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102 lines
5.6 KiB
TOML
102 lines
5.6 KiB
TOML
9 months ago
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["Feature Options"]
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["Feature Options".Farmability]
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#
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# How many times to attempt to spawn a sapling when grass is bonemealed. (also max # of saplings which can spawn per bonemeal)
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# Increasing this value too high may cause performance issues as it is not optimized for a large number of spawn attempts.
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# The probability of a sapling appearing is 1 - (((1 - ((plantableBlocksInRadius/147) * 1/bonemealSaplingSpawnRate))) ^ bonemealSaplingSpawnAttempts)
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# Default value is 2
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#Range: 1 ~ 1000
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bonemealSaplingSpawnAttempts = 2
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#
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# How many times out of 100 a sapling will become a dead bush instead of a tree at light level 15 in the desert
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# Default value is 75
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#Range: 1 ~ 100
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desertSaplingsMaxDeathrate = 75
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#
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# Chance of attempting to spawn an oak sapling on a random block in a 7x3x7 area centered on the bonemealed block when bonemealing grass.
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# The probability of attempting to spawn an oak sapling each time gass is bonemealed is 1/spawnrate.
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# The probability of a sapling appearing is 1 - (((1 - ((plantableBlocksInRadius/147) * 1/bonemealSaplingSpawnRate))) ^ bonemealSaplingSpawnAttempts)
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# Default value is 6
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#Range: 1 ~ 1000
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bonemealSaplingSpawnrate = 6
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#
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# Whether or not bonemeal can spawn oak saplings
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# Default value is true
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bonemealCanSpawnSapling = true
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#
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# Whether or not saplings can convert to dead bushes in high light levels in the desert
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# Default value is true
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desertSaplingsCanBecomeDeadBush = true
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#
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# How many times out of 100 a sapling will become a dead bush instead of a tree at light level 10 in the desert
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# Default value is 25
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#Range: 1 ~ 100
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desertSaplingsMinDeathrate = 25
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#
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# The minimum light level, inclusive, at which spiders can spawn cobwebs attached to logs, leaves, spawners, or other webs
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# Consider setting this value to 0 if you want webs around spider spawners to expand organically
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# Default value is 8
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#Range: 0 ~ 15
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webSpinningMinLightLevel = 8
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#
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# Allows spiders to create webs anywhere, removing the restriction on needing to be next to a log, leaves, or other cobwebs
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# Ironically, this will most likely improve performance since it will bypass the check, but I would suggest lowering the max light level if this is enabled
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# since you will probably get tired of removing webs from your base rather quickly.
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# Default value is false
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websEverywhere = false
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#
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# Unfortunately, too many factors can go into the frequency of web spinning so this will have to remain a 'magic' number
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# When a spider is considering starting the task of spinning a web, it picks a random number between 0 and 100,000, and if it's under the
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# value determined by this config, it will start spinning the web.
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# This, however, is not the only factor as the spider may choose a different task instead, and other mods can add their own tasks with different weights
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# For reference I spawned ~6 spiders at noon in a roofed forest and came back to ~8 webs 20 minutes later with this set to 500, but when placed in
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# a room made of logs and leaves there were 10 webs within about a minute
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# Default value is 500
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#Range: 0 ~ 100000
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webSpinningFrequency = 500
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#
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# Whether or not Endermen can place cocoa. This overrides any changes to enderman_holdable for cocoa and works with MobGreifing turned off if set to true
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# Default value is true
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endermenCanPickupAndPlaceCocoa = true
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#
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# Whether or not spiders (cave, regular, and most likely any moded spiders decended from the Minecraft spider) can spawn cobwebs under certain conditions
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# If enabled, they can spawn cobwebs next to leaves and logs, spawners, and other cobwebs (6 cardinal directions, not diagonals) provided
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# that the light level that they're in is between webSpinningMinLightLevel and webSpinningMaxLightLevel, inclusive
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# Default value is true
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spidersCanSpinWebs = true
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#
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# The maximum light level, inclusive, at which spiders can spawn cobwebs attached to logs, leaves, spawners, or other webs
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# For reference, spiders stop being aggressive somewhere between light levels 9 and 12. Every wiki has conflicting info, and it would take a lot of math
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# for me to figure out an approximation because it looks like they use the light level of the model which takes neighbor's light levels into account
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# Fun Fact: Spiders irl prefer to spin webs at dusk
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# Default value is 12
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#Range: 0 ~ 15
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webSpinningMaxLightLevel = 12
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["Feature Options".EndStructures]
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#
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# The chance of getting a map to a Shulker Factory from a chest in an End Citythe probability of getting the map in any given chest is 1/shulkerFactoryMapWeight
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#Range: 1 ~ 1000
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shulkerFactoryMapChance = 5
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#
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# Whether or not to spawn Shulker Factories - End City inspired structures with a shulker spawner
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# Default value is true
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shulkerFactorys = true
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#
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# Whether or not to add a map, similar to the ones which cartographers sell, to the loot table for
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# End City Chests (and by extention very rarely within shulker factory chests)
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# Default value is true
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addMapsToShulkerFactoriesToEndCities = true
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#
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# How often Shulker Factories will attempt to spawn per chunk.
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# It will spawn in a chunk if a random number between 0 and 1 is less than 1/(((spawnRate + spawnRate * 0.75) / 2, 2)^2)
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# This is to keep it consistent with older versions which went off of the separation instead of being truly random.
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# 10 to practically always have one in render distance, 1000 for extremely rare factories
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# 20 is slightly more common than end cities
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# Default value of 200 should average one every ~7,000 blocks (varies widely)
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#Range: 10 ~ 1000
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shulkerFactorySpawnrate = 200
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