mistress
Yuki 10 months ago
parent b07c527ad1
commit 548d5919d9

@ -1,139 +0,0 @@
#If true, entities will be affected by gravity.
doEntityGravity = true
#Do gravity for mobs, players etc.
doLivingEntityGravity = true
acidRainBurns = true
doOxygen = true
#Do sound suppression in orbit dimensions. If it gets annoying, you can turn it off.
doSpaceMuffler = true
oxygenTankSize = 500
hammerDurability = 64
giveAstroduxAtSpawn = false
oxygenBarXOffset = 0
oxygenBarYOffset = 0
oxygenBarScale = 1.0
energyBarXOffset = 0
energyBarYOffset = 0
energyBarScale = 1.0
orbitGravity = 3.26
oxygenDamage = 1
freezeDamage = 1
heatDamage = 2
acidRainDamage = 3
allowFlagImages = true
#A list of planets that should be disabled. This is a comma-separated list of planet ids.
disabledPlanets = ""
#Prevents stuff like gravity and oxygen checks in the overworld as that's normally not used in Ad Astra. enable if you're making an addon or something that transforms the overworld into some sort of planet.
avoidOverworldChecks = true
[spawning]
spawnCorruptedLunarians = true
spawnStarCrawlers = true
spawnMartianRaptors = true
spawnMoglers = true
spawnSulfurCreepers = true
spawnLunarianWanderingTrader = true
[spaceSuit]
spaceSuitTankSize = 1000
netheriteSpaceSuitTankSize = 2000
netheriteSpaceSuitHasFireResistance = true
#The speed when flying forward.
jetSuitSpeed = 0.8
#The speed when idle flying up.
jetSuitUpwardsSpeed = 0.5
jetSuitEnergyPerTick = 60
jetSuitTankSize = 4000
jetSuitMaxEnergy = 1000000
enableJetSuitFlight = true
jetSuitProtectionMultiplier = 1
jetSuitArmorToughness = 5
spawnJetSuitParticles = true
[vehicles]
#The velocity to trigger a vehicle explosion while falling.
fallingExplosionThreshold = -1.2
#How much the explosion should be multiplied by when the vehicle has fallen.
fallingExplosionMultiplier = 0.7
gravity = -2.0
#Should the camera move in 3rd person in the rocket and lander for a better view?
moveCameraInVehicle = true
[vehicles.lander]
boosterThreshold = -0.1
boosterSpeed = 0.1
[vehicles.rover]
explodeRoverInLava = true
fuelPerSecond = 10
turnSpeed = 3.0
maxTurnSpeed = 6.0
deceleration = 0.9
minSpeed = -0.2
maxSpeed = 0.3
tankSize = 3000
[vehicles.rocket]
atmosphereLeave = 600
countDownTicks = 200
acceleration = 0.005
maxSpeed = 0.5
entitiesBurnUnderRocket = true
tankSize = 3000
fuelLaunchCost = 3000
efficientFuelLaunchCost = 1000
takeDamageInRocket = true
[coalGenerator]
maxEnergy = 9000
energyPerTick = 10
[compressor]
maxEnergy = 9000
energyPerTick = 10
[fuelRefinery]
maxEnergy = 9000
energyPerTick = 30
tankSize = 3000
[oxygenLoader]
maxEnergy = 9000
energyPerTick = 10
tankSize = 3000
[oxygenDistributor]
maxEnergy = 20000
fluidConversionEnergyPerTick = 5
tankSize = 6000
#How many blocks the distributor can distribute oxygen in. Be careful increasing this number, as it can reduce server performance significantly. If you are adamant about increasing this value, consider increasing the Oxygen Loader refresh ticks so the server is not constantly checking thousands of blocks.
#Range: 1 ~ 50000
maxBlockChecks = 15000
#How often the oxygen loader checks if the structure is sealed. Performing this operation too often can kill server TPS, so be wary.
#Range: 0 ~ 500
refreshTicks = 60
#Increases the oxygen requirements as the distributor covers more blocks.
oxygenMultiplier = 1.0
#Increases the energy requirements as the distributor covers more blocks.
energyMultiplier = 3.0
[solarPanel]
maxEnergy = 18000
energyMultiplier = 1.0
[waterPump]
maxEnergy = 9000
energyPerTick = 10
tankSize = 6000
transferPerTick = 100
deleteWaterBelowWaterPump = true
[energizer]
maxEnergy = 2000000
energyPerTick = 600
[cryoFreezer]
maxEnergy = 30000
energyPerTick = 18
tankSize = 3000

@ -1,64 +0,0 @@
#Client Configuration
[client]
[client.visual_options]
# If plaques should show on the top of the screen.
on_top = true
# The distance from the top or bottom of the screen, in pixels.
#Range: 8 ~ 256
distance = 16
# Hide waila/hwyla/jade popups while plaques are showing.
hide_waila = false
# If plaques should show for task advancements (normal advancements).
tasks = true
# If plaques should show for goal advancements (medium-difficulty advancements).
goals = true
# If plaques should show for challenge advancements (high-difficulty advancements).
challenges = true
# Text color to use for plaque titles (like "Advancement made!"). Can be entered as an 8-digit hex color code 0xAARRGGBB for convenience.
#Range: 0 ~ 4294967295
title_color = 4281541120
# Text color to use for advancement names on plaques. Can be entered as an 8-digit hex color code 0xAARRGGBB for convenience.
#Range: 0 ~ 4294967295
name_color = 4294967295
[client.duration_options]
# Duration of the shiny effect fade in for tasks.
#Range: 0.1 ~ 3.0
task_effect_fadein = 0.5
# Duration of the shiny effect fade out for tasks.
#Range: 0.1 ~ 3.0
task_effect_fadeout = 1.5
# Duration of the plaques for tasks (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
task_duration = 7.0
# Duration of the shiny effect fade in for goals.
#Range: 0.1 ~ 3.0
goal_effect_fadein = 0.5
# Duration of the shiny effect fade out for goals.
#Range: 0.1 ~ 3.0
goal_effect_fadeout = 1.5
# Duration of the plaques for goals (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
goal_duration = 7.0
# Duration of the shiny effect fade in for challenges.
#Range: 0.1 ~ 3.0
challenge_effect_fadein = 1.25
# Duration of the shiny effect fade out for challenges.
#Range: 0.1 ~ 3.0
challenge_effect_fadeout = 1.5
# Duration of the plaques for challenges (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
challenge_duration = 7.0
[client.functionality_options]
# Whitelist of advancements to show plaques for. Leave empty to display for all.
whitelist = []
# If task sounds should be muted.
mute_tasks = false
# If goal sounds should be muted.
mute_goals = false
# If challenge sounds should be muted.
mute_challenges = false

@ -1,64 +0,0 @@
#Client Configuration
[client]
[client.visual_options]
# If plaques should show on the top of the screen.
on_top = true
# The distance from the top or bottom of the screen, in pixels.
#Range: 8 ~ 256
distance = 16
# Hide waila/hwyla/jade popups while plaques are showing.
hide_waila = false
# If plaques should show for task advancements (normal advancements).
tasks = true
# If plaques should show for goal advancements (medium-difficulty advancements).
goals = true
# If plaques should show for challenge advancements (high-difficulty advancements).
challenges = true
# Text color to use for plaque titles (like "Advancement made!"). Can be entered as an 8-digit hex color code 0xAARRGGBB for convenience.
#Range: 0 ~ 4294967295
title_color = 4281541120
# Text color to use for advancement names on plaques. Can be entered as an 8-digit hex color code 0xAARRGGBB for convenience.
#Range: 0 ~ 4294967295
name_color = 4294967295
[client.duration_options]
# Duration of the shiny effect fade in for tasks.
#Range: 0.1 ~ 3.0
task_effect_fadein = 0.5
# Duration of the shiny effect fade out for tasks.
#Range: 0.1 ~ 3.0
task_effect_fadeout = 1.5
# Duration of the plaques for tasks (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
task_duration = 7.0
# Duration of the shiny effect fade in for goals.
#Range: 0.1 ~ 3.0
goal_effect_fadein = 0.5
# Duration of the shiny effect fade out for goals.
#Range: 0.1 ~ 3.0
goal_effect_fadeout = 1.5
# Duration of the plaques for goals (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
goal_duration = 7.0
# Duration of the shiny effect fade in for challenges.
#Range: 0.1 ~ 3.0
challenge_effect_fadein = 1.25
# Duration of the shiny effect fade out for challenges.
#Range: 0.1 ~ 3.0
challenge_effect_fadeout = 1.5
# Duration of the plaques for challenges (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
challenge_duration = 7.0
[client.functionality_options]
# Whitelist of advancements to show plaques for. Leave empty to display for all.
whitelist = []
# If task sounds should be muted.
mute_tasks = false
# If goal sounds should be muted.
mute_goals = false
# If challenge sounds should be muted.
mute_challenges = false

@ -1,64 +0,0 @@
#Client Configuration
[client]
[client.visual_options]
# If plaques should show on the top of the screen.
on_top = true
# The distance from the top or bottom of the screen, in pixels.
#Range: 8 ~ 256
distance = 16
# Hide waila/hwyla/jade popups while plaques are showing.
hide_waila = false
# If plaques should show for task advancements (normal advancements).
tasks = true
# If plaques should show for goal advancements (medium-difficulty advancements).
goals = true
# If plaques should show for challenge advancements (high-difficulty advancements).
challenges = true
# Text color to use for plaque titles (like "Advancement made!"). Can be entered as an 8-digit hex color code 0xAARRGGBB for convenience.
#Range: 0 ~ 4294967295
title_color = 4281541120
# Text color to use for advancement names on plaques. Can be entered as an 8-digit hex color code 0xAARRGGBB for convenience.
#Range: 0 ~ 4294967295
name_color = 4294967295
[client.duration_options]
# Duration of the shiny effect fade in for tasks.
#Range: 0.1 ~ 3.0
task_effect_fadein = 0.5
# Duration of the shiny effect fade out for tasks.
#Range: 0.1 ~ 3.0
task_effect_fadeout = 1.5
# Duration of the plaques for tasks (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
task_duration = 7.0
# Duration of the shiny effect fade in for goals.
#Range: 0.1 ~ 3.0
goal_effect_fadein = 0.5
# Duration of the shiny effect fade out for goals.
#Range: 0.1 ~ 3.0
goal_effect_fadeout = 1.5
# Duration of the plaques for goals (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
goal_duration = 7.0
# Duration of the shiny effect fade in for challenges.
#Range: 0.1 ~ 3.0
challenge_effect_fadein = 1.25
# Duration of the shiny effect fade out for challenges.
#Range: 0.1 ~ 3.0
challenge_effect_fadeout = 1.5
# Duration of the plaques for challenges (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
challenge_duration = 7.0
[client.functionality_options]
# Whitelist of advancements to show plaques for. Leave empty to display for all.
whitelist = []
# If task sounds should be muted.
mute_tasks = false
# If goal sounds should be muted.
mute_goals = false
# If challenge sounds should be muted.
mute_challenges = false

@ -1,190 +0,0 @@
[general]
#Block range for sound detection system to look for a mob that made a certain sound on the server, so the client may play an animation.
#The client is not sent an exact position, so the mob's location must be estimated.
#Range: 0.5 ~ 8.0
sound_detection_range = 1.5
#Mob variants that shouldn't have any model changes applied to them.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_blacklist = []
[models]
#This makes the udders on cows wobble around when they walk.
#Also makes their udders have nipples.
oinky_pig = true
#This one makes the knees of zombie-like and piglin-like mobs bend when they walk around.
#Looks pretty fluid and nice. You'll like it, trust me.
bending_humanoid_knees = true
#This one makes chicken beaks open and close when they cluck.
#When they strut their heads move back and forth, the red thing under their beak swings around and their wings flap a little. Just like the real deal!
bucka_bucka_chicken = true
#This one makes llamas open their mouth when spitting. How have they been doing that before?!
spitful_llama = true
#A truly stunning visual addition. Spiders now finally have the knees they've always dreamed of.
spider_knees = true
#Gives a jellyfish-like effect to the swimming animation of squids; generally just makes their tentacles flow more while moving.
squiggly_squid_tentacles = true
#A pleasing visual change; this makes the insides of slimes flow around like liquid.
#They splish-splosh about even more when they jump. The eyes, the mouth, and the core itself all move independently.
jiggly_liquidy_slime = true
#Remember that one very popular "TNT" music video by CaptainSparklez with the really cute wobbly Creeper?
#Well, it's in the game now. The full thing, the real deal, exactly like the video.
wobbly_creeper = true
#This makes the udders on cows wobble around when they walk.
#Also makes their udders have nipples.
wobbly_cow_udder = true
#Changes wolf tails to be fluffier and flowier, wagging realistically while they stand and run.
#Also makes tamed wolves lie down instead of sitting. Hold up some meat and they'll roll over, too.
playful_doggy = true
#This one is pretty kneat. It makes sheep actually bend down to eat grass.
#It's no longer just their head lowering, their whole body lowers down to get a sweet sample of that succulent cellulose.
#Did you notice their KNEES bend too when they kneel?
kneeling_sheep = true
#If an enderman is angry it will wave its arms around wildly while chasing its target.
#Suits their twisted nature very well.
arm_flailing_enderman = true
#Takes away the stick tails of the current cats and gives them something nicer instead.
#Fully animated flowing tails that move while they stand or run, and even curl around their bodies when they sit.
curly_cat_tail = true
#This makes a snowman's arm swing when it throws a snowball.
animated_snow_man_stick = true
#Divides ghast tentacles into parts and makes them wiggle realistically, like those tentacle monsters you always see at the movies.
#Makes them a little more scary, but ultimately nicer to look at.
wiggly_ghast_tentacles = true
#Takes away the stick tails of the current ocelots and gives them something nicer instead.
#Fully animated flowing tails that move while they stand or run.
flowy_ocelot_tail = true
#Adds a custom death animation to magma cubes, which causes their bodies to form into a pile of steamy, delicious hamburger patties when they die.
#Unfortunately, you can't eat them because they're way too hot.
magma_cube_burger = true
#A subtle change; this makes iron golems wiggle their big noses whenever they're hurt.
#Exactly the same animation as for villagers, except for iron golems!
wiggly_iron_golem_nose = true
#A subtle change; this makes villagers wiggle their big noses whenever they make their iconic sound.
#It's a small change, but who doesn't get a kick out of it?
wiggly_villager_nose = true
#Makes horses more lively again, just like they used to be in older versions.
#Does this by adding back their mouth and knees while staying true to the vanilla model style.
familiar_horse = true
[oinky_pig]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.pig.ambient"]
#Fancy ears for pigs, just like piglins have them.
floaty_ears = true
#Animation swing speed for ear floatiness.
#Range: 1 ~ 20
ear_animation_speed = 10
[bucka_bucka_chicken]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.chicken.ambient"]
#Make bill a lot slimmer so chickens look less like ducks.
slim_bill = true
#Move head back and forth when chicken is walking.
move_head = true
#Wiggle chin when chicken is walking.
wiggle_wattles = true
#Flap wings when chicken is walking.
flap_wings = true
#Move head back and forth when chicken is walking.
#Range: 1 ~ 20
head_animation_speed = 4
#Animation swing speed for wattles movement.
#Range: 1 ~ 20
wattles_animation_speed = 5
#Animation swing speed of wing flapping.
#Range: 1 ~ 20
wing_animation_speed = 3
[spitful_llama]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.llama.spit"]
[squiggly_squid_tentacles]
#Define length for squid tentacles.
#Range: 1 ~ 8
tentacles_length = 8
[jiggly_liquidy_slime]
#Animation swing speed of inner slime parts.
#Range: 1 ~ 20
animation_speed = 5
[wobbly_creeper]
#Different directional behaviour modes for the walking animation.
#Allowed Values: SIDE, FRONT, CIRCLE, RANDOM
wobble_direction = "SIDE"
[wobbly_cow_udder]
#Animation swing speed of utter when the cow is walking.
#Range: 1 ~ 20
animation_speed = 5
#Render tiny nipples on a cow's utter.
show_nipples = true
#Should calves show an utter.
calf_utter = false
[playful_doggy]
#Define tail length.
#Range: 1 ~ 7
tail_length = 7
#Make wolf tail fluffy.
fluffy_tail = true
#Animation swing speed for tail.
#Range: 1 ~ 20
animation_speed = 5
#Pose and behaviour when sitting.
#By default makes wolves lie down instead, and roll over when a nearby player is holding a piece meat.
#Allowed Values: DEFAULT, LIE_DOWN, ROLL_OVER, LIE_DOWN_AND_BEG_FOR_MEAT
sitting_behaviour = "LIE_DOWN_AND_BEG_FOR_MEAT"
[arm_flailing_enderman]
#Animation swing speed for arms.
#Range: 1 ~ 20
animation_speed = 5
#Flail arms while carrying a block.
fail_while_carrying = true
[curly_cat_tail]
#Define tail length.
#Range: 1 ~ 15
tail_length = 15
#Animation swing speed for tail.
#Range: 1 ~ 20
animation_speed = 7
[animated_snow_man_stick]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.snow_golem.shoot"]
[wiggly_ghast_tentacles]
#Define the max length of tentacles.
#Range: 2 ~ 14
max_tentacles_length = 14
#Animation swing speed of tentacles.
#Range: 1 ~ 20
animation_speed = 5
[flowy_ocelot_tail]
#Define tail length.
#Range: 1 ~ 15
tail_length = 15
#Animation swing speed for tail.
#Range: 1 ~ 20
animation_speed = 7
[wiggly_villager_nose]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.villager.ambient", "minecraft:entity.villager.trade", "minecraft:entity.wandering_trader.ambient", "minecraft:entity.wandering_trader.trade"]

@ -1,190 +0,0 @@
[general]
#Block range for sound detection system to look for a mob that made a certain sound on the server, so the client may play an animation.
#The client is not sent an exact position, so the mob's location must be estimated.
#Range: 0.5 ~ 8.0
sound_detection_range = 1.5
#Mob variants that shouldn't have any model changes applied to them.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_blacklist = []
[models]
#This makes the udders on cows wobble around when they walk.
#Also makes their udders have nipples.
oinky_pig = true
#This one makes the knees of zombie-like and piglin-like mobs bend when they walk around.
#Looks pretty fluid and nice. You'll like it, trust me.
bending_humanoid_knees = true
#This one makes chicken beaks open and close when they cluck.
#When they strut their heads move back and forth, the red thing under their beak swings around and their wings flap a little. Just like the real deal!
bucka_bucka_chicken = true
#This one makes llamas open their mouth when spitting. How have they been doing that before?!
spitful_llama = true
#A truly stunning visual addition. Spiders now finally have the knees they've always dreamed of.
spider_knees = true
#Gives a jellyfish-like effect to the swimming animation of squids; generally just makes their tentacles flow more while moving.
squiggly_squid_tentacles = true
#A pleasing visual change; this makes the insides of slimes flow around like liquid.
#They splish-splosh about even more when they jump. The eyes, the mouth, and the core itself all move independently.
jiggly_liquidy_slime = true
#Remember that one very popular "TNT" music video by CaptainSparklez with the really cute wobbly Creeper?
#Well, it's in the game now. The full thing, the real deal, exactly like the video.
wobbly_creeper = true
#This makes the udders on cows wobble around when they walk.
#Also makes their udders have nipples.
wobbly_cow_udder = true
#Changes wolf tails to be fluffier and flowier, wagging realistically while they stand and run.
#Also makes tamed wolves lie down instead of sitting. Hold up some meat and they'll roll over, too.
playful_doggy = true
#This one is pretty kneat. It makes sheep actually bend down to eat grass.
#It's no longer just their head lowering, their whole body lowers down to get a sweet sample of that succulent cellulose.
#Did you notice their KNEES bend too when they kneel?
kneeling_sheep = true
#If an enderman is angry it will wave its arms around wildly while chasing its target.
#Suits their twisted nature very well.
arm_flailing_enderman = true
#Takes away the stick tails of the current cats and gives them something nicer instead.
#Fully animated flowing tails that move while they stand or run, and even curl around their bodies when they sit.
curly_cat_tail = true
#This makes a snowman's arm swing when it throws a snowball.
animated_snow_man_stick = true
#Divides ghast tentacles into parts and makes them wiggle realistically, like those tentacle monsters you always see at the movies.
#Makes them a little more scary, but ultimately nicer to look at.
wiggly_ghast_tentacles = true
#Takes away the stick tails of the current ocelots and gives them something nicer instead.
#Fully animated flowing tails that move while they stand or run.
flowy_ocelot_tail = true
#Adds a custom death animation to magma cubes, which causes their bodies to form into a pile of steamy, delicious hamburger patties when they die.
#Unfortunately, you can't eat them because they're way too hot.
magma_cube_burger = true
#A subtle change; this makes iron golems wiggle their big noses whenever they're hurt.
#Exactly the same animation as for villagers, except for iron golems!
wiggly_iron_golem_nose = true
#A subtle change; this makes villagers wiggle their big noses whenever they make their iconic sound.
#It's a small change, but who doesn't get a kick out of it?
wiggly_villager_nose = true
#Makes horses more lively again, just like they used to be in older versions.
#Does this by adding back their mouth and knees while staying true to the vanilla model style.
familiar_horse = true
[oinky_pig]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.pig.ambient"]
#Fancy ears for pigs, just like piglins have them.
floaty_ears = true
#Animation swing speed for ear floatiness.
#Range: 1 ~ 20
ear_animation_speed = 10
[bucka_bucka_chicken]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.chicken.ambient"]
#Make bill a lot slimmer so chickens look less like ducks.
slim_bill = true
#Move head back and forth when chicken is walking.
move_head = true
#Wiggle chin when chicken is walking.
wiggle_wattles = true
#Flap wings when chicken is walking.
flap_wings = true
#Move head back and forth when chicken is walking.
#Range: 1 ~ 20
head_animation_speed = 4
#Animation swing speed for wattles movement.
#Range: 1 ~ 20
wattles_animation_speed = 5
#Animation swing speed of wing flapping.
#Range: 1 ~ 20
wing_animation_speed = 3
[spitful_llama]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.llama.spit"]
[squiggly_squid_tentacles]
#Define length for squid tentacles.
#Range: 1 ~ 8
tentacles_length = 8
[jiggly_liquidy_slime]
#Animation swing speed of inner slime parts.
#Range: 1 ~ 20
animation_speed = 5
[wobbly_creeper]
#Different directional behaviour modes for the walking animation.
#Allowed Values: SIDE, FRONT, CIRCLE, RANDOM
wobble_direction = "SIDE"
[wobbly_cow_udder]
#Animation swing speed of utter when the cow is walking.
#Range: 1 ~ 20
animation_speed = 5
#Render tiny nipples on a cow's utter.
show_nipples = true
#Should calves show an utter.
calf_utter = false
[playful_doggy]
#Define tail length.
#Range: 1 ~ 7
tail_length = 7
#Make wolf tail fluffy.
fluffy_tail = true
#Animation swing speed for tail.
#Range: 1 ~ 20
animation_speed = 5
#Pose and behaviour when sitting.
#By default makes wolves lie down instead, and roll over when a nearby player is holding a piece meat.
#Allowed Values: DEFAULT, LIE_DOWN, ROLL_OVER, LIE_DOWN_AND_BEG_FOR_MEAT
sitting_behaviour = "LIE_DOWN_AND_BEG_FOR_MEAT"
[arm_flailing_enderman]
#Animation swing speed for arms.
#Range: 1 ~ 20
animation_speed = 5
#Flail arms while carrying a block.
fail_while_carrying = true
[curly_cat_tail]
#Define tail length.
#Range: 1 ~ 15
tail_length = 15
#Animation swing speed for tail.
#Range: 1 ~ 20
animation_speed = 7
[animated_snow_man_stick]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.snow_golem.shoot"]
[wiggly_ghast_tentacles]
#Define the max length of tentacles.
#Range: 2 ~ 14
max_tentacles_length = 14
#Animation swing speed of tentacles.
#Range: 1 ~ 20
animation_speed = 5
[flowy_ocelot_tail]
#Define tail length.
#Range: 1 ~ 15
tail_length = 15
#Animation swing speed for tail.
#Range: 1 ~ 20
animation_speed = 7
[wiggly_villager_nose]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.villager.ambient", "minecraft:entity.villager.trade", "minecraft:entity.wandering_trader.ambient", "minecraft:entity.wandering_trader.trade"]

@ -1,190 +0,0 @@
[general]
#Block range for sound detection system to look for a mob that made a certain sound on the server, so the client may play an animation.
#The client is not sent an exact position, so the mob's location must be estimated.
#Range: 0.5 ~ 8.0
sound_detection_range = 1.5
#Mob variants that shouldn't have any model changes applied to them.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_blacklist = []
[models]
#This makes the udders on cows wobble around when they walk.
#Also makes their udders have nipples.
oinky_pig = true
#This one makes the knees of zombie-like and piglin-like mobs bend when they walk around.
#Looks pretty fluid and nice. You'll like it, trust me.
bending_humanoid_knees = true
#This one makes chicken beaks open and close when they cluck.
#When they strut their heads move back and forth, the red thing under their beak swings around and their wings flap a little. Just like the real deal!
bucka_bucka_chicken = true
#This one makes llamas open their mouth when spitting. How have they been doing that before?!
spitful_llama = true
#A truly stunning visual addition. Spiders now finally have the knees they've always dreamed of.
spider_knees = true
#Gives a jellyfish-like effect to the swimming animation of squids; generally just makes their tentacles flow more while moving.
squiggly_squid_tentacles = true
#A pleasing visual change; this makes the insides of slimes flow around like liquid.
#They splish-splosh about even more when they jump. The eyes, the mouth, and the core itself all move independently.
jiggly_liquidy_slime = true
#Remember that one very popular "TNT" music video by CaptainSparklez with the really cute wobbly Creeper?
#Well, it's in the game now. The full thing, the real deal, exactly like the video.
wobbly_creeper = true
#This makes the udders on cows wobble around when they walk.
#Also makes their udders have nipples.
wobbly_cow_udder = true
#Changes wolf tails to be fluffier and flowier, wagging realistically while they stand and run.
#Also makes tamed wolves lie down instead of sitting. Hold up some meat and they'll roll over, too.
playful_doggy = true
#This one is pretty kneat. It makes sheep actually bend down to eat grass.
#It's no longer just their head lowering, their whole body lowers down to get a sweet sample of that succulent cellulose.
#Did you notice their KNEES bend too when they kneel?
kneeling_sheep = true
#If an enderman is angry it will wave its arms around wildly while chasing its target.
#Suits their twisted nature very well.
arm_flailing_enderman = true
#Takes away the stick tails of the current cats and gives them something nicer instead.
#Fully animated flowing tails that move while they stand or run, and even curl around their bodies when they sit.
curly_cat_tail = true
#This makes a snowman's arm swing when it throws a snowball.
animated_snow_man_stick = true
#Divides ghast tentacles into parts and makes them wiggle realistically, like those tentacle monsters you always see at the movies.
#Makes them a little more scary, but ultimately nicer to look at.
wiggly_ghast_tentacles = true
#Takes away the stick tails of the current ocelots and gives them something nicer instead.
#Fully animated flowing tails that move while they stand or run.
flowy_ocelot_tail = true
#Adds a custom death animation to magma cubes, which causes their bodies to form into a pile of steamy, delicious hamburger patties when they die.
#Unfortunately, you can't eat them because they're way too hot.
magma_cube_burger = true
#A subtle change; this makes iron golems wiggle their big noses whenever they're hurt.
#Exactly the same animation as for villagers, except for iron golems!
wiggly_iron_golem_nose = true
#A subtle change; this makes villagers wiggle their big noses whenever they make their iconic sound.
#It's a small change, but who doesn't get a kick out of it?
wiggly_villager_nose = true
#Makes horses more lively again, just like they used to be in older versions.
#Does this by adding back their mouth and knees while staying true to the vanilla model style.
familiar_horse = true
[oinky_pig]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.pig.ambient"]
#Fancy ears for pigs, just like piglins have them.
floaty_ears = true
#Animation swing speed for ear floatiness.
#Range: 1 ~ 20
ear_animation_speed = 10
[bucka_bucka_chicken]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.chicken.ambient"]
#Make bill a lot slimmer so chickens look less like ducks.
slim_bill = true
#Move head back and forth when chicken is walking.
move_head = true
#Wiggle chin when chicken is walking.
wiggle_wattles = true
#Flap wings when chicken is walking.
flap_wings = true
#Move head back and forth when chicken is walking.
#Range: 1 ~ 20
head_animation_speed = 4
#Animation swing speed for wattles movement.
#Range: 1 ~ 20
wattles_animation_speed = 5
#Animation swing speed of wing flapping.
#Range: 1 ~ 20
wing_animation_speed = 3
[spitful_llama]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.llama.spit"]
[squiggly_squid_tentacles]
#Define length for squid tentacles.
#Range: 1 ~ 8
tentacles_length = 8
[jiggly_liquidy_slime]
#Animation swing speed of inner slime parts.
#Range: 1 ~ 20
animation_speed = 5
[wobbly_creeper]
#Different directional behaviour modes for the walking animation.
#Allowed Values: SIDE, FRONT, CIRCLE, RANDOM
wobble_direction = "SIDE"
[wobbly_cow_udder]
#Animation swing speed of utter when the cow is walking.
#Range: 1 ~ 20
animation_speed = 5
#Render tiny nipples on a cow's utter.
show_nipples = true
#Should calves show an utter.
calf_utter = false
[playful_doggy]
#Define tail length.
#Range: 1 ~ 7
tail_length = 7
#Make wolf tail fluffy.
fluffy_tail = true
#Animation swing speed for tail.
#Range: 1 ~ 20
animation_speed = 5
#Pose and behaviour when sitting.
#By default makes wolves lie down instead, and roll over when a nearby player is holding a piece meat.
#Allowed Values: DEFAULT, LIE_DOWN, ROLL_OVER, LIE_DOWN_AND_BEG_FOR_MEAT
sitting_behaviour = "LIE_DOWN_AND_BEG_FOR_MEAT"
[arm_flailing_enderman]
#Animation swing speed for arms.
#Range: 1 ~ 20
animation_speed = 5
#Flail arms while carrying a block.
fail_while_carrying = true
[curly_cat_tail]
#Define tail length.
#Range: 1 ~ 15
tail_length = 15
#Animation swing speed for tail.
#Range: 1 ~ 20
animation_speed = 7
[animated_snow_man_stick]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.snow_golem.shoot"]
[wiggly_ghast_tentacles]
#Define the max length of tentacles.
#Range: 2 ~ 14
max_tentacles_length = 14
#Animation swing speed of tentacles.
#Range: 1 ~ 20
animation_speed = 5
[flowy_ocelot_tail]
#Define tail length.
#Range: 1 ~ 15
tail_length = 15
#Animation swing speed for tail.
#Range: 1 ~ 20
animation_speed = 7
[wiggly_villager_nose]
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
mob_sounds = ["minecraft:entity.villager.ambient", "minecraft:entity.villager.trade", "minecraft:entity.wandering_trader.ambient", "minecraft:entity.wandering_trader.trade"]

@ -1,74 +0,0 @@
#If enabled, hides the config button from the backpack screen
hideConfigButton = false
#The alignment of the buttons in the backpack inventory screen
#Allowed Values: LEFT, RIGHT
buttonAlignment = "RIGHT"
[client]
#Control sounds triggered by guns
[client.sounds]
#If true, a sound will play when you successfully hit a headshot on a entity with a gun
playSoundWhenHeadshot = true
#The sound to play when a headshot occurs
headshotSound = "minecraft:entity.player.attack.knockback"
#If true, a sound will play when you successfully hit a critical on a entity with a gun
playSoundWhenCritical = true
#The sound to play when a critical occurs
criticalSound = "minecraft:entity.player.attack.crit"
#The maximum distance impact sounds from bullet can be heard
#Range: 0.0 ~ 32.0
impactSoundDistance = 32.0
#Configuration for display related options
[client.display]
#If true, uses the old animation poses for weapons. This is only for nostalgic reasons and not recommended to switch back.
oldAnimations = false
#The custom crosshair to use for weapons. Go to (Options > Controls > Mouse Settings > Crosshair) in game to change this!
crosshair = "minecraft:default"
#If enabled, renders a cooldown indicator to make it easier to learn when you fire again.
cooldownIndicator = true
#If enabled, the weapon will sway when the player moves their look direction. This does not affect aiming and is only visual.
weaponSway = true
#The sensistivity of the visual weapon sway when the player moves their look direciton. The higher the value the more sway.
#Range: 0.0 ~ 1.0
swaySensitivity = 0.3
#The animation to use for sway. Directional follows the camera better while Drag is more immersive
#Allowed Values: DIRECTIONAL, DRAG
swayType = "DRAG"
#If enabled, the camera will roll when strafing while holding a gun. This creates a more immersive feeling.
cameraRollEffect = true
#When Camera Roll Effect is enabled, this is the absolute maximum angle the roll on the camera can approach.
#Range: 0.0 ~ 45.0
cameraRollAngle = 1.5
#When enabled, the Camera Roll Effect is only applied when holding a weapon.
restrictCameraRollToWeapons = true
#Enables the sprinting animation on weapons for better immersion. This only applies to weapons that support a sprinting animation.
sprintingAnimation = true
#The intensity of the custom bobbing animation while holding a gun
#Range: 0.0 ~ 2.0
bobbingIntensity = 1.0
#Properties relating to particles
[client.particle]
#The minimum duration in ticks before bullet holes will disappear
#Range: > 0
bulletHoleLifeMin = 150
#The maximum duration in ticks before bullet holes will disappear
#Range: > 0
bulletHoleLifeMax = 200
#The percentage of the maximum life that must pass before particles begin fading away. 0 makes the particles always fade and 1 removes facing completely
#Range: 0.0 ~ 1.0
bulletHoleFadeThreshold = 0.98
#If true, blood will will spawn from entities that are hit from a projectile
enableBlood = false
#The maximum distance impact particles can be seen from the player
#Range: 0.0 ~ 64.0
impactParticleDistance = 32.0
#Properties relating to controls
[client.controls]
#A value to multiple the mouse sensitivity by when aiming down weapon sights. Go to (Options > Controls > Mouse Settings > ADS Sensitivity) in game to change this!
#Range: 0.0 ~ 1.0
aimDownSightSensitivity = 0.75

@ -1,74 +0,0 @@
#If enabled, hides the config button from the backpack screen
hideConfigButton = false
#The alignment of the buttons in the backpack inventory screen
#Allowed Values: LEFT, RIGHT
buttonAlignment = "RIGHT"
[client]
#Control sounds triggered by guns
[client.sounds]
#If true, a sound will play when you successfully hit a headshot on a entity with a gun
playSoundWhenHeadshot = true
#The sound to play when a headshot occurs
headshotSound = "minecraft:entity.player.attack.knockback"
#If true, a sound will play when you successfully hit a critical on a entity with a gun
playSoundWhenCritical = true
#The sound to play when a critical occurs
criticalSound = "minecraft:entity.player.attack.crit"
#The maximum distance impact sounds from bullet can be heard
#Range: 0.0 ~ 32.0
impactSoundDistance = 32.0
#Configuration for display related options
[client.display]
#If true, uses the old animation poses for weapons. This is only for nostalgic reasons and not recommended to switch back.
oldAnimations = false
#The custom crosshair to use for weapons. Go to (Options > Controls > Mouse Settings > Crosshair) in game to change this!
crosshair = "minecraft:default"
#If enabled, renders a cooldown indicator to make it easier to learn when you fire again.
cooldownIndicator = true
#If enabled, the weapon will sway when the player moves their look direction. This does not affect aiming and is only visual.
weaponSway = true
#The sensistivity of the visual weapon sway when the player moves their look direciton. The higher the value the more sway.
#Range: 0.0 ~ 1.0
swaySensitivity = 0.3
#The animation to use for sway. Directional follows the camera better while Drag is more immersive
#Allowed Values: DIRECTIONAL, DRAG
swayType = "DRAG"
#If enabled, the camera will roll when strafing while holding a gun. This creates a more immersive feeling.
cameraRollEffect = true
#When Camera Roll Effect is enabled, this is the absolute maximum angle the roll on the camera can approach.
#Range: 0.0 ~ 45.0
cameraRollAngle = 1.5
#When enabled, the Camera Roll Effect is only applied when holding a weapon.
restrictCameraRollToWeapons = true
#Enables the sprinting animation on weapons for better immersion. This only applies to weapons that support a sprinting animation.
sprintingAnimation = true
#The intensity of the custom bobbing animation while holding a gun
#Range: 0.0 ~ 2.0
bobbingIntensity = 1.0
#Properties relating to particles
[client.particle]
#The minimum duration in ticks before bullet holes will disappear
#Range: > 0
bulletHoleLifeMin = 150
#The maximum duration in ticks before bullet holes will disappear
#Range: > 0
bulletHoleLifeMax = 200
#The percentage of the maximum life that must pass before particles begin fading away. 0 makes the particles always fade and 1 removes facing completely
#Range: 0.0 ~ 1.0
bulletHoleFadeThreshold = 0.98
#If true, blood will will spawn from entities that are hit from a projectile
enableBlood = false
#The maximum distance impact particles can be seen from the player
#Range: 0.0 ~ 64.0
impactParticleDistance = 32.0
#Properties relating to controls
[client.controls]
#A value to multiple the mouse sensitivity by when aiming down weapon sights. Go to (Options > Controls > Mouse Settings > ADS Sensitivity) in game to change this!
#Range: 0.0 ~ 1.0
aimDownSightSensitivity = 0.75

@ -1,146 +0,0 @@
#.
#Client-only settings - If you're looking for general settings, look inside your worlds serverconfig folder!
[client]
#.
#Show item descriptions on Shift and controls on Ctrl.
enableTooltips = true
#.
#Display a tooltip when looking at overstressed components.
enableOverstressedTooltip = true
#.
#Log a stack-trace when rendering issues happen within a moving contraption.
explainRenderErrors = false
#.
#Higher density means more spawned particles.
#Range: 0.0 ~ 1.0
fanParticleDensity = 0.5
#.
#[in Blocks]
#Maximum Distance to the player at which items in Blocks' filter slots will be displayed
#Range: 1.0 ~ 3.4028234663852886E38
filterItemRenderDistance = 10.0
#.
#Show kinetic debug information on blocks while the F3-Menu is open.
enableRainbowDebug = false
#.
#The maximum amount of blocks for which to try and calculate dynamic contraption lighting. Decrease if large contraption cause too much lag
#Range: > 0
maximumContraptionLightVolume = 16384
#.
#Choose the menu row that the Create config button appears on in the main menu
#Set to 0 to disable the button altogether
#Range: 0 ~ 4
mainMenuConfigButtonRow = 2
#.
#Offset the Create config button in the main menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
#Range: > -2147483648
mainMenuConfigButtonOffsetX = -4
#.
#Choose the menu row that the Create config button appears on in the in-game menu
#Set to 0 to disable the button altogether
#Range: 0 ~ 5
ingameMenuConfigButtonRow = 3
#.
#Offset the Create config button in the in-game menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
#Range: > -2147483648
ingameMenuConfigButtonOffsetX = -4
#.
#Setting this to true will prevent Create from sending you a warning when playing with Fabulous graphics enabled
ignoreFabulousWarning = false
#.
#Configure your vision range when submerged in Create's custom fluids
[client.fluidFogSettings]
#.
#The vision range through honey will be multiplied by this factor
#Range: 0.125 ~ 256.0
honey = 1.0
#.
#The vision range though chocolate will be multiplied by this factor
#Range: 0.125 ~ 256.0
chocolate = 1.0
#.
#Settings for the Goggle Overlay
[client.goggleOverlay]
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
#Range: > -2147483648
overlayOffsetX = 20
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
#Range: > -2147483648
overlayOffsetY = 0
#.
#Enable this to use your custom colors for the Goggle- and Hover- Overlay
customColorsOverlay = false
#.
#The custom background color to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBackgroundOverlay = -267386864
#.
#The custom top color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBorderTopOverlay = 1347420415
#.
#The custom bot color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBorderBotOverlay = 1344798847
#.
#Settings for the Placement Assist
[client.placementAssist]
#.
#What indicator should be used when showing where the assisted placement ends up relative to your crosshair
#Choose 'NONE' to disable the Indicator altogether
#Allowed Values: TEXTURE, TRIANGLE, NONE
indicatorType = "TEXTURE"
#.
#Change the size of the Indicator by this multiplier
#Range: 0.0 ~ 3.4028234663852886E38
indicatorScale = 1.0
#.
#Ponder settings
[client.ponder]
#.
#Slow down a ponder scene whenever there is text on screen.
comfyReading = false
#.
#Show additional info in the ponder view and reload scene scripts more frequently.
editingMode = false
#.
#Sound settings
[client.sound]
#.
#Make cogs rumble and machines clatter.
enableAmbientSounds = true
#.
#Maximum volume modifier of Ambient noise
#Range: 0.0 ~ 1.0
ambientVolumeCap = 0.10000000149011612
#.
#Railway related settings
[client.trains]
#.
#How far away the Camera should zoom when seated on a train
#Range: 0.0 ~ 3.4028234663852886E38
mountedZoomMultiplier = 3.0
#.
#Display nodes and edges of a Railway Network while f3 debug mode is active
showTrackGraphOnF3 = false
#.
#Additionally display materials of a Rail Network while f3 debug mode is active
showExtendedTrackGraphOnF3 = false

@ -1,146 +0,0 @@
#.
#Client-only settings - If you're looking for general settings, look inside your worlds serverconfig folder!
[client]
#.
#Show item descriptions on Shift and controls on Ctrl.
enableTooltips = true
#.
#Display a tooltip when looking at overstressed components.
enableOverstressedTooltip = true
#.
#Log a stack-trace when rendering issues happen within a moving contraption.
explainRenderErrors = false
#.
#Higher density means more spawned particles.
#Range: 0.0 ~ 1.0
fanParticleDensity = 0.5
#.
#[in Blocks]
#Maximum Distance to the player at which items in Blocks' filter slots will be displayed
#Range: 1.0 ~ 3.4028234663852886E38
filterItemRenderDistance = 10.0
#.
#Show kinetic debug information on blocks while the F3-Menu is open.
enableRainbowDebug = false
#.
#The maximum amount of blocks for which to try and calculate dynamic contraption lighting. Decrease if large contraption cause too much lag
#Range: > 0
maximumContraptionLightVolume = 16384
#.
#Choose the menu row that the Create config button appears on in the main menu
#Set to 0 to disable the button altogether
#Range: 0 ~ 4
mainMenuConfigButtonRow = 2
#.
#Offset the Create config button in the main menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
#Range: > -2147483648
mainMenuConfigButtonOffsetX = -4
#.
#Choose the menu row that the Create config button appears on in the in-game menu
#Set to 0 to disable the button altogether
#Range: 0 ~ 5
ingameMenuConfigButtonRow = 3
#.
#Offset the Create config button in the in-game menu by this many pixels on the X axis
#The sign (-/+) of this value determines what side of the row the button appears on (left/right)
#Range: > -2147483648
ingameMenuConfigButtonOffsetX = -4
#.
#Setting this to true will prevent Create from sending you a warning when playing with Fabulous graphics enabled
ignoreFabulousWarning = false
#.
#Configure your vision range when submerged in Create's custom fluids
[client.fluidFogSettings]
#.
#The vision range through honey will be multiplied by this factor
#Range: 0.125 ~ 256.0
honey = 1.0
#.
#The vision range though chocolate will be multiplied by this factor
#Range: 0.125 ~ 256.0
chocolate = 1.0
#.
#Settings for the Goggle Overlay
[client.goggleOverlay]
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
#Range: > -2147483648
overlayOffsetX = 20
#.
#Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay
#Range: > -2147483648
overlayOffsetY = 0
#.
#Enable this to use your custom colors for the Goggle- and Hover- Overlay
customColorsOverlay = false
#.
#The custom background color to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBackgroundOverlay = -267386864
#.
#The custom top color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBorderTopOverlay = 1347420415
#.
#The custom bot color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled
#[in Hex: #AaRrGgBb]
#[@cui:IntDisplay:#]
#Range: > -2147483648
customBorderBotOverlay = 1344798847
#.
#Settings for the Placement Assist
[client.placementAssist]
#.
#What indicator should be used when showing where the assisted placement ends up relative to your crosshair
#Choose 'NONE' to disable the Indicator altogether
#Allowed Values: TEXTURE, TRIANGLE, NONE
indicatorType = "TEXTURE"
#.
#Change the size of the Indicator by this multiplier
#Range: 0.0 ~ 3.4028234663852886E38
indicatorScale = 1.0
#.
#Ponder settings
[client.ponder]
#.
#Slow down a ponder scene whenever there is text on screen.
comfyReading = false
#.
#Show additional info in the ponder view and reload scene scripts more frequently.
editingMode = false
#.
#Sound settings
[client.sound]
#.
#Make cogs rumble and machines clatter.
enableAmbientSounds = true
#.
#Maximum volume modifier of Ambient noise
#Range: 0.0 ~ 1.0
ambientVolumeCap = 0.10000000149011612
#.
#Railway related settings
[client.trains]
#.
#How far away the Camera should zoom when seated on a train
#Range: 0.0 ~ 3.4028234663852886E38
mountedZoomMultiplier = 3.0
#.
#Display nodes and edges of a Railway Network while f3 debug mode is active
showTrackGraphOnF3 = false
#.
#Additionally display materials of a Rail Network while f3 debug mode is active
showExtendedTrackGraphOnF3 = false

@ -1,21 +0,0 @@
#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"

@ -1,117 +0,0 @@
#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
#Should players be able to reel back rope, bottom to top, when sneak-using with an empty hand on them?
enableRopeReeling = true
#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"]
#Farming
[farming]
#Which rope should Tomato Vines leave behind when mined by hand?
defaultTomatoVineRope = "farmersdelight:rope"
#Should tomato vines be able to climb any rope tagged as farmersdelight:ropes?
#Beware: this will convert these blocks into the block specified in defaultTomatoVineRope.
enableTomatoVineClimbingTaggedRopes = true
#Recipe book
[recipe_book]
#Should the Cooking Pot have a Recipe Book available on its interface?
enableRecipeBookCookingPot = true
#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 the Dispenser be able to operate a Cutting Board in front of it?
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]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 30
#Sea Beet generation
[world.wild_beetroots]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 30
#Wild Potato generation
[world.wild_potatoes]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 100
#Wild Carrot generation
[world.wild_carrots]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 120
#Wild Onion generation
[world.wild_onions]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 120
#Tomato Vines generation
[world.wild_tomatoes]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 100
#Wild Rice generation
[world.wild_rice]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 20
#Brown Mushroom Colony generation
[world.brown_mushroom_colonies]
#Generate brown mushroom colonies on mushroom fields
genBrownMushroomColony = true
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 15
#Red Mushroom Colony generation
[world.red_mushroom_colonies]
#Generate red mushroom colonies on mushroom fields
genRedMushroomColony = true
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 15

@ -1,117 +0,0 @@
#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
#Should players be able to reel back rope, bottom to top, when sneak-using with an empty hand on them?
enableRopeReeling = true
#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"]
#Farming
[farming]
#Which rope should Tomato Vines leave behind when mined by hand?
defaultTomatoVineRope = "farmersdelight:rope"
#Should tomato vines be able to climb any rope tagged as farmersdelight:ropes?
#Beware: this will convert these blocks into the block specified in defaultTomatoVineRope.
enableTomatoVineClimbingTaggedRopes = true
#Recipe book
[recipe_book]
#Should the Cooking Pot have a Recipe Book available on its interface?
enableRecipeBookCookingPot = true
#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 the Dispenser be able to operate a Cutting Board in front of it?
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]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 30
#Sea Beet generation
[world.wild_beetroots]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 30
#Wild Potato generation
[world.wild_potatoes]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 100
#Wild Carrot generation
[world.wild_carrots]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 120
#Wild Onion generation
[world.wild_onions]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 120
#Tomato Vines generation
[world.wild_tomatoes]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 100
#Wild Rice generation
[world.wild_rice]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 20
#Brown Mushroom Colony generation
[world.brown_mushroom_colonies]
#Generate brown mushroom colonies on mushroom fields
genBrownMushroomColony = true
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 15
#Red Mushroom Colony generation
[world.red_mushroom_colonies]
#Generate red mushroom colonies on mushroom fields
genRedMushroomColony = true
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 15

@ -1,117 +0,0 @@
#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
#Should players be able to reel back rope, bottom to top, when sneak-using with an empty hand on them?
enableRopeReeling = true
#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"]
#Farming
[farming]
#Which rope should Tomato Vines leave behind when mined by hand?
defaultTomatoVineRope = "farmersdelight:rope"
#Should tomato vines be able to climb any rope tagged as farmersdelight:ropes?
#Beware: this will convert these blocks into the block specified in defaultTomatoVineRope.
enableTomatoVineClimbingTaggedRopes = true
#Recipe book
[recipe_book]
#Should the Cooking Pot have a Recipe Book available on its interface?
enableRecipeBookCookingPot = true
#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 the Dispenser be able to operate a Cutting Board in front of it?
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]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 30
#Sea Beet generation
[world.wild_beetroots]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 30
#Wild Potato generation
[world.wild_potatoes]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 100
#Wild Carrot generation
[world.wild_carrots]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 120
#Wild Onion generation
[world.wild_onions]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 120
#Tomato Vines generation
[world.wild_tomatoes]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 100
#Wild Rice generation
[world.wild_rice]
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 20
#Brown Mushroom Colony generation
[world.brown_mushroom_colonies]
#Generate brown mushroom colonies on mushroom fields
genBrownMushroomColony = true
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 15
#Red Mushroom Colony generation
[world.red_mushroom_colonies]
#Generate red mushroom colonies on mushroom fields
genRedMushroomColony = true
#Chance of generating clusters. Smaller value = more frequent.
#Range: > 0
chance = 15

@ -1,74 +0,0 @@
[health]
#Show vanilla hearts
healthVanilla = true
#Colors for every 10 hearts (not counting the default red)
#All values are written as hexadecimal RGB color in '#RRGGBB' format
healthColors = ["#F06E14", "#F5DC23", "#2DB928", "#1EAFBE", "#7346E1", "#FA7DEB", "#EB375A", "#FF8278", "#AAFFFA", "#EBEBFF"]
#Two alternating colors when poisoned
#There can be one color in case vanilla poisoned heart is wanted
healthPoisonColors = ["#739B00"]
#Two alternating colors when withered
#There can be one color in case vanilla withered heart is wanted
healthWitherColors = ["#0F0F0F"]
#Two alternating colors when frozen
#There can be one color in case vanilla frozen heart is wanted
healthFrozenColors = ["#3E70E6"]
[health.gui]
#A point coordinates should be relative to.
#The fastest way to set these values is to use the in-game config GUI in mods list.
#NOTE: moving towards left or top from a point always requires negative coordinates!
#Allowed Values: TOP_LEFT, TOP_MIDDLE, TOP_RIGHT, MIDDLE_LEFT, MIDDLE, MIDDLE_RIGHT, BOTTOM_LEFT, BOTTOM_MIDDLE, BOTTOM_RIGHT
healthRelativeTo = "BOTTOM_MIDDLE"
healthPosX = -91
healthPosY = -39
[absorption]
#Show vanilla hearts
absorptionVanilla = true
#Colors for every 10 hearts (not counting the default yellow)
#All values are written as hexadecimal RGB color in '#RRGGBB' format
absorptionColors = ["#E1FA9B", "#A0FFAF", "#AAFFFA", "#AACDFF", "#D7B4FF", "#FAA5FF", "#FFB4B4", "#FFAA7D", "#D7F0FF", "#EBFFFA"]
#Two alternating colors when poisoned
absorptionPoisonColors = ["#BFF230", "#7AA15A"]
#Two alternating colors when withered
absorptionWitherColors = ["#787061", "#73625C"]
#Two alternating colors when freezing
absorptionFrozenColors = ["#90D136", "#36D183"]
[absorption.gui]
#A point coordinates should be relative to.
#The fastest way to set these values is to use the in-game config GUI in mods list.
#NOTE: moving towards left or top from a point always requires negative coordinates!
#Allowed Values: TOP_LEFT, TOP_MIDDLE, TOP_RIGHT, MIDDLE_LEFT, MIDDLE, MIDDLE_RIGHT, BOTTOM_LEFT, BOTTOM_MIDDLE, BOTTOM_RIGHT
absorptionRelativeTo = "BOTTOM_MIDDLE"
absorptionPosX = -91
absorptionPosY = -49
[qol]
#Display absorption in the same row as health
#Absorption hearts start directly after the last health heart.
absorptionOverHealth = false
[qol.counter]
#Visualizes health/absorption to left of the hearts.
#Allowed Values: OFF, ALWAYS, ON_CHANGE
displayMode = "ALWAYS"
#Text displayed next to health. Minecraft chat color codes are allowed.
#Available variables:
# "[HEALTH]": Current health.
# "[MAX]": Max health.
# "[HEARTS]": Current health in hearts.
# "[MAX_HEARTS]": Max health in hearts.
# "[ROW]": Current health row.
# "[MAX_ROW]": Max health row.
textHealth = "§4[HEALTH]§7/§2[MAX]"
#Text displayed next to absorption. Minecraft chat color codes are allowed.
#In case 'absorptionOverHealth' is true, this text is displayed at the same position as or left of 'textHealth'.
#Available variables:
# "[ABSORPTION]": Current absorption.
# "[HEARTS]": Current absorption in hearts.
# "[ROW]": Current absorption row.
textAbsorption = "§6[ABSORPTION]"

@ -1,74 +0,0 @@
[health]
#Show vanilla hearts
healthVanilla = true
#Colors for every 10 hearts (not counting the default red)
#All values are written as hexadecimal RGB color in '#RRGGBB' format
healthColors = ["#F06E14", "#F5DC23", "#2DB928", "#1EAFBE", "#7346E1", "#FA7DEB", "#EB375A", "#FF8278", "#AAFFFA", "#EBEBFF"]
#Two alternating colors when poisoned
#There can be one color in case vanilla poisoned heart is wanted
healthPoisonColors = ["#739B00"]
#Two alternating colors when withered
#There can be one color in case vanilla withered heart is wanted
healthWitherColors = ["#0F0F0F"]
#Two alternating colors when frozen
#There can be one color in case vanilla frozen heart is wanted
healthFrozenColors = ["#3E70E6"]
[health.gui]
#A point coordinates should be relative to.
#The fastest way to set these values is to use the in-game config GUI in mods list.
#NOTE: moving towards left or top from a point always requires negative coordinates!
#Allowed Values: TOP_LEFT, TOP_MIDDLE, TOP_RIGHT, MIDDLE_LEFT, MIDDLE, MIDDLE_RIGHT, BOTTOM_LEFT, BOTTOM_MIDDLE, BOTTOM_RIGHT
healthRelativeTo = "BOTTOM_MIDDLE"
healthPosX = -91
healthPosY = -39
[absorption]
#Show vanilla hearts
absorptionVanilla = true
#Colors for every 10 hearts (not counting the default yellow)
#All values are written as hexadecimal RGB color in '#RRGGBB' format
absorptionColors = ["#E1FA9B", "#A0FFAF", "#AAFFFA", "#AACDFF", "#D7B4FF", "#FAA5FF", "#FFB4B4", "#FFAA7D", "#D7F0FF", "#EBFFFA"]
#Two alternating colors when poisoned
absorptionPoisonColors = ["#BFF230", "#7AA15A"]
#Two alternating colors when withered
absorptionWitherColors = ["#787061", "#73625C"]
#Two alternating colors when freezing
absorptionFrozenColors = ["#90D136", "#36D183"]
[absorption.gui]
#A point coordinates should be relative to.
#The fastest way to set these values is to use the in-game config GUI in mods list.
#NOTE: moving towards left or top from a point always requires negative coordinates!
#Allowed Values: TOP_LEFT, TOP_MIDDLE, TOP_RIGHT, MIDDLE_LEFT, MIDDLE, MIDDLE_RIGHT, BOTTOM_LEFT, BOTTOM_MIDDLE, BOTTOM_RIGHT
absorptionRelativeTo = "BOTTOM_MIDDLE"
absorptionPosX = -91
absorptionPosY = -49
[qol]
#Display absorption in the same row as health
#Absorption hearts start directly after the last health heart.
absorptionOverHealth = false
[qol.counter]
#Visualizes health/absorption to left of the hearts.
#Allowed Values: OFF, ALWAYS, ON_CHANGE
displayMode = "OFF"
#Text displayed next to health. Minecraft chat color codes are allowed.
#Available variables:
# "[HEALTH]": Current health.
# "[MAX]": Max health.
# "[HEARTS]": Current health in hearts.
# "[MAX_HEARTS]": Max health in hearts.
# "[ROW]": Current health row.
# "[MAX_ROW]": Max health row.
textHealth = "§4[HEALTH]§7/§2[MAX]"
#Text displayed next to absorption. Minecraft chat color codes are allowed.
#In case 'absorptionOverHealth' is true, this text is displayed at the same position as or left of 'textHealth'.
#Available variables:
# "[ABSORPTION]": Current absorption.
# "[HEARTS]": Current absorption in hearts.
# "[ROW]": Current absorption row.
textAbsorption = "§6[ABSORPTION]"

@ -1,74 +0,0 @@
[health]
#Show vanilla hearts
healthVanilla = true
#Colors for every 10 hearts (not counting the default red)
#All values are written as hexadecimal RGB color in '#RRGGBB' format
healthColors = ["#F06E14", "#F5DC23", "#2DB928", "#1EAFBE", "#7346E1", "#FA7DEB", "#EB375A", "#FF8278", "#AAFFFA", "#EBEBFF"]
#Two alternating colors when poisoned
#There can be one color in case vanilla poisoned heart is wanted
healthPoisonColors = ["#739B00"]
#Two alternating colors when withered
#There can be one color in case vanilla withered heart is wanted
healthWitherColors = ["#0F0F0F"]
#Two alternating colors when frozen
#There can be one color in case vanilla frozen heart is wanted
healthFrozenColors = ["#3E70E6"]
[health.gui]
#A point coordinates should be relative to.
#The fastest way to set these values is to use the in-game config GUI in mods list.
#NOTE: moving towards left or top from a point always requires negative coordinates!
#Allowed Values: TOP_LEFT, TOP_MIDDLE, TOP_RIGHT, MIDDLE_LEFT, MIDDLE, MIDDLE_RIGHT, BOTTOM_LEFT, BOTTOM_MIDDLE, BOTTOM_RIGHT
healthRelativeTo = "MIDDLE_RIGHT"
healthPosX = -91
healthPosY = -39
[absorption]
#Show vanilla hearts
absorptionVanilla = true
#Colors for every 10 hearts (not counting the default yellow)
#All values are written as hexadecimal RGB color in '#RRGGBB' format
absorptionColors = ["#E1FA9B", "#A0FFAF", "#AAFFFA", "#AACDFF", "#D7B4FF", "#FAA5FF", "#FFB4B4", "#FFAA7D", "#D7F0FF", "#EBFFFA"]
#Two alternating colors when poisoned
absorptionPoisonColors = ["#BFF230", "#7AA15A"]
#Two alternating colors when withered
absorptionWitherColors = ["#787061", "#73625C"]
#Two alternating colors when freezing
absorptionFrozenColors = ["#90D136", "#36D183"]
[absorption.gui]
#A point coordinates should be relative to.
#The fastest way to set these values is to use the in-game config GUI in mods list.
#NOTE: moving towards left or top from a point always requires negative coordinates!
#Allowed Values: TOP_LEFT, TOP_MIDDLE, TOP_RIGHT, MIDDLE_LEFT, MIDDLE, MIDDLE_RIGHT, BOTTOM_LEFT, BOTTOM_MIDDLE, BOTTOM_RIGHT
absorptionRelativeTo = "BOTTOM_MIDDLE"
absorptionPosX = -91
absorptionPosY = -49
[qol]
#Display absorption in the same row as health
#Absorption hearts start directly after the last health heart.
absorptionOverHealth = false
[qol.counter]
#Visualizes health/absorption to left of the hearts.
#Allowed Values: OFF, ALWAYS, ON_CHANGE
displayMode = "OFF"
#Text displayed next to health. Minecraft chat color codes are allowed.
#Available variables:
# "[HEALTH]": Current health.
# "[MAX]": Max health.
# "[HEARTS]": Current health in hearts.
# "[MAX_HEARTS]": Max health in hearts.
# "[ROW]": Current health row.
# "[MAX_ROW]": Max health row.
textHealth = "§4[HEALTH]§7/§2[MAX]"
#Text displayed next to absorption. Minecraft chat color codes are allowed.
#In case 'absorptionOverHealth' is true, this text is displayed at the same position as or left of 'textHealth'.
#Available variables:
# "[ABSORPTION]": Current absorption.
# "[HEARTS]": Current absorption in hearts.
# "[ROW]": Current absorption row.
textAbsorption = "§6[ABSORPTION]"

@ -1,74 +0,0 @@
[health]
#Show vanilla hearts
healthVanilla = true
#Colors for every 10 hearts (not counting the default red)
#All values are written as hexadecimal RGB color in '#RRGGBB' format
healthColors = ["#F06E14", "#F5DC23", "#2DB928", "#1EAFBE", "#7346E1", "#FA7DEB", "#EB375A", "#FF8278", "#AAFFFA", "#EBEBFF"]
#Two alternating colors when poisoned
#There can be one color in case vanilla poisoned heart is wanted
healthPoisonColors = ["#739B00"]
#Two alternating colors when withered
#There can be one color in case vanilla withered heart is wanted
healthWitherColors = ["#0F0F0F"]
#Two alternating colors when frozen
#There can be one color in case vanilla frozen heart is wanted
healthFrozenColors = ["#3E70E6"]
[health.gui]
#A point coordinates should be relative to.
#The fastest way to set these values is to use the in-game config GUI in mods list.
#NOTE: moving towards left or top from a point always requires negative coordinates!
#Allowed Values: TOP_LEFT, TOP_MIDDLE, TOP_RIGHT, MIDDLE_LEFT, MIDDLE, MIDDLE_RIGHT, BOTTOM_LEFT, BOTTOM_MIDDLE, BOTTOM_RIGHT
healthRelativeTo = "BOTTOM_MIDDLE"
healthPosX = -91
healthPosY = -39
[absorption]
#Show vanilla hearts
absorptionVanilla = true
#Colors for every 10 hearts (not counting the default yellow)
#All values are written as hexadecimal RGB color in '#RRGGBB' format
absorptionColors = ["#E1FA9B", "#A0FFAF", "#AAFFFA", "#AACDFF", "#D7B4FF", "#FAA5FF", "#FFB4B4", "#FFAA7D", "#D7F0FF", "#EBFFFA"]
#Two alternating colors when poisoned
absorptionPoisonColors = ["#BFF230", "#7AA15A"]
#Two alternating colors when withered
absorptionWitherColors = ["#787061", "#73625C"]
#Two alternating colors when freezing
absorptionFrozenColors = ["#90D136", "#36D183"]
[absorption.gui]
#A point coordinates should be relative to.
#The fastest way to set these values is to use the in-game config GUI in mods list.
#NOTE: moving towards left or top from a point always requires negative coordinates!
#Allowed Values: TOP_LEFT, TOP_MIDDLE, TOP_RIGHT, MIDDLE_LEFT, MIDDLE, MIDDLE_RIGHT, BOTTOM_LEFT, BOTTOM_MIDDLE, BOTTOM_RIGHT
absorptionRelativeTo = "BOTTOM_MIDDLE"
absorptionPosX = -91
absorptionPosY = -49
[qol]
#Display absorption in the same row as health
#Absorption hearts start directly after the last health heart.
absorptionOverHealth = false
[qol.counter]
#Visualizes health/absorption to left of the hearts.
#Allowed Values: OFF, ALWAYS, ON_CHANGE
displayMode = "OFF"
#Text displayed next to health. Minecraft chat color codes are allowed.
#Available variables:
# "[HEALTH]": Current health.
# "[MAX]": Max health.
# "[HEARTS]": Current health in hearts.
# "[MAX_HEARTS]": Max health in hearts.
# "[ROW]": Current health row.
# "[MAX_ROW]": Max health row.
textHealth = "§4[HEALTH]§7/§2[MAX]"
#Text displayed next to absorption. Minecraft chat color codes are allowed.
#In case 'absorptionOverHealth' is true, this text is displayed at the same position as or left of 'textHealth'.
#Available variables:
# "[ABSORPTION]": Current absorption.
# "[HEARTS]": Current absorption in hearts.
# "[ROW]": Current absorption row.
textAbsorption = "§6[ABSORPTION]"

@ -1,74 +0,0 @@
[health]
#Show vanilla hearts
healthVanilla = false
#Colors for every 10 hearts (not counting the default red)
#All values are written as hexadecimal RGB color in '#RRGGBB' format
healthColors = ["#F06E14", "#F5DC23", "#2DB928", "#1EAFBE", "#7346E1", "#FA7DEB", "#EB375A", "#FF8278", "#AAFFFA", "#EBEBFF"]
#Two alternating colors when poisoned
#There can be one color in case vanilla poisoned heart is wanted
healthPoisonColors = ["#739B00"]
#Two alternating colors when withered
#There can be one color in case vanilla withered heart is wanted
healthWitherColors = ["#0F0F0F"]
#Two alternating colors when frozen
#There can be one color in case vanilla frozen heart is wanted
healthFrozenColors = ["#3E70E6"]
[health.gui]
#A point coordinates should be relative to.
#The fastest way to set these values is to use the in-game config GUI in mods list.
#NOTE: moving towards left or top from a point always requires negative coordinates!
#Allowed Values: TOP_LEFT, TOP_MIDDLE, TOP_RIGHT, MIDDLE_LEFT, MIDDLE, MIDDLE_RIGHT, BOTTOM_LEFT, BOTTOM_MIDDLE, BOTTOM_RIGHT
healthRelativeTo = "BOTTOM_MIDDLE"
healthPosX = -91
healthPosY = -39
[absorption]
#Show vanilla hearts
absorptionVanilla = true
#Colors for every 10 hearts (not counting the default yellow)
#All values are written as hexadecimal RGB color in '#RRGGBB' format
absorptionColors = ["#E1FA9B", "#A0FFAF", "#AAFFFA", "#AACDFF", "#D7B4FF", "#FAA5FF", "#FFB4B4", "#FFAA7D", "#D7F0FF", "#EBFFFA"]
#Two alternating colors when poisoned
absorptionPoisonColors = ["#BFF230", "#7AA15A"]
#Two alternating colors when withered
absorptionWitherColors = ["#787061", "#73625C"]
#Two alternating colors when freezing
absorptionFrozenColors = ["#90D136", "#36D183"]
[absorption.gui]
#A point coordinates should be relative to.
#The fastest way to set these values is to use the in-game config GUI in mods list.
#NOTE: moving towards left or top from a point always requires negative coordinates!
#Allowed Values: TOP_LEFT, TOP_MIDDLE, TOP_RIGHT, MIDDLE_LEFT, MIDDLE, MIDDLE_RIGHT, BOTTOM_LEFT, BOTTOM_MIDDLE, BOTTOM_RIGHT
absorptionRelativeTo = "BOTTOM_MIDDLE"
absorptionPosX = -91
absorptionPosY = -49
[qol]
#Display absorption in the same row as health
#Absorption hearts start directly after the last health heart.
absorptionOverHealth = false
[qol.counter]
#Visualizes health/absorption to left of the hearts.
#Allowed Values: OFF, ALWAYS, ON_CHANGE
displayMode = "OFF"
#Text displayed next to health. Minecraft chat color codes are allowed.
#Available variables:
# "[HEALTH]": Current health.
# "[MAX]": Max health.
# "[HEARTS]": Current health in hearts.
# "[MAX_HEARTS]": Max health in hearts.
# "[ROW]": Current health row.
# "[MAX_ROW]": Max health row.
textHealth = "§4[HEALTH]§7/§2[MAX]"
#Text displayed next to absorption. Minecraft chat color codes are allowed.
#In case 'absorptionOverHealth' is true, this text is displayed at the same position as or left of 'textHealth'.
#Available variables:
# "[ABSORPTION]": Current absorption.
# "[HEARTS]": Current absorption in hearts.
# "[ROW]": Current absorption row.
textAbsorption = "§6[ABSORPTION]"

@ -1,29 +0,0 @@
#Client-Side Integration
[FTBChunks]
#Enable FTBChunks Integration
ftbChunks = true
#Range: 0.0 ~ 1.0
claimedChunkOverlayOpacity = 0.22222299873828888
#Disable conflict functions for FTBChunks (MiniMap, Waypoint beam, Death waypoint)
disableFTBFunction = true
#Show chunk claiming screen first instead of large map screen.
showClaimChunkScreen = true
[Waystones]
#Enable Waystones Integration
waystones = true
#The color code for Waystone marker. You can generate the color code from https://www.mathsisfun.com/hexadecimal-decimal-colors.html
#Range: 0 ~ 16777215
wayStoneMarkerColor = 16777215
[WaypointMessage]
#List of block id and tags for WaypointMessage. e.g., ["#forge:ores/diamond", "minecraft:diamond_block"]
waypointMessageBlocks = []
emptyHandOnly = true
["JourneyMap Default Config"]
#When local JM default config version is older than `defaultConfigVersion` it will copy everything under `/config/jmdefaultconfig/` to `/journeymap/` and replace the existing files. Set to -1 to disable.
#Range: > -1
defaultConfigVersion = -1

@ -1,117 +0,0 @@
# Legendary Tooltips Configuration Instructions
#
# *** READ THIS FIRST ***
#
# By default, this mod does not apply special borders to most items. It was designed to work well with mod packs where
# the available selection of items can vary widely, so it is up to the user or mod pack designer to customize as needed.
# There are many options available for setting up which custom borders (also called frames) apply to which items. Follow these steps:
# 1. Decide which items you want to have custom borders, and which borders. Note that each custom border has a number associated with it (starting at 0).
# 2. For each custom border you want to use, fill out the associated list in the "definitions" section. This will be filled out with a list of "selectors",
# each of which tell the mod what items have that border. Please read the information above the definitions section for specifics.
# 3. Selectors for borders are checked in the order provided in the "priorities" section. Once a match is found, that border is displayed.
# For example, if border 0 had the selector "%Diamond" and border 1 had the selector "diamond_sword", they would both match for diamond swords.
# In this case, whichever border number came first in the priority list would be the border that would get drawn in-game.
# 4. Optionally, border colors associated with custom borders can be set in the "colors" section. The start color is the color at the top of the tooltip,
# and the end color is the bottom, with a smooth transition between. Please read the information above the color section for specifics.
[client]
[client.visual_options]
# Whether item names in tooltips should have a line under them separating them from the rest of the tooltip.
name_separator = true
# If enabled, tooltip border colors will match item rarity colors (except for custom borders).
borders_match_rarity = true
# If enabled, tooltips will display a drop shadow.
tooltip_shadow = true
# If enabled, items showing a custom border will have a special shine effect when hovered over.
shine_effect = true
# If enabled, tooltip titles will be drawn centered.
centered_title = true
# If enabled, tooltips with custom borders will always be at least wide enough to display all border decorations.
enforce_minimum_width = false
# If enabled, some unnecessary text and spacing will be removed from equipment tooltips.
compact_tooltips = true
# Which items should have a 3D model rendered in the tooltip. If set to "equipment", the model will only be rendered for items with durability.
#Allowed Values: NONE, EQUIPMENT, ALL
render_item_model = "EQUIPMENT"
# Entry types:
# Match all - Specifying just an asterisk (*) will match all items. Examples: "*"
# Item ID - Use item ID to match single items. Must include mod name for modded items. Examples: "minecraft:stick", "iron_ore", "spoiledeggs:spoiled_egg"
# Tag - $ followed by tag name to match all items with that tag. Examples: "$forge:stone", "$planks"
# Mod name - @ followed by mod identifier to match all items from that mod. Examples: "@spoiledeggs"
# Rarity - ! followed by item's rarity to match all items with that rarity. This is ONLY vanilla rarities. Examples: "!uncommon", "!rare", "!epic"
# Item name color - # followed by color hex code, to match all items with that exact color item name. Examples: "#23F632"
# Display name - % followed by any text. Will match any item with this text (case-sensitive) in its tooltip display name. Examples: "%Netherite", "%Uncommon"
# Tooltip text - ^ followed by any text. Will match any item with this text (case-sensitive) anywhere in the tooltip text (besides the name). Examples: "^Legendary"
# NBT tag - & followed by tag name and optional comparator (=, >, <, or !=) and value, in the format <tag><comparator><value> or just <tag>. Examples: "&Damage=0", "&Tier>1", "&map!=128", "&Enchantments"
# Negation - ~ followed by any selector above. This selector will be negated, matching every item that does NOT match the selector. Examples: "~minecraft:stick", "~!uncommon", "~@minecraft"
# Combining selectors - Any number of selectors can be combined by separating them with a plus sign. Examples: "minecraft:diamond_sword+&Enchantments", "minecraft:stick+~!common+&Damage=0"
[client.definitions]
level0_entries = ["!epic", "!rare"]
level1_entries = []
level2_entries = []
level3_entries = []
level4_entries = []
level5_entries = []
level6_entries = []
level7_entries = []
level8_entries = []
level9_entries = []
level10_entries = []
level11_entries = []
level12_entries = []
level13_entries = []
level14_entries = []
level15_entries = []
# Enter blacklist selectors here using the same format as above. Any items that match these selectors will NOT show a border.
blacklist = []
# Set border priorities here. This should be a list of numbers that correspond to border levels, with numbers coming first being higher priority.
# Optionally, -1 can be inserted to indicate relative priority of data and api-defined borders. If you don't know what that means, you don't need to worry about it.
[client.priorities]
priorities = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15]
# The colors used for each tooltip, in this order: top border color, bottom border color, top background color, bottom background color.
# None of these colors are required, though any colors not specified will be replaced with the default tooltip colors.
#
# VALID COLOR FORMATS
# Hex color code - A hex color code is preceded by # or 0x and must be quoted. Supports 3, 4, 6, or 8 digit codes in the formats RGB, ARGB, RRGGBB, AARRGGBB.
# Examples: "#F4C", "0xFEE0", "#40FF2E", "#CC00E2EE"
#
# Decimal color code - A decimal color code, which is just a hex color code converted to decimal. May or may not be quoted.
# Examples: 15614720, "4278251143"
#
# Minecraft color name - One of the standard 16 Minecraft color names. Must be quoted.
# Examples: "red", "dark_purple", "gold"
#
# Web color name - One of the standard 140 web/HTML color names or "transparent". Must be quoted.
# Examples: "chartreuse", "darkorange", "deeppink", "deepskyblue"
#
# Modifiers - Colors specified in any of the above formats can be modified by using modifiers.
# Modifiers are specified after any color in the format "<+, -, or =><h, s, v, r, g, b, or a><amount>".
# The letters represent h - hue, s - saturation, v - value, r - red, g - green, b - blue, a - alpha.
# Valid amounts are 0 to 255 for all types except hue, which accepts 0 to 359.
# Examples: "red+h15", "#saddlebrown-v20+s5", "10_aqua_aqua+v15-h5", "#F4C-r15-v10=a40"
#
# Animated color - An animated color that fades from one to another in sequence.
# A string in the format "<duration in seconds>_<list of color definitions separated by underscores>". Must be quoted.
# Examples: "10_black_#7FFF00", "5.5_gold_orange_orangered", "20_red_orange_yellow_green_blue_purple"
[client.colors]
level0_colors = [-6723294, -10864099, -266991104, -401208832]
level1_colors = ["auto", "auto", "auto", "auto"]
level2_colors = ["auto", "auto", "auto", "auto"]
level3_colors = ["auto", "auto", "auto", "auto"]
level4_colors = ["auto", "auto", "auto", "auto"]
level5_colors = ["auto", "auto", "auto", "auto"]
level6_colors = ["auto", "auto", "auto", "auto"]
level7_colors = ["auto", "auto", "auto", "auto"]
level8_colors = ["auto", "auto", "auto", "auto"]
level9_colors = ["auto", "auto", "auto", "auto"]
level10_colors = ["auto", "auto", "auto", "auto"]
level11_colors = ["auto", "auto", "auto", "auto"]
level12_colors = ["auto", "auto", "auto", "auto"]
level13_colors = ["auto", "auto", "auto", "auto"]
level14_colors = ["auto", "auto", "auto", "auto"]
level15_colors = ["auto", "auto", "auto", "auto"]

@ -1,26 +0,0 @@
#Do not add the dark mode toggle buttons to the top of every menu.
hide_in_game_switcher = false
#Print menu type to game chat whenever a new menu screen is opened. Intended for finding menu types to be added to "menu_blacklist".
debug_container_types = false
#Screens to add a dark mode toggle button to, so that toggling is possible outside of inventory menus.
#Allowed Values: NONE, TITLE_SCREEN, PAUSE_SCREEN, BOTH
dark_mode_toggle_screens = "BOTH"
#Exclude certain menus from showing the dark mode switcher. Useful when the box intersects other screen elements.
menu_blacklist = []
#Specifies gui paths and resources to darken.
#End a path using '*' as a wildcard char to include every file (no nested directories) from that directory.
#Begin with a namespace or skip namespace to apply to all namespaces.
#Begin with '!' to exclude matches, list those exclusions after entries that would otherwise include them.
paths = ["textures/gui/*", "!minecraft:textures/gui/icons.png", "!minecraft:textures/gui/options_background.png", "textures/gui/container/*", "minecraft:textures/gui/container/creative_inventory/*", "trinkets:textures/gui/slots/*", "craftingtweaks:gui.png", "dankstorage:textures/container/gui/*", "ae2:textures/guis/*"]
#Use a dark theme for the configuration screens.
dark_theme = false
#Percentage of original interface brightness to apply.
#Range: 0.0 ~ 1.0
texture_darkness = 0.5
#The minimum brightness value of font while dark mode is enabled.
#Range: 0.0 ~ 1.0
font_brightness = 0.75
#Algorithm selector for darkening interface pixels.
#Allowed Values: GRAYSCALE_AND_HSP, HSP, GRAYSCALE_AND_HSL, HSL, GRAYSCALE_AND_LINEAR, LINEAR
darkening_algorithm = "GRAYSCALE_AND_HSP"

@ -1,26 +0,0 @@
#Percentage of original interface brightness to apply.
#Range: 0.0 ~ 1.0
texture_darkness = 0.5
#Do not add the dark mode toggle buttons to the top of every menu.
hide_in_game_switcher = true
#Print menu type to game chat whenever a new menu screen is opened. Intended for finding menu types to be added to "menu_blacklist".
debug_container_types = false
#Screens to add a dark mode toggle button to, so that toggling is possible outside of inventory menus.
#Allowed Values: NONE, TITLE_SCREEN, PAUSE_SCREEN, BOTH
dark_mode_toggle_screens = "BOTH"
#Exclude certain menus from showing the dark mode switcher. Useful when the box intersects other screen elements.
menu_blacklist = []
#Specifies gui paths and resources to darken.
#End a path using '*' as a wildcard char to include every file (no nested directories) from that directory.
#Begin with a namespace or skip namespace to apply to all namespaces.
#Begin with '!' to exclude matches, list those exclusions after entries that would otherwise include them.
paths = ["textures/gui/*", "!minecraft:textures/gui/icons.png", "!minecraft:textures/gui/options_background.png", "textures/gui/container/*", "minecraft:textures/gui/container/creative_inventory/*", "trinkets:textures/gui/slots/*", "craftingtweaks:gui.png", "dankstorage:textures/container/gui/*", "ae2:textures/guis/*"]
#Use a dark theme for the configuration screens.
dark_theme = false
#The minimum brightness value of font while dark mode is enabled.
#Range: 0.0 ~ 1.0
font_brightness = 0.75
#Algorithm selector for darkening interface pixels.
#Allowed Values: GRAYSCALE_AND_HSP, HSP, GRAYSCALE_AND_HSL, HSL, GRAYSCALE_AND_LINEAR, LINEAR
darkening_algorithm = "GRAYSCALE_AND_HSP"

@ -1,2 +0,0 @@
texture_darkness = 0.17253521126760563

@ -1,2 +0,0 @@
texture_darkness = 0.13380281690140844

@ -1,10 +0,0 @@
[client]
#Set this to true to replace grist names in alchemiter/grist widget with the grist icon.
alchemyIcons = true
#Determines if the color selector should be displayed when entering a save file for the first time.
loginColorSelector = true
#Allows control of standard speed for the echeladder rung "animation", or if it should have one in the first place.
#Allowed Values: NOTHING, SLOW, NORMAL, FAST
echeladderAnimation = "NORMAL"

@ -1,24 +0,0 @@
#Visual Settings
[visual]
#Shows all tags an item has in the tooltip on hover if advanced tooltips (F3+H) are enabled.
showItemTagsInTooltip = false
#Disables the headache- and possibly seizure-inducing visual effects of Demon's Dream.
disableDemonsDreamShaders = false
#Disables holiday themed visual content such as familiar skins.
disableHolidayTheming = false
#When true the old divination rod selected block renderer will be used.
#May work for some people that do not see selected block outlines when using the divination rod.
useAlternativeDivinationRodRenderer = false
#Misc Settings
[misc]
#Sync JEI search in storage actuator.
syncJeiSearch = false
#If true, divination rod will render all matching blocks with an outline. Disable if it causes lag.
#This setting will be unused, if Theurgy is installed alongside, as Occultism will use Theurgy's divination rod result rendering instead.
divinationRodHighlightAllResults = false
#The scan range in blocks for the divination rod. Too high might cause lags
#Range: > 1
divinationRodScanRange = 129

@ -1,9 +0,0 @@
#Misc settings
[misc]
#Progress rate modifier for Research Table theory yields
#Allowed Values: SLOW, NORMAL, FAST
theorycraftSpeed = "NORMAL"
#Show affinities of blocks and items even without scanning them
showUnscannedAffinities = false

@ -1,26 +0,0 @@
[client]
#If true, renders enchanted guns from Project Arsenal with the purple enchantment glint. True by default.
enableGunEnchantmentGlint = true
[client.gun_tooltip_info]
#If true, shows Reload Amount of the gun on the tooltip. True by default.
showReloadAmount = true
#If true, shows Fire Rate of the gun on the tooltip. True by default.
showFireRate = true
#If true, shows the gun's Fire Mode on the tooltip. True by default.
showFireMode = true
#If true, shows the Projectile Speed of projectiles fired from the gun on the tooltip. False by default.
showProjectileSpeed = false
#If true, shows the Projectile Spread of projectiles fired from the gun on the tooltip. False by default.
showProjectileSpread = false
#If true, shows a tooltip on guns that are not dyeable. True by default.
showNonDyeable = true
[client.hud_overlay]
#If true, shows HUD overlay with ammo counter and selected fire mode. True by default.
showHudOverlay = true
#Position of the HUD overlay on the screen. Currently placements of the overlay are only supported on the right side of the screen.
#Allowed Values: RIGHT_BOTTOM, RIGHT_TOP
overlayPosition = "RIGHT_BOTTOM"

@ -1,26 +0,0 @@
[client]
#If true, renders enchanted guns from Project Arsenal with the purple enchantment glint. True by default.
enableGunEnchantmentGlint = false
[client.gun_tooltip_info]
#If true, shows Reload Amount of the gun on the tooltip. True by default.
showReloadAmount = true
#If true, shows Fire Rate of the gun on the tooltip. True by default.
showFireRate = true
#If true, shows the gun's Fire Mode on the tooltip. True by default.
showFireMode = true
#If true, shows the Projectile Speed of projectiles fired from the gun on the tooltip. False by default.
showProjectileSpeed = false
#If true, shows the Projectile Spread of projectiles fired from the gun on the tooltip. False by default.
showProjectileSpread = false
#If true, shows a tooltip on guns that are not dyeable. True by default.
showNonDyeable = true
[client.hud_overlay]
#If true, shows HUD overlay with ammo counter and selected fire mode. True by default.
showHudOverlay = true
#Position of the HUD overlay on the screen. Currently placements of the overlay are only supported on the right side of the screen.
#Allowed Values: RIGHT_BOTTOM, RIGHT_TOP
overlayPosition = "RIGHT_BOTTOM"

@ -1,23 +0,0 @@
[grid]
#The maximum amount of rows that the Grid can show when stretched
#Range: > 3
maxRowsStretch = 2147483647
#Whether the Grid should display a detailed tooltip when hovering over an item or fluid
detailedTooltip = true
#Whether the Grid should use a large font for stack quantity display
largeFont = false
#Whether the Grid should prevent sorting while the shift key is held down
preventSortingWhileShiftIsDown = true
#Whether the Grid should remember the search query when closing and re-opening the Grid
rememberSearchQuery = false
[crafterManager]
#The maximum amount of rows that the Crafter Manager can show when stretched
#Range: > 3
maxRowsStretch = 2147483647
[cover]
#When true all the possible covers will be added to JEI (Game restart required)
showAllCoversInJEI = false

@ -1,12 +0,0 @@
#Display a 'tip' message at spawn?
sayThanksMessage = false
#How fast can you rotate when mounted to a camera and holding W-A-S-D?
#Range: 0.0 ~ 1.7976931348623157E308
cameraSpeed = 2.0
#Should reinforced blocks' textures be slightly darker than their vanilla counterparts? This setting can be overridden by servers.
reinforced_block_tint = true
#Set the color that reinforced blocks' textures have when reinforced_block_tint is enabled. This cannot be overridden by servers, and will be applied the same to all blocks. Grayscale values look best.
#Format: 0xRRGGBB
#Range: 0 ~ 16777215
reinforced_block_tint_color = 10066329

@ -1,112 +0,0 @@
#General configuration
#This is a list of entities that will not be rendered by TOP. This option also works if it is set client-side alone
renderBlacklist = []
#The amount of milliseconds to wait before updating probe information from the server
#Range: 10 ~ 100000
timeout = 300
#The amount of milliseconds to wait before showing a 'fetch from server' info on the client (if the server is slow to respond) (-1 to disable this feature)
#Range: -1 ~ 100000
waitingForServerTimeout = 2000
#The maximum packet size to send an itemstack from client to server. Reduce this if you have issues with network lag caused by TOP
#Range: -1 ~ 32768
maxPacketToServer = 20000
#Distance at which the probe works
#Range: 0.1 ~ 200.0
probeDistance = 6.0
#Show mod name (0 = not, 1 = always, 2 = sneak)
showModName = "NORMAL"
#Show harvest level (0 = not, 1 = always, 2 = sneak)
showHarvestLevel = "NORMAL"
#Show if the block can be harvested (0 = not, 1 = always, 2 = sneak)
showCanBeHarvested = "NORMAL"
#Show the growth level of crops (0 = not, 1 = always, 2 = sneak)
showCropPercentage = "NORMAL"
#Show chest contents (0 = not, 1 = always, 2 = sneak)
showChestContents = "EXTENDED"
#Show chest contents in detail (0 = not, 1 = always, 2 = sneak), used only if number of items is below 'showItemDetailThresshold'
showChestContentsDetailed = "EXTENDED"
#Show redstone (0 = not, 1 = always, 2 = sneak)
showRedstone = "NORMAL"
#Show mob health (0 = not, 1 = always, 2 = sneak)
showMobHealth = "NORMAL"
#Show time to adulthood for baby mobs (0 = not, 1 = always, 2 = sneak)
showMobGrowth = "NORMAL"
#Show mob potion effects (0 = not, 1 = always, 2 = sneak)
showMobPotionEffects = "EXTENDED"
#Show lever/comparator/repeater settings (0 = not, 1 = always, 2 = sneak)
showLeverSetting = "NORMAL"
#Show tank setting (0 = not, 1 = always, 2 = sneak)
showTankSetting = "EXTENDED"
#Show brewing stand setting (0 = not, 1 = always, 2 = sneak)
showBrewStandSetting = "NORMAL"
#Show mob spawner setting (0 = not, 1 = always, 2 = sneak)
showMobSpawnerSetting = "NORMAL"
#Show animal owner setting (0 = not, 1 = always, 2 = sneak)
showAnimalOwnerSetting = "EXTENDED"
#Show horse stats setting (0 = not, 1 = always, 2 = sneak)
showHorseStatSetting = "EXTENDED"
#Reveal monster eggs (0 = not, 1 = always, 2 = sneak)
showSilverfish = "NOT"
#The distance to the left side of the screen. Use -1 if you don't want to set this
#Range: -1 ~ 10000
boxLeftX = 5
#The distance to the right side of the screen. Use -1 if you don't want to set this
#Range: -1 ~ 10000
boxRightX = -1
#The distance to the top side of the screen. Use -1 if you don't want to set this
#Range: -1 ~ 10000
boxTopY = 5
#The distance to the bottom side of the screen. Use -1 if you don't want to set this
#Range: -1 ~ 10000
boxBottomY = -1
#Color of the border of the box (0 to disable)
boxBorderColor = "ff999999"
#Color of the box (0 to disable)
boxFillColor = "55006699"
#Thickness of the border of the box (0 to disable)
#Range: 0 ~ 20
boxThickness = 2
#How much the border should be offset (i.e. to create an 'outer' border)
#Range: 0 ~ 20
boxOffset = 0
#If true show liquid information when the probe hits liquid first
showLiquids = false
#Toggle default probe visibility (client can override)
isVisible = true
#If true then the probe hotkey must be held down to show the tooltip
holdKeyToMakeVisible = false
#The scale of the tooltips, 1 is default, 2 is smaller
#Range: 0.4 ~ 5.0
tooltipScale = 1.0
#Color of the border of the chest contents box (0 to disable)
chestContentsBorderColor = "ff006699"
#0 means don't show break progress, 1 is show as bar, 2 is show as text
#Range: 0 ~ 2
showBreakProgress = 1
#true means shows harvestability with vanilla style icons
harvestStyleVanilla = true
[style]
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Progress = "white"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
High = "gold"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Error = "red,bold"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Info = "white"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
InfoImportant = "blue"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Name = "white"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
ModName = "blue,italic"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Warning = "yellow"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Ok = "green"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Label = "gray"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Obsolete = "gray,strikethrough"

@ -1,112 +0,0 @@
#General configuration
#This is a list of entities that will not be rendered by TOP. This option also works if it is set client-side alone
renderBlacklist = []
#The amount of milliseconds to wait before updating probe information from the server
#Range: 10 ~ 100000
timeout = 300
#The amount of milliseconds to wait before showing a 'fetch from server' info on the client (if the server is slow to respond) (-1 to disable this feature)
#Range: -1 ~ 100000
waitingForServerTimeout = 2000
#The maximum packet size to send an itemstack from client to server. Reduce this if you have issues with network lag caused by TOP
#Range: -1 ~ 32768
maxPacketToServer = 20000
#Distance at which the probe works
#Range: 0.1 ~ 200.0
probeDistance = 6.0
#Show mod name (0 = not, 1 = always, 2 = sneak)
showModName = "NORMAL"
#Show harvest level (0 = not, 1 = always, 2 = sneak)
showHarvestLevel = "NORMAL"
#Show if the block can be harvested (0 = not, 1 = always, 2 = sneak)
showCanBeHarvested = "NORMAL"
#Show the growth level of crops (0 = not, 1 = always, 2 = sneak)
showCropPercentage = "NORMAL"
#Show chest contents (0 = not, 1 = always, 2 = sneak)
showChestContents = "EXTENDED"
#Show chest contents in detail (0 = not, 1 = always, 2 = sneak), used only if number of items is below 'showItemDetailThresshold'
showChestContentsDetailed = "EXTENDED"
#Show redstone (0 = not, 1 = always, 2 = sneak)
showRedstone = "NORMAL"
#Show mob health (0 = not, 1 = always, 2 = sneak)
showMobHealth = "NORMAL"
#Show time to adulthood for baby mobs (0 = not, 1 = always, 2 = sneak)
showMobGrowth = "NORMAL"
#Show mob potion effects (0 = not, 1 = always, 2 = sneak)
showMobPotionEffects = "EXTENDED"
#Show lever/comparator/repeater settings (0 = not, 1 = always, 2 = sneak)
showLeverSetting = "NORMAL"
#Show tank setting (0 = not, 1 = always, 2 = sneak)
showTankSetting = "EXTENDED"
#Show brewing stand setting (0 = not, 1 = always, 2 = sneak)
showBrewStandSetting = "NORMAL"
#Show mob spawner setting (0 = not, 1 = always, 2 = sneak)
showMobSpawnerSetting = "NORMAL"
#Show animal owner setting (0 = not, 1 = always, 2 = sneak)
showAnimalOwnerSetting = "EXTENDED"
#Show horse stats setting (0 = not, 1 = always, 2 = sneak)
showHorseStatSetting = "EXTENDED"
#Reveal monster eggs (0 = not, 1 = always, 2 = sneak)
showSilverfish = "NOT"
#The distance to the left side of the screen. Use -1 if you don't want to set this
#Range: -1 ~ 10000
boxLeftX = -1
#The distance to the right side of the screen. Use -1 if you don't want to set this
#Range: -1 ~ 10000
boxRightX = -1
#The distance to the top side of the screen. Use -1 if you don't want to set this
#Range: -1 ~ 10000
boxTopY = 5
#The distance to the bottom side of the screen. Use -1 if you don't want to set this
#Range: -1 ~ 10000
boxBottomY = -1
#Color of the border of the box (0 to disable)
boxBorderColor = "0"
#Color of the box (0 to disable)
boxFillColor = "ff000000"
#Thickness of the border of the box (0 to disable)
#Range: 0 ~ 20
boxThickness = 0
#How much the border should be offset (i.e. to create an 'outer' border)
#Range: 0 ~ 20
boxOffset = 0
#If true show liquid information when the probe hits liquid first
showLiquids = false
#Toggle default probe visibility (client can override)
isVisible = true
#If true then the probe hotkey must be held down to show the tooltip
holdKeyToMakeVisible = false
#The scale of the tooltips, 1 is default, 2 is smaller
#Range: 0.4 ~ 5.0
tooltipScale = 1.0
#Color of the border of the chest contents box (0 to disable)
chestContentsBorderColor = "ff006699"
#0 means don't show break progress, 1 is show as bar, 2 is show as text
#Range: 0 ~ 2
showBreakProgress = 1
#true means shows harvestability with vanilla style icons
harvestStyleVanilla = true
[style]
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
High = "gold"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Name = "white"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
InfoImportant = "blue"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Error = "red,bold"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Warning = "yellow"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Label = "gray"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Progress = "white"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Ok = "green"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Info = "white"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
ModName = "blue,italic"
#Text style. Use a comma delimited list with colors like: 'red', 'green', 'blue', ... or style codes like 'underline', 'bold', 'italic', 'strikethrough', ..."
Obsolete = "gray,strikethrough"

@ -1,60 +0,0 @@
#General configuration
#How much time (ms) to wait before reporting an exception again
#Range: 1 ~ 10000000
loggingThrowableTimeout = 20000
#Is the probe needed to show the tooltip? 0 = no, 1 = yes, 2 = yes and clients cannot override, 3 = probe needed for extended info only
#Range: 0 ~ 3
needsProbe = 0
#If true the probe will automatically show extended information if it is in your main hand (so not required to sneak)
extendedInMain = true
#If true there will be a bauble version of the probe if baubles is present
supportBaubles = true
#If true there will be a readme note for first-time players
spawnNote = true
#If true show the color of the collar of a wolf
showCollarColor = true
#How to display RF: 0 = do not show, 1 = show in a bar, 2 = show as text
#Range: 0 ~ 2
showRF = 1
#How to display tank contents: 0 = do not show, 1 = show in fluid bar, 2 = show in a bar, 3 = show as text
#Range: 0 ~ 3
showTank = 1
#Format for displaying RF
rfFormat = "COMPACT"
#Format for displaying tank contents
tankFormat = "COMPACT"
#If true show debug info with creative probe
showDebugInfo = true
#If true equal stacks will be compacted in the chest contents overlay
compactEqualStacks = true
#Color for the RF bar
rfbarFilledColor = "ffdd0000"
#Alternate color for the RF bar
rfbarAlternateFilledColor = "ff430000"
#Color for the RF bar border
rfbarBorderColor = "ff555555"
#Color for the tank bar
tankbarFilledColor = "ff0000dd"
#Alternate color for the tank bar
tankbarAlternateFilledColor = "ff000043"
#Color for the tank bar border
tankbarBorderColor = "ff555555"
#If the number of items in an inventory is lower or equal then this number then more info is shown
#Range: 0 ~ 20
showItemDetailThresshold = 4
#The maximum amount of slots (empty or not) to show without sneaking
#Range: 0 ~ 1000
showSmallChestContentsWithoutSneaking = 0
#A list of blocks for which we automatically show chest contents even if not sneaking
showContentsWithoutSneaking = ["storagedrawers:basicdrawers", "storagedrawersextra:extra_drawers"]
#A list of blocks for which we don't show chest contents automatically except if sneaking
dontShowContentsUnlessSneaking = []
#A list of blocks for which we don't send NBT over the network. This is mostly useful for blocks that have HUGE NBT in their pickblock (itemstack)
dontSendNBT = []
#A list of either <modid>:<entityid> to disable the tooltip for specific entities. Can also be a single <modid> to disable an entire mod. Or it can also be '*' to disable everything
blacklistEntities = []
#A list of <tag>=<name> containing all tooltype tags with their associated name to display
tooltypeTags = ["minecraft:mineable/axe=Axe", "minecraft:mineable/pickaxe=Pickaxe", "minecraft:mineable/shovel=Shovel", "minecraft:mineable/hoe=Hoe"]
#A list of <tag>=<name> containing all harvestability tags with their associated name to display
harvestabilityTags = ["forge:needs_wood_tool=Wood", "forge:needs_gold_tool=Gold", "minecraft:needs_stone_tool=Stone", "minecraft:needs_iron_tool=Iron", "minecraft:needs_diamond_tool=Diamond", "forge:needs_netherite_tool=Netherite"]

@ -1,62 +0,0 @@
#Common config settings
[common]
[common.backpackSettings]
enableTierUpgrades = true
disableCrafting = false
#Enables wearing backpack directly from ground
enableBackpackBlockWearable = true
#Backpack immune to any damage source (lava, fire), can't be destroyed, never disappears as floating item
invulnerableBackpack = true
toolSlotsAcceptSwords = true
#List of items that can be put in tool slots (Use registry names, for example: minecraft:apple)
toolSlotsAcceptableItems = []
#List of items that can't be put in backpack inventory (Use registry names, for example: minecraft:apple)
blacklistedItems = []
allowShulkerBoxes = false
#Represents tanks capacity for each tier, from left: Leather, Iron, Gold, Diamond, Netherite, 1000 equals 1 Bucket
tanksCapacity = [2000, 3000, 4000, 5000, 6000]
#Prevents backpack disappearing in void
voidProtection = true
#Places backpack at place where player died
backpackDeathPlace = true
#Places backpack at place where player died, replacing all blocks that are breakable and do not have inventory (backpackDeathPlace must be true in order to work)
backpackForceDeathPlace = false
enableSleepingBagSpawnPoint = false
#If true, backpack can only be worn by placing it in curios 'Back' slot
#WARNING - Remember to TAKE OFF BACKPACK BEFORE enabling or disabling this integration!! - if not you'll lose your backpack
curiosIntegration = false
[common.world]
#Enables backpacks spawning in loot chests
enableLoot = true
#Enables chance to spawn Zombie, Skeleton, Wither Skeleton, Piglin or Enderman with random backpack equipped
spawnEntitiesWithBackpack = true
#List of overworld entity types that can spawn with equipped backpack. DO NOT ADD anything to this list, because the game will crash, remove entries if mob should not spawn with backpack
possibleOverworldEntityTypes = ["minecraft:zombie", "minecraft:skeleton", "minecraft:enderman"]
#List of nether entity types that can spawn with equipped backpack. DO NOT ADD anything to this list, because the game will crash, remove entries if mob should not spawn with backpack
possibleNetherEntityTypes = ["minecraft:wither_skeleton", "minecraft:piglin"]
#Defines spawn chance of entity with backpack (1 in [selected value])
#Range: > 0
spawnChance = 500
#List of backpacks that can spawn on overworld mobs
overworldBackpacks = ["travelersbackpack:standard", "travelersbackpack:diamond", "travelersbackpack:gold", "travelersbackpack:emerald", "travelersbackpack:iron", "travelersbackpack:lapis", "travelersbackpack:redstone", "travelersbackpack:coal", "travelersbackpack:bookshelf", "travelersbackpack:sandstone", "travelersbackpack:snow", "travelersbackpack:sponge", "travelersbackpack:cake", "travelersbackpack:cactus", "travelersbackpack:hay", "travelersbackpack:melon", "travelersbackpack:pumpkin", "travelersbackpack:creeper", "travelersbackpack:enderman", "travelersbackpack:skeleton", "travelersbackpack:spider", "travelersbackpack:bee", "travelersbackpack:wolf", "travelersbackpack:fox", "travelersbackpack:ocelot", "travelersbackpack:horse", "travelersbackpack:cow", "travelersbackpack:pig", "travelersbackpack:sheep", "travelersbackpack:chicken", "travelersbackpack:squid"]
#List of backpacks that can spawn on nether mobs
netherBackpacks = ["travelersbackpack:quartz", "travelersbackpack:nether", "travelersbackpack:blaze", "travelersbackpack:ghast", "travelersbackpack:magma_cube", "travelersbackpack:wither"]
#Enables trade for Villager Backpack in Librarian villager trades
enableVillagerTrade = true
[common.backpackAbilities]
enableBackpackAbilities = true
forceAbilityEnabled = false
[common.slownessDebuff]
#Player gets slowness effect, if carries too many backpacks in inventory
tooManyBackpacksSlowness = false
#Maximum number of backpacks, which can be carried in inventory, without slowness effect
#Range: 1 ~ 37
maxNumberOfBackpacks = 3
#Range: 0.1 ~ 5.0
slownessPerExcessedBackpack = 1.0

@ -1,62 +0,0 @@
#Common config settings
[common]
[common.backpackSettings]
enableTierUpgrades = true
disableCrafting = false
#Enables wearing backpack directly from ground
enableBackpackBlockWearable = true
#Backpack immune to any damage source (lava, fire), can't be destroyed, never disappears as floating item
invulnerableBackpack = true
toolSlotsAcceptSwords = true
#List of items that can be put in tool slots (Use registry names, for example: minecraft:apple)
toolSlotsAcceptableItems = []
#List of items that can't be put in backpack inventory (Use registry names, for example: minecraft:apple)
blacklistedItems = []
allowShulkerBoxes = false
#Represents tanks capacity for each tier, from left: Leather, Iron, Gold, Diamond, Netherite, 1000 equals 1 Bucket
tanksCapacity = [2000, 3000, 4000, 5000, 6000]
#Prevents backpack disappearing in void
voidProtection = true
#Places backpack at place where player died
backpackDeathPlace = true
#Places backpack at place where player died, replacing all blocks that are breakable and do not have inventory (backpackDeathPlace must be true in order to work)
backpackForceDeathPlace = false
enableSleepingBagSpawnPoint = false
#If true, backpack can only be worn by placing it in curios 'Back' slot
#WARNING - Remember to TAKE OFF BACKPACK BEFORE enabling or disabling this integration!! - if not you'll lose your backpack
curiosIntegration = true
[common.world]
#Enables backpacks spawning in loot chests
enableLoot = true
#Enables chance to spawn Zombie, Skeleton, Wither Skeleton, Piglin or Enderman with random backpack equipped
spawnEntitiesWithBackpack = true
#List of overworld entity types that can spawn with equipped backpack. DO NOT ADD anything to this list, because the game will crash, remove entries if mob should not spawn with backpack
possibleOverworldEntityTypes = ["minecraft:zombie", "minecraft:skeleton", "minecraft:enderman"]
#List of nether entity types that can spawn with equipped backpack. DO NOT ADD anything to this list, because the game will crash, remove entries if mob should not spawn with backpack
possibleNetherEntityTypes = ["minecraft:wither_skeleton", "minecraft:piglin"]
#Defines spawn chance of entity with backpack (1 in [selected value])
#Range: > 0
spawnChance = 500
#List of backpacks that can spawn on overworld mobs
overworldBackpacks = ["travelersbackpack:standard", "travelersbackpack:diamond", "travelersbackpack:gold", "travelersbackpack:emerald", "travelersbackpack:iron", "travelersbackpack:lapis", "travelersbackpack:redstone", "travelersbackpack:coal", "travelersbackpack:bookshelf", "travelersbackpack:sandstone", "travelersbackpack:snow", "travelersbackpack:sponge", "travelersbackpack:cake", "travelersbackpack:cactus", "travelersbackpack:hay", "travelersbackpack:melon", "travelersbackpack:pumpkin", "travelersbackpack:creeper", "travelersbackpack:enderman", "travelersbackpack:skeleton", "travelersbackpack:spider", "travelersbackpack:bee", "travelersbackpack:wolf", "travelersbackpack:fox", "travelersbackpack:ocelot", "travelersbackpack:horse", "travelersbackpack:cow", "travelersbackpack:pig", "travelersbackpack:sheep", "travelersbackpack:chicken", "travelersbackpack:squid"]
#List of backpacks that can spawn on nether mobs
netherBackpacks = ["travelersbackpack:quartz", "travelersbackpack:nether", "travelersbackpack:blaze", "travelersbackpack:ghast", "travelersbackpack:magma_cube", "travelersbackpack:wither"]
#Enables trade for Villager Backpack in Librarian villager trades
enableVillagerTrade = true
[common.backpackAbilities]
enableBackpackAbilities = true
forceAbilityEnabled = false
[common.slownessDebuff]
#Player gets slowness effect, if carries too many backpacks in inventory
tooManyBackpacksSlowness = false
#Maximum number of backpacks, which can be carried in inventory, without slowness effect
#Range: 1 ~ 37
maxNumberOfBackpacks = 3
#Range: 0.1 ~ 5.0
slownessPerExcessedBackpack = 1.0

@ -260,10 +260,6 @@ hash = "f4125011016ee07155de985f83079db9c3cf4892cbbe8ffc576a9e8e9ab441be"
file = "config/Terra/packs/default.zip"
hash = "f70a4efceaa8f6b31a585e6f72813b9646e87012c4f060262ef6aae4d6d87663"
[[files]]
file = "config/ad_astra-1.toml.bak"
hash = "11ff2893ac19cff711a738e6721d3e7281227680a4cb5be407e79c635bc35b17"
[[files]]
file = "config/ad_astra.toml"
hash = "3171acd64c3be663797aa795dd554751e92da5169ea0db533b7227d4d3f06098"
@ -280,18 +276,6 @@ hash = "373de219fd8cc9f8653a341de06ba4cdf607a2cd9aeea31bfa5be20320311bd3"
file = "config/additionalstructures-client.toml"
hash = "5506866b81ff87cc3dc48c1a46bfd79a493a40c7db006f4ef9b8749d1f8d8716"
[[files]]
file = "config/advancementplaques-common-1.toml.bak"
hash = "27bc95e6a87bf86a842e1ff5b7ffbb3150c9056a09c68a9a5f5dfd1a48124efd"
[[files]]
file = "config/advancementplaques-common-2.toml.bak"
hash = "27bc95e6a87bf86a842e1ff5b7ffbb3150c9056a09c68a9a5f5dfd1a48124efd"
[[files]]
file = "config/advancementplaques-common-3.toml.bak"
hash = "27bc95e6a87bf86a842e1ff5b7ffbb3150c9056a09c68a9a5f5dfd1a48124efd"
[[files]]
file = "config/advancementplaques-common.toml"
hash = "27bc95e6a87bf86a842e1ff5b7ffbb3150c9056a09c68a9a5f5dfd1a48124efd"
@ -316,18 +300,6 @@ hash = "0d040c4d9c6dd0c6a8c3a9fb1404869b062a5d3952d606cd22b033cf04470ffe"
file = "config/better_loading_screen/config.json5"
hash = "20588b267a07bb6d51a5ce4b85604e69aaf7c0f90aaee6600bc238f1bce81a8e"
[[files]]
file = "config/betteranimationscollection-client-1.toml.bak"
hash = "c293c99222bddf5999ef104d1399ab13a2de4a2ae14d59033d72c288609ec6b5"
[[files]]
file = "config/betteranimationscollection-client-2.toml.bak"
hash = "c293c99222bddf5999ef104d1399ab13a2de4a2ae14d59033d72c288609ec6b5"
[[files]]
file = "config/betteranimationscollection-client-3.toml.bak"
hash = "c293c99222bddf5999ef104d1399ab13a2de4a2ae14d59033d72c288609ec6b5"
[[files]]
file = "config/betteranimationscollection-client.toml"
hash = "c293c99222bddf5999ef104d1399ab13a2de4a2ae14d59033d72c288609ec6b5"
@ -376,14 +348,6 @@ hash = "a37eb7f218ab61f3277a103a85c5bd14ff0abe0dff94e17883bcbb5ea28a3855"
file = "config/capes.json5"
hash = "e3ee145346bfe3feb8af830491531ea60de42a42b4825bc57fab6e33c95b1c7c"
[[files]]
file = "config/cgm-client-1.toml.bak"
hash = "9cdddbb10e4931c800bd92c4e8e2781c4f1a4cf7dbcddb731480bdecc55abeef"
[[files]]
file = "config/cgm-client-2.toml.bak"
hash = "9cdddbb10e4931c800bd92c4e8e2781c4f1a4cf7dbcddb731480bdecc55abeef"
[[files]]
file = "config/cgm-client.toml"
hash = "9cdddbb10e4931c800bd92c4e8e2781c4f1a4cf7dbcddb731480bdecc55abeef"
@ -452,14 +416,6 @@ hash = "dadfe55734b0cc802499f3c76ddb7fadfcc30d37c4525eb840b132ff93da98ad"
file = "config/craftpresence.json"
hash = "9a30670caba159012f12c6688562e4608c806ae08583a5bcf529087c07942a3d"
[[files]]
file = "config/create-client-1.toml.bak"
hash = "6bdffc741647463db2865247814706c6aed9dd2c83ff0c79486b1572f926e67e"
[[files]]
file = "config/create-client-2.toml.bak"
hash = "6bdffc741647463db2865247814706c6aed9dd2c83ff0c79486b1572f926e67e"
[[files]]
file = "config/create-client.toml"
hash = "6bdffc741647463db2865247814706c6aed9dd2c83ff0c79486b1572f926e67e"
@ -472,10 +428,6 @@ hash = "42cc4519583d38b32acc90706603ed7c3f24e7c7b3fb82a63a5c3946f12c24a5"
file = "config/cu-IGNOREME.toml"
hash = "b62be9529dd1083f33f50dac159095066665f70e902fd4c2dc228f9f208bedb8"
[[files]]
file = "config/curios-client-1.toml.bak"
hash = "1ac04b541d19cc58791e5ceea4a46b7e1d75a2b4b2d5e359b9fcab606e5ef750"
[[files]]
file = "config/curios-client.toml"
hash = "1ac04b541d19cc58791e5ceea4a46b7e1d75a2b4b2d5e359b9fcab606e5ef750"
@ -496,18 +448,6 @@ hash = "8cfe72ec7a3a2b927a497379ba4830c0491fd07ca539b1435828ff34400a5a31"
file = "config/detailarmorbar.json"
hash = "f438b26bc5e19856bc35f07ceae93a76ddbf4d9312941f8be817f53192b88560"
[[files]]
file = "config/doom-newconfig-1.toml.bak"
hash = "e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855"
[[files]]
file = "config/doom-newconfig-2.toml.bak"
hash = "e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855"
[[files]]
file = "config/doom-newconfig-3.toml.bak"
hash = "e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855"
[[files]]
file = "config/doubledoors.json5"
hash = "41c34d569277e7490c9a67d7adae9e8645ce46f2a9e2cc640d160d6d359b7e36"
@ -620,18 +560,6 @@ hash = "d2d55a621e0ca0765db2ffc20084e053b090e9076516e83b88a65b57a6d33557"
file = "config/farmersdelight-client.toml"
hash = "13a11f20b305f6f975ebc35802d87c7bf22a04dc79464e41089823603b76a227"
[[files]]
file = "config/farmersdelight-common-1.toml.bak"
hash = "988bf2254b578f24a9e8509662590c40cabf91ffa98c8b5ec49fb9d0aa39e829"
[[files]]
file = "config/farmersdelight-common-2.toml.bak"
hash = "988bf2254b578f24a9e8509662590c40cabf91ffa98c8b5ec49fb9d0aa39e829"
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file = "config/farmersdelight-common-3.toml.bak"
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[[files]]
file = "config/farmersdelight-common.toml"
hash = "988bf2254b578f24a9e8509662590c40cabf91ffa98c8b5ec49fb9d0aa39e829"
@ -664,26 +592,6 @@ hash = "8a4a66052998138456f09c8871cbd4c29c864932415262ed5ee837e743597a7e"
file = "config/forge-resource-caching.toml"
hash = "ed2512a6396ea7446a5e4bb7d26b18021c1ae356f3cb13caba4043ad77a31e9d"
[[files]]
file = "config/healthoverlay-1.toml.bak"
hash = "35660dfee81e9ce20a10315c6ee696f6f876e1cdec4720468da15707ee7fff67"
[[files]]
file = "config/healthoverlay-2.toml.bak"
hash = "0488f76b16bb076edc1fae2dad24ebc91dd82d2d2d01637ebcbfd61b63d0046d"
[[files]]
file = "config/healthoverlay-3.toml.bak"
hash = "d56259d3ebca0473ed69689fd75edb2c6535a637bbbc5a9a27dfb39d772c053b"
[[files]]
file = "config/healthoverlay-4.toml.bak"
hash = "0488f76b16bb076edc1fae2dad24ebc91dd82d2d2d01637ebcbfd61b63d0046d"
[[files]]
file = "config/healthoverlay-5.toml.bak"
hash = "b28c52f1363ce7374b8b23f68cafe6dde09a033e8181a148420d9b0163a6eee2"
[[files]]
file = "config/healthoverlay.toml"
hash = "a926a5fa72a59b632ebc0e78d199efae47c908aa23e9f07340557af491b7ae5a"
@ -772,10 +680,6 @@ hash = "13a4d5e1d1ac4207cbebef810696525975ec4f0c2470f6b858cbd9f62a6cd3ec"
file = "config/jeresources.toml"
hash = "dba9b465be70853db2eaa9ab61747b244c2dd1127668dd72121251150a4833a1"
[[files]]
file = "config/jmi-client-1.toml.bak"
hash = "87622802e815cb24bb6028cdafd81f76233b6f97d1c621958cf8e51cb3f71935"
[[files]]
file = "config/jmi-client.toml"
hash = "87622802e815cb24bb6028cdafd81f76233b6f97d1c621958cf8e51cb3f71935"
@ -812,10 +716,6 @@ hash = "004ed655eafe3121014fedd98281840fcf8292992800a52719d8e1c1bd71e2a9"
file = "config/l2library-client.toml"
hash = "949e77eba5f223f5d00b99d842be1162d98ca32c0f45abc594755c1850a7f130"
[[files]]
file = "config/legendarytooltips-common-1.toml.bak"
hash = "dd219f06ad2a5f6b66c8e3d2cc34ccda81ffb56066106d9853774e3ef2fcf800"
[[files]]
file = "config/legendarytooltips-common.toml"
hash = "dd219f06ad2a5f6b66c8e3d2cc34ccda81ffb56066106d9853774e3ef2fcf800"
@ -884,26 +784,6 @@ hash = "34d7a5f72c61606e28ee9b84f443a27e55bbf93e2109679b757fd61229f77337"
file = "config/mca.json"
hash = "cd0c8ae375e449521eb3d20cbcff2c7f403ee61ca91a428dace1f3174263bbdf"
[[files]]
file = "config/mindfuldarkness-client-1.toml.bak"
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[[files]]
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[[files]]
file = "config/mindfuldarkness-client-4.toml.bak"
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[[files]]
file = "config/mindfuldarkness-client-5.toml.bak"
hash = "e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855"
[[files]]
file = "config/mindfuldarkness-client.toml"
hash = "16a742f73d5aaddfc99ca0b0cd0e83ae8c545b09e455294461b35ea2e4489ffc"
@ -912,10 +792,6 @@ hash = "16a742f73d5aaddfc99ca0b0cd0e83ae8c545b09e455294461b35ea2e4489ffc"
file = "config/minemention.json5"
hash = "23f178452c96655572fe09e1d131b28bf5f1d0c825a5edf61dddcaaf816251bb"
[[files]]
file = "config/minestuck-client-1.toml.bak"
hash = "d4c9d01039ebfb6e69044ed705a0c107e2db31511aa0d1dd463942268ff83235"
[[files]]
file = "config/minestuck-client.toml"
hash = "d4c9d01039ebfb6e69044ed705a0c107e2db31511aa0d1dd463942268ff83235"
@ -952,10 +828,6 @@ hash = "7a6c2b4f254f678581f14b3cfc7a7bd3f5ab1147dab72fca7b9e769b918d2de5"
file = "config/notenoughanimations.json"
hash = "d7645024f541857dfe9e097c45e1306274b6ec0f26dcd80cc888f9c701920205"
[[files]]
file = "config/occultism-client-1.toml.bak"
hash = "ad2043e44c86bdf19fdd46ce4bd538ad40e00a7601b6260bfd441a94f22063e9"
[[files]]
file = "config/occultism-client.toml"
hash = "ad2043e44c86bdf19fdd46ce4bd538ad40e00a7601b6260bfd441a94f22063e9"
@ -1036,22 +908,10 @@ hash = "79c8aff6e8c200e93e09deafa164e84727930f5849ef5c83c6b649908ba55aa4"
file = "config/primalmagick-client.toml"
hash = "e54d718082108ddbe142afe487ac7f48d4dbb06245362562471ef818d722c9d6"
[[files]]
file = "config/primalmagick-common-1.toml.bak"
hash = "77282b2d5e544fee160327ca7cedbae7ac29b72602db96523d8d2a09c6125824"
[[files]]
file = "config/primalmagick-common.toml"
hash = "77e71ae00f60bd3f352e2d1a96be1011e07e4f1e7a5d6e047185253e7dfe9bb2"
[[files]]
file = "config/projectarsenal-client-1.toml.bak"
hash = "4bf113b884fd5ac36820ef865bbf7a6e8541d0bfc846000e8311dae5d7d0bc4d"
[[files]]
file = "config/projectarsenal-client-2.toml.bak"
hash = "208a5d410c55445f8d2d6d73efb8c1ecea60a4b708f2fa4301205a9a13ee1742"
[[files]]
file = "config/projectarsenal-client.toml"
hash = "208a5d410c55445f8d2d6d73efb8c1ecea60a4b708f2fa4301205a9a13ee1742"
@ -1060,18 +920,6 @@ hash = "208a5d410c55445f8d2d6d73efb8c1ecea60a4b708f2fa4301205a9a13ee1742"
file = "config/projectarsenal-common.toml"
hash = "04f54b4325124b6d2b3ed8e836dca426c2bff9e46075c58839f47ef9a1721ba6"
[[files]]
file = "config/quark-common-1.toml.bak"
hash = "e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855"
[[files]]
file = "config/quark-common-2.toml.bak"
hash = "e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855"
[[files]]
file = "config/quark-common-3.toml.bak"
hash = "e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855"
[[files]]
file = "config/quark-common.toml"
hash = "a06cea337a4424272a666884dbeb90e951cdf940effb9e646dd2f732ec3e63a4"
@ -1088,10 +936,6 @@ hash = "7be56aa6db30f6ba52ce3c4d8f10c40a7ca87e05a2ddaf6f03722a6ba41d4940"
file = "config/raised.json"
hash = "a8ecf102b20a7ef1011fde7fa85b5a5449f2b94a40f9600d6edeb51c01be38ce"
[[files]]
file = "config/refinedstorage-client-1.toml.bak"
hash = "fd1f877e3c69df8662b8ffa2bd922c80da850ad1ae033591c36480c72b2a9f33"
[[files]]
file = "config/refinedstorage-client.toml"
hash = "fd1f877e3c69df8662b8ffa2bd922c80da850ad1ae033591c36480c72b2a9f33"
@ -1124,10 +968,6 @@ hash = "3b01094400618f74596b9a3d0a5b60082e67bbb75174b592cd1393905584a8a7"
file = "config/sebastrnlib-client.toml"
hash = "6045f2b807be45907649e1e063a7056ca8169673d87de542052921f1f69b6e8f"
[[files]]
file = "config/securitycraft-client-1.toml.bak"
hash = "b0fa1cf1c923337fdcd552c7727ef79c25922ab8228926a5576cb2ffbc1a264b"
[[files]]
file = "config/securitycraft-client.toml"
hash = "b0fa1cf1c923337fdcd552c7727ef79c25922ab8228926a5576cb2ffbc1a264b"
@ -1184,22 +1024,10 @@ hash = "baa045248bb7619b4c28ac5f5a2a82aa1ca1991b1ee21a7fa8fb21aaf0924947"
file = "config/spark/config.json"
hash = "992ba9f3a4a7ce3de112eb95575328956fdc3ce6781c455ebce7b23db7e7da42"
[[files]]
file = "config/spark/tmp/spark-58b23b9cb3e-libasyncProfiler.so.tmp"
hash = "13c034cb1f6452de2892278de4c49df7d910499c37c275a32895e67a4fb2bc54"
[[files]]
file = "config/spark/tmp/spark-599553eef4f-profile-data.jfr.tmp"
hash = "dd3e7fa7ddb6f21e3fd800b812abe7eca056eda7d153cfceddbd58425d2d41e8"
[[files]]
file = "config/spikyspikes-server.toml"
hash = "3860aeee85a1a819df9eb6f03f92cff1ed42a2b6f285406825c91999668aa335"
[[files]]
file = "config/supplementaries-client-1.toml.bak"
hash = "e3b0c44298fc1c149afbf4c8996fb92427ae41e4649b934ca495991b7852b855"
[[files]]
file = "config/supplementaries-client.toml"
hash = "f63a62f6462de81be4de7906edb11af9d4a9d98347ef7ea61056f129f31d4dc9"
@ -1212,22 +1040,10 @@ hash = "fb2c6f7e366037121181ea9bca396fdef650a771c783625079fc07c0732de25f"
file = "config/terrablender.toml"
hash = "c73292a81a8409d74edb12b0bb9226bda03f39e11afc8abfe6bff52cc30ef480"
[[files]]
file = "config/theoneprobe-client-1.toml.bak"
hash = "b8c13a24279b4b5ea5809992c9eb2afe4ed09831c79f33ce3121d2058a2e456b"
[[files]]
file = "config/theoneprobe-client-2.toml.bak"
hash = "e67065dc8e06deb2c0e5d44fa57efd76d5a17cf424a8621f4b915a3267056b68"
[[files]]
file = "config/theoneprobe-client.toml"
hash = "e67065dc8e06deb2c0e5d44fa57efd76d5a17cf424a8621f4b915a3267056b68"
[[files]]
file = "config/theoneprobe-common-1.toml.bak"
hash = "ff0153015369ece1a5b5d1af35568cb03db4503522db968a43caf680d6075a41"
[[files]]
file = "config/theoneprobe-common.toml"
hash = "0cf50bea20ad564c7005dcbc3ce9283f40c4d0d37d26d937fdbd664538f9085e"
@ -1244,14 +1060,6 @@ hash = "fe5a6b7611945c20c356f34813150e9893ab1a2ea9694740c3cc5d0367d96ad1"
file = "config/travelersbackpack-client.toml"
hash = "f18c260a218d8b8291aa1685409d7418d721687fac655838a03a926a93fe1fb7"
[[files]]
file = "config/travelersbackpack-common-1.toml.bak"
hash = "fdbee4d773eef0340a0577d40dae208c5367169403f0fb40845b57eaaf8a2df5"
[[files]]
file = "config/travelersbackpack-common-2.toml.bak"
hash = "d7e1dd39acbd1756cb37dd55cac05d1ead008f120055f07ba0d9df0bba5bf731"
[[files]]
file = "config/travelersbackpack-common.toml"
hash = "d7e1dd39acbd1756cb37dd55cac05d1ead008f120055f07ba0d9df0bba5bf731"

@ -6,7 +6,7 @@ pack-format = "packwiz:1.1.0"
[index]
file = "index.toml"
hash-format = "sha256"
hash = "b98ab21514e2ef7f0669394396a6cf0c877d64f7dd0b602abfa992eda5336609"
hash = "9184738b4b12fc2148e431d6ad2d43099907f3e1a3e26e7de9eb31e937f76e64"
[versions]
forge = "43.2.14"

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