# Set this to false to disable stairs, slabs, and walls, mod-wide. As these blocks can use a lot of Block IDs,
# this is helpful to reduce the load, if you intend on running a really large modpack.
# Note: Blocks that require stairs and/or slabs for their recipes (such as Soul Sandstone or Midori) won't be affected.
B:"Allow Block Variants"=true
# Set this to false to remove the system that has features turn themselves off automatically when other mods are present that add similar features.
# Note that you can force features to be enabled individually through their respective configs.
B:"Enable Anti-Overlap"=true
# Adds the /quarkconfig command which allows for modification of the Quark config file through any means that can run commands at permission 2 (command block level) or higher.
# An example syntax of the command would be /quarkconfig management "store to chests" "B:Invert button" true nosave playerdude
# Doing this would set the dropoff button for playerdude to be inverted. "save" means it should save the changes to the config file on disk. Using "nosave" won't save.
# Another example can be /quarkconfig tweaks - "Shearable chickens" false
# This disables shearable chickens for everybody on the server. "nosave" doesn't need to be included, as it's the default.
# "nosave" does need to be there if a player name is used. Lastly, - signifies no subcategory inside the module.
B:"Enable Quark Config Command"=true
# Whether features that are based on the time of year should be enabled.
# An example is chests turning to presents when it's Christmas.
# Note that this will not affect vanilla's own seasonal features.
B:"Enable Seasonal Features"=true
# Set this to false to disable the q button in the main and pause menus.
# If you disable this, you can still access the quark config from Mod Options > Quark > Config
B:"Enable q Button"=false
# Set this to true to move the q button to the right of the buttons, instead
# of to the left as it is by default.
B:"q Button on the Right"=false
}
_modules {
B:automation=true
B:building=true
B:client=true
B:decoration=true
# Experimental Features. All features in this module are disabled by default. Use at your own risk.
B:experimental=true
B:management=true
B:misc=true
B:oddities=true
B:tweaks=true
B:vanity=true
B:world=true
}
automation {
B:"Animals eat floor food"=true
B:Chute=true
B:"Dispenser records"=true
B:"Dispensers place blocks"=true
B:"Dispensers place seeds"=true
B:"Ender watcher"=true
B:"Metal buttons"=true
B:"Obsidian pressure plate"=true
B:"Piston Block Breakers"=true
B:"Pistons Push and Pull Items"=true
B:"Pistons move t es"=true
B:"Rain detector"=true
B:"Redstone randomizer"=true
B:"Sugar block"=true
"dispensers place blocks" {
# Blocks that dispensers should not be able to place
S:Blacklist <
minecraft:water
minecraft:flowing_water
minecraft:lava
minecraft:flowing_lava
minecraft:fire
botania:specialflower
>
# This feature disables itself if any of the following mods are loaded:
# - blockdispenser
# This is done to prevent content overlap.
# You can turn this on to force the feature to be loaded even if the above mods are also loaded.
B:"Force Enabled"=false
}
"animals eat floor food" {
# This feature disables itself if any of the following mods are loaded:
# - betterwithmods
# - easybreeding
# - animania
# This is done to prevent content overlap.
# You can turn this on to force the feature to be loaded even if the above mods are also loaded.
B:"Force Enabled"=false
}
"metal buttons" {
B:"Enable Gold Button"=true
B:"Enable Iron Button"=true
}
"ender watcher" {
# This feature disables itself if any of the following mods are loaded:
# - botania
# This is done to prevent content overlap.
# You can turn this on to force the feature to be loaded even if the above mods are also loaded.
B:"Force Enabled"=false
}
"piston block breakers" {
# Replace the End Rod in the recipe with an Iron Ingot
B:"Enable Easy Recipe"=false
}
"pistons move t es" {
# List of blocks whose tile entity update should be delayed by one tick after placed to prevent corruption.
S:"Delayed Update List" <
minecraft:dispenser
minecraft:dropper
>
# Blocks with Tile Entities that pistons should not be able to move.
# You can specify just mod names here, and all blocks from that mod will be disabled.
S:"Tile Entity Movement Blacklist" <
minecraft:mob_spawner
integrateddynamics:cable
randomthings:blockbreaker
minecraft:trapped_chest
quark:custom_chest_trap
>
# Some mod blocks with complex renders will break everything if moved. Add them here if you find any.
S:"Tile Entity Render Blacklist" <
psi:programmer
botania:starfield
>
}
"pistons push and pull items" {
D:"Push Strength"=0.47999998927116394
}
"dispensers place seeds" {
# Add seeds from other mods here, in the following format: mod:seed=mod:block:meta. Set meta to -1 to just place the default.
S:"Custom Seeds" <
>
# This feature disables itself if any of the following mods are loaded:
# - botania
# - animania
# This is done to prevent content overlap.
# You can turn this on to force the feature to be loaded even if the above mods are also loaded.
# Adds the colored flower pot features of supporting additional flowers and comparator power to the vanilla flower pot using a block substitution
B:"Better vanilla flower pot"=true
B:"Blaze lantern"=true
B:"Charcoal block"=true
B:"Colored flower pots"=true
B:"Colored item frames"=true
B:"Flat item frames"=true
B:"Glass item frame"=true
B:"Iron ladders"=true
B:"Leaf carpets"=true
B:"Lit lamp"=true
B:"More banner layers"=true
B:"More banners"=true
B:"Nether brick fence gate"=true
B:"Paper lantern"=true
B:"Paper wall"=true
B:"Tallow and candles"=true
B:"Varied bookshelves"=true
B:"Varied buttons and pressure plates"=true
B:"Varied chests"=true
B:"Varied trapdoors"=true
"more banners" {
B:Dragon=true
B:Eye=true
B:Shield=true
B:Sword=true
}
"varied trapdoors" {
I:"Amount of trapdoors crafted (vanilla is 2)"=6
B:"Rename vanilla trapdoor to Oak Trapdoor"=true
}
"flat item frames" {
# This feature disables itself if any of the following mods are loaded:
# - strait
# This is done to prevent content overlap.
# You can turn this on to force the feature to be loaded even if the above mods are also loaded.
B:"Force Enabled"=false
}
"colored flower pots" {
# If true, filled flower pots will respond to comparators based on the contents.
B:"Comparator Logic"=true
# List of itemstacks to override default flower behavior, default checks for BlockBush.
# Format is 'modid:name[:meta]->power'. Unset meta will default wildcard. Power refers to comparator power, non-zero makes it valid for a flower pot. Specific values:
# * 0 - not flower, blacklists from placing in a flower pot
# * 1 - mushroom
# * 4 - fern
# * 7 - flower
# * 10 - dead bush
# * 12 - sapling
# * 15 - cactus
S:"Flower Overrides" <
biomesoplenty:mushroom->1
biomesoplenty:flower_0->7
biomesoplenty:flower_1->7
biomesoplenty:sapling_0->12
biomesoplenty:sapling_1->12
biomesoplenty:sapling_2->12
quark:glowshroom->1
>
}
"varied bookshelves" {
B:"Rename vanilla bookshelves to Oak Bookshelf"=true
}
"varied chests" {
B:"Add recipe to craft chests using Logs (makes 4 chests)"=true
# Set this to true to add a recipe to convert any Quark chest to a vanilla one.
# Use this if some of your mods don't work with the ore dictionary key "chestWood".
B:"Enable Conversion to Vanilla Chests"=false
B:"Rename vanilla chests to Oak (Trapped) Chest"=true
}
"more banner layers" {
I:"Survival Layer Count"=16
}
"tallow and candles" {
I:"Candles Crafted"=2
# Set to false to disable candles falling like sand.
B:"Candles Fall"=true
# Turn this off if you don't want Tallow. This won't disable the candles, but will disable their recipes.
B:"Enable Tallow"=true
# How much power candles provide to enchanting tables. 1 = 1 bookshelf
D:"Enchantment Power"=0.5
I:"Max Tallow Dropped"=3
I:"Min Tallow Dropped"=1
I:"Tallow Burn Time"=200
}
"varied buttons and pressure plates" {
B:"Enable Buttons"=true
B:"Enable Pressure Plates"=true
B:"Prefix vanilla blocks with Oak"=true
}
"charcoal block" {
# This feature disables itself if any of the following mods are loaded:
# - actuallyadditions
# - mekanism
# This is done to prevent content overlap.
# You can turn this on to force the feature to be loaded even if the above mods are also loaded.
B:"Force Enabled"=false
}
"better vanilla flower pot" {
# This feature disables itself if any of the following mods are loaded:
# - inspirations
# This is done to prevent content overlap.
# You can turn this on to force the feature to be loaded even if the above mods are also loaded.
B:"Force Enabled"=false
}
}
experimental {
B:"Bigger caves"=false
B:"Collateral piston movement"=false
# This feature is an incomplete test, and not fit for regular gameplay. Feel free to enable it to mess around but it may explode horribly. Don't report bugs with it.
# To make a colored light, use a Lit Redstone Lamp and put the color of Stained Glass you want under it.
# For obvious reasons, this is incompatible with Optifine.
#
B:"Colored lights"=false
B:"Parrots say despacito"=false
# Suppresses all STDOUT (and STDERR, if enabled) messages so they don't show up in the console.
# Use this if some mod left behind debug messages and you don't want to see them.
# If important messages end up being disabled by this, tell the modders in case to switch to a proper logger.
B:"Print suppressor"=false
B:"Reactive cursor"=false
"colored lights" {
# Set this to true to make colored light cap out at the value of natural light.
# Note that having this enabled will make light values inconsistent based on when the light blocks were placed and updated.
B:"Cull To Lightmap"=false
# Simulates the way light travels to calculate the colored light value properly.
# This needs to be enabled to prevent light from blending through walls.
# Note that this feature heavily increases memory and CPU requirements. Do NOT use it if you plan on having a lot of lights.
# You have been warned.
B:"Simulate Light Travel"=false
}
"bigger caves" {
# Vanilla value is 1
D:"Big Cave Size Minimum"=1.0
# Vanilla value is 3
D:"Big Cave Size Variance"=8.0
# Given the value of this config as X, in average, 1 in X caves will be a huge cave
I:"Huge Cave Chance"=1800
I:"Huge Cave Maximum Y Level"=32
D:"Huge Cave Size Minimum"=14.0
D:"Huge Cave Size Variance"=6.0
B:"Huge Caves Enabled"=true
# Vanilla value is 0
D:"Overall Cave Size Minimum"=0.0
# Vanilla value is 3
D:"Overall Cave Size Variance"=7.0
}
"collateral piston movement" {
# An array of actions to apply to blocks. Each element is in the following format:
# blockid=action
# Where blockid is the ID of the block to apply the action to (e.g. minecraft:stone)
# And action is one of the following:
# above - moves all equal blocks above it
# below - moves all equal blocks below it
# above_below - moves all equal blocks above and below it
# above_edge - moves all equal blocks above it, and one more block of any type that's above the stack
# below_edge - moves all equal blocks below it, and one more block of any type that's below the stack
# above_below_edge - moves all equal blocks above and below it, and one more block of any type that's above or below the stack
# directional - moves the block its facing to (only works on directional blocks)
# sides - moves the blocks on all adjacent sides
# horiozntals - moves the blocks on all adjacent horizontal sides
# verticals - moves the blocks on all adjacent vertical sides
S:Actions <
quark:chain=below_edge
>
}
"print suppressor" {
B:"Suppress STDERR"=false
B:"Suppress STDOUT"=true
}
}
management {
B:"Automatic tool restock"=true
B:"Better craft shifting"=true
B:"Change hotbar keybind"=true
B:"Chest buttons"=true
B:"Chests in boats"=true
B:"Ctrl-click an item to favorite it. Favorited items aren't stored by the other features here"=true
B:"Inventory sorting"=true
B:"Press Ctrl-DELETE in the inventory to delete an item"=true
B:"Press F in the inventory to switch item to main hand"=true
B:"Press T in the inventory to link items to chat"=true
B:"Right click add to shulker box"=true
B:"Store to chests"=false
"store to chests" {
# GUIs in which the drop off button should be forced to show up. Use the "Debug Classnames" option in chest buttons to find the names.
S:"Forced GUIs" <
>
# If true the default will be to merge your items into nearby chests, otherwise hold shift for this functionality.
B:"Invert button"=false
I:"Position X"=0
I:"Position X (Creative)"=28
I:"Position Y "=30
I:"Position Y (Creative)"=-20
}
"press ctrl-delete in the inventory to delete an item" {
B:"Enable Trash Button"=true
B:"Trash Button Needs Shift"=true
I:"Trash Button X"=3
I:"Trash Button Y"=-25
B:"Trash Button only on Player Inventory"=false
}
"press f in the inventory to switch item to main hand" {
# This feature disables itself if any of the following mods are loaded:
# - visiblearmorslots
# This is done to prevent content overlap.
# You can turn this on to force the feature to be loaded even if the above mods are also loaded.
B:"Force Enabled"=false
}
"automatic tool restock" {
# Enable comparing enchantments to find a replacement
B:"Enable Enchantment Matching"=true
# Enable replacing your tools with tools of the same type but not the same item
B:"Enable Loose Matching"=true
# This feature disables itself if any of the following mods are loaded:
# - inventorytweaks
# This is done to prevent content overlap.
# You can turn this on to force the feature to be loaded even if the above mods are also loaded.
B:"Force Enabled"=false
# Enchantments deemed important enough to have special priority when finding a replacement
S:"Important Enchantments" <
minecraft:silk_touch
minecraft:fortune
minecraft:infinity
minecraft:luck_of_the_sea
minecraft:looting
>
B:"Unstackable Items Only"=false
}
"chest buttons" {
# Set this to true to print out the names of all GUIs you open to the log. This is used to fill in the "Forced GUIs" list.
# GUIs in which the chest buttons should be forced to show up. Use the "Debug Classnames" option to find the names.
S:"Forced GUIs" <
>
deposit {
# [default: true]
B:Enabled=true
# [range: -2147483648 ~ 2147483647, default: -18]
I:"X Position"=-18
# [range: -2147483648 ~ 2147483647, default: -50]
I:"Y Position"=-50
}
smart_deposit {
# [default: true]
B:Enabled=true
# [range: -2147483648 ~ 2147483647, default: -18]
I:"X Position"=-18
# [range: -2147483648 ~ 2147483647, default: -30]
I:"Y Position"=-30
}
restock {
# [default: true]
B:Enabled=true
# [range: -2147483648 ~ 2147483647, default: -18]
I:"X Position"=-18
# [range: -2147483648 ~ 2147483647, default: 45]
I:"Y Position"=45
}
extract {
# [default: true]
B:Enabled=true
# [range: -2147483648 ~ 2147483647, default: -18]
I:"X Position"=-18
# [range: -2147483648 ~ 2147483647, default: 25]
I:"Y Position"=25
}
sort {
# The Sort button is only available if the Inventory Sorting feature is enable [default: true]
B:Enabled=true
# [range: -2147483648 ~ 2147483647, default: -18]
I:"X Position"=-18
# [range: -2147483648 ~ 2147483647, default: -70]
I:"Y Position"=-70
}
sort_player {
# The Sort button is only available if the Inventory Sorting feature is enable [default: true]
B:Enabled=true
# [range: -2147483648 ~ 2147483647, default: -18]
I:"X Position"=-18
# [range: -2147483648 ~ 2147483647, default: 5]
I:"Y Position"=5
}
}
"inventory sorting" {
B:"Enable Button in Player Inventory"=true
# This feature disables itself if any of the following mods are loaded:
# - inventorytweaks
# - inventorysorter
# This is done to prevent content overlap.
# You can turn this on to force the feature to be loaded even if the above mods are also loaded.
B:"Force Enabled"=false
# GUIs in which the sort button should be forced to show up. Use the "Debug Classnames" option in chest buttons to find the names.
S:"Forced GUIs" <
>
I:"Position X"=-20
I:"Position X (Creative)"=8
I:"Position Y "=30
I:"Position Y (Creative)"=-20
}
"better craft shifting" {
B:"Enable Crafting Table"=true
B:"Enable Villager"=true
}
}
misc {
B:"Ancient tomes"=true
B:"Black ash"=true
B:"Color runes"=true
B:"Enderdragon scales"=true
B:"Endermites into shulkers"=true
B:"Extra arrows"=true
B:"Extra potions"=true
B:"Lock direction hotkey"=true
B:"Map markers"=true
B:"Named snow golems with pumpkins drop player heads if killed by a witch"=true
B:"Note block interface"=true
B:"Note blocks play mob sounds if there's a head attached"=true
B:"Parrot eggs"=true
B:"Place vanilla dusts"=true
B:"Poison potato usage"=true
B:"Slime bucket"=true
B:"Soul powder"=true
B:"Throwable dragon breath"=true
B:"Utility recipes"=true
"endermites into shulkers" {
# This feature disables itself if any of the following mods are loaded:
# - mite2shulker
# This is done to prevent content overlap.
# You can turn this on to force the feature to be loaded even if the above mods are also loaded.
B:"Force Enabled"=false
# The chance (1 in X) for an Endermite to turn into a Shulker.
# The higher, the lower the chance. The chance for s Silverfish to bury is 10, for reference.
I:"Transform Chance"=200
}
"place vanilla dusts" {
B:"Enable Glowstone"=true
B:"Enable Gunpowder"=true
# Amount of ticks between each piece of gunpowder igniting the next
I:"Gunpowder Delay"=10
# Amount of ticks between each piece of gunpowder igniting the next, if on Netherrack
I:"Gunpowder Delay on Netherrack"=5
}
"extra potions" {
# A list of potentially context sensitive replacements to apply to the beacon effect list.
# This system allows the potion effects in a beacon to change based on if there's specific blocks on top of the pyramid at the same layer as the beacon.
# Lines are processed in the order you add them.
# Each line is a comma separated list in the following format:
# block,meta,layer,index,potion
#
# Each value is as follows:
# block: A block ID of a block to check against when applying this replacement. You can leave this empty if you always want to apply the replacement
# meta: The metadata of the block to check against, or -1 if any metadata will work. You must include this even if block is empty
# layer: The layer of the beacon that contains the effect you want to replace (range: 0-3)
# index: The effect in that layer you want to replace (range: 0-1, just 0 if it's layers 2 or 3)
# potion: The ID for the potion to replace. Note: modded potions won't dispay the icons properly
#
# Examples:
# minecraft:sea_lantern,-1,0,1,minecraft:water_breathing -> Replace Haste with Water Breathing if there's a Sea Lantern next to the beacon
# ,-1,1,0,minecraft:levitation -> Always replace Resistance with Levitation
S:"Beacon Replacements" <
>
B:"Enable Danger Sight Potion"=true
B:"Enable Haste Potion"=true
B:"Enable Resistance Potion"=true
# Always use Clownfish instead of Glowshroom, even if Glowshroom is available.
B:"Force Clownfish for Danger Sight"=false
# Always use Quartz instead of Biotite, even if Biotite is available.
B:"Force Quartz for Resistance"=false
}
"extra arrows" {
B:"Enable Ender Arrow"=true
B:"Enable Explosive Arrow"=true
B:"Enable Torch Arrow"=true
B:"Explosive Arrow Destroys Blocks"=true
D:"Explosive Arrow Power"=2.0
}
"map markers" {
# If enabled, replaces the recipe to add the marker with right clicking for the same purpose
B:"Use Right Click"=false
}
"color runes" {
I:"Cost to apply rune"=15
I:"Desert Temple loot weight"=15
I:"Dungeon loot weight"=20
B:"Enable Rainbow Rune Crafting"=true
B:"Enable Rainbow Rune in Chests"=false
I:"Item quality for loot"=0
I:"Jungle Temple loot weight"=15
I:"Nether Fortress loot weight"=15
B:"Stackable Runes"=true
}
"note block interface" {
# Keyboard layout to use for the piano
# Accepted values are: qwerty, azerty, dvorak
S:"Keyboard Layout"=qwerty
B:"Requires Empty Hands"=false
}
"throwable dragon breath" {
I:"Blocks per Bottle"=64
}
"utility recipes" {
B:"Dispenser Recipe"=true
B:"Enable Minecarts"=true
B:"Repeater Recipe"=true
}
"black ash" {
B:"Remove Wither Skeleton Coal Drops"=true
I:"Wither Max Drop"=20
I:"Wither Min Drop"=12
I:"Wither Skeleton Max Drop"=3
I:"Wither Skeleton Min Drop"=0
}
"ancient tomes" {
I:"Cost to apply tome"=35
I:"Cost to apply upgraded book to item"=35
I:"Dungeon loot weight"=8
I:"Item quality for loot"=2
I:"Stronghold Library loot weight"=12
S:"Valid Enchantments" <
minecraft:feather_falling
minecraft:thorns
minecraft:sharpness
minecraft:smite
minecraft:bane_of_arthropods
minecraft:knockback
minecraft:fire_aspect
minecraft:looting
minecraft:sweeping
minecraft:efficiency
minecraft:unbreaking
minecraft:fortune
minecraft:power
minecraft:punch
minecraft:luck_of_the_sea
minecraft:lure
>
}
"poison potato usage" {
D:"Chance to Poison"=0.1
}
"parrot eggs" {
I:"Egg Creation Time"=12000
B:"Enable Special Awesome Parrot"=true
S:"Feed Item"=minecraft:beetroot_seeds
# If this is X, the parrot will, on average, start making an egg in every X seeds fed
I:"Success Chance"=20
}
"enderdragon scales" {
I:"Amount Dropped per Dragon Kill"=1
# Should the crafted Elytra be dyed black? (only works if Dyed Elytras from Vanity is loaded)
B:"Dye Elytra Black"=true
I:"Required Scales per Elytra"=1
}
}
oddities {
B:Backpacks=true
B:"Matrix enchanting"=true
B:Pipes=false
B:"Totem of holding"=true
"totem of holding" {
# Set this to false to only allow the owner of a totem to collect its items rather than any player
B:"Allow Anyone to Collect"=true
# Set this to false to remove the behaviour where totems destroy themselves if the player dies again.
B:"Dark Souls Mode"=true
# Set this to true to make it so that if a totem is destroyed, the items it holds are destroyed alongside it rather than dropped
B:"Destroy Lost Items"=false
B:"Enable Soul Compass"=true
B:"Spawn Totem on PVP Kill"=false
}
"matrix enchanting" {
# Set to false to disable the ability to create Enchanted Books
B:"Allow Enchanted Books"=true
# Set this to true to allow treasure enchantments to be rolled as pieces
B:"Allow Treasure Enchantments"=false
# How many pieces you can generate without any bookshelves
I:"Base Max Piece Count"=3
# How many pieces you can generate without any bookshelves (for Books)
I:"Base Max Piece Count for Books"=1
# The higher this is, the better enchantments you'll get on books
I:"Book Enchantability"=12
# How much the min level requirement for adding a new piece to a book should increase per each bookshelf being used
D:"Book Min Level Scale Factor"=2.0
# How many pieces a single Lapis can generate
I:"Charge per Lapis"=4
# A list of enchantment IDs you don't want the enchantment table to be able to create
S:"Disallowed Enchantments" <
>
# How much to multiply the frequency of pieces where at least one of the same type has been generated
D:"Dupe Multiplier"=1.4
# How much to multiply the frequency of pieces where incompatible pieces have been generated
D:"Incompatible Multiplier"=0.0
I:"Max Bookshelves"=15
# At which piece count the calculation for the min level should default to increasing one per piece rather than using the scale factor
I:"Min Level Cutoff"=10
# How much the min level requirement for adding a new piece should increase for each piece added (up until the value of Min Level Cutoff)
D:"Min Level Scale Factor"=1.5
# By default, enchantment rarities are fuzzied a bit to work better with the new system. Set this to false to override this behaviour.
B:"Normalize Rarity"=true
# Should this be X, the price of a piece increase by 1 every X pieces you generate
I:"Piece Price Scale"=9
# Set to false to disable the tooltip for items with pending enchantments
B:"Show Tooltip"=true
}
pipes {
# Freel free to disable so you don't see items going through pipes, good if your PC is a potato
B:"Enable Pipe Render"=true
# Set to 0 if you don't want pipes to have a max amount of items
I:"Max Pipe Items"=16
# How long it takes for an item to cross a pipe. Bigger = slower.
I:"Pipe Speed"=5
I:"Pipes Crafted"=6
}
backpacks {
# Set this to true to enable a crafting recipe
B:"Enable Crafting"=false
# Set this to false if you want to disable the villager trade so you can add an alternate acquisition method
B:"Enable Trade"=true
I:"Max Required Emeralds"=18
I:"Min Required Emeralds"=12
I:"Required Leather"=12
# Set this to true to allow the backpacks to be unequipped even with items in them
B:"Unbalanced Mode"=false
}
}
tweaks {
B:"Allow crafting stone tools using flint"=true
B:"Armed armor stands"=true
B:"Automatic recipe unlock"=true
B:"Axes break leaves"=true
B:"Baby zombies burn"=true
B:"Blastproof shulker boxes"=true
B:"Chickens shed feathers"=true
B:"Compasses work everywhere"=true
B:"Convert Clay Blocks to Clay"=true
B:"Deploy ladders down"=true
B:"Double doors open together"=true
B:"Dragon's Breath doesn't leave a bottle behind"=true
B:"Dye any wool"=true
B:"Endermen anti cheese"=false
B:"Glass shards"=false
B:"Hoes break a 5x5 of plants"=true
B:"Improved sleeping"=true
B:"Jump boost allows to step up 1 block"=true
B:"Knock on doors"=true
B:"Look down on ladders to descend fast"=true
B:"Quick armor swapping"=true
B:"Remove layers of snow by right clicking with a shovel"=true
B:"Right click minecarts to add blocks to them"=true
# How long should blindness last upon hitting a squid, in ticks
I:"Blindness Time"=80
}
"sheep have armor while wearing wool" {
# The amount of armor points to give to a sheep when it is not sheared.
D:"Sheep Armor Amount"=1.0
}
"slabs to blocks recipe" {
# The stack size for the vanilla slab recipe, used for automatically detecting slab recipes
I:"Vanilla stack size"=6
}
"endermen anti cheese" {
# The delay (in ticks) between how often an enderman can break a block.
I:Delay=10
# A value of health for which endermen will stop doing anti-cheese when below. Set to 0 to disable.
I:"HP Lower Bound"=3
B:"Ignore mobGriefing Gamerule"=true
# The minimum difficulty in which this effect should take place. (1: easy, 2: normal, 3: hard)
I:"Minimum Difficulty"=3
# Set this to true to use the old behaviour, where the endermen would teleport the player to them
B:"Use Old Behaviour"=false
}
"double doors open together" {
B:"Allow Villagers to use Double Doors"=true
# This feature disables itself if any of the following mods are loaded:
# - malisisdoors
# This is done to prevent content overlap.
# You can turn this on to force the feature to be loaded even if the above mods are also loaded.
B:"Force Enabled"=false
}
"automatic recipe unlock" {
# Set this to true to disable the vanilla recipe book altogether.
B:"Disable Recipe Book"=true
# Set to true to force the doLimitedCrafting gamerule to true.
# Combine this with the Ignored Recipes list to create a system where only a few selected recipes are locked.
B:"Force Limited Crafting"=false
# A list of recipe names that should NOT be added in by default
S:"Ignored Recipes" <
>
}
"right click minecarts to add blocks to them" {
B:"Enable Command Block and Mob Spawner"=true
}
"improved sleeping" {
B:"Enable AFK"=true
# This feature disables itself if any of the following mods are loaded:
# - morpheus
# - sleepingoverhaul
# This is done to prevent content overlap.
# You can turn this on to force the feature to be loaded even if the above mods are also loaded.
B:"Force Enabled"=false
# The percentage of the (non-afk) server that needs to be sleeping for the time to change.
I:"Required Percentage"=100
# How many ticks are required for a player to be marked AFK
I:"Time for AFK"=2400
}
"stackable items" {
I:Minecarts=16
I:Saddle=8
I:Soups=64
}
"jump boost allows to step up 1 block" {
B:"Can toggle with sneaking"=true
I:"Minimum Jump Boost level"=2
}
"compasses work everywhere" {
# Make clocks always show day until crafted
B:"Enable Clock Fix"=true
# Make compasses always point north until crafted
B:"Enable Compass Fix"=true
# Make compasses point to center of the main island when in the end
B:"Enable End Compass"=true
# Make compasses point to where the portal you came in from when in the nether
B:"Enable Nether Compass"=true
}
"right click sign edit" {
B:"Requires Empty Hands"=true
}
"quick armor swapping" {
# This feature disables itself if any of the following mods are loaded:
# - iberia
# This is done to prevent content overlap.
# You can turn this on to force the feature to be loaded even if the above mods are also loaded.
B:"Force Enabled"=false
B:"Swap off-hand with armor"=true
}
"stair crafting makes more" {
B:"Add stairs to blocks recipe"=true
# This recipe can only be enabled if the "Slabs to blocks recipe" feature is.
B:"Enable Slab to Stairs Recipe"=true
I:"Target stack size (must be a divisor of 24 if 'Reversion recipe' is enabled)"=8
# The stack size for the vanilla stair recipe, used for automatically detecting stair recipes
I:"Vanilla stack size"=4
}
"dye any wool" {
B:"Add 8 Dyed Wool Recipe"=true
}
"chickens shed feathers" {
B:"Chicks drop feathers"=true
I:"Drop frequency (lower means more)"=28000
B:"Force at least one feather on kill"=true
}
}
vanity {
B:"Boat sails"=true
B:"Dyable elytra"=true
B:"Dye item names"=true
B:"Emote system"=true
B:"Firework cloning"=true
B:"Sit in stairs"=true
B:"Witch hat"=false
"emote system" {
# Enable this to make custom emotes read the file every time they're triggered so you can edit on the fly.
# DO NOT ship enabled this in a modpack, please.
B:"Custom Emote Dev Mode"=false
# Allow custom emotes to run function files when a user prompts them.
# To attach a function file to any given emote, simply place a .mcfunction file with the same name as your .emote file (sans extension) in /quark_emotes.
# Command output from emote functions is enabled only if both "Custom Emote Dev Mode" and the "commandBlockOutput" gamerule are enabled.
B:"Custom Emote Functions"=false
# The list of Custom Emotes to be loaded.
# Watch the tutorial on Custom Emotes to learn how to make your own: https://youtu.be/ourHUkan6aQ
S:"Custom Emotes" <
>
# Should keybinds for emotes be generated? (They're all unbound by default)
B:"Enable Keybinds"=true
# The enabled default emotes. Remove from this list to disable them. You can also re-order them, if you feel like it.
# The higher, the less chiseled sandstone will spawn [range: 0 ~ 2147483647, default: 10]
I:"Chiseled Sandstone Chance"=10
# The higher, the less dead bushes will spawn [range: 0 ~ 2147483647, default: 20]
I:"Dead Bush Chance"=20
# The chance that dungeons will spawn any given chunk of the biome. The lower the value, the fewer dungeons will spawn. [range: 0.0 ~ 1.0, default: 0.05]
# The (1 in X) chance for a spider spawner to be a cave spider spawner instead [range: 0 ~ 2147483647, default: 4]
I:"Cave Spider Spawner Chance"=4
# The higher, the less ceiling cobwebs will spawn [range: 0 ~ 2147483647, default: 10]
I:"Ceiling Cobweb Chance"=10
# The chance that dungeons will spawn any given chunk of the biome. The lower the value, the fewer dungeons will spawn. [range: 0.0 ~ 1.0, default: 0.05]
S:"Dungeon Spawn Chance"=0.05
# [default: true]
B:Enabled=true
# The higher, the less floor cobwebs will spawn [range: 0 ~ 2147483647, default: 30]
I:"Floor Cobweb Chance"=30
# [range: 0 ~ 255, default: 40]
I:"Maximum Y Level"=40
# [range: 0 ~ 255, default: 10]
I:"Minimum Y Level"=10
# The higher, the less cobwebs will spawn in nests [range: 0 ~ 2147483647, default: 2]
I:"Nest Cobweb Chance"=2
# The range for cobwebs to be spawned in spider nests [range: 0 ~ 2147483647, default: 3]