Update miscellaneous minecraft configs

Largely sensible changes, no complete rewrites without taking user
configuration into account like ice and fire.
pull/52/head
Tristan Daniël Maat 2021-08-20 23:38:45 +01:00
parent 196ad863c4
commit 544036d4e4
Signed by: tlater
GPG Key ID: 49670FD774E43268
25 changed files with 1226 additions and 1352 deletions

View File

@ -4,6 +4,12 @@
polarBearsAttackSeals = true
#Whether bone serpents are neutral or hostile.
neutralBoneSerpents = false
#Makes eagles teleport back to their owner if they get stuck during controlled flight. Useful for when playing with the Optifine mod, since this mod is the fault of many issues with the falconry system.
falconryTeleportsBack = false
#List of dimensions in which spawning void worms via mysterious worm items is allowed.
voidWormSpawnDimensions = ["minecraft:the_end"]
#True if straddleboard enchants are enabled.
straddleboardEnchants = true
#Whether Crimson Mosquitoes can transform into Warped Moscos if attacking a Mungus or any listed creature.
warpedMoscoTransformation = true
#Whether wild raccoons steal food from chests.
@ -29,8 +35,19 @@
#0 = no mungus biome transformation. 1 = mungus changes blocks, but not chunk's biome. 2 = mungus transforms blocks and biome of chunk.
#Range: 0 ~ 2
mungusBiomeTransformationType = 2
#Max Health of the void worm boss.
#Range: 0.0 ~ 1000000.0
voidWormMaxHealth = 160.0
#All void worm damage is scaled to this.
#Range: 0.0 ~ 100.0
voidWormDamageModifier = 1.0
#Whether the void worm boss is summonable or not, via the mysterious worm item.
voidWormSummonable = true
#List of all mungus mushrooms, biome transformations and surface blocks. Each is seperated by a |. Add an entry with a block registry name, biome registry name, and block registry name(for the ground).
mungusBiomeMatches = ["minecraft:red_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:brown_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:crimson_fungus|minecraft:crimson_forest|minecraft:crimson_nylium", "minecraft:warped_fungus|minecraft:warped_forest|minecraft:warped_nylium"]
#Percent chance for leafcutter ants to break leaves blocks when harvesting. Set to zero so that they can not break any blocks.
#Range: 0.0 ~ 1.0
leafcutterAntBreakLeavesChance = 0.2
#Whether to disable certain aspects of the Lava Vision Potion. Enable if issues with shaders persist.
shadersCompat = false
#List of extra(non mungus) mobs that will trigger a crimson mosquito to become a warped mosquito. Ex: "minecraft:mooshroom", "alexsmobs:warped_toad"
@ -38,14 +55,27 @@
#1 out of this number chance for leaves to drop a banana when broken. Fortune is automatically factored in
#Range: > 0
bananaChance = 200
#Max number of ant entities allowed inside a leafcutter anthill.
#Range: 2 ~ 100000
leafcutterAntColonySize = 20
#Whether soul vulture spawns should be restricted solely to the nether fossil structure or to whatever biome is specified in their respective biome config.
soulVultureSpawnOnFossil = true
#Makes Tarantula Hawks fireproof, perfect if you also want these guys to spawn in the nether.
fireproofTarantulaHawk = false
#Percent chance for fungus to grow per each leaf a leafcutter ant returns to the colony.
#Range: 0.0 ~ 1.0
leafcutterAntFungusGrowChance = 0.3
#Whether fish oil gives players a special levitation effect.
fishOilMeme = true
#Whether mimicubes spawns should be restricted solely to the end city structure or to whatever biome is specified in their respective biome config.
mimicubeSpawnInEndCity = true
#Whether bananas should drop from blocks tagged with #alexsmobs:drops_bananas
bananasDropFromLeaves = true
#Relative volume of cachalot whales compared to other animals. Note that irl they are the loudest animal. Turn this down if you find their clicks annoying.
#Range: 0.0 ~ 10.0
cachalotVolume = 3.0
#Whether emu should target skeletons.
emuTargetSkeletons = true
#Lava Opacity for the Lava Vision Potion.
#Range: 0.01 ~ 1.0
lavaVisionOpacity = 0.65
@ -53,6 +83,12 @@
spidersAttackFlies = true
#Whether wolves should target moose mobs.
wolvesAttackMoose = true
#Percent chance for emu leggings to dodge projectile attacks.
#Range: 0.0 ~ 1.0
emuPantsDodgeChance = 0.45
#How many feedings of leaves does a leafcutter colony need in order to regain a worker ant, if below half the max members.
#Range: 2 ~ 100000
leafcutterAntRepopulateFeedings = 25
#Whether wandering traders offer items like acacia blossoms, mosquito larva, crocodile egg, etc.
wanderingTraderOffers = true
@ -63,12 +99,9 @@
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
alligatorSnappingTurtleSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
straddlerSpawnWeight = 85
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
hummingbirdSpawnWeight = 39
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
frilledSharkSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
stradpoleSpawnRolls = 3
@ -77,28 +110,13 @@
mantisShrimpSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
roadrunnerSpawnRolls = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
lobsterSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gusterSpawnWeight = 35
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
endergradeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
elephantSpawnWeight = 30
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
spectreSpawnWeight = 10
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
endergradeSpawnWeight = 10
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
hammerheadSharkSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sealSpawnRolls = 0
@ -107,13 +125,7 @@
sunbirdSpawnRolls = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
straddlerSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
shoebillSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gazelleSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
sunbirdSpawnWeight = 2
@ -122,49 +134,25 @@
raccoonSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mantisShrimpSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mungusSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mungusSpawnRolls = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crocSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mimicubeSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
blobfishSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
stradpoleSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mooseSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
spectreSpawnRolls = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
caveCentipedeSpawnRolls = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crowSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
grizzlyBearSpawnWeight = 8
tasmanianDevilSpawnWeight = 10
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
blobfishSpawnWeight = 30
grizzlyBearSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
elephantSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
raccoonSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
caveCentipedeSpawnWeight = 8
@ -173,28 +161,22 @@
shoebillSpawnWeight = 10
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
warpedToadSpawnWeight = 80
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crowSpawnWeight = 10
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
sealSpawnWeight = 30
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
komodoDragonSpawnWeight = 4
baldEagleSpawnWeight = 15
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
flySpawnWeight = 3
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
snowLeopardSpawnRolls = 0
kangarooSpawnWeight = 25
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
rattlesnakeSpawnWeight = 12
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
soulVultureSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
enderiophageSpawnRolls = 2
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mooseSpawnWeight = 15
@ -203,18 +185,15 @@
warpedMoscoSpawnRolls = 1000
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
komodoDragonSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crocodileSpawnWeight = 40
platypusSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tarantulaHawkSpawnRolls = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
soulVultureSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gusterSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
orcaSpawnRolls = 6
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
@ -228,9 +207,6 @@
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mimicubeSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cockroachSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn. NOTE: By default the warped mosco doesn't spawn in any biomes.
#Range: 0 ~ 1000
warpedMoscoSpawnWeight = 1
@ -240,24 +216,15 @@
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gazelleSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
rattlesnakeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gorillaSpawnWeight = 50
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
roadrunnerSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
flySpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
lobsterSpawnWeight = 7
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
capuchinMonkeySpawnRolls = 0
platypusSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
warpedToadSpawnRolls = 0
@ -270,6 +237,156 @@
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
orcaSpawnWeight = 2
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mimicOctopusSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tigerSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
dropbearSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crimsonMosquitoSpawnWeight = 15
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
straddlerSpawnWeight = 85
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
hummingbirdSpawnWeight = 39
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
roadrunnerSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gusterSpawnWeight = 35
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
endergradeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
elephantSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tasmanianDevilSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
hammerheadSharkSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
straddlerSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
voidWormSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gazelleSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mantisShrimpSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mungusSpawnWeight = 4
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
voidWormSpawnWeight = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crocSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
stradpoleSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mooseSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
spectreSpawnRolls = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
caveCentipedeSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
blobfishSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
baldEagleSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tigerSpawnWeight = 100
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
raccoonSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
warpedToadSpawnWeight = 80
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
frilledSharkSpawnWeight = 11
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
emuSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
kangarooSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crowSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mimicOctopusSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
komodoDragonSpawnWeight = 4
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
flySpawnWeight = 3
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
snowLeopardSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cachalotWhaleSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
cachalotWhaleSpawnWeight = 2
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
komodoDragonSpawnRolls = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
emuSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tarantulaHawkSpawnWeight = 6
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crocodileSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gusterSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cockroachSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
rattlesnakeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
roadrunnerSpawnWeight = 15
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
lobsterSpawnWeight = 7
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
capuchinMonkeySpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
dropbearSpawnWeight = 19
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
enderiophageSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
hummingbirdSpawnRolls = 1
@ -282,7 +399,17 @@
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
hammerheadSharkSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crimsonMosquitoSpawnWeight = 15
[general.spawning.uniqueSpawning]
#Delay (in ticks) between attempts to spawn beached cachalot whales. Default is a single day. Works like wandering traders.
#Range: > 0
beachedCachalotWhaleSpawnDelay = 24000
#Percent chance for leafcutter anthills to spawn as world gen in each chunk. Set to zero to disable spawning.
#Range: 0.0 ~ 1.0
leafcutterAnthillSpawnChance = 0.004999999888241291
#Whether to enable beached cachalot whales to spawn on beaches during thunder storms.
beachedCachalotWhales = true
#Percent chance increase for each failed attempt to spawn a beached cachalot whale. Higher value = more spawns.
#Range: 0 ~ 100
beachedCachalotWhaleSpawnChance = 5

View File

@ -1,24 +1,22 @@
# Configuration file
affixes {
# The 1/n chance that a naturally spawned mob will be granted an affix item. [range: 1 ~ 500000, default: 250]
# A list of type overrides for the affix loot system. Format is <itemname>|<type>. Types are SWORD, RANGED, PICKAXE, SHOVEL, AXE, SHIELD [default: [minecraft:stick|SWORD]]
S:"Equipment Type Overrides" <
minecraft:stick|SWORD
>
# The 1/n chance that a naturally spawned mob will be granted an affix item. 0 to disable. [range: 0 ~ 500000, default: 125]
I:"Random Affix Chance"=250
}
bosses {
# A list of potions (registry names) that bosses cannot generate with. [default: [forbidden_arcanus:spectral_vision]]
S:"Blacklisted Potions" <
forbidden_arcanus:spectral_vision
>
# The block that spawns in a 5x5 underneath world-generated bosses. [default: minecraft:red_sandstone]
S:"Boss Filler Block"=minecraft:red_sandstone
# The rarity offset for boss item generation. 400 guarantees uncommon, 700 guarantees rare, 800 guarantees epic, 950 guarantees mythic. [range: 0 ~ 999, default: 475]
I:"Boss Rarity Offset"=475
# The possible mob types for bosses. Format is weight@entity, entity is a registry name. [default: [3@minecraft:zombie], [3@minecraft:skeleton], [2@minecraft:husk], [2@minecraft:stray], [1@minecraft:wither_skeleton], [1@minecraft:pillager]]
S:"Boss Spawner Mobs" <
3@minecraft:zombie
3@minecraft:skeleton
@ -27,65 +25,32 @@ bosses {
1@minecraft:wither_skeleton
1@minecraft:pillager
>
# The percent chance a boss has fire resistance. [range: 0.0 ~ 3.4028235E38, default: 1.0]
S:"Fire Resistance"=1.0
# The max amount of extra damage bosses do, in half hearts. [range: 0.0 ~ 2.14748365E9, default: 4.5]
S:"Max Damage Bonus"=4.5
# The max amount boss health is multiplied by. Base hp * factor = final hp. [range: 0.0 ~ 2.14748365E9, default: 8.0]
S:"Max Health Multiplier"=8.0
# The max amount of knockback resist bosses have. [range: 0.0 ~ 2.14748365E9, default: 1.0]
S:"Max Knockback Resist"=1.0
# The max regeneration level of bosses. [range: 0 ~ 2147483647, default: 2]
I:"Max Regen Level"=2
# The max resistance level of bosses. [range: 0 ~ 2147483647, default: 3]
I:"Max Resistance Level"=3
# The max amount boss speed is multiplied by. Base speed * factor = final speed. [range: 0.0 ~ 2.14748365E9, default: 1.4]
S:"Max Speed Multiplier"=1.4
# The min amount of extra damage bosses do, in half hearts. [range: 0.0 ~ 2.14748365E9, default: 2.0]
S:"Min Damage Bonus"=2.0
# The min amount boss health is multiplied by. Base hp * factor = final hp. [range: 0.0 ~ 2.14748365E9, default: 4.0]
S:"Min Health Multiplier"=4.0
# The min amount of knockback resist bosses have. [range: 0.0 ~ 2.14748365E9, default: 0.65]
S:"Min Knockback Resist"=0.65
# The min regeneration level of bosses. [range: 0 ~ 2147483647, default: 0]
I:"Min Regen Level"=0
# The min resistance level of bosses. [range: 0 ~ 2147483647, default: 0]
I:"Min Resistance Level"=0
# The min amount boss speed is multiplied by. Base speed * factor = final speed. [range: 0.0 ~ 2.14748365E9, default: 1.1]
S:"Min Speed Multiplier"=1.1
# The chance a gear piece will be randomly enchanted. [range: 0.0 ~ 2.14748365E9, default: 0.45]
S:"Random Enchantment Chance"=0.45
# The chance a boss will have extra random potion effects. [range: 0.0 ~ 2.14748365E9, default: 0.65]
S:"Random Potion Chance"=0.65
# The 1/n chance that a naturally spawned mob that can see the sky is transformed into a boss. [range: 1 ~ 500000, default: 600]
# The 1/n chance that a naturally spawned mob that can see the sky is transformed into a boss. 0 to disable. [range: 0 ~ 500000, default: 85]
I:"Surface Boss Chance"=600
# If a lightning bolt strikes when a surface boss spawn occurs. [default: true]
B:"Surface Boss Lightning"=true
# The percent chance a boss has water breathing. [range: 0.0 ~ 3.4028235E38, default: 1.0]
S:"Water Breathing"=1.0
}
"brutal spawners" {
# The potion effects applied to all brutal mobs. Format is potion@level, potion is a registry name. [default: [minecraft:resistance@2], [minecraft:fire_resistance@1], [minecraft:regeneration@1], [minecraft:speed@2], [minecraft:water_breathing@1], [minecraft:strength@1]]
S:"Brutal Potion Effects" <
minecraft:resistance@2
minecraft:fire_resistance@1
@ -94,8 +59,6 @@ bosses {
minecraft:water_breathing@1
minecraft:strength@1
>
# The possible spawn entries for brutal spawners. Format is weight@entity, entity is a registry name. apotheosis:random is a special name, used to generate a spawner that spawns any mob. [default: [3@minecraft:zombie], [3@minecraft:skeleton], [2@minecraft:husk], [2@minecraft:stray], [1@minecraft:spider]]
S:"Brutal Spawner Mobs" <
3@minecraft:zombie
3@minecraft:skeleton
@ -107,17 +70,30 @@ bosses {
frequencies {
# The chance (per chunk) for a boss to try spawning. [range: 0.0 ~ 1.0, default: 0.07]
S:"Boss Chance"=0.07
# The chance (per chunk) for a brutal spawner to try spawning. [range: 0.0 ~ 1.0, default: 0.18]
S:"Brutal Spawner Chance"=0.18
# The chance (per chunk) for a swarm spawner to try spawning. [range: 0.0 ~ 1.0, default: 0.2]
S:"Swarm Spawner Chance"=0.2
}
frequency {
# The number of generation attempts (per chunk) for boss dungeons. [range: 0 ~ 50000, default: 8]
I:"Boss Dungeon"=8
# The number of generation attempts (per chunk) for boss dungeon variant 2. [range: 0 ~ 50000, default: 8]
I:"Boss Dungeon Variant 2"=8
# The number of generation attempts (per chunk) for ore troves. [range: 0 ~ 50000, default: 8]
I:"Ore Troves"=8
# The number of generation attempts (per chunk) for rogue spawners. [range: 0 ~ 50000, default: 4]
I:"Rogue Spawners"=4
# The 1/n chance (per chunk) that a tome tower may attempt generation. 0 = disabled, lower = more chances. [range: 0 ~ 50000, default: 125]
I:"Tome Tower"=125
}
general {
# The biomes that the deadly module will not generate in. [default: [minecraft:warm_ocean], [minecraft:lukewarm_ocean], [minecraft:cold_ocean], [minecraft:frozen_ocean], [minecraft:deep_warm_ocean], [minecraft:deep_frozen_ocean], [minecraft:deep_lukewarm_ocean], [minecraft:deep_cold_ocean], [minecraft:ocean], [minecraft:deep_ocean]]
S:"Generation Biome Blacklist" <
@ -137,236 +113,97 @@ general {
S:"Generation Dimension Whitelist" <
overworld
>
# The 1/n chance that a rogue spawner will generate with a CHEST_VALUABLE instead of it's default chest. 0 to disable. [range: 0 ~ 80000, default: 9]
I:"Spawner Rare Loot Chance"=9
}
"random spawners" {
# [range: 0 ~ 50, default: 1]
I:"alexsmobs:bone_serpent"=1
# [range: 0 ~ 50, default: 1]
I:"alexsmobs:bone_serpent_part"=1
# [range: 0 ~ 50, default: 1]
I:"alexsmobs:guster"=1
# [range: 0 ~ 50, default: 1]
I:"alexsmobs:mimicube"=1
# [range: 0 ~ 50, default: 1]
I:"alexsmobs:soul_vulture"=1
# [range: 0 ~ 50, default: 1]
I:"alexsmobs:straddler"=1
# [range: 0 ~ 50, default: 1]
I:"alexsmobs:warped_mosco"=1
# [range: 0 ~ 50, default: 1]
I:"artifacts:mimic"=1
# [range: 0 ~ 50, default: 8]
I:"minecraft:blaze"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:cave_spider"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:creeper"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:drowned"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:elder_guardian"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:ender_dragon"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:enderman"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:endermite"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:evoker"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:ghast"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:giant"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:guardian"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:hoglin"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:husk"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:illusioner"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:magma_cube"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:phantom"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:piglin"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:piglin_brute"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:pillager"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:ravager"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:shulker"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:silverfish"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:skeleton"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:slime"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:spider"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:stray"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:vex"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:vindicator"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:witch"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:wither"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:wither_skeleton"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:zoglin"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:zombie"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:zombie_villager"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:zombified_piglin"=8
# [range: 0 ~ 50, default: 1]
I:"quark:forgotten"=1
# [range: 0 ~ 50, default: 1]
I:"quark:wraith"=1
# [range: 0 ~ 50, default: 1]
I:"quark:wrapped"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:brute"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:forgotten_guardian"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:masticator"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:muncher"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:nargoyle"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:rotbeast"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:rotdweller"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:rotling"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:rotwalker"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:sploogie"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:stoneborn"=1
}
"spawner stats: brutal spawners" {
# The maximum delay between spawns [range: 1 ~ 32767, default: 400]
I:"Max Delay"=400
# The maximum number of nearby entities (when hit, the spawner turns off). [range: 1 ~ 32767, default: 6]
I:"Max Nearby Entities"=6
# The minimum delay between spawns [range: 1 ~ 32767, default: 200]
I:"Min Delay"=200
# The required distance a player must be within for this spawner to work. [range: 1 ~ 32767, default: 16]
I:"Player Range"=16
# The number of mobs that will spawn. [range: 1 ~ 32767, default: 6]
I:"Spawn Count"=6
# The delay before first spawn on this spawner. [range: 1 ~ 32767, default: 20]
I:"Spawn Delay"=20
# The spawn range. [range: 1 ~ 32767, default: 4]
I:"Spawn Range"=4
}
"spawner stats: swarm spawners" {
# The maximum delay between spawns [range: 1 ~ 32767, default: 300]
I:"Max Delay"=300
# The maximum number of nearby entities (when hit, the spawner turns off). [range: 1 ~ 32767, default: 32]
I:"Max Nearby Entities"=32
# The minimum delay between spawns [range: 1 ~ 32767, default: 75]
I:"Min Delay"=75
# The required distance a player must be within for this spawner to work. [range: 1 ~ 32767, default: 8]
I:"Player Range"=8
# The number of mobs that will spawn. [range: 1 ~ 32767, default: 8]
I:"Spawn Count"=8
# The delay before first spawn on this spawner. [range: 1 ~ 32767, default: 20]
I:"Spawn Delay"=20
# The spawn range. [range: 1 ~ 32767, default: 6]
I:"Spawn Range"=6
}
"swarm spawners" {
# The possible spawn entries for swarm spawners. Format is weight@entity, entity is a registry name. [default: [4@minecraft:zombie], [2@minecraft:skeleton], [5@minecraft:spider], [8@minecraft:cave_spider], [1@minecraft:creeper]]
S:"Swarm Spawner Mobs" <
4@minecraft:zombie
2@minecraft:skeleton
@ -377,3 +214,9 @@ general {
}
wanderer {
# If the wandering trader may sell affix loot items as a rare trade. [default: true]
B:"Affix Trades"=true
}

View File

@ -375,6 +375,36 @@
}
"create:capacity" {
# The max level of this enchantment - normally 3. [range: 1 ~ 127, default: 7]
I:"Max Level"=7
# A function to determine the max enchanting power. The variable "x" is level. See: https://github.com/uklimaschewski/EvalEx#usage-examples [default: ]
S:"Max Power Function"=
# The min level of this enchantment. [range: 1 ~ 127, default: 1]
I:"Min Level"=1
# A function to determine the min enchanting power. [default: ]
S:"Min Power Function"=
}
"create:potato_recovery" {
# The max level of this enchantment - normally 3. [range: 1 ~ 127, default: 7]
I:"Max Level"=7
# A function to determine the max enchanting power. The variable "x" is level. See: https://github.com/uklimaschewski/EvalEx#usage-examples [default: ]
S:"Max Power Function"=
# The min level of this enchantment. [range: 1 ~ 127, default: 1]
I:"Min Level"=1
# A function to determine the min enchanting power. [default: ]
S:"Min Power Function"=
}
"minecraft:aqua_affinity" {
# The max level of this enchantment - normally 1. [range: 1 ~ 127, default: 1]
I:"Max Level"=1
@ -960,3 +990,18 @@
}
"the_bumblezone:comb_cutter" {
# The max level of this enchantment - normally 1. [range: 1 ~ 127, default: 1]
I:"Max Level"=1
# A function to determine the max enchanting power. The variable "x" is level. See: https://github.com/uklimaschewski/EvalEx#usage-examples [default: ]
S:"Max Power Function"=
# The min level of this enchantment. [range: 1 ~ 127, default: 1]
I:"Min Level"=1
# A function to determine the min enchanting power. [default: ]
S:"Min Power Function"=
}

View File

@ -3,14 +3,12 @@
armors {
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: byg:ametrine_helmet, byg:ametrine_chestplate, byg:ametrine_leggings, byg:ametrine_boots
# Repair Material: byg:ametrine_gems
# [default: ]
S:AMETRINE <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: minecraft:chainmail_helmet, minecraft:chainmail_chestplate, minecraft:chainmail_leggings, minecraft:chainmail_boots
# Repair Material: minecraft:iron_ingot
# [default: [Chainmail], [Chain], [Chain Link], [Scale]]
S:CHAIN <
Chainmail
@ -21,14 +19,18 @@ armors {
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: undergarden:cloggrum_helmet, undergarden:cloggrum_chestplate, undergarden:cloggrum_leggings, undergarden:cloggrum_boots
# Repair Material: undergarden:cloggrum_ingot
# [default: ]
S:CLOGGRUM <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: create:copper_backtank, create:diving_helmet, create:diving_boots
# [default: ]
S:COPPER <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: minecraft:diamond_helmet, minecraft:diamond_chestplate, minecraft:diamond_leggings, minecraft:diamond_boots
# Repair Material: minecraft:diamond
# [default: [Diamond], [Zircon], [Gemstone], [Jewel], [Crystal]]
S:DIAMOND <
Diamond
@ -40,14 +42,12 @@ armors {
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: undergarden:froststeel_helmet, undergarden:froststeel_chestplate, undergarden:froststeel_leggings, undergarden:froststeel_boots
# Repair Material: undergarden:froststeel_ingot
# [default: ]
S:FROSTSTEEL <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: minecraft:golden_helmet, minecraft:golden_chestplate, minecraft:golden_leggings, minecraft:golden_boots
# Repair Material: minecraft:gold_ingot
# [default: [Golden], [Gold], [Gilt], [Auric], [Ornate]]
S:GOLD <
Golden
@ -59,7 +59,6 @@ armors {
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: minecraft:iron_helmet, minecraft:iron_chestplate, minecraft:iron_leggings, minecraft:iron_boots
# Repair Material: minecraft:iron_ingot
# [default: [Iron], [Steel], [Ferrous], [Rusty], [Wrought Iron]]
S:IRON <
Iron
@ -70,8 +69,7 @@ armors {
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: minecraft:leather_helmet, minecraft:leather_chestplate, minecraft:leather_leggings, minecraft:leather_boots, quark:backpack, quark:forgotten_hat
# Repair Material: minecraft:leather
# Items in this group: minecraft:leather_helmet, minecraft:leather_chestplate, minecraft:leather_leggings, minecraft:leather_boots, quark:forgotten_hat, quark:backpack
# [default: [Leather], [Rawhide], [Lamellar], [Cow Skin]]
S:LEATHER <
Leather
@ -82,14 +80,12 @@ armors {
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: undergarden:masticated_chestplate
# Repair Material: undergarden:masticator_scales
# [default: ]
S:MASTICATED <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: minecraft:netherite_helmet, minecraft:netherite_chestplate, minecraft:netherite_leggings, minecraft:netherite_boots
# Repair Material: minecraft:netherite_ingot
# [default: [Burnt], [Embered], [Fiery], [Hellborn], [Flameforged]]
S:NETHERITE <
Burnt
@ -101,7 +97,6 @@ armors {
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: minecraft:turtle_helmet
# Repair Material: minecraft:scute
# [default: [Tortollan], [Very Tragic], [Environmental], [Organic]]
S:TURTLE <
Tortollan
@ -112,301 +107,276 @@ armors {
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: undergarden:utheric_helmet, undergarden:utheric_chestplate, undergarden:utheric_leggings, undergarden:utheric_boots
# Repair Material: undergarden:utherium_ingot
# [default: ]
S:UTHERIC <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:centipede_leggings
# Repair Material: alexsmobs:centipede_leg
# [default: ]
S:alexsmobs_centipede_leggings <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:crocodile_chestplate
# Repair Material: alexsmobs:crocodile_scute
# [default: ]
S:alexsmobs_crocodile_chestplate <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:emu_leggings
# [default: ]
S:alexsmobs_emu_leggings <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:fedora
# [default: ]
S:alexsmobs_fedora <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:frontier_cap
# Repair Material: alexsmobs:raccoon_tail
# [default: ]
S:alexsmobs_frontier_cap <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:moose_headgear
# Repair Material: alexsmobs:moose_antler
# [default: ]
S:alexsmobs_moose_headgear <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:roadrunner_boots
# Repair Material: alexsmobs:roadrunner_feather
# [default: ]
S:alexsmobs_roadrunner_boots <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:sombrero
# Repair Material: minecraft:hay_block
# [default: ]
S:alexsmobs_sombrero <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:spiked_turtle_shell
# Repair Material: null
# [default: ]
S:alexsmobs_spiked_turtle_shell <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:tarantula_hawk_elytra
# [default: ]
S:alexsmobs_tarantula_hawk_elytra <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:armor_amythest_helmet, iceandfire:armor_amythest_chestplate, iceandfire:armor_amythest_leggings, iceandfire:armor_amythest_boots
# Repair Material: iceandfire:dragonscales_amythest
# [default: ]
S:iceandfire_armor_amythest_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:armor_black_helmet, iceandfire:armor_black_chestplate, iceandfire:armor_black_leggings, iceandfire:armor_black_boots
# Repair Material: iceandfire:dragonscales_black
# [default: ]
S:iceandfire_armor_black_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:armor_blue_helmet, iceandfire:armor_blue_chestplate, iceandfire:armor_blue_leggings, iceandfire:armor_blue_boots
# Repair Material: iceandfire:dragonscales_blue
# [default: ]
S:iceandfire_armor_blue_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:armor_bronze_helmet, iceandfire:armor_bronze_chestplate, iceandfire:armor_bronze_leggings, iceandfire:armor_bronze_boots
# Repair Material: iceandfire:dragonscales_bronze
# [default: ]
S:iceandfire_armor_bronze_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:armor_copper_helmet, iceandfire:armor_copper_chestplate, iceandfire:armor_copper_leggings, iceandfire:armor_copper_boots
# Repair Material: iceandfire:dragonscales_copper
# [default: ]
S:iceandfire_armor_copper_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:armor_copper_metal_helmet, iceandfire:armor_copper_metal_chestplate, iceandfire:armor_copper_metal_leggings, iceandfire:armor_copper_metal_boots
# Repair Material: null
# [default: ]
S:iceandfire_armor_copper_metal_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:armor_electric_helmet, iceandfire:armor_electric_chestplate, iceandfire:armor_electric_leggings, iceandfire:armor_electric_boots
# Repair Material: iceandfire:dragonscales_electric
# [default: ]
S:iceandfire_armor_electric_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:armor_gray_helmet, iceandfire:armor_gray_chestplate, iceandfire:armor_gray_leggings, iceandfire:armor_gray_boots
# Repair Material: iceandfire:dragonscales_gray
# [default: ]
S:iceandfire_armor_gray_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:armor_green_helmet, iceandfire:armor_green_chestplate, iceandfire:armor_green_leggings, iceandfire:armor_green_boots
# Repair Material: iceandfire:dragonscales_green
# [default: ]
S:iceandfire_armor_green_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:armor_red_helmet, iceandfire:armor_red_chestplate, iceandfire:armor_red_leggings, iceandfire:armor_red_boots
# Repair Material: iceandfire:dragonscales_red
# [default: ]
S:iceandfire_armor_red_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:armor_sapphire_helmet, iceandfire:armor_sapphire_chestplate, iceandfire:armor_sapphire_leggings, iceandfire:armor_sapphire_boots
# Repair Material: iceandfire:dragonscales_sapphire
# [default: ]
S:iceandfire_armor_sapphire_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:armor_silver_helmet, iceandfire:armor_silver_chestplate, iceandfire:armor_silver_leggings, iceandfire:armor_silver_boots
# Repair Material: iceandfire:dragonscales_silver
# [default: ]
S:iceandfire_armor_silver_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:armor_silver_metal_helmet, iceandfire:armor_silver_metal_chestplate, iceandfire:armor_silver_metal_leggings, iceandfire:armor_silver_metal_boots
# Repair Material: iceandfire:silver_ingot
# [default: ]
S:iceandfire_armor_silver_metal_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:armor_white_helmet, iceandfire:armor_white_chestplate, iceandfire:armor_white_leggings, iceandfire:armor_white_boots
# Repair Material: iceandfire:dragonscales_white
# [default: ]
S:iceandfire_armor_white_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:blindfold
# Repair Material: minecraft:string
# [default: ]
S:iceandfire_blindfold <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:deathworm_red_helmet, iceandfire:deathworm_red_chestplate, iceandfire:deathworm_red_leggings, iceandfire:deathworm_red_boots
# Repair Material: iceandfire:deathworm_chitin_white
# [default: ]
S:iceandfire_deathworm_red_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:deathworm_white_helmet, iceandfire:deathworm_white_chestplate, iceandfire:deathworm_white_leggings, iceandfire:deathworm_white_boots
# Repair Material: iceandfire:deathworm_chitin_red
# [default: ]
S:iceandfire_deathworm_white_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:deathworm_yellow_helmet, iceandfire:deathworm_yellow_chestplate, iceandfire:deathworm_yellow_leggings, iceandfire:deathworm_yellow_boots
# Repair Material: iceandfire:deathworm_chitin_yellow
# [default: ]
S:iceandfire_deathworm_yellow_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dragonsteel_fire_helmet, iceandfire:dragonsteel_fire_chestplate, iceandfire:dragonsteel_fire_leggings, iceandfire:dragonsteel_fire_boots
# Repair Material: iceandfire:dragonsteel_fire_ingot
# [default: ]
S:iceandfire_dragonsteel_fire_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dragonsteel_ice_helmet, iceandfire:dragonsteel_ice_chestplate, iceandfire:dragonsteel_ice_leggings, iceandfire:dragonsteel_ice_boots
# Repair Material: iceandfire:dragonsteel_ice_ingot
# [default: ]
S:iceandfire_dragonsteel_ice_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dragonsteel_lightning_helmet, iceandfire:dragonsteel_lightning_chestplate, iceandfire:dragonsteel_lightning_leggings, iceandfire:dragonsteel_lightning_boots
# Repair Material: iceandfire:dragonsteel_lightning_ingot
# [default: ]
S:iceandfire_dragonsteel_lightning_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:earplugs
# Repair Material: minecraft:oak_button
# [default: ]
S:iceandfire_earplugs <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:forest_troll_leather_helmet, iceandfire:forest_troll_leather_chestplate, iceandfire:forest_troll_leather_leggings, iceandfire:forest_troll_leather_boots
# Repair Material: iceandfire:troll_leather_forest
# [default: ]
S:iceandfire_forest_troll_leather_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:frost_troll_leather_helmet, iceandfire:frost_troll_leather_chestplate, iceandfire:frost_troll_leather_leggings, iceandfire:frost_troll_leather_boots
# Repair Material: iceandfire:troll_leather_frost
# [default: ]
S:iceandfire_frost_troll_leather_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:mountain_troll_leather_helmet, iceandfire:mountain_troll_leather_chestplate, iceandfire:mountain_troll_leather_leggings, iceandfire:mountain_troll_leather_boots
# Repair Material: iceandfire:troll_leather_mountain
# [default: ]
S:iceandfire_mountain_troll_leather_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:myrmex_desert_helmet, iceandfire:myrmex_desert_chestplate, iceandfire:myrmex_desert_leggings, iceandfire:myrmex_desert_boots
# Repair Material: iceandfire:myrmex_desert_chitin
# [default: ]
S:iceandfire_myrmex_desert_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:myrmex_jungle_helmet, iceandfire:myrmex_jungle_chestplate, iceandfire:myrmex_jungle_leggings, iceandfire:myrmex_jungle_boots
# Repair Material: iceandfire:myrmex_jungle_chitin
# [default: ]
S:iceandfire_myrmex_jungle_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:sheep_helmet, iceandfire:sheep_chestplate, iceandfire:sheep_leggings, iceandfire:sheep_boots
# Repair Material: minecraft:white_wool
# [default: ]
S:iceandfire_sheep_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:tide_blue_helmet, iceandfire:tide_blue_chestplate, iceandfire:tide_blue_leggings, iceandfire:tide_blue_boots
# Repair Material: iceandfire:sea_serpent_scales_blue
# [default: ]
S:iceandfire_tide_blue_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:tide_bronze_helmet, iceandfire:tide_bronze_chestplate, iceandfire:tide_bronze_leggings, iceandfire:tide_bronze_boots
# Repair Material: iceandfire:sea_serpent_scales_bronze
# [default: ]
S:iceandfire_tide_bronze_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:tide_deepblue_helmet, iceandfire:tide_deepblue_chestplate, iceandfire:tide_deepblue_leggings, iceandfire:tide_deepblue_boots
# Repair Material: iceandfire:sea_serpent_scales_deepblue
# [default: ]
S:iceandfire_tide_deepblue_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:tide_green_helmet, iceandfire:tide_green_chestplate, iceandfire:tide_green_leggings, iceandfire:tide_green_boots
# Repair Material: iceandfire:sea_serpent_scales_green
# [default: ]
S:iceandfire_tide_green_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:tide_purple_helmet, iceandfire:tide_purple_chestplate, iceandfire:tide_purple_leggings, iceandfire:tide_purple_boots
# Repair Material: iceandfire:sea_serpent_scales_purple
# [default: ]
S:iceandfire_tide_purple_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:tide_red_helmet, iceandfire:tide_red_chestplate, iceandfire:tide_red_leggings, iceandfire:tide_red_boots
# Repair Material: iceandfire:sea_serpent_scales_red
# [default: ]
S:iceandfire_tide_red_helmet <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:tide_teal_helmet, iceandfire:tide_teal_chestplate, iceandfire:tide_teal_leggings, iceandfire:tide_teal_boots
# Repair Material: iceandfire:sea_serpent_scales_teal
# [default: ]
S:iceandfire_tide_teal_helmet <
>
@ -414,7 +384,7 @@ armors {
entity {
# A list of name pieces, which can be spliced together to create full names. May be empty only if names is not empty. [default: [Grab], [Thar], [Ger], [Ald], [Mas], [On], [O], [Din], [Thor], [Jon], [Ath], [Burb], [En], [A], [E], [I], [U], [Hab], [Bloo], [Ena], [Dit], [Aph], [Ern], [Bor], [Dav], [Id], [Toast], [Son], [Dottir], [For], [Wen], [Lob], [Ed], [Die], [Van], [Y], [Zap], [Ear], [Ben], [Don], [Bran], [Gro], [Jen], [Bob], [Ette], [Ere], [Man], [Qua], [Bro], [Cree], [Per], [Skel], [Ton], [Zom], [Bie], [Wolf], [End], [Er], [Pig], [Sil], [Ver], [Fish], [Cow], [Chic], [Ken], [Sheep], [Squid], [Hell]]
# A list of name pieces, which can be spliced together to create full names. May be empty only if names is not empty. [default: [Dark], [Osto], [Grab], [Thar], [Ger], [Ald], [Mas], [On], [O], [Din], [Thor], [Jon], [Ath], [Burb], [En], [A], [E], [I], [U], [Hab], [Bloo], [Ena], [Dit], [Aph], [Ern], [Bor], [Dav], [Id], [Toast], [Son], [Dottir], [For], [Wen], [Lob], [Ed], [Die], [Van], [Y], [Zap], [Ear], [Ben], [Don], [Bran], [Gro], [Jen], [Bob], [Ette], [Ere], [Man], [Qua], [Bro], [Cree], [Per], [Skel], [Ton], [Zom], [Bie], [Wolf], [End], [Er], [Pig], [Sil], [Ver], [Fish], [Cow], [Chic], [Ken], [Sheep], [Squid], [Hell]]
S:"Name Parts" <
Grab
Thar
@ -486,7 +456,7 @@ entity {
Hell
>
# A list of full names, which are used in the generation of boss names. May be empty only if name parts is not empty. [default: [Albert], [Andrew], [Anderson], [Andy], [Allan], [Arthur], [Aaron], [Allison], [Arielle], [Amanda], [Anne], [Annie], [Amy], [Alana], [Brandon], [Brady], [Bernard], [Ben], [Benjamin], [Bob], [Bobette], [Brooke], [Brandy], [Beatrice], [Bea], [Bella], [Becky], [Carlton], [Carl], [Calvin], [Cameron], [Carson], [Chase], [Cassandra], [Cassie], [Cas], [Carol], [Carly], [Cherise], [Charlotte], [Cheryl], [Chasity], [Danny], [Drake], [Daniel], [Derrel], [David], [Dave], [Donovan], [Don], [Donald], [Drew], [Derrick], [Darla], [Donna], [Dora], [Danielle], [Edward], [Elliot], [Ed], [Edson], [Elton], [Eddison], [Earl], [Eric], [Ericson], [Eddie], [Ediovany], [Emma], [Elizabeth], [Eliza], [Esperanza], [Esper], [Esmeralda], [Emi], [Emily], [Elaine], [Fernando], [Ferdinand], [Fred], [Feddie], [Fredward], [Frank], [Franklin], [Felix], [Felicia], [Fran], [Greg], [Gregory], [George], [Gerald], [Gina], [Geraldine], [Gabby], [Hendrix], [Henry], [Hobbes], [Herbert], [Heath], [Henderson], [Helga], [Hera], [Helen], [Helena], [Hannah], [Ike], [Issac], [Israel], [Ismael], [Irlanda], [Isabelle], [Irene], [Irenia], [Jimmy], [Jim], [Justin], [Jacob], [Jake], [Jon], [Johnson], [Jonny], [Jonathan], [Josh], [Joshua], [Julian], [Jesus], [Jericho], [Jeb], [Jess], [Joan], [Jill], [Jillian], [Jessica], [Jennifer], [Jenny], [Jen], [Judy], [Kenneth], [Kenny], [Ken], [Keith], [Kevin], [Karen], [Kassandra], [Kassie], [Leonard], [Leo], [Leroy], [Lee], [Lenny], [Luke], [Lucas], [Liam], [Lorraine], [Latasha], [Lauren], [Laquisha], [Livia], [Lydia], [Lila], [Lilly], [Lillian], [Lilith], [Lana], [Mason], [Mike], [Mickey], [Mario], [Manny], [Mark], [Marcus], [Martin], [Marty], [Matthew], [Matt], [Max], [Maximillian], [Marth], [Mia], [Marriah], [Maddison], [Maddie], [Marissa], [Miranda], [Mary], [Martha], [Melonie], [Melody], [Mel], [Minnie], [Nathan], [Nathaniel], [Nate], [Ned], [Nick], [Norman], [Nicholas], [Natasha], [Nicki], [Nora], [Nelly], [Nina], [Orville], [Oliver], [Orlando], [Owen], [Olsen], [Odin], [Olaf], [Ortega], [Olivia], [Patrick], [Pat], [Paul], [Perry], [Pinnochio], [Patrice], [Patricia], [Pennie], [Petunia], [Patti], [Pernelle], [Quade], [Quincy], [Quentin], [Quinn], [Roberto], [Robbie], [Rob], [Robert], [Roy], [Roland], [Ronald], [Richard], [Rick], [Ricky], [Rose], [Rosa], [Rhonda], [Rebecca], [Roberta], [Sparky], [Shiloh], [Stephen], [Steve], [Saul], [Sheen], [Shane], [Sean], [Sampson], [Samuel], [Sammy], [Stefan], [Sasha], [Sam], [Susan], [Suzy], [Shelby], [Samantha], [Sheila], [Sharon], [Sally], [Stephanie], [Sandra], [Sandy], [Sage], [Tim], [Thomas], [Thompson], [Tyson], [Tyler], [Tom], [Tyrone], [Timmothy], [Tamara], [Tabby], [Tabitha], [Tessa], [Tiara], [Tyra], [Uriel], [Ursala], [Uma], [Victor], [Vincent], [Vince], [Vance], [Vinny], [Velma], [Victoria], [Veronica], [Wilson], [Wally], [Wallace], [Will], [Wilard], [William], [Wilhelm], [Xavier], [Xandra], [Young], [Yvonne], [Yolanda], [Zach], [Zachary]]
# A list of full names, which are used in the generation of boss names. May be empty only if name parts is not empty. [default: [Darko], [Shadows], [Kat], [Jank], [Albert], [Andrew], [Anderson], [Andy], [Allan], [Arthur], [Aaron], [Allison], [Arielle], [Amanda], [Anne], [Annie], [Amy], [Alana], [Brandon], [Brady], [Bernard], [Ben], [Benjamin], [Bob], [Bobette], [Brooke], [Brandy], [Beatrice], [Bea], [Bella], [Becky], [Carlton], [Carl], [Calvin], [Cameron], [Carson], [Chase], [Cassandra], [Cassie], [Cas], [Carol], [Carly], [Cherise], [Charlotte], [Cheryl], [Chasity], [Danny], [Drake], [Daniel], [Derrel], [David], [Dave], [Donovan], [Don], [Donald], [Drew], [Derrick], [Darla], [Donna], [Dora], [Danielle], [Edward], [Elliot], [Ed], [Edson], [Elton], [Eddison], [Earl], [Eric], [Ericson], [Eddie], [Ediovany], [Emma], [Elizabeth], [Eliza], [Esperanza], [Esper], [Esmeralda], [Emi], [Emily], [Elaine], [Fernando], [Ferdinand], [Fred], [Feddie], [Fredward], [Frank], [Franklin], [Felix], [Felicia], [Fran], [Greg], [Gregory], [George], [Gerald], [Gina], [Geraldine], [Gabby], [Hendrix], [Henry], [Hobbes], [Herbert], [Heath], [Henderson], [Helga], [Hera], [Helen], [Helena], [Hannah], [Ike], [Issac], [Israel], [Ismael], [Irlanda], [Isabelle], [Irene], [Irenia], [Jimmy], [Jim], [Justin], [Jacob], [Jake], [Jon], [Johnson], [Jonny], [Jonathan], [Josh], [Joshua], [Julian], [Jesus], [Jericho], [Jeb], [Jess], [Joan], [Jill], [Jillian], [Jessica], [Jennifer], [Jenny], [Jen], [Judy], [Kenneth], [Kenny], [Ken], [Keith], [Kevin], [Karen], [Kassandra], [Kassie], [Leonard], [Leo], [Leroy], [Lee], [Lenny], [Luke], [Lucas], [Liam], [Lorraine], [Latasha], [Lauren], [Laquisha], [Livia], [Lydia], [Lila], [Lilly], [Lillian], [Lilith], [Lana], [Mason], [Mike], [Mickey], [Mario], [Manny], [Mark], [Marcus], [Martin], [Marty], [Matthew], [Matt], [Max], [Maximillian], [Marth], [Mia], [Marriah], [Maddison], [Maddie], [Marissa], [Miranda], [Mary], [Martha], [Melonie], [Melody], [Mel], [Minnie], [Nathan], [Nathaniel], [Nate], [Ned], [Nick], [Norman], [Nicholas], [Natasha], [Nicki], [Nora], [Nelly], [Nina], [Orville], [Oliver], [Orlando], [Owen], [Olsen], [Odin], [Olaf], [Ortega], [Olivia], [Patrick], [Pat], [Paul], [Perry], [Pinnochio], [Patrice], [Patricia], [Pennie], [Petunia], [Patti], [Pernelle], [Quade], [Quincy], [Quentin], [Quinn], [Roberto], [Robbie], [Rob], [Robert], [Roy], [Roland], [Ronald], [Richard], [Rick], [Ricky], [Rose], [Rosa], [Rhonda], [Rebecca], [Roberta], [Sparky], [Shiloh], [Stephen], [Steve], [Saul], [Sheen], [Shane], [Sean], [Sampson], [Samuel], [Sammy], [Stefan], [Sasha], [Sam], [Susan], [Suzy], [Shelby], [Samantha], [Sheila], [Sharon], [Sally], [Stephanie], [Sandra], [Sandy], [Sage], [Tim], [Thomas], [Thompson], [Tyson], [Tyler], [Tom], [Tyrone], [Timmothy], [Tamara], [Tabby], [Tabitha], [Tessa], [Tiara], [Tyra], [Uriel], [Ursala], [Uma], [Victor], [Vincent], [Vince], [Vance], [Vinny], [Velma], [Victoria], [Veronica], [Wilson], [Wally], [Wallace], [Will], [Wilard], [William], [Wilhelm], [Xavier], [Xandra], [Young], [Yvonne], [Yolanda], [Zach], [Zachary]]
S:Names <
Albert
Andrew
@ -795,7 +765,7 @@ entity {
Zachary
>
# A list of prefixes, which are used in the generation of boss names. May be empty. [default: [Sir], [Mister], [Madam], [Doctor], [Father], [Mother]]
# A list of prefixes, which are used in the generation of boss names. May be empty. [default: [Sir], [Mister], [Madam], [Doctor], [Father], [Mother], [Poppa]]
S:Prefixes <
Sir
Mister
@ -805,7 +775,7 @@ entity {
Mother
>
# A list of suffixes, which are used in the generation of boss names. A suffix is always preceeded by "The". May be empty. [default: [Mighty], [Supreme], [Superior], [Ultimate], [Lame], [Wimpy], [Curious], [Sneaky], [Pathetic], [Crying], [Eagle], [Errant], [Unholy], [Questionable], [Mean], [Hungry], [Thirsty], [Feeble], [Wise], [Sage], [Magical], [Mythical], [Legendary], [Not Very Nice], [Jerk], [Doctor], [Misunderstood], [Angry], [Knight], [Bishop], [Godly], [Special], [Toasty], [Shiny], [Shimmering], [Light], [Dark], [Odd-Smelling], [Funky], [Rock Smasher], [Son of Herobrine], [Cracked], [Sticky], [§kAlien§r], [Baby], [Manly], [Rough], [Scary], [Undoubtable], [Honest], [Non-Suspicious], [Boring], [Odd], [Lazy], [Super], [Nifty], [Ogre Slayer], [Pig Thief], [Dirt Digger], [Really Cool], [Doominator], [... Something]]
# A list of suffixes, which are used in the generation of boss names. A suffix is always preceeded by "The". May be empty. [default: [Mighty], [Supreme], [Superior], [Ultimate], [Lame], [Wimpy], [Curious], [Sneaky], [Pathetic], [Crying], [Eagle], [Errant], [Unholy], [Questionable], [Mean], [Hungry], [Thirsty], [Feeble], [Wise], [Sage], [Magical], [Mythical], [Legendary], [Not Very Nice], [Jerk], [Doctor], [Misunderstood], [Angry], [Knight], [Bishop], [Godly], [Special], [Toasty], [Shiny], [Shimmering], [Light], [Dark], [Odd-Smelling], [Funky], [Rock Smasher], [Son of Herobrine], [Cracked], [Sticky], [§kAlien§r], [Baby], [Manly], [Rough], [Scary], [Undoubtable], [Honest], [Non-Suspicious], [Boring], [Odd], [Lazy], [Super], [Nifty], [Ogre Slayer], [Pig Thief], [Dirt Digger], [Really Cool], [Doominator], [... Something], [Extra-Fishy], [Gorilla Slaughterer], [Marbles Winner]]
S:Suffixes <
Mighty
Supreme
@ -956,6 +926,19 @@ items {
Miner
>
# A list of root names for shields, used in the generation of item names. May not be empty. [default: [Shield], [Defender], [Ardent Defender], [Greatshield], [Blockade], [Bulwark], [Tower Shield], [Protector], [Aegis]]
S:shields <
Shield
Defender
Ardent Defender
Greatshield
Blockade
Bulwark
Tower Shield
Protector
Aegis
>
# A list of root names for shovels, used in the generation of item names. May not be empty. [default: [Shovel], [Spade], [Digger], [Excavator], [Trowel], [Scoop]]
S:shovels <
Shovel
@ -995,14 +978,12 @@ items {
tools {
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: undergarden:cloggrum_battleaxe, undergarden:cloggrum_sword, undergarden:cloggrum_pickaxe, undergarden:cloggrum_axe, undergarden:cloggrum_shovel, undergarden:cloggrum_hoe
# Repair Material: undergarden:cloggrum_ingot
# [default: ]
S:CLOGGRUM <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: minecraft:diamond_sword, minecraft:diamond_shovel, minecraft:diamond_pickaxe, minecraft:diamond_axe, minecraft:diamond_hoe
# Repair Material: minecraft:diamond
# [default: [Diamond], [Zircon], [Gemstone], [Jewel], [Crystal]]
S:DIAMOND <
Diamond
@ -1014,21 +995,18 @@ tools {
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: undergarden:forgotten_sword, undergarden:forgotten_pickaxe, undergarden:forgotten_axe, undergarden:forgotten_shovel, undergarden:forgotten_hoe
# Repair Material: undergarden:forgotten_ingot
# [default: ]
S:FORGOTTEN <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: undergarden:froststeel_sword, undergarden:froststeel_pickaxe, undergarden:froststeel_axe, undergarden:froststeel_shovel, undergarden:froststeel_hoe
# Repair Material: undergarden:froststeel_ingot
# [default: ]
S:FROSTSTEEL <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: minecraft:golden_sword, minecraft:golden_shovel, minecraft:golden_pickaxe, minecraft:golden_axe, minecraft:golden_hoe
# Repair Material: minecraft:gold_ingot
# [default: [Golden], [Gold], [Gilt], [Auric], [Ornate]]
S:GOLD <
Golden
@ -1040,7 +1018,6 @@ tools {
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: minecraft:iron_sword, minecraft:iron_shovel, minecraft:iron_pickaxe, minecraft:iron_axe, minecraft:iron_hoe
# Repair Material: minecraft:iron_ingot
# [default: [Iron], [Steel], [Ferrous], [Rusty], [Wrought Iron]]
S:IRON <
Iron
@ -1052,7 +1029,6 @@ tools {
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: minecraft:netherite_sword, minecraft:netherite_shovel, minecraft:netherite_pickaxe, minecraft:netherite_axe, minecraft:netherite_hoe
# Repair Material: minecraft:netherite_ingot
# [default: [Burnt], [Embered], [Fiery], [Hellborn], [Flameforged]]
S:NETHERITE <
Burnt
@ -1064,21 +1040,14 @@ tools {
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: byg:pendorite_axe, byg:pendorite_pickaxe, byg:pendorite_sword, byg:pendorite_battleaxe, byg:pendorite_shovel, byg:pendorite_hoe
# Repair Material: byg:pendorite_scraps
# [default: ]
S:PENDORITE <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: create:deforester
# Repair Material: create:refined_radiance
# [default: ]
S:RADIANT <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: minecraft:stone_sword, minecraft:stone_shovel, minecraft:stone_pickaxe, minecraft:stone_axe, minecraft:stone_hoe
# Repair Material: null
# [default: [Stone], [Rock], [Marble], [Cobblestone]]
S:STONE <
Stone
@ -1089,14 +1058,12 @@ tools {
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: undergarden:utheric_sword, undergarden:utheric_pickaxe, undergarden:utheric_axe, undergarden:utheric_shovel, undergarden:utheric_hoe
# Repair Material: undergarden:utherium_ingot
# [default: ]
S:UTHERIC <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: minecraft:wooden_sword, minecraft:wooden_shovel, minecraft:wooden_pickaxe, minecraft:wooden_axe, minecraft:wooden_hoe
# Repair Material: null
# [default: [Wooden], [Wood], [Hardwood], [Balsa Wood], [Mahogany], [Plywood]]
S:WOOD <
Wooden
@ -1109,140 +1076,120 @@ tools {
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:amphithere_macuahuitl
# Repair Material: iceandfire:amphithere_feather
# [default: ]
S:iceandfire_amphithere_macuahuitl <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:copper_sword, iceandfire:copper_shovel, iceandfire:copper_pickaxe, iceandfire:copper_axe, iceandfire:copper_hoe
# Repair Material: null
# [default: ]
S:iceandfire_copper_sword <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dragonbone_sword, iceandfire:dragonbone_shovel, iceandfire:dragonbone_pickaxe, iceandfire:dragonbone_axe, iceandfire:dragonbone_hoe
# Repair Material: iceandfire:dragonbone
# [default: ]
S:iceandfire_dragonbone_sword <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dragonbone_sword_fire
# Repair Material: iceandfire:dragonbone
# [default: ]
S:iceandfire_dragonbone_sword_fire <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dragonbone_sword_ice
# Repair Material: iceandfire:dragonbone
# [default: ]
S:iceandfire_dragonbone_sword_ice <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dragonbone_sword_lightning
# Repair Material: null
# [default: ]
S:iceandfire_dragonbone_sword_lightning <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dragonsteel_fire_sword, iceandfire:dragonsteel_fire_pickaxe, iceandfire:dragonsteel_fire_axe, iceandfire:dragonsteel_fire_shovel, iceandfire:dragonsteel_fire_hoe
# Repair Material: iceandfire:dragonsteel_fire_ingot
# [default: ]
S:iceandfire_dragonsteel_fire_sword <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dragonsteel_ice_sword, iceandfire:dragonsteel_ice_pickaxe, iceandfire:dragonsteel_ice_axe, iceandfire:dragonsteel_ice_shovel, iceandfire:dragonsteel_ice_hoe
# Repair Material: iceandfire:dragonsteel_ice_ingot
# [default: ]
S:iceandfire_dragonsteel_ice_sword <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dragonsteel_lightning_sword, iceandfire:dragonsteel_lightning_pickaxe, iceandfire:dragonsteel_lightning_axe, iceandfire:dragonsteel_lightning_shovel, iceandfire:dragonsteel_lightning_hoe
# Repair Material: iceandfire:dragonsteel_lightning_ingot
# [default: ]
S:iceandfire_dragonsteel_lightning_sword <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dread_knight_sword
# Repair Material: iceandfire:dread_shard
# [default: ]
S:iceandfire_dread_knight_sword <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dread_queen_sword
# Repair Material: null
# [default: ]
S:iceandfire_dread_queen_sword <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dread_sword
# Repair Material: iceandfire:dread_shard
# [default: ]
S:iceandfire_dread_sword <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:ghost_sword
# Repair Material: null
# [default: ]
S:iceandfire_ghost_sword <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:hippocampus_slapper
# Repair Material: iceandfire:shiny_scales
# [default: ]
S:iceandfire_hippocampus_slapper <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:hippogryph_sword
# Repair Material: iceandfire:hippogryph_talon
# [default: ]
S:iceandfire_hippogryph_sword <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:myrmex_desert_sword, iceandfire:myrmex_desert_sword_venom, iceandfire:myrmex_desert_shovel, iceandfire:myrmex_desert_pickaxe, iceandfire:myrmex_desert_axe, iceandfire:myrmex_desert_hoe, iceandfire:myrmex_jungle_sword, iceandfire:myrmex_jungle_sword_venom, iceandfire:myrmex_jungle_shovel, iceandfire:myrmex_jungle_pickaxe, iceandfire:myrmex_jungle_axe, iceandfire:myrmex_jungle_hoe
# Repair Material: iceandfire:myrmex_desert_chitin
# [default: ]
S:iceandfire_myrmex_desert_sword <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:silver_sword, iceandfire:silver_shovel, iceandfire:silver_pickaxe, iceandfire:silver_axe, iceandfire:silver_hoe
# Repair Material: iceandfire:silver_ingot
# [default: ]
S:iceandfire_silver_sword <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:stymphalian_bird_dagger
# Repair Material: iceandfire:stymphalian_bird_feather
# [default: ]
S:iceandfire_stymphalian_bird_dagger <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:troll_weapon_axe, iceandfire:troll_weapon_column, iceandfire:troll_weapon_column_forest, iceandfire:troll_weapon_column_frost, iceandfire:troll_weapon_hammer, iceandfire:troll_weapon_trunk, iceandfire:troll_weapon_trunk_frost
# Repair Material: minecraft:stone
# [default: ]
S:iceandfire_troll_weapon_axe <
>
# A list of material-based prefix names for this material group. May be empty.
# Items in this group: wstweaks:lava_blade, wstweaks:blaze_blade
# Repair Material: minecraft:nether_star
# [default: ]
S:wstweaks_lava_blade <
>

View File

@ -1,7 +1,11 @@
# Configuration file
wanderer {
# If new trades are added to the wandering merchant. [default: true]
# If the generic trade list will be cleared before datapack loaded trades are added. [default: false]
B:"Clear Generic Trades"=false
# If the rare trade list will be cleared before datapack loaded trades are added. [default: false]
B:"Clear Rare Trades"=false
B:"Enable New Trades"=true
}

View File

@ -4,12 +4,21 @@
showFoodValuesHudOverlay = true
#If true, shows your food exhaustion as a progress bar behind the hunger bars
showFoodExhaustionHudUnderlay = true
#Alpha value of the flashing icons at their most visible point (1.0 = fully opaque, 0.0 = fully transparent)
#Range: 0.0 ~ 1.0
maxHudOverlayFlashAlpha = 0.65
#If true, health/hunger overlay will shake to match Minecraft's icon animations
showVanillaAnimationsOverlay = true
#If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
showFoodStatsInDebugOverlay = true
#If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
showFoodValuesInTooltip = true
#If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT)
showFoodValuesInTooltipAlways = true
#If true, shows estimated health restored by food on the health bar
showFoodHealthHudOverlay = true
#If true, shows your current saturation level overlayed on the hunger bar
showSaturationHudOverlay = true
#If true, enables the hunger/saturation/health overlays for food in your off-hand
showFoodValuesHudOverlayWhenOffhand = true

View File

@ -1,30 +1,36 @@
#Affects how common artifacts are (does not affect mimics)
#When this is 1, the default artifact spawn rates will be used
#Values higher that 1 will decrease spawn rates while values lower than 1 will increase spawn rates
#Doubling this value will (roughly) halve the chance a container contains an artifact
#Setting this to 10000 will completely prevent artifacts from spawning
#When set to 0, every container that can contain artifacts will contain an artifact
#Range: 0.0 ~ 10000.0
artifact_rarity = 1.0
#To disable items or to change the frequency at which artifacts appear, override the loot tables from this mod with a datapack
#Cosmetic slots are disabled by default, they can be enabled using the Curios config, see https://github.com/TheIllusiveC4/Curios/wiki/How-to-Use:-Users#creating-a-new-slot-type
[campsite]
#Probability for an ore vein to generate underneath a campsite
#Range: 0 ~ 100
campsite_ore_chance = 25
#The maximum y-level at which a campsite can generate
#Range: 1 ~ 255
max_y = 45
#Whether to use wooden chests from other mods when generating campsites
#(keeping this enabled may make it easier to distinguish them from mimics)
use_modded_chests = true
#List of biome IDs in which campsites are not allowed to generate
#End and nether biomes are excluded by default
#To blacklist all biomes from a single mod, use "modid:*"
biome_blacklist = ["minecraft:void", "undergarden:*", "the_bumblezone:*"]
#Probability for a container of a campsite to be replaced by a mimic
#Range: 0.0 ~ 1.0
mimic_chance = 0.3
#The minimum y-level at which a campsite can generate
#Range: 1 ~ 255
campsite_min_y = 1
#The maximum y-level at which a campsite can generate
#Range: 0 ~ 255
campsite_max_y = 45
#Whether to use wooden chests from other mods when generating campsites, may make it easier to distinguish them from mimics
use_modded_chests = true
#Probability for a container of a campsite to be replaced by a mimic
#Range: 0 ~ 100
campsite_mimic_chance = 30
#List of biome IDs in which campsites are not allowed to generate. End and nether biomes are excluded by default.
# To blacklist all biomes from a single mod, use 'modid:*'
biome_blacklist = ["minecraft:void", "undergarden:*", "the_bumblezone:*"]
#Per-chunk probability (as a percentage) a campsite is attempted to be generated. Not every attempt succeeds, this also depends on the density and shape of caves
#Range: 0 ~ 100
campsite_chance = 8
[items]
#Cooldown in ticks for the Everlasting Beef and Eternal Steak items
#Range: > 0
eternal_food_cooldown = 300
min_y = 1
#Probability for an ore vein to generate underneath a campsite
#Range: 0.0 ~ 1.0
ore_chance = 0.25
#Rarity of campsites generating in the world
#The chance a campsite generates in a specific chunk is 1/rarity
#A rarity of 1 will generate a campsite in every chunk, while 10000 will generate no campsites
#Not every attempt at generating a campsite succeeds, this also depends on the density and shape of caves
#Range: 1 ~ 10000
rarity = 12

View File

@ -2,10 +2,10 @@
#Values for the minecraft:generic.max_health attribute.
[minecraft_generic_max_health]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 1.0
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
@ -13,10 +13,10 @@
#Values for the minecraft:generic.follow_range attribute.
[minecraft_generic_follow_range]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
@ -24,10 +24,10 @@
#Values for the minecraft:generic.knockback_resistance attribute.
[minecraft_generic_knockback_resistance]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
@ -35,10 +35,10 @@
#Values for the minecraft:generic.movement_speed attribute.
[minecraft_generic_movement_speed]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
@ -46,10 +46,10 @@
#Values for the minecraft:generic.flying_speed attribute.
[minecraft_generic_flying_speed]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
@ -57,10 +57,10 @@
#Values for the minecraft:generic.attack_damage attribute.
[minecraft_generic_attack_damage]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
@ -68,10 +68,10 @@
#Values for the minecraft:generic.attack_knockback attribute.
[minecraft_generic_attack_knockback]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
@ -79,10 +79,10 @@
#Values for the minecraft:generic.attack_speed attribute.
[minecraft_generic_attack_speed]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
@ -90,10 +90,10 @@
#Values for the minecraft:generic.armor attribute.
[minecraft_generic_armor]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
@ -101,10 +101,10 @@
#Values for the minecraft:generic.armor_toughness attribute.
[minecraft_generic_armor_toughness]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
@ -112,10 +112,10 @@
#Values for the minecraft:generic.luck attribute.
[minecraft_generic_luck]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
@ -123,10 +123,10 @@
#Values for the minecraft:zombie.spawn_reinforcements attribute.
[minecraft_zombie_spawn_reinforcements]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
@ -134,197 +134,10 @@
#Values for the minecraft:horse.jump_strength attribute.
[minecraft_horse_jump_strength]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the doggytalents:generic.jump_power attribute.
[doggytalents_generic_jump_power]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the doggytalents:generic.crit_chance attribute.
[doggytalents_generic_crit_chance]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the doggytalents:generic.crit_bonus attribute.
[doggytalents_generic_crit_bonus]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the forge:swim_speed attribute.
[forge_swim_speed]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the forge:nametag_distance attribute.
[forge_nametag_distance]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the forge:entity_gravity attribute.
[forge_entity_gravity]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the forge:reach_distance attribute.
[forge_reach_distance]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the apotheosis:draw_speed attribute.
[apotheosis_draw_speed]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the apotheosis:snipe_damage attribute.
[apotheosis_snipe_damage]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the apotheosis:fire_damage attribute.
[apotheosis_fire_damage]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the apotheosis:cold_damage attribute.
[apotheosis_cold_damage]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the apotheosis:life_steal attribute.
[apotheosis_life_steal]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the apotheosis:piercing_damage attribute.
[apotheosis_piercing_damage]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the apotheosis:current_hp_damage attribute.
[apotheosis_current_hp_damage]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the apotheosis:crit_chance attribute.
[apotheosis_crit_chance]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the apotheosis:crit_damage attribute.
[apotheosis_crit_damage]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the apotheosis:overhealing attribute.
[apotheosis_overhealing]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: 4.9E-324 ~ 1.7976931348623157E308
min = 4.9E-324
#The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true

View File

@ -11,6 +11,20 @@
#What is the % chance skeletons will shoot flaming arrows while on fire?
#Range: 0.0 ~ 1.0
flameArrowSkeletonChance = 0.7
#How long should Soulfire burn players if they try to punch it out?
#Range: > 0
soulfireHitBurnTime = 2
#Can players put out fire with bottled water?
extinguishWithBottledWater = true
#Should the fire/burning HUD overlay be hidden if the player has fire immunity?
hideFireOverlayWhenImmune = true
#Should skeletons shoot flaming arrows while on fire?
flameArrowSkeletons = true
#Should players be able to put out fire blocks by punching them?
punchOutFlames = true
#How long should Fire burn players if they try to punch it out?
#Range: > 0
fireHitBurnTime = 1
#Should fire damage spread between mobs when they hurt eachother? Zombies already do this and won't be changed.
fireDamageSpreads = true
#What is the % chance that fire damage will spread between mobs?
@ -18,6 +32,4 @@
fireDamageSpreadChance = 0.3
#Should having fire resistance stop things from being on fire visually?
fireResistanceExtinguish = true
#Should skeletons shoot flaming arrows while on fire?
flameArrowSkeletons = true

View File

@ -1,26 +1,4 @@
[The_End]
#
#Does BYG control The End?
ControlEnd = true
#
#End Biome Size.
#Default: 3
#Range: 0 ~ 10
IslandBiomeSize = 3
#
#End Biome Size
#Default: 3
#Range: 0 ~ 10
EndBiomeSize = 3
[The_End.Void]
#
#Void Biome(where small end islands generate in vanilla) size.
#Default: 3
#Range: 0 ~ 10
VoidBiomeSize = 2
[Overworld]
[Overworld.Ores]
@ -129,6 +107,28 @@
#Generate Rocky Stone?
GenerateRockyStone = true
[The_End]
#
#Does BYG control The End?
ControlEnd = true
#
#End Biome Size.
#Default: 3
#Range: 0 ~ 10
IslandBiomeSize = 3
#
#End Biome Size
#Default: 3
#Range: 0 ~ 10
EndBiomeSize = 3
[The_End.Void]
#
#Void Biome(where small end islands generate in vanilla) size.
#Default: 3
#Range: 0 ~ 10
VoidBiomeSize = 2
[The_Nether]
#
#Is the list of biomes a blacklist or whitelist?
@ -151,3 +151,68 @@
#Default: ""
BlacklistNether = ""
#End related settings
[end]
#Does BYG control The End?
#This only applies when making NEW worlds!
#Is not guaranteed to work in specific world types.
#You can find more info here in regards to specific world types: https://github.com/CorgiTaco/BYG/wiki/Enabling-BYG-Nether-&-End-Biomes
#For existing worlds, follow the steps listed here: https://wiki.griefed.de/SCP/edit-world.
controlEnd = true
#End Biome Size
#Default: 3
#Range: 1-10
endBiomeSize = 3
#Void Biome Size
#Default: 2
#Range: 1-10
voidBiomeSize = 2
#Nether related settings
[nether]
#Does BYG control The Nether?
#This only applies when making NEW worlds!
#Is not guaranteed to work in specific world types.
#You can find more info here in regards to specific world types: https://github.com/CorgiTaco/BYG/wiki/Enabling-BYG-Nether-&-End-Biomes
#For existing worlds, follow the steps listed here: https://wiki.griefed.de/SCP/edit-world.
controlNether = true
#Nether Biome Size
#Default: 3
#Range: 1-10
netherBiomeSize = 3
#BYG uses a prefix system for its ore spawns.
# Prefix Guide:
# "#" - Biome category representable.
# "$" - Biome dictionary representable.
# "," - Creates a new condition, separate from the previous.
# "ALL" - Spawn in all biomes(no condition).
# "!" - Negates/flips/does the reverse of the condition.
# "" - No prefix serves as a biome ID OR Mod ID representable.
#
# Here are a few examples:
#1. "byg#THE_END, $OCEAN" would mean that the ore may spawn in biomes with the name space "byg" AND in the "END" biome category, OR all biomes in the "OCEAN" dictionary.
#2. "byg:guiana_shield, #MESA" would mean that the ore may spawn in the "byg:guiana_shield" OR all biomes in the "MESA" category.
#3. "byg#ICY$MOUNTAIN" would mean that the ore may only spawn in biomes from byg in the "ICY" category and "MOUNTAIN" dictionary type.
#4. "!byg#DESERT" would mean that the ore may only spawn in biomes that are NOT from byg and NOT in the "DESERT" category.
#5. "ALL", spawn everywhere.
#6. "" Don't spawn anywhere.
[ores]
#What biome(s) does Ametrine spawn in? Default: "byg:shattered_viscal_isles".
ametrineSpawns = "byg:shattered_viscal_isles"
#What biome(s) does Budding Ametrine spawn in? Default: "byg:shattered_viscal_isles".
buddingAmetrineSpawns = "byg:shattered_viscal_isles"
#What biome(s) does Pendorite spawn in? Default: "byg:forest_fault".
pendoriteSpawns = "byg:forest_fault"
#What biome(s) does Therium spawn in? Default: "byg#THE_END".
theriumSpawns = "byg#THEEND"
#See the explanation for ores for configuring stones.
[stones]
#What biome(s) does Rocky Stone spawn in? Default: "!#THEEND#NETHER".
rockyStoneSpawns = "!#THEEND#NETHER"
#What biome(s) does Scoria Stone spawn in? Default: "!#THEEND#NETHER".
scoriaStoneSpawns = "!#THEEND#NETHER"
#What biome(s) does Soap Stone spawn in? Default: "!#THEEND#NETHER".
soapStoneSpawns = "!#THEEND#NETHER"

View File

@ -2,4 +2,7 @@
[general]
#True if citadel tracks entity properties(freezing, stone mobs, etc) on server. Turn this to false to solve some server lag, may break some stuff.
"Track Entities" = true
#Multiplies the count of entities spawned by this number. 0 = no entites added on chunk gen, 2 = twice as many entities added on chunk gen. Useful for many mods that add a lot of creatures, namely animals, to the spawn lists.
#Range: 0.0 ~ 100000.0
chunkGenSpawnModifier = 1.0

View File

@ -17,4 +17,7 @@ ovenFuelTimeMultiplier = 0.33000001311302185
ovenCookTimeMultiplier = 1.0
#Set this to true if you'd like the oven to only accept cooking oil as fuel (requires Pam's Harvestcraft)
ovenRequiresCookingOil = false
#Ex Compressum compatibility. Multiplier applied to the milk per tick for Compressed Cow in a Jar.
#Range: 0.0 ~ 3.4028234663852886E38
compressedCowJarMilkMultiplier = 9.0

View File

@ -1,6 +1,10 @@
#These settings affects both server and client
[Common]
#Whether or not to disable the RecipeBook in the CosmeticArmorInventory
CosArmorDisableRecipeBook = false
#Whether or not to keep items in cosmetic armor slots in the event of player death
CosArmorKeepThroughDeath = false
#Whether or not to disable the coshat command
CosArmorDisableCosHatCommand = false

View File

@ -1,166 +1,136 @@
[worldgen]
#
#
#Modify Create's impact on your terrain
[worldgen.v1]
#
[worldgen.v2]
#
#Prevents all worldgen added by Create from taking effect
disableWorldGen = false
#
#Forward caught TileEntityExceptions to the log at debug level.
logTeErrors = false
[worldgen.v1.copper_ore]
#No comment
[worldgen.v2.copper_ore]
#
#Range: > 0
minHeight = 40
#No comment
#Range: > 0
clusterCount = 2
#No comment
#Range: > 0
maxHeight = 86
#
#Whether to spawn this in your World
enable = true
#No comment
#Range: > 0
clusterSize = 18
[worldgen.v1.weathered_limestone]
#No comment
#Range: > 0
minHeight = 10
#No comment
#Range: 0.0 ~ 1.0
clusterChance = 0.03125
#No comment
#Range: > 0
maxHeight = 30
#
#Whether to spawn this in your World
enable = true
#No comment
#Range: > 0
clusterSize = 128
[worldgen.v1.zinc_ore]
#No comment
#Range: > 0
minHeight = 15
#No comment
#Range: > 0
clusterCount = 4
#No comment
#Range: > 0
maxHeight = 70
#
#Whether to spawn this in your World
enable = true
#No comment
#Range: > 0
clusterSize = 14
[worldgen.v1.zinc_ore_desert]
#No comment
#Range: > 0
minHeight = 10
#No comment
#Range: > 0
clusterCount = 5
#No comment
#
#Range: > 0
maxHeight = 85
#
#Whether to spawn this in your World
enable = true
#No comment
#
#Range: > 0
clusterSize = 17
clusterSize = 18
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 2.0
[worldgen.v1.limestone]
#No comment
[worldgen.v2.weathered_limestone]
#
#Range: > 0
minHeight = 10
#
#Range: > 0
maxHeight = 30
#
#Range: > 0
clusterSize = 128
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 0.015625
[worldgen.v2.zinc_ore]
#
#Range: > 0
minHeight = 15
#
#Range: > 0
maxHeight = 70
#
#Range: > 0
clusterSize = 14
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 4.0
[worldgen.v2.limestone]
#
#Range: > 0
minHeight = 30
#No comment
#Range: 0.0 ~ 1.0
clusterChance = 0.03125
#No comment
#
#Range: > 0
maxHeight = 70
#
#Whether to spawn this in your World
enable = true
#No comment
#
#Range: > 0
clusterSize = 128
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 0.015625
[worldgen.v1.dolomite]
#No comment
[worldgen.v2.dolomite]
#
#Range: > 0
minHeight = 20
#No comment
#Range: 0.0 ~ 1.0
clusterChance = 0.015625
#No comment
#
#Range: > 0
maxHeight = 70
#
#Whether to spawn this in your World
enable = true
#No comment
#
#Range: > 0
clusterSize = 128
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 0.015625
[worldgen.v1.copper_ore_ocean]
#No comment
[worldgen.v2.gabbro]
#
#Range: > 0
minHeight = 20
#No comment
#Range: > 0
clusterCount = 4
#No comment
#Range: > 0
maxHeight = 55
#
#Whether to spawn this in your World
enable = true
#No comment
#Range: > 0
clusterSize = 15
[worldgen.v1.gabbro]
#No comment
#Range: > 0
minHeight = 20
#No comment
#Range: 0.0 ~ 1.0
clusterChance = 0.015625
#No comment
#
#Range: > 0
maxHeight = 70
#
#Whether to spawn this in your World
enable = true
#No comment
#
#Range: > 0
clusterSize = 128
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 0.015625
[worldgen.v1.scoria]
#No comment
[worldgen.v2.scoria]
#
#Range: > 0
minHeight = 0
#No comment
#Range: 0.0 ~ 1.0
clusterChance = 0.03125
#No comment
#
#Range: > 0
maxHeight = 10
#
#Whether to spawn this in your World
enable = true
#No comment
#
#Range: > 0
clusterSize = 128
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 0.03125

View File

@ -80,6 +80,16 @@
#Range: 2 ~ 72000
speed = 180
[furnaces.furance_xp_drop]
# This value indicates when the furnace should 'overload' and spit out the xp stored.
# Default: 10, Recipes
#Range: 1 ~ 500
value = 10
# This value indicates when the furnace should 'overload' and spit out the xp stored.
# Default: 100000, Single recipe uses
#Range: 1 ~ 1000000
value_two = 100000
[furnaces.emerald_furnace]
# Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes.
@ -97,7 +107,7 @@
[furnaces.rainbow_furnace]
# Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes.
# Default: 200
# Default: 20
#Range: 2 ~ 72000
speed = 200
@ -123,6 +133,10 @@
[misc]
[misc.misc]
# Enable or disable the Rainbow Content
rainbow = true
# Given or not given the Rainbow Coal to our champion
coal = false
# Show furnace settings errors in chat, used for debugging
errors = false

View File

@ -7,4 +7,5 @@ showDevData = false
enchantsBlacklist = ["flimflam", "soulBound"]
hiddenTabs = []
dimensionsBlacklist = [-11]
disableLootManagerReloading = false

View File

@ -1,3 +1,4 @@
disableLootManagerReloading = false
hiddenTabs = []
#Range: 1 ~ 4
itemsPerRow = 4

View File

@ -4,10 +4,10 @@
"Enable fern blocks dropping seeds" = false
#Disable/enable tall grass blocks dropping seeds.
"Enable tall grass blocks dropping seeds" = false
#Disable/enable right-click harvesting of crops.
"Enable both for right-click harvesting for crops" = true
#Disable/enable grass blocks dropping seeds.
"Enable grass blocks dropping seeds" = false
#Disable/enable right-click harvesting of crops.
"Enable right-click harvesting for crops" = true
["Dimensions Settings"]
#Enter a dimension id to whitelist feature generation
@ -46,5 +46,5 @@
["Right-click Harvesting Settings"]
#Disable/enable right-click harvesting of crops
"Enable right-click harvesting for crops" = true
"Enable both for right-click harvesting for crops" = true

View File

@ -6,8 +6,6 @@
"Enable tall grass blocks dropping seeds" = false
#Disable/enable grass blocks dropping seeds.
"Enable grass blocks dropping seeds" = false
#Disable/enable right-click harvesting of crops.
"Enable right-click harvesting for crops" = true
["Dimensions Settings"]
#Enter a dimension id to whitelist feature generation
@ -126,7 +124,3 @@
#Should paperbark trees generate in world
"Generate paperbark trees" = true
["Right-click Harvesting Settings"]
#Disable/enable right-click harvesting of crops
"Enable right-click harvesting for crops" = true

View File

@ -44,32 +44,41 @@ displayTooLargePackets = true
#Entity spawn interval setting, determines how frequently entities are spawned overall. 1 = Vanilla default, default = 10
#Range: 1 ~ 1000
spawnInterval = 10
#List of entities excluded from beeing affected by dynamic entity updates: e.g. format : ["minecraft:zombie", "minecraft:creeper"]
excludedTickDistanceMobs = []
#Fix leash lag from entities on a leash, default = true
fixLeash = true
#Enable multithreading support for entities, requires fastCollisions to be enabled. default = true
multiEntities = true
#Disables block changes notifying all entity paths in the world, to possibly adjust their paths, disable with IE, incompat, default = true
disableNotifyOnBlockChange = true
#Slower updating of armor stands, default = true
slowArmorStands = true
#Enables improved entity collision and movement calculations for any non item entity, default = true
fastCollisions = true
#Enables less laggy entity item pickup, default = true
noLagItemPickup = true
#Enable multithreading support for entities, requires fastCollisions to be enabled. default = true
multiEntities = true
#Disables block changes notifying all entity paths in the world, to possibly adjust their paths, disable with IE, incompat, default = true
disableNotifyOnBlockChange = true
#Enables dynamic update distance, it will reduces entity updates when far away from the player, respecting the entities own update range. default = true. Requires restart
enableDynamicEntityUpdates = true
#Enables fast itemstack comparisons
fastItemCompare = true
#Entity density setting, determines how many entities are spawned overall. 1 = Vanilla default, 0.1 e.g 10x less than vanilla. 10 = 10x more than vanilla, default = 1
#Range: 0.01 ~ 100.0
entityDensity = 1.0
#Enables dynamic entity rendering, stops non-visible entities from beeing rendered but can sometimes cause a slight phasing-in delay. Usually a large boost to fps, default = true. Require restart
enableDynamicEntityRendering = true
#Enable fast inventory advancement triggers, many advancements based on items tend to lag the players, default = true
fastInventoryAdvancement = true
#Adapt entity speed to tps, makes entities struggle less with lag. default = true
adaptiveSpeed = true
#Entity dynamic update distance setting, reduces the entities own update range from players at which entities get slowed down, in chunks(16blocks). The higher you set this, the closer to the player entities will get slower updates. Default = 0
#Range: 0 ~ 1000
entityUpdateDistanceReduction = 0
#Enable faster pathfinding, default = true
fastPathFinding = true
["Entity AI Settings"]
#Sets the tick interval in which non-running AI tasks are rechecked. Vanilla default is 1(starting with 1.13+), this mods suggested default is 4(as it was in 1.12)
#Sets the tick interval in which non-running AI tasks are rechecked. Vanilla default is 1(starting with 1.13+), this mods suggested default is 4(as it was in vanilla 1.12)
#Range: 1 ~ 500
goalselectorrate = 4
#Enables a slower updated AI Fox find shelter goal, which causes too much load. default = true
@ -115,9 +124,15 @@ displayTooLargePackets = true
disableConfigReload = false
#Enable printing of world/chunk saves for debugging purposes, those normally happen every 5minutes. default = false
printWorldSaves = false
#Set the watchdog timeout for the integrated server in miliseconds, -1 Disables it. 1 second = 1000 miliseconds, default = 180000
#Range: -1 ~ 500000
singlePlayerWatchDogTimeout = 180000
#Set the ingame disconnect timeout for disconnecting players. Default = 60sec
#Range: 15 ~ 400
disconnectTimeout = 60
#Set the maximum allowed amount of same sounds playing at the same time. Lowers e.g. lag of flowing water and other cases where a sound is repeated a lot at once. Default = 10
#Range: 1 ~ 4000
maxSameSounds = 10
#List of mobs disallowed from spawning: e.g. format : ["minecraft:zombie", "minecraft:creeper"]
forbiddenMobs = []

View File

@ -1,8 +1,11 @@
placeSnowInBlock = true
snowGravity = true
snowAlwaysReplaceable = true
#Unavailable if TerraForged mod installed
snowAccumulationDuringSnowstorm = true
#Unavailable if TerraForged mod installed
snowAccumulationDuringSnowfall = false
#Unavailable if TerraForged mod installed
thinnerBoundingBox = true
snowMakingIce = true
snowOnIce = false
@ -15,4 +18,8 @@ replaceWorldFeature = true
sustainGrassIfLayerMoreThanOne = true
#If you want to uninstall this mod, you probably want to make snow-covered blocks back to normal via random tick.
retainOriginalBlocks = false
#9 = Unlimited
#Range: 1 ~ 9
snowAccumulationMaxLayers = 8
advancedBlockInteraction = true

View File

@ -19,8 +19,8 @@
#
#-----------------------------------------------------
#
# Spawn Productive Bees in The Bumblezone alongside regular
# bees at a 1/15th chance when spawning regular bees.
# Spawn Productive Bees in The Bumblezone and from Honey Brood Blocks
# alongside regular bees at a 1/15th chance when spawning regular bees.
#
spawnProductiveBeesBeesMob = true
#
@ -111,6 +111,12 @@
#
#-----------------------------------------------------
#
# Add new trades to Buzzier Bees's Beekeeper Villager.
#
allowBuzzierBeesTradeCompat = true
#
#-----------------------------------------------------
#
# How rare are powerful candles in Bee Dungeons.
# Higher numbers means more rare.
# Default rate is 2.
@ -162,6 +168,12 @@
#
#-----------------------------------------------------
#
# Add new trades to Resourceful Bees's Beekeeper Villager.
#
allowResorucefulBeesTradeCompat = true
#
#-----------------------------------------------------
#
# How much of Bee Dungeons is made of ore-based honeycombs.
# 0 is no or honeycombs, 1 is max ore honeycombs, and default is 0.3D
#
@ -189,8 +201,8 @@
#
#-----------------------------------------------------
#
# Spawn Resourceful Bees in The Bumblezone alongside regular
# bees at a 1/15th chance when spawning regular bees.
# Spawn Resourceful Bees in The Bumblezone and from Honey Brood Blocks
# alongside regular bees at a 1/15th chance when spawning regular bees.
#
spawnResourcefulBeesBeesMob = true
#
@ -220,3 +232,31 @@
#
allowPotionOfBeesCompat = true
["Mod Compatibility Options"."Pokecube Options"]
#
#-----------------------------------------------------
#
# Spawn Pokecube's bee-like pokemon in The Bumblezone and from Honey Brood Blocks.
#
spawnPokecubeBeePokemon = true
["Mod Compatibility Options"."Charm Options"]
#
#-----------------------------------------------------
#
# Spawn Charm Candles in Spider Infested Bee Dungeons.
#
allowCCandlesSpiderBeeDungeon = true
#
#-----------------------------------------------------
#
# Add new trades to Charm's Beekeeper Villager.
#
allowCharmTradeCompat = true
#
#-----------------------------------------------------
#
# Spawn Charm Candles in Bee Dungeons.
#
allowCCandlesBeeDungeon = true

View File

@ -7,6 +7,7 @@
enableEmptyTankButton = true
enableBackpackAbilities = true
#If true, backpack can only be worn by placing it in curios 'Back' slot
#WARNING - Remember to TAKE OFF BACKPACK BEFORE enabling or disabling this integration!! - if not you'll lose your backpack
curiosIntegration = false
enableSleepingBagSpawnPoint = false

View File

@ -1,26 +1,26 @@
[milestones]
#Number of hearts you start out with.
#Range: 0 ~ 1000
baseHearts = 7
#Number of hearts you gain for reaching a new milestone.
#Range: 0 ~ 1000
heartsPerMilestone = 1
#A list of numbers of unique foods you need to eat to unlock each milestone, in ascending order.
#A list of numbers of unique foods you need to eat to unlock each milestone, in ascending order. Naturally, adding more milestones lets you earn more hearts.
milestones = [5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80]
#Number of hearts you start out with.
#Range: 0 ~ 1000
baseHearts = 7
[filtering]
#The minimum hunger value foods need to provide in order to count for milestones, in half drumsticks.
#Range: 0 ~ 1000
minimumFoodValue = 4
#Foods in this list won't affect the player's health nor show up in the food book.
blacklist = []
#When this list contains anything, the blacklist is ignored and instead only foods from here count.
whitelist = []
#The minimum hunger value foods need to provide in order to count for milestones, in half drumsticks.
#Range: 0 ~ 1000
minimumFoodValue = 4
[miscellaneous]
#Whether or not to reset the food list on death, effectively losing all bonus hearts.
resetOnDeath = false
#If true, eating foods outside of survival mode (e.g. creative/adventure) is not tracked and thus does not contribute towards progression.
limitProgressionToSurvival = true
#Whether or not to reset the food list on death, effectively losing all bonus hearts.
resetOnDeath = false