mistress
Yuki 1 year 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