEIGHT'. The total weight must equal 100, so I hope you graduated third grade. Available groupings of hamster types: WHITE, BLUE, SKY, LAVENDER, ROSE, LIGHT_GRAY, DARK_GRAY, CREAM, BLACK, CHOCOLATE, ORANGE. Join The Cheek Pouch Discord server to suggest new groupings if you designed a custom hamster texture that you think belongs in its own unique grouping (i.e. maybe a 'mossy' green hamster?).
plainsWeights = [
"ORANGE:100"
]
# The overall probability (0.0 to 1.0) that ANY wild hamster has stuffed something in its face. Set to 0.0 to enforce strict economic austerity.
globalCheekLootChance = 0.5
# The curated selection of pocket lint, seeds, and snacks that hamsters naturally forage. Edit this if you think hamsters should naturally forage for diamonds.
defaultCheekLootList = [
"minecraft:wheat_seeds",
"minecraft:pumpkin_seeds",
"minecraft:melon_seeds",
"minecraft:beetroot_seeds",
"minecraft:carrot",
"minecraft:potato",
"minecraft:poisonous_potato",
"minecraft:apple",
"minecraft:stick",
"minecraft:feather",
"minecraft:string",
"minecraft:gold_nugget",
"minecraft:iron_nugget",
"minecraft:flint",
"adorablehamsterpets:sunflower_seeds",
"adorablehamsterpets:cucumber_seeds",
"adorablehamsterpets:green_bean_seeds",
"adorablehamsterpets:acorn"
]
# The chance (0.0 to 1.0) that a wild hamster spawns with the default junk (seeds, nuggets, carrots, etc). 0.5 = 50%.
defaultCheekLootChance = 0.5
# A list of item IDs (e.g. 'minecraft:cookie') or tags (e.g. '#c:fruits') that wild hamsters can spawn with. If you want them to spawn with Nether Stars, this is where you make that bad decision.
extraCheekLootList = [ ]
# The chance (0.0 to 1.0) that a wild hamster spawns with items from your Extra Loot list above. Independent of the default loot check.
extraCheekLootChance = 0.5
# The shiny rocks, glowing berries, and industrial debris found in the cheeks of cave-dwelling hamsters. Spelunking rodents have expensive tastes.
caveCheekLootList = [
"minecraft:raw_iron",
"minecraft:raw_copper",
"minecraft:raw_gold",
"minecraft:coal",
"minecraft:amethyst_shard",
"minecraft:glow_berries",
"minecraft:redstone",
"minecraft:lapis_lazuli",
"minecraft:flint",
"minecraft:clay_ball"
]
# The chance (0.0 to 1.0) that a hamster spawning in a cave actually found something cool instead of just a rock. Applies ONLY to hamsters spawning in valid cave biomes or deep underground.
caveCheekLootChance = 0.5
# Chance (0.0 to 1.0) to find Cucumber, Green Bean, or Sunflower seeds in general loot chests.
seedLootChance = 0.6
# Chance (0.0 to 1.0) to find Acorn, Iron, or Gold hamster armor in standard Dungeons, Temples, Mineshafts, etc.
standardArmorLootChance = 0.3
# Chance (0.0 to 1.0) to find Diamond hamster armor in high-level chests (End City, Nether Fortress).
highTierArmorLootChance = 0.15
# Vanilla horse armor doesn't spawn in Netherite, but maybe you think that's stupid. Enable this to allow Netherite Hamster Armor to appear in chests.
enableNetheriteArmorLoot = false
# Chance (0.0 to 1.0) to find Netherite Hamster Armor in high-level chests. Only applies if the toggle above is ON. Don't be too liberal with it. Or do. See if I care.
netheriteArmorLootChance = 0.1
# Chance (0.0 to 1.0) to find Iron and Gold upgrade templates in High-Tier chests (Bastions, Fortresses, etc).
basicSmithingTemplateLootChance = 0.2
# Chance (0.0 to 1.0) to find Diamond and Netherite upgrade templates in Legendary chests (Ancient Cities, Ominous Vaults, etc).
advancedSmithingTemplateLootChance = 0.1
# Chance (0.0 to 1.0) to find accessories in rare chests. Default is low.
accessoryLootChance = 0.05
# Chance (0.0 to 1.0) for an Oak Leaf block to drop an Acorn when broken. Default is low, similar to Apples.
oakLeavesAcornDropChance = 0.005
# Higher = slower, lower = faster. Makes perfect sense.
wildBushRegrowthModifier = 1.0
# Higher = slower, lower = faster. Photosynthesis is hard, okay?
sunflowerRegrowthModifier = 1.0
# A list of biome tags where these custom Sunflowers can replace vanilla ones. My custom union tag 'adorablehamsterpets:is_plains' points to 'c:is_plains', which provides wide compatibility with modded biomes.
sunflowerBiomeTags = [
"adorablehamsterpets:is_plains",
"adorablehamsterpets:is_temperate",
"adorablehamsterpets:is_hot",
"adorablehamsterpets:is_dry"
]
# Specific biome IDs where these sunflowers can replace the vanilla ones. Format: 'mod_id:biome_name'. Theyre picky.
sunflowerBiomes = [
"minecraft:sunflower_plains"
]
# Enables the 'CasualAnimalEnjoyer' Protocol. A small chance for a random nearby sunflower to become a bioluminescent beacon at night— a reference to the Kikoriki cartoon, 'It Can't Be True' episode, around the 3:22 mark. Added upon request as a thank-you to CasualAnimalEnjoyer for their massive help with mod compatibility.
enableGlowingSunflowers = true
# 1 in X random ticks (20 ticks per second). Lower = more likely. Higher = more rare. Note: This only runs at night.
glowingSunflowerChance = 1000
# 1 in X chunks. Lower numbers means cucumbers take over the planet.
wildCucumberBushRarity = 24
# Biome tags where cucumbers feel at home. Format: 'mod_id:tag_name', for example: 'minecraft:is_jungle'.
cucumberBushTags = [
"minecraft:is_jungle"
]
# Convention tags for maximum mod-pack harmony. Format: 'namespace:tag_name', for example: 'adorablehamsterpets:is_temperate', which points to the 'c:is_temperate' convention tag.
cucumberBushConventionTags = [
"adorablehamsterpets:is_temperate",
"adorablehamsterpets:is_hot",
"adorablehamsterpets:is_dry"
]
# Specific biome IDs where cucumbers can sprout. Format: 'mod_id:biome_name', for example: 'minecraft:savanna'.
cucumberBushBiomes = [
"minecraft:plains",
"minecraft:sunflower_plains",
"minecraft:savanna",
"minecraft:savanna_plateau",
"minecraft:forest",
"minecraft:birch_forest",
"minecraft:meadow",
"minecraft:wooded_badlands",
"minecraft:jungle",
"minecraft:sparse_jungle",
"minecraft:bamboo_jungle"
]
# Biomes where cucumbers are absolutely NOT allowed. Overrides everything else. Format: 'mod_id:biome_name', for example: 'minecraft:ocean'.
cucumberBushExclusions = [
"minecraft:swamp",
"minecraft:mangrove_swamp",
"minecraft:mushroom_fields",
"minecraft:ocean",
"minecraft:deep_ocean",
"minecraft:warm_ocean",
"minecraft:stony_peaks"
]
# 1 in X chunks. Lower = beanpocalypse. For those of you in the back, it means they'll spam everywhere.
wildGreenBeanBushRarity = 24
# Biome tags for bean growth. Empty by default—choose wisely. Format: 'mod_id:tag_name', for example: 'minecraft:is_jungle'.
greenBeanBushTags = [
"mod_id:biome_name"
]
# Convention tags for mod-friendly bean spam. Format: 'namespace:tag_name', for example: 'adorablehamsterpets:is_wet', which points to the 'c:is_wet' convention tag.
greenBeanBushConventionTags = [
"adorablehamsterpets:is_wet",
"adorablehamsterpets:is_temperate"
]
# Specific biomes where beans sprout like gossip in chat. Format: 'mod_id:biome_name', for example: 'minecraft:swamp'.
greenBeanBushBiomes = [
"minecraft:swamp",
"minecraft:mangrove_swamp",
"minecraft:lush_caves",
"minecraft:flower_forest"
]
# Absolutely no beans here, thank you very much. Overrides all other settings. Format: 'mod_id:biome_name', for example: 'minecraft:beach'.
greenBeanBushExclusions = [
"minecraft:beach",
"minecraft:birch_forest",
"minecraft:cherry_grove",
"minecraft:dark_forest",
"minecraft:deep_ocean",
"minecraft:dripstone_caves",
"minecraft:forest",
"minecraft:meadow",
"minecraft:ocean",
"minecraft:old_growth_birch_forest",
"minecraft:plains",
"minecraft:river",
"minecraft:sunflower_plains"
]
@@ -1,5 +0,0 @@
haloEnabled:true
haloColor:
developerGlowEnabled:false
developerGlowColor:
moaSkin:
@@ -1 +0,0 @@
[]
@@ -1,20 +0,0 @@
{
"disabled_completely": false,
"distance_from_spawn": 400,
"alexscaves_rarity_offset": 3,
"continentalness": [
-0.95,
-0.65
],
"temperature": [
-1.0,
0.5
],
"depth": [
0.2,
1.5
],
"dimensions": [
"minecraft:overworld"
]
}

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