v0.7.1 (inital version)

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samerbam 2023-12-11 11:44:31 -05:00
commit 9edb988907
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Part 1 lotr
Repurposed Structures (Neoforge/Forge) - Minecraft Mods - CurseForge
https://www.curseforge.com/minecraft/mc-mods/repurposed-structures
Valhelsia Structures - Minecraft Mods - CurseForge
https://www.curseforge.com/minecraft/mc-mods/valhelsia-structures
Phenomena Structures - Minecraft Mods - CurseForge
https://www.curseforge.com/minecraft/mc-mods/fenomena-structures
Nature's Aura - Minecraft Mods - CurseForge
https://www.curseforge.com/minecraft/mc-mods/natures-aura
Dungeons Enhanced - Minecraft Mods - CurseForge
https://www.curseforge.com/minecraft/mc-mods/dungeonsenhanced
Brutal Bosses - Custom Bosses[Forge/Fabric] - Minecraft Mods - CurseForge
https://www.curseforge.com/minecraft/mc-mods/brutal-bosses-dungeon
Atum 2: Return to the Sands - Minecraft Mods - CurseForge
https://www.curseforge.com/minecraft/mc-mods/atum
https://www.curseforge.com/minecraft/mc-mods/treasure2-atum2-loot-pack
Creatures and Beasts - Minecraft Mods - CurseForge
https://www.curseforge.com/minecraft/mc-mods/creatures-and-beasts
When Dungeons Arise - Forge! - Minecraft Mods - CurseForge
https://www.curseforge.com/minecraft/mc-mods/when-dungeons-arise
Rev's Better Structures - Minecraft Mods - CurseForge
https://www.curseforge.com/minecraft/mc-mods/rbs

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config/MouseTweaks.cfg Normal file
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RMBTweak=1
LMBTweakWithItem=1
LMBTweakWithoutItem=1
WheelTweak=1
WheelSearchOrder=1
WheelScrollDirection=0
ScrollItemScaling=0
Debug=0

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#Client only settings for Abnormals Core.
[client]
#Scale for screen shake effects; Default: 1.0
#Range: 0.0 ~ 1.0
screenShakeScale = 1.0
#If sky color transition should be smooth; Default: True
smoothSkyColor = true
#Max amount of sources that can contribute to screen shaking, adjustable for performance and preference reasons. 0 will disable the addition of shake sources; Default: 256
#Range: > 0
maxScreenShakers = 256
#Slabfish patron hat settings.
[client.slabfishSettings]
#If the slabfish hat's custom type should be enabled. If false, the default swamp slabfish appears; Default: True
typeEnabled = true
#If the slabfish hat's backpack should be enabled; Default: True
backpackEnabled = true
#If the slabfish hat's sweater should be enabled; Default: True
sweaterEnabled = true
#If the slabfish hat should be enabled; Default: True
enabled = true

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#Common only settings for Abnormals Core, this will affect all depending mods
[common]
#Compatibility with Quark's poisonous potatoes feature
[common.poisonousPotatoCompat]
#If growth stunting should give baby mobs poison; Default: True
poisonEffect = true
#The chance to stunt baby mob growth when feeding a poisonous potato; Default: 0.1
#Range: 0.0 ~ 1.0
poisonChance = 0.1
#If baby mobs can be fed a poisonous potato to stunt their growth when Quark is installed; Default: True
poisonPotatoCompatEnabled = true

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#Entity Settings
[entity]
#General
[entity.general]
#Allows repeat remove calls to bubble to the top of the list to improve performance of repeat mob spawning.
enable_call_bubbling = true
#Allow AI tasks to be removed from entities at runtime. If this is disable no per mob or per mob type removes will run.
allow_remove_calls = true
#Entity Mob
[entity.mob]
#Remove Look Goal
[entity.mob.remove_look_goal]
#Remove the look at goal (player or attack target) AI task. This will cause AIs to not face targets or walking directions.
remove_look_goal = false
#Set this to true to apply this setting to all mobs on the filter list. Set this to false to NOT apply this to mobs on the filter list.
is_allowlist = false
#The list of mobs that is affected by this setting according to is_allowlist
filter_list = []
#Replace Look Controller
[entity.mob.replace_look_controller]
#Replaces the default look controller with a version featuring cached tan math improving performance. Only works on vanilla style mobs, if a mod overrides the look controller it will skip.
replace_look_controller = true
#Set this to true to apply this setting to all mobs on the filter list. Set this to false to NOT apply this to mobs on the filter list.
is_allowlist = false
#The list of mobs that is affected by this setting according to is_allowlist
filter_list = []
#Remove Look Random
[entity.mob.remove_look_random]
#Set this to true to apply this setting to all mobs on the filter list. Set this to false to NOT apply this to mobs on the filter list.
is_allowlist = false
#The list of mobs that is affected by this setting according to is_allowlist
filter_list = []
#Remove the look at random position AI task. This will cause AIs to feel a little lifeless as they do not animate head movement while idle.
remove_look_random = false
#Chicken
[entity.chicken]
#Remove the chicken's follow parent AI task. This causes baby chickens to no longer follow their parents.
remove_follow_parent = false
#Remove the chicken's tempt AI task. This causes chickens to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the chicken's float AI task. This causes chickens to no longer swim in water.
remove_float = false
#Remove the chicken's panic AI task. This causes chickens to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the chicken's breed AI task. This causes chickens to be unable to breed to create offspring.
remove_breed = false
#Remove the chicken's random stroll AI task. This causes chickens to no longer walk around randomly.
remove_stroll = false
#Entity Fish
[entity.fish]
#Remove the fish's AI task to follow a leader fish to act as a group of fish.
remove_follow_leader = false
#Remove the fish's random swimming pathfinder. This will cause fish to stay in position more often.
remove_swim = false
#Remove the fish's panic pathfinder. This will cause fish to not run away.
remove_panic = false
#Remove the fish's AI task to avoid players.
remove_avoid_player = false
#Remove the fish's AI task to puff up when entities are nearby
remove_puff = false
#Cow
[entity.cow]
#Remove the cow's follow parent AI task. This causes baby cows to no longer follow their parents.
remove_follow_parent = false
#Remove the cow's tempt AI task. This causes cows to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the cow's float AI task. This causes cows to no longer swim in water.
remove_float = false
#Remove the cow's panic AI task. This causes cows to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the cow's breed AI task. This causes cows to be unable to breed to create offspring.
remove_breed = false
#Remove the cow's random stroll AI task. This causes cows to no longer walk around randomly.
remove_stroll = false
#Squid Fish
[entity.squid]
#Remove the squid's flee pathfinder. This will cause squid to not run away.
remove_flee = false
#Remove the squid's random movement pathfinder. This will cause squid to swim around randomly.
remove_random_move = false
#Sheep
[entity.sheep]
#Remove the sheep's eat block AI task. This causes sheep to no longer eat grass, and thus be unable to regenerate their wool.
remove_eat_block = false
#Remove the sheep's follow parent AI task. This causes baby sheep to no longer follow their parents.
remove_follow_parent = false
#Remove the sheep's tempt AI task. This causes sheep to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the sheep's float AI task. This causes sheep to no longer swim in water.
remove_float = false
#Remove the sheep's panic AI task. This causes sheep to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the sheep's breed AI task. This causes sheep to be unable to breed to create offspring.
remove_breed = false
#Remove the sheep's random stroll AI task. This causes sheep to no longer walk around randomly.
remove_stroll = false
#Pig
[entity.pig]
#Remove the pig's follow parent AI task. This causes baby pigs to no longer follow their parents.
remove_follow_parent = false
#Remove the pig's tempt AI task. This causes pigs to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the pig's float AI task. This causes pigs to no longer swim in water.
remove_float = false
#Remove the pig's panic AI task. This causes pigs to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the pig's breed AI task. This causes pigs to be unable to breed to create offspring.
remove_breed = false
#Remove the pig's random stroll AI task. This causes pigs to no longer walk around randomly.
remove_stroll = false

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[general]
#Whether polar bears should target seal mobs.
polarBearsAttackSeals = true
#Whether bone serpents are neutral or hostile.
neutralBoneSerpents = false
#Makes eagles teleport back to their owner if they get stuck during controlled flight. Useful for when playing with the Optifine mod, since this mod is the fault of many issues with the falconry system.
falconryTeleportsBack = false
#List of dimensions in which spawning void worms via mysterious worm items is allowed.
voidWormSpawnDimensions = ["minecraft:the_end"]
#True if straddleboard enchants are enabled.
straddleboardEnchants = true
#Whether Crimson Mosquitoes can transform into Warped Moscos if attacking a Mungus or any listed creature.
warpedMoscoTransformation = true
#Whether wild raccoons steal food from chests.
raccoonStealFromChests = true
#Whether mimicream can be used to duplicate items.
mimicreamRepair = true
#List of items that seagulls cannot take from players.
seagullStealingBlacklist = []
#Whether acacia blossoms should drop from blocks tagged with #alexsmobs:drops_acacia_blossoms
acaciaBlossomsDropFromLeaves = true
#Whether lava can be bottled with a right click of a glass bottle.
lavaBottleEnabled = true
#Maximum world y-level that blobfish can spawn at
#Range: 0 ~ 256
blobfishSpawnHeight = 38
#Whether guster spawns are limited to when it is raining/thundering.
limitGusterSpawnsToWeather = true
#Whether seagulls should steal food out of players' hotbar slots.
seagullStealing = true
#Whether all players should get an Animal Dictionary when joining the world for the first time.
giveBookOnStartup = true
#Maximum world y-level that cave centipedes can spawn at
#Range: 0 ~ 256
caveCentipedeSpawnHeight = 30
#Blacklist for items that mimicream cannot make a copy of. Ex: "minecraft:stone_sword", "alexsmobs:blood_sprayer"
mimicreamBlacklist = ["alexsmobs:blood_sprayer", "alexsmobs:hemolymph_blaster"]
#0 = no mungus biome transformation. 1 = mungus changes blocks, but not chunk's biome. 2 = mungus transforms blocks and biome of chunk.
#Range: 0 ~ 2
mungusBiomeTransformationType = 2
#Max Health of the void worm boss.
#Range: 0.0 ~ 1000000.0
voidWormMaxHealth = 160.0
#All void worm damage is scaled to this.
#Range: 0.0 ~ 100.0
voidWormDamageModifier = 1.0
#Whether the void worm boss is summonable or not, via the mysterious worm item.
voidWormSummonable = true
#List of all mungus mushrooms, biome transformations and surface blocks. Each is seperated by a |. Add an entry with a block registry name, biome registry name, and block registry name(for the ground).
mungusBiomeMatches = ["minecraft:red_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:brown_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:crimson_fungus|minecraft:crimson_forest|minecraft:crimson_nylium", "minecraft:warped_fungus|minecraft:warped_forest|minecraft:warped_nylium"]
#Percent chance for leafcutter ants to break leaves blocks when harvesting. Set to zero so that they can not break any blocks.
#Range: 0.0 ~ 1.0
leafcutterAntBreakLeavesChance = 0.2
#Whether to disable certain aspects of the Lava Vision Potion. Enable if issues with shaders persist.
shadersCompat = false
#List of extra(non mungus) mobs that will trigger a crimson mosquito to become a warped mosquito. Ex: "minecraft:mooshroom", "alexsmobs:warped_toad"
warpedMoscoMobTriggers = [""]
#1 out of this number chance for leaves to drop a banana when broken. Fortune is automatically factored in
#Range: > 0
bananaChance = 200
#Max number of ant entities allowed inside a leafcutter anthill.
#Range: 2 ~ 100000
leafcutterAntColonySize = 20
#Whether soul vulture spawns should be restricted solely to the nether fossil structure or to whatever biome is specified in their respective biome config.
soulVultureSpawnOnFossil = true
#Makes Tarantula Hawks fireproof, perfect if you also want these guys to spawn in the nether.
fireproofTarantulaHawk = false
#Percent chance for fungus to grow per each leaf a leafcutter ant returns to the colony.
#Range: 0.0 ~ 1.0
leafcutterAntFungusGrowChance = 0.3
#Whether fish oil gives players a special levitation effect.
fishOilMeme = true
#Whether mimicubes spawns should be restricted solely to the end city structure or to whatever biome is specified in their respective biome config.
mimicubeSpawnInEndCity = true
#Whether bananas should drop from blocks tagged with #alexsmobs:drops_bananas
bananasDropFromLeaves = true
#Relative volume of cachalot whales compared to other animals. Note that irl they are the loudest animal. Turn this down if you find their clicks annoying.
#Range: 0.0 ~ 10.0
cachalotVolume = 3.0
#Whether the Clinging Potion effect should flip the screen. Warning: may cause nausea.
clingingFlipEffect = false
#Whether emu should target skeletons.
emuTargetSkeletons = true
#Lava Opacity for the Lava Vision Potion.
#Range: 0.01 ~ 1.0
lavaVisionOpacity = 0.65
#Whether spiders should target fly mobs.
spidersAttackFlies = true
#Whether wolves should target moose mobs.
wolvesAttackMoose = true
#Percent chance for emu leggings to dodge projectile attacks.
#Range: 0.0 ~ 1.0
emuPantsDodgeChance = 0.45
#How many feedings of leaves does a leafcutter colony need in order to regain a worker ant, if below half the max members.
#Range: 2 ~ 100000
leafcutterAntRepopulateFeedings = 25
#Whether wandering traders offer items like acacia blossoms, mosquito larva, crocodile egg, etc.
wanderingTraderOffers = true
[general.spawning]
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
boneSerpentSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
alligatorSnappingTurtleSpawnRolls = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
frilledSharkSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
stradpoleSpawnRolls = 3
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mantisShrimpSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
lobsterSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
spectreSpawnWeight = 10
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
endergradeSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sealSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sunbirdSpawnRolls = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
shoebillSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
sunbirdSpawnWeight = 2
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
raccoonSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mungusSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mimicubeSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
blobfishSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crowSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tasmanianDevilSpawnWeight = 10
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
grizzlyBearSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
elephantSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
caveCentipedeSpawnWeight = 8
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
shoebillSpawnWeight = 10
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
sealSpawnWeight = 30
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
baldEagleSpawnWeight = 15
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
kangarooSpawnWeight = 25
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
rattlesnakeSpawnWeight = 12
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
soulVultureSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
enderiophageSpawnRolls = 2
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mooseSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
warpedMoscoSpawnRolls = 1000
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
platypusSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tarantulaHawkSpawnRolls = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
soulVultureSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
orcaSpawnRolls = 6
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
capuchinMonkeySpawnWeight = 55
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
alligatorSnappingTurtleSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
boneSeprentSpawnRolls = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mimicubeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn. NOTE: By default the warped mosco doesn't spawn in any biomes.
#Range: 0 ~ 1000
warpedMoscoSpawnWeight = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
seagullSpawnWeight = 21
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
cockroachSpawnWeight = 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
gazelleSpawnWeight = 40
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gorillaSpawnWeight = 50
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
flySpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
platypusSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
warpedToadSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gorillaSpawnRolls = 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
snowLeopardSpawnWeight = 20
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
orcaSpawnWeight = 2
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mimicOctopusSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
seagullSpawnRolls = 0
#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 = 9
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
lobsterSpawnWeight = 7
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
capuchinMonkeySpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
dropbearSpawnWeight = 19
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
enderiophageSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
hummingbirdSpawnRolls = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
grizzlyBearSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crimsonMosquitoSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
hammerheadSharkSpawnRolls = 1
[general.spawning.uniqueSpawning]
#Delay (in ticks) between attempts to spawn beached cachalot whales. Default is a single day. Works like wandering traders.
#Range: > 0
beachedCachalotWhaleSpawnDelay = 24000
#Percent chance for leafcutter anthills to spawn as world gen in each chunk. Set to zero to disable spawning.
#Range: 0.0 ~ 1.0
leafcutterAnthillSpawnChance = 0.004999999888241291
#Whether to enable beached cachalot whales to spawn on beaches during thunder storms.
beachedCachalotWhales = true
#Percent chance increase for each failed attempt to spawn a beached cachalot whale. Higher value = more spawns.
#Range: 0 ~ 100
beachedCachalotWhaleSpawnChance = 5

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@ -0,0 +1,23 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "swamp"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:tundra_bog"
}
]
]
}

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@ -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"
}
]
]
}

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@ -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"
}
]
]
}

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

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

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@ -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"
}
]
]
}

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@ -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"
}
]
]
}

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

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

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@ -0,0 +1,25 @@
{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:crimson_forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "byg:crimson_gardens"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:visceral_heap"
}
]
]
}

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@ -0,0 +1,47 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "swamp"
}
],
[
{
"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"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:tropic_beach"
}
]
]
}

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@ -0,0 +1,38 @@
{
"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": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "savanna"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "plains"
}
]
]
}

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

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

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

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@ -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"
}
]
]
}

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

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@ -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_CATEGORY",
"negate": false,
"value": "savanna"
}
],
[
{
"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 +1,38 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "forest"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "forest"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:jungle_egde"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:modified_jungle_edge"
}
]
]
}

View File

@ -0,0 +1,26 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "hot"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "dry"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "sandy"
}
]
]
}

View File

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

View File

@ -0,0 +1,30 @@
{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:flower_forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:sunflower_plains"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "jungle"
}
]
]
}

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 +1,23 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mesa"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:tropic_plains"
}
]
]
}

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

View File

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

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 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "end"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:the_end"
}
]
]
}

View File

@ -0,0 +1,45 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "snowy"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "wasteland"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "snowy"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:tundra_bog"
}
]
]
}

View File

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

View File

@ -0,0 +1,21 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "ocean"
},
{
"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": "river"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "cold"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:tundra_bog"
}
]
]
}

View File

@ -0,0 +1,38 @@
{
"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": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "savanna"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "plains"
}
]
]
}

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@ -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_CATEGORY",
"negate": false,
"value": "desert"
}
]
]
}

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

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

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{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "beach"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "ocean"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "snowy"
}
]
]
}

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{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "swamp"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:tundra_bog"
}
]
]
}

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{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mountain"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "snowy"
}
]
]
}

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{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:soul_sand_valley"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "byg:warped_desert"
}
]
]
}

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{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "end"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:the_end"
}
]
]
}

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{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:basalt_deltas"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:withered_abyss"
}
]
]
}

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{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:basalt_deltas"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:withered_abyss"
}
]
]
}

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

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

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{
"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"
}
]
]
}

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{
"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"
}
]
]
}

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{
"biomes": []
}

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{
"biomes": []
}

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{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:warped_forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "byg:crimson_gardens"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "byg:warped_desert"
}
]
]
}

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[tweaks]
[tweaks.infinity]
#Adds a special texture for arrows shot from infinity bows
"Infinity arrow texture" = true
#Adds a glint on arrows shot from infinity bows
"Infinity arrow glint" = true

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[enchantments]
[enchantments.vengeance]
#Armor enchantment that stores incoming damage and applies it to user's next attack
"Enable Vengeance" = true
#How much the damage taken with vengeance is multiplied for attacks
#Range: 0.0 ~ 1.7976931348623157E308
"Damage factor" = 0.025
[enchantments.reforming]
#How many ticks it takes a reforming item to repair
#Range: > 0
"Reforming tick rate" = 600
#Gear enchantment that very slowly repairs items over time
"Enable Reforming" = true
[enchantments.missile]
#How much the target is affected on the vertical axis
#Range: 0.0 ~ 1.7976931348623157E308
"Vertical factor" = 0.35
#Weapon enchantment that launches enemies upwards rather than away
"Enable Launch" = true
[enchantments.reeling]
#Crossbow enchantment that pulls targets towards the user
"Enable Reeling" = true
#How much the target is affected on the vertical axis
#Range: 0.0 ~ 1.7976931348623157E308
"Vertical factor" = 0.25
#How much the target is affected on the horizontal axis
#Range: 0.0 ~ 1.7976931348623157E308
"Horizontal factor" = 0.5
[enchantments.alleviating]
#Armor enchantment that heals the user when collecting experience
"Enable Alleviating" = true
#How much the experience value is multiplied by into health
#Range: 0.0 ~ 1.7976931348623157E308
"Healing factor" = 0.25
[enchantments.shockwave]
#Boots enchantment that creates a shockwave when taking fall damage
"Enable Shockwave" = true
#If Shockwave tramples farmland within the wave radius
"Shockwave tramples farmland" = true
[tweaks]
[tweaks.bane_of_arthropods]
#If Bane of Arthropods increases the mining speed of Cobwebs
"Bane of Arthropods mines cobwebs faster" = true
[tweaks.horse_armor]
#Allow horse armor to be enchanted
"Enchantable horse armor" = true
#Which loot tables horse armor can't appear enchanted in
"Unenchanted loot tables" = ["minecraft:chests/village/village_weaponsmith", "minecraft:chests/stronghold_corridor", "minecraft:chests/nether_bridge"]
#If horse armor can appear enchanted when found in loot tables
"Generates in loot tables" = true
[tweaks.soul_speed]
#Instead of losing durability as you run, Soul Speed makes incoming damage increase when on Soul Speed blocks
"Soul Speed change" = true
#How much damage is multiplied when hurt on Soul Speed blocks
#Range: 0.0 ~ 1.7976931348623157E308
"Damage factor" = 1.5
[tweaks.feather_falling]
#If having Feather Falling prevents farmland from being trampled
"Feather Falling prevents trampling" = true
[tweaks.level_scaling]
#The amount of experience per level, if level scaling is removed (experimental)
#Range: > 0
"Experience per level" = 50
#Remove the amount of experience per level increasing (experimental)
"Remove level scaling" = false
[tweaks.infinity]
#If Infinity requires an arrow in the player's inventory in order to shoot
"Infinity requires arrows" = false
[tweaks.protection]
#Remove the base Protection enchantment, requiring players to choose between the other types
"Disable Protection" = false
[tweaks.riptide]
#Allow Riptide to function when in cauldrons
"Riptide works in cauldrons" = true

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

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[items]
#Whether models for gloves should display on the player's hand in first person
show_first_person_glove = true
#Whether artifacts should have a tooltip explaining their effect. These can still be found in JEI when disabled
show_tooltips = true
#Whether the Kitty Slippers and Bunny Hoppers should modify the player's hurt sounds
modify_hurt_sounds = true
[Mimics]
#Whether mimics should use chest textures from Lootr or Quark if either of these mods is installed
use_modded_textures = true

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#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
[campsite]
#The maximum y-level at which a campsite can generate
#Range: 1 ~ 255
max_y = 45
#Whether to use wooden chests from other mods when generating campsites
#(keeping this enabled may make it easier to distinguish them from mimics)
use_modded_chests = true
#List of biome IDs in which campsites are not allowed to generate
#End and nether biomes are excluded by default
#To blacklist all biomes from a single mod, use "modid:*"
biome_blacklist = ["minecraft:void", "undergarden:*", "the_bumblezone:*", "twilightforest:*"]
#Probability for a container of a campsite to be replaced by a mimic
#Range: 0.0 ~ 1.0
mimic_chance = 0.3
#The minimum y-level at which a campsite can generate
#Range: 1 ~ 255
min_y = 1
#Probability for an ore vein to generate underneath a campsite
#Range: 0.0 ~ 1.0
ore_chance = 0.25
#Rarity of campsites generating in the world
#The chance a campsite generates in a specific chunk is 1/rarity
#A rarity of 1 will generate a campsite in every chunk, while 10000 will generate no campsites
#Not every attempt at generating a campsite succeeds, this also depends on the density and shape of caves
#Range: 1 ~ 10000
rarity = 12

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#Values for the minecraft:generic.max_health attribute.
[minecraft_generic_max_health]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 1.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the minecraft:generic.follow_range attribute.
[minecraft_generic_follow_range]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the minecraft:generic.knockback_resistance attribute.
[minecraft_generic_knockback_resistance]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the minecraft:generic.movement_speed attribute.
[minecraft_generic_movement_speed]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the minecraft:generic.flying_speed attribute.
[minecraft_generic_flying_speed]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the minecraft:generic.attack_damage attribute.
[minecraft_generic_attack_damage]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the minecraft:generic.attack_knockback attribute.
[minecraft_generic_attack_knockback]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the minecraft:generic.attack_speed attribute.
[minecraft_generic_attack_speed]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the minecraft:generic.armor attribute.
[minecraft_generic_armor]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the minecraft:generic.armor_toughness attribute.
[minecraft_generic_armor_toughness]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the minecraft:generic.luck attribute.
[minecraft_generic_luck]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = -1024.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the minecraft:zombie.spawn_reinforcements attribute.
[minecraft_zombie_spawn_reinforcements]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true
#Values for the minecraft:horse.jump_strength attribute.
[minecraft_horse_jump_strength]
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Whether or not this attribute should be modified.
enabled = true

285
config/atum-common.toml Normal file
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[general]
#Should clientside fog be rendered?
"Atum Fog" = true
#Can a non-creative user create a portal using the scarab?
"Atum Portal" = true
["atum start"]
#Structure that will generate next to the player when starting in Atum (Requires 'Start in Atum' to be enabled). Leave empty for no structure.
"Atum starting structure" = "atum:tent_small"
#Should a portal back to the Overworld generate, when starting in Atum?
"Create Atum Portal" = false
#New players should start in Atum?
"Start in Atum" = false
[sandstorm]
#Sand particle transparency while wearing Sandstorm reducing helmets
#Range: 0 ~ 100
"Sandstorm Helmet Transparency" = 40
#Multiplier to fog during sandstorms
#Range: 0 ~ 100
"Sandstorm Fog" = 2
#Seconds it takes to transition from clear to sandstorm
#Range: 0 ~ 100
"Sandstorm Transition Time" = 25
#Chance for sandstorms to generate sand layers. The higher the value, the more rare it is. Set to 0 to disable.
#Range: 0 ~ 10000
"Sandstorm Sand Layer" = 60
#How light the sand particles are
#Range: 0 ~ 100
"Sandstorm Brightness" = 75
#Enable/disables all functionality of sandstorms
"Sandstorm Enabled" = true
#Base transparency for sand particles
#Range: 0 ~ 100
"Sandstorm Base Transparency" = 10
["world gen"]
#Range: 0 ~ 255
"Fossils chance, set to 0 to disable" = 64
#Range: 0 ~ 64
"Shrub frequency, set to 0 to disable" = 1
#Probability of mineshafts generating. Set to 0 to disable. Default value same as vanilla overworld
#Range: 0.0 ~ 1.0
"Minecraft probability" = 0.007
#Specify the amount of ruin variants structures/ruins. Allows for additional ruin structures with a resourcepack
#Range: 1 ~ 999
"Ruins Amount" = 17
#Range: 0 ~ 255
"Dungeon chance, set to 0 to disable" = 8
#Should Sand Layers generate along all edges?
"Enable Sand Layer along edges" = true
["ore gen"]
#Range: 1 ~ 255
"Diamond max height" = 16
#Range: 0 ~ 64
"Nebu count, set to 0 to disable" = 1
#Range: 1 ~ 64
"Relic Ore vein size" = 5
#Range: 0 ~ 64
"Coal count, set to 0 to disable" = 20
#Range: 0 ~ 64
"Bone Ore count, set to 0 to disable" = 12
#Range: 0 ~ 64
"Porphyry count, set to 0 to disable" = 10
#Range: 1 ~ 255
"Gold max height" = 32
#Range: 0 ~ 64
"Lapis baseline, set to 0 to disable" = 16
#Range: 1 ~ 64
"Marl vein size" = 14
#Range: 1 ~ 64
"Sand pocket vein size" = 28
#Range: 1 ~ 64
"Diamond vein size" = 8
#Range: 1 ~ 255
"Iron max height" = 64
#Range: 0 ~ 64
"Redstone count, set to 0 to disable" = 8
#Range: 0 ~ 64
"Diamond count, set to 0 to disable" = 1
#Range: 0 ~ 64
"Iron count, set to 0 to disable" = 20
#Range: 1 ~ 255
"Nebu max height" = 64
#Should Emeralds generate in Atum?
"Enable Emeralds" = true
#Range: 1 ~ 64
"Redstone vein size" = 8
#Range: 1 ~ 64
"Lapis vein size" = 7
#Range: 1 ~ 255
"Khnumite max height" = 20
#Range: 1 ~ 255
"Limestone Gravel pocket max height" = 255
#Range: 1 ~ 64
"Iron vein size" = 9
#Range: 0 ~ 64
"Gold count, set to 0 to disable" = 2
#Range: 1 ~ 64
"Bone Ore vein size" = 9
#Range: 1 ~ 255
"Alabaster max height" = 60
#Range: 0 ~ 64
"Marl count, set to 0 to disable" = 8
#Range: 1 ~ 255
"Bone Ore max height" = 128
#Range: 0 ~ 64
"Khnumite count, set to 0 to disable" = 4
#Range: 0 ~ 64
"Alabaster count, set to 0 to disable" = 10
#Range: 1 ~ 255
"Coal max height" = 128
#Range: 1 ~ 64
"Gold vein size" = 9
#Range: 1 ~ 64
"Lapis spread" = 16
#Range: 0 ~ 64
"Sand pocket count, set to 0 to disable" = 14
#Range: 1 ~ 64
"Nebu vein size" = 8
#Range: 1 ~ 64
"Alabaster vein size" = 30
#All vanilla based ores, uses the vanilla values by default.
#Range: 1 ~ 64
"Coal vein size" = 17
#Range: 1 ~ 64
"Khnumite vein size" = 6
#Range: 1 ~ 255
"Sand pocket max height" = 255
#Range: 0 ~ 64
"Limestone Gravel pocket count, set to 0 to disable" = 10
#Range: 1 ~ 64
"Porphyry vein size" = 30
#Range: 1 ~ 255
"Redstone max height" = 16
#Range: 1 ~ 255
"Marl max height" = 50
#Range: 0 ~ 64
"Relic Ore count, set to 0 to disable" = 4
#Range: 1 ~ 255
"Relic Ore max height" = 64
#Range: 1 ~ 255
"Porphyry max height" = 60
#Range: 1 ~ 64
"Limestone Gravel pocket vein size" = 32
[biome]
#By default 1 in 30 Sand Plains biomes can contain either an Oasis or Dead Oasis. Set to 0 to disable both oases biomes.
#Range: 0 ~ 10000
"Oases chance" = 30
#Sets the percentage chance for oases to generate as an Oasis. The remaining oases will generate as an Dead Oasis. Set to 0 to only get Dead Oasis or to 100 to only get Oasis
#Range: 0 ~ 10000
"Oasis percentage" = 50
[biome.sand_dunes]
#Range: -1 ~ 1000
weight = 15
[biome.sand_hills]
#Range: -1 ~ 1000
weight = 10
[biome.sparse_woods]
#Range: -1 ~ 1000
weight = 10
[biome.dense_woods]
#Range: -1 ~ 1000
weight = 10
[biome.limestone_crags]
#Range: -1 ~ 1000
weight = 3
[biome.limestone_mountains]
#Range: -1 ~ 1000
weight = 5
[biome.sand_plains]
#Range: -1 ~ 1000
weight = 30
[mobs]
#How frequent Bandit patrols are. The higher the number, the less patrols will spawn
#Range: -1 ~ 10000
banditPatrolFrequency = 1000
#How long time is required for an Assassin to spawn. The higher the number, the less frequent Assassin will spawn
#Range: 1 ~ 10000
markedForDeathFrequency = 1000
#Whether a message should be broadcast to everybody, when a Pharaoh have been killed
displayPharaohSlainMessage = true
[mobs.bonestorm]
#Range: -1 ~ 63
min = 1
#Range: 1 ~ 64
max = 2
#Range: -1 ~ 1000
weight = 5
[mobs.mummy]
#Range: -1 ~ 63
min = 1
#Range: 1 ~ 64
max = 3
#Range: -1 ~ 1000
weight = 30
[mobs.forsaken]
#Range: -1 ~ 63
min = 1
#Range: 1 ~ 64
max = 4
#Range: -1 ~ 1000
weight = 22
[mobs.stoneguard]
#Range: -1 ~ 63
min = 1
#Range: 1 ~ 64
max = 2
#Range: -1 ~ 1000
weight = 34
[mobs.tarantula]
#Range: -1 ~ 63
min = 1
#Range: 1 ~ 64
max = 3
#Range: -1 ~ 1000
weight = 20
[mobs.quail]
#Range: -1 ~ 63
min = 2
#Range: 1 ~ 64
max = 4
#Range: -1 ~ 1000
weight = 3
[mobs.wraith]
#Range: -1 ~ 63
min = 1
#Range: 1 ~ 64
max = 2
#Range: -1 ~ 1000
weight = 10
[mobs.desert_wolf]
#Range: -1 ~ 63
min = 2
#Range: 1 ~ 64
max = 4
#Range: -1 ~ 1000
weight = 6
[mobs.bat]
#Range: -1 ~ 63
min = 4
#Range: 1 ~ 64
max = 8
#Range: -1 ~ 1000
weight = 4
[mobs.camel]
#Range: -1 ~ 63
min = 2
#Range: 1 ~ 64
max = 6
#Range: -1 ~ 1000
weight = 6
[mobs.desert_rabbit]
#Range: -1 ~ 63
min = 2
#Range: 1 ~ 64
max = 3
#Range: -1 ~ 1000
weight = 5
["mod integration"]
theoneprobe = true

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#General settings
[autoplant]
#Planting saplings allowed
plantAllSaplings = true
#Extra blocks to auto plant
extras = ["minecraft:grass"]

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#If enabled, hides the config button from the backpack screen
hideConfigButton = false
#The alignment of the buttons in the backpack inventory screen
#Allowed Values: LEFT, RIGHT
buttonAlignment = "RIGHT"

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#Common configuration settings
[common]
#Determines whether or not the backpack should be dropped on death
keepBackpackOnDeath = false
#The amount of slot columns in the backpack inventory.
#Range: 1 ~ 13
backpackInventorySizeColumns = 9
#The amount of slot rows in the backpack inventory.
#Range: 1 ~ 7
backpackInventorySize = 1
[common.wandering_trader]
#If enabled, allows wandering traders to have a backpack equipped when they spawn.
spawnBackpackOnWanderingTraders = true
#If true, allows players who are disliked by Wandering Traders to continue to trade normally with them. A player is considered disliked if they are caught when trying to pickpocket a Wandering Trader's backpack.
dislikedPlayersCanTrade = false
#The maximum multiplier to apply when generating loot in the Wandering Trader backpack
#Range: 1 ~ 64
maxLootMultiplier = 12
#The amount of time (in ticks) a player has to wait before a Wandering Trader will like them again. If a player gets caught pickpocketing a Wandering Trader, the cooldown will be reset
#Range: 0 ~ 24000
dislikeCooldown = 6000
#The chance a Wandering Trader will spawn with a backpack. The chance is interpreted as one out of x, with x being the number given from this config option.
#Range: 1 ~ 100
wanderingTraderBackpackChance = 2
#Instead of generating trades as loot in the Wandering Traders backpacks, only generate emeralds.
generateEmeraldsOnly = false
#The maximum size of an emerald stack that can generate in the Wandering Trader backpack
#Range: 1 ~ 64
maxEmeraldStack = 32
#The time (in ticks) a Wandering Trader will wait before it decides to forget about a detected player. The Wandering Trader will wait indefinitely if the detected player is within the maximum detection distance.
#Range: 1 ~ 12000
wanderingTraderForgetTime = 200
#The maximum distance a Wandering Trader can detect a player. The longer the distance, the more difficult the challenge to pickpocket their backpack.
#Range: 1.0 ~ 32.0
wanderingTraderMaxDetectionDistance = 10.0

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["YUNG's Better Strongholds"]
# List of dimensions that will have Better Strongholds.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:overworld, minecraft:the_nether, undergarden:undergarden]"
# Default: "[minecraft:overworld]"
"Whitelisted Dimensions" = "[minecraft:overworld]"
# List of biomes that will NOT have Better Strongholds.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:plains, byg:alps]"
# Default: "[minecraft:ocean, minecraft:frozen_ocean, minecraft:deep_ocean, minecraft:warm_ocean, minecraft:lukewarm_ocean, minecraft:cold_ocean, minecraft:deep_lukewarm_ocean, minecraft:deep_cold_ocean, minecraft:deep_frozen_ocean, minecraft:beach, minecraft:snowy_beach, minecraft:river, minecraft:frozen_river]"
"Blacklisted Biomes" = "[minecraft:ocean, minecraft:frozen_ocean, minecraft:deep_ocean, minecraft:warm_ocean, minecraft:lukewarm_ocean, minecraft:cold_ocean, minecraft:deep_lukewarm_ocean, minecraft:deep_cold_ocean, minecraft:deep_frozen_ocean, minecraft:beach, minecraft:snowy_beach, minecraft:river, minecraft:frozen_river]"
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Strongholds".General]
# The maximum y-value at which the STARTING ROOM of the stronghold can spawn.
# Note that the various pieces of the stronghold can extend above or below this value.
# Default: 31
"Max Start Y" = 31
# The minimum y-value at which the STARTING ROOM of the stronghold can spawn.
# Note that the various pieces of the stronghold can extend above or below this value.
# Default: 30
"Min Start Y" = 30
# The maximum y-value at which ANY piece of the stronghold can spawn.
# If any piece attempts to spawn such that any part of it is above this y-value,
# it will not spawn.
# In other words, this is a hard cap above which no part of the stronghold can generate.
# Default: 60
"Max Y" = 60
# The max number of "pieces" the stronghold will generate from the center.
# This number controls the general size of strongholds. Bigger number = bigger strongholds.
# It is HIGHLY recommended to keep this an even number!
# Default: 16
"Stronghold Size" = 16
# The rate at which cobwebs will spawn around spider spawners in libraries.
# Default: 0.3
"Cobweb Spawn Rate (SPAWNER)" = 0.3
# The rate at which torches spawn throughout the stronghold.
# Default: 0.1
"Torch Spawn Rate" = 0.1
# The rate at which lanterns spawn throughout the stronghold.
# Default: 0.2
"Lantern Spawn Rate" = 0.2
# The rate at which cobwebs will spawn in various parts of the stronghold.
# Default: 0.1
"Cobweb Spawn Rate (NORMAL)" = 0.1
###########################################################################################################
## Options for controlling individual pieces/rooms in the stronghold.
###########################################################################################################
["YUNG's Better Strongholds"."Piece Settings"]
# The max number of Commander (YUNG) rooms that can spawn in a single stronghold.
# Default: 1
"Commander Room (YUNG) Max Count" = 1
# The max number of prisons that can spawn in a single stronghold.
# Default: 2
"Prison Max Count" = 2
# The max number of small armoury rooms that can spawn in a single stronghold.
# Default: 2
"Armoury Room (Small) Max Count" = 2
# The max number of small libraries that can spawn in a single stronghold.
# Note that these are distinct rooms from the Grand Library, being smaller
# and more common (by default).
# Default: 2
"Small Library Max Count" = 2
# The max number of treasure rooms that can spawn in a single stronghold.
# Default: 2
"Treasure Room Max Count" = 2
# The max number of large armoury rooms that can spawn in a single stronghold.
# Default: 2
"Armoury Room (Large) Max Count" = 2
# The max number of portal rooms that can spawn in a single stronghold.
# Default: 1
"Portal Room Max Count" = 1
# The max number of Commander (Acarii) rooms that can spawn in a single stronghold.
# Default: 1
"Commander Room (Acarii) Max Count" = 1
# The max number of Grand Libraries that can spawn in a single stronghold.
# Default: 1
"Grand Library Max Count" = 1

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This directory is for a few additional options for YUNG's Better Strongholds.
Options provided may vary by version.
This directory contains subdirectories for supported versions. The first time you run Better Strongholds, a version subdirectory will be created if that version supports advanced options.
For example, the first time you use Better Strongholds for MC 1.16 on Forge, the 'forge-1_16' subdirectory will be created in this folder.
If no subdirectory for your version is created, then that version probably does not support the additional options.
NOTE -- MOST OPTIONS CAN BE FOUND IN A CONFIG FILE OUTSIDE THIS FOLDER!
For example, on Forge 1.16 the file is 'betterstrongholds-forge-1_16.toml'.

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######################################
# ores.json #
######################################
This file contains a BlockSetSelector (see below) describing the probability of a given ore being chosen.
These probabilities are used in treasure rooms in the stronghold, in which
piles of ore have a chance of spawning.
For information on BlockSetSelectors, see the bottom of this README.
######################################
# rareblocks.json #
######################################
This file contains a BlockSetSelector describing the probability of a given block being chosen.
These probabilities are used in grand libraries, in which
two rare blocks will spawn.
For information on BlockSetSelectors, see the bottom of this README.
######################################
# armorstands.json #
######################################
This file contains ItemSetSelectors describing the probability distribution of armor on armor stands.
Common armor stands spawn in Armoury rooms, while Rare ones are only available in the rare Commander rooms.
For information on ItemSetSelectors, see the bottom of this README.
######################################
# itemframes.json #
######################################
This file contains ItemSetSelectors describing the probability distribution of items in item frames.
Item frames only spawn in storage rooms and armoury rooms.
For information on ItemSetSelectors, see the bottom of this README.
######################################
# BlockSetSelectors #
######################################
Describes a set of blockstates and the probability of each blockstate being chosen.
- entries: An object where each entry's key is a blockstate, and each value is that blockstate's probability of being chosen.
The total sum of all probabilities SHOULD NOT exceed 1.0!
- defaultBlock: The blockstate 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 block selector:
"entries": {
"minecraft:cobblestone": 0.25,
"minecraft:air": 0.2,
"minecraft:stone_bricks": 0.1
},
"defaultBlock": "minecraft:oak_planks"
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).
######################################
# ItemSetSelectors #
######################################
Describes a set of items and the probability of each item being chosen.
Works the same as BlockSetSelectors, but with items instead of blockstates.

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{
"commonHelmets": {
"entries": {
"carved_pumpkin": 0.01,
"leather_helmet": 0.1,
"iron_helmet": 0.3,
"chainmail_helmet": 0.3
},
"defaultItem": "air"
},
"rareHelmets": {
"entries": {
"carved_pumpkin": 0.2,
"diamond_helmet": 0.3
},
"defaultItem": "air"
},
"commonChestplates": {
"entries": {
"chainmail_chestplate": 0.3,
"iron_chestplate": 0.3,
"leather_chestplate": 0.1
},
"defaultItem": "air"
},
"rareChestplates": {
"entries": {
"diamond_chestplate": 0.3
},
"defaultItem": "air"
},
"commonLeggings": {
"entries": {
"chainmail_leggings": 0.3,
"iron_leggings": 0.3,
"leather_leggings": 0.1
},
"defaultItem": "air"
},
"rareLeggings": {
"entries": {
"diamond_leggings": 0.3
},
"defaultItem": "air"
},
"commonBoots": {
"entries": {
"leather_boots": 0.1,
"chainmail_boots": 0.3,
"iron_boots": 0.3
},
"defaultItem": "air"
},
"rareBoots": {
"entries": {
"diamond_boots": 0.3
},
"defaultItem": "air"
}
}

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{
"armouryItems": {
"entries": {
"iron_axe": 0.1,
"stone_sword": 0.05,
"golden_sword": 0.05,
"name_tag": 0.05,
"iron_sword": 0.1,
"shield": 0.1,
"arrow": 0.05,
"stone_axe": 0.05,
"bow": 0.1,
"golden_axe": 0.05
},
"defaultItem": "air"
},
"storageItems": {
"entries": {
"paper": 0.25,
"compass": 0.05,
"beetroot_seeds": 0.025,
"wheat_seeds": 0.025,
"pumpkin_seeds": 0.025,
"cake": 0.05,
"slime_ball": 0.05,
"melon_seeds": 0.025,
"flint": 0.05,
"rabbit_foot": 0.01,
"map": 0.25,
"lead": 0.05
},
"defaultItem": "air"
}
}

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{
"oreChances": {
"entries": {
"minecraft:coal_ore": 0.2,
"minecraft:redstone_ore[lit=false]": 0.15,
"minecraft:gold_ore": 0.2,
"minecraft:iron_ore": 0.2,
"minecraft:diamond_ore": 0.05,
"minecraft:lapis_ore": 0.15,
"minecraft:emerald_ore": 0.05
},
"defaultBlock": "minecraft:coal_ore"
}
}

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{
"blockChances": {
"entries": {
"minecraft:diamond_block": 0.1,
"minecraft:iron_block": 0.3,
"minecraft:quartz_block": 0.3,
"minecraft:gold_block": 0.3
},
"defaultBlock": "minecraft:iron_block"
}
}

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["Config category"]
#Global difficulty multiplier, affects health and damage of all bosses
#Range: 0.1 ~ 1000.0
globalDifficultyMultiplier = 1.0
#Prints the chest loottable on opening and on spawn and logs the Loottables which do not have a boss assigned of structures to the latest.log. Useful to find the table used by a dungeon chest, only works if the chest is not opened yet: default:false
printChestLoottableOnOpen = false
#Global boss spawn chance, determines the chance per treasure chest spawn at which a boss can appear in a structure. Chance X in 100, default = 30
#Range: 1 ~ 100
globalBossSpawnChance = 30

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["CaveBiomeAPI Configs"]
#Determines if the Noise Carvers should generate.
#This option will allow the generation of huge caves that are created by noise, similar to the new caves from 1.17 but a bit smaller.
"Generate Noise Carvers" = true
#Determines if the Default Cave Biome should generate.
#This option will not disable all the cave biomes, it will replace any space that should be default cave with the surface cave biome, so the biome generation can be more like in 1.18.
"Generate Default Cave Biome" = true

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["World Generation"]
["World Generation"."Feature Generation"]
#Determines if Glow Lichen should generate underground.
GenerateGlowLichen = true
["World Generation"."Feature Generation"."Amethyst Geodes Settings"]
#Determines what block should generate as the casing for Amethyst Geodes
AmethystGeodeCasingBlock = "cavesandcliffs:smooth_basalt"
#Determines if Amethyst Geodes should generate underground.
GenerateAmethystGeodes = true
#Determines the rarity of spawning for Amethyst Geodes.
AmethystGeodesSpawnRarity = 24
#Determines the max height of spawning for Amethyst Geodes.
AmethystGeodesMaxHeight = 30
["World Generation"."Feature Generation"."Azalea Tree Settings"]
#Determines the rarity of spawning for Azalea Trees.
AzaleaTreeGenerationRarity = 2
#Determines if Azalea Trees should generate in the surface.
GenerateAzaleaTrees = true
["World Generation"."Entity Generation"]
["World Generation"."Entity Generation"."Glow Squid Settings"]
#Determines if Glow Squids should generate as in 1.17.
LegacyGlowSquidGeneration = false
#Determines if Glow Squids should generate.
GenerateGlowSquids = true
#Determines the weight of spawning for Glow Squids.
GlowSquidSpawnWeight = 10
["World Generation"."Entity Generation"."Axolotl Settings"]
#Determines if Axolotls should generate.
GenerateAxolotls = true
#Determines if Axolotls should generate as in 1.17.
#In 1.18 they can generate in clay pools inside of LUSH CAVES.
LegacyAxolotlGeneration = false
#Determines the weight of spawning for Axolotls
AxolotlSpawnWeight = 10
["World Generation"."Entity Generation"."Goat Settings"]
#Determines the weight of spawning for Goats.
GoatSpawnWeight = 10
#Determines if Goats should generate.
GenerateGoats = true
["World Generation"."Ore Generation"]
["World Generation"."Ore Generation"."Copper Settings"]
#Determines if Copper should generate so it doesn't interfere with other modded copper.
GenerateCopperOre = true
#Determines if Large Copper Blobs should generate in Dripstone Caves.
DripstoneCaveLargeCopperBlobs = true
["World Generation"."Ore Generation"."Deepslate Settings"]
#Determines the weight of spawning for Deepslate.
DeepslateSpawnWeight = 2
#Determines if Deepslate Ores should generate underground.
GenerateDeepslateOres = true
#Determines if Deepslate Blobs should generate underground.
GenerateDeepslate = true
["World Generation"."Ore Generation"."Tuff Settings"]
#Determines if Tuff Blobs should generate underground.
GenerateTuff = true
#Determines the weight of spawning for Tuff.
TuffSpawnWeight = 1
["World Generation"."Biome Generation"]
#Determines if Lush Caves should generate underground.
#NOTE: using TERRAFORGED worldtype will prevent this biome to spawn.
GenerateLushCaves = true
#Determines if Dripstone Caves should generate underground.
#NOTE: using TERRAFORGED worldtype will prevent this biome to spawn.
GenerateDripstoneCaves = true
["Gameplay Settings"]
#Determines if monsters should only spawn where the light value equals zero.
MonstersSpawnInTotalDarkness = true
["Gameplay Settings"."Raw Ore Settings"]
#Determines if Copper from other mods should also drop Raw Copper.
RawOreDropsForExternalCopper = false
#Determines if Iron, Gold and Copper should drop Raw Ores.
RawOreDrops = true
["Client Settings"]
#Determines the Value for the Panorama to display.
#This option can alternate the panorama in the main menu by using numbers.
#0 = default panoramic view.
#1 = part I panoramic view.
#2 = part II panoramic view.
#Range: 0 ~ 2
PanoramaValue = 1

6
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#Client configuration settings
[client]
#Draws the collision shape rather than the selection shape when hovering blocks. Used for debugging collisions.
drawCollisionShapes = false

10
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#Mail configuration settings
[mail]
#The maximum amount of mail that can be in a player's mail queue.
#Range: > 1
maxMailQueue = 20
#The interval in ticks for mail boxes to pull mail from the player's queue
#Range: > 1
pullMailInterval = 20

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

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[cnb]
[cnb.cnb_other]
#Define the yeti hide reinforcement multiplier. The armor attribute value will be multiplied with this value each time (default: 1.01)
"hide multiplier" = 1.01
#Define amount of xp needed to upgrade armor with yeti hide (default: 1)
"hide cost" = 1
#Define how often items can be reinforced with the yeti hide (default: 5)
"hide amount" = 5
#Creatures And Beasts common config
[cnb.cnb_entity]
#This defines whether or not the hostile_sporelings should exist (default: true, when changing this to false EVERY entity of this type will be deleted!)
"hostile_sporeling active" = true
#This defines the spawn rate of the hostile_sporelings (default: 10)
"hostile_sporeling spawn weight" = 10
#This defines whether or not the lilytads should exist (default: true, when changing this to false EVERY entity of this type will be deleted!)
"lilytad active" = true
#This defines the spawn rate of the friendly_sporelings (default: 40)
"friendly_sporeling spawn weight" = 40
#This defines the spawn rate of the lizards (default: 50)
"lizard spawn weight" = 50
#This defines which biomes the lilytads will spawn in
"lilytad biomes" = ["minecraft:swamp", "minecraft:swamp_hills"]
#This defines the spawn rate of the yetis (default: 1)
"yeti spawn weight" = 1
#This defines whether or not the lizards should exist (default: true, when changing this to false EVERY entity of this type will be deleted!)
"lizard active" = true
#This defines which biomes the hostile_sporelings will spawn in
"hostile_sporeling biomes" = ["minecraft:soul_sand_valley", "minecraft:basalt_deltas", "minecraft:nether_wastes"]
#This defines which biomes the cindershells will spawn in
"cindershell biomes" = ["minecraft:soul_sand_valley", "minecraft:crimson_forest", "minecraft:warped_forest", "minecraft:basalt_deltas", "minecraft:nether_wastes"]
#This defines which biomes the friendly_sporelings will spawn in
"friendly_sporeling biomes" = ["minecraft:mushroom_fields", "minecraft:mushroom_field_shore", "minecraft:dark_forest", "minecraft:swamp", "minecraft:swamp_hills"]
#This defines the spawn rate of the cindershells (default: 10)
"cindershell spawn weight" = 10
#This defines whether or not the grebes should exist (default: true, when changing this to false EVERY entity of this type will be deleted!)
"grebe active" = true
#This defines whether or not the yetis should exist (default: true, when changing this to false EVERY entity of this type will be deleted!)
"yeti active" = true
#This defines which biomes the grebes will spawn in
"grebe biomes" = ["minecraft:frozen_river", "minecraft:river"]
#This defines the spawn rate of the lilytads (default: 35)
"lilytad spawn weight" = 35
#This defines the spawn rate of the neutral_sporelings (default: 5)
"neutral_sporeling spawn weight" = 5
#This defines which biomes the neutral_sporelings will spawn in
"neutral_sporeling biomes" = ["minecraft:crimson_forest", "minecraft:warped_forest"]
#This defines whether or not the cindershells should exist (default: true, when changing this to false EVERY entity of this type will be deleted!)
"cindershell active" = true
#This defines whether or not the neutral_sporelings should exist (default: true, when changing this to false EVERY entity of this type will be deleted!)
"neutral_sporeling active" = true
#This defines whether or not the friendly_sporelings should exist (default: true, when changing this to false EVERY entity of this type will be deleted!)
"friendly_sporeling active" = true
#This defines the spawn rate of the grebes (default: 30)
"grebe spawn weight" = 30
#This defines which biomes the lizards will spawn in
"lizard biomes" = ["minecraft:badlands", "minecraft:wooded_badlands_plateau", "minecraft:badlands_plateau", "minecraft:desert", "minecraft:desert_hills", "minecraft:desert_lakes"]
#Define extra chance to spawn yeti. Each time a yeti should spawn it checks random.nextFloat() >= value. Increase this value up to 1.0 to make yetis more rare (default: 0.5)
#Range: 0.0 ~ 1.0
"yeti chance" = 0.5
#This defines which biomes the yetis will spawn in
"yeti biomes" = ["minecraft:snowy_tundra", "minecraft:snowy_mountains", "minecraft:snowy_taiga", "minecraft:snowy_taiga_hills", "minecraft:ice_spikes", "minecraft:snowy_taiga_mountains"]

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["Feature Options"]
["Feature Options".Farmability]
#
# How many times to attempt to spawn a sapling when grass is bonemealed. (also max # of saplings which can spawn per bonemeal)
# Increasing this value too high may cause performance issues as it is not optimized for a large number of spawn attempts.
# The probability of a sapling appearing is 1 - (((1 - ((plantableBlocksInRadius/147) * 1/bonemealSaplingSpawnRate))) ^ bonemealSaplingSpawnAttempts)
# Default value is 2
#Range: 1 ~ 1000
bonemealSaplingSpawnAttempts = 2
#
# How many times out of 100 a sapling will become a dead bush instead of a tree at light level 15 in the desert
# Default value is 75
#Range: 1 ~ 100
desertSaplingsMaxDeathrate = 75
#
# Chance of attempting to spawn an oak sapling on a random block in a 7x3x7 area centered on the bonemealed block when bonemealing grass.
# The probability of attempting to spawn an oak sapling each time gass is bonemealed is 1/spawnrate.
# The probability of a sapling appearing is 1 - (((1 - ((plantableBlocksInRadius/147) * 1/bonemealSaplingSpawnRate))) ^ bonemealSaplingSpawnAttempts)
# Default value is 6
#Range: 1 ~ 1000
bonemealSaplingSpawnrate = 6
#
# Whether or not bonemeal can spawn oak saplings
# Default value is true
bonemealCanSpawnSapling = true
#
# Whether or not saplings can convert to dead bushes in high light levels in the desert
# Default value is true
desertSaplingsCanBecomeDeadBush = true
#
# How many times out of 100 a sapling will become a dead bush instead of a tree at light level 10 in the desert
# Default value is 25
#Range: 1 ~ 100
desertSaplingsMinDeathrate = 25
#
# The minimum light level, inclusive, at which spiders can spawn cobwebs attached to logs, leaves, spawners, or other webs
# Consider setting this value to 0 if you want webs around spider spawners to expand organically
# Default value is 8
#Range: 0 ~ 15
webSpinningMinLightLevel = 8
#
# Allows spiders to create webs anywhere, removing the restriction on needing to be next to a log, leaves, or other cobwebs
# 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
# since you will probably get tired of removing webs from your base rather quickly.
# Default value is false
websEverywhere = false
#
# Unfortunately, too many factors can go into the frequency of web spinning so this will have to remain a 'magic' number
# 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
# value determined by this config, it will start spinning the web.
# 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
# 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
# a room made of logs and leaves there were 10 webs within about a minute
# Default value is 500
#Range: 0 ~ 100000
webSpinningFrequency = 500
#
# 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
# Default value is true
endermenCanPickupAndPlaceCocoa = true
#
# Whether or not spiders (cave, regular, and most likely any moded spiders decended from the Minecraft spider) can spawn cobwebs under certain conditions
# If enabled, they can spawn cobwebs next to leaves and logs, spawners, and other cobwebs (6 cardinal directions, not diagonals) provided
# that the light level that they're in is between webSpinningMinLightLevel and webSpinningMaxLightLevel, inclusive
# Default value is true
spidersCanSpinWebs = true
#
# The maximum light level, inclusive, at which spiders can spawn cobwebs attached to logs, leaves, spawners, or other webs
# 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
# 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
# Fun Fact: Spiders irl prefer to spin webs at dusk
# Default value is 12
#Range: 0 ~ 15
webSpinningMaxLightLevel = 12
["Feature Options".EndStructures]
#
# 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
#Range: 1 ~ 1000
shulkerFactoryMapChance = 5
#
# Whether or not to spawn Shulker Factories - End City inspired structures with a shulker spawner
# Default value is true
shulkerFactorys = true
#
# Whether or not to add a map, similar to the ones which cartographers sell, to the loot table for
# End City Chests (and by extention very rarely within shulker factory chests)
# Default value is true
addMapsToShulkerFactoriesToEndCities = true
#
# How often Shulker Factories will attempt to spawn per chunk.
# 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)
# This is to keep it consistent with older versions which went off of the separation instead of being truly random.
# 10 to practically always have one in render distance, 1000 for extremely rare factories
# 20 is slightly more common than end cities
# Default value of 200 should average one every ~7,000 blocks (varies widely)
#Range: 10 ~ 1000
shulkerFactorySpawnrate = 200

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#Forces all config menus to be overridden and generated by Configured. This requires the game to be restarted for the changes to apply.
forceConfiguredMenu = false

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#This is the Client config for ConstructionWand.
#If you're not familiar with Forge's new split client/server config, let me explain:
#Client config is stored in the /config folder and only contains client specific settings like graphics and keybinds.
#Mod behavior is configured in the Server config, which is world-specific and thus located
#in the /saves/myworld/serverconfig folder. If you want to change the serverconfig for all
#new worlds, copy the config files in the /defaultconfigs folder.
[keys]
#Key code of OPTKEY (Default: Left Control). Look up key codes under https://www.glfw.org/docs/3.3/group__keys.html
#Range: 0 ~ 350
OptKey = 341
#Press SNEAK+OPTKEY instead of SNEAK for changing wand mode/direction lock
ShiftOpt = false
#Press SNEAK+OPTKEY instead of SNEAK for opening wand GUI
ShiftOptGUI = true

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#These settings only affects client
[Client]
#The horizontal pixel distance from the origin point of player inventory gui
#Range: > -2147483648
CosArmorGuiButton_Left = 65
#The vertical pixel distance from the origin point of player inventoy gui
#Range: > -2147483648
CosArmorGuiButton_Top = 67
#Whether or not to hide the button for toggling the mod temporarily on client side
CosArmorToggleButton_Hidden = false
#Whether or not to hide the button for opening CosmeticArmorInventory in CreativeInventory
CosArmorCreativeGuiButton_Hidden = false
#The horizontal pixel distance from the origin point of player inventory gui
#Range: > -2147483648
CosArmorToggleButton_Left = 59
#The vertical pixel distance from the origin point of creative inventoy gui
#Range: > -2147483648
CosArmorCreativeGuiButton_Top = 38
#Whether or not to hide the button for opening CosmeticArmorInventory
CosArmorGuiButton_Hidden = false
#The vertical pixel distance from the origin point of player inventory gui
#Range: > -2147483648
CosArmorToggleButton_Top = 72
#The horizontal pixel distance from the origin point of creative inventory gui
#Range: > -2147483648
CosArmorCreativeGuiButton_Left = 95

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

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#Crafting Tweaks Client Configuration
[client]
#Set this to true if you don't want the tweak buttons' tooltips to show.
hideButtonTooltips = false
#This option is toggled by the 'Toggle Buttons' key that can be defined in the Controls settings.
hideButtons = false
#We both know JEI is much better. This option hides Vanilla's crafting book button instead of moving it.
hideVanillaCraftingGuide = false
#Add modids here of mods that you wish to disable Crafting Tweaks support for.
disabledAddons = []
#Set to 'DEFAULT' to enable both buttons and hotkeys. Set to 'BUTTONS' to enable buttons only. Set to 'HOTKEYS' to enable hotkeys only.
#Allowed Values: DEFAULT, BUTTONS, HOTKEYS, DISABLED
craftingTweaksMode = "DEFAULT"
#If set to true, right-clicking the result slot in a crafting table will craft a full stack.
rightClickCraftsStack = true

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#Crafting Tweaks Configuration
[common]
#Set this to true if you want the (de)compress feature to work outside of crafting GUIs (only works if installed on server)
compressAnywhere = false
#A list of modid:name entries that will not be crafted by the compress key.
compressBlacklist = ["minecraft:sandstone", "minecraft:iron_trapdoor"]

120
config/create-client.toml Normal file
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#
#Client-only settings - If you're looking for general settings, look inside your worlds serverconfig folder!
[client]
#
#Choose the menu row that the Create config button appears on in the main menu
#Set to 0 to disable the button altogether
#Range: 0 ~ 4
mainMenuConfigButtonRow = 2
#
#Choose the menu row that the Create config button appears on in the in-game menu
#Set to 0 to disable the button altogether
#Range: 0 ~ 5
ingameMenuConfigButtonRow = 3
#
#Higher density means more spawned particles.
#Range: 0.0 ~ 1.0
fanParticleDensity = 0.5
#
#The maximum amount of blocks for which to try and calculate dynamic contraption lighting. Decrease if large contraption cause too much lag
#Range: > 0
maximumContraptionLightVolume = 16384
#
#Log a stack-trace when rendering issues happen within a moving contraption.
explainRenderErrors = false
#
#[in Blocks]
#Maximum Distance to the player at which items in Blocks' filter slots will be displayed
#Range: 1.0 ~ 3.4028234663852886E38
filterItemRenderDistance = 10.0
#
#Show colourful debug information while the F3-Menu is open.
enableRainbowDebug = true
#
#Display a tooltip when looking at overstressed components.
enableOverstressedTooltip = true
#
#Use modern OpenGL features to drastically increase performance.
experimentalRendering = true
#
#Offset the Create config button in the in-game menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
#Range: > -2147483648
ingameMenuConfigButtonOffsetX = -4
#
#Setting this to true will prevent Create from sending you a warning when playing with Fabulous graphics enabled
ignoreFabulousWarning = false
#
#Offset the Create config button in the main menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
#Range: > -2147483648
mainMenuConfigButtonOffsetX = -4
#
#Show item descriptions on Shift and controls on Ctrl.
enableTooltips = true
#
#Sound settings
[client.sound]
#
#Make cogs rumble and machines clatter.
enableAmbientSounds = true
#
#Maximum volume modifier of Ambient noise
#Range: 0.0 ~ 1.0
ambientVolumeCap = 0.10000000149011612
#
#Ponder settings
[client.ponder]
#
#Slow down a ponder scene whenever there is text on screen.
comfyReading = false
#
#Settings for the Goggle Overlay
[client.goggleOverlay]
#
#Enable this to use your custom colors for the Goggle- and Hover- Overlay
customColorsOverlay = false
#
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
#Range: > -2147483648
overlayOffsetY = 0
#
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
#Range: > -2147483648
overlayOffsetX = 20
#
#The custom top color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBorderTopOverlay = 1347420415
#
#The custom background color to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBackgroundOverlay = -267386864
#
#The custom bot color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBorderBotOverlay = 1344798847
#
#Settings for the Placement Assist
[client.placementAssist]
#
#Change the size of the Indicator by this multiplier
#Range: 0.0 ~ 3.4028234663852886E38
indicatorScale = 1.0
#
#What indicator should be used when showing where the assisted placement ends up relative to your crosshair
#Choose 'NONE' to disable the Indicator altogether
#Allowed Values: TEXTURE, TRIANGLE, NONE
indicatorType = "TEXTURE"

136
config/create-common.toml Normal file
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[worldgen]
#
#Modify Create's impact on your terrain
[worldgen.v2]
#
#Prevents all worldgen added by Create from taking effect
disableWorldGen = false
[worldgen.v2.copper_ore]
#
#Range: > 0
minHeight = 40
#
#Range: > 0
maxHeight = 85
#
#Range: > 0
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.v2.weathered_limestone]
#
#Range: > 0
minHeight = 10
#
#Range: > 0
maxHeight = 30
#
#Range: > 0
clusterSize = 128
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 0.015625
[worldgen.v2.zinc_ore]
#
#Range: > 0
minHeight = 15
#
#Range: > 0
maxHeight = 70
#
#Range: > 0
clusterSize = 14
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 4.0
[worldgen.v2.limestone]
#
#Range: > 0
minHeight = 30
#
#Range: > 0
maxHeight = 70
#
#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.dolomite]
#
#Range: > 0
minHeight = 20
#
#Range: > 0
maxHeight = 70
#
#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.gabbro]
#
#Range: > 0
minHeight = 20
#
#Range: > 0
maxHeight = 70
#
#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.scoria]
#
#Range: > 0
minHeight = 0
#
#Range: > 0
maxHeight = 10
#
#Range: > 0
clusterSize = 128
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 0.03125

21
config/curios-client.toml Normal file
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#Client only settings, mostly things related to rendering
[client]
#The corner for the Curios GUI button
#Allowed Values: TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT
buttonCorner = "TOP_LEFT"
#The X-Offset for the Curios GUI button
#Range: -100 ~ 100
buttonXOffset = 0
#The Y-Offset for the Creative Curios GUI button
#Range: -100 ~ 100
creativeButtonYOffset = 0
#Set to true to enable rendering curios
renderCurios = true
#The X-Offset for the Creative Curios GUI button
#Range: -100 ~ 100
creativeButtonXOffset = 0
#The Y-Offset for the Curios GUI button
#Range: -100 ~ 100
buttonYOffset = 0

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@ -0,0 +1,6 @@
#The default difficulty selected for newly created worlds.
#Allowed Values: PEACEFUL, EASY, NORMAL, HARD
defaultDifficulty = "NORMAL"
#Set to true if the difficulty for new world's should be locked ot the specific default. This cannot be unlocked by players without external tools! Probably a bad idea. I don't recommend. Why am I adding this option?
lockDifficulty = false

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key_key.attack:key.mouse.left:NONE
key_key.use:key.mouse.right:NONE
key_key.forward:key.keyboard.w:NONE
key_key.left:key.keyboard.a:NONE
key_key.back:key.keyboard.s:NONE
key_key.right:key.keyboard.d:NONE
key_key.jump:key.keyboard.space:NONE
key_key.sneak:key.keyboard.left.shift:NONE
key_key.sprint:key.keyboard.left.control:NONE
key_key.drop:key.keyboard.q:NONE
key_key.inventory:key.keyboard.e:NONE
key_key.chat:key.keyboard.t:NONE
key_key.playerlist:key.keyboard.tab:NONE
key_key.pickItem:key.mouse.middle:NONE
key_key.command:key.keyboard.slash:NONE
key_key.socialInteractions:key.keyboard.p:NONE
key_key.screenshot:key.keyboard.f2:NONE
key_key.togglePerspective:key.keyboard.f5:NONE
key_key.smoothCamera:key.keyboard.unknown:NONE
key_key.fullscreen:key.keyboard.f11:NONE
key_key.spectatorOutlines:key.keyboard.unknown:NONE
key_key.swapOffhand:key.keyboard.f:NONE
key_key.saveToolbarActivator:key.keyboard.c:NONE
key_key.loadToolbarActivator:key.keyboard.x:NONE
key_key.advancements:key.keyboard.l:NONE
key_key.hotbar.1:key.keyboard.1:NONE
key_key.hotbar.2:key.keyboard.2:NONE
key_key.hotbar.3:key.keyboard.3:NONE
key_key.hotbar.4:key.keyboard.4:NONE
key_key.hotbar.5:key.keyboard.5:NONE
key_key.hotbar.6:key.keyboard.6:NONE
key_key.hotbar.7:key.keyboard.7:NONE
key_key.hotbar.8:key.keyboard.8:NONE
key_key.hotbar.9:key.keyboard.9:NONE
key_placebo.toggleWings:key.keyboard.keypad.8:NONE
key_placebo.toggleTrails:key.keyboard.keypad.9:NONE
key_key.corpse.death_history:key.keyboard.u:NONE
key_key.curios.open.desc:key.keyboard.g:NONE
key_key.spartanweaponry.access_quiver:key.keyboard.i:NONE
key_key.pmmo.showBar:key.keyboard.tab:NONE
key_key.pickup.item:key.keyboard.unknown:NONE
key_key.pmmo.showList:key.keyboard.left.alt:NONE
key_key.pmmo.toggleTooltip:key.keyboard.f6:NONE
key_key.pmmo.vein:key.keyboard.grave.accent:NONE
key_key.pmmo.openMenu:key.keyboard.p:NONE
key_key.pmmo.openSettings:key.keyboard.unknown:NONE
key_key.pmmo.openSkills:key.keyboard.unknown:NONE
key_key.pmmo.openGlossary:key.keyboard.unknown:NONE
key_key.skills:key.keyboard.g:NONE
key_key.toastcontrol.clear:key.keyboard.j:NONE
key_key.waila.config:key.keyboard.keypad.0:NONE
key_key.waila.show_overlay:key.keyboard.keypad.1:NONE
key_key.waila.toggle_liquid:key.keyboard.keypad.2:NONE
key_key.lotr.menu:key.keyboard.m:NONE
key_key.lotr.map_teleport:key.keyboard.enter:NONE
key_key.lotr.alignment_previous:key.keyboard.left:NONE
key_key.lotr.alignment_next:key.keyboard.right:NONE
key_key.lotr.alignment_group_previous:key.keyboard.up:NONE
key_key.lotr.alignment_group_next:key.keyboard.down:NONE
key_key.tconstruct.helmet_interact:key.keyboard.z:NONE
key_key.tconstruct.leggings_interact:key.keyboard.i:NONE
key_quark.keybind.back:key.mouse.4:NONE
key_quark.keybind.autorun:key.keyboard.caps.lock:NONE
key_quark.keybind.change_hotbar:key.keyboard.z:NONE
key_key.backpack:key.keyboard.b:NONE
key_quark.keybind.lock_rotation:key.keyboard.k:NONE
key_quark.emote.no:key.keyboard.unknown:NONE
key_quark.emote.yes:key.keyboard.unknown:NONE
key_quark.emote.wave:key.keyboard.unknown:NONE
key_quark.emote.salute:key.keyboard.unknown:NONE
key_quark.emote.cheer:key.keyboard.unknown:NONE
key_quark.emote.clap:key.keyboard.unknown:NONE
key_quark.emote.think:key.keyboard.unknown:NONE
key_quark.emote.point:key.keyboard.unknown:NONE
key_quark.emote.shrug:key.keyboard.unknown:NONE
key_quark.emote.headbang:key.keyboard.unknown:NONE
key_quark.emote.weep:key.keyboard.unknown:NONE
key_quark.emote.facepalm:key.keyboard.unknown:NONE
key_quark.keybind.patreon_emote.dance:key.keyboard.unknown:NONE
key_quark.keybind.patreon_emote.tpose:key.keyboard.unknown:NONE
key_quark.keybind.patreon_emote.dab:key.keyboard.unknown:NONE
key_quark.keybind.patreon_emote.jet:key.keyboard.unknown:NONE
key_quark.keybind.patreon_emote.exorcist:key.keyboard.unknown:NONE
key_quark.keybind.patreon_emote.zombie:key.keyboard.unknown:NONE
key_quark.keybind.camera_mode:key.keyboard.f12:NONE
key_quark.keybind.transfer_insert:key.keyboard.unknown:NONE
key_quark.keybind.transfer_extract:key.keyboard.unknown:NONE
key_quark.keybind.shift_lock:key.keyboard.unknown:NONE
key_quark.keybind.sort_player:key.keyboard.unknown:NONE
key_quark.keybind.sort_container:key.keyboard.unknown:NONE
key_key.valkyrienskies.ship_down:key.keyboard.v:NONE
key_key.valkyrienskies.ship_cruise:key.keyboard.c:NONE
key_cos.key.opencosarmorinventory:key.keyboard.unknown:NONE
key_create.keyinfo.toolmenu:key.keyboard.left.alt:NONE
key_create.keyinfo.toolbelt:key.keyboard.left.alt:NONE
key_keybind.sophisticatedbackpacks.open_backpack:key.keyboard.b:NONE
key_keybind.sophisticatedbackpacks.inventory_interaction:key.keyboard.c:NONE
key_keybind.sophisticatedbackpacks.tool_swap:key.keyboard.unknown:NONE
key_keybind.sophisticatedbackpacks.sort:key.mouse.middle:NONE
key_keybind.sophisticatedbackpacks.toggle_upgrade_1:key.keyboard.z:ALT
key_keybind.sophisticatedbackpacks.toggle_upgrade_2:key.keyboard.x:ALT
key_keybind.sophisticatedbackpacks.toggle_upgrade_3:key.keyboard.unknown:NONE
key_keybind.sophisticatedbackpacks.toggle_upgrade_4:key.keyboard.unknown:NONE
key_keybind.sophisticatedbackpacks.toggle_upgrade_5:key.keyboard.unknown:NONE
key_key.craftingtweaks.rotate:key.keyboard.unknown:NONE
key_key.craftingtweaks.rotate_counter_clockwise:key.keyboard.unknown:NONE
key_key.craftingtweaks.balance:key.keyboard.unknown:NONE
key_key.craftingtweaks.spread:key.keyboard.unknown:NONE
key_key.craftingtweaks.clear:key.keyboard.unknown:NONE
key_key.craftingtweaks.force_clear:key.keyboard.unknown:NONE
key_key.craftingtweaks.toggleButtons:key.keyboard.unknown:NONE
key_key.craftingtweaks.compressOne:key.keyboard.k:CONTROL
key_key.craftingtweaks.compressStack:key.keyboard.k:NONE
key_key.craftingtweaks.compressAll:key.keyboard.k:SHIFT
key_key.craftingtweaks.decompressOne:key.keyboard.unknown:NONE
key_key.craftingtweaks.decompressStack:key.keyboard.unknown:NONE
key_key.craftingtweaks.decompressAll:key.keyboard.unknown:NONE
key_key.craftingtweaks.refill_last:key.keyboard.tab:NONE
key_key.craftingtweaks.refill_last_stack:key.keyboard.tab:NONE
key_key.configured.open_mod_list:key.keyboard.unknown:NONE
key_key.jei.toggleOverlay:key.keyboard.o:CONTROL
key_key.jei.focusSearch:key.keyboard.f:CONTROL
key_key.jei.toggleCheatMode:key.keyboard.unknown:NONE
key_key.jei.toggleEditMode:key.keyboard.unknown:NONE
key_key.jei.showRecipe:key.keyboard.r:NONE
key_key.jei.showUses:key.keyboard.u:NONE
key_key.jei.recipeBack:key.keyboard.backspace:NONE
key_key.jei.previousPage:key.keyboard.page.up:NONE
key_key.jei.nextPage:key.keyboard.page.down:NONE
key_key.jei.previousCategory:key.keyboard.page.up:SHIFT
key_key.jei.nextCategory:key.keyboard.page.down:SHIFT
key_key.jei.bookmark:key.keyboard.a:NONE
key_key.jei.toggleBookmarkOverlay:key.keyboard.unknown:NONE
key_key.waila.show_recipes:key.keyboard.keypad.3:NONE
key_key.waila.show_uses:key.keyboard.keypad.4:NONE

View File

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#lots of cosmetic stuff in here
[visuals]
#Show hearths instead of damage dealt? (1 hearth = two damage)
showHearths = false
#Does dps message update dynamically or will it only appear after each parse?
dynamicDPS = true
#Skin used by the dummy
#Allowed Values: DEFAULT, ORIGINAL, DUNGEONS, ALTERNATIVE
texture = "DEFAULT"
#How much the dummy swings in degrees with respect to the damage dealt. default=0.75
#Range: 0.0 ~ 2.0
animationIntensity = 0.75
[visuals.damage_number_colors]
#hex color for various damage sources
genetic = "ffffff"
dragon_breath = "e600ff"
magic = "33b1ff"
lightning = "fff200"
explosion = "ffbb29"
magic_indirect = "844ce7"
true_damage = "910038"
trident = "00ff9d"
crit = "ff0000"
cactus = "048500"
fire = "ff7700"
wither = "666666"

View File

@ -0,0 +1,12 @@
#Enable this to prevent your equipment from getting damaged when attacking the dummy
disable_equipment_damage = true
[scarecrow]
#Animal entities that will not be scared
mobs_blacklist = [""]
#All animal entities will be scared. add here additional ones that are not included
mobs_whitelist = [""]
#Scaring radius
#Range: 0 ~ 100
scare_radius = 12

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