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4 commits

Author SHA1 Message Date
Tristan Daniël Maat b17ac84693
Add new minecraft mod configuration files 2021-08-20 23:45:51 +01:00
Tristan Daniël Maat 544036d4e4
Update miscellaneous minecraft configs
Largely sensible changes, no complete rewrites without taking user
configuration into account like ice and fire.
2021-08-20 23:45:35 +01:00
Tristan Daniël Maat 196ad863c4
Update supplementaries config 2021-08-20 23:45:15 +01:00
Tristan Daniël Maat cd55c50224
Update ice and fire config
Yes, they completely changed the config format and didn't take into
account the user's changes.

I guess I shouldn't be expecting much from minecraft mod authors, but
damn.
2021-08-20 23:45:12 +01:00
89 changed files with 3876 additions and 1738 deletions

View file

@ -4,6 +4,12 @@
polarBearsAttackSeals = true polarBearsAttackSeals = true
#Whether bone serpents are neutral or hostile. #Whether bone serpents are neutral or hostile.
neutralBoneSerpents = false 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. #Whether Crimson Mosquitoes can transform into Warped Moscos if attacking a Mungus or any listed creature.
warpedMoscoTransformation = true warpedMoscoTransformation = true
#Whether wild raccoons steal food from chests. #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. #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 #Range: 0 ~ 2
mungusBiomeTransformationType = 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). #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"] 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. #Whether to disable certain aspects of the Lava Vision Potion. Enable if issues with shaders persist.
shadersCompat = false 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" #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 #1 out of this number chance for leaves to drop a banana when broken. Fortune is automatically factored in
#Range: > 0 #Range: > 0
bananaChance = 200 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. #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 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. #Whether fish oil gives players a special levitation effect.
fishOilMeme = true 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. #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 mimicubeSpawnInEndCity = true
#Whether bananas should drop from blocks tagged with #alexsmobs:drops_bananas #Whether bananas should drop from blocks tagged with #alexsmobs:drops_bananas
bananasDropFromLeaves = true 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. #Lava Opacity for the Lava Vision Potion.
#Range: 0.01 ~ 1.0 #Range: 0.01 ~ 1.0
lavaVisionOpacity = 0.65 lavaVisionOpacity = 0.65
@ -53,6 +83,12 @@
spidersAttackFlies = true spidersAttackFlies = true
#Whether wolves should target moose mobs. #Whether wolves should target moose mobs.
wolvesAttackMoose = true 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. #Whether wandering traders offer items like acacia blossoms, mosquito larva, crocodile egg, etc.
wanderingTraderOffers = true wanderingTraderOffers = true
@ -63,12 +99,9 @@
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
alligatorSnappingTurtleSpawnRolls = 1 alligatorSnappingTurtleSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: 0 ~ 1000 #Range: > 0
straddlerSpawnWeight = 85 frilledSharkSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
hummingbirdSpawnWeight = 39
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
stradpoleSpawnRolls = 3 stradpoleSpawnRolls = 3
@ -77,28 +110,13 @@
mantisShrimpSpawnWeight = 15 mantisShrimpSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
roadrunnerSpawnRolls = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
lobsterSpawnRolls = 0 lobsterSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #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 spectreSpawnWeight = 10
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #Range: 0 ~ 1000
endergradeSpawnWeight = 10 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 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
sealSpawnRolls = 0 sealSpawnRolls = 0
@ -107,13 +125,7 @@
sunbirdSpawnRolls = 15 sunbirdSpawnRolls = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
straddlerSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
shoebillSpawnRolls = 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 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #Range: 0 ~ 1000
sunbirdSpawnWeight = 2 sunbirdSpawnWeight = 2
@ -122,49 +134,25 @@
raccoonSpawnWeight = 10 raccoonSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #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 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 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #Range: 0 ~ 1000
mimicubeSpawnWeight = 40 mimicubeSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
blobfishSpawnRolls = 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 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
crowSpawnRolls = 0 crowSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #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 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #Range: 0 ~ 1000
blobfishSpawnWeight = 30 grizzlyBearSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
elephantSpawnRolls = 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 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #Range: 0 ~ 1000
caveCentipedeSpawnWeight = 8 caveCentipedeSpawnWeight = 8
@ -173,28 +161,22 @@
shoebillSpawnWeight = 10 shoebillSpawnWeight = 10
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #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 sealSpawnWeight = 30
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #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 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #Range: 0 ~ 1000
flySpawnWeight = 3 kangarooSpawnWeight = 25
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
snowLeopardSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #Range: 0 ~ 1000
rattlesnakeSpawnWeight = 12 rattlesnakeSpawnWeight = 12
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #Range: 0 ~ 1000
soulVultureSpawnWeight = 30 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 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #Range: 0 ~ 1000
mooseSpawnWeight = 15 mooseSpawnWeight = 15
@ -203,18 +185,15 @@
warpedMoscoSpawnRolls = 1000 warpedMoscoSpawnRolls = 1000
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
komodoDragonSpawnRolls = 1 platypusSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: 0 ~ 1000 #Range: > 0
crocodileSpawnWeight = 40 tarantulaHawkSpawnRolls = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
soulVultureSpawnRolls = 0 soulVultureSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
gusterSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
orcaSpawnRolls = 6 orcaSpawnRolls = 6
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #Range: 0 ~ 1000
@ -228,9 +207,6 @@
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
mimicubeSpawnRolls = 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. #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 #Range: 0 ~ 1000
warpedMoscoSpawnWeight = 1 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 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #Range: 0 ~ 1000
gazelleSpawnWeight = 40 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 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #Range: 0 ~ 1000
gorillaSpawnWeight = 50 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 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
flySpawnRolls = 1 flySpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #Range: 0 ~ 1000
lobsterSpawnWeight = 7 platypusSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
capuchinMonkeySpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
warpedToadSpawnRolls = 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 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000 #Range: 0 ~ 1000
orcaSpawnWeight = 2 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 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
hummingbirdSpawnRolls = 1 hummingbirdSpawnRolls = 1
@ -282,7 +399,17 @@
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0 #Range: > 0
hammerheadSharkSpawnRolls = 1 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 [general.spawning.uniqueSpawning]
crimsonMosquitoSpawnWeight = 15 #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

@ -0,0 +1,21 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mountain"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "forest"
}
]
]
}

View file

@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "beach"
}
]
]
}

View file

@ -0,0 +1,42 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "ocean"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "cold"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:lukewarm_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_lukewarm_ocean"
}
]
]
}

View file

@ -0,0 +1,18 @@
{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:nether_wastes"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:crystalline_chasm"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mesa"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "savanna"
}
]
]
}

View file

@ -0,0 +1,31 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "end"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:the_end"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:end_barrens"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:end_highlands"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:small_end_islands"
}
]
]
}

View file

@ -0,0 +1,32 @@
{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_lukewarm_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_cold_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_frozen_ocean"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mesa"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "savanna"
}
]
]
}

View file

@ -0,0 +1,26 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "jungle"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:bamboo_jungle"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:bamboo_jungle_hills"
}
]
]
}

View file

@ -0,0 +1,26 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "ocean"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "hot"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:deep_warm_ocean"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "river"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "cold"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:tundra_bog"
}
]
]
}

View file

@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "desert"
}
]
]
}

View file

@ -0,0 +1,36 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "savanna"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "forest"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "cold"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:jungle_egde"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:modified_jungle_edge"
}
]
]
}

View file

@ -0,0 +1,42 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:bamboo_jungle"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:bamboo_jungle_hills"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:bamboo_blossom_grove"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:cherry_blossom_grove"
}
]
]
}

View file

@ -0,0 +1,3 @@
{
"biomes": []
}

View file

@ -0,0 +1,212 @@
# Configuration file
armor {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 5]
I:Weight=5
}
armor_toughness {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 5]
I:Weight=5
}
arrow_catcher {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 1]
I:Weight=1
}
attack_speed {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 5]
I:Weight=5
}
cleave {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 3]
I:Weight=3
}
cold_damage {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 5]
I:Weight=5
}
crit_chance {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 2]
I:Weight=2
}
crit_damage {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 3]
I:Weight=3
}
current_hp_damage {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 2]
I:Weight=2
}
damage_chain {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 1]
I:Weight=1
}
disengage {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 3]
I:Weight=3
}
draw_speed {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 5]
I:Weight=5
}
eldritch_block {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 1]
I:Weight=1
}
enchantability {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 3]
I:Weight=3
}
execute {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 5]
I:Weight=5
}
fire_damage {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 5]
I:Weight=5
}
life_steal {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 3]
I:Weight=3
}
loot_pinata {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 2]
I:Weight=2
}
magic_arrow {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 1]
I:Weight=1
}
max_crit {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 1]
I:Weight=1
}
max_health {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 5]
I:Weight=5
}
movement_speed {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 5]
I:Weight=5
}
omnitool {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 2]
I:Weight=2
}
overheal {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 4]
I:Weight=4
}
piercing {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 0]
I:Weight=0
}
radius_mining {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 2]
I:Weight=2
}
reach_distance {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 3]
I:Weight=3
}
shield_damage {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 3]
I:Weight=3
}
shield_speed {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 5]
I:Weight=5
}
snare_hit {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 1]
I:Weight=1
}
snipe_damage {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 3]
I:Weight=3
}
spectral_shot {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 2]
I:Weight=2
}
spiked_shield {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 2]
I:Weight=2
}
teleport_drops {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 2]
I:Weight=2
}
torch_placement {
# The weight of this affix, relative to others that may apply to the same item. [range: 0 ~ 2147483647, default: 4]
I:Weight=4
}

View file

@ -1,24 +1,22 @@
# Configuration file # Configuration file
affixes { 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 I:"Random Affix Chance"=250
} }
bosses { bosses {
# A list of potions (registry names) that bosses cannot generate with. [default: [forbidden_arcanus:spectral_vision]]
S:"Blacklisted Potions" < S:"Blacklisted Potions" <
forbidden_arcanus:spectral_vision 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 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 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" < S:"Boss Spawner Mobs" <
3@minecraft:zombie 3@minecraft:zombie
3@minecraft:skeleton 3@minecraft:skeleton
@ -27,65 +25,32 @@ bosses {
1@minecraft:wither_skeleton 1@minecraft:wither_skeleton
1@minecraft:pillager 1@minecraft:pillager
> >
# The percent chance a boss has fire resistance. [range: 0.0 ~ 3.4028235E38, default: 1.0]
S:"Fire Resistance"=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 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 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 S:"Max Knockback Resist"=1.0
# The max regeneration level of bosses. [range: 0 ~ 2147483647, default: 2]
I:"Max Regen Level"=2 I:"Max Regen Level"=2
# The max resistance level of bosses. [range: 0 ~ 2147483647, default: 3]
I:"Max Resistance Level"=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 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 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 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 S:"Min Knockback Resist"=0.65
# The min regeneration level of bosses. [range: 0 ~ 2147483647, default: 0]
I:"Min Regen Level"=0 I:"Min Regen Level"=0
# The min resistance level of bosses. [range: 0 ~ 2147483647, default: 0]
I:"Min Resistance Level"=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 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 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 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 I:"Surface Boss Chance"=600
# If a lightning bolt strikes when a surface boss spawn occurs. [default: true] # If a lightning bolt strikes when a surface boss spawn occurs. [default: true]
B:"Surface Boss Lightning"=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 S:"Water Breathing"=1.0
} }
"brutal spawners" { "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" < S:"Brutal Potion Effects" <
minecraft:resistance@2 minecraft:resistance@2
minecraft:fire_resistance@1 minecraft:fire_resistance@1
@ -94,8 +59,6 @@ bosses {
minecraft:water_breathing@1 minecraft:water_breathing@1
minecraft:strength@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" < S:"Brutal Spawner Mobs" <
3@minecraft:zombie 3@minecraft:zombie
3@minecraft:skeleton 3@minecraft:skeleton
@ -107,17 +70,30 @@ bosses {
frequencies { frequencies {
# The chance (per chunk) for a boss to try spawning. [range: 0.0 ~ 1.0, default: 0.07]
S:"Boss Chance"=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 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 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 { 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]] # 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" < S:"Generation Biome Blacklist" <
@ -137,236 +113,97 @@ general {
S:"Generation Dimension Whitelist" < S:"Generation Dimension Whitelist" <
overworld 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" { "random spawners" {
# [range: 0 ~ 50, default: 1]
I:"alexsmobs:bone_serpent"=1 I:"alexsmobs:bone_serpent"=1
# [range: 0 ~ 50, default: 1]
I:"alexsmobs:bone_serpent_part"=1 I:"alexsmobs:bone_serpent_part"=1
# [range: 0 ~ 50, default: 1]
I:"alexsmobs:guster"=1 I:"alexsmobs:guster"=1
# [range: 0 ~ 50, default: 1]
I:"alexsmobs:mimicube"=1 I:"alexsmobs:mimicube"=1
# [range: 0 ~ 50, default: 1]
I:"alexsmobs:soul_vulture"=1 I:"alexsmobs:soul_vulture"=1
# [range: 0 ~ 50, default: 1]
I:"alexsmobs:straddler"=1 I:"alexsmobs:straddler"=1
# [range: 0 ~ 50, default: 1]
I:"alexsmobs:warped_mosco"=1 I:"alexsmobs:warped_mosco"=1
# [range: 0 ~ 50, default: 1]
I:"artifacts:mimic"=1 I:"artifacts:mimic"=1
# [range: 0 ~ 50, default: 8]
I:"minecraft:blaze"=8 I:"minecraft:blaze"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:cave_spider"=8 I:"minecraft:cave_spider"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:creeper"=8 I:"minecraft:creeper"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:drowned"=8 I:"minecraft:drowned"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:elder_guardian"=8 I:"minecraft:elder_guardian"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:ender_dragon"=8 I:"minecraft:ender_dragon"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:enderman"=8 I:"minecraft:enderman"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:endermite"=8 I:"minecraft:endermite"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:evoker"=8 I:"minecraft:evoker"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:ghast"=8 I:"minecraft:ghast"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:giant"=8 I:"minecraft:giant"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:guardian"=8 I:"minecraft:guardian"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:hoglin"=8 I:"minecraft:hoglin"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:husk"=8 I:"minecraft:husk"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:illusioner"=8 I:"minecraft:illusioner"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:magma_cube"=8 I:"minecraft:magma_cube"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:phantom"=8 I:"minecraft:phantom"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:piglin"=8 I:"minecraft:piglin"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:piglin_brute"=8 I:"minecraft:piglin_brute"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:pillager"=8 I:"minecraft:pillager"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:ravager"=8 I:"minecraft:ravager"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:shulker"=8 I:"minecraft:shulker"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:silverfish"=8 I:"minecraft:silverfish"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:skeleton"=8 I:"minecraft:skeleton"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:slime"=8 I:"minecraft:slime"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:spider"=8 I:"minecraft:spider"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:stray"=8 I:"minecraft:stray"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:vex"=8 I:"minecraft:vex"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:vindicator"=8 I:"minecraft:vindicator"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:witch"=8 I:"minecraft:witch"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:wither"=8 I:"minecraft:wither"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:wither_skeleton"=8 I:"minecraft:wither_skeleton"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:zoglin"=8 I:"minecraft:zoglin"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:zombie"=8 I:"minecraft:zombie"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:zombie_villager"=8 I:"minecraft:zombie_villager"=8
# [range: 0 ~ 50, default: 8]
I:"minecraft:zombified_piglin"=8 I:"minecraft:zombified_piglin"=8
# [range: 0 ~ 50, default: 1]
I:"quark:forgotten"=1 I:"quark:forgotten"=1
# [range: 0 ~ 50, default: 1]
I:"quark:wraith"=1 I:"quark:wraith"=1
# [range: 0 ~ 50, default: 1]
I:"quark:wrapped"=1 I:"quark:wrapped"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:brute"=1 I:"undergarden:brute"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:forgotten_guardian"=1 I:"undergarden:forgotten_guardian"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:masticator"=1 I:"undergarden:masticator"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:muncher"=1 I:"undergarden:muncher"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:nargoyle"=1 I:"undergarden:nargoyle"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:rotbeast"=1 I:"undergarden:rotbeast"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:rotdweller"=1 I:"undergarden:rotdweller"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:rotling"=1 I:"undergarden:rotling"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:rotwalker"=1 I:"undergarden:rotwalker"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:sploogie"=1 I:"undergarden:sploogie"=1
# [range: 0 ~ 50, default: 1]
I:"undergarden:stoneborn"=1 I:"undergarden:stoneborn"=1
} }
"spawner stats: brutal spawners" { "spawner stats: brutal spawners" {
# The maximum delay between spawns [range: 1 ~ 32767, default: 400]
I:"Max Delay"=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 I:"Max Nearby Entities"=6
# The minimum delay between spawns [range: 1 ~ 32767, default: 200]
I:"Min Delay"=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 I:"Player Range"=16
# The number of mobs that will spawn. [range: 1 ~ 32767, default: 6]
I:"Spawn Count"=6 I:"Spawn Count"=6
# The delay before first spawn on this spawner. [range: 1 ~ 32767, default: 20]
I:"Spawn Delay"=20 I:"Spawn Delay"=20
# The spawn range. [range: 1 ~ 32767, default: 4]
I:"Spawn Range"=4 I:"Spawn Range"=4
} }
"spawner stats: swarm spawners" { "spawner stats: swarm spawners" {
# The maximum delay between spawns [range: 1 ~ 32767, default: 300]
I:"Max Delay"=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 I:"Max Nearby Entities"=32
# The minimum delay between spawns [range: 1 ~ 32767, default: 75]
I:"Min Delay"=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 I:"Player Range"=8
# The number of mobs that will spawn. [range: 1 ~ 32767, default: 8]
I:"Spawn Count"=8 I:"Spawn Count"=8
# The delay before first spawn on this spawner. [range: 1 ~ 32767, default: 20]
I:"Spawn Delay"=20 I:"Spawn Delay"=20
# The spawn range. [range: 1 ~ 32767, default: 6]
I:"Spawn Range"=6 I:"Spawn Range"=6
} }
"swarm spawners" { "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" < S:"Swarm Spawner Mobs" <
4@minecraft:zombie 4@minecraft:zombie
2@minecraft:skeleton 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" { "minecraft:aqua_affinity" {
# The max level of this enchantment - normally 1. [range: 1 ~ 127, default: 1] # The max level of this enchantment - normally 1. [range: 1 ~ 127, default: 1]
I:"Max Level"=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 { armors {
# A list of material-based prefix names for this material group. May be empty. # 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 # Items in this group: byg:ametrine_helmet, byg:ametrine_chestplate, byg:ametrine_leggings, byg:ametrine_boots
# Repair Material: byg:ametrine_gems
# [default: ] # [default: ]
S:AMETRINE < S:AMETRINE <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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]] # [default: [Chainmail], [Chain], [Chain Link], [Scale]]
S:CHAIN < S:CHAIN <
Chainmail Chainmail
@ -21,14 +19,18 @@ armors {
# A list of material-based prefix names for this material group. May be empty. # 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 # Items in this group: undergarden:cloggrum_helmet, undergarden:cloggrum_chestplate, undergarden:cloggrum_leggings, undergarden:cloggrum_boots
# Repair Material: undergarden:cloggrum_ingot
# [default: ] # [default: ]
S:CLOGGRUM < 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. # 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 # 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]] # [default: [Diamond], [Zircon], [Gemstone], [Jewel], [Crystal]]
S:DIAMOND < S:DIAMOND <
Diamond Diamond
@ -40,14 +42,12 @@ armors {
# A list of material-based prefix names for this material group. May be empty. # 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 # Items in this group: undergarden:froststeel_helmet, undergarden:froststeel_chestplate, undergarden:froststeel_leggings, undergarden:froststeel_boots
# Repair Material: undergarden:froststeel_ingot
# [default: ] # [default: ]
S:FROSTSTEEL < S:FROSTSTEEL <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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]] # [default: [Golden], [Gold], [Gilt], [Auric], [Ornate]]
S:GOLD < S:GOLD <
Golden Golden
@ -59,7 +59,6 @@ armors {
# A list of material-based prefix names for this material group. May be empty. # 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 # 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]] # [default: [Iron], [Steel], [Ferrous], [Rusty], [Wrought Iron]]
S:IRON < S:IRON <
Iron Iron
@ -70,8 +69,7 @@ armors {
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # Items in this group: minecraft:leather_helmet, minecraft:leather_chestplate, minecraft:leather_leggings, minecraft:leather_boots, quark:forgotten_hat, quark:backpack
# Repair Material: minecraft:leather
# [default: [Leather], [Rawhide], [Lamellar], [Cow Skin]] # [default: [Leather], [Rawhide], [Lamellar], [Cow Skin]]
S:LEATHER < S:LEATHER <
Leather Leather
@ -82,14 +80,12 @@ armors {
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: undergarden:masticated_chestplate # Items in this group: undergarden:masticated_chestplate
# Repair Material: undergarden:masticator_scales
# [default: ] # [default: ]
S:MASTICATED < S:MASTICATED <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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]] # [default: [Burnt], [Embered], [Fiery], [Hellborn], [Flameforged]]
S:NETHERITE < S:NETHERITE <
Burnt Burnt
@ -101,7 +97,6 @@ armors {
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: minecraft:turtle_helmet # Items in this group: minecraft:turtle_helmet
# Repair Material: minecraft:scute
# [default: [Tortollan], [Very Tragic], [Environmental], [Organic]] # [default: [Tortollan], [Very Tragic], [Environmental], [Organic]]
S:TURTLE < S:TURTLE <
Tortollan Tortollan
@ -112,301 +107,276 @@ armors {
# A list of material-based prefix names for this material group. May be empty. # 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 # Items in this group: undergarden:utheric_helmet, undergarden:utheric_chestplate, undergarden:utheric_leggings, undergarden:utheric_boots
# Repair Material: undergarden:utherium_ingot
# [default: ] # [default: ]
S:UTHERIC < S:UTHERIC <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:centipede_leggings # Items in this group: alexsmobs:centipede_leggings
# Repair Material: alexsmobs:centipede_leg
# [default: ] # [default: ]
S:alexsmobs_centipede_leggings < S:alexsmobs_centipede_leggings <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:crocodile_chestplate # Items in this group: alexsmobs:crocodile_chestplate
# Repair Material: alexsmobs:crocodile_scute
# [default: ] # [default: ]
S:alexsmobs_crocodile_chestplate < 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. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:frontier_cap # Items in this group: alexsmobs:frontier_cap
# Repair Material: alexsmobs:raccoon_tail
# [default: ] # [default: ]
S:alexsmobs_frontier_cap < S:alexsmobs_frontier_cap <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:moose_headgear # Items in this group: alexsmobs:moose_headgear
# Repair Material: alexsmobs:moose_antler
# [default: ] # [default: ]
S:alexsmobs_moose_headgear < S:alexsmobs_moose_headgear <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:roadrunner_boots # Items in this group: alexsmobs:roadrunner_boots
# Repair Material: alexsmobs:roadrunner_feather
# [default: ] # [default: ]
S:alexsmobs_roadrunner_boots < S:alexsmobs_roadrunner_boots <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:sombrero # Items in this group: alexsmobs:sombrero
# Repair Material: minecraft:hay_block
# [default: ] # [default: ]
S:alexsmobs_sombrero < S:alexsmobs_sombrero <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: alexsmobs:spiked_turtle_shell # Items in this group: alexsmobs:spiked_turtle_shell
# Repair Material: null
# [default: ] # [default: ]
S:alexsmobs_spiked_turtle_shell < 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. # 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 # 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: ] # [default: ]
S:iceandfire_armor_amythest_helmet < S:iceandfire_armor_amythest_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_armor_black_helmet < S:iceandfire_armor_black_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_armor_blue_helmet < S:iceandfire_armor_blue_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_armor_bronze_helmet < S:iceandfire_armor_bronze_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_armor_copper_helmet < S:iceandfire_armor_copper_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_armor_copper_metal_helmet < S:iceandfire_armor_copper_metal_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_armor_electric_helmet < S:iceandfire_armor_electric_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_armor_gray_helmet < S:iceandfire_armor_gray_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_armor_green_helmet < S:iceandfire_armor_green_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_armor_red_helmet < S:iceandfire_armor_red_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_armor_sapphire_helmet < S:iceandfire_armor_sapphire_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_armor_silver_helmet < S:iceandfire_armor_silver_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_armor_silver_metal_helmet < S:iceandfire_armor_silver_metal_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_armor_white_helmet < S:iceandfire_armor_white_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:blindfold # Items in this group: iceandfire:blindfold
# Repair Material: minecraft:string
# [default: ] # [default: ]
S:iceandfire_blindfold < S:iceandfire_blindfold <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_deathworm_red_helmet < S:iceandfire_deathworm_red_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_deathworm_white_helmet < S:iceandfire_deathworm_white_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_deathworm_yellow_helmet < S:iceandfire_deathworm_yellow_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_dragonsteel_fire_helmet < S:iceandfire_dragonsteel_fire_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_dragonsteel_ice_helmet < S:iceandfire_dragonsteel_ice_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_dragonsteel_lightning_helmet < S:iceandfire_dragonsteel_lightning_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:earplugs # Items in this group: iceandfire:earplugs
# Repair Material: minecraft:oak_button
# [default: ] # [default: ]
S:iceandfire_earplugs < S:iceandfire_earplugs <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_forest_troll_leather_helmet < S:iceandfire_forest_troll_leather_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_frost_troll_leather_helmet < S:iceandfire_frost_troll_leather_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_mountain_troll_leather_helmet < S:iceandfire_mountain_troll_leather_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_myrmex_desert_helmet < S:iceandfire_myrmex_desert_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_myrmex_jungle_helmet < S:iceandfire_myrmex_jungle_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # Items in this group: iceandfire:sheep_helmet, iceandfire:sheep_chestplate, iceandfire:sheep_leggings, iceandfire:sheep_boots
# Repair Material: minecraft:white_wool
# [default: ] # [default: ]
S:iceandfire_sheep_helmet < S:iceandfire_sheep_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_tide_blue_helmet < S:iceandfire_tide_blue_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_tide_bronze_helmet < S:iceandfire_tide_bronze_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_tide_deepblue_helmet < S:iceandfire_tide_deepblue_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_tide_green_helmet < S:iceandfire_tide_green_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_tide_purple_helmet < S:iceandfire_tide_purple_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_tide_red_helmet < S:iceandfire_tide_red_helmet <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_tide_teal_helmet < S:iceandfire_tide_teal_helmet <
> >
@ -414,7 +384,7 @@ armors {
entity { 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" < S:"Name Parts" <
Grab Grab
Thar Thar
@ -486,7 +456,7 @@ entity {
Hell 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 < S:Names <
Albert Albert
Andrew Andrew
@ -795,7 +765,7 @@ entity {
Zachary 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 < S:Prefixes <
Sir Sir
Mister Mister
@ -805,7 +775,7 @@ entity {
Mother 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 < S:Suffixes <
Mighty Mighty
Supreme Supreme
@ -956,6 +926,19 @@ items {
Miner 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]] # 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 < S:shovels <
Shovel Shovel
@ -995,14 +978,12 @@ items {
tools { tools {
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:CLOGGRUM < S:CLOGGRUM <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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]] # [default: [Diamond], [Zircon], [Gemstone], [Jewel], [Crystal]]
S:DIAMOND < S:DIAMOND <
Diamond Diamond
@ -1014,21 +995,18 @@ tools {
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:FORGOTTEN < S:FORGOTTEN <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:FROSTSTEEL < S:FROSTSTEEL <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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]] # [default: [Golden], [Gold], [Gilt], [Auric], [Ornate]]
S:GOLD < S:GOLD <
Golden Golden
@ -1040,7 +1018,6 @@ tools {
# A list of material-based prefix names for this material group. May be empty. # 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 # 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]] # [default: [Iron], [Steel], [Ferrous], [Rusty], [Wrought Iron]]
S:IRON < S:IRON <
Iron Iron
@ -1052,7 +1029,6 @@ tools {
# A list of material-based prefix names for this material group. May be empty. # 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 # 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]] # [default: [Burnt], [Embered], [Fiery], [Hellborn], [Flameforged]]
S:NETHERITE < S:NETHERITE <
Burnt Burnt
@ -1064,21 +1040,14 @@ tools {
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:PENDORITE < 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 < S:RADIANT <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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]] # [default: [Stone], [Rock], [Marble], [Cobblestone]]
S:STONE < S:STONE <
Stone Stone
@ -1089,14 +1058,12 @@ tools {
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:UTHERIC < S:UTHERIC <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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]] # [default: [Wooden], [Wood], [Hardwood], [Balsa Wood], [Mahogany], [Plywood]]
S:WOOD < S:WOOD <
Wooden Wooden
@ -1109,140 +1076,120 @@ tools {
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:amphithere_macuahuitl # Items in this group: iceandfire:amphithere_macuahuitl
# Repair Material: iceandfire:amphithere_feather
# [default: ] # [default: ]
S:iceandfire_amphithere_macuahuitl < S:iceandfire_amphithere_macuahuitl <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # Items in this group: iceandfire:copper_sword, iceandfire:copper_shovel, iceandfire:copper_pickaxe, iceandfire:copper_axe, iceandfire:copper_hoe
# Repair Material: null
# [default: ] # [default: ]
S:iceandfire_copper_sword < S:iceandfire_copper_sword <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # Items in this group: iceandfire:dragonbone_sword, iceandfire:dragonbone_shovel, iceandfire:dragonbone_pickaxe, iceandfire:dragonbone_axe, iceandfire:dragonbone_hoe
# Repair Material: iceandfire:dragonbone
# [default: ] # [default: ]
S:iceandfire_dragonbone_sword < S:iceandfire_dragonbone_sword <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dragonbone_sword_fire # Items in this group: iceandfire:dragonbone_sword_fire
# Repair Material: iceandfire:dragonbone
# [default: ] # [default: ]
S:iceandfire_dragonbone_sword_fire < S:iceandfire_dragonbone_sword_fire <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dragonbone_sword_ice # Items in this group: iceandfire:dragonbone_sword_ice
# Repair Material: iceandfire:dragonbone
# [default: ] # [default: ]
S:iceandfire_dragonbone_sword_ice < S:iceandfire_dragonbone_sword_ice <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dragonbone_sword_lightning # Items in this group: iceandfire:dragonbone_sword_lightning
# Repair Material: null
# [default: ] # [default: ]
S:iceandfire_dragonbone_sword_lightning < S:iceandfire_dragonbone_sword_lightning <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_dragonsteel_fire_sword < S:iceandfire_dragonsteel_fire_sword <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_dragonsteel_ice_sword < S:iceandfire_dragonsteel_ice_sword <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_dragonsteel_lightning_sword < S:iceandfire_dragonsteel_lightning_sword <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dread_knight_sword # Items in this group: iceandfire:dread_knight_sword
# Repair Material: iceandfire:dread_shard
# [default: ] # [default: ]
S:iceandfire_dread_knight_sword < S:iceandfire_dread_knight_sword <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dread_queen_sword # Items in this group: iceandfire:dread_queen_sword
# Repair Material: null
# [default: ] # [default: ]
S:iceandfire_dread_queen_sword < S:iceandfire_dread_queen_sword <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:dread_sword # Items in this group: iceandfire:dread_sword
# Repair Material: iceandfire:dread_shard
# [default: ] # [default: ]
S:iceandfire_dread_sword < S:iceandfire_dread_sword <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:ghost_sword # Items in this group: iceandfire:ghost_sword
# Repair Material: null
# [default: ] # [default: ]
S:iceandfire_ghost_sword < S:iceandfire_ghost_sword <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:hippocampus_slapper # Items in this group: iceandfire:hippocampus_slapper
# Repair Material: iceandfire:shiny_scales
# [default: ] # [default: ]
S:iceandfire_hippocampus_slapper < S:iceandfire_hippocampus_slapper <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:hippogryph_sword # Items in this group: iceandfire:hippogryph_sword
# Repair Material: iceandfire:hippogryph_talon
# [default: ] # [default: ]
S:iceandfire_hippogryph_sword < S:iceandfire_hippogryph_sword <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_myrmex_desert_sword < S:iceandfire_myrmex_desert_sword <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_silver_sword < S:iceandfire_silver_sword <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: iceandfire:stymphalian_bird_dagger # Items in this group: iceandfire:stymphalian_bird_dagger
# Repair Material: iceandfire:stymphalian_bird_feather
# [default: ] # [default: ]
S:iceandfire_stymphalian_bird_dagger < S:iceandfire_stymphalian_bird_dagger <
> >
# A list of material-based prefix names for this material group. May be empty. # 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 # 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: ] # [default: ]
S:iceandfire_troll_weapon_axe < S:iceandfire_troll_weapon_axe <
> >
# A list of material-based prefix names for this material group. May be empty. # A list of material-based prefix names for this material group. May be empty.
# Items in this group: wstweaks:lava_blade, wstweaks:blaze_blade # Items in this group: wstweaks:lava_blade, wstweaks:blaze_blade
# Repair Material: minecraft:nether_star
# [default: ] # [default: ]
S:wstweaks_lava_blade < S:wstweaks_lava_blade <
> >

View file

@ -1,7 +1,11 @@
# Configuration file # Configuration file
wanderer { 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 B:"Enable New Trades"=true
} }

View file

@ -4,12 +4,21 @@
showFoodValuesHudOverlay = true showFoodValuesHudOverlay = true
#If true, shows your food exhaustion as a progress bar behind the hunger bars #If true, shows your food exhaustion as a progress bar behind the hunger bars
showFoodExhaustionHudUnderlay = true 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 #If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
showFoodStatsInDebugOverlay = true showFoodStatsInDebugOverlay = true
#If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT #If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
showFoodValuesInTooltip = true showFoodValuesInTooltip = true
#If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT) #If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT)
showFoodValuesInTooltipAlways = true 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 #If true, shows your current saturation level overlayed on the hunger bar
showSaturationHudOverlay = true 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] [campsite]
#Probability for an ore vein to generate underneath a campsite #The maximum y-level at which a campsite can generate
#Range: 0 ~ 100 #Range: 1 ~ 255
campsite_ore_chance = 25 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 #The minimum y-level at which a campsite can generate
#Range: 1 ~ 255 #Range: 1 ~ 255
campsite_min_y = 1 min_y = 1
#The maximum y-level at which a campsite can generate #Probability for an ore vein to generate underneath a campsite
#Range: 0 ~ 255 #Range: 0.0 ~ 1.0
campsite_max_y = 45 ore_chance = 0.25
#Whether to use wooden chests from other mods when generating campsites, may make it easier to distinguish them from mimics #Rarity of campsites generating in the world
use_modded_chests = true #The chance a campsite generates in a specific chunk is 1/rarity
#Probability for a container of a campsite to be replaced by a mimic #A rarity of 1 will generate a campsite in every chunk, while 10000 will generate no campsites
#Range: 0 ~ 100 #Not every attempt at generating a campsite succeeds, this also depends on the density and shape of caves
campsite_mimic_chance = 30 #Range: 1 ~ 10000
#List of biome IDs in which campsites are not allowed to generate. End and nether biomes are excluded by default. rarity = 12
# 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

View file

@ -2,10 +2,10 @@
#Values for the minecraft:generic.max_health attribute. #Values for the minecraft:generic.max_health attribute.
[minecraft_generic_max_health] [minecraft_generic_max_health]
#The minimum vallue for the attribute. Changing this may have unforseen consequences. #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 min = 1.0
#The maximum value for the attribute. #The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0 max = 65536.0
#Whether or not this attribute should be modified. #Whether or not this attribute should be modified.
enabled = true enabled = true
@ -13,10 +13,10 @@
#Values for the minecraft:generic.follow_range attribute. #Values for the minecraft:generic.follow_range attribute.
[minecraft_generic_follow_range] [minecraft_generic_follow_range]
#The minimum vallue for the attribute. Changing this may have unforseen consequences. #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 min = 4.9E-324
#The maximum value for the attribute. #The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0 max = 65536.0
#Whether or not this attribute should be modified. #Whether or not this attribute should be modified.
enabled = true enabled = true
@ -24,10 +24,10 @@
#Values for the minecraft:generic.knockback_resistance attribute. #Values for the minecraft:generic.knockback_resistance attribute.
[minecraft_generic_knockback_resistance] [minecraft_generic_knockback_resistance]
#The minimum vallue for the attribute. Changing this may have unforseen consequences. #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 min = 4.9E-324
#The maximum value for the attribute. #The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0 max = 65536.0
#Whether or not this attribute should be modified. #Whether or not this attribute should be modified.
enabled = true enabled = true
@ -35,10 +35,10 @@
#Values for the minecraft:generic.movement_speed attribute. #Values for the minecraft:generic.movement_speed attribute.
[minecraft_generic_movement_speed] [minecraft_generic_movement_speed]
#The minimum vallue for the attribute. Changing this may have unforseen consequences. #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 min = 4.9E-324
#The maximum value for the attribute. #The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0 max = 65536.0
#Whether or not this attribute should be modified. #Whether or not this attribute should be modified.
enabled = true enabled = true
@ -46,10 +46,10 @@
#Values for the minecraft:generic.flying_speed attribute. #Values for the minecraft:generic.flying_speed attribute.
[minecraft_generic_flying_speed] [minecraft_generic_flying_speed]
#The minimum vallue for the attribute. Changing this may have unforseen consequences. #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 min = 4.9E-324
#The maximum value for the attribute. #The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0 max = 65536.0
#Whether or not this attribute should be modified. #Whether or not this attribute should be modified.
enabled = true enabled = true
@ -57,10 +57,10 @@
#Values for the minecraft:generic.attack_damage attribute. #Values for the minecraft:generic.attack_damage attribute.
[minecraft_generic_attack_damage] [minecraft_generic_attack_damage]
#The minimum vallue for the attribute. Changing this may have unforseen consequences. #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 min = 4.9E-324
#The maximum value for the attribute. #The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0 max = 65536.0
#Whether or not this attribute should be modified. #Whether or not this attribute should be modified.
enabled = true enabled = true
@ -68,10 +68,10 @@
#Values for the minecraft:generic.attack_knockback attribute. #Values for the minecraft:generic.attack_knockback attribute.
[minecraft_generic_attack_knockback] [minecraft_generic_attack_knockback]
#The minimum vallue for the attribute. Changing this may have unforseen consequences. #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 min = 4.9E-324
#The maximum value for the attribute. #The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0 max = 65536.0
#Whether or not this attribute should be modified. #Whether or not this attribute should be modified.
enabled = true enabled = true
@ -79,10 +79,10 @@
#Values for the minecraft:generic.attack_speed attribute. #Values for the minecraft:generic.attack_speed attribute.
[minecraft_generic_attack_speed] [minecraft_generic_attack_speed]
#The minimum vallue for the attribute. Changing this may have unforseen consequences. #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 min = 4.9E-324
#The maximum value for the attribute. #The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0 max = 65536.0
#Whether or not this attribute should be modified. #Whether or not this attribute should be modified.
enabled = true enabled = true
@ -90,10 +90,10 @@
#Values for the minecraft:generic.armor attribute. #Values for the minecraft:generic.armor attribute.
[minecraft_generic_armor] [minecraft_generic_armor]
#The minimum vallue for the attribute. Changing this may have unforseen consequences. #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 min = 4.9E-324
#The maximum value for the attribute. #The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0 max = 65536.0
#Whether or not this attribute should be modified. #Whether or not this attribute should be modified.
enabled = true enabled = true
@ -101,10 +101,10 @@
#Values for the minecraft:generic.armor_toughness attribute. #Values for the minecraft:generic.armor_toughness attribute.
[minecraft_generic_armor_toughness] [minecraft_generic_armor_toughness]
#The minimum vallue for the attribute. Changing this may have unforseen consequences. #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 min = 4.9E-324
#The maximum value for the attribute. #The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0 max = 65536.0
#Whether or not this attribute should be modified. #Whether or not this attribute should be modified.
enabled = true enabled = true
@ -112,10 +112,10 @@
#Values for the minecraft:generic.luck attribute. #Values for the minecraft:generic.luck attribute.
[minecraft_generic_luck] [minecraft_generic_luck]
#The minimum vallue for the attribute. Changing this may have unforseen consequences. #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 min = 4.9E-324
#The maximum value for the attribute. #The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0 max = 65536.0
#Whether or not this attribute should be modified. #Whether or not this attribute should be modified.
enabled = true enabled = true
@ -123,10 +123,10 @@
#Values for the minecraft:zombie.spawn_reinforcements attribute. #Values for the minecraft:zombie.spawn_reinforcements attribute.
[minecraft_zombie_spawn_reinforcements] [minecraft_zombie_spawn_reinforcements]
#The minimum vallue for the attribute. Changing this may have unforseen consequences. #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 min = 4.9E-324
#The maximum value for the attribute. #The maximum value for the attribute.
#Range: 4.9E-324 ~ 1.7976931348623157E308 #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0 max = 65536.0
#Whether or not this attribute should be modified. #Whether or not this attribute should be modified.
enabled = true enabled = true
@ -134,197 +134,10 @@
#Values for the minecraft:horse.jump_strength attribute. #Values for the minecraft:horse.jump_strength attribute.
[minecraft_horse_jump_strength] [minecraft_horse_jump_strength]
#The minimum vallue for the attribute. Changing this may have unforseen consequences. #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 min = 4.9E-324
#The maximum value for the attribute. #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
#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
max = 65536.0 max = 65536.0
#Whether or not this attribute should be modified. #Whether or not this attribute should be modified.
enabled = true enabled = true

View file

@ -11,6 +11,20 @@
#What is the % chance skeletons will shoot flaming arrows while on fire? #What is the % chance skeletons will shoot flaming arrows while on fire?
#Range: 0.0 ~ 1.0 #Range: 0.0 ~ 1.0
flameArrowSkeletonChance = 0.7 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. #Should fire damage spread between mobs when they hurt eachother? Zombies already do this and won't be changed.
fireDamageSpreads = true fireDamageSpreads = true
#What is the % chance that fire damage will spread between mobs? #What is the % chance that fire damage will spread between mobs?
@ -18,6 +32,4 @@
fireDamageSpreadChance = 0.3 fireDamageSpreadChance = 0.3
#Should having fire resistance stop things from being on fire visually? #Should having fire resistance stop things from being on fire visually?
fireResistanceExtinguish = true fireResistanceExtinguish = true
#Should skeletons shoot flaming arrows while on fire?
flameArrowSkeletons = true

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@ -0,0 +1,69 @@
######################################################
# README for the rifts.json and monoliths.json files #
######################################################
NOTE -- EDITING THE rifts.json and monoliths.json FILES REQUIRES A MINECRAFT RESTART TO UPDATE!
Each of these JSON files contains the 'variants' property, which is a list of all the rifts and monoliths to spawn, respectively.
Each dimensional rift in rifts.json is an object with the following properties:
- blockSelector: A BlockSetSelector describing the blocks this rift is made of.
See the bottom of this README for documentation on BlockSetSelectors.
- fluidColor: The color of ANY DIMENSIONAL PLASMA IN THIS DIMENSION. Keep in mind this hue is added to the base purple hue
- red: Any hex string from 00 to FF.
- green: Any hex string from 00 to FF.
- blue: Any hex string from 00 to FF.
- alpha: Any hex string from 00 to FF.
- minY: The minimum y-coordinate a rift can spawn at.
- maxY: The maximum y-coordinate a rift can spawn at.
- playerTeleportedMinY: The minimum y-coordinate a player can be teleported to in the target dimension.
- playerTeleportedMaxY: The maximum y-coordinate a player can be teleported to in the target dimension.
- spawnDimension: The dimension this rift will spawn in. This MUST be distinct for each variant! In other words - only ONE variant per dimension!
- targetDimension: The dimension this rift will teleport you to. This does not have to be distinct for each variant.
- spawnChance: The chance of a Rift spawning.
- spawnPlatformBlock: Sometimes, when teleporting the player, a small 3x3 platform is generated for the player to stand on.
This is the block the platform will be made of. Should be a block that matches the target dimension well.
Each monolith in monoliths.json is an object with the following properties:
- stairSelector: A BlockSetSelector describing the stairs on the perimeter of this monolith.
- cornerSelector: A BlockSetSelector describing the blocks on the corners of this monolith.
- insideSelector: A BlockSetSelector describing the blocks making up the inside of this monolith.
- fenceSelector: A BlockSetSelector describing the fences used in this monolith.
- powerBlock: The block required to power this monolith.
- decorationBlock: The block in the four corners of the power grid at the center of this monolith.
- beamStopBlocks: A list of blocks through which the beams of ANY RECLAIMERS PLACED IN THIS DIMENSION cannot pass.
- unpoweredBeamColor: The color of the beam of ANY RECLAIMER IN THIS DIMENSION, when UNPOWERED.
- red: Any hex string from 00 to FF.
- green: Any hex string from 00 to FF.
- blue: Any hex string from 00 to FF.
- alpha: Any hex string from 00 to FF.
- poweredBeamColor: The color of the beam of ANY RECLAIMER IN THIS DIMENSION, when POWERED.
- red: Any hex string from 00 to FF.
- green: Any hex string from 00 to FF.
- blue: Any hex string from 00 to FF.
- alpha: Any hex string from 00 to FF.
- minY: The minimum y-coordinate this monolith can spawn at.
- maxY: The maximum y-coordinate this monolith can spawn at.
- playerTeleportedMinY: The minimum y-coordinate a player can be teleported to in the target dimension.
- playerTeleportedMaxY: The maximum y-coordinate a player can be teleported to in the target dimension.
- spawnDimension: The dimension this monolith will spawn in. This MUST be distinct for each variant! In other words - only ONE variant per dimension!
- targetDimension: The dimension this monolith will teleport you to. This does not have to be distinct for each variant.
- spawnChance: The chance of a Monolith spawning.
BlockSetSelector information:
A BlockSetSelector describes a set of blocks and the probability of each block being chosen.
Each BlockSetSelector has the following two fields:
- entries: An object where each entry's key is a block, and each value is that block's probability of being chosen.
The total sum of all probabilities SHOULD NOT exceed 1.0!
- defaultBlock: The block used for any leftover probability ranges.
For example, if the total sum of all the probabilities of the entries is 0.6, then
there is a 0.4 chance of the defaultBlock being selected.
Here's an example BlockSetSelector:
"entries": {
"minecraft:cobblestone": 0.25,
"minecraft:air": 0.2,
"minecraft:stonebrick[variant=stonebrick]": 0.1
},
"defaultBlock": "minecraft:planks[variant=oak]"
For each block, this selector has a 25% chance of returning cobblestone, 20% chance of choosing air,
10% chance of choosing stone bricks, and a 100 - (25 + 20 + 10) = 45% chance of choosing oak planks (since it's the default block).

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@ -0,0 +1,55 @@
{
"variants": [
{
"stairSelector": {
"entries": {
"minecraft:blackstone_stairs[facing=north,half=bottom,shape=straight,waterlogged=false]": 0.5,
"minecraft:polished_blackstone_brick_stairs[facing=north,half=bottom,shape=straight,waterlogged=false]": 0.5
},
"defaultBlock": "minecraft:blackstone_stairs[facing=north,half=bottom,shape=straight,waterlogged=false]"
},
"cornerSelector": {
"entries": {},
"defaultBlock": "minecraft:chiseled_polished_blackstone"
},
"insideSelector": {
"entries": {
"minecraft:cracked_polished_blackstone_bricks": 0.2
},
"defaultBlock": "minecraft:polished_blackstone_bricks"
},
"fenceSelector": {
"entries": {
"minecraft:polished_blackstone_wall[east=none,north=none,south=none,up=true,waterlogged=false,west=none]": 0.33,
"minecraft:blackstone_wall[east=none,north=none,south=none,up=true,waterlogged=false,west=none]": 0.33,
"minecraft:polished_blackstone_brick_wall[east=none,north=none,south=none,up=true,waterlogged=false,west=none]": 0.33
},
"defaultBlock": "minecraft:blackstone_wall[east=none,north=none,south=none,up=true,waterlogged=false,west=none]"
},
"powerBlock": "minecraft:gold_block",
"decorationBlock": "minecraft:yellow_glazed_terracotta[facing=north]",
"beamStopBlocks": [
"minecraft:obsidian"
],
"unpoweredBeamColor": {
"red": "14",
"green": "0c",
"blue": "24",
"alpha": "FF"
},
"poweredBeamColor": {
"red": "FF",
"green": "DC",
"blue": "73",
"alpha": "FF"
},
"minY": 35,
"maxY": 70,
"playerTeleportedMinY": 11,
"playerTeleportedMaxY": 30,
"spawnChance": 0.1,
"spawnDimension": "minecraft:the_nether",
"targetDimension": "minecraft:overworld"
}
]
}

View file

@ -0,0 +1,30 @@
{
"variants": [
{
"blockSelector": {
"entries": {
"minecraft:obsidian": 0.1,
"minecraft:crying_obsidian": 0.05,
"minecraft:gilded_blackstone": 0.05,
"minecraft:blackstone": 0.1,
"minecraft:netherrack": 0.7
},
"defaultBlock": "minecraft:cave_air"
},
"fluidColor": {
"red": "19",
"green": "00",
"blue": "20",
"alpha": "FC"
},
"minY": 10,
"maxY": 15,
"playerTeleportedMinY": 100,
"playerTeleportedMaxY": 120,
"spawnChance": 0.05,
"spawnDimension": "minecraft:overworld",
"targetDimension": "minecraft:the_nether",
"spawnPlatformBlock": "minecraft:netherrack"
}
]
}

View file

@ -0,0 +1,15 @@
[The_Nether]
#
#Is the list of biomes a blacklist or whitelist?
#When this list is a blacklist, the values in the list will not be in world generation.
#When this list is a whitelist, Adding a biome several times gives it more weight in generation and it must contain at least 1 value.
#When set to true, datapack biomes will work automatically! When set to false, you will need to manually add datapack entries.
#Default: true
isBlacklistNether = true
#
#This works as a whitelist or blacklist depending on the "isBlacklistNether" value.
#NO SPACES AFTER COMMAS!
#Default: ""
BlacklistNether = ""

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]
[Overworld.Ores] [Overworld.Ores]
@ -129,6 +107,28 @@
#Generate Rocky Stone? #Generate Rocky Stone?
GenerateRockyStone = true 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] [The_Nether]
# #
#Is the list of biomes a blacklist or whitelist? #Is the list of biomes a blacklist or whitelist?
@ -151,3 +151,68 @@
#Default: "" #Default: ""
BlacklistNether = "" 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] [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. #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 "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 ovenCookTimeMultiplier = 1.0
#Set this to true if you'd like the oven to only accept cooking oil as fuel (requires Pam's Harvestcraft) #Set this to true if you'd like the oven to only accept cooking oil as fuel (requires Pam's Harvestcraft)
ovenRequiresCookingOil = false 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 #These settings affects both server and client
[Common] [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 #Whether or not to keep items in cosmetic armor slots in the event of player death
CosArmorKeepThroughDeath = false CosArmorKeepThroughDeath = false
#Whether or not to disable the coshat command
CosArmorDisableCosHatCommand = false

View file

@ -1,166 +1,136 @@
[worldgen] [worldgen]
# #
#Modify Create's impact on your terrain #Modify Create's impact on your terrain
[worldgen.v1] [worldgen.v2]
# #
#Prevents all worldgen added by Create from taking effect #Prevents all worldgen added by Create from taking effect
disableWorldGen = false disableWorldGen = false
#
#Forward caught TileEntityExceptions to the log at debug level.
logTeErrors = false
[worldgen.v1.copper_ore] [worldgen.v2.copper_ore]
#No comment #
#Range: > 0 #Range: > 0
minHeight = 40 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 #Range: > 0
maxHeight = 85 maxHeight = 85
# #
#Whether to spawn this in your World
enable = true
#No comment
#Range: > 0 #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] [worldgen.v2.weathered_limestone]
#No comment #
#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 #Range: > 0
minHeight = 30 minHeight = 30
#No comment #
#Range: 0.0 ~ 1.0
clusterChance = 0.03125
#No comment
#Range: > 0 #Range: > 0
maxHeight = 70 maxHeight = 70
# #
#Whether to spawn this in your World
enable = true
#No comment
#Range: > 0 #Range: > 0
clusterSize = 128 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] [worldgen.v2.dolomite]
#No comment #
#Range: > 0 #Range: > 0
minHeight = 20 minHeight = 20
#No comment #
#Range: 0.0 ~ 1.0
clusterChance = 0.015625
#No comment
#Range: > 0 #Range: > 0
maxHeight = 70 maxHeight = 70
# #
#Whether to spawn this in your World
enable = true
#No comment
#Range: > 0 #Range: > 0
clusterSize = 128 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] [worldgen.v2.gabbro]
#No comment #
#Range: > 0 #Range: > 0
minHeight = 20 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 #Range: > 0
maxHeight = 70 maxHeight = 70
# #
#Whether to spawn this in your World
enable = true
#No comment
#Range: > 0 #Range: > 0
clusterSize = 128 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] [worldgen.v2.scoria]
#No comment #
#Range: > 0 #Range: > 0
minHeight = 0 minHeight = 0
#No comment #
#Range: 0.0 ~ 1.0
clusterChance = 0.03125
#No comment
#Range: > 0 #Range: > 0
maxHeight = 10 maxHeight = 10
# #
#Whether to spawn this in your World
enable = true
#No comment
#Range: > 0 #Range: > 0
clusterSize = 128 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

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[general]
#If true, knocked out players will glow, making them visible through blocks.
glowOnKnockout = true
#The time in ticks in which a player can still be rescued from death. Set to 0 to disable the timer.
#Range: > 0
ticksUntilDeath = 2400
#If true, the timer until death continues even if the player logs out.
continueTimerWhileOffline = false
[rescue]
#The distance at which a player can rescue another.
#Range: 0.0 ~ 3.4028234663852886E38
rescueDistance = 5.0
#The time in ticks it takes to rescue a player.
#Range: > 0
rescueActionTicks = 40
#The amount of health to respawn with when a player was rescued, out of 20.
#Range: > 1
rescueRespawnHealth = 1
#The food level to respawn with when a player was rescued, out of 20.
#Range: > 0
rescueRespawnFoodLevel = 5
#Effects applied to a player when rescued, in the format "effect|duration|amplifier"
rescueRespawnEffects = ["minecraft:hunger|600|0", "minecraft:weakness|1200|0"]
[restrictions]
#If true, knocked out players are still able to punch nearby enemies.
allowUnarmedMelee = false
#If true, knocked out players are still able to fire bows.
allowBows = false
#If true, knocked out players are still able to fire pistols from Mr Crayfish's Gun Mod.
allowPistols = false

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[Generation]
[general] [Generation.Dimensions]
#How fast amphitheres fly. #True if using blacklists, false if using whitelists for dragons and structure gen.
#Range: 0.0 ~ 3.0 "Use Dimension Blacklist" = false
"Amphithere Flight Speed" = 1.75 #Whitelist dragon gen dimensions. Use the format like "minecraft:the_nether" or "rats:ratlantis"
#how long(in ticks) a siren has to wait after failing to lure in a player whitelistDimensionsDragons = ["minecraft:overworld"]
#Range: 100 ~ 24000 #Whitelisted feature(cyclops caves, hydra dens, etc) gen dimensions. Use the format like "minecraft:the_nether" or "rats:ratlantis"
"Siren Time Between Songs" = 2000 whitelistDimensionsFeature = ["minecraft:overworld"]
#Troll attack strength #Whitelist mob spawn (troll, hippogryph, etc) dimensions. Use the format like "minecraft:the_nether" or "rats:ratlantis"
#Range: 1.0 ~ 10000.0 whitelistDimensionsMobs = ["minecraft:overworld"]
"Troll Attack Strength" = 10.0 #Blacklisted dragon gen dimensions. Use the format like "minecraft:the_nether" or "rats:ratlantis"
#Maximum cyclops health blacklistDimensionsDragons = ["minecraft:the_nether", "minecraft:the_end"]
#Range: 1.0 ~ 10000.0 #Blacklisted feature(cyclops caves, hydra dens, etc) gen dimensions. Use the format like "minecraft:the_nether" or "rats:ratlantis"
"Cyclops Max Health" = 150.0 blacklistDimensionsFeature = ["minecraft:the_nether", "minecraft:the_end"]
#Dread Lich spawn weight. Lower = lower chance to spawn #Blacklisted mob spawn (troll, hippogryph, etc) dimensions. Use the format like "minecraft:the_nether" or "rats:ratlantis"
#Range: 1 ~ 10000 blacklistDimensionsMobs = ["minecraft:the_nether", "minecraft:the_end"]
"Lich Spawn Weight" = 2
#Whether or not sea serpents can break weak blocks in their way [Generation.Ores]
"Sea Serpent Griefing" = false #Whether to generate copper ore or not
#True if pixie villages are allowed to spawn "Generate Copper Ore" = false
"Spawn Pixies" = true #Whether to generate silver ore or not
#How many blocks away can cyclopes detect sheep. Note that increasing this could cause lag. "Generate Silver Ore" = true
#Range: 1 ~ 10000 #Whether to generate sapphire ore or not
"Cyclopes Sheep Search Length" = 17 "Generate Sapphire Ore" = true
#A double check to see if the game can spawn death worms. Higher number = lower chance to spawn. #Whether to generate amethyst ore or not
#Range: 0 ~ 10000 "Generate Amethyst Ore" = true
"Death Worm Spawn Check Chance" = 3
#Maximum cockatrice health [Generation.Dragon]
#Range: 1.0 ~ 10000.0 #Whether to generate dragon skeletons or not
"Cockatrice Health" = 40.0 "Generate Dragon Skeletons" = true
#True if gorgon temples are allowed to spawn #1 out of this number chance per chunk for generation
"Spawn Gorgons" = true #Range: 1 ~ 10000
#True if hippocampi are allowed to spawn "Generate Dragon Skeleton Chance" = 300
"Spawn Hippocampus" = true #Whether to generate dragon caves or not
#Damage dealt from a successful ice breath attack. Attack Damage is scaled to by age, so a stage 5 dragon will deal 5x as much as this number "Generate Dragon Caves" = true
#Range: 0.0 ~ 10000.0 #1 out of this number chance per chunk for generation
"Dragon Attack Damage(Ice breath)" = 2.5 #Range: 1 ~ 10000
#How high dragons can fly, in Y height. "Generate Dragon Cave Chance" = 200
#Range: > 100 #Whether to generate dragon roosts or not
"Max Dragon Flight Height" = 128 "Generate Dragon Roosts" = true
#True if cockatrices are allowed to spawn #1 out of this number chance per chunk for generation
"Spawn Cockatrices" = true #Range: 1 ~ 10000
#True if tamed dragons go to sleep at night. "Generate Dragon Roost Chance" = 1000
"Tamed Dragons Sleep" = true #1 out of this number chance per block that gold will generate in dragon lairs.
#True if ghosts can rarely spawn from brutal PvP deaths. #Range: 1 ~ 10000
"Ghost Spawn from PvP deaths" = true "Dragon Den Gold Amount" = 4
#Whether or not cyclops can break logs or leaves in their way #Ratio of Stone(this number) to Ores in Dragon Caves
"Cyclops Griefing" = false #Range: 1 ~ 10000
#Disable this to remove easter egg with tinkers installed. "Dragon Cave Ore Ratio" = 45
Weezer = true
#True if dragons can despawn. Note that if this is false there may be SERIOUS lag issues. [Generation.Structures-Features]
"Dragons Despawn" = true #How far away dangerous structures(dragon roosts, cyclops caves, etc.) must be from spawn(0, 0).
#True if hippogryphs are allowed to spawn #Range: 1 ~ 10000
"Spawn Hippogryphs" = true "Dangerous World Gen Dist From Spawn" = 2000
#True if dread liches are allowed to spawn #How far away dangerous structures(dragon roosts, cyclops caves, etc.) must be from the last generated structure.
"Spawn Liches" = true #Range: 1 ~ 10000
#One out of this number chance per chunk to generate a mausoleum. "Dangerous World Gen Dist Seperation" = 500
#Range: 1 ~ 10000 #Whether to generate glacier biomes or not
"Mausoleum Gen Chance" = 5000 "Generate Glaciers" = true
#Whether to generate copper ore or not #Glacier Spawn Weight. Higher number = more common
"Generate Copper Ore" = false #Range: 1 ~ 10000
#A more intelligent dragon pathfinding system, but is also laggier. Turn this on if you think dragons are too stupid. "Glacier Spawn Weight" = 4
"Intelligent Dragon Pathfinding" = false #True if mausoleums are allowed to generate
#Cockatrice spawn weight. Lower = lower chance to spawn "Generate Mausoleums" = true
#Range: 1 ~ 10000 #One out of this number chance per chunk to generate a mausoleum.
"Cockatrice Spawn Weight" = 4 #Range: 1 ~ 10000
#True to make the screen pink when sirens attract players "Mausoleum Gen Chance" = 5000
"Use Siren Shader" = true #Whether to generate graveyards or not
#Enable this if your server is being bombarded with moved wrongly or moved too fast console messages. REQUIRES RESTART! "Generate Graveyards" = true
"Dragon Moved Wrongly Error Fix" = false #Graveyard rarity.
#Blocks that a dragon can break, but won't spawn drops for. Use the format like "minecraft:stone" or "rats:block_of_cheese" #Range: 2 ~ 10000
noDropBreakBlocks = ["minecraft:stone", "minecraft:dirt", "minecraft:grass_block"] "Graveyard Chance" = 100
#How many blocks away can death worms spot potential prey. Note that increasing this could cause lag
#Range: 1 ~ 10000 [Dragons]
"Death Worm Target Search Length" = 64
#How far away stymphalian birds will consider other birds to be in the same flock. [Dragons.Griefing]
#Range: 1 ~ 10000 #Dragon griefing - 2 is no griefing, 1 is breaking weak blocks, 0 is default
"Stymphalian Bird Flock Length" = 40 #Range: 0 ~ 2
#How many maximum individuals a myrmex colony can have. "Dragon Griefing" = 2
#Range: 10 ~ 10000 #True if tamed dragons can follow the griefing rules.
"Myrmex Colony Max Size" = 80 "Tamed Dragon Griefing" = false
#1 out of this number chance per block that gold will generate in dragon lairs. #The percentage chance for a block to drop as an item when a dragon breaks it.
#Range: 1 ~ 10000 #Range: 0.0 ~ 1.0
"Dragon Den Gold Amount" = 4 "Dragon Block Breaking Drop Chance" = 0.10000000149011612
#Whether to generate dragon skeletons or not #Blocks that a dragon cannot break. Use the format like "minecraft:chest" or "rats:block_of_cheese"
"Generate Dragon Skeletons" = true blacklistedBreakBlocks = []
#1 out of this number chance per chunk for generation #Blocks that a dragon can break, but won't spawn drops for. Use the format like "minecraft:stone" or "rats:block_of_cheese"
#Range: 1 ~ 10000 noDropBreakBlocks = ["minecraft:stone", "minecraft:dirt", "minecraft:grass_block"]
"Spawn Cyclops Cave Chance" = 1000
#True if myrmex colonies are allowed to spawn [Dragons.Attributes]
"Spawn Myrmex" = true #How long it takes(in ticks) for a dragon egg to hatch
#Default attack strength of a dragonsteel sword. #Range: > 1
#Range: 5.0 ~ 2.147483647E9 "Dragon Egg Hatch Time" = 7200
"Dragonsteel Sword Base Attack Strength" = 25.0 #Dragon Flap Noise Distance - Larger number, further away you can hear it
#Whether to generate dragon caves or not #Range: 0 ~ 10000
"Generate Dragon Caves" = true "Dragon Flap Noise Distance" = 4
#How high stymphalian birds can fly, in Y height. #Dragon Flute Distance - how many chunks away is the dragon flute effective?
#Range: > 10 #Range: 0 ~ 10000
"Max Stymphalian Bird Flight Height" = 80 "Dragon Flute Distance" = 4
#Whitelist mob spawn (troll, hippogryph, etc) dimensions. Use the format like "minecraft:the_nether" or "rats:ratlantis" #Max dragon health. Health is scaled to this
blacklistDimensions = ["minecraft:overworld"] #Range: 1.0 ~ 100000.0
#1 out of this number chance per chunk for generation "Dragon Health" = 500.0
#Range: 1 ~ 10000 #Max dragon attack damage. Attack Damage is scaled to this
"Spawn Sea Serpent Chance" = 2500 #Range: 1 ~ 10000
#Default sea serpent health, this is scaled to the sea serpent's particular size "Dragon Attack Damage" = 17
#Range: 1.0 ~ 10000.0 #Damage dealt from a successful fire breath attack. Attack Damage is scaled to by age, so a stage 5 dragon will deal 5x as much as this number
"Sea Serpent Base Health" = 20.0 #Range: 0.0 ~ 10000.0
#True if chickens lay rotten eggs. "Dragon Attack Damage(Fire breath)" = 2.0
"Chickens Lay Rotten Eggs" = true #Damage dealt from a successful ice breath attack. Attack Damage is scaled to by age, so a stage 5 dragon will deal 5x as much as this number
#size of pixie villages #Range: 0.0 ~ 10000.0
#Range: 1 ~ 10000 "Dragon Attack Damage(Ice breath)" = 2.5
"Pixie Village Size" = 5 #Damage dealt from a successful lightning breath attack. Attack Damage is scaled to by age, so a stage 5 dragon will deal 5x as much as this number
#Maximum amphithere health #Range: 0.0 ~ 10000.0
#Range: 1.0 ~ 10000.0 "Dragon Attack Damage(Lightning breath)" = 3.5
"Amphithere Max Health" = 50.0 #Change this to slow down or speed up dragon or amphithere flight.
#How many ticks it takes while riding an untamed amphithere to tame it. #Range: 0.0 ~ 2.0
#Range: 1 ~ 10000 "Dragon Flight Speed Modifier" = 1.0
"Amphithere Tame Time" = 400 #Enable this if your server is being bombarded with moved wrongly or moved too fast console messages. REQUIRES RESTART!
#True if dragons can break blocks if they get stuck. Turn this off if your dragons randomly explode. "Dragon Moved Wrongly Error Fix" = false
"Dragons Dig When Stuck" = true
#True if siren islands are allowed to spawn [Dragons.Behaviour]
"Spawn Sirens" = true #How high dragons can fly, in Y height.
#True if tamed dragons can follow the griefing rules. #Range: > 100
"Tamed Dragon Griefing" = true "Max Dragon Flight Height" = 128
#Default deathworm attack strength, this is scaled to the worm's particular size #How far away dragons will detect gold blocks being destroyed or chests being opened
#Range: 1.0 ~ 10000.0 #Range: 0 ~ 10000
"Death Worm Base Attack Strength" = 3.0 "Dragon Gold Search Length" = 30
#Maximum hydra health #True if dragons can despawn. Note that if this is false there may be SERIOUS lag issues.
#Range: 1.0 ~ 10000.0 "Dragons Despawn" = true
"Hydra Max Health" = 250.0 #True if tamed dragons go to sleep at night.
#Maximum gorgon health "Tamed Dragons Sleep" = true
#Range: 1.0 ~ 10000.0 #True if dragons can break blocks if they get stuck. Turn this off if your dragons randomly explode.
"Gorgon Max Health" = 100.0 "Dragons Dig When Stuck" = true
#Whether to generate silver ore or not #True if dragons can drop their skull on death.
"Generate Silver Ore" = true "Dragons Drop Skull" = true
#Turning this to true simplifies the dragon's pathfinding process, making them dumber when finding a path, but better for servers with many loaded dragons. #True if dragons can drop their heart on death.
"Experimental Dragon path Finder" = false "Dragons Drop Heart" = true
#1 out of this number chance per chunk for generation #True if dragons can drop their blood on death.
#Range: 1 ~ 10000 "Dragons Drop Blood" = true
"Generate Dragon Skeleton Chance" = 300 #True if dragons fire/ice charges create secondary explosions that launch blocks everywhere. Turn this to true if you like unfair explosions. Or lag.
#True if villagers should run away and hide from dragons and other hostile Ice and Fire mobs. "Explosive Dragon Breath" = false
"Villagers Fear Dragons" = true #How many blocks away can dragons spot potential prey. Note that increasing this could cause lag.
#1 out of this number chance per 6000 ticks for a chicken to lay a cockatrice egg. #Range: 1 ~ 10000
#Range: > 1 "Dragon Target Search Length" = 128
"Cockatrice chicken Search Length" = 30 #How many blocks away can dragons wander from their defined "home" position.
#True if cyclops caves are allowed to spawn #Range: 1 ~ 10000
"Spawn Cyclopes Caves" = true "Dragon Wander From Home Distance" = 40
#True if hydra caves are allowed to generate #Every interval of this number in ticks, dragon hunger decreases.
"Generate Hydra Caves" = true #Range: 1 ~ 10000
#Default armor value of dragonsteel chestplate. "Dragon Hunger Tick Rate" = 3000
#Range: > 7 #Every interval of this number in ticks, dragon allowed to break blocks.
"Dragonsteel Base Armor" = 12 #Range: 0 ~ 10000
#How many blocks away can dragons wander from their defined "home" position. "Dragon Block Break Cooldown" = 5
#Range: 1 ~ 10000 #True if villagers should run away and hide from dragons and other hostile Ice and Fire mobs.
"Dragon Wander From Home Distance" = 40 "Villagers Fear Dragons" = true
#True if using blacklists, false if using whitelists for dragons and structure gen. #True if animals should run away and hide from dragons and other hostile Ice and Fire mobs.
"Use Dimension Blacklist" = false "Animals Fear Dragons" = true
#Default deathworm health, this is scaled to the worm's particular size #A more intelligent dragon pathfinding system, but is also laggier. Turn this on if you think dragons are too stupid.
#Range: 1.0 ~ 10000.0 "Intelligent Dragon Pathfinding" = false
"Death Worm Base Health" = 10.0
#Change this to slow down or speed up dragon or amphithere flight. [Mobs]
#Range: 0.0 ~ 2.0
"Dragon Flight Speed Modifier" = 1.0 [Mobs.Pixies]
#1 out of this number chance per chunk for generation #True if pixie villages are allowed to spawn
#Range: 1 ~ 10000 "Spawn Pixies" = true
"Spawn Wandering Cyclops Chance" = 300 #1 out of this number chance per chunk for generation
#1 out of this number chance per chunk for generation #Range: 1 ~ 10000
#Range: 1 ~ 10000 "Spawn Pixies Chance" = 800
"Spawn Gorgon Chance" = 10000 #size of pixie villages
#Default durability value of dragonsteel sword. #Range: 1 ~ 10000
#Range: > 1 "Pixie Village Size" = 5
"Dragonsteel Base Durability" = 8000 #True if pixies are allowed to steal from players
#How many blocks away can stymphalian birds spot potential prey. Note that increasing this could cause lag. "Pixies Steal Items" = true
#Range: 1 ~ 10000
"Stymphalian Bird Target Search Length" = 64 [Mobs.Cyclops]
#True if stymphalian birds are allowed to target and attack animals #True if cyclops caves are allowed to spawn
"Stymphalian Birds Target Animals" = false "Spawn Cyclopes Caves" = true
#How many ticks it takes for a Myrmex to move from a larva to a pupa, and from a pupa to an adult. #1 out of this number chance per chunk for generation
#Range: 1 ~ 100000 #Range: 1 ~ 10000
"Myrmex Hatch Length" = 35000 "Spawn Cyclops Cave Chance" = 1000
#Whether to generate graveyards or not #True if wandering cyclopes are allowed to spawn
"Generate Graveyards" = true "Spawn Wandering Cyclopes" = true
#True if trolls are allowed to spawn #1 out of this number chance per chunk for generation
"Spawn Trolls" = true #Range: 1 ~ 10000
#True if amphitheres are allowed to spawn "Spawn Wandering Cyclops Chance" = 300
"Spawn Amphitheres" = true #Maximum cyclops health
#Whether to generate sapphire ore or not #Range: 1.0 ~ 10000.0
"Generate Sapphire Ore" = true "Cyclops Max Health" = 150.0
#Maximum ghost health. #How many blocks away can cyclopes detect sheep. Note that increasing this could cause lag.
#Range: 1.0 ~ 10000.0 #Range: 1 ~ 10000
"Ghost Max Health" = 30.0 "Cyclopes Sheep Search Length" = 17
#How far away dangerous structures(dragon roosts, cyclops caves, etc.) must be from spawn(0, 0). #Cyclops attack strength
#Range: 1 ~ 10000 #Range: 1.0 ~ 10000.0
"Dangerous World Gen Dist From Spawn" = 2000 "Cyclops Attack Strength" = 15.0
#Damage dealt from a successful lightning breath attack. Attack Damage is scaled to by age, so a stage 5 dragon will deal 5x as much as this number #Amount of damage done with cyclops bite attack.
#Range: 0.0 ~ 10000.0 #Range: 1.0 ~ 10000.0
"Dragon Attack Damage(Lightning breath)" = 3.5 "Cyclops Bite Strength" = 40.0
#One out of this number chance per chunk to generate a myrmex hive. #Whether or not cyclops can break logs or leaves in their way
#Range: 1 ~ 10000 "Cyclops Griefing" = false
"Myrmex Colony Gen Chance" = 1500
#Hippogryph spawn weight. Lower = lower chance to spawn. [Mobs.Sirens]
#Range: 1 ~ 10000 #Maximum siren health
"Hippogryph Spawn Weight" = 1 #Range: 1.0 ~ 10000.0
#1 out of this number chance per chunk for generation "Siren Max Health" = 50.0
#Range: 1 ~ 10000 #True if siren islands are allowed to spawn
"Generate Dragon Roost Chance" = 1000 "Spawn Sirens" = true
#Maximum ghost attack strength. #True to make the screen pink when sirens attract players
#Range: 0.0 ~ 10000.0 "Use Siren Shader" = true
"Ghost Attack Strength" = 3.0 #1 out of this number chance per chunk for generation
#One out of this number chance per chunk to generate a hydra cave. #Range: 1 ~ 10000
#Range: 1 ~ 10000 "Spawn Sirens Chance" = 400
"Hydra Caves Gen Chance" = 1000 #how long(in ticks) can a siren use its sing effect on a player, without a cooldown.
#Every interval of this number in ticks, dragon allowed to break blocks. #Range: 100 ~ 24000
#Range: 0 ~ 10000 "Siren Max Sing Time" = 12000
"Dragon Block Break Cooldown" = 5 #how long(in ticks) a siren has to wait after failing to lure in a player
#True if stymphalian birds are allowed to spawn #Range: 100 ~ 24000
"Spawn Stymphalian Birds" = true "Siren Time Between Songs" = 2000
#True if dragons can drop their blood on death.
"Dragons Drop Blood" = true [Mobs.DeathWorms]
#Every interval of this number in ticks, dragon hunger decreases. #How many blocks away can death worms spot potential prey. Note that increasing this could cause lag
#Range: 1 ~ 10000 #Range: 1 ~ 10000
"Dragon Hunger Tick Rate" = 3000 "Death Worm Target Search Length" = 64
#True if trolls are allowed to drop their weapon on death. #Default deathworm health, this is scaled to the worm's particular size
"Trolls Drop Weapon" = true #Range: 1.0 ~ 10000.0
#Troll spawn weight. Lower = lower chance to spawn "Death Worm Base Health" = 10.0
#Range: 1 ~ 10000 #Default deathworm attack strength, this is scaled to the worm's particular size
"Troll Spawn Weight" = 4 #Range: 1.0 ~ 10000.0
#Glacier Spawn Weight. Higher number = more common "Death Worm Base Attack Strength" = 3.0
#Range: 1 ~ 10000 #True if deathworms are allowed to spawn
"Glacier Spawn Weight" = 4 "Spawn Death Worms" = true
#1 out of this number chance per chunk for generation #True if wild deathworms are allowed to target and attack monsters
#Range: 1 ~ 10000 "Death Worms Target Monsters" = true
"Generate Dragon Cave Chance" = 200 #Deathworm spawn weight. Higher = lower chance to spawn
#Dragon griefing - 2 is no griefing, 1 is breaking weak blocks, 0 is default #Range: 1 ~ 10000
#Range: 0 ~ 2 "Death Worm Spawn Weight" = 100
"Dragon Griefing" = 2 #A double check to see if the game can spawn death worms. Higher number = lower chance to spawn.
#A double check to see if the game can spawn cockatrices. Higher number = lower chance to spawn. #Range: 0 ~ 10000
#Range: 0 ~ 10000 "Death Worm Spawn Check Chance" = 3
"Cockatrice Spawn Check Chance" = 1000
#True if pixies are allowed to steal from players [Mobs.Cockatrice]
"Pixies Steal Items" = true #Maximum cockatrice health
#True if dragons can drop their heart on death. #Range: 1.0 ~ 10000.0
"Dragons Drop Heart" = true "Cockatrice Health" = 40.0
#True if wild deathworms are allowed to target and attack monsters #1 out of this number chance per 6000 ticks for a chicken to lay a cockatrice egg.
"Death Worms Target Monsters" = true #Range: > 1
#How far away dangerous structures(dragon roosts, cyclops caves, etc.) must be from the last generated structure. "Cockatrice chicken Search Length" = 30
#Range: 1 ~ 10000 #True if chickens lay rotten eggs.
"Dangerous World Gen Dist Seperation" = 1000 "Chickens Lay Rotten Eggs" = true
#True if dragons fire/ice charges create secondary explosions that launch blocks everywhere. Turn this to true if you like unfair explosions. Or lag. #True if cockatrices are allowed to spawn
"Explosive Dragon Breath" = false "Spawn Cockatrices" = true
#Maximum threads to use for dragon/myrmex pathfinding. Increase this number if pathing is slow and you have many cores. #Cockatrice spawn weight. Lower = lower chance to spawn
#Range: > 1 #Range: 1 ~ 10000
"Dragon Pathfinding Threads" = 3 "Cockatrice Spawn Weight" = 4
#Base Myrmex(worker) attack strength #A double check to see if the game can spawn cockatrices. Higher number = lower chance to spawn.
#Range: 1.0 ~ 10000.0 #Range: 0 ~ 10000
"Myrmex Base Attack Strength" = 3.0 "Cockatrice Spawn Check Chance" = 1000
#How far away dragons will detect gold blocks being destroyed or chests being opened
#Range: 0 ~ 10000 [Mobs.Stymphalians]
"Dragon Gold Search Length" = 30 #How many blocks away can stymphalian birds spot potential prey. Note that increasing this could cause lag.
#True if stymphalian birds can drop items registered in the ore dictionary to ingotCopper, ingotBronze, nuggetCopper, nuggetBronze. #Range: 1 ~ 10000
"Stymphalian Birds drop ore dict items" = true "Stymphalian Bird Target Search Length" = 64
#True if animals should run away and hide from dragons and other hostile Ice and Fire mobs. #1/this number chance for a stymphalian feather to turn into an item before despawning. Zero means never.
"Animals Fear Dragons" = true #Range: 0 ~ 10000
#Stymphalian bird feather attack strength. "Stymphalian Bird Feather Drop Chance" = 25
#Range: 0.0 ~ 10000.0 #Stymphalian bird feather attack strength.
"Stymphalian Bird Feather Attack Strength" = 1.0 #Range: 0.0 ~ 10000.0
#Blocks that a dragon cannot break. Use the format like "minecraft:chest" or "rats:block_of_cheese" "Stymphalian Bird Feather Attack Strength" = 1.0
blacklistedBreakBlocks = [] #How far away stymphalian birds will consider other birds to be in the same flock.
#1 out of this number chance per chunk for generation #Range: 1 ~ 10000
#Range: 1 ~ 10000 "Stymphalian Bird Flock Length" = 40
"Spawn Hippocampus Chance" = 400 #How high stymphalian birds can fly, in Y height.
#Amphithere spawn weight. Lower = lower chance to spawn #Range: > 10
#Range: 1 ~ 10000 "Max Stymphalian Bird Flight Height" = 80
"Amphithere Spawn Weight" = 500 #True if stymphalian birds are allowed to spawn
#Dragon Flute Distance - how many chunks away is the dragon flute effective? "Spawn Stymphalian Birds" = true
#Range: 0 ~ 10000 #True if stymphalian birds can drop items registered in the ore dictionary to ingotCopper, ingotBronze, nuggetCopper, nuggetBronze.
"Dragon Flute Distance" = 4 "Stymphalian Birds drop ore dict items" = true
#The percentage chance for a block to drop as an item when a dragon breaks it. #True if stymphalian birds are allowed to target and attack animals
#Range: 0.0 ~ 1.0 "Stymphalian Birds Target Animals" = false
"Dragon Block Breaking Drop Chance" = 0.10000000149011612 #1 out of this number chance per chunk for generation
#Damage dealt from a successful fire breath attack. Attack Damage is scaled to by age, so a stage 5 dragon will deal 5x as much as this number #Range: 1 ~ 10000
#Range: 0.0 ~ 10000.0 "Spawn Stymhphalian Bird Chance" = 500
"Dragon Attack Damage(Fire breath)" = 2.0
#How many blocks away can ampitheres detect villagers being hurt. Note that increasing this could cause lag. [Mobs.Trolls]
#Range: 1 ~ 10000 #True if trolls are allowed to spawn
"Amphithere Villager Search Length" = 64 "Spawn Trolls" = true
#Deathworm spawn weight. Lower = lower chance to spawn #True if trolls are allowed to drop their weapon on death.
#Range: 1 ~ 10000 "Trolls Drop Weapon" = true
"Death Worm Spawn Weight" = 100 #Troll spawn weight. Lower = lower chance to spawn
#Percentage of critical strike that will disarm with easter egg tinkers material. #Range: 1 ~ 10000
#Range: 0.0 ~ 1.0 "Troll Spawn Weight" = 40
"Easter Egg Tinkers Tool Disarm chance" = 0.20000000298023224 #A double check to see if the game can spawn trolls. Higher number = lower chance to spawn.
#Whether to generate amethyst ore or not #Range: 0 ~ 10000
"Generate Amethyst Ore" = true "Troll Spawn Check Chance" = 10
#Ratio of Stone(this number) to Ores in Dragon Caves #Maximum troll health
#Range: 1 ~ 10000 #Range: 1.0 ~ 10000.0
"Dragon Cave Ore Ratio" = 45 "Troll Max Health" = 50.0
#1 out of this number chance per chunk for generation #Troll attack strength
#Range: 1 ~ 10000 #Range: 1.0 ~ 10000.0
"Spawn Stymhphalian Bird Chance" = 500 "Troll Attack Strength" = 10.0
#A double check to see if the game can spawn trolls. Higher number = lower chance to spawn.
#Range: 0 ~ 10000 [Mobs.Myrmex]
"Troll Spawn Check Chance" = 0 #True if myrmex colonies are allowed to spawn
#1/this number chance for a stymphalian feather to turn into an item before despawning. Zero means never. "Spawn Myrmex" = true
#Range: 0 ~ 10000 #How many ticks it takes for a Myrmex Queen to produce an egg.
"Stymphalian Bird Feather Drop Chance" = 25 #Range: 1 ~ 10000
#How long it takes(in ticks) for a dragon egg to hatch "Myrmex Gestation Length" = 2500
#Range: > 1 #How many ticks it takes for a Myrmex to move from a larva to a pupa, and from a pupa to an adult.
"Dragon Egg Hatch Time" = 7200 #Range: 1 ~ 100000
#Cyclops attack strength "Myrmex Hatch Length" = 35000
#Range: 1.0 ~ 10000.0 #One out of this number chance per chunk to generate a myrmex hive.
"Cyclops Attack Strength" = 15.0 #Range: 1 ~ 10000
#how long(in ticks) can a siren use its sing effect on a player, without a cooldown. "Myrmex Colony Gen Chance" = 1500
#Range: 100 ~ 24000 #How many maximum individuals a myrmex colony can have.
"Siren Max Sing Time" = 12000 #Range: 10 ~ 10000
#Max dragon health. Health is scaled to this "Myrmex Colony Max Size" = 80
#Range: 1.0 ~ 100000.0 #Base Myrmex(worker) attack strength
"Dragon Health" = 500.0 #Range: 1.0 ~ 10000.0
#How many blocks away can dragons spot potential prey. Note that increasing this could cause lag. "Myrmex Base Attack Strength" = 3.0
#Range: 1 ~ 10000 #The maximum radius myrmex area allowed to wander/forage
"Dragon Target Search Length" = 128 #Range: 100 ~ 20000
#How many ticks it takes for a Myrmex Queen to produce an egg. "Myrmex Maximum Wnader Radius" = 4000
#Range: 1 ~ 10000
"Myrmex Gestation Length" = 2500 [Mobs.Amphitheres]
#Whether to generate glacier biomes or not #True if amphitheres are allowed to spawn
"Generate Glaciers" = true "Spawn Amphitheres" = true
#True if wandering cyclopes are allowed to spawn #Amphithere spawn weight. Lower = lower chance to spawn
"Spawn Wandering Cyclopes" = true #Range: 1 ~ 10000
#Maximum siren health "Amphithere Spawn Weight" = 50
#Range: 1.0 ~ 10000.0 #How many blocks away can ampitheres detect villagers being hurt. Note that increasing this could cause lag.
"Siren Max Health" = 50.0 #Range: 1 ~ 10000
#True if dragons can drop their skull on death. "Amphithere Villager Search Length" = 64
"Dragons Drop Skull" = true #How many ticks it takes while riding an untamed amphithere to tame it.
#True if sea serpents are allowed to spawn #Range: 1 ~ 10000
"Spawn Sea Serpents" = true "Amphithere Tame Time" = 400
#Maximum nodes for dragons/myrmex to path too. Decrease this is dragon pathfinding is super slow or intensive. #How fast amphitheres fly.
#Range: > 1 #Range: 0.0 ~ 3.0
"Dragon Max Pathfinding Nodes" = 5000 "Amphithere Flight Speed" = 1.75
#True if the summon crystal can load chunks to find dragons. #Maximum amphithere health
"Chunk Load Summon Crystal" = true #Range: 1.0 ~ 10000.0
#Amount of damage done with cyclops bite attack. "Amphithere Max Health" = 50.0
#Range: 1.0 ~ 10000.0 #Amphithere attack strength
"Cyclops Bite Strength" = 40.0 #Range: 1.0 ~ 10000.0
#Amphithere attack strength "Amphithere Attack Strength" = 7.0
#Range: 1.0 ~ 10000.0
"Amphithere Attack Strength" = 7.0 [Mobs.SeaSerpents]
#Graveyard rarity. #True if sea serpents are allowed to spawn
#Range: 2 ~ 10000 "Spawn Sea Serpents" = true
"Graveyard Chance" = 5000 #1 out of this number chance per chunk for generation
#Max dragon attack damage. Attack Damage is scaled to this #Range: 1 ~ 10000
#Range: 1 ~ 10000 "Spawn Sea Serpent Chance" = 2500
"Dragon Attack Damage" = 17 #Whether or not sea serpents can break weak blocks in their way
#1 out of this number chance per chunk for generation "Sea Serpent Griefing" = false
#Range: 1 ~ 10000 #Default sea serpent health, this is scaled to the sea serpent's particular size
"Spawn Sirens Chance" = 400 #Range: 1.0 ~ 10000.0
#Maximum troll health "Sea Serpent Base Health" = 20.0
#Range: 1.0 ~ 10000.0 #Default sea serpent attack strength, this is scaled to the sea serpent's particular size
"Troll Max Health" = 50.0 #Range: 1.0 ~ 10000.0
#Default sea serpent attack strength, this is scaled to the sea serpent's particular size "Sea Serpent Base Attack Strength" = 4.0
#Range: 1.0 ~ 10000.0
"Sea Serpent Base Attack Strength" = 4.0 [Mobs.Hippocampus]
#Whether to generate dragon roosts or not #True if hippocampi are allowed to spawn
"Generate Dragon Roosts" = true "Spawn Hippocampus" = true
#True if mausoleums are allowed to generate #1 out of this number chance per chunk for generation
"Generate Mausoleums" = true #Range: 1 ~ 10000
#Dragon Flap Noise Distance - Larger number, further away you can hear it "Spawn Hippocampus Chance" = 200
#Range: 0 ~ 10000 #Change this to slow down or speed up hippocampus swimming.
"Dragon Flap Noise Distance" = 4 #Range: 0.0 ~ 2.0
#True if deathworms are allowed to spawn "Hippocampus Swim Speed Modifier" = 1.0
"Spawn Death Worms" = true
#1 out of this number chance per chunk for generation [Mobs.Hippogryph]
#Range: 1 ~ 10000 #True if hippogryphs are allowed to spawn
"Spawn Pixies Chance" = 800 "Spawn Hippogryphs" = true
#Hippogryph spawn weight. Lower = lower chance to spawn.
#Range: 1 ~ 10000
"Hippogryph Spawn Weight" = 1
#Change this to slow down or speed up hippogryph flight.
#Range: 0.0 ~ 2.0
"Hippogryph Flight Speed Modifier" = 1.0
[Mobs.Gorgons]
#True if gorgon temples are allowed to spawn
"Spawn Gorgons" = true
#1 out of this number chance per chunk for generation
#Range: 1 ~ 10000
"Spawn Gorgon Chance" = 10000
#Maximum gorgon health
#Range: 1.0 ~ 10000.0
"Gorgon Max Health" = 100.0
[Mobs.Others]
#True if dread liches are allowed to spawn
"Spawn Liches" = true
#Dread Lich spawn weight. Lower = lower chance to spawn
#Range: 1 ~ 10000
"Lich Spawn Weight" = 2
#Maximum hydra health
#Range: 1.0 ~ 10000.0
"Hydra Max Health" = 250.0
#True if hydra caves are allowed to generate
"Generate Hydra Caves" = true
#One out of this number chance per chunk to generate a hydra cave.
#Range: 1 ~ 10000
"Hydra Caves Gen Chance" = 1000
#Maximum ghost health.
#Range: 1.0 ~ 10000.0
"Ghost Max Health" = 30.0
#Maximum ghost attack strength.
#Range: 0.0 ~ 10000.0
"Ghost Attack Strength" = 3.0
#True if ghosts can rarely spawn from brutal PvP deaths.
"Ghost Spawn from PvP deaths" = true
#Villager Scribe House generation weight. Lower = lower chance to spawn
#Range: 30 ~ 10000
"Villager Scribe House Weight" = 30
[Items]
#Default attack strength of a dragonsteel sword.
#Range: 5.0 ~ 2.147483647E9
"Dragonsteel Sword Base Attack Strength" = 25.0
#Default armor value of dragonsteel chestplate.
#Range: > 7
"Dragonsteel Base Armor" = 12
#Default durability value of dragonsteel tools.
#Range: > 1
"Dragonsteel Base Durability" = 8000
#Default durability value of dragonsteel equipment.
#Range: > 1
"Dragonsteel Base Durability Equipment" = 8000
#Disable this to remove easter egg with tinkers installed.
Weezer = true
#Percentage of critical strike that will disarm with easter egg tinkers material.
#Range: 0.0 ~ 1.0
"Easter Egg Tinkers Tool Disarm chance" = 0.20000000298023224
#True if the summon crystal can load chunks to find dragons.
"Chunk Load Summon Crystal" = true
#True if the dragon bone fire sword ignites attackers.
"Dragon Bone Fire Abilities" = true
#True if the dragon bone ice sword freezes attackers.
"Dragon Bone Ice Abilities" = true
#True if the dragon bone lightning sword strikes attackers.
"Dragon Bone Lightning Abilities" = true
[Pathfinding]
#Maximum threads to use for dragon/myrmex pathfinding. Increase this number if pathing is slow and you have many cores.
#Range: > 1
"Dragon Pathfinding Threads" = 3
#Maximum nodes for dragons/myrmex to path too. Decrease this is dragon pathfinding is super slow or intensive.
#Range: > 1
"Dragon Max Pathfinding Nodes" = 5000

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{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "savanna"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "savanna"
}
]
]
}

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@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "jungle"
}
]
]
}

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@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "savanna"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "savanna"
}
]
]
}

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@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "beach"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "beach"
}
]
]
}

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@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "desert"
}
]
]
}

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@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "desert"
}
]
]
}

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@ -0,0 +1,73 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "hot"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "jungle"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "mesa"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "savanna"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "plains"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "wet"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "cold"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "jungle"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "mesa"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "savanna"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "forest"
}
]
]
}

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@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "desert"
}
]
]
}

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@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "hot"
}
]
]
}

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@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "forest"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "forest"
}
]
]
}

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@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "beach"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "beach"
}
]
]
}

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@ -0,0 +1,31 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "ocean"
},
{
"type": "BIOME_CATEGORY",
"negate": true,
"value": "ocean"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "beach"
},
{
"type": "BIOME_CATEGORY",
"negate": true,
"value": "beach"
}
]
]
}

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@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "ocean"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "ocean"
}
]
]
}

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@ -0,0 +1,52 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mesa"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mountain"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "hills"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "extreme_hills"
}
]
]
}

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@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:desert_hills"
}
]
]
}

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@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mountains"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "extreme_hills"
}
]
]
}

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@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:wooded_mountains"
}
]
]
}

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@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:savanna_plateau"
}
]
]
}

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@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:taiga_mountains"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:taiga_hills"
}
]
]
}

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@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:dark_forest_hills"
}
]
]
}

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@ -0,0 +1,40 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:snowy_mountains"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:snowy_taiga_hills"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:snowy_taiga_mountains"
}
]
]
}

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@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "swamp"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "swamp"
}
]
]
}

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@ -0,0 +1,40 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "icy"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "snowy"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "cold"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "snowy"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "icy"
}
]
]
}

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@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "snowy"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "icy"
}
]
]
}

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@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "jungle"
}
]
]
}

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@ -0,0 +1,40 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "jungle"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mesa"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "savanna"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "savanna"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "savanna"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "savanna"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "savanna"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "snowy"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "icy"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mountains"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "extreme_hills"
}
]
]
}

View file

@ -0,0 +1,11 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
}
]
]
}

View file

@ -0,0 +1,73 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "rare"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "magical"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "dense"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "forest"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "mountain"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "hills"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "wet"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "hot"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "cold"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "dry"
},
{
"type": "BIOME_CATEGORY",
"negate": true,
"value": "taiga"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "snowy"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "icy"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "ocean"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "ocean"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "ocean"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "ocean"
}
]
]
}

View file

@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "snowy"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "swamp"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "swamp"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "plains"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "plains"
}
]
]
}

View file

@ -80,6 +80,16 @@
#Range: 2 ~ 72000 #Range: 2 ~ 72000
speed = 180 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] [furnaces.emerald_furnace]
# Number of ticks to complete one smelting operation. # Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes. # 200 ticks is what a regular furnace takes.
@ -97,7 +107,7 @@
[furnaces.rainbow_furnace] [furnaces.rainbow_furnace]
# Number of ticks to complete one smelting operation. # Number of ticks to complete one smelting operation.
# 200 ticks is what a regular furnace takes. # 200 ticks is what a regular furnace takes.
# Default: 200 # Default: 20
#Range: 2 ~ 72000 #Range: 2 ~ 72000
speed = 200 speed = 200
@ -123,6 +133,10 @@
[misc] [misc]
[misc.misc] [misc.misc]
# Enable or disable the Rainbow Content
rainbow = true
# Given or not given the Rainbow Coal to our champion # Given or not given the Rainbow Coal to our champion
coal = false coal = false
# Show furnace settings errors in chat, used for debugging
errors = false

View file

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

View file

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

View file

@ -0,0 +1,5 @@
{
"version": 0,
"generate_nether": true,
"fast_ores": true
}

View file

@ -4,10 +4,10 @@
"Enable fern blocks dropping seeds" = false "Enable fern blocks dropping seeds" = false
#Disable/enable tall grass blocks dropping seeds. #Disable/enable tall grass blocks dropping seeds.
"Enable tall grass blocks dropping seeds" = false "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. #Disable/enable grass blocks dropping seeds.
"Enable grass blocks dropping seeds" = false "Enable grass blocks dropping seeds" = false
#Disable/enable right-click harvesting of crops.
"Enable right-click harvesting for crops" = true
["Dimensions Settings"] ["Dimensions Settings"]
#Enter a dimension id to whitelist feature generation #Enter a dimension id to whitelist feature generation
@ -46,5 +46,5 @@
["Right-click Harvesting Settings"] ["Right-click Harvesting Settings"]
#Disable/enable right-click harvesting of crops #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 "Enable tall grass blocks dropping seeds" = false
#Disable/enable grass blocks dropping seeds. #Disable/enable grass blocks dropping seeds.
"Enable grass blocks dropping seeds" = false "Enable grass blocks dropping seeds" = false
#Disable/enable right-click harvesting of crops.
"Enable right-click harvesting for crops" = true
["Dimensions Settings"] ["Dimensions Settings"]
#Enter a dimension id to whitelist feature generation #Enter a dimension id to whitelist feature generation
@ -126,7 +124,3 @@
#Should paperbark trees generate in world #Should paperbark trees generate in world
"Generate paperbark trees" = true "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 #Entity spawn interval setting, determines how frequently entities are spawned overall. 1 = Vanilla default, default = 10
#Range: 1 ~ 1000 #Range: 1 ~ 1000
spawnInterval = 10 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 #Fix leash lag from entities on a leash, default = true
fixLeash = 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 #Slower updating of armor stands, default = true
slowArmorStands = true slowArmorStands = true
#Enables improved entity collision and movement calculations for any non item entity, default = true #Enables improved entity collision and movement calculations for any non item entity, default = true
fastCollisions = true fastCollisions = true
#Enables less laggy entity item pickup, default = true #Enables less laggy entity item pickup, default = true
noLagItemPickup = true noLagItemPickup = true
#Enable multithreading support for entities, requires fastCollisions to be enabled. default = 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
multiEntities = true enableDynamicEntityUpdates = 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 fast itemstack comparisons #Enables fast itemstack comparisons
fastItemCompare = true 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 #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 #Range: 0.01 ~ 100.0
entityDensity = 1.0 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 #Enable fast inventory advancement triggers, many advancements based on items tend to lag the players, default = true
fastInventoryAdvancement = true fastInventoryAdvancement = true
#Adapt entity speed to tps, makes entities struggle less with lag. default = true #Adapt entity speed to tps, makes entities struggle less with lag. default = true
adaptiveSpeed = 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 #Enable faster pathfinding, default = true
fastPathFinding = true fastPathFinding = true
["Entity AI Settings"] ["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 #Range: 1 ~ 500
goalselectorrate = 4 goalselectorrate = 4
#Enables a slower updated AI Fox find shelter goal, which causes too much load. default = true #Enables a slower updated AI Fox find shelter goal, which causes too much load. default = true
@ -115,9 +124,15 @@ displayTooLargePackets = true
disableConfigReload = false disableConfigReload = false
#Enable printing of world/chunk saves for debugging purposes, those normally happen every 5minutes. default = false #Enable printing of world/chunk saves for debugging purposes, those normally happen every 5minutes. default = false
printWorldSaves = 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 #Set the ingame disconnect timeout for disconnecting players. Default = 60sec
#Range: 15 ~ 400 #Range: 15 ~ 400
disconnectTimeout = 60 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"] #List of mobs disallowed from spawning: e.g. format : ["minecraft:zombie", "minecraft:creeper"]
forbiddenMobs = [] forbiddenMobs = []

View file

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

View file

@ -0,0 +1,274 @@
#Server side blocks configs
[blocks]
[blocks.globe]
#how many globe trades to give to the wandering trader. This will effectively increase the chance of him having a globe trader. Increase this if you have other mods that add stuff to that trader
#Range: 0 ~ 50
chance = 2
#chanche of finding a globe in a shipwreck treasure chest.
#Range: 0.0 ~ 1.0
shipwreck_treasure_chance = 0.25
[blocks.speaker_block]
#maximum range
#Range: 0 ~ 256
range = 64
[blocks.bellows]
#bellows pushes air following this equation:
#air=(sin(2PI*ticks/period)<0), with period = base_period-(redstone_power-1)*power_scaling
#represents base period at 1 power
#Range: 1 ~ 512
base_period = 78
#entities with velocity greated than this won't be pushed
#Range: 0.0 ~ 16.0
power_scaling = 2.0
#velocity increase uses this equation:
#vel = base_vel*((range-entity_distance)/range) with base_vel = base_velocity_scaling/period
#note that the block will push further the faster it's pulsing
#Range: 0.0 ~ 64.0
base_velocity_scaling = 5.0
#sets velocity changed flag when pushing entities +
#causes pushing animation to be smooth client side but also restricts player movement when being pushed
velocity_changed_flag = true
#note that it will still only keep alive the two fire blocks closer to it
#Range: 0 ~ 16
range = 5
[blocks.spring_launcher]
#spring launcher launch speed
#Range: 0.0 ~ 16.0
velocity = 1.5
#fall distance needed to trigger the automatic spring launch
#Range: 0 ~ 512
fall_height_required = 5
[blocks.turn_table]
#can rotate entities standing on it?
rotate_entities = true
#blocks that can't be rotated. Some special ones like chests, beds and pistons are already hardcoded
blacklist = ["minecraft:end_portal_frame"]
[blocks.jar]
#jar liquid capacity: leave at 12 for pixel accuracy
#Range: 0 ~ 1024
capacity = 12
#allow right click to instantly eat or drink food or potions inside a jar.
#Disable if you think this ability is op. Cookies are excluded
drink_from_jar = true
[blocks.cage]
#allow all entities to be captured by cages and jars. Not meant for survival
cage_allow_all_mobs = false
#allow all baby mobs to be captured by cages
cage_allow_all_babies = false
[blocks.notice_board]
#allow notice boards to accept and display any item, not just maps and books
allow_any_item = false
[blocks.sack]
#Penalize the player with slowness effect when carrying too many sacks
sack_penality = true
#maximum number of sacks after which the slowness effect will be applied. each multiple of this number will further slow the player down
#Range: 0 ~ 50
sack_increment = 2
#How many slots should a sack have
#Range: 1 ~ 27
slots = 9
[blocks.safe]
#Makes safes only breakable by their owner or by a player in creative
prevent_breaking = false
#Make safes simpler so they do not require keys:
#they will be bound to the first person that opens one and only that person will be able to interact with them
simple_safes = false
[blocks.blackboard]
#Enable to draw directly on a blackboard using any dye. Gui still only works in black and white
colored_blackboard = false
[blocks.candle_holder]
#Candle holder light level
#Range: 1 ~ 15
light_level = 12
[blocks.timber_frame]
#Replace a timber frame with wattle and daub block when daub is placed in it
replace_daub = true
[blocks.hourglass]
#Time in ticks for sugar
#Range: 0 ~ 10000
sugar_time = 40
#Time in ticks for sand blocks
#Range: 0 ~ 10000
sand_time = 70
#Time in ticks for concrete blocks
#Range: 0 ~ 10000
concrete_time = 105
#Time in ticks for generic dust
#Range: 0 ~ 10000
dust_time = 150
#Time in ticks for glowstone dust
#Range: 0 ~ 10000
glowstone_time = 190
#Time in ticks for blaze powder
#Range: 0 ~ 10000
blaze_powder_time = 277
#Time in ticks for redstone dust
#Range: 0 ~ 10000
redstone_time = 400
#Time in ticks for slime balls
#Range: 0 ~ 10000
slime_time = 1750
#Time in ticks for honey
#Range: 0 ~ 10000
honey_time = 2000
[blocks.item_shelf]
#Makes item shelves climbable
climbable_shelves = false
[blocks.iron_gate]
#Allows two iron gates to be opened simultaneously when on top of the other
double_opening = true
#Configure spawning conditions
[spawns]
[spawns.firefly]
#Spawnable biomes
biomes = ["minecraft:swamp", "minecraft:swamp_hills", "minecraft:plains", "minecraft:sunflower_plains", "minecraft:dark_forest", "minecraft:dark_forest_hills", "byg:bayou", "byg:cypress_swamplands", "byg:glowshroom_bayou", "byg:mangrove_marshes", "byg:vibrant_swamplands", "byg:fresh_water_lake", "byg:grassland_plateau", "byg:wooded_grassland_plateau", "byg:flowering_grove", "byg:guiana_shield", "byg:guiana_clearing", "byg:meadow", "byg:orchard", "byg:seasonal_birch_forest", "byg:seasonal_deciduous_forest", "byg:seasonal_forest", "biomesoplenty:flower_meadow", "biomesoplenty:fir_clearing", "biomesoplenty:grove_lakes", "biomesoplenty:grove", "biomesoplenty:highland_moor", "biomesoplenty:wetland_marsh", "biomesoplenty:deep_bayou", "biomesoplenty:wetland"]
#Whitelisted mods. All biomes from said mods will be able to spawn fireflies. Use the one above for more control
mod_whitelist = []
#Spawn weight
#Set to 0 to disable spawning entirely
#Range: 0 ~ 100
weight = 3
#Minimum group size
#Range: 0 ~ 64
min = 5
#Maximum group size
#Range: 0 ~ 64
max = 9
[spawns.structures]
[spawns.structures.way_sign]
#Average distance apart in chunks between spawn attempts
#Range: 0 ~ 1001
average_distance = 19
#Minimum distance apart in chunks between spawn attempts. 1001 to disable them entirely
#Range: 0 ~ 1001
minimum_distance = 10
#With this option road signs will display the distance to the structure that they are pointing to
show_distance_text = true
#list of structure that a sign can point to. Note that they will only spawn in dimensions where vanilla villages can
villages = ["minecraft:village", "repurposed_structures:village_badlands", "repurposed_structures:village_dark_oak", "repurposed_structures:village_birch", "repurposed_structures:village_giant_taiga", "repurposed_structures:village_jungle", "repurposed_structures:village_mountains", "repurposed_structures:village_oak", "repurposed_structures:village_swamp", "pokecube:village", "pokecube_legends:village", "pokecube_legends:village/ocean", "valhelsia_structures:castle", "valhelsia_structures:castle_ruin", "valhelsia_structures:small_castle", "valhelsia_structures:tower_ruin", "stoneholm:underground_village"]
#entities parameters
[entities]
[entities.firefly]
#firefly animation period
#note that actual period will be this + a random number between 0 and 10
#this needs to be here to allow correct despawning of the entity when it's not glowing
#check client configs come more animation settings
#Range: 1 ~ 200
period = 65
#firefly flying speed
#Range: 0.0 ~ 10.0
speed = 0.3
#despawn during the day
despawn = true
#Vanilla tweaks
[tweaks]
[tweaks.cake_tweaks]
#allows you to place a cake ontop of another
double_cake = true
#replaces normal cake placement with a directional one
directional_cake = true
[tweaks.hanging_flower_pots]
#allows you to place hanging flower pots. Works with any modded pot too
enabled = true
[tweaks.throwable_bricks]
#throw bricks at your foes! Might break glass blocks
enabled = true
[tweaks.wall_lantern]
#allow wall lanterns placement
enabled = true
#mod ids of mods that have lantern block that extend the base lantern class but don't look like one
mod_blacklist = ["extlights", "betterendforge", "tconstruct"]
[tweaks.bells_tweaks]
#ring a bell by clicking on a chain that's connected to it
chain_ringing = true
#max chain length that allows a bell to ring
#Range: 0 ~ 1024
chain_length = 16
[tweaks.raked_gravel]
#allow gravel to be raked with a hoe
enabled = true
[tweaks.bottle_xp]
#Allow bottling up xp by using a bottle on an enchanting table
enabled = true
#bottling health cost
#Range: 0 ~ 20
cost = 2
[tweaks.map_tweaks]
#In this section you can add custom structure maps to cartographers
#The format required is as follows:
#[[<structure>,<level>,<min_price>,<max_price>,<map_name>,<map_color>,<map_marker>],[<structure>,...,<map_marker>],...]
#With the following parameters:
# - <structure> structure id to be located (ie: minecraft:igloo)
# - <level> villager trading level at which the map will be sold. Must be between 1 and 5
# - <min_price> minimum emerald price
# - <max_price> maximum emerald price
# - <map_name> map item name
# - <map_color> hex color of the map item overlay texture
# - <map_marker> id of the map marker to be used (ie: supplementaries:igloo).
#See texture folder for all the names. Leave empty for default ones
#Note that ony the first parameter is required, each of the others others can me removed and will be defaulted to reasonable values
#example: ['minecraft:swamp_hut','2','5','7','witch hut map','0x00ff33']
custom_adventurer_maps = [[""]]
#Cartographers will sell 'adventurer maps' that will lead to a random vanilla structure (choosen from a thought out preset list).
#Best kept disabled if you are adding custom adventurer maps with its config
random_adventurer_maps = true
#enables beacons, lodestones, respawn anchors, beds, conduits, portals to be displayed on maps by clicking one of them with a map
block_map_markers = true
[tweaks.ceiling_banners]
#Allow banners to be placed on ceilings
enabled = true
[tweaks.zombie_horse]
#Feed a stack of rotten flesh to a skeleton horse to buff him up to a zombie horse
zombie_horse_conversion = true
#Amount of rotten flesh needed
#Range: 1 ~ 1000
rotten_flesh = 64
[items]
[items.rope_arrow]
#If you really don't like my ropes you can specify here the block id ofa rope from another mod which will get deployed by rope arrows instead of mine
rope_arrow_override = "supplementaries:rope"
[items.flute]
#radius in which an unbound flute will search pets
#Range: 0 ~ 500
unbound_radius = 64
#max distance at which a bound flute will allow a pet to teleport
#Range: 0 ~ 500
bound_distance = 64

View file

@ -1,18 +1,17 @@
#Here are configs that need reloading to take effect
[initialization]
#all these don't actually disable blocks anymore, they just remove their recipe and remove them from the creative tabs(like all other mods do) [initialization.general]
#to access server configuration go into /saves/serverconfigs #Enable Creative Tab
[general] creative_tab = false
#enable creative tab #Set to false to disable custom dispenser behaviors (i.e: filling jars) if for some reason they are causing trouble
creative_tab = false dispensers = true
#set to false to disable custom dispenser behaviors (filling jars) if for some reason they are causing trouble #Creates a creative tab full of filled jars
dispensers = true jar_tab = false
#creates a creative tab full of filled jars #Enables custom Configured config screen
jar_tab = false custom_configured_screen = true
#Enable and disable blocks / entities [initialization.blocks]
[registration]
[registration.blocks]
planter = true planter = true
clock_block = false clock_block = false
pedestal = true pedestal = true
@ -62,9 +61,13 @@
bomb = true bomb = true
crimson_lantern = true crimson_lantern = true
magma_cream_block = true magma_cream_block = true
goblet = true
raked_gravel = true
statue = true
iron_gate = true
#WIP #WIP
laser_block = false laser_block = false
flag = false flag = false
[registration.entities] [initialization.entities]
firefly = true firefly = true

View file

@ -19,8 +19,8 @@
# #
#----------------------------------------------------- #-----------------------------------------------------
# #
# Spawn Productive Bees in The Bumblezone alongside regular # Spawn Productive Bees in The Bumblezone and from Honey Brood Blocks
# bees at a 1/15th chance when spawning regular bees. # alongside regular bees at a 1/15th chance when spawning regular bees.
# #
spawnProductiveBeesBeesMob = true 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. # How rare are powerful candles in Bee Dungeons.
# Higher numbers means more rare. # Higher numbers means more rare.
# Default rate is 2. # 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. # 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 # 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 # Spawn Resourceful Bees in The Bumblezone and from Honey Brood Blocks
# bees at a 1/15th chance when spawning regular bees. # alongside regular bees at a 1/15th chance when spawning regular bees.
# #
spawnResourcefulBeesBeesMob = true spawnResourcefulBeesBeesMob = true
# #
@ -220,3 +232,31 @@
# #
allowPotionOfBeesCompat = true 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 enableEmptyTankButton = true
enableBackpackAbilities = true enableBackpackAbilities = true
#If true, backpack can only be worn by placing it in curios 'Back' slot #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 curiosIntegration = false
enableSleepingBagSpawnPoint = false enableSleepingBagSpawnPoint = false

View file

@ -1,26 +1,26 @@
[milestones] [milestones]
#Number of hearts you start out with.
#Range: 0 ~ 1000
baseHearts = 7
#Number of hearts you gain for reaching a new milestone. #Number of hearts you gain for reaching a new milestone.
#Range: 0 ~ 1000 #Range: 0 ~ 1000
heartsPerMilestone = 1 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] 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] [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. #Foods in this list won't affect the player's health nor show up in the food book.
blacklist = [] blacklist = []
#When this list contains anything, the blacklist is ignored and instead only foods from here count. #When this list contains anything, the blacklist is ignored and instead only foods from here count.
whitelist = [] whitelist = []
#The minimum hunger value foods need to provide in order to count for milestones, in half drumsticks.
#Range: 0 ~ 1000
minimumFoodValue = 4
[miscellaneous] [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. #If true, eating foods outside of survival mode (e.g. creative/adventure) is not tracked and thus does not contribute towards progression.
limitProgressionToSurvival = true limitProgressionToSurvival = true
#Whether or not to reset the food list on death, effectively losing all bonus hearts.
resetOnDeath = false