push unmodified configs

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krumel
2022-05-27 23:06:20 +02:00
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config/DistantHorizons.toml Normal file
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_Versions = "1.6.3a"
# Show the lod button in the options screen next to fov
optionsButton = true
[client]
[client.advanced]
# Due to some demand for playing without vanilla terrains,
# we decided to add this mode for fun.
#
# NOTE: Do not report any issues when this mode is on!
# Again, this setting is only for fun, and mod
# compatibility is not guaranteed.
#
#
lodOnlyMode = false
[client.advanced.buffers]
# What method should be used to upload geometry to the GPU?
#
# AUTO: Picks the best option based on the GPU you have.
# BUFFER_STORAGE: Default for NVIDIA if OpenGL 4.5 is supported.
# Fast rendering, no stuttering.
# SUB_DATA: Backup option for NVIDIA.
# Fast rendering but may stutter when uploading.
# BUFFER_MAPPING: Slow rendering but won't stutter when uploading. Possibly the best option for integrated GPUs.
# Default option for AMD/Intel.
# May end up storing buffers in System memory.
# Fast rendering if in GPU memory, slow if in system memory,
# but won't stutter when uploading.
# DATA: Fast rendering but will stutter when uploading.
# Backup option for AMD/Intel.
# Fast rendering but may stutter when uploading.
#
# If you don't see any difference when changing these settings, or the world looks corrupted:
# Restart the game to clear the old buffers.
#
gpuUploadMethod = "AUTO"
# How frequently should vertex buffers (geometry) be rebuilt and sent to the GPU?
# Higher settings may cause stuttering, but will prevent holes in the world
#
rebuildTimes = "NORMAL"
# How long should a buffer wait per Megabyte of data uploaded?
# Helpful resource for frame times: https://fpstoms.com
#
# Longer times may reduce stuttering but will make fake chunks
# transition and load slower. Change this to [0] for no timeout.
#
# NOTE:
# Before changing this config, try changing "GPU Upload methods"
# and determined the best method for your hardware first.
#
gpuUploadPerMegabyteInMilliseconds = 0
[client.advanced.debugging]
# What renderer is active?
#
# DEFAULT: Default lod renderer
# DEBUG: Debug testing renderer
# DISABLED: Disable rendering
#
rendererType = "DEFAULT"
# If true the F8 key can be used to cycle through the different debug modes.
# and the F6 key can be used to enable and disable LOD rendering.
enableDebugKeybindings = false
# Should specialized colors/rendering modes be used?
#
# OFF: Fake chunks will be drawn with their normal colors.
# SHOW_WIREFRAME: Fake chunks will be drawn as wireframes.
# SHOW_DETAIL: Fake chunks color will be based on their detail level.
# SHOW_DETAIL_WIREFRAME: Fake chunks color will be based on their detail level, drawn as a wireframe.
# SHOW_GENMODE: Fake chunks color will be based on their distant generation mode.
# SHOW_GENMODE_WIREFRAME: Fake chunks color will be based on their distant generation mode, drawn as a wireframe.
# SHOW_OVERLAPPING_QUADS: Fake chunks will be drawn with total white, but overlapping quads will be drawn with red.
# SHOW_OVERLAPPING_QUADS_WIREFRAME: Fake chunks will be drawn with total white,
# but overlapping quads will be drawn with red, drawn as a wireframe.
#
debugMode = "OFF"
[client.advanced.debugging.debugSwitch]
# If enabled, the mod will log information about the renderer OpenGL process.
# This can be useful for debugging.
#
logRendererGLEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
# If enabled, the mod will log performance about the world generation process.
# This can be useful for debugging.
#
logWorldGenPerformance = "LOG_WARNING_TO_CHAT_AND_FILE"
# If enabled, the mod will log information about file sub-dimension operations.
# This can be useful for debugging.
#
logFileSubDimEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
# If enabled, the mod will log information about file read/write operations.
# This can be useful for debugging.
#
logFileReadWriteEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
# If enabled, the mod will log information about network operations.
# This can be useful for debugging.
#
logNetworkEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
# If enabled, the mod will log information about the renderer buffer process.
# This can be useful for debugging.
#
logRendererBufferEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
# If enabled, the mod will log information about the LOD generation process.
# This can be useful for debugging.
#
logLodBuilderEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
# If enabled, the mod will log information about the world generation process.
# This can be useful for debugging.
#
logWorldGenEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
# If enabled, the mod will log information about the world generation process.
# This can be useful for debugging.
#
logWorldGenLoadEvent = "LOG_WARNING_TO_CHAT_AND_FILE"
[client.advanced.threading]
# How many threads are used when building vertex buffers?
# (The things sent to your GPU to draw the fake chunks).
#
# If you experience high CPU usage when NOT generating distant
# fake chunks, lower this number. A higher number will make fake
# fake chunks' transition faster when moving around the world.
#
# This and the number of world generator threads are independent,
# so if they add up to more threads than your CPU has cores,
# that shouldn't cause an issue.
#
# The maximum value is the number of logical processors on your CPU.
#
numberOfBufferBuilderThreads = 2
# How many threads should be used when generating fake
# chunks outside the normal render distance?
#
# If it's less than 1, it will be treated as a percentage
# of time single thread can run before going to idle.
#
# If you experience stuttering when generating distant LODs,
# decrease this number. If you want to increase LOD
# generation speed, increase this number.
#
# This and the number of buffer builder threads are independent,
# so if they add up to more threads than your CPU has cores,
# that shouldn't cause an issue.
#
numberOfWorldGenerationThreads = 4.0
[client.graphics]
[client.graphics.fogQuality]
# What color should fog use?
#
# USE_WORLD_FOG_COLOR: Use the world's fog color.
# USE_SKY_COLOR: Use the sky's color.
#
# This setting doesn't affect performance.
fogColorMode = "USE_WORLD_FOG_COLOR"
# At what distance should Fog be drawn on the fake chunks?
#
# This setting shouldn't affect performance.
fogDistance = "FAR"
# When should fog be drawn?
#
# USE_OPTIFINE_SETTING: Use whatever Fog setting Optifine is using.
# If Optifine isn't installed this defaults to FOG_ENABLED.
# FOG_ENABLED: Never draw fog on the LODs
# FOG_DISABLED: Always draw fast fog on the LODs
#
# Disabling fog will improve GPU performance.
fogDrawMode = "FOG_ENABLED"
# If true disable Minecraft's fog.
#
# Experimental! Mod support is not guarantee.
disableVanillaFog = true
[client.graphics.fogQuality.advancedFog]
# What is the maximum fog thickness?
#
# '0.0': No fog at all.
# '1.0': Fully fog color.
#
farFogMax = 1.0
# Where should the far fog start?
#
# '0.0': Fog start at player's position.
# '1.0': The fog-start's circle fit just in the lod render distance square.
# '1.414': The lod render distance square fit just in the fog-start's circle.
#
farFogStart = 0.0
# What is the minimum fog thickness?
#
# '0.0': No fog at all.
# '1.0': Fully fog color.
#
farFogMin = 0.0
# How the fog thickness should be calculated from distance?
#
# LINEAR: Linear based on distance (will ignore 'density')
# EXPONENTIAL: 1/(e^(distance*density))
# EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
#
farFogType = "EXPONENTIAL_SQUARED"
# What is the fog density?
#
farFogDensity = 2.5
# Where should the far fog end?
#
# '0.0': Fog end at player's position.
# '1.0': The fog-end's circle fit just in the lod render distance square.
# '1.414': The lod render distance square fit just in the fog-end's circle.
#
farFogEnd = 1.0
[client.graphics.fogQuality.advancedFog.heightFog]
# How the fog thickness should be calculated from height?
#
# LINEAR: Linear based on height (will ignore 'density')
# EXPONENTIAL: 1/(e^(height*density))
# EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)
#
heightFogType = "EXPONENTIAL_SQUARED"
# What is the minimum fog thickness?
#
# '0.0': No fog at all.
# '1.0': Fully fog color.
#
heightFogMin = 0.0
# Where should the height fog be located?
#
# ABOVE_CAMERA: Height fog starts from camera to the sky
# BELOW_CAMERA: Height fog starts from camera to the void
# ABOVE_AND_BELOW_CAMERA: Height fog starts from camera to both the sky and the void
# ABOVE_SET_HEIGHT: Height fog starts from a set height to the sky
# BELOW_SET_HEIGHT: Height fog starts from a set height to the void
# ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height to both the sky and the void
#
#
heightFogMode = "ABOVE_AND_BELOW_CAMERA"
# What is the maximum fog thickness?
#
# '0.0': No fog at all.
# '1.0': Fully fog color.
#
heightFogMax = 1.0
# If the height fog is calculated around a set height, what is that height position?
#
#
heightFogHeight = 70.0
# What is the fog density?
#
heightFogDensity = 2.5
# How the height should effect the fog thickness combined with the normal function?
#
# BASIC: No special height fog effect. Fog is calculated based on camera distance
# IGNORE_HEIGHT: Ignore height completely. Fog is calculated based on horizontal distance
# ADDITION: heightFog + farFog
# MAX: max(heightFog, farFog)
# MULTIPLY: heightFog * farFog
# INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog)
# LIMITED_ADDITION: farFog + max(farFog, heightFog)
# MULTIPLY_ADDITION: farFog + farFog * heightFog
# INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog)
# AVERAGE: farFog*0.5 + heightFog*0.5
#
# Note that for 'BASIC' mode and 'IGNORE_HEIGHT' mode, fog settings for height fog has no effect.
#
heightFogMixMode = "BASIC"
# How far the start of height fog should offset?
#
# '0.0': Fog start with no offset.
# '1.0': Fog start with offset of the entire world's height. (Include depth)
#
heightFogStart = 0.0
# How far the end of height fog should offset?
#
# '0.0': Fog end with no offset.
# '1.0': Fog end with offset of the entire world's height. (Include depth)
#
heightFogEnd = 1.0
[client.graphics.advancedGraphics]
# If on Vanilla Overdraw mode of NEVER, how much should should the border be offset?
#
# '1': The start of lods will be shifted inwards by 1 chunk, causing 1 chunk of overdraw.
# '-1': The start fo lods will be shifted outwards by 1 chunk, causing 1 chunk of gap.
#
# This setting can be used to deal with gaps due to our vanilla rendered chunk
# detection not being perfect.
#
overdrawOffset = 0
# How bright fake chunk colors are.
#
# 0 = black
# 1 = normal
# 2 = near white
#
brightnessMultiplier = 1.0
# How often should LODs be drawn on top of regular chunks?
# HALF and ALWAYS will prevent holes in the world,
# but may look odd for transparent blocks or in caves.
#
# NEVER:
# LODs won't render on top of vanilla chunks. Use Overdraw offset to change the border offset.
# DYNAMIC:
# LODs will render on top of distant vanilla chunks to hide delayed loading.
# Will dynamically decide the border offset based on vanilla render distance.
# ALWAYS:
# LODs will render on all vanilla chunks preventing all holes in the world.
#
# This setting shouldn't affect performance.
#
vanillaOverdraw = "DYNAMIC"
# Will prevent some overdraw issues, but may cause nearby fake chunks to render incorrectly
# especially when in/near an ocean.
#
# This setting shouldn't affect performance.
#
useExtendedNearClipPlane = true
# If enabled caves will be culled
#
# NOTE: This feature is under development and
# it is VERY experimental! Please don't report
# any issues related to this feature.
#
# Additional Info: Currently this cull all faces
# with skylight value of 0 in dimensions that
# does not have a ceiling.
#
enableCaveCulling = true
# At what Y value should cave culling start?
#
caveCullingHeight = 40
# If false fake chunks behind the player's camera
# aren't drawn, increasing GPU performance.
#
# If true all LODs are drawn, even those behind
# the player's camera, decreasing GPU performance.
#
# Disable this if you see LODs disappearing at the corners of your vision.
#
disableDirectionalCulling = false
# How saturated fake chunk colors are.
#
# 0 = black and white
# 1 = normal
# 2 = very saturated
#
saturationMultiplier = 1.0
# This is the earth size ratio when applying the curvature shader effect.
#
# NOTE: This feature is just for fun and is VERY experimental!
#Please don't report any issues related to this feature.
#
# 0 = flat/disabled
# 1 = 1 to 1 (6,371,000 blocks)
# 100 = 1 to 100 (63,710 blocks)
# 10000 = 1 to 10000 (637.1 blocks)
#
# NOTE: Due to current limitations, the min value is 50
# and the max value is 5000. Any values outside this range
# will be set to 0(disabled).
earthCurveRatio = 0
[client.graphics.quality]
# This determines how lod level drop off will be done.
#
# SMOOTH_DROPOFF:
# The lod level is calculated for each point, making the drop off a smooth circle.
# PERFORMANCE_FOCUSED:
# One detail level for an entire region. Minimize CPU usage and
# improve terrain refresh delay, especially for high Lod render distance.
# AUTO:
# Use SMOOTH_DROPOFF for less then 128 Lod render distance,
# or PERFORMANCE_FOCUSED otherwise.
#
dropoffQuality = "AUTO"
# This indicates how quickly fake chunks decrease in quality the further away they are.
# Higher settings will render higher quality fake chunks farther away,
# but will increase memory and GPU usage.
horizontalQuality = "MEDIUM"
# This indicates how quickly fake chunks decrease in quality the further away they are.
# Higher settings will render higher quality fake chunks farther away,
# but will increase memory and GPU usage.
horizontalScale = 12
# This is the same as vanilla Biome Blending settings for Lod area.
# Note that anything other than '0' will greatly effect Lod building time
# and increase triangle count. The cost on chunk generation speed is also
# quite large if set too high.
#
# '0' equals to Vanilla Biome Blending of '1x1' or 'OFF',
# '1' equals to Vanilla Biome Blending of '3x3',
# '2' equals to Vanilla Biome Blending of '5x5'...
#
lodBiomeBlending = 1
# The radius of the mod's render distance. (measured in chunks)
#
lodChunkRenderDistance = 128
# This indicates how detailed fake chunks will represent
# overhangs, caves, floating islands, ect.
# Higher options will make the world more accurate, but will increase memory and GPU usage.
#
# LOW: uses at max 2 columns per position.
# MEDIUM: uses at max 4 columns per position.
# HIGH: uses at max 8 columns per position.
#
# Lowest Quality: LOW Highest Quality: HIGH
verticalQuality = "MEDIUM"
# What is the maximum detail fake chunks should be drawn at?
# This setting will only affect closer chunks.
# Higher settings will increase memory and GPU usage.
#
# CHUNK: render 1 LOD for each Chunk.
# HALF_CHUNK: render 4 LODs for each Chunk.
# FOUR_BLOCKS: render 16 LODs for each Chunk.
# TWO_BLOCKS: render 64 LODs for each Chunk.
# BLOCK: render 256 LODs for each Chunk (width of one block).
#
# Lowest Quality: CHUNK Highest Quality: BLOCK
drawResolution = "BLOCK"
[client.worldGenerator]
# In what priority should fake chunks be generated outside the vanilla render distance?
#
# FAR_FIRST
# Fake chunks are generated from lowest to highest detail
# with a priority for far away regions.
# This fills in the world fastest, but you will have large low detail
# blocks for a while while the generation happens.
#
# NEAR_FIRST
# Fake chunks are generated around the player
# in a spiral, similar to vanilla minecraft.
# Best used when on a server since we can't generate
# fake chunks.
#
# BALANCED
# A mix between NEAR_FIRSTandFAR_FIRST.
# First prioritise completing nearby highest detail chunks,
# then focus on filling in the low detail areas away from the player.
#
# AUTO
# Uses BALANCED when on a single player world
# and NEAR_FIRST when connected to a server.
#
# This shouldn't affect performance.
generationPriority = "NEAR_FIRST"
# How should block and sky lights be processed for distant generation?
#
# Note that this include already existing chunks since vanilla
# does not store sky light values to save file.
#
# FAST: Use height map to fake the light values.
# FANCY: Use actaul light engines to generate proper values.
#
# This will effect generation speed, but not the rendering performance.
lightGenerationMode = "FANCY"
distanceGenerationMode = "FEATURES"
# When generating fake chunks, what blocks should be ignored?
# Ignored blocks don't affect the height of the fake chunk, but might affect the color.
# So using BOTH will prevent snow covered blocks from appearing one block too tall,
# but will still show the snow's color.
#
# NONE: Use all blocks when generating fake chunks
# NON_FULL: Only use full blocks when generating fake chunks (ignores slabs, lanterns, torches, tall grass, etc.)
# NO_COLLISION: Only use solid blocks when generating fake chunks (ignores tall grass, torches, etc.)
# BOTH: Only use full solid blocks when generating fake chunks
#
# This wont't affect performance.
blocksToAvoid = "BOTH"
# Whether to enable Distant chunks generator?
#
# Turning this on allows Distant Horizons to make lods for chunks
# that are outside of vanilla view distance.
#
# Note that in server, distant generation is always off.
#
enableDistantGeneration = true
[client.multiplayer]
# When matching worlds of the same dimension type the
# tested chunks must be at least this percent the same
# in order to be considered the same world.
#
# Note: If you use portals to enter a dimension at two
# different locations this system may think it is two different worlds.
#
# 1.0 (100%) the chunks must be identical.
# 0.5 (50%) the chunks must be half the same.
# 0.0 (0%) disables multi-dimension support,
# only one world will be used per dimension.
#
#
multiDimensionRequiredSimilarity = 0.0
# What multiplayer save folders should be named.
#
# AUTO: NAME_IP for LAN connections, NAME_IP_PORT for all others.
# NAME_ONLY: Example: "Minecraft Server"
# NAME_IP: Example: "Minecraft Server IP 192.168.1.40"
# NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"
#
#
serverFolderNameMode = "AUTO"

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

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

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

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#Affects how common artifacts are (does not affect mimics)
#When this is 1, the default artifact spawn rates will be used
#Values higher that 1 will decrease spawn rates while values lower than 1 will increase spawn rates
#Doubling this value will (roughly) halve the chance a container contains an artifact
#Setting this to 10000 will completely prevent artifacts from spawning
#When set to 0, every container that can contain artifacts will contain an artifact
#Range: 0.0 ~ 10000.0
artifact_rarity = 1.0
[campsite]
#Probability that a campsite has a mimic instead of a chest
#Range: 0.0 ~ 1.0
mimic_chance = 0.3
#Whether to use wooden chests from other mods when generating campsites
#(keeping this enabled may make it easier to distinguish them from mimics)
use_modded_chests = true
#Affects the amount of campsites generating in the world
#This is the amount of times a campsite attempts to generate in each chunk
#The actual amount of campsites per chunk is lower than this value, since not every attempt at generating a campsite is successful
#Set this to 0 to prevent campsites from generating entirely
#Range: > 0
count = 4
#Rarity of campsites generating in the world
#You don't need this unless you want to make campsites rarer than 1 attempt per chunk
#Each attempt to generate a campsite will succeed with a chance of 1/rarity
#Range: > 1
rarity = 1
#The minimum y-level campsites can spawn at
#Range: -2048 ~ 2048
min_y = -60
#The maximum y-level campsites can spawn at
#Range: -2048 ~ 2048
max_y = 40
#After choosing an initial position between min_y and max_y, a downwards scan will be performed to find a suitable non-air block to place the campsite on
#(This means campsites can spawn slightly below min_y)
#The scan range is the amount of blocks downwards to search for
#If no suitable location is found, no campsite will spawn
#Range: 1 ~ 4096
scan_range = 8
#The maximum amount of air blocks above a campsite
#To prevent too many campsites from spawning in large, open caves, campsites will not spawn if the cave ceiling in a candidate location is higher than this value
#Set this to 0 to allow campsites to be placed regardless of ceiling height
#Range: 0 ~ 4096
max_ceiling_height = 6
#List of biome IDs in which campsites are not allowed to generate
#End and nether biomes are excluded by default and do not have to be in this list
#To blacklist all biomes from a single mod, use "modid:*"
biome_blacklist = ["minecraft:void", "undergarden:*", "the_bumblezone:*", "twilightforest:*"]

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[settings]
#Configures if the block picking behavior should be inverted. When true then a normal middle-click will get the full chiseled block and a shift-middle-click gets the bit. If this is false then the behaviours are swapped.
invert-pick-block-behaviour = false
[settings.bit-bag]
#Should the durability bar display the emptiness of the bag instead of the fullness?
invert-durability-bar-indication = false
[settings.chiseling-previews]
#settings.chiseling-previews.renderer.comment
renderer = "chiselsandbits:default"
[settings.chiseling-previews.default]
[settings.chiseling-previews.default.colors]
#settings.chiseling-previews.default.colors.chiseling.comment
chiseling = [0.85, 0.0, 0.0, 0.65]
#settings.chiseling-previews.default.colors.placement.comment
placement = [0.0, 0.85, 0.0, 0.65]
[settings.chiseling-previews.debug]
#Indicates if the debug rendering in chiseling and placement previews should be enabled.
enabled = false
[settings.chiseling-previews.debug.mutator]
[settings.chiseling-previews.debug.mutator.colors]
#settings.chiseling-previews.debug.mutator.colors.chiseling.comment
chiseling = [0.0, 0.0, 0.85, 0.65]
#settings.chiseling-previews.debug.mutator.colors.placement.comment
placement = [0.85, 0.85, 0.0, 0.65]
[settings.selected-tool-mode-icons]
#settings.selected-tool-mode-icons.renderer.comment
renderer = "chiselsandbits:group"
[settings.clipboard]
#settings.clipboard.size.comment
#Range: 0 ~ 64
size = 64
#mod.chiselsandbits.config.settings.clipboard.addbrokenblocks.comment
addBrokenBlocks = true
#mod.chiselsandbits.config.settings.clipboard.addpickedblocks.comment
addPickedBlocks = true
[settings.patterns]
#settings.patterns.export-path.comment
export-path = "./chiselsandbits/patterns"
[performance]
[performance.caches]
[performance.caches.sizes]
#performance.caches.sizes.bit-storage-content-models.comment
#Range: 0 ~ 9223372036854775807
bit-storage-content-models = 100
#performance.caches.sizes.block-models.comment
#Range: 3500 ~ 20000
block-models = 10000
#performance.caches.sizes.block-faces.comment
#Range: 350000 ~ 2000000
block-faces = 1000000
#performance.caches.sizes.stack-models.comment
#Range: 0 ~ 9223372036854775807
stack-models = 100
[performance.lighting]
#Should C&B pull lighting values from model faces.
extract-lighting-values-from-faces = true
#Should C&B pull lighting values from blockstates.
extract-lighting-values-from-blockstates = true
[performance.model-building]
#performance.model-building.thead-count.comment
#Range: 1 ~ 16
thead-count = 8
[gui]
[gui.radial-menu]
#Should the mouse indicator be rendered?
display-mouse-indicator = false

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[help]
#Should the help information be visible in tooltips?
enabled-in-tooltips = true
[performance]
[performance.caches]
[performance.caches.sizes]
#performance.caches.sizes.collision-boxes.comment
#Range: 0 ~ 9223372036854775807
collision-boxes = 10000
[performance.saving]
#performance.saving.thread-count.comment
#Range: 1 ~ 16
thread-count = 8

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#General settings
[general]
#Use config instead of datapack
use_config = true
#List settings
#Syntax: ["modid:block|weight"]
#Example: ["minecraft:stone|2","minecraft:dirt|1"]
#Forge tags are supported
[general.lists]
#Cobble gen
block_list_cobble = ["minecraft:cobblestone|60", "minecraft:coal_ore|25", "minecraft:iron_ore|20", "minecraft:redstone_ore|20", "minecraft:lapis_ore|20", "minecraft:emerald_ore|5", "minecraft:gold_ore|10", "minecraft:diamond_ore|5"]
#Stone gen
block_list_stone = ["minecraft:stone|30", "minecraft:granite|10", "minecraft:diorite|10", "minecraft:andesite|10"]
#Basalt gen
block_list_basalt = ["minecraft:basalt|60", "minecraft:blackstone|60", "minecraft:netherrack|60", "minecraft:nether_quartz_ore|30", "minecraft:nether_gold_ore|30", "minecraft:ancient_debris|1"]
#Custom settings
[general.lists.custom]
#Custom generators
#Syntax: [gen]
#Gen: [type, block, list]
#Type: cobblestone, stone
#Block: resource location of the block below the generated block
#List: see List settings
#Examples:
#custom_generators = [
# ["cobblestone", "minecraft:diamond_block", ["minecraft:diamond_block"]],
# ["cobblestone", "minecraft:dirt", ["forge:dirt"]],
# ["cobblestone", "minecraft:white_wool", ["minecraft:wool"]]]
custom_generators = []

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#The renderer to use for monitors. Generally this should be kept at "best" - if monitors have performance issues, you may wish to experiment with alternative renderers.
#Allowed Values: BEST, TBO, VBO
monitor_renderer = "BEST"
#The maximum distance monitors will render at. This defaults to the standard tile entity limit, but may be extended if you wish to build larger monitors.
#Range: 16 ~ 1024
monitor_distance = 64

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

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#If true, a cow can be squished into a Milk Jar by dropping an anvil on top.
cowJarEnabled = true
#The amount of milk the cow in a jar generates per tick.
#Range: > -2147483648
cowJarMilkPerTick = 1
#Ex Compressum compatibility. Multiplier applied to the milk per tick for Compressed Cow in a Jar.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
compressedCowJarMilkMultiplier = 9.0
#Set this to true if you'd like the sink to require water to be piped in, instead of providing infinite of it.
sinkRequiresWater = false
#Enabling this will make the kitchen counters have twice as much inventory space.
largeCounters = false
#Set this to true if you'd like to disallow automation of the oven (pipes and such won't be able to insert/extract)
disallowOvenAutomation = false
#The fuel multiplier for the cooking oven. Higher values means fuel lasts longer, 1.0 is furnace default.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
ovenFuelTimeMultiplier = 0.33000001311302185
#The cooking time multiplier for the cooking oven. Higher values means it will take longer.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
ovenCookTimeMultiplier = 1.0
#Set this to true if you'd like the oven to only accept cooking oil as fuel (requires Pam's Harvestcraft)
ovenRequiresCookingOil = false
#Set to false if you don't want ingredients to be marked with a special icon in the recipe book.
showIngredientIcon = true

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[common]
#Set this to true if you want the (de)compress feature to work outside of crafting GUIs (only works if installed on server)
compressAnywhere = false
#A list of modid:name entries that will not be crafted by the compress key.
compressBlacklist = ["minecraft:sandstone", "minecraft:iron_trapdoor"]
[client]
#This option is toggled by the 'Toggle Buttons' key that can be defined in the Controls settings.
hideButtons = false
#If set to true, right-clicking the result slot in a crafting table will craft a full stack.
rightClickCraftsStack = true
#Set this to true if you don't want the tweak buttons' tooltips to show.
hideButtonTooltips = false
#We both know JEI is much better. This option hides Vanilla's crafting book button instead of moving it.
hideVanillaCraftingGuide = false
#Set to 'DEFAULT' to enable both buttons and hotkeys. Set to 'BUTTONS' to enable buttons only. Set to 'HOTKEYS' to enable hotkeys only.
#Allowed Values: DEFAULT, BUTTONS, HOTKEYS, DISABLED
craftingTweaksMode = "DEFAULT"
#Add mod ids here of mods that you wish to disable Crafting Tweaks support for.
disabledAddons = []

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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 colourful debug information while the F3-Menu is open.
enableRainbowDebug = true
#
#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
#
#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

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[worldgen]
#
#Modify Create's impact on your terrain
[worldgen.v2]
#
#Prevents all worldgen added by Create from taking effect
disableWorldGen = false
[worldgen.v2.striated_ores_nether]
#
#Range: > 0
clusterSize = 32
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 0.0833333358168602
#
#Range: > -64
minHeight = 40
#
#Range: > -64
maxHeight = 90
[worldgen.v2.striated_ores_overworld]
#
#Range: > 0
clusterSize = 32
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 0.0833333358168602
#
#Range: > -64
minHeight = -30
#
#Range: > -64
maxHeight = 70
[worldgen.v2.zinc_ore]
#
#Range: > 0
clusterSize = 12
#
#Amount of clusters generated per Chunk.
# >1 to spawn multiple.
# <1 to make it a chance.
# 0 to disable.
#Range: 0.0 ~ 512.0
frequency = 8.0
#
#Range: > -64
minHeight = -63
#
#Range: > -64
maxHeight = 70

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#Wires
[wires]
#Connector max input in FE/t (Energy transfer).
#Range: > 0
connector_max_input = 1024
#Max wire length in blocks.
#Range: 0 ~ 256
wire_length = 12
#Connector max output in FE/t (Energy transfer).
#Range: > 0
connector_max_output = 1024
#Connector internal input buffer in FE.
#Range: > 0
connector_input_capacity = 2048
#General Settings
[general]
#Forge Energy conversion rate (in FE/t at 256 RPM).
#Range: > 0
fe_conversion = 240
#Max stress for the Alternator and Electric Motor (in SU at 256 RPM).
#Range: > 0
baseline_stress = 8192
#Electric Motor
[electric_motor]
#Electric Motor internal capacity in FE.
#Range: > 0
motor_capacity = 2048
#Electric Motor minimum required energy consumption in FE/t.
#Range: > 0
motor_min_consumption = 8
#Electric Motor max input in FE (Energy transfer not consumption).
#Range: > 0
motor_max_input = 256
#Electric Motor min/max RPM.
#Range: > 1
motor_rpm_range = 256
#Heater
[heater]
#Enable Induction Heater when attached to a Furnace Engine.
heater_furnace_engine_enable = false
#Induction Heater internal capacity in FE.
#Range: > 0
heater_capacity = 2048
#Induction Heater max input in FE (Energy transfer, not consumption).
#Range: > 0
heater_max_input = 256
#Induction Heater normal consumption rate in FE/t.
#Range: > 0
heater_normal_consumption = 96
#Induction Heater when attached to a Furnace Engine consumption rate in FE/t.
#Range: > 0
heater_furnace_engine_consumption = 1024
#Tesla Coil
[tesla_coil]
#Tesla Coil charge rate in FE/t.
#Range: > 0
tesla_coil_charge_rate = 4096
#Tesla Coil fire interval (in ticks).
#Range: > 0
tesla_coil_fire_cooldown = 20
#Hurt range (in blocks/meters).
#Range: > 0
tesla_coil_hurt_range = 3
#Charger internal capacity in FE.
#Range: > 0
tesla_coil_capacity = 32000
#Energy consumed when Tesla Coil is fired (in FE).
#Range: > 0
tesla_coil_hurt_energy_required = 1024
#The duration of the Shocked effect for mobs (in ticks).
#Range: > 0
tesla_coil_effect_time_mob = 20
#The duration of the Shocked effect for players (in ticks).
#Range: > 0
tesla_coil_effect_time_player = 20
#Tesla Coil max input in FE/t (Energy transfer).
#Range: > 0
tesla_coil_max_input = 8192
#Tesla Coil charge rate in FE/t for recipes.
#Range: > 0
tesla_coil_recipe_charge_rate = 1024
#Damaged dealt to mobs when Tesla Coil is fired (in half hearts).
#Range: > 0
tesla_coil_hurt_mob = 3
#Damaged dealt to players when Tesla Coil is fired (in half hearts).
#Range: > 0
tesla_coil_hurt_player = 2
#Alternator
[alternator]
#Alternator efficiency relative to base conversion rate.
#Range: 0.01 ~ 1.0
generator_efficiency = 0.75
#Alternator internal capacity in FE.
#Range: > 0
generator_capacity = 2048
#Alternator max input in FE (Energy transfer, not generation).
#Range: > 0
generator_max_output = 256
#Accumulator
[accumulator]
#Accumulator internal capacity in FE.
#Range: > 0
accumulator_capacity = 4196000
#Accumulator max output in FE/t (Energy transfer).
#Range: > 0
accumulator_max_output = 512
#Accumulator max input in FE/t (Energy transfer).
#Range: > 0
accumulator_max_input = 512
#Rolling Mill
[rolling_mill]
#Rolling Mill duration in ticks.
#Range: > 0
rolling_mill_processing_duration = 100
#Rolling Mill base stress impact.
#Range: 0 ~ 1024
rolling_mill_stress = 16
#Misc
[misc]
#Diamond Grit Sandpaper durability (number of uses).
#Range: > 3
diamond_grit_sandpaper_uses = 1024
#The relative speed of the Furnace Engine when powered by a Crude Burner.
#Range: 0.0 ~ 100.0
crude_burner_engine_speed = 2.0
#The relative speed of the Furnace Engine when powered by a Furnace Burner.
#Range: 0.0 ~ 100.0
furnace_burner_engine_speed = 1.0

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#General Settings
[general]
#allow coin recipe
can_press_coins = false

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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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#Client settings
[client]
#Should the hunger bar have a gilded overlay when the player has the Nourishment effect?
nourishmentHungerOverlay = true
#Should the health bar have a silver sheen when the player has the Comfort effect?
comfortHealthOverlay = true
#Should meal and drink tooltips display which effects they provide?
foodEffectTooltip = true

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#Game settings
[settings]
#Farmer's Delight adds crates (3x3) for vanilla crops, similar to Quark and Thermal Cultivation. Should they be craftable?
enableVanillaCropCrates = true
#Should Novice and Apprentice Farmers buy this mod's crops? (May reduce chances of other trades appearing)
farmersBuyFDCrops = true
#Should the Wandering Trader sell some of this mod's items? (Currently includes crop seeds and onions)
wanderingTraderSellsFDItems = true
#How often (in percentage) should Rich Soil succeed in boosting a plant's growth at each random tick? Set it to 0.0 to disable this.
#Range: 0.0 ~ 1.0
richSoilBoostChance = 0.2
#How much of a bonus (in percentage) should each level of Fortune grant to Cutting Board chances? Set it to 0.0 to disable this.
#Range: 0.0 ~ 1.0
cuttingBoardFortuneBonus = 0.1
#A list of dye colors that, when used as the background of a Canvas Sign, should default to white text when placed.
#Dyes: ["white", "orange", "magenta", "light_blue", "yellow", "lime", "pink", "gray", "light_gray", "cyan", "purple", "blue", "brown", "green", "red", "black"]
canvasSignDarkBackgroundList = ["gray", "purple", "blue", "brown", "green", "red", "black"]
#Vanilla item overrides
[overrides]
#Should soups and stews from vanilla Minecraft grant additional effects, like meals from this mod?
vanillaSoupExtraEffects = true
#Should Rabbit Stew grant users the jumping prowess of a rabbit when eaten?
rabbitStewJumpBoost = true
#Should most vanilla tools register a dispenser behavior when facing a Cutting Board?
dispenserUsesToolsOnCuttingBoard = true
#Stack size overrides
[overrides.stack_size]
#Should SoupItems in the following list become stackable to 16, much like Farmer's Delight's meals?
enableStackableSoupItems = true
#List of SoupItems. Default: vanilla soups and stews.
soupItemList = ["minecraft:mushroom_stew", "minecraft:beetroot_soup", "minecraft:rabbit_stew"]
#Toggle this setting to instead make ALL SoupItems stackable, except the ones on the list (deny-list). This affects items from other mods, so be careful!
overrideAllSoupItems = false
#World generation
[world]
#Should this mod add some of its items (ropes, seeds, knives, meals etc.) as extra chest loot across Minecraft?
generateFDChestLoot = true
#Generate Compost Heaps across all village biomes
genVillageCompostHeaps = true
#Wild Cabbage generation
[world.wild_cabbages]
#Generate wild cabbages on beaches
genWildCabbages = true
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 30
#Sea Beet generation
[world.wild_beetroots]
#Generate sea beets on beaches
genWildBeetroots = true
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 30
#Wild Potato generation
[world.wild_potatoes]
#Generate wild potatoes on cold biomes (temperature between 0.0 and 0.3)
genWildPotatoes = true
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 100
#Wild Carrot generation
[world.wild_carrots]
#Generate wild carrots on temperate biomes (temperature between 0.4 and 0.9)
genWildCarrots = true
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 120
#Wild Onion generation
[world.wild_onions]
#Generate wild onions on temperate biomes (temperature between 0.4 and 0.9)
genWildOnions = true
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 120
#Tomato Vines generation
[world.wild_tomatoes]
#Generate tomato vines on arid biomes (temperature 1.0 or higher)
genWildTomatoes = true
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 100
#Wild Rice generation
[world.wild_rice]
#Generate wild rice on swamps and jungles
genWildRice = true
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 20

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#Enable or disable the entire engine
#Allowed Values: OFF, BATCHING, INSTANCING
backend = "INSTANCING"
#Enable or disable a debug overlay that colors pixels by their normal
debugNormals = false
#Enable or disable instance update limiting with distance.
limitUpdates = true

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# Enable forge global version checking
versionCheck = true
# does the splashscreen run
splashscreen = true
defaultConfigPath = "defaultconfigs"
# max threads for parallel loading : -1 uses Runtime#availableProcessors
maxThreads = -1

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#Client only settings, mostly things related to rendering
[client]
#Enable Forge to queue all chunk updates to the Chunk Update thread.
#May increase FPS significantly, but may also cause weird rendering lag.
#Not recommended for computers without a significant number of cores available.
alwaysSetupTerrainOffThread = false
#EXPERIMENTAL: Enable the Forge block rendering pipeline - fixes the lighting of custom models.
experimentalForgeLightPipelineEnabled = false
#When enabled, Forge will show any warnings that occurred during loading.
showLoadWarnings = true
#Set to true to use a combined DEPTH_STENCIL attachment instead of two separate ones.
useCombinedDepthStencilAttachment = false
#Forces the use of System.nanoTime instead of glfwGetTime, as the main Util time provider
forceSystemNanoTime = false

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#General configuration settings
[general]
#Defines a default world type to use. The vanilla default world type is represented by 'default'.
#The modded world types are registry names which should include the registry namespace, such as 'examplemod:example_world_type'.
defaultWorldType = "default"

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#Common configuration settings
[common]
#If true, prevents the trader from despawning if named
preventDespawnIfNamed = true
#Goblin Trader settings
[common.goblin_trader]
#The chance out of one hundred that the trader will spawn in the over world
#Range: 1 ~ 100
traderSpawnChance = 25
#The amount of ticks before the trader will spawn again
#Range: > 0
traderSpawnDelay = 24000
#The minimum level the trader can spawn
#Range: -64 ~ 320
traderMinSpawnLevel = -64
#The maximum level the trader can spawn
#Range: -64 ~ 320
traderMaxSpawnLevel = 50
#The amount of ticks before the trader will replenish it's trades. Set to -1 to disable restocking
#Range: > -1
restockDelay = 48000
#If true, the goblin will try to hit back a player or mob that hit them first
canAttackBack = true
#Goblins will make a grunt noise while walking around. If you find it happening too often, you can increase the interval. Value is represented in ticks.
#Range: 1 ~ 1000
gruntNoiseInterval = 80
#Vein Goblin Trader settings
[common.vein_goblin_trader]
#The chance out of one hundred that the trader will spawn in the over world
#Range: 1 ~ 100
traderSpawnChance = 25
#The amount of ticks before the trader will spawn again
#Range: > 0
traderSpawnDelay = 24000
#The minimum level the trader can spawn
#Range: -64 ~ 320
traderMinSpawnLevel = 0
#The maximum level the trader can spawn
#Range: -64 ~ 320
traderMaxSpawnLevel = 128
#The amount of ticks before the trader will replenish it's trades. Set to -1 to disable restocking
#Range: > -1
restockDelay = 48000
#If true, the goblin will try to hit back a player or mob that hit them first
canAttackBack = true
#Goblins will make a grunt noise while walking around. If you find it happening too often, you can increase the interval. Value is represented in ticks.
#Range: 1 ~ 1000
gruntNoiseInterval = 80

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#Debug option. Use this to force the mod to save the dynamic assets it generates to disk. They will be in a debug folder in your instance directory
save_debug_resources = false

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#Enable data driven block growths. This is just a global toggle, to have more control over each block growth you can use a datapack to override the existing jsons
block_growths_enabled = true
[mossy_blocks]
#How likely each block face is to propagate its mossy state to its neighbor.Set to 0 to completely disable mossification
#Range: 0.0 ~ 1.0
interest_for_face = 0.3
#Determines how likely a moss patch is to spread in a non uniform manner allowing more distant blocks to be affected by eachother.In more in depth terms this makes it so a block will be affected by neighbors with WEATHERING state set to trueas opposed to only already mossy blocks or moss source blocks
#Range: 0.0 ~ 1.0
disjoint_growth_chance = 0.5
#Determines the percentage of blocks that will not be allowed to weather if not directly next to a moss source block.The actual shape of a moss patch is influenced by all 3 of these values
#Range: 0.0 ~ 1.0
un_weatherable_chance = 0.4
#If a block needs to be exposed to air to be able to weather. Currently moss sources blocks ignore this check
needs_air = true
[cracked_blocks]
#How likely each block face is to propagate its cracked state to its neighbor.Set to 0 to completely disable cracking
#Range: 0.0 ~ 1.0
interest_for_face = 0.6
#Determines how likely a crack patch is to spread in a non uniform manner allowing more distant blocks to be affected by eachother.In more in depth terms this makes it so a block will be affected by neighbors with WEATHERING state set to trueas opposed to only already cracked blocks or crack source blocks
#Range: 0.0 ~ 1.0
disjoint_growth_chance = 0.4
#Determines the percentage of blocks that will not be allowed to weather if not directly next to a moss source block.The actual shape of a crack patch is influenced by all 3 of these values
#Range: 0.0 ~ 1.0
unWeatherable_chance = 0.5
#If a block needs to be exposed to air to be able to weather. Currently crack sources blocks ignore this check
needs_air = false
#If crating a cracked block by clicking on it with a pickaxe requires shifting or not
pickaxe_cracking_requires_shifting = false
[bark]
#Allows bark to be dropped after scraping off log blocks
enabled = true
#If you dont like having a bark item for each wood type, write here a valid item id and it will be used as a generic bark instead. Note that existing bark items will not be hidden in creative inventory
generic_bark_id = ""
[icicles]
#Enables icicle patches features to spawn in icy biomes and caves
icicle_patches = true
#Allows icicles to fall when a loud sound is player nearby
fall_on_vibrations = true
#Allows icicles to naturally generate on the underside of blocks when it snows.Determines the how many blocks on average an icicle can generate in. The higher the rarer. Set to 1001 to disable entirely
#Range: 1 ~ 1001
icicle_formation = 12
[food]
#Chance that a moss clump will give regeneration effect
#Range: 0.0 ~ 1.0
moss_regeneration_chance = 0.3
#Eaten icicles will give a short fire resistance buff
icicle_fire_resistance = true
#Allows icicles to be eaten
icicle_food = true
#Allows moss clump to be eaten
moss_food = true
[leaf_piles]
#Enables leaf piles patches features to spawn in forests. Currently does nothing as they have been temporarily (or not) yeeted
leaf_piles_patches = true
#Allows natural humus or podzol generation below leaf piles with more than 1 layer
#Range: 0.0 ~ 1.0
humus_and_podzol_spawn_chance = 0.02
#Chance for leaf piles to spawn below leaves
#Range: 0.0 ~ 1.0
fallen_leaves_chance = 0.005
#Maximum height that leaf piles can naturally pile up to.Refers to the previously defined falling leaves feature
#Range: 1 ~ 8
fallen_leaves_height = 3
#Maximum height at which a leaf block can generate a leaf pile below
#Range: 1 ~ 256
fallen_leaves_reach = 12
#Leaves Block ids that should not spawn from leaves (i.e: minecraftoak_leaves)
mod_blacklist = [""]
[vitrified_sand]
#Allows lightning to create vitrified sand
from_lightning = true
#Fulgurite will spawn on top of vitrified sand created by a lightning bolt
fulgurite = true
#Allows lava to create vitrified sand
from_lava = true
[soil_blocks]
#Enables leaf piles patches features to spawn in dark oak forests
humus_patches = true

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#Disables most lighting code for certain models that are rendered dynamically (TESR). May improve FPS.
#Affects turrets and garden cloches
disableFancyTESR = false
#Show the text overlay for various blocks, such as the configuration of capacitors or pumps
showTextOverlay = true
#Set this to false to disable the super awesome looking nixie tube front for the voltmeter and other things
nixietubeFont = true
#Set the GUI scale of the Engineer's Manual. This uses the same numbers as Vanilla's GUI Scale and is therefor limited to the maximum value available ingame.
#Range: 1 ~ 32
manualGuiScale = 4
#Set this to true if you suffer from bad eyesight. The Engineer's manual will be switched to a bold and darker text to improve readability.
badEyesight = false
#Controls if item tooltips should contain the tags names of items. These tooltips are only visible in advanced tooltip mode (F3+H)
tagTooltips = true
#Increase the distance at which certain TileEntities (specifically windmills) are still visible. This is a modifier, so set it to 1 for default render distance, to 2 for doubled distance and so on.
#Range: 0.0 ~ 1.7976931348623157E308
increasedTileRenderdistance = 1.5
#Set this to false to hide the update news in the manual
showUpdateNews = true
#Allows revolvers and other IE items to look properly held in 3rd person. This uses a coremod. Can be disabled in case of conflicts with other animation mods.
fancyItemHolding = true
#Set to false to disable the stencil buffer. This may be necessary on older GPUs.
stencilBufferEnabled = true
#A list of sounds that should not be muffled by the Ear Defenders. Adding to this list requires knowledge of the correct sound resource names.
earDefenders_SoundBlacklist = []
#Use VBOs to render certain blocks. This is significantly faster than the usual rendering,
#but may not work correctly with visual effects from other mods
enableVBO = true
#Options to set the RGB color of all IE wire types
[wire_colors]
#Range: > -2147483648
copper = 11758655
#Range: > -2147483648
electrum = 15573061
#Range: > -2147483648
steel = 7303023
#Range: > -2147483648
structure_rope = 9862765
#Range: > -2147483648
structure_steel = 7303023
#Range: > -2147483648
redstone = 16723759
#Range: > -2147483648
copper_insulated = 16445918
#Range: > -2147483648
electrum_insulated = 10323322

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#IMPORTANT NOTICE:
#THIS IS ONLY THE COMMON CONFIG. It does not contain all the values adjustable for IE.
#All modifiers for machines, all ore gen, the retrogen features and most other adjustable values have been moved to immersiveengineering-server.toml.
#That file is PER WORLD, meaning you have to go into 'saves/<world name>/serverconfig' to adjust it. Those changes will then only apply for THAT WORLD.
#You can then take that config file and put it in the 'defaultconfigs' folder to make it apply automatically to all NEW worlds you generate FROM THERE ON.
#This may appear confusing to many of you, but it is a new sensible way to handle configuration, because the server configuration is synced when playing multiplayer.
importantInfo = true
#A list of preferred Mod IDs that results of IE processes should stem from, aka which mod you want the copper to come from.
#This affects the ores dug by the excavator, as well as those crushing recipes that don't have associated IE items. This list is in oreder of priority.
preferredOres = ["immersiveengineering", "minecraft"]
[debug]
#A config setting to enable debug features. These features may vary between releases, may cause crashes, and are unsupported. Do not enable unless asked to by a developer of IE.
enableDebug = false
[debug.wires]
#Enable detailed logging for the wire network. This can be useful for developers to track down issues related to wires.
enableWireLogger = false
#Run sanity checks on the wire network after every interaction. This will cause a decent amount of lag and a lot of log spam if the wire network isn't fully intact. Only enable when asked to by an IE developer.
validateNets = false
#A list of all mods that IE has integrated compatability for
#Setting any of these to false disables the respective compat
[compat]
theoneprobe = true
curios = true
computercraft = true
oc2 = true

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config/jade-addons.toml Normal file
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[inventory]
#Range: 0 ~ 54
sneakShowAmount = 54
#Range: 0 ~ 54
normalShowAmount = 9
#Range: 1 ~ 18
showItemPreLine = 9
blacklist = ["refinedstorage:disk_drive"]
bypassLockedContainer = false
[customContainerName]
onlyShowVanilla = false
blacklist = ["thermal"]

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[advanced]
#Debug mode enabled
DebugMode = false
#Display search bar in the center
CenterSearch = false
#Set low-memory mode (makes search very slow, but uses less RAM)
LowMemorySlowSearchEnabled = false
#Enable cheating items into the hotbar by using the shift+number keys.
CheatToHotbarUsingHotkeysEnabled = false
#How items should be handed to you
#Allowed Values: INVENTORY, MOUSE_PICKUP
GiveMode = "MOUSE_PICKUP"
#Max. recipe gui height
#Range: > 175
RecipeGuiHeight = 350
[colors]
#Color values to search for
SearchColors = ["White:EEEEEE", "LightBlue:7492cc", "Cyan:00EEEE", "Blue:2222dd", "LapisBlue:25418b", "Teal:008080", "Yellow:cacb58", "GoldenYellow:EED700", "Orange:d97634", "Pink:D1899D", "HotPink:FC0FC0", "Magenta:b24bbb", "Purple:813eb9", "JadedPurple:43324f", "EvilPurple:2e1649", "Lavender:B57EDC", "Indigo:480082", "Sand:dbd3a0", "Tan:bb9b63", "LightBrown:A0522D", "Brown:634b33", "DarkBrown:3a2d13", "LimeGreen:43b239", "SlimeGreen:83cb73", "Green:008000", "DarkGreen:224d22", "GrassGreen:548049", "Red:963430", "BrickRed:b0604b", "NetherBrick:2a1516", "Redstone:ce3e36", "Black:181515", "CharcoalGray:464646", "IronGray:646464", "Gray:808080", "Silver:C0C0C0"]
[sorting]
#Sorting order for the ingredient list. Valid stages: [MOD_NAME, INGREDIENT_TYPE, ALPHABETICAL, CREATIVE_MENU, TAG, TOOL_TYPE, WEAPON_DAMAGE, ARMOR, MAX_DURABILITY]
IngredientSortStages = ["MOD_NAME", "INGREDIENT_TYPE", "CREATIVE_MENU"]
[search]
#Search mode for Mod Names (prefix: @)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
ModNameSearchMode = "REQUIRE_PREFIX"
#Search mode for Tooltips (prefix: #)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
TooltipSearchMode = "ENABLED"
#Search mode for Tag Names (prefix: $)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
TagSearchMode = "REQUIRE_PREFIX"
#Search mode for Creative Tab Names (prefix: %)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
CreativeTabSearchMode = "DISABLED"
#Search mode for Colors (prefix: ^)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
ColorSearchMode = "DISABLED"
#Search mode for resources locations (prefix: &)
#Allowed Values: ENABLED, REQUIRE_PREFIX, DISABLED
ResourceLocationSearchMode = "DISABLED"
#Search advanced tooltips (visible with F3+H)
SearchAdvancedTooltips = false
[modname]
#Formatting for mod name tooltip
#Use these formatting colors:
#black, dark_blue, dark_green, dark_aqua, dark_red, dark_purple, gold, gray, dark_gray, blue, green, aqua, red, light_purple, yellow, white
#With these formatting options:
#obfuscated, bold, strikethrough, underline, italic
ModNameFormat = "blue italic"
[IngredientList]
#Max number of rows shown
#Range: 1 ~ 100
MaxRows = 16
#Max number of columns shown
#Range: 4 ~ 100
MaxColumns = 9
#Horizontal alignment of the ingredient grid inside the available area
#Allowed Values: LEFT, CENTER, RIGHT
HorizontalAlignment = "RIGHT"
#Horizontal alignment of the ingredient grid inside the available area
#Allowed Values: TOP, CENTER, BOTTOM
VerticalAlignment = "TOP"
#Visibility of the top page buttons. Use AUTO_HIDE to only show it when there are multiple pages.
#Allowed Values: ENABLED, AUTO_HIDE, DISABLED
ButtonNavigationVisibility = "ENABLED"
#Set to true to draw a background texture behind the gui.
DrawBackground = false
[BookmarkList]
#Max number of rows shown
#Range: 1 ~ 100
MaxRows = 16
#Max number of columns shown
#Range: 4 ~ 100
MaxColumns = 9
#Horizontal alignment of the ingredient grid inside the available area
#Allowed Values: LEFT, CENTER, RIGHT
HorizontalAlignment = "LEFT"
#Horizontal alignment of the ingredient grid inside the available area
#Allowed Values: TOP, CENTER, BOTTOM
VerticalAlignment = "TOP"
#Visibility of the top page buttons. Use AUTO_HIDE to only show it when there are multiple pages.
#Allowed Values: ENABLED, AUTO_HIDE, DISABLED
ButtonNavigationVisibility = "ENABLED"
#Set to true to draw a background texture behind the gui.
DrawBackground = false

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#Air qualities at different heights in different dimensions.
#The syntax is the dimension's resource location, the "default" air level in that dimension,
#then any number of height:airlevel pairs separated by commas.
#The air will have that quality starting at that height and above (until the next entry).
#The entries must be in ascending order of height.
#If a dimension doesn't have an entry here, it'll be assumed to be green everywhere.
dimensions = ["minecraft:overworld=yellow,0:green,128:yellow", "minecraft:the_nether=yellow", "minecraft:the_end=red"]
#Entities that can always breathe.
#This is in addition to entities where `.canBreatheUnderwater()` returns true (so, fish and undead),
#and invulnerable players.
alwaysBreathingEntities = ["minecraft:armor_stand", "minecraft:enderman", "minecraft:endermite", "minecraft:shulker", "minecraft:strider", "minecraft:ghast", "minecraft:ender_dragon", "minecraft:wither"]
#Whether to allow right-clicking torches to make them spray particle effects
enableSignalTorches = true
#How much air a Drowned attack removes
#Range: > -2147483648
drownedChoking = 100
[Ranges]
#The radius a soul torch projects a bubble of blue air around it
#Range: 0.0 ~ 32.0
soulTorchRange = 2.0
#The radius a soul fire projects a bubble of blue air around it
#Range: 0.0 ~ 32.0
soulFireRange = 5.0
#The radius a soul campfire projects a bubble of blue air around it
#Range: 0.0 ~ 32.0
soulCampfireRange = 9.0
#The radius lava blocks project a bubble of red air around it
#Range: 0.0 ~ 32.0
lavaRange = 5.0
#The radius nether portal blocks project a bubble of green air around it
#Range: 0.0 ~ 32.0
netherPortalRange = 5.0

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[Client]
#Displays Nature's Compass information even while chat is open.
displayWithChatOpen = true
#Fixes biome names by adding missing spaces. Ex: ForestHills becomes Forest Hills
fixBiomeNames = true
#The line offset for information rendered on the HUD.
#Range: 0 ~ 50
overlayLineOffset = 1
#The side for information rendered on the HUD. Ex: LEFT, RIGHT
#Allowed Values: LEFT, RIGHT
overlaySide = "LEFT"

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[General]
#Allows a player to teleport to a located biome when in creative mode, opped, or in cheat mode.
allowTeleport = true
#Allows players to view the precise coordinates and distance of a located structure on the HUD, rather than relying on the direction the compass is pointing.
displayCoordinates = true
#biomeSize * radiusModifier = maxSearchRadius. Raising this value will increase search accuracy but will potentially make the process more resource .
#Range: 0 ~ 1000000
radiusModifier = 2500
#biomeSize * sampleSpaceModifier = sampleSpace. Lowering this value will increase search accuracy but will make the process more resource intensive.
#Range: 0 ~ 1000000
sampleSpaceModifier = 16
#A list of biomes that the compass will not be able to search for, specified by resource location. The wildcard character * can be used to match any number of characters, and ? can be used to match one character. Ex: ["minecraft:savanna", "minecraft:desert", "minecraft:*ocean*"]
biomeBlacklist = []
#The maximum number of samples to be taken when searching for a biome.
#Range: 0 ~ 1000000
maxSamples = 50000

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#Game settings
[settings]
#Are tea bushes bonemealable?
enableBoneMealTeaBush = false
#Are coffee bushes bonemealable?
enableBoneMealCoffeeBush = false
#Chance of generating wild tea bushes. Bigger value = more frequent.
#Range: 0 ~ 20
teaBushChance = 10
#Chance of generating coffee bushes. Bigger value = more frequent.
#Range: 0 ~ 20
coffeeBushChance = 10

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#Whether to allow patting players with a shift-right-click.
allowPats = true
#Whether to load contributor info from the internet.
#If false, no one will appear as a contributor.
loadContributors = true

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#Common Settings
[common]
#List of items that are not allowed to be put in backpacks - e.g. "minecraft:shulker_box"
disallowedItems = []
#Turns on/off loot added to various vanilla chest loot tables
chestLootEnabled = true
#Turns on/off item fluid handler of backpack in its item form. There are some dupe bugs caused by default fluid handling implementation that manifest when backpack is drained / filled in its item form in another mod's tank and the only way to prevent them is disallowing drain/fill in item form altogether
itemFluidHandlerEnabled = true
#Leather Backpack Settings
[common.leatherBackpack]
#Number of inventory slots in the backpack
#Range: 1 ~ 144
inventorySlotCount = 27
#Number of upgrade slots in the backpack
#Range: 0 ~ 10
upgradeSlotCount = 1
#Iron Backpack Settings
[common.ironBackpack]
#Number of inventory slots in the backpack
#Range: 1 ~ 144
inventorySlotCount = 54
#Number of upgrade slots in the backpack
#Range: 0 ~ 10
upgradeSlotCount = 2
#Gold Backpack Settings
[common.goldBackpack]
#Number of inventory slots in the backpack
#Range: 1 ~ 144
inventorySlotCount = 81
#Number of upgrade slots in the backpack
#Range: 0 ~ 10
upgradeSlotCount = 3
#Diamond Backpack Settings
[common.diamondBackpack]
#Number of inventory slots in the backpack
#Range: 1 ~ 144
inventorySlotCount = 108
#Number of upgrade slots in the backpack
#Range: 0 ~ 10
upgradeSlotCount = 5
#Netherite Backpack Settings
[common.netheriteBackpack]
#Number of inventory slots in the backpack
#Range: 1 ~ 144
inventorySlotCount = 120
#Number of upgrade slots in the backpack
#Range: 0 ~ 10
upgradeSlotCount = 7
#Compacting Upgrade Settings
[common.compactingUpgrade]
#Number of Compacting Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Advanced Compacting Upgrade Settings
[common.advancedCompactingUpgrade]
#Number of Advanced Compacting Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Deposit Upgrade Settings
[common.depositUpgrade]
#Number of Deposit Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Advanced Deposit Upgrade Settings
[common.advancedDepositUpgrade]
#Number of Advanced Deposit Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Feeding Upgrade Settings
[common.feedingUpgrade]
#Number of Feeding Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Advanced Feeding Upgrade Settings
[common.advancedFeedingUpgrade]
#Number of Advanced Feeding Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Filter Upgrade Settings
[common.filterUpgrade]
#Number of Filter Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Advanced Filter Upgrade Settings
[common.advancedFilterUpgrade]
#Number of Advanced Filter Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Magnet Upgrade Settings
[common.magnetUpgrade]
#Number of Magnet Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Range around storage in blocks at which magnet will pickup items
#Range: 1 ~ 20
magnetRange = 3
#Advanced Magnet Upgrade Settings
[common.advancedMagnetUpgrade]
#Number of Advanced Magnet Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Range around storage in blocks at which magnet will pickup items
#Range: 1 ~ 20
magnetRange = 5
#Pickup Upgrade Settings
[common.pickupUpgrade]
#Number of Pickup Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Advanced Pickup Upgrade Settings
[common.advancedPickupUpgrade]
#Number of Advanced Pickup Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Refill Upgrade Settings
[common.refillUpgrade]
#Number of Refill Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 6
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Restock Upgrade Settings
[common.restockUpgrade]
#Number of Restock Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Advanced Restock Upgrade Settings
[common.advancedRestockUpgrade]
#Number of Advanced Restock Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Void Upgrade Settings
[common.voidUpgrade]
#Number of Void Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Advanced Void Upgrade Settings
[common.advancedVoidUpgrade]
#Number of Advanced Void Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Stack Upgrade Settings
[common.stackUpgrade]
#List of items that are not supposed to stack in storage even when stack upgrade is inserted. Item registry names are expected here.
nonStackableItems = []
#Smelting Upgrade Settings
[common.smeltingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
#Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
#Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Smoking Upgrade Settings
[common.smokingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
#Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
#Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Blasting Upgrade Settings
[common.blastingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
#Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
#Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Auto-Smelting Upgrade Settings
[common.autoSmeltingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
#Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
#Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Number of input filter slots
#Range: 1 ~ 20
inputFilterSlots = 8
#Number of input filter slots displayed in a row
#Range: 1 ~ 6
inputFilterSlotsInRow = 4
#Number of fuel filter slots
#Range: 1 ~ 20
fuelFilterSlots = 4
#Number of fuel filter slots displayed in a row
#Range: 1 ~ 6
fuelFilterSlotsInRow = 4
#Auto-Smoking Upgrade Settings
[common.autoSmokingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
#Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
#Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Number of input filter slots
#Range: 1 ~ 20
inputFilterSlots = 8
#Number of input filter slots displayed in a row
#Range: 1 ~ 6
inputFilterSlotsInRow = 4
#Number of fuel filter slots
#Range: 1 ~ 20
fuelFilterSlots = 4
#Number of fuel filter slots displayed in a row
#Range: 1 ~ 6
fuelFilterSlotsInRow = 4
#Auto-Blasting Upgrade Settings
[common.autoBlastingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
#Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
#Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Number of input filter slots
#Range: 1 ~ 20
inputFilterSlots = 8
#Number of input filter slots displayed in a row
#Range: 1 ~ 6
inputFilterSlotsInRow = 4
#Number of fuel filter slots
#Range: 1 ~ 20
fuelFilterSlots = 4
#Number of fuel filter slots displayed in a row
#Range: 1 ~ 6
fuelFilterSlotsInRow = 4
#Inception Upgrade Settings
[common.inceptionUpgrade]
#Allows / Disallows backpack upgrades to work with inventories of Backpacks in the Backpack with Inception Upgrade
upgradesUseInventoriesOfBackpacksInBackpack = true
#Allows / Disallows upgrades to be functional even when they are in Backpacks in the inventory of Backpack with Inception Upgrade
upgradesInContainedBackpacksAreFunctional = true
#Tool Swapper Upgrade Settings
[common.toolSwapperUpgrade]
#Number of Tool Swapper Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 8
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Tank Upgrade Settings
[common.tankUpgrade]
#Capacity in mB the tank upgrade will have per row of storage slots
#Range: 500 ~ 20000
capacityPerSlotRow = 4000
#Ratio that gets applied (multiplies) to inventory stack multiplier before this is applied to max energy of the battery and max in/out. Value lower than 1 makes stack multiplier affect the max energy less, higher makes it affect the max energy more. 0 turns off stack multiplier affecting battery upgrade
#Range: 0.0 ~ 5.0
stackMultiplierRatio = 1.0
#Cooldown between fill/drain actions done on fluid containers in tank slots. Only fills/drains one bucket worth to/from container after this cooldown and then waits again.
#Range: 1 ~ 100
autoFillDrainContainerCooldown = 20
#How much FE can be transfered in / out per operation. This is a base transfer rate and same as max capacity gets multiplied by number of rows in storage and stack multiplier.
#Range: 1 ~ 1000
maxInputOutput = 20
#Energy in FE the battery upgrade will have per row of storage slots
#Range: 500 ~ 50000
energyPerSlotRow = 10000
#Pump Upgrade Settings
[common.pumpUpgrade]
#Number of fluid filter slots
#Range: 1 ~ 20
filterSlots = 4
#How much mB can be transfered in / out per operation. This is a base transfer rate that gets multiplied by number of rows in storage and stack multiplier.
#Range: 1 ~ 1000
maxInputOutput = 20
#Ratio that gets applied (multiplies) to inventory stack multiplier before this is applied to max input/output value. Value lower than 1 makes stack multiplier affect the capacity less, higher makes it affect the capacity more. 0 turns off stack multiplier affecting input/output
#Range: 0.0 ~ 5.0
stackMultiplierRatio = 1.0
#Xp Pump Upgrade Settings
[common.xpPumpUpgrade]
#Whether xp pump can mend items with mending. Set false here to turn off the feature altogether.
mendingOn = true
#How many experience points at a maximum would be used to mend an item per operation (every 5 ticks and 1 xp point usually translates to 2 damage repaired).
#Range: 1 ~ 20
maxXpPointsPerMending = 5
#Settings for Spawning Entities with Backpack
[common.entityBackpackAdditions]
#Chance of an entity spawning with Backpack
#Range: 0.0 ~ 1.0
chance = 0.01
#Turns on/off addition of loot into backpacks
addLoot = true
#Turns on/off buffing the entity that wears backpack with potion effects. These are scaled based on how much loot is added.
buffWithPotionEffects = true
#Turns on/off buffing the entity that wears backpack with additional health. Health is scaled based on backpack tier the mob wears.
buffHealth = true
#Turns on/off equiping the entity that wears backpack with armor. What armor material and how enchanted is scaled based on backpack tier the mob wears.
equipWithArmor = true
#Map of entities that can spawn with backpack and related loot tables (if adding a loot is enabled) in format of "EntityRegistryName|LootTableName"
entityLootTableList = ["minecraft:creeper|minecraft:chests/desert_pyramid", "minecraft:drowned|minecraft:chests/shipwreck_treasure", "minecraft:enderman|minecraft:chests/end_city_treasure", "minecraft:evoker|minecraft:chests/woodland_mansion", "minecraft:husk|minecraft:chests/desert_pyramid", "minecraft:piglin|minecraft:chests/bastion_bridge", "minecraft:piglin_brute|minecraft:chests/bastion_treasure", "minecraft:pillager|minecraft:chests/pillager_outpost", "minecraft:skeleton|minecraft:chests/simple_dungeon", "minecraft:stray|minecraft:chests/igloo_chest", "minecraft:vex|minecraft:chests/woodland_mansion", "minecraft:vindicator|minecraft:chests/woodland_mansion", "minecraft:witch|minecraft:chests/buried_treasure", "minecraft:wither_skeleton|minecraft:chests/nether_bridge", "minecraft:zombie|minecraft:chests/simple_dungeon", "minecraft:zombie_villager|minecraft:chests/village/village_armorer", "minecraft:zombified_piglin|minecraft:chests/bastion_other"]
#List of music discs that are not supposed to be played by entities
discBlockList = ["botania:record_gaia_1", "botania:record_gaia_2"]
#Turns on/off a chance that the entity that wears backpack gets jukebox upgrade and plays a music disc.
playJukebox = true
#Chance of mob dropping backpack when killed by player
#Range: 0.0 ~ 1.0
backpackDropChance = 0.085
#Chance increase per looting level of mob dropping backpack
#Range: 0.0 ~ 0.2
lootingChanceIncreasePerLevel = 0.01
[common.nerfs]
#Determines if too many backpacks in player's inventory cause slowness to the player
tooManyBackpacksSlowness = false
#Maximum number of backpacks in player's inventory that will not cause slowness
#Range: 1 ~ 27
maxNumberOfBackpacks = 3
#Ratio of slowness levels per every backpack above the maximum number allowed. (number of backpacks above the max gets multiplied by this number and ceiled)
#Range: 0.1 ~ 5.0
slownessLevelsPerAdditionalBackpack = 1.0

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#Client Settings
[client]
#Positions where sort buttons can display to help with conflicts with controls from other mods
#Allowed Values: TITLE_LINE_RIGHT, ABOVE_UPGRADES, BELOW_UPGRADES, BELOW_UPGRADE_TABS, HIDDEN
sortButtonsPosition = "TITLE_LINE_RIGHT"
#Whether click sound should play when custom buttons are clicked in gui
playButtonSound = true

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#Common Settings
[common]
#Disable / enable any items here (disables their recipes)
enabledItems = []

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[xpCost]
#Set to true if experience cost should be inverted, meaning the shorter the distance, the more expensive. Can be used to encourage other methods for short-distance travel.
inverseXpCost = false
#The amount of blocks per xp level requirement. If set to 500, the base xp cost for travelling 1000 blocks will be 2 levels.
#Range: > -2147483648
blocksPerXpLevel = 1000
#The minimum base xp cost (may be subceeded by multipliers defined below)
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
minimumBaseXpCost = 0.0
#The maximum base xp cost (may be exceeded by multipliers defined below), set to 0 to disable all distance-based XP costs
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
maximumBaseXpCost = 3.0
#How much xp is needed per leashed animal to travel with you
#Range: > -2147483648
xpCostPerLeashed = 1
#The base xp level cost when travelling between dimensions. Ignores block distance.
#Range: > -2147483648
dimensionalWarpXpCost = 3
#The multiplier applied to the base xp cost when teleporting to a global waystone through any method.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
globalWaystoneXpCostMultiplier = 1.0
#The multiplier applied to the base xp cost when teleporting using a Warp Stone item (not the Waystone block, Konstantin)
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
warpStoneXpCostMultiplier = 0.0
#The multiplier applied to the base xp cost when teleporting from one waystone to another.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
waystoneXpCostMultiplier = 1.0
#The multiplier applied to the base xp cost when teleporting from one sharestone to another.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
sharestoneXpCostMultiplier = 1.0
#The multiplier applied to the base xp cost when teleporting from a portstone.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
portstoneXpCostMultiplier = 0.0
#The multiplier applied to the base xp cost when teleporting from one warp plate to another.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
warpPlateXpCostMultiplier = 0.0
#The multiplier applied to the base xp cost when teleporting via the inventory button.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
inventoryButtonXpCostMultiplier = 0.0
[restrictions]
#If enabled, only creative players can place, edit or break waystones. This does NOT disable the crafting recipe.
restrictToCreative = false
#If enabled, only the owner of a waystone (the one who placed it) can rename it.
restrictRenameToOwner = false
#If enabled, waystones generated in worldgen are unbreakable.
generatedWaystonesUnbreakable = false
#If enabled, leashed mobs will be teleported with you
transportLeashed = true
#Whether to take leashed mobs with you when teleporting between dimensions
transportLeashedDimensional = true
#List of leashed mobs that cannot be taken with you when teleporting
leashedDenyList = ["minecraft:wither"]
#Set to 'ALLOW' to allow dimensional warp in general. Set to 'GLOBAL_ONLY' to restrict dimensional warp to global waystones. Set to 'DENY' to disallow all dimensional warps.
#Allowed Values: ALLOW, GLOBAL_ONLY, DENY
dimensionalWarp = "ALLOW"
#List of dimensions that players are allowed to warp cross-dimension from and to. If left empty, all dimensions except those in dimensionalWarpDenyList are allowed.
dimensionalWarpAllowList = []
#List of dimensions that players are not allowed to warp cross-dimension from and to. Only used if dimensionalWarpAllowList is empty.
dimensionalWarpDenyList = []
#Set to true if players should be able to teleport between waystones by simply right-clicking a waystone.
allowWaystoneToWaystoneTeleport = true
#Set to false to allow non-creative players to make waystones globally activated for all players.
globalWaystoneSetupRequiresCreativeMode = true
[cooldowns]
#The multiplier applied to the cooldown when teleporting to a global waystone via inventory button or warp stone.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
globalWaystoneCooldownMultiplier = 1.0
#The cooldown between usages of the warp stone in seconds. This is bound to the player, not the item, so multiple warp stones share the same cooldown.
#Range: > -2147483648
warpStoneCooldown = 300
#The time in ticks that it takes to use a warp stone. This is the charge-up time when holding right-click.
#Range: > -2147483648
warpStoneUseTime = 32
#The time in ticks that it takes to use a warp plate. This is the time the player has to stand on top for.
#Range: > -2147483648
warpPlateUseTime = 20
#The time in ticks it takes to use a scroll. This is the charge-up time when holding right-click.
#Range: > -2147483648
scrollUseTime = 32
#The cooldown between usages of the inventory button in seconds.
#Range: > -2147483648
inventoryButtonCooldown = 300
[inventoryButton]
#Set to 'NONE' for no inventory button. Set to 'NEAREST' for an inventory button that teleports to the nearest waystone. Set to 'ANY' for an inventory button that opens the waystone selection menu. Set to a waystone name for an inventory button that teleports to a specifically named waystone.
inventoryButton = ""
#The x position of the warp button in the inventory.
#Range: > -2147483648
warpButtonX = 58
#The y position of the warp button in the inventory.
#Range: > -2147483648
warpButtonY = 60
#The y position of the warp button in the creative menu.
#Range: > -2147483648
creativeWarpButtonX = 88
#The y position of the warp button in the creative menu.
#Range: > -2147483648
creativeWarpButtonY = 33
[worldGen]
#Set to 'DEFAULT' to only generate the normally textured waystones. Set to 'MOSSY' or 'SANDY' to generate all as that variant. Set to 'BIOME' to make the style depend on the biome it is generated in.
#Allowed Values: DEFAULT, MOSSY, SANDY, BIOME
worldGenStyle = "BIOME"
#Approximate chunk distance between waystones generated freely in world generation. Set to 0 to disable generation.
#Range: > -2147483648
frequency = 25
#List of dimensions that waystones are allowed to spawn in through world gen. If left empty, all dimensions except those in worldGenDimensionDenyList are used.
dimensionAllowList = ["minecraft:overworld", "minecraft:the_nether", "minecraft:the_end"]
#List of dimensions that waystones are not allowed to spawn in through world gen. Only used if worldGenDimensionAllowList is empty.
dimensionDenyList = []
#Set to 'PRESET_FIRST' to first use names from the custom names list. Set to 'PRESET_ONLY' to use only those custom names. Set to 'MIXED' to have some waystones use custom names, and others random names.
#Allowed Values: PRESET_FIRST, RANDOM_ONLY, PRESET_ONLY, MIXED
nameGenerationMode = "PRESET_FIRST"
#These names will be used for the PRESET name generation mode. See the nameGenerationMode option for more info.
customWaystoneNames = []
#Set to true if waystones should be added to the generation of villages. Some villages may still spawn without a waystone.
spawnInVillages = true
#Ensures that pretty much every village will have a waystone, by spawning it as early as possible. In addition, this means waystones will generally be located in the center of the village.
forceSpawnInVillages = false
[client]
#If enabled, the text overlay on waystones will no longer always render at full brightness.
disableTextGlow = false
#If enabled, activated waystones will not emit particles.
disableParticles = false
[compatibility]
#If enabled, JourneyMap waypoints will be created for each activated waystone.
displayWaystonesOnJourneyMap = true

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config/xaerominimap.txt Normal file
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#CONFIG ONLY OPTIONS
ignoreUpdate:0
settingsButton:false
allowWrongWorldTeleportation:false
differentiateByServerAddress:true
debugEntityIcons:false
debugEntityVariantIds:false
#INGAME SETTINGS (DO NOT EDIT!)
updateNotification:true
minimap:true
caveMaps:2
caveZoom:1
showWaypoints:true
showIngameWaypoints:true
displayRedstone:true
deathpoints:true
oldDeathpoints:true
distance:1
showCoords:true
lockNorth:false
zoom:0
minimapSize:0
chunkGrid:-1
slimeChunks:false
mapSafeMode:false
minimapOpacity:100.0
waypointsIngameIconScale:0
waypointsIngameDistanceScale:0
waypointsIngameNameScale:0
waypointsIngameCloseScale:1.0
antiAliasing:true
blockColours:0
lighting:true
dotsStyle:0
dotNameScale:1.0
compassOverEverything:true
showBiome:false
showFlowers:true
keepWaypointNames:true
waypointsDistanceExp:0
waypointsDistanceMin:0.0
defaultWaypointTPCommandFormat:/tp @s {x} {y} {z}
defaultWaypointTPCommandRotationFormat:/tp @s {x} {y} {z} {yaw} ~
arrowScale:1.5
arrowColour:0
smoothDots:true
worldMap:true
terrainDepth:true
terrainSlopes:2
mainEntityAs:0
blockTransparency:true
waypointOpacityIngame:80
waypointOpacityMap:90
hideWorldNames:1
openSlimeSettings:true
alwaysShowDistance:false
showLightLevel:0
crossDimensionalTp:true
showTime:0
biomeColorsVanillaMode:false
lookingAtAngle:10
lookingAtAngleVertical:180
centeredEnlarged:false
zoomedOutEnlarged:false
minimapTextAlign:0
showAngles:false
waypointsMutualEdit:true
compassLocation:1
compassScale:1
caveMapsDepth:30
hideWaypointCoordinates:false
renderAllSets:false
playerArrowOpacity:100
waypointsBottom:false
minimapShape:0
lightOverlayType:0
lightOverlayMaxLight:7
lightOverlayMinLight:0
lightOverlayColor:13
uiScale:0
bossHealthPushBox:1
potionEffectPushBox:1
minimapFrame:0
minimapFrameColor:9
compassColor:9
northCompassColor:-1
showDimensionName:false
displayMultipleWaypointInfo:1
entityRadar:true
adjustHeightForCarpetLikeBlocks:true
autoConvertWaypointDistanceToKmThreshold:10000
waypointDistancePrecision:1
mainDotSize:2
partialYTeleportation:true
deleteReachedDeathpoints:true
hideMinimapUnderScreen:true
hideMinimapUnderF3:true
manualCaveModeStartAuto:true
manualCaveModeStart:-1
chunkGridLineWidth:1
interface:dummy:0:0:true:false:false:false
interface:dummy:0:10000:true:false:false:false
interface:dummy:0:0:false:false:true:false
interface:dummy:0:36:true:false:false:false
interface:gui.xaero_minimap:0:0:false:false:false:false
#WAYPOINTS HAVE BEEN MOVED TO /XaeroWaypoints

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{
"hardInclude": "anything",
"includeList": [],
"excludeMode": "ONLY",
"excludeList": [
"minecraft:glow_item_frame",
"minecraft:item_frame"
],
"name": "gui.xaero_entity_category_root",
"protection": true,
"settingOverrides": {
"displayed": true,
"heightBasedFade": true,
"renderOrder": 0.0,
"color": 13.0,
"displayNameWhenIconFails": true,
"entityNumber": 1000.0,
"alwaysDisplayNametags": false,
"dotSize": 2.0,
"startFadingAt": 0.0,
"displayY": false,
"renderOverMinimapFrame": 1.0,
"icons": 1.0,
"names": 0.0,
"heightLimit": 20.0,
"iconScale": 1.0
},
"subCategories": [
{
"hardInclude": "living",
"includeList": [],
"excludeMode": "ONLY",
"excludeList": [
"minecraft:armor_stand"
],
"name": "gui.xaero_entity_category_living",
"protection": true,
"settingOverrides": {
"renderOrder": 2.0,
"color": 14.0
},
"subCategories": [
{
"hardInclude": "players",
"includeList": [],
"excludeMode": "ONLY",
"excludeList": [],
"name": "gui.xaero_entity_category_players",
"protection": true,
"settingOverrides": {
"renderOrder": 6.0,
"heightLimit": 2050.0,
"color": 15.0
},
"subCategories": [
{
"hardInclude": "same-team",
"includeList": [],
"excludeMode": "ONLY",
"excludeList": [],
"name": "gui.xaero_entity_category_same_team",
"protection": true,
"settingOverrides": {},
"subCategories": []
},
{
"hardInclude": "anything",
"includeList": [],
"excludeMode": "ONLY",
"excludeList": [],
"name": "gui.xaero_entity_category_other_teams",
"protection": true,
"settingOverrides": {
"renderOrder": 7.0
},
"subCategories": []
}
]
},
{
"hardInclude": "hostile",
"includeList": [],
"excludeMode": "ONLY",
"excludeList": [],
"name": "gui.xaero_entity_category_hostile",
"protection": true,
"settingOverrides": {
"renderOrder": 3.0
},
"subCategories": [
{
"hardInclude": "tamed",
"includeList": [],
"excludeMode": "ONLY",
"excludeList": [],
"name": "gui.xaero_entity_category_hostile_tamed",
"protection": true,
"settingOverrides": {
"renderOrder": 5.0
},
"subCategories": []
}
]
},
{
"hardInclude": "anything",
"includeList": [],
"excludeMode": "ONLY",
"excludeList": [],
"name": "gui.xaero_entity_category_friendly",
"protection": true,
"settingOverrides": {},
"subCategories": [
{
"hardInclude": "tamed",
"includeList": [],
"excludeMode": "ONLY",
"excludeList": [],
"name": "gui.xaero_entity_category_friendly_tamed",
"protection": true,
"settingOverrides": {
"renderOrder": 4.0
},
"subCategories": []
}
]
}
]
},
{
"hardInclude": "items",
"includeList": [],
"excludeMode": "ONLY",
"excludeList": [],
"name": "gui.xaero_entity_category_items",
"protection": true,
"settingOverrides": {
"renderOrder": 1.0,
"color": 12.0
},
"subCategories": []
},
{
"hardInclude": "anything",
"includeList": [],
"excludeMode": "ONLY",
"excludeList": [],
"name": "gui.xaero_entity_category_other_entities",
"protection": true,
"settingOverrides": {
"color": 5.0
},
"subCategories": []
}
]
}

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config/xaeropatreon.txt Normal file
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showCapes:true

33
config/xaeroworldmap.txt Normal file
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ignoreUpdate:0
updateNotification:true
differentiateByServerAddress:true
netherlikeCaveMapAllowed:true
debug:false
lighting:true
colours:0
loadChunks:true
updateChunks:true
terrainSlopes:2
terrainDepth:true
footsteps:true
flowers:true
coordinates:true
biomeColorsVanillaMode:false
waypoints:true
renderArrow:true
displayZoom:true
worldmapWaypointsScale:1.0
openMapAnimation:true
reloadVersion:0
reloadEverything:false
zoomButtons:true
waypointBackgrounds:true
detectAmbiguousY:true
showDisabledWaypoints:false
closeWaypointsWhenHopping:true
adjustHeightForCarpetLikeBlocks:true
onlyCurrentMapWaypoints:false
minZoomForLocalWaypoints:0.0
arrowColour:-2
minimapRadar:true
globalVersion:1