This commit is contained in:
Cubyto 2024-03-30 06:24:00 +01:00
parent a41a12d6af
commit 7c56bd482e
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#General mod settings
[general]
#logging
useLoggingLog = true
#-
useLoggingDebug = false
#-
useLoggingError = true

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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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config/VRJesterAPI.cfg Normal file
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{
"RECOGNIZE_ON": "RECOGNIZE",
"GESTURE_NAME": "GESTURE 1",
"RECORD_MODE": false,
"READ_DATA": false,
"WRITE_DATA": false,
"DEMO_MODE": true,
"DEBUG_MODE": false,
"VIRTUAL_SPHERE_RADIUS": 0.3,
"INTERVAL_DELAY": 15,
"MAX_LISTENING_TIME": 400,
"GESTURE_KEY_MAPPINGS": {
"GESTURE 3": {
"KEY_MAPPING": "key.keyboard.j",
"KEY_ACTION": "click"
},
"GESTURE 1": {
"KEY_MAPPING": "examplemod.key.ability_1",
"KEY_ACTION": "click"
},
"GESTURE 2": {
"KEY_MAPPING": "key.keyboard.keypad.2",
"KEY_ACTION": "hold"
}
},
"TESTING_GESTURES": {
"BURST": {
"velocity": 1.0,
"rcParticle": 3,
"lcParticle": 3
},
"STRIKE": {
"velocity": 1.0,
"rcParticle": 0,
"lcParticle": 0
},
"UPPERCUT": {
"velocity": 0.25,
"rcParticle": 3,
"lcParticle": 3
}
}
}

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#Client Configuration
[client]
[client.visual_options]
# If plaques should show on the top of the screen.
on_top = true
# The distance from the top or bottom of the screen, in pixels.
#Range: 8 ~ 256
distance = 16
# Hide waila/hwyla/jade popups while plaques are showing.
hide_waila = false
# If plaques should show for task advancements (normal advancements).
tasks = true
# If plaques should show for goal advancements (medium-difficulty advancements).
goals = true
# If plaques should show for challenge advancements (high-difficulty advancements).
challenges = true
# Text color to use for plaque titles (like "Advancement made!"). Can be entered as an 8-digit hex color code 0xAARRGGBB for convenience.
#Range: 0 ~ 4294967295
title_color = 4281541120
# Text color to use for advancement names on plaques. Can be entered as an 8-digit hex color code 0xAARRGGBB for convenience.
#Range: 0 ~ 4294967295
name_color = 4294967295
[client.duration_options]
# Duration of the shiny effect fade in for tasks.
#Range: 0.1 ~ 3.0
task_effect_fadein = 0.5
# Duration of the shiny effect fade out for tasks.
#Range: 0.1 ~ 3.0
task_effect_fadeout = 1.5
# Duration of the plaques for tasks (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
task_duration = 7.0
# Duration of the shiny effect fade in for goals.
#Range: 0.1 ~ 3.0
goal_effect_fadein = 0.5
# Duration of the shiny effect fade out for goals.
#Range: 0.1 ~ 3.0
goal_effect_fadeout = 1.5
# Duration of the plaques for goals (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
goal_duration = 7.0
# Duration of the shiny effect fade in for challenges.
#Range: 0.1 ~ 3.0
challenge_effect_fadein = 1.25
# Duration of the shiny effect fade out for challenges.
#Range: 0.1 ~ 3.0
challenge_effect_fadeout = 1.5
# Duration of the plaques for challenges (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
challenge_duration = 7.0
[client.functionality_options]
# Whitelist of advancements to show plaques for. Leave empty to display for all.
whitelist = []
# If task sounds should be muted.
mute_tasks = false
# If goal sounds should be muted.
mute_goals = false
# If challenge sounds should be muted.
mute_challenges = false

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[general]
tooltip_hints = true
custom_configured_screen = true
[lily_pad]
#set to 0 tho have lilypads at the same exact position as vanilla.negative numbers will place them in their own blockspace right below avoiding any clipping.best of both worlds at default as its barely within its space
#Range: -1.0 ~ 1.0
y_offset = -0.016625
[bell]
#Visually attach chains and ropes to bells
chain_attachment = true
[brewing_stand]
#Colors the brewing stand potion texture depending on the potions it's brewing.
#If using a resource pack add tint index from 0 to 3 to the 3 potion layers
brewing_stand_colors = true
[arrows]
#Makes tipped arrows show their colors when loaded with a crossbow
crossbows_colors = true
[tripwire_hook]
#Makes hooks render faster using a block model instead of tile renderer. Cost is that animated and enchanted items will appear static
fast_hooks = false
[hanging_sign]
#Scale of items on hanging signs (unit is in pixel they would occupy). Set to 8 to better match the pixels on the sign
#Range: 0.0 ~ 32.0
item_pixel_scale = 10.0
#Makes signs swing!
swinging_signs = true
#Signs have visual attachment to walls and fences
sign_attachment = true
[hanging_sign.swing_physics]
frequency = 0.6
collision_considers_entity_hitbox = true
collision_inertia = 1.0
collision_force = 15.0
min_angle = 0.79999995
max_angle = 60.0
damping = 0.525
[lantern]
#Makes wall lantern use a simple block model instead of the animated tile entity renderer. This will make them render much faster but will also remove the animationNote that this option only affect lanterns close by as the one far away render as fast by default
fast_lanterns = false
#Size lanterns when held in hand
#Range: 0.0 ~ 1.0
lantern_item_size = 0.625
#Gives a special animation to lanterns when held in hand
lantern_item_holding = true
[lantern.swing_physics]
frequency = 0.6
collision_considers_entity_hitbox = true
collision_inertia = 1.0
collision_force = 15.0
min_angle = 0.79999995
max_angle = 60.0
damping = 0.525
[cauldron]
#Gives a unique texture to potion cauldrons
potion_texture = true
[jukebox]
#Use the new jukebox model
new_model = true
#Makes jukebox disc spin while playing
disc_spin = true
[misc]
#A scalar multiplier that will be applied to sign text making it brighter, supposedly more legible
#Range: 0.0 ~ 5.0
sign_text_color_multiplier = 1.2

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[hanging_signs]
#Allows placing items on hanging signs
items_on_signs = true
[cauldron]
#Enables enhanced cauldron
enhanced_cauldron = true
#Allows crafting items using cauldrons by clicking on them
crafting = true
#Allows dying cauldron water bedrock style and mixing them too
dye_water = true
#Max amount of items that 1 cauldron layer can recolor.This is a multiplier on top of vanilla crafting recipe amount
#Range: 1 ~ 64
dye_recipes_per_layer = 4
#Max amount of items that 1 cauldron layer can craft with potions.This is a multiplier on top of vanilla crafting recipe amount
#Range: 1 ~ 64
potion_recipes_per_layer = 2
#Allows mixin potions in cauldrons
#Allowed Values: OFF, ONLY_BOILING, ON
potions_mixing = "ON"
#Max amount of effects allowed in a mixed potion
#Range: 1 ~ 64
potion_mixing_limit = 8
#Makes cauldrons connect to fences
connect_to_fences = true
#Map of potion ids to their inverse ids. Used for potion mixing
[cauldron.inverse_potions]
"minecraft:slowness" = "minecraft:speed"
"minecraft:strength" = "minecraft:weakness"
"minecraft:weakness" = "minecraft:strength"
"minecraft:mining_fatigue" = "minecraft:haste"
"minecraft:instant_damage" = "minecraft:instant_health"
"minecraft:luck" = "minecraft:unluck"
"minecraft:haste" = "minecraft:mining_fatigue"
"minecraft:instant_health" = "minecraft:instant_damage"
"minecraft:unluck" = "minecraft:luck"
"minecraft:speed" = "minecraft:slowness"
[tripwire_hook]
#Allows placing tools on tripwire hooks
tool_hook = true
[carpets]
#Allows you to place carpets on stairs
carpeted_stairs = true
#Allows you to place carpets on slabs
carpeted_slabs = true
[cake]
#Allows you to place a cake on top of another
double_cake = true
#Allows eating a cake from every side
directional_cake = true
[mob_head]
#Allows you to place two mob heads on top of each other
skull_piles = true
#Allows candles to be placed on top of skulls
skull_candles = true
#Allows placing more than one candle ontop of each skull
multiple_candles = true
[flower_pot]
#allows you to place hanging flower pots. Works with any modded pot too
hanging_pot = true
[lantern]
#Allow wall lanterns placement
wall_lanterns = true
#Gives high priority to wall lantern placement. Enable to override other wall lanterns placements, disable if it causes issues with other mods that use lower priority block click events
high_priority = true
#Mod ids of mods that have lantern block that extend the base lantern class but don't look like one
mod_blacklist = ["extlights", "betterendforge", "spelunkery", "galosphere", "tconstruct", "enigmaticlegacy", "beautify"]
#Ids of blocks that are not detected as lanterns but should be
id_whitelist = [""]
#Allows ceiling lanterns to fall if their support is broken.Additionally if they fall from high enough they will break creating a fire where they land
#Allowed Values: ON, OFF, NO_FIRE
falling_lanterns = "ON"
[bell]
#Ring a bell by clicking on a chain that's connected to it
chain_ringing = true
#Max chain length that allows a bell to ring
#Range: 0 ~ 256
chain_length = 16
[banners]
#Allow banners to be placed on ceilings
ceiling_banners = true
[misc]
#Allows dying blocks by right clicking them with dye
dye_blocks = false
[lily_pad]
#Allows lilypads to have any block placed ontop
better_lilypads = true

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[Animatica]
AnimatedTextures = true

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[client]
#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 your current saturation level overlayed on the hunger bar
showSaturationHudOverlay = true
#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, enables the hunger/saturation/health overlays for food in your off-hand
showFoodValuesHudOverlayWhenOffhand = true
#If true, shows your food exhaustion as a progress bar behind the hunger bars
showFoodExhaustionHudUnderlay = true
#If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
showFoodStatsInDebugOverlay = true
#If true, shows estimated health restored by food on the health bar
showFoodHealthHudOverlay = true
#If true, health/hunger overlay will shake to match Minecraft's icon animations
showVanillaAnimationsOverlay = 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

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#Do not check if the client has the necessary permission level for executing the '/data' command when trying to edit an armor stand. Useful when the current server is using custom permissions handling.
override_client_permissions_check = false
#The delay in ticks for sending queued client commands for editing armor stands to the server. Increase this values if commands are sent too quickly and the server fails to process all of them.
#Range: > 20
client_command_delay = 20
#Allows for using this mod on a server without it (like a vanilla server) when the Vanilla Tweaks Armor Statues data pack is installed without the need for being a server operator.
#Download the Vanilla Tweaks Armor Statues data pack from here: https://vanillatweaks.net/
use_vanilla_tweaks_triggers = false

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config/azurelib.json Normal file
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{
"disableOptifineWarning": false,
"useVanillaUseKey": true
}

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config/balm-common.toml Normal file
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#This is an example boolean property
exampleBoolean = true
#Range: > -2147483648
exampleInt = 42
exampleString = "Hello World"
exampleMultilineString = "Hello World"
#Allowed Values: Hello, World
exampleEnum = "Hello"
exampleStringList = ["Hello", "World"]
exampleIntList = [12, 24]
exampleEnumList = ["Hello", "World"]
[exampleCategory]
#This is an example category
#This is an example string inside a category
innerField = "I am inside"
#Range: -3.4028234663852886E38 ~ 3.4028234663852886E38
exampleFloat = 42.84000015258789

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{
"isHoldToAttackEnabled": true,
"isMiningWithWeaponsEnabled": true,
"isSwingThruGrassEnabled": true,
"isAttackInsteadOfMineWhenEnemiesCloseEnabled": true,
"isHighlightCrosshairEnabled": true,
"hudHighlightColor": 16711680,
"isShowingArmsInFirstPerson": false,
"isShowingOtherHandFirstPerson": true,
"isSweepingParticleEnabled": true,
"isTooltipAttackRangeEnabled": true,
"weaponSwingSoundVolume": 100,
"isDebugOBBEnabled": true,
"swingThruGrassBlacklist": "farmersdelight",
"mineWithWeaponBlacklist": ""
}

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{
"schema_version": 1,
"blacklist_item_id_regex": "pickaxe",
"fallback_compatibility": [
{
"item_id_regex": "claymore|great_sword|greatsword",
"weapon_attributes": "bettercombat:claymore"
},
{
"item_id_regex": "great_hammer|greathammer|war_hammer|warhammer|maul",
"weapon_attributes": "bettercombat:hammer"
},
{
"item_id_regex": "double_axe|doubleaxe|war_axe|waraxe|great_axe|greataxe",
"weapon_attributes": "bettercombat:double_axe"
},
{
"item_id_regex": "scythe",
"weapon_attributes": "bettercombat:scythe"
},
{
"item_id_regex": "halberd",
"weapon_attributes": "bettercombat:halberd"
},
{
"item_id_regex": "glaive",
"weapon_attributes": "bettercombat:glaive"
},
{
"item_id_regex": "spear",
"weapon_attributes": "bettercombat:spear"
},
{
"item_id_regex": "lance",
"weapon_attributes": "bettercombat:lance"
},
{
"item_id_regex": "anchor",
"weapon_attributes": "bettercombat:anchor"
},
{
"item_id_regex": "battlestaff|battle_staff",
"weapon_attributes": "bettercombat:battlestaff"
},
{
"item_id_regex": "claw",
"weapon_attributes": "bettercombat:claw"
},
{
"item_id_regex": "fist|gauntlet",
"weapon_attributes": "bettercombat:fist"
},
{
"item_id_regex": "trident|impaled",
"weapon_attributes": "bettercombat:trident"
},
{
"item_id_regex": "katana",
"weapon_attributes": "bettercombat:katana"
},
{
"item_id_regex": "rapier",
"weapon_attributes": "bettercombat:rapier"
},
{
"item_id_regex": "sickle",
"weapon_attributes": "bettercombat:sickle"
},
{
"item_id_regex": "soul_knife",
"weapon_attributes": "bettercombat:soul_knife"
},
{
"item_id_regex": "dagger|knife",
"weapon_attributes": "bettercombat:dagger"
},
{
"item_id_regex": "staff|wand|sceptre|stave|rod",
"weapon_attributes": "bettercombat:wand"
},
{
"item_id_regex": "mace|hammer|flail",
"weapon_attributes": "bettercombat:mace"
},
{
"item_id_regex": "axe",
"weapon_attributes": "bettercombat:axe"
},
{
"item_id_regex": "coral_blade",
"weapon_attributes": "bettercombat:coral_blade"
},
{
"item_id_regex": "twin_blade|twinblade",
"weapon_attributes": "bettercombat:twin_blade"
},
{
"item_id_regex": "cutlass|scimitar|machete",
"weapon_attributes": "bettercombat:cutlass"
},
{
"item_id_regex": "sword|blade",
"weapon_attributes": "bettercombat:sword"
}
],
"ranged_weapons": [
{
"item_id_regex": "two_handed_crossbow",
"weapon_attributes": "bettercombat:crossbow_two_handed_heavy"
},
{
"item_id_regex": "two_handed_bow",
"weapon_attributes": "bettercombat:bow_two_handed_heavy"
}
]
}

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{
/* Upswing (aka windup) is the first phase of the attack (between clicking and performing the damage).
Typical duration of upswing is `weapon cooldown * 0.5`. (Weapon specific upswing values can be defined in weapon attributes)
This config allows you to change upswing duration.
Example values:
- `0.5` (default, fast paced attack initiation) upswing typically lasts 25% of the attack cooldown
- `1.0` (classic setting, realistic attack initiation) upswing typically lasts 50% of the attack cooldown
*/
"upswing_multiplier": 0.5,
// Bypass damage receive throttling of LivingEntity from player attacks.
"allow_fast_attacks": true,
// Allows client-side target search and server-side attack request execution against currently mounted entity of the player
"allow_attacking_mount": false,
// The minimum number of ticks between two attacks
"attack_interval_cap": 2,
/* Blacklist for entities that are acting as vehicle but should not be treated as protected mounts.
Classical example is an alexsmobs:crocodile attempting a death spin.
(Note all hostile mobs hittable by default, this config is to fix faulty mobs)
*/
"hostile_player_vehicles": [
"alexsmobs:crocodile"
],
// Allows vanilla sweeping mechanic to work and Sweeping Edge enchantment
"allow_vanilla_sweeping": false,
// Allows new sweeping mechanic (by Better Combat) to work, including Sweeping Edge enchantment
"allow_reworked_sweeping": true,
/* The more additional targets a weapon swing hits, the weaker it will get.
Entities struck (+1) in a swing more than this, won't get weakened any further.
*/
"reworked_sweeping_extra_target_count": 4,
/* Determines how weak the attack becomes when striking `reworked_sweeping_extra_target_count + 1` targets.
Example values:
- `0.5` -50% damage
*/
"reworked_sweeping_maximum_damage_penalty": 0.5,
/* The maximum level Sweeping Edge enchantment applied to the attackers weapon will restore this amount of penalty.
Example values:
- `0.5` restores 50% damage penalty when 3 levels are applied, so 16.66% when 1 level is applied
*/
"reworked_sweeping_enchant_restores": 0.5,
"reworked_sweeping_plays_sound": true,
"reworked_sweeping_emits_particles": true,
"reworked_sweeping_sound_and_particles_only_for_swords": true,
// Allows client-side target search to ignore obstacles. WARNING! Setting this to `false` significantly increases the load on clients.
"allow_attacking_thru_walls": false,
// Applies movement speed multiplier while attacking. (Min: 0, Max: 1). Use `0` for a full stop while attacking. Use `1` for no movement speed penalty
"movement_speed_while_attacking": 0.5,
// Determines if applying the movement speed multiplier while attacking is done smoothly or instantly
"movement_speed_applied_smoothly": true,
// Determines whether or not to apply movement speed reduction while attacking mounted
"movement_speed_effected_while_mounting": false,
// Attacks faster than a vanilla sword will do smaller knockback, proportionally.
"knockback_reduced_for_fast_attacks": true,
// Combo is reset after idling `combo_reset_rate * weapon_cooldown`
"combo_reset_rate": 3.0,
// Multiplier for `attack_range`, during target lookup on both sides. Large sized entities may be colliding with weapon hitbox, but center of entities can have bigger distance than `attack_range`
"target_search_range_multiplier": 2.0,
// Total multiplier, (examples: +30% = 1.3, -30% = 0.7)
"dual_wielding_attack_speed_multiplier": 1.2000000476837158,
// Total multiplier, (examples: +30% = 1.3, -30% = 0.7)
"dual_wielding_main_hand_damage_multiplier": 1.0,
// Total multiplier, (examples: +30% = 1.3, -30% = 0.7)
"dual_wielding_off_hand_damage_multiplier": 1.0,
/* Relations determine when players' undirected weapon swings (cleaves) will hurt another entity (target).
- `FRIENDLY` - The target can never be damaged by the player.
- `NEUTRAL` - The target can be damaged only if the player is directly looking at it.
- `HOSTILE` - The target can be damaged if located within the weapon swing area.
(NOTE: Vanilla sweeping can still hit targets, if not disabled via `allow_sweeping`)
The various relation related configs are being checked in the following order:
- `player_relations`
- `player_relation_to_passives`
- `player_relation_to_hostiles`
- `player_relation_to_other`
(The first relation to be found for the target will be applied.)
*/
"player_relations": {
"minecraft:player": "NEUTRAL",
"minecraft:villager": "NEUTRAL",
"minecraft:iron_golem": "NEUTRAL",
"guardvillagers:guard": "NEUTRAL"
},
// Relation to unspecified entities those are instance of PassiveEntity(Yarn)
"player_relation_to_passives": "HOSTILE",
// Relation to unspecified entities those are instance of HostileEntity(Yarn)
"player_relation_to_hostiles": "HOSTILE",
// Fallback relation
"player_relation_to_other": "HOSTILE",
// Try to guess and apply a preset for items without weapon attributes data file
"fallback_compatibility_enabled": true,
// Allow printing the content of weapon attributes registry
"weapon_registry_logging": false
}

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["YUNG's Better Desert Temples"]
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Desert Temples".General]
# Whether or not vanilla desert pyramids should be disabled.
# Default: true
#
"Disable Vanilla Pyramids" = true
# Whether or not mining fatigue is applied to players in the desert temple if it has not yet been cleared.
# Default: true
#
"Apply Mining Fatigue" = true

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This directory is for a few additional options for YUNG's Better Desert Temples.
Options provided may vary by version.
This directory contains subdirectories for supported versions. The first time you run Better Desert Temples, a version subdirectory will be created if that version supports advanced options.
For example, the first time you use Better Desert Temples for 1.18.2 on Forge, the 'forge-1_18_2' 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 1.18.2 the file is 'betterdeserttemples-forge-1_18_2.toml'.

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######################################
# armorstands.json #
######################################
This file contains ItemRandomizers describing the probability distribution of armor on armor stands.
Armor stands spawn in armory rooms and wardrobe rooms.
For information on ItemRandomizers, see the bottom of this README.
######################################
# itemframes.json #
######################################
This file contains ItemRandomizers describing the probability distribution of items in item frames.
Item frames only spawn in food storage rooms and armoury rooms.
For information on ItemRandomizers, see the bottom of this README.
######################################
# ItemRandomizers #
######################################
Describes a set of items and the probability of each item being chosen.
- entries: An object where each entry's key is a item, and each value is that item's probability of being chosen.
The total sum of all probabilities SHOULD NOT exceed 1.0!
- defaultItem: The item 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 defaultItem being selected.
Here's an example ItemRandomizer:
"entries": {
"minecraft:stone_axe": 0.25,
"minecraft:shield": 0.2,
"minecraft:air": 0.1
},
"defaultItem": "minecraft:iron_axe"
For each item, this randomizer has a 25% chance of returning a stone axe, 20% chance of choosing a shield,
10% chance of choosing air (nothing), and a 100 - (25 + 20 + 10) = 45% chance of choosing an iron axe (since it's the default item).

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{
"armoryHelmets": {
"entries": {
"golden_helmet": 0.2,
"chainmail_helmet": 0.3
},
"defaultItem": "air"
},
"wardrobeHelmets": {
"entries": {
"leather_helmet": 0.4,
"chainmail_helmet": 0.2
},
"defaultItem": "air"
},
"armoryChestplates": {
"entries": {
"chainmail_chestplate": 0.3,
"golden_chestplate": 0.2
},
"defaultItem": "air"
},
"wardrobeChestplates": {
"entries": {
"chainmail_chestplate": 0.2,
"leather_chestplate": 0.4
},
"defaultItem": "air"
},
"armoryLeggings": {
"entries": {
"golden_leggings": 0.2,
"chainmail_leggings": 0.3
},
"defaultItem": "air"
},
"wardrobeLeggings": {
"entries": {
"chainmail_leggings": 0.2,
"leather_leggings": 0.4
},
"defaultItem": "air"
},
"armoryBoots": {
"entries": {
"chainmail_boots": 0.3,
"golden_boots": 0.2
},
"defaultItem": "air"
},
"wardrobeBoots": {
"entries": {
"chainmail_boots": 0.2,
"leather_boots": 0.4
},
"defaultItem": "air"
}
}

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{
"armouryItems": {
"entries": {
"stone_axe": 0.05,
"golden_sword": 0.1,
"shield": 0.1,
"golden_axe": 0.1,
"bow": 0.1,
"arrow": 0.05,
"stone_sword": 0.05,
"name_tag": 0.05
},
"defaultItem": "air"
},
"storageItems": {
"entries": {
"melon_seeds": 0.025,
"bread": 0.2,
"cookie": 0.1,
"beetroot_seeds": 0.025,
"rabbit_foot": 0.01,
"cake": 0.1,
"slime_ball": 0.05,
"honey_bottle": 0.1,
"wheat_seeds": 0.025,
"potato": 0.2,
"pumpkin_seeds": 0.025
},
"defaultItem": "air"
}
}

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["YUNG's Better Dungeons"]
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Dungeons".General]
# Whether or not dungeons should be allowed to place skeleton skulls and other mob heads.
# This option may be useful for some modpack creators.
# Default: true
#
"Enable Skulls & Heads" = true
# Some dungeons can rarely spawn Nether-related blocks such as soul sand, soul campfires, and soul lanterns.
# Note that the blocks will be purely decorative - nothing progression-breaking like Ancient Debris.
# Set this to false to prevent any Nether-related blocks from spawning in dungeons.
# This option may be useful for some modpack creators.
# Default: true
#
"Enable Nether Blocks in Dungeons" = true
###########################################################################################################
## Zombie Dungeon settings.
###########################################################################################################
["YUNG's Better Dungeons"."Zombie Dungeons"]
# The longest distance that can be checked when attempting to generate a surface entrance staircase.
# Making this too large may cause problems.
# Default: 20
#
"Zombie Dungeon Surface Entrance Staircase Max Length" = 20
###########################################################################################################
## Small Dungeon settings.
###########################################################################################################
["YUNG's Better Dungeons"."Small Dungeons"]
# The maximum number of banners that can spawn in a single small dungeon.
# Default: 2
#Range: 0 ~ 8
"Small Dungeon Max Banner Count" = 2
# The minimum number of chests that are guaranteed to spawn in a single small dungeon.
# Default: 1
"Small Dungeon Min Chest Count" = 1
# The maximum number of chests that can spawn in a single small dungeon.
# Default: 2
"Small Dungeon Max Chest Count" = 2
# Whether or not Small Dungeons can rarely place ore blocks in the corners of the dungeon.
# If this is set to false, any ore blocks that spawn as part of a corner prop will instead be replaced with air.
# Default: true
#
"Allow Ore Blocks in Corners" = true
###########################################################################################################
## Small Nether Dungeon settings.
## These are disabled by default.
###########################################################################################################
["YUNG's Better Dungeons"."Small Nether Dungeons"]
# Whether or not small Nether dungeons should spawn.
# Default: false
"Enable Small Nether Dungeons" = false
# Whether or not Wither skeletons spawned from small Nether dungeons have a chance to drop Wither skeleton skulls.
# Default: true
"Wither Skeletons From Spawners Drop Wither Skeleton Skulls" = true
# Whether or not blazes spawned from small Nether dungeons have a chance to drop blaze rods.
# Default: true
"Blazes From Spawners Drop Blaze Rods" = true
# The maximum number of banners that can spawn in a single small Nether dungeon.
# Default: 2
#Range: 0 ~ 8
"Small Nether Dungeon Max Banner Count" = 2

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["YUNG's Better End Island"]
# Whether the Ender Dragon drops an egg when every time it's defeated.
# Default: false
"Resummoned Dragon Drops Egg" = false
# Whether the vanilla obsidian platform should spawn in the End instead of the revamped platform.
# Default: false
"Spawn Vanilla Obsidian Platform" = false

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["YUNG's Better Nether Fortresses"]
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Nether Fortresses".General]
# Whether or not vanilla Nether Fortresses should be disabled.
# Default: true
#
"Disable Vanilla Nether Fortresses" = true

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This directory is for a few additional options for YUNG's Better Nether Fortresses.
Options provided may vary by version.
This directory contains subdirectories for supported versions. The first time you run Better Nether Fortresses, a version subdirectory will be created if that version supports advanced options.
For example, the first time you use Better Nether Fortresses for MC 1.19.2 on Forge, the 'forge-1_19' 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 of this mod's config settings can be found in a config file outside this folder!
For example, on Forge 1.19.2 the file is 'betterfortresses-forge-1_19.toml'.
Also note that many of the structure's settings such as spawn rate & spawn conditions can only be modified via data pack.

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######################################
# itemframes.json #
######################################
This file contains ItemRandomizers describing the probability distribution of items in item frames.
Item frames only spawn in certain rooms and hallway pieces.
For information on ItemRandomizers, see the bottom of this README.
######################################
# ItemRandomizers #
######################################
Describes a set of items and the probability of each item being chosen.
- entries: An object where each entry's key is an item, and each value is that item's probability of being chosen.
The total sum of all probabilities SHOULD NOT exceed 1.0!
- defaultItem: The item 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 defaultItem being selected.
Here's an example ItemRandomizer:
{
"entries": {
"minecraft:cobblestone": 0.25,
"minecraft:air": 0.2,
"minecraft:stone_sword": 0.1
},
"defaultItem": "minecraft:iron_axe"
}
This randomizer has a 25% chance of returning cobblestone, 20% chance of choosing air,
10% chance of choosing a stone sword, and a 100 - (25 + 20 + 10) = 45% chance of choosing iron axe (since it's the default item).

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{
"weaponItems": {
"entries": {
"stone_axe": 0.025,
"iron_axe": 0.025,
"golden_sword": 0.05,
"netherite_sword": 0.005,
"shield": 0.025,
"golden_axe": 0.05,
"iron_sword": 0.025,
"stone_sword": 0.025
},
"defaultItem": "air"
},
"lootItems": {
"entries": {
"nether_wart": 0.1,
"gold_ingot": 0.1,
"gold_nugget": 0.2
},
"defaultItem": "air"
},
"studyItems": {
"entries": {
"enchanted_book": 0.1,
"paper": 0.1,
"book": 0.4,
"writable_book": 0.1
},
"defaultItem": "air"
},
"messHallItems": {
"entries": {
"gold_ingot": 0.2,
"cooked_porkchop": 0.3,
"porkchop": 0.3
},
"defaultItem": "air"
},
"alchemyItems": {
"entries": {
"quartz": 0.3,
"magma_cream": 0.3,
"fire_charge": 0.2
},
"defaultItem": "air"
}
}

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["YUNG's Better Jungle Temples"]
["YUNG's Better Jungle Temples".General]
"Disable Vanilla Jungle Temples" = true

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["YUNG's Better Mineshafts"]
# Whether or not vanilla mineshafts should be disabled.
# Default: true
"Disable Vanilla Mineshafts" = true
# The lowest a mineshaft can spawn.
# Default: -55
"Minimum y-coordinate" = -55
# The highest a mineshaft can spawn.
# Default: 30
#
"Maximum y-coordinate" = 30
###########################################################################################################
## Ore deposit settings.
###########################################################################################################
["YUNG's Better Mineshafts"."Ore Deposits"]
"Enable Ore Deposits" = true
# Chance of an ore deposit being cobblestone only.
# Default: 50
#Range: 0 ~ 100
"Cobble Spawn Chance (Empty Deposit)" = 50
# Chance of an ore deposit containing coal.
# Default: 20
#Range: 0 ~ 100
"Coal Spawn Chance" = 20
# Chance of an ore deposit containing iron.
# Default: 9
#Range: 0 ~ 100
"Iron Spawn Chance" = 9
# Chance of an ore deposit containing redstone.
# Default: 7
#Range: 0 ~ 100
"Redstone Spawn Chance" = 7
# Chance of an ore deposit containing gold.
# Default: 7
#Range: 0 ~ 100
"Gold Spawn Chance" = 7
# Chance of an ore deposit containing lapis lazuli.
# Default: 3
#Range: 0 ~ 100
"Lapis Spawn Chance" = 3
# Chance of an ore deposit containing emerald.
# Default: 3
#Range: 0 ~ 100
"Emerald Spawn Chance" = 3
# Chance of an ore deposit containing diamond.
# Default: 1
#Range: 0 ~ 100
"Diamond Spawn Chance" = 1
###########################################################################################################
## Spawn rates for various mineshaft parts and decorations.
###########################################################################################################
["YUNG's Better Mineshafts"."Spawn Rates & More"]
# The spawn rate for lanterns in the main shaft.
# Default: .0067
#Range: 0.0 ~ 1.0
"Lantern Spawn Rate" = 0.0067
# The spawn rate for torches in small shafts.
# Default: .02
#Range: 0.0 ~ 1.0
"Torch Spawn Rate" = 0.02
# The spawn rate for workstation side rooms along the main shaft.
# Default: .025
#Range: 0.0 ~ 1.0
"Workstation Spawn Rate" = 0.025
# The spawn rate for workstation cellars below workstations along the main shaft.
# Default: .25
#Range: 0.0 ~ 1.0
"Workstation Cellar Spawn Rate" = 0.25
# The spawn rate for smaller tunnels that generate along the main shaft.
# Default: .07
#Range: 0.0 ~ 1.0
"Small Shaft Spawn Rate" = 0.07
# The spawn rate for cobwebs.
# Default: .15
#Range: 0.0 ~ 1.0
"Cobweb Spawn Rate" = 0.15
# The spawn rate for minecarts holding chests in small shafts.
# Default: .00125
#Range: 0.0 ~ 1.0
"Small Shaft Chest Minecart Spawn Rate" = 0.00125
# The spawn rate for minecarts holding TNT in small shafts.
# Default: .0025
#Range: 0.0 ~ 1.0
"Small Shaft TNT Minecart Spawn Rate" = 0.0025
# The spawn rate for minecarts holding chests in the main shaft.
# Default: .01
#Range: 0.0 ~ 1.0
"Main Shaft Chest Minecart Spawn Rate" = 0.01
# The spawn rate for minecarts holding TNT in the main shaft.
# Default: .0025
#Range: 0.0 ~ 1.0
"Main Shaft TNT Minecart Spawn Rate" = 0.0025
# Percent chance of an Abandoned Miners' Outpost to spawn at the end of a small mineshaft tunnel.
# Default: 2
#Range: 0 ~ 100
"Abandoned Miners' Outpost Spawn Chance" = 2
# The number of "pieces" (e.g. straight, turn, ladder, intersection, etc.) in a single small shaft.
# This determines the overall length of small shafts.
# Default: 9
#
#Range: 0 ~ 1000
"Small Shaft Piece Chain Length" = 9

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["YUNG's Better Ocean Monuments"]
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Ocean Monuments".General]
# Whether or not vanilla ocean monuments should be disabled.
# Default: true
#
"Disable Vanilla Ocean Monuments" = true

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["YUNG's Better Strongholds"]
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Strongholds".General]
# The rate at which cobwebs will spawn in various parts of the stronghold.
# Default: 0.1
"Cobweb Spawn Rate (NORMAL)" = 0.1
# 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

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

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

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

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

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#Align player to camera on left & right clicks
aimPlayerOnInteract = true
#How long player will be aligned to camera after left & right clicks
#Range: 10 ~ 200
aimDuration = 40
#Angle in degrees within the player will slightly follow camera yaw (while standing still)
#Range: 0 ~ 90
followYaw = 45
#Does camera should rotate freely during elytra flight
freeCameraDuringElytraFlight = false
#Completely remove third-person front view
skipThirdPersonFrontView = false
#How fast player changes movement direction in third-person
#Range: 10 ~ 100
playerRotationSpeed = 50
#How fast player pitch follows camera pitch in third-person
#Range: 10 ~ 100
pitchChangeSpeed = 65

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["YUNG's Better Witch Huts"]
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Witch Huts".General]
# Whether or not vanilla witch huts should be disabled.
# Default: true
#
"Disable Vanilla Witch Huts" = true

21
config/blur-client.toml Normal file
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[screens]
blurExclusions = ["net.minecraft.client.gui.screens.ChatScreen", "com.replaymod.lib.de.johni0702.minecraft.gui.container.AbstractGuiOverlay$UserInputGuiScreen", "ai.arcblroth.projectInception.client.InceptionInterfaceScreen", "net.optifine.gui.GuiChatOF", "baritone.", "io.github.darkkronicle.advancedchatcore.chat.AdvancedChatScreen", "net.coderbot.iris.gui.screen.ShaderPackScreen", "eu.midnightdust.midnightcontrols.client.gui.TouchscreenOverlay"]
showScreenTitle = false
strangeEffect = false
[style]
#Range: 0 ~ 5000
fadeTimeMillis = 200
#Range: 0 ~ 5000
fadeOutTimeMillis = 200
ease = true
#Range: 0 ~ 100
radius = 8
gradientStart = "#000000"
#Range: 0 ~ 255
gradientStartAlpha = 75
gradientEnd = "#000000"
#Range: 0 ~ 255
gradientEndAlpha = 75

370
config/cataclysm.toml Normal file
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[Etc]
#Lava Opacity for the Ignitium Helemt.
#Range: 0.01 ~ 1.0
lavaVisionOpacity = 0.5
#Whether to disable certain aspects of the Ignitium Helemt. Enable if issues with shaders persist.
shadersCompat = false
#ScreenShake(on/off)
"ScreenShake(on/off)" = true
#custombossbar(on/off)
"custombossbar(on/off)" = true
#BossMusic(on/off)
"BossMusic(on/off)" = true
#BossMusicVolume
#Range: 1 ~ 1000000
BossMusicVolume = 2
[Weapon]
#Armor Infinity Durability(on/off)
"Armor Infinity Durability(on/off)" = true
#Bulwark of the Flame's Cooldown
#Range: 0 ~ 1000000
BulwarkOfTheFlameCooldown = 80
#Gauntlet of Bulwark's Cooldown
#Range: 0 ~ 1000000
GauntletOfBulwarkCooldown = 80
#Infernal Forge's Cooldown
#Range: 0 ~ 1000000
InfernalForgeCooldown = 80
#Void Forge's Cooldown
#Range: 0 ~ 1000000
VoidForgeCooldown = 120
#The Incinerator's Cooldown
#Range: 0 ~ 1000000
TheIncineratorCooldown = 400
#Wither Assault Shoulder Weapon's Missile Cooldown
#Range: 0 ~ 1000000
WASWMissileCooldown = 40
#WASW's Wither Missile's Damage
#Range: 0.0 ~ 1000000.0
"WASW's WitherMissiledamage" = 16.0
#Wither Assault Shoulder Weapon's Howitzer Cooldown
#Range: 0 ~ 1000000
WASWHowitzerCooldown = 100
#Void Assault Shoulder Weapon's Cooldown
#Range: 0 ~ 1000000
VASWCooldown = 120
#Void Core's Cooldown
#Range: 0 ~ 1000000
VoidCoreCooldown = 160
#Sandstorm's Timer
#Range: 0 ~ 1000000
SandstormTimer = 160
["Entity damage"]
#Void Rune's Damage
#Range: 0.0 ~ 1000000.0
Voidrunedamage = 7.0
#Ashen Breath's Damage
#Range: 0.0 ~ 1000000.0
Ashenbreathdamage = 4.0
#Death Laser's Damage
#Range: 0.0 ~ 1000000.0
DeathLaserdamage = 5.0
#Death Laser's Hp Damage
#Range: 0.0 ~ 1.0
DeathLaserHpdamage = 0.05
#Laser's Damage
#Range: 0.0 ~ 1000000.0
Laserdamage = 4.0
#Blazing Bone's Damage
#Range: 0.0 ~ 1000000.0
BlazingBonedamage = 5.0
#Lionfish Spike's Damage
#Range: 0.0 ~ 1000000.0
LionfishSpikedamage = 4.0
#Wither Howizter's Damage
#Range: 0.0 ~ 1000000.0
WitherHowizterdamage = 8.0
#Dimensional Rift's Damage
#Range: 0.0 ~ 1000000.0
DimensionalRiftdamage = 10.0
#Wither Homing Missile's Damage
#Range: 0.0 ~ 1000000.0
WitherHomingMissiledamage = 3.0
#Abyss Blast's Damage
#Range: 0.0 ~ 1000000.0
AbyssBlastdamage = 10.0
#Abyss Blast's Hp Damage
#Range: 0.0 ~ 1.0
AbyssBlastHpdamage = 0.1
#Abyss Orb's Damage
#Range: 0.0 ~ 1000000.0
AbyssOrbdamage = 4.0
#Lava bomb's Radius
#Range: 1 ~ 7
Lavabombradius = 2
#Amethyst Cluster's Damage
#Range: 0.0 ~ 1000000.0
"Amethyst Cluster Damage" = 12.0
#Sandstorm's Damage
#Range: 0.0 ~ 1000000.0
"Sandstorm Damage" = 5.0
#Ancient Desert Stele's Damage
#Range: 0.0 ~ 1000000.0
"Ancient Desert Stele Damage" = 18.0
["Ender Guardian"]
#EnderGuardian's Health Multiplier
#Range: 0.0 ~ 1000000.0
EnderGuardianHealthMultiplier = 1.0
#EnderGuardian's Damage Multiplier
#Range: 0.0 ~ 1000000.0
EnderGuardianDamageMultiplier = 1.0
#EnderGuardian's DamageCap
#Range: 0 ~ 1000000
EnderGuardianDamageCap = 22
#Ender guardian's block breaking ignore the MobGriefing
EnderguardianBlockBreaking = true
#Guardian's Immune to Long distance attack range.
#Range: 1.0 ~ 1000000.0
"Guardian's prevent attacks from far away Range" = 12.0
#Guardian's gravity Punch Hp Damage
#Range: 0.0 ~ 1.0
"Guardian's gravity Punch Hp Damage" = 0.05
#Guardian's Teleport attack Hp Damage
#Range: 0.0 ~ 1.0
"Guardian's Teleport attack Hp Damage" = 0.05
#Guardian's Punch Hp Damage
#Range: 0.0 ~ 1.0
"Guardian's knockback Hp Damage" = 0.06
#Guardian's Uppercut Hp Damage
#Range: 0.0 ~ 1.0
"Guardian's Uppercut Hp Damage" = 0.1
#Guardian's RocketPunch Hp Damage
#Range: 0.0 ~ 1.0
"Guardian's RocketPunch Hp Damage" = 0.1
#Guardian's etc area attack Hp Damage
#Range: 0.0 ~ 1.0
"Guardian's area attack Hp Damage" = 0.08
#EnderGuardianBlockBreaking radius
#Range: 0 ~ 20
"EnderGuardianBlockBreaking X" = 15
#EnderGuardianBlockBreaking radius
#Range: 0 ~ 10
"EnderGuardianBlockBreaking Y" = 2
#EnderGuardianBlockBreaking radius
#Range: 0 ~ 20
"EnderGuardianBlockBreaking Z" = 15
["Netherite Monstrosity"]
#Monstrosity's Lavabomb magazine.
#Range: 1 ~ 1000000
LavabombMagazine = 3
#Monstrosity's Lavabomb amount
#Range: 1 ~ 1000000
Lavabombamount = 3
#Monstrosity's Health Multiplier
#Range: 0.0 ~ 1000000.0
MonstrosityHealthMultiplier = 1.0
#Monstrosity's Damage Multiplier
#Range: 0.0 ~ 1000000.0
MonstrosityDamageMultiplier = 1.0
#Monstrosity's Healing Multiplier
#Range: 0.0 ~ 1000000.0
MonstrosityHealingMultiplier = 1.0
#Monstrosity's DamageCap
#Range: 0 ~ 1000000
MonstrosityDamageCap = 22
#Monstrosity's bodyBlocking verdict
NetheritemonstrosityBodyBloking = true
#Monstrosity's attack Hp Damage
#Range: 0.0 ~ 1.0
"Monstrosity's attack Hp Damage" = 0.08
#Monstrosity's Immune to Long distance attack range.
#Range: 1.0 ~ 1000000.0
"Monstrosity's prevent attacks from far away Range" = 18.0
["Ender Golem"]
#Ender Golem's block breaking ignore the MobGriefing
EndergolemBlockBreaking = false
#Endergolem's Immune to Long distance attack range.
#Range: 1.0 ~ 1000000.0
"Endergolem's prevent attacks from far away Range" = 6.0
#Golem's Health Multiplier
#Range: 0.0 ~ 1000000.0
GolemHealthMultiplier = 1.0
#Golem's Damage Multiplier
#Range: 0.0 ~ 1000000.0
GolemDamageMultiplier = 1.0
[Ignis]
#Ignis's Health Multiplier
#Range: 0.0 ~ 1000000.0
IgnisHealthMultiplier = 1.0
#Ignis's Damage Multiplier
#Range: 0.0 ~ 1000000.0
IgnisDamageMultiplier = 1.0
#Ignis's Healing Multiplier
#Range: 0.0 ~ 1000000.0
IgnisHealingMultiplier = 1.0
#Ignis's Immune to Long distance attack range.
#Range: 1.0 ~ 1000000.0
"Ignis's prevent attacks from far away Range" = 15.0
#Ignis's DamageCap
#Range: 0 ~ 1000000
IgnisDamageCap = 20
#Ignis's cracked block breaking ignore the MobGriefing
IgnisBlockBreaking = true
[revenant]
#Revenant's Health Multiplier
#Range: 0.0 ~ 1000000.0
RevenantHealthMultiplier = 1.0
#Revenant's Damage Multiplier
#Range: 0.0 ~ 1000000.0
RevenantDamageMultiplier = 1.0
["The Prowler"]
#The Prowler's Immune to Long distance attack range.
#Range: 1.0 ~ 1000000.0
"The Prowler's prevent attacks from far away Range" = 16.0
#Prowler's Health Multiplier
#Range: 0.0 ~ 1000000.0
ProwlerHealthMultiplier = 1.0
#Prowler's Damage Multiplier
#Range: 0.0 ~ 1000000.0
ProwlerDamageMultiplier = 1.0
["The Harbinger"]
#Harbinger's Health Multiplier
#Range: 0.0 ~ 1000000.0
HarbingerHealthMultiplier = 1.0
#Harbinger's Damage Multiplier
#Range: 0.0 ~ 1000000.0
HarbingerDamageMultiplier = 1.0
#Harbinger's Healing Multiplier
#Range: 0.0 ~ 1000000.0
HarbingerHealingMultiplier = 1.0
#Harbinger's Wither Missile's Damage
#Range: 0.0 ~ 1000000.0
"Harbinger's WitherMissiledamage" = 8.0
#Harbinger's Immune to Long distance attack range.
#Range: 1.0 ~ 1000000.0
"The Harbinger's prevent attacks from far away Range" = 35.0
#Harbinger's DamageCap
#Range: 0 ~ 1000000
"The Harbinger DamageCap" = 22
#Harbinger's lasers can light a fire in MobGriefing
"The Harbinger Light A Fire" = true
#The Harbinger's charge attack Hp Damage
#Range: 0.0 ~ 1.0
"The Harbinger's charge attack Hp Damage" = 0.06
["The Leviathan"]
#Leviathan's Health Multiplier
#Range: 0.0 ~ 1000000.0
LeviathanHealthMultiplier = 1.0
#Leviathan's Damage Multiplier
#Range: 0.0 ~ 1000000.0
LeviathanDamageMultiplier = 1.0
#Leviathan's Immune to Long distance attack range.
#Range: 1.0 ~ 1000000.0
"Leviathan's prevent attacks from far away Range" = 38.0
#Leviathan's Bite Hp Damage
#Range: 0.0 ~ 1.0
"Leviathan's Bite Hp Damage" = 0.1
#Leviathan's Rush Hp Damage
#Range: 0.0 ~ 1.0
"Leviathan's Rush Hp Damage" = 0.05
#Leviathan's TailSwing Hp Damage
#Range: 0.0 ~ 1.0
"Leviathan's TailSwing Hp Damage" = 0.08
#Leviathan's Tentacle Hp Damage
#Range: 0.0 ~ 1.0
"Leviathan's Tentacle Hp Damage" = 0.03
#Leviathan's DamageCap
#Range: 0 ~ 1000000
LeviathanDamageCap = 20
#Leviathan's block breaking ignore the MobGriefing
LeviathanBlockBreaking = true
#Leviathan Immune Out of Water
LeviathanImmuneOutofWater = true
["The Baby Leviathan"]
#BabyLeviathan's Health Multiplier
#Range: 0.0 ~ 1000000.0
BabyLeviathanHealthMultiplier = 1.0
#BabyLeviathan's Damage Multiplier
#Range: 0.0 ~ 1000000.0
BabyLeviathanDamageMultiplier = 1.0
["Modern Remnant"]
#Modern Remnant's Health Multiplier
#Range: 0.0 ~ 1000000.0
ModernRemnantHealthMultiplier = 1.0
#Modern Remnant's Damage Multiplier
#Range: 0.0 ~ 1000000.0
ModernRemnantDamageMultiplier = 1.0
["Amethyst Crab"]
#Amethyst Crab's Health Multiplier
#Range: 0.0 ~ 1000000.0
AmethystCrabHealthMultiplier = 1.0
#Amethyst Crab's Damage Multiplier
#Range: 0.0 ~ 1000000.0
AmethystCrabDamageMultiplier = 1.0
["Ancient Remnant"]
#Ancient Remnant's Health Multiplier
#Range: 0.0 ~ 1000000.0
AncientRemnantHealthMultiplier = 1.0
#Ancient Remnant's Damage Multiplier
#Range: 0.0 ~ 1000000.0
AncientRemnantDamageMultiplier = 1.0
#Ancient Remnant's Immune to Long distance attack range.
#Range: 1.0 ~ 1000000.0
"Ancient Remnant's prevent attacks from far away Range" = 15.0
#Ancient Remnant's DamageCap
#Range: 0 ~ 1000000
AncientRemnantCap = 21
#Ancient Remnant's block breaking ignore the MobGriefing
AncientRemnantBlockBreaking = true
#Remnant's Charge Hp Damage
#Range: 0.0 ~ 1.0
"Remnant's Charge Hp Damage" = 0.07
#Remnant's Hp Damage
#Range: 0.0 ~ 1.0
"Remnant's Normal attack Hp Damage" = 0.05
#Remnant's Stomp Hp Damage
#Range: 0.0 ~ 1.0
"Remnant's Stomp Hp Damage" = 0.03
[Koboleton]
#Cause Koboleton to Drop Item In Hand Percent
#Range: 0.0 ~ 100.0
CauseKoboletontoDropItemInHandPercent = 5.0
[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
DeeplingSpawnWeight = 2
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
DeeplingSpawnRolls = 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
DeeplingBruteSpawnWeight = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
DeeplingBruteSpawnRolls = 50
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
DeeplingAnglerSpawnWeight = 2
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
DeeplingAnglerSpawnRolls = 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
AmethystCrabSpawnWeight = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
AmethystCrabSpawnRolls = 100
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
KoboletonSpawnWeight = 2
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
KoboletonSpawnRolls = 30

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{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:lush_caves"
}
]
]
}

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{
"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:ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:lukewarm_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:warm_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "alexscaves:abyssal_chasm"
}
]
]
}

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{
"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:ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:lukewarm_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:warm_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "alexscaves:abyssal_chasm"
}
]
]
}

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{
"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:ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:lukewarm_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:warm_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "alexscaves:abyssal_chasm"
}
]
]
}

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{
"biomes": [
[
{
"type": "BIOME_TAG",
"negate": false,
"value": "forge:is_dry/overworld"
},
{
"type": "BIOME_TAG",
"negate": false,
"value": "forge:is_hot/overworld"
},
{
"type": "BIOME_TAG",
"negate": false,
"value": "forge:is_sandy"
},
{
"type": "BIOME_TAG",
"negate": true,
"value": "minecraft:is_badlands"
}
]
]
}

27
config/cavedust.toml Normal file
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["Config for Cave Dust"]
#translation{key='menu.cavedust.Z.tooltip', args=[]}
#Range: 1 ~ 50
dimensionX = 5
#translation{key='menu.cavedust.enabled.tooltip', args=[]}
caveDustEnabled = true
#translation{key='menu.cavedust.sealevelcheck.tooltip', args=[]}
seaLevelCheck = true
#translation{key='menu.cavedust.superflatstatus.tooltip', args=[]}
superFlatStatus = false
#translation{key='menu.cavedust.upperlimit.tooltip', args=[]}
#Range: 0 ~ 255
upperLimit = 64
#translation{key='menu.cavedust.lowerlimit.tooltip', args=[]}
#Range: -255 ~ 0
lowerLimit = -64
#translation{key='menu.cavedust.particlemultiplier.tooltip', args=[]}
#Range: 1 ~ 100
particleMultiplier = 1
#translation{key='menu.cavedust.particlemultiplier.tooltip', args=[]}
#Range: 1 ~ 100
particleMultiplierMultiplier = 10
#translation{key='menu.cavedust.particle.tooltip', args=[]}
#Range: 0 ~ 95
particleID = 80

7
config/chat_heads.json5 Normal file
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{
"offsetNonPlayerText": true,
"senderDetection": "UUID_AND_HEURISTIC",
"smartHeuristics": true,
"handleSystemMessages": true,
"nameAliases": { }
}

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["Chimes Config"]
#Toggle Wind Chime Animations
Animations = true
#Toggle falling Bamboo Leaf particles from Bamboo Wind Chimes
"Bamboo Wind Chime Leaf Particles" = true
#Toggle on/off pre 1.20 Bamboo Wind Chime textures
"Previous Bamboo Wind Chime texture" = false

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["Chimes Config"]
#Customize the radius needed to repel Phantoms from a chiming Wind Chime. [Default is 25]
#Range: 0 ~ 35
"Phantom Repel Radius Vertical" = 25
#Customize the radius needed to repel Phantoms from a chiming Wind Chime. [Default is 10]
#Range: 0 ~ 20
"Phantom Repel Radius Horizontal" = 10

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{
"BLACK": {
"GOLD, PINK, RED": [
{
"childColor": "GOLD",
"conditions": "bothParentsFedGold",
"random": "above 90"
}
],
"WHITE": [
{
"childColor": "GOLD",
"conditions": "bothParentsFedGold",
"random": "above 50"
},
{
"childColor": "WHITE",
"conditions": "bothParentsFedGold",
"random": "above 25"
},
{
"childColor": "YELLOW",
"conditions": "none",
"random": "above 75"
},
{
"childColor": "WHITE",
"conditions": "none",
"random": "above 38"
}
],
"YELLOW, GREEN, BLUE": [
{
"childColor": "secondParent",
"conditions": "none",
"random": "under 50"
}
]
},
"BLUE": {
"BLACK, WHITE": [
{
"childColor": "YELLOW",
"conditions": "bothParentsFedGold",
"random": "above 70"
},
{
"childColor": "secondParent",
"conditions": "bothParentsFedGold",
"random": "above 35"
},
{
"childColor": "YELLOW",
"conditions": "none",
"random": "above 90"
},
{
"childColor": "secondParent",
"conditions": "none",
"random": "above 45"
}
],
"BLUE": [
{
"childColor": "WHITE",
"conditions": "bothParentsFedGold",
"random": "above 60"
},
{
"childColor": "BLUE",
"conditions": "bothParentsFedGold",
"random": "above 30"
},
{
"childColor": "WHITE",
"conditions": "none",
"random": "above 80"
},
{
"childColor": "BLUE",
"conditions": "none",
"random": "above 40"
}
],
"YELLOW": [
{
"childColor": "YELLOW",
"conditions": "none",
"random": "under 50"
}
]
},
"GOLD": {
"GOLD": [
{
"childColor": "secondParent",
"conditions": "bothParentsFedGold",
"random": "none"
}
],
"PINK, RED": [
{
"childColor": "YELLOW",
"conditions": "bothParentsNotFedGold",
"random": "above 20"
}
],
"YELLOW, GREEN, BLUE, WHITE, BLACK, PURPLE": [
{
"childColor": "secondParent",
"conditions": "none",
"random": "none"
}
]
},
"GREEN": {
"BLACK, WHITE": [
{
"childColor": "YELLOW",
"conditions": "bothParentsFedGold",
"random": "above 70"
},
{
"childColor": "secondParent",
"conditions": "bothParentsFedGold",
"random": "above 35"
},
{
"childColor": "YELLOW",
"conditions": "none",
"random": "above 90"
},
{
"childColor": "secondParent",
"conditions": "none",
"random": "above 45"
}
],
"BLUE": [
{
"childColor": "WHITE",
"conditions": "bothParentsFedGold",
"random": "above 60"
},
{
"childColor": "BLUE",
"conditions": "bothParentsFedGold",
"random": "above 30"
},
{
"childColor": "WHITE",
"conditions": "none",
"random": "above 80"
},
{
"childColor": "BLUE",
"conditions": "none",
"random": "above 40"
}
],
"YELLOW": [
{
"childColor": "YELLOW",
"conditions": "none",
"random": "under 50"
}
]
},
"PINK": {
"GOLD, PINK, RED": [
{
"childColor": "YELLOW",
"conditions": "bothParentsNotFedGold",
"random": "above 20"
}
],
"YELLOW, GREEN, BLUE, WHITE, BLACK, PURPLE": [
{
"childColor": "secondParent",
"conditions": "none",
"random": "none"
}
]
},
"PURPLE": {
"YELLOW, GREEN, BLUE, WHITE, BLACK": [
{
"childColor": "secondParent",
"conditions": "none",
"random": "none"
}
]
},
"RED": {
"GOLD, PINK, RED": [
{
"childColor": "YELLOW",
"conditions": "bothParentsNotFedGold",
"random": "above 20"
}
],
"YELLOW, GREEN, BLUE, WHITE, BLACK, PURPLE": [
{
"childColor": "secondParent",
"conditions": "none",
"random": "none"
}
]
},
"WHITE": {
"BLACK": [
{
"childColor": "GOLD",
"conditions": "bothParentsFedGold",
"random": "above 50"
},
{
"childColor": "BLACK",
"conditions": "bothParentsFedGold",
"random": "above 25"
},
{
"childColor": "YELLOW",
"conditions": "none",
"random": "above 75"
},
{
"childColor": "BLACK",
"conditions": "none",
"random": "above 38"
}
],
"GOLD, PINK, RED": [
{
"childColor": "GOLD",
"conditions": "bothParentsFedGold",
"random": "above 70"
}
],
"GREEN, BLUE": [
{
"childColor": "YELLOW",
"conditions": "bothParentsFedGold",
"random": "above 70"
},
{
"childColor": "secondParent",
"conditions": "bothParentsFedGold",
"random": "above 35"
},
{
"childColor": "YELLOW",
"conditions": "none",
"random": "above 90"
},
{
"childColor": "secondParent",
"conditions": "none",
"random": "above 45"
}
],
"YELLOW": [
{
"childColor": "BLACK",
"conditions": "bothParentsFedGold",
"random": "above 60"
},
{
"childColor": "YELLOW",
"conditions": "bothParentsFedGold",
"random": "above 30"
},
{
"childColor": "BLACK",
"conditions": "none",
"random": "above 80"
},
{
"childColor": "YELLOW",
"conditions": "none",
"random": "above 40"
}
]
},
"YELLOW": {
"GREEN, BLUE, BLACK": [
{
"childColor": "secondParent",
"conditions": "none",
"random": "above 50"
}
],
"WHITE": [
{
"childColor": "BLACK",
"conditions": "bothParentsFedGold",
"random": "above 60"
},
{
"childColor": "WHITE",
"conditions": "bothParentsFedGold",
"random": "above 30"
},
{
"childColor": "BLACK",
"conditions": "none",
"random": "above 80"
},
{
"childColor": "WHITE",
"conditions": "none",
"random": "above 40"
}
],
"YELLOW": [
{
"childColor": "BLUE",
"conditions": "bothParentsFedGold",
"random": "above 80"
},
{
"childColor": "GREEN",
"conditions": "bothParentsFedGold",
"random": "above 60"
},
{
"childColor": "BLUE",
"conditions": "none",
"random": "above 60"
},
{
"childColor": "GREEN",
"conditions": "none",
"random": "above 20"
}
]
}
}

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#Spawning configuration
[spawning]
#Controls Chocobo Spawn Weight [Default: 10]
#Range: > 0
chocoboSpawnWeight = 10
#Controls Chocobo Pack Size Min [Default: 1]
#Range: > 0
chocoboPackSizeMin = 1
#Controls Chocobo Pack Size Max [Default: 3]
#Range: > 0
chocoboPackSizeMax = 3
#Chocobo configuration
[Chocobo]
#This multiplier controls the tame chance per gysahl used, so .15 results in 15% chance to tame [Default: 0.15]
#Range: 0.0 ~ 1.0
tameChance = 0.15
#If certain chocobos are allowed to fly [Default: true]
canChocobosFly = true
#Determines the maximum interval duration for the Chocobo's ambient sound [Default: 100]
#Range: > 1
kwehIntervalLimit = 100
#Naming configuration
[Naming]
#If taming a chocobo will provide them with a name (unless already named) [Default: true]
nameTamedChocobos = true
#The list of male names it can choose from if 'nameTamedChocobos' is enabled
maleNames = ["Arkio", "Boco", "Choco", "Patch", "Eddie", "Big Bird", "Chobi", "Horse Bird", "Mr. Yellowpuffs", "Oscar", "Wild", "Stitch", "Milo", "Lewis", "Simon", "Steed", "Bocobo", "Chobo", "Butter Fingers", "Caspar", "Chubby", "Coco", "Fuzzy", "Hulk", "Flopsy", "Lionel", "Tidus", "Cloud", "Sephiroth", "Butz", "Cecil", "Golbez", "Squall", "Zidane", "Garnet", "Kuja", "Locke", "Celes", "Crafty", "Sparky", "Skippy", "Whiskers", "Mog's Mount", "Ruffles", "Quistis", "Noctis", "Firecracker", "Ballistic", "Blizzard", "Torobo", "Leon", "Firas", "Travis", "Indigo", "Montoya", "Cobalt", "Jinx", "Komet", "Beau", "Bone", "Claw", "Duke", "Easy", "Fire", "Fury", "Idol", "Iron", "Jack", "Mars", "Noir", "Snow", "Star", "Zero", "Ace", "Air", "Ice", "Max", "Neo", "Ray", "Alpha", "Arrow", "Avian", "Black", "Blade", "Blaze", "Blitz", "Chaos", "Dandy", "Jolly", "Omega", "Pluto", "Point", "Quake", "Titan", "Hope", "Ifrit", "Shiva", "Polonium", "Radon", "Sparks", "Lunik"]
#The list of female names it can choose from if 'nameTamedChocobos' is enabled
femaleNames = ["Choco", "Patch", "Chobi", "Wild", "Chubby", "Crystal", "Coco", "Fuzzy", "Flopsy", "Lulu", "Yuna", "Cecil", "Kuja", "Terra", "Locke", "Celes", "Rikku", "Yuffie", "Selphie", "Rinoa", "Sparky", "Skippy", "Whiskers", "Pupu", "Quistis", "Noctis", "Tranquille", "Twinkling", "Capucine", "Heidi", "Danseuse", "Mercedes", "Psyche", "Victory", "Liberty", "Emma", "Fortune", "Soleil", "Luna", "Violet", "Lilith", "Lilli", "Jinx", "Coco", "Fleur", "Feder", "Flora", "Kugel", "Bleu", "Blue", "Chic", "Ciel", "Face", "Fire", "Fury", "Iris", "Jade", "Joli", "Kiku", "Lady", "Miel", "Momo", "Moon", "Nana", "Noir", "Nova", "Rain", "Rose", "Ruby", "Star", "Vega", "Air", "Aki", "Ayu", "Fee", "Sky", "Sun", "Amber", "Angel", "Azure", "Belle", "Clair", "Ebony", "Ember", "Fairy", "Flare", "Glory", "Jaune", "Jeune", "Jolly", "Lucky", "Olive", "Orange", "Venus", "Lightning", "Galindorf"]

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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
#True to skip warnings about using datapacks.
"Skip Datapack Warnings" = 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
#True to if april fools content can display on april fools.
"April Fools Content" = true

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[general]
#Blinking start time before the item despawns, in seconds
#Range: 0 ~ 36000
flashStartTime = 20
#Set to true to have item flash faster as it gets closer to despawning
urgentFlash = true

14
config/collective.json5 Normal file
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{
// When enabled, transfer the held items and armour from replaced entities by any of the Entity Spawn mods which depend on Collective.
"transferItemsBetweenReplacedEntities": true,
// The amount of times Collective loops through possible mob drops to get them all procedurally. Drops are only generated when a dependent mod uses them. Lowering this can increase world load time but decrease accuracy.
// min: 1, max: 500
"loopsAmountUsedToGetAllEntityDrops": 100,
// The delay of the is-there-a-block-around-check around entities in ms. Used in mods which depends on a specific blockstate in the world. Increasing this number can increase TPS if needed.
// min: 0, max: 3600000
"findABlockCheckAroundEntitiesDelayMs": 30000,
// Please check out https://stopmodreposts.org/ for more information on why this feature exists.
"enableAntiRepostingCheck": true,
// Enables pets for Patrons. Will be added in a future release.
"enablePatronPets": true
}

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#Improved arm swing animation to emphasize the rhythm of the attacks from combat test snapshots.
alternative_swing_animation = false
#Render armor attributes with green text instead of blue one, just like with tools and weapons.
special_armor_attributes = true
#Show a shield indicator similar to the attack indicator when actively blocking.
shield_indicator = true
#Items that will not be rendered as being held in first person when placed in the offhand.
hidden_offhand_items = ["minecraft:totem_of_undying"]

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#Player is knocked back by attacks which do not cause any damage, such as when hit by snowballs, eggs, and fishing rod hooks.
weak_attacks_knock_back_players = true
#Force all entity hitboxes to have a cubic size of at least 0.9 blocks, making them easier to hit and shoot.
#This only affects targeting an entity, no collisions or whatsoever. Useful for hitting e.g. bats, rabbits, silverfish, fish, and most baby animals.
min_hitbox_size = true
#Makes knockback stronger towards targets not on the ground (does not apply when in water).
upwards_knockback = true
#Health regenerates every 2 seconds, which requires more than 6 food points. Also food points will be directly consumed when healing. Surplus saturation does not yield quick health regeneration.
balanced_food_mechanics = false
#Sprinting and attacking no longer interfere with each other, making critical hits possible at all times.
critical_hits_while_sprinting = true
#Expand all entity hitboxes by 10%, making hitting a target possible from a slightly greater range and with much increased accuracy.
inflate_hitboxes = true
#Attacking will no longer stop the player from sprinting. Very useful when swimming, so you can fight underwater without being stopped on every hit.
sprint_attacks = true
#Disables damage immunity when hit by a projectile. Makes it possible for entities to be hit by multiple projectiles at once (useful for the multishot enchantment).
no_projectile_immunity = true
[shield]
#Shields knock back attackers (see MC-147694).
#NONE: Vanilla behavior, no knockback is dealt to attackers.
#CONSTANT: Always the same knockback is dealth to attackers.
#VARIABLE: The knockback strength is greater the more precisely the shield block is timed in regards to the attack.
#Allowed Values: NONE, CONSTANT, VARIABLE
shield_knockback = "VARIABLE"
#Amount of ticks after starting to block in which an attacker will be knocked back further than usual when "shield_knockback" is set to VARIABLE.
#Range: > 0
variable_shield_knockback_delay = 20
#Skip 5 tick warm-up delay when activating a shield, so they become effective instantly.
remove_shield_delay = true
#Arc of available protection depending on what angle the attack is coming from and where the player is looking (means the lower this angle the closer you need to be facing your attacker).
#Vanilla protection arc is 180 degrees, which has been reduced to around 100 in combat tests.
#This does not change the protection arc for projectiles which remains at 180 degress.
#Range: 0.0 ~ 360.0
shield_protection_arc = 100.0
[items]
#It only takes 20 ticks to drink liquid foods (such as potions, milk, and bottled liquids) instead of 32 or 40.
fast_drinking = true
#Only damages axes by 1 durability instead of 2 when attacking so they properly be used as weapons.
no_axe_attack_penalty = true
#Add a delay of 4 ticks between throwing snowballs or eggs, just like with ender pearls.
throwables_delay = true
#Increase snowball and egg stack size from 16 to 64, and potion stack size from 1 to 16 (only for potions of the same type of course).
increase_stack_size = true
#Eating and drinking both are interrupted if the player is damaged.
eating_interruption = true
[cooldown]
#Disable attacking when attack cooldown is below a certain percentage.
#Setting this to 0.0 means attacking is possible with any strength as in vanilla.
#Range: 0.0 ~ 1.0
min_attack_strength = 1.0
#Holding down the attack button keeps attacking continuously. No more spam clicking required.
hold_attack_button = false
#Delay in ticks between attacks when holding the attack button is enabled.
#This basically also puts a cap on the max spam clicking speed.
#Range: > 0
hold_attack_button_delay = 5
#Attack cooldown is unaffected by switching hotbar items.
fast_switching = true
#Melee attacks that don't hit a target won't trigger the attack cooldown.
retain_energy_on_miss = false
[attributes]
#Makes it so that swords, hoes, and tridents have an increased reach when attacking.
additional_attack_reach = true
#Overrides for setting and balancing attack reach values of items.
#Takes precedence over any changes made by "additional_attack_reach" option.
#As with all items, this value is added on top of the default attack reach of the player (which is 3.0 by default, and has a hard cap at 6.0).
#Format for every entry is "<namespace>:<path>,<amount>". Tags are supported, must be in the format of "#<namespace>:<path>". Namespace may be omitted to use "minecraft" by default. May use asterisk as wildcard parameter via pattern matching, e.g. "minecraft:*_shulker_box" to match all shulker boxes no matter of color.
attack_reach_overrides = []
#Overrides for setting and balancing attack speed values of items.
#As with all items, this value is added on top of the default attack speed of the player (which is 4.0 by default).
#Format for every entry is "<namespace>:<path>,<amount>". Tags are supported, must be in the format of "#<namespace>:<path>". Namespace may be omitted to use "minecraft" by default. May use asterisk as wildcard parameter via pattern matching, e.g. "minecraft:*_shulker_box" to match all shulker boxes no matter of color.
attack_speed_overrides = []
#Overrides for setting and balancing attack damage values of items.
#As with all items, this value is added on top of the default attack strength of the player (which is 1.0 by default).
#Format for every entry is "<namespace>:<path>,<amount>". Tags are supported, must be in the format of "#<namespace>:<path>". Namespace may be omitted to use "minecraft" by default. May use asterisk as wildcard parameter via pattern matching, e.g. "minecraft:*_shulker_box" to match all shulker boxes no matter of color.
attack_damage_overrides = []
[sweeping]
#Is the sweeping edge enchantment required to perform a sweep attack.
require_sweeping_edge = true
#Allow sweep attack without hitting mobs, just by attacking air basically.
#This attack will not work when the attack button is held for continuous attacking.
air_sweep_attack = true
#Only apply half the sweeping damage to indirectly hit mobs for better balancing of the sweeping feature.
half_sweeping_damage = true
#Do not perform sweep attacks when sneaking.
no_sweeping_when_sneaking = false

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{
"playCooldownSound": true,
"playCooldownFlash": true,
"playRollSound": true,
"hudArrowColor": 5540067,
"hudBackgroundOpacity": 75,
"showWhenFull": true,
"showHUDInCreative": false,
"showKeybinding": true,
"keybindingLabelPosition": "LEFT"
}

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{
"longfooted": {
"enabled": true,
"max_level": 5,
"min_cost": 12,
"step_cost": 12,
"bonus_per_level": 1.0
},
"acrobat": {
"enabled": true,
"max_level": 10,
"min_cost": 15,
"step_cost": 14,
"bonus_per_level": 0.1
},
"multi_roll": {
"enabled": true,
"max_level": 4,
"min_cost": 15,
"step_cost": 17,
"bonus_per_level": 1.0
}
}

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{
"rollWidget": {
"origin": "BOTTOM",
"offset": {
"f_82470_": 108.0,
"f_82471_": -12.0
}
}
}

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{
// The number of game ticks players become invulnerable upon rolling
"invulnerable_ticks_upon_roll": 0,
// The duration of the roll ability, expressed as a number of ticks, during which the player cannot use item/attack/jump etc...
"roll_duration": 8,
// Allows Vanilla Minecraft auto jump feature to work while rolling
"allow_auto_jump_while_rolling": true,
// Allows jumping while rolling. WARNING! Setting this to `true` breaks roll distance attribute and enchantment
"allow_jump_while_rolling": false,
// Allows combat roll while the player has its weapon on cooldown
"allow_rolling_while_weapon_cooldown": false,
// Allows combat roll while the player is in the air. WARNING! Setting this to `true` breaks roll distance attribute and enchantment
"allow_rolling_while_airborn": false,
// The amount of exhaust (hunger) to be added to the player on every roll
"exhaust_on_roll": 0.10000000149011612,
// The amount of food level above which players can do a roll
"food_level_required": 6.0,
// The cooldown duration of the combat roll ability expressed in seconds
"roll_cooldown": 4.0,
// Default roll distance attribute is `3`. Settings this to `1` will make it `4`. Warning! Attribute based scaling does not effect this.
"additional_roll_distance": 0.0
}

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#Configurable Chains Client Config
#
# Chain Quality
#
# Effects the visual quality of the chain.
#Range: 1 ~ 9
quality = 4
#
# ToolTip
#
# Displays a ToolTip under compatible chain items
showToolTip = true

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#Connectible Chains Config
#
#
#
# Chain Hang Amount
#
# Effects how much the chain hangs.
# Collision will update on new chains or world loading.
# Has no effect in multiplayer.
#Range: 0.0 ~ 1.7976931348623157E308
chainHangAmount = 9.0
#
# Max Chain Distance
#
# Warning: Long chains can sometimes become invisible!
# Has no effect in multiplayer.
#Range: 0 ~ 32
maxChainRange = 7

15
config/cpm.json Normal file
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{
"editorLastVersion": "0.6.15a",
"editorSelectMouseButton": 0.0,
"titleScreenButton": false,
"playerSettings": {},
"globalSettings": {},
"friendSettings": {},
"keybinds": {},
"editorDragMouseButton": -1.0,
"editorMenuMouseButton": 1.0,
"editorRotateMouseButton": 2.0,
"safetyProfiles": {},
"editorRecentProjects": [],
"serverSettings": {}
}

146
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]
#.
#Show item descriptions on Shift and controls on Ctrl.
enableTooltips = true
#.
#Display a tooltip when looking at overstressed components.
enableOverstressedTooltip = true
#.
#Log a stack-trace when rendering issues happen within a moving contraption.
explainRenderErrors = false
#.
#Higher density means more spawned particles.
#Range: 0.0 ~ 1.0
fanParticleDensity = 0.5
#.
#[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 kinetic debug information on blocks while the F3-Menu is open.
enableRainbowDebug = false
#.
#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
#.
#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
#.
#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
#.
#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
#.
#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
#.
#Configure your vision range when submerged in Create's custom fluids
[client.fluidFogSettings]
#.
#The vision range through honey will be multiplied by this factor
#Range: 0.125 ~ 256.0
honey = 1.0
#.
#The vision range though chocolate will be multiplied by this factor
#Range: 0.125 ~ 256.0
chocolate = 1.0
#.
#Settings for the Goggle Overlay
[client.goggleOverlay]
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
#Range: > -2147483648
overlayOffsetX = 20
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
#Range: > -2147483648
overlayOffsetY = 0
#.
#Enable this to use your custom colors for the Goggle- and Hover- Overlay
customColorsOverlay = false
#.
#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 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 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]
#.
#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"
#.
#Change the size of the Indicator by this multiplier
#Range: 0.0 ~ 3.4028234663852886E38
indicatorScale = 1.0
#.
#Ponder settings
[client.ponder]
#.
#Slow down a ponder scene whenever there is text on screen.
comfyReading = false
#.
#Show additional info in the ponder view and reload scene scripts more frequently.
editingMode = false
#.
#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
#.
#Railway related settings
[client.trains]
#.
#How far away the Camera should zoom when seated on a train
#Range: 0.0 ~ 3.4028234663852886E38
mountedZoomMultiplier = 3.0
#.
#Display nodes and edges of a Railway Network while f3 debug mode is active
showTrackGraphOnF3 = false
#.
#Additionally display materials of a Rail Network while f3 debug mode is active
showExtendedTrackGraphOnF3 = false

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#.
#Modify Create's impact on your terrain
[worldgen]
#.
#.
#Prevents all worldgen added by Create from taking effect
disableWorldGen = false

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{
// Changes the Creeper Overhaul creepers to destroy blocks or not.
"destroyBlocks": true,
"client": {
// Change the Vanilla Creeper to a new and improved texture with better animations.
"replaceDefaultCreeper": true
},
"spawning": {
// Change the Creeper Overhaul creepers to spawn or not.
"allowSpawning": true,
// Change the Jungle Creeper to spawn or not.
"allowJungleCreeperSpawning": true,
// Change the Bamboo Creeper to spawn or not.
"allowBambooCreeperSpawning": true,
// Change the Desert Creeper to spawn or not.
"allowDesertCreeperSpawning": true,
// Change the Badlands Creeper to spawn or not.
"allowBadlandsCreeperSpawning": true,
// Change the Hills Creeper to spawn or not.
"allowHillsCreeperSpawning": true,
// Change the Savannah Creeper to spawn or not.
"allowSavannahCreeperSpawning": true,
// Change the Mushroom Creeper to spawn or not.
"allowMushroomCreeperSpawning": true,
// Change the Swamp Creeper to spawn or not.
"allowSwampCreeperSpawning": true,
// Change the Dripstone Creeper to spawn or not.
"allowDripstoneCreeperSpawning": true,
// Change the Cave Creeper to spawn or not.
"allowCaveCreeperSpawning": true,
// Change the Dark Oak Creeper to spawn or not.
"allowDarkOakCreeperSpawning": true,
// Change the Spruce Creeper to spawn or not.
"allowSpruceCreeperSpawning": true,
// Change the Beach Creeper to spawn or not.
"allowBeachCreeperSpawning": true,
// Change the Snowy Creeper to spawn or not.
"allowSnowyCreeperSpawning": true,
// Change the Ocean Creeper to spawn or not.
"allowOceanCreeperSpawning": true
}
}

4
config/cullleaves.json Normal file
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{
"enabled": true,
"cullRoots": true
}

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

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enabled = true
#Range: 0 ~ 100
lowThreshold = 5
#Range: 0 ~ 100
highThreshold = 100

13
config/doubledoors.json5 Normal file
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{
// Whether the recursive opening feature should be enabled. This allows you to for example build a giant door with trapdoors which will all open at the same time, as long as they are connected. The 'recursiveOpeningMaxBlocksDistance' config option determines how far the function should search.
"enableRecursiveOpening": true,
// How many blocks the recursive function should search when 'enableRecursiveOpening' is enabled.
// min: 1, max: 64
"recursiveOpeningMaxBlocksDistance": 10,
// When enables, the mod works with double doors.
"enableDoors": true,
// When enables, the mod works with double fence gates.
"enableFenceGates": true,
// When enables, the mod works with double trapdoors.
"enableTrapdoors": true
}

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[Client]
# What should be the style of the tooltip? 'numbers' means 'Durability: 30 / 100', 'text' means 'Durability: pristine/slight damaged/nearly broken', 'bar' means 'Durability: [███▒▒▒▒▒▒▒]'
# Allowed values: BAR, NUMBERS, TEXT - Default: NUMBERS
tooltipStyle = "NUMBERS"
# Should the tooltip include the 'Durability:' hint?
# Allowed values: true, false - Default: true
showTooltipHint = true
# What colors should be used for the reactive part (numbers/text/bar characters) of the tooltip? 'base' means use the base color, 'gold' means always gold, 'varying' means green/orange/red depending on remaining durability.
# Allowed values: BASE, GOLD, VARYING - Default: VARYING
tooltipColorStyle = "VARYING"
# What should be the base text color of the tooltip?
# Allowed values: BLACK, DARK_BLUE, DARK_GREEN, DARK_AQUA, DARK_RED, DARK_PURPLE, GOLD, GRAY, DARK_GRAY, BLUE, GREEN, AQUA, RED, LIGHT_PURPLE, YELLOW, WHITE, OBFUSCATED, BOLD, STRIKETHROUGH, UNDERLINE, ITALIC, RESET - Default: GRAY
baseTooltipColor = "GRAY"
# Should the durability tooltip only be shown on vanilla tools?
# Allowed values: true, false - Default: false
onlyVanillaTools = false
# Should the durability tooltip be shown when a tool is not damaged?
# Allowed values: true, false - Default: true
showWhenFull = true
# Which mods should be blacklisted? Items from blacklisted mods won't show the durability tooltip.
# Allowed length: 0 ~ 100 - Default: 'tconstruct,supplementaries'
blackListedMods = "tconstruct,supplementaries"

43
config/dynamic_fps.json Normal file
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{
"enabled": true,
"idle_time": 0,
"uncap_menu_frame_rate": false,
"states": {
"hovered": {
"frame_rate_target": 60,
"volume_multipliers": {
"master": 1.0
},
"graphics_state": "default",
"show_toasts": true,
"run_garbage_collector": false
},
"unfocused": {
"frame_rate_target": 1,
"volume_multipliers": {
"master": 0.25
},
"graphics_state": "default",
"show_toasts": false,
"run_garbage_collector": false
},
"invisible": {
"frame_rate_target": 0,
"volume_multipliers": {
"master": 0.0
},
"graphics_state": "default",
"show_toasts": false,
"run_garbage_collector": false
},
"abandoned": {
"frame_rate_target": 10,
"volume_multipliers": {
"master": 1.0
},
"graphics_state": "default",
"show_toasts": false,
"run_garbage_collector": false
}
}
}

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{
"dynamicCrosshair": "Advanced",
"disableDebugCrosshair": false,
"thirdPersonCrosshair": false,
"hideWithScreen": true,
"hideWithMap": true,
"crosshairConfig": {
"onBlock": "IfTargeting",
"onEntity": true,
"holdingTool": "Always",
"holdingMeleeWeapon": true,
"meleeWeaponOnEntity": false,
"meleeWeaponOnBreakableBlock": false,
"holdingRangedWeapon": "IfInteractable",
"holdingThrowable": "IfInteractable",
"holdingShield": true,
"holdingBlock": "IfInteractable",
"holdingUsableItem": "IfInteractable",
"forceHoldingSpyglass": false
},
"color": {
"crosshairColor": "Unchanged",
"customColor": -5588020,
"forceColor": false
},
"dynamicCrosshairStyle": true,
"crosshairStyle": {
"regular": {
"style": "Cross",
"color": {
"crosshairColor": "Unchanged",
"customColor": -5588020,
"forceColor": false
}
},
"onBlock": {
"style": "Cross",
"color": {
"crosshairColor": "Unchanged",
"customColor": -5588020,
"forceColor": false
}
},
"onEntity": {
"style": "DiagonalCross",
"color": {
"crosshairColor": "Unchanged",
"customColor": -5588020,
"forceColor": false
}
},
"holdingTool": {
"style": "Square",
"color": {
"crosshairColor": "Unchanged",
"customColor": -5588020,
"forceColor": false
}
},
"holdingMeleeWeapon": {
"style": "Cross",
"color": {
"crosshairColor": "Unchanged",
"customColor": -5588020,
"forceColor": false
}
},
"holdingRangedWeapon": {
"style": "DiagonalCross",
"color": {
"crosshairColor": "Unchanged",
"customColor": -5588020,
"forceColor": false
}
},
"holdingThrowable": {
"style": "Circle",
"color": {
"crosshairColor": "Unchanged",
"customColor": -5588020,
"forceColor": false
}
},
"holdingBlock": {
"style": "Diamond",
"color": {
"crosshairColor": "Unchanged",
"customColor": -5588020,
"forceColor": false
}
}
},
"crosshairModifiers": {
"modInteractable": {
"style": "Brackets",
"color": {
"crosshairColor": "Unchanged",
"customColor": -5588020,
"forceColor": false
}
},
"modUsableItem": {
"style": "RoundBrackets",
"color": {
"crosshairColor": "Unchanged",
"customColor": -5588020,
"forceColor": false
}
},
"modShield": {
"style": "BracketsBottom",
"color": {
"crosshairColor": "Unchanged",
"customColor": -5588020,
"forceColor": false
}
},
"modCorrectTool": {
"style": "Dot",
"color": {
"crosshairColor": "Unchanged",
"customColor": -5588020,
"forceColor": false
}
},
"modIncorrectTool": {
"style": "DiagonalCross",
"color": {
"crosshairColor": "Unchanged",
"customColor": -5588020,
"forceColor": false
}
}
},
"enableTweaks": true,
"additionalTools": [],
"additionalMeleeWeapons": [],
"additionalRangedWeapons": [],
"additionalThrowables": [],
"additionalUsableItems": [],
"additionalInteractableBlocks": []
}

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#Vanilla Trees Settings
[vanilla]
#Right clicking with a vanilla sapling places a dynamic sapling instead.
replaceVanillaSapling = false
#Crimson Fungus and Warped Fungus that sprout from nylium will be dynamic instead.
replaceNyliumFungi = true
#If enabled, cancels the non-dynamic trees that spawn with vanilla villages.
cancelVanillaVillageTrees = true
#Miscellaneous Settings
[misc]
#If enabled, dirt bucket recipes will be automatically generated.
generateDirtBucketRecipes = true
#Mod Integration Settings
[integration]
#The mod ID of preferred season mod. If a season provider for this mod ID is present, it will be used for integration with seasons. Set this to "!" to disable integration or "*" to accept the any integration (the first available).
preferredSeasonMod = "*"
#If enabled, seed drop rates will be multiplied based on the current season (requires serene seasons).
enableSeasonalSeedDropFactor = true
#If enabled, growth rates will be multiplied based on the current season (requires serene seasons).
enableSeasonalGrowthFactor = true
#If enabled, fruit production rates will be multiplied based on the current season (requires serene seasons).
enableSeasonalFruitProductionFactor = true

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#Render inventory contents of an anvil.
render_anvil_contents = true

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[miscellaneous]
#Chance the anvil will break into chipped or damaged variant, or break completely after using. Value is set to 0.12 in vanilla.
#Range: 0.0 ~ 1.0
anvil_break_chance = 0.05
#Solely renaming items in an anvil will never cause the anvil to break.
risk_free_anvil_renaming = true
#Edit name tags without cost nor anvil, simply by sneak + right-clicking.
edit_name_tags_no_anvil = true
#The naming field in anvils and the name tag gui will support formatting codes for setting custom text colors and styles.
#Check out the Minecraft Wiki for all available formatting codes and their usage: https://minecraft.fandom.com/wiki/Formatting_codes#Usage
renaming_supports_formatting = true
#Allow using iron blocks to repair an anvil by one damage stage. Can be automated using dispensers.
anvil_repairing = true
#Most default value represents vanilla behavior.
[costs]
#Multiplier for each level of a rare enchantment being applied.
#Range: > 1
rare_enchantment_multiplier = 4
#The additional cost in levels for combining an item with another item of the same kind when the first item is not fully repaired.
#Range: > -2147483648
repair_with_other_item_cost = 2
#Multiplier for each level of a common enchantment being applied.
#Range: > -2147483648
common_enchantment_multiplier = 1
#Multiplier for each level of a very rare enchantment being applied.
#Range: > 1
very_rare_enchantment_multiplier = 8
#Multiplier for each level of a uncommon enchantment being applied.
#Range: > 1
uncommon_enchantment_multiplier = 2
#Costs for applying enchantments from enchanted books are halved.
halved_book_costs = true
#The additional cost in levels for each valid repair material an item is repaired with in an anvil.
#Range: > -2147483648
repair_with_material_unit_cost = 1
#Max cost of enchantment level allowed to be spent in an anvil. Every operation exceeding the limit will show as 'Too Expensive!' and will be disallowed.
#If set to '-1' the limit is disabled.
#Set to '40' enchantment levels in vanilla.
#Range: > -1
too_expensive_limit = -1
#Renaming any item in an anvil no longer costs any enchantment levels at all. Can be restricted to only name tags.
#Allowed Values: OFF, ALL_ITEMS, NAME_TAGS_ONLY
free_renames = "ALL_ITEMS"
[prior_work_penalty]
#FIXED: When renaming / repairing, ignore any prior work penalty on the item. Makes prior work penalty only relevant when new enchantments are added.
#LIMITED: When renaming / repairing cost exceeds max anvil repair cost, limit cost just below max cost.
#VANILLA: Renaming / repairing increase with prior work penalty and will no longer be possible when max cost is exceeded.
#Allowed Values: VANILLA, FIXED, LIMITED
rename_and_repair_costs = "FIXED"
#Controls how working an item in the anvil multiple times affects the cost of future operations.
#FIXED: A constant value is added every time the item is worked.
#VANILLA: Penalty doubles every time an item is worked.
#DISABLED: Penalty stays at 0 and does not increase.
#Allowed Values: DISABLED, VANILLA, FIXED
prior_work_penalty = "FIXED"
#Prevents the prior work penalty from increasing when the item has only been renamed or repaired.
penalty_free_renames_and_repairs = true
#Constant to use when "prior_work_penalty" is set to "FIXED". Every subsequent operation will increase by this value in levels.
#Range: > 1
prior_work_penalty_constant = 4

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#Keep the vanilla book inside the enchantment screen instead of rendering a reroll button.
#The button is simply not visible, rerolling still works by clicking the book. Disabling the reroll feature itself is possible in the server config.
keep_enchantment_screen_book = false
#Show a tooltip for the hovered book in a chiseled bookshelf.
#DISABLED: Vanilla behavior, no tooltip shows.
#CROUCHING: A tooltip only shows while the player is crouching.
#ENABLED: A tooltip always shows when a book is looked at.
#Allowed Values: DISABLED, CROUCHING, ENABLED
chiseled_bookshelf_tooltip = "ENABLED"
#Render inventory contents of an enchanting table.
#Allowed Values: NONE, FLAT, FLOATING
render_enchanting_table_contents = "FLOATING"
#Offset on x-axis for chiseled bookshelf book tooltips from original position.
#Range: > -2147483648
offset_x = 0
#Offset on y-axis for chiseled bookshelf book tooltips from original position.
#Range: > -2147483648
offset_y = 0

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#Amount of bookshelves required to perform enchantments at the highest level.
#Range: > 0
max_enchanting_power = 15
#Add a button in the enchanting screen to allow for re-rolling enchantments.
#This costs experience levels as well as lapis lazuli, or can be free when the costs are set to 0.
reroll_enchantments = true
#Blocks without a full collision shape (e.g. torches & carpet) do not block bookshelves placed behind from counting towards current enchanting power.
lenient_bookshelves = true
#Amount of catalyst item taken as a cost for re-rolling enchantments. Set to 0 to disable this kind of cost.
#The default re-roll catalyst is simply lapis lazuli as defined in 'easymagic:enchanting_catalysts'.
#Requires the re-rolling option to be enabled.
#Range: 0 ~ 64
reroll_catalyst_cost = 1
#Choose how many enchantments are shown on the enchanting tooltip, if any at all.
#Allowed Values: NONE, SINGLE, ALL
enchantment_hint = "SINGLE"
#Do chiseled bookshelves provide enchanting power to an enchanting table, one for every three contained books.
#NONE: Vanilla behavior, no power is provided.
#FACING: The bookshelf must face the enchanting table to provide any power.
#ALL: Chiseled bookshelves provide enchanting power regardless of where they are facing.
#Allowed Values: NONE, FACING, ALL
chiseled_bookshelf_enchanting_power = "FACING"
#Catalyst items for re-rolling are defined by the 'easymagic:reroll_catalysts' item tag instead of 'easymagic:enchanting_catalysts' (which includes just lapis lazuli by default).
#Unlocks an additional slot for providing those items in the enchanting table interface.
dedicated_reroll_catalyst = false
#Amount of experience points (not enchantment levels) taken as a cost for re-rolling enchantments. Set to 0 to disable this kind of cost.
#Requires the re-rolling option to be enabled.
#Range: > 0
reroll_experience_points_cost = 5

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{"v":1,"s":"bbf4ac632f0d07f8f20a3f20171a3dd91b3ef638bcb60ad0221aed24cc2a18ef7ec65fb0490dea6d6e76db79b6591fdcd5ac44fe3eac24cd5d03d1b5dc702e98","u":"8bfac0cb2a25eeae73928ec25e4f5e6b6388bcd261549b6102c0a2e868471eb70229c94ba22f6fac3ddbc9056c89dc9c9d6f213504aaf19cf2f9ebf940224bc8","p":"a6885b8ddb5abb36609b1b81fcbcb9515641b97f11553baa3dcbb417045e0bfe8e2124a942c3320f38e52842414c6ab4fa6d462f613d6c1b713ca8c2ae7d9eb1","t":1711741724}

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# This is the configuration file for Embeddium.
#
# You can find information on editing this file and all the available options here:
# https://github.com/jellysquid3/sodium-fabric/wiki/Configuration-File
#
# By default, this file will be empty except for this notice.

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{
"quality": {
"weather_quality": "FANCY",
"leaves_quality": "FANCY",
"enable_vignette": true
},
"advanced": {
"enable_memory_tracing": false,
"use_advanced_staging_buffers": true,
"disable_incompatible_mod_warnings": false,
"cpu_render_ahead_limit": 3
},
"performance": {
"chunk_builder_threads": 10,
"always_defer_chunk_updates_v2": true,
"animate_only_visible_textures": true,
"use_entity_culling": true,
"use_fog_occlusion": true,
"use_block_face_culling": true,
"use_compact_vertex_format": true,
"use_translucent_face_sorting": false,
"use_no_error_g_l_context": true
},
"notifications": {
"force_disable_donation_prompts": false,
"has_cleared_donation_button": false,
"has_seen_donation_prompt": false
}
}

7
config/enchdesc.json Normal file
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{
"enableMod": true,
"onlyDisplayOnBooks": false,
"onlyDisplayInEnchantingTable": false,
"requireKeybindPress": false,
"indentSize": 0
}

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{
"replaceDefaultEnderman": false
}

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{
"allowPickingUpBlocks": true,
"friendlyEndermanTeleport": true,
"friendlyEndermanDespawn": true,
"allowSpawning": true,
"spawnBadlandsEnderman": true,
"spawnCaveEnderman": true,
"spawnCrimsonForestEnderman": true,
"spawnDarkOakEnderman": true,
"spawnDesertEnderman": true,
"spawnEndEnderman": true,
"spawnEndIslandsEnderman": true,
"spawnFlowerFieldsEnderman": true,
"spawnIceSpikesEnderman": true,
"spawnMushroomFieldsEnderman": true,
"spawnNetherWastesEnderman": true,
"spawnCoralEnderman": true,
"spawnSavannaEnderman": true,
"spawnSnowyEnderman": true,
"spawnSoulsandValleyEnderman": true,
"spawnSwampEnderman": true,
"spawnWarpedForestEnderman": true,
"spawnWindsweptHillsEnderman": true,
/*
* The chance that an End Enderman will teleport you when it hits you
* Type: Float
*/
"endEndermanTeleportChance": 0.5
}

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{
"logModelCreationData": false,
"debugOnRightClick": false,
"renderModeChoice": "NORMAL",
"vanillaModelHologramRenderMode_2": "OFF",
"attemptRevertingEntityModelsAlteredByAnotherMod": true,
"modelExportMode": "NONE",
"attemptPhysicsModPatch_2": "CUSTOM",
"modelUpdateFrequency": "Average",
"allowEBEModConfigModify": true,
"animationLODDistance": 20,
"retainDetailOnLowFps": true
}

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{
"illegalPathSupportMode": "None",
"enableCustomTextures": true,
"enableCustomBlockEntities": true,
"textureUpdateFrequency_V2": "Fast",
"restrictBiome": true,
"restrictHeight": true,
"restrictBlock": true,
"restrictWeather": true,
"restrictDayTime": true,
"restrictMoonPhase": true,
"enableEmissiveTextures": true,
"enableEnchantedTextures": true,
"enableEmissiveBlockEntities": true,
"emissiveRenderMode": "DULL",
"alwaysCheckVanillaEmissiveSuffix": true,
"enableArmorAndTrims": true,
"skinFeaturesEnabled": true,
"skinFeaturesEnableTransparency": true,
"skinFeaturesEnableFullTransparency": false,
"tryETFTransparencyForAllSkins": false,
"enableEnemyTeamPlayersSkinFeatures": true,
"enableBlinking": true,
"blinkFrequency": 150,
"blinkLength": 1,
"advanced_IncreaseCacheSizeModifier": 1.0,
"debugLoggingMode": "None",
"logTextureDataInitialization": false,
"ignoredConfigs2": [],
"hideConfigButton": false,
"disableVanillaDirectoryVariantTextures": false,
"use3DSkinLayerPatch": true,
"enableFullBodyWardenTextures": true
}

33
config/entityculling.json Normal file
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{
"configVersion": 5,
"renderNametagsThroughWalls": true,
"blockEntityWhitelist": [
"create:rope_pulley",
"botania:flame_ring",
"minecraft:beacon",
"create:hose_pulley",
"betterend:eternal_pedestal",
"botania:magic_missile",
"botania:falling_star"
],
"entityWhitelist": [
"botania:mana_burst"
],
"tracingDistance": 128,
"debugMode": false,
"sleepDelay": 10,
"hitboxLimit": 50,
"skipMarkerArmorStands": true,
"tickCulling": true,
"tickCullingWhitelist": [
"create:contraption",
"create:stationary_contraption",
"create:gantry_contraption",
"minecraft:boat",
"minecraft:firework_rocket",
"create:carriage_contraption"
],
"disableF3": false,
"skipEntityCulling": false,
"skipBlockEntityCulling": false
}

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[UI]
#Tooltips for Developing Film Rolls and Copying Photographs will be shown on Film Rolls and Photographs respectively, describing the crafting recipe.
#Only when JEI is not installed. (Only JEI shows these recipes, not REI or EMI)
RecipeTooltipsWithoutJei = true
#'Use while sneaking to open' message will be shown in Camera item tooltip.
CameraSneakOpenTooltip = true
#Photographer name will be shown in Photograph's tooltip.
PhotographPhotographerNameTooltip = false
#Crosshair will not get in the way when holding a photograph.
PhotographInHandHideCrosshair = true
#Album will show how many photographs they contain in a tooltip.
AlbumShowPhotosCount = true
#Signed Album item will have an enchantment glint.
SignedAlbumGlint = true
[UI.Viewfinder]
#Mouse sensitivity modifier per 5 degrees of fov. Set to 0 to disable sensitivity changes.
#Range: 0.0 ~ 1.0
ZoomSensitivityModifier = 0.048
BackgroundColorHex = "FA1F1D1B"
FontMainColorHex = "FF2B2622"
FontSecondaryColorHex = "FF7A736C"
[Capture]
#Delay in ticks before capturing an image when shooting with flash.
#If you experience flash synchronization issues (Flash having no effect on the image) - try increasing the value.
#Range: 1 ~ 6
FlashCaptureDelayTicks = 3
[FileSaving]
#When the Photograph is viewed in UI, image will be saved to 'exposures' folder as a png.
SavePhotographs = true
#When saving, exposures will be organized into a folders corresponding to current world name.
WorldNameSubfolder = true

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[Camera]
#Default focal range of the camera (without a lens attached).
#Allowed range: 10-300
#Default: 18-55
DefaultFocalRange = "18-55"
#Focal Range per lens. Item ID and min-max (or single number for primes) focal lengths. Separated by a comma. Allowed range: 10-300
#Note: to attach the custom lens to the camera - it needs to be added to '#exposure:lenses' item tag.
#Default: ["minecraft:spyglass,55-200"]
LensFocalRanges = ["minecraft:spyglass,55-200"]
[Lightroom]
#Time in ticks to print black and white photograph.
#Range: > 1
BlackAndWhitePrintTime = 80
#Time in ticks to print color photograph.
#Range: > 1
ColorPrintTime = 200
#Amount of experience awarded per printed Photograph. Set to 0 to disable.
#Range: 0 ~ 32767
ExperiencePerPrint = 4
[Photographs]
#How many photographs can be stacked in Stacked Photographs item. Default: 16.
#Larger numbers may cause errors. Use at your own risk.
#Range: 2 ~ 64
StackedPhotographsMaxSize = 16
[Integration]
[Integration.Create]
[Integration.Create.SequencedSpoutFilmDeveloping]
#Film can be developed with create Spout Filling. Default: true
Enabled = true
#Fluid spouting sequence required to develop color film.
ColorFilmSequence = ["{FluidName:\"create:potion\",Amount:250,Tag:{Potion:\"minecraft:awkward\"}}", "{FluidName:\"create:potion\",Amount:250,Tag:{Potion:\"minecraft:thick\"}}", "{FluidName:\"create:potion\",Amount:250,Tag:{Potion:\"minecraft:mundane\"}}"]
#Fluid spouting sequence required to develop black and white film.
BlackAndWhiteFilmSequence = ["{FluidName:\"minecraft:water\",Amount:250}"]

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#modifies the size of the leaves
#Range: 1 ~ 20
leafSize = 4
#modifies how long it takes for the leaves to disappear
#Values over 2000 are not recommend
#Range: > 100
leafLifespan = 200
#modifies the amount of leaves that are spawning
#Values over 10000 are not recommend
#Range: > 0
leafSpawnRate = 10
#modifier the amount of leaves are spawning from conifer trees
#Values over 10000 are not recommend
#Range: > 0
coniferLeafSpawnRate = 2
#whether player placed blocks should also drop leaves
dropFromPlayerPlacedBlocks = true
#how much room below the leaves block is needed for the leaves to spawn
#Range: 1 ~ 20
minimumFreeSpaceBelow = 1
#disable wind effects
disableWind = false
#windless dimensions
windlessDimension = ["minecraft:the_nether", "minecraft:the_end"]

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