Project home for New Alterlite - A new locaria community pack focused on a different approach of minecrafting.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
NewAlterlite/config/charm.cfg

644 lines
22 KiB

# Configuration file
_meson {
# Allows extra debug output in the console.
B:"Debug mode"=false
}
_modules {
B:CharmBrewing=true
B:CharmCrafting=true
B:CharmEnchanting=true
B:CharmLoot=true
B:CharmSmithing=true
B:CharmTweaks=true
B:CharmWorld=true
}
charmbrewing {
# Brew cocoa beans in water to make Coffee which gives you a helpful boost.
B:Coffee=true
# A nasty potion that withers living things.
B:Decay=true
# Brew an Eye of Ender with a Night Vision potion to make a Potion of Ender Sight.
# Enderman are attracted to your location and you might hear a ringing sound coming from the direction of a stronghold.
# In the End, the Potion of Ender Sight helps you find an End City.
B:EnderSight=true
# Craft a Long Potion with a Cake to make a Flavored Cake that gives a potion effect after eating each slice.
B:FlavoredCake=true
# Allows Potion of Poison to be created from Mundane Potions and Poisonous Potatoes.
B:PoisonousPotatoBrew=true
coffee {
# Duration (in seconds) of Coffee effects.
I:"Coffee effect duration"=10
}
decay {
# Duration (in seconds) of decay effect when consumed.
I:"Decay duration"=5
# Strength of the Wither effect that accompanies the decay effect.
I:"Wither strength"=2
}
endersight {
# Invert the colours when under the effect of Ender Sight.
B:"Client shader effect"=true
# Duration (in seconds) of Ender Sight effect when consumed.
I:"Ender Sight duration"=10
# Chance (out of 1.0) of an Enderman spawning close by when experiencing the Ender Sight effect.
D:"Enderman spawn chance"=0.05
}
flavoredcake {
# Duration (in seconds) of the potion effect when eating a single slice of cake.
I:"Cake effect duration"=100
# List of Long Potions that can be used to make a cake.
S:"Cake effect potion types" <
speed
strength
jump_boost
regeneration
fire_resistance
water_breathing
invisibility
night_vision
>
}
}
charmcrafting {
# A compact storage solution borrowed lovingly from Minecraft 1.14.
B:Barrel=true
# A bookshelf with 9 slots that can store books.
# Provides the same enchanting power as a normal bookshelf as long as there is at least 1 book on the shelf.
B:BookshelfChest=true
# Offers a smaller storage solution with the benefit of being transportable. Name your crate on an anvil to change the displayed label.
# You can also seal the crate by combining it with an iron ingot - the only way to get things out is to break it.
B:Crate=true
# An elegant lighting solution borrowed lovingly from Minecraft 1.14.
# Now with special Golden edition!
B:Lantern=true
# Craft (or find) beetroot soup with a flower to make a suspicious soup.
# Different flowers provide positive effects that are different for each world.
# Be warned: these unstable concoctions might occasionally have negative side effects.
B:SuspiciousSoup=true
crate {
# Enables the display of the crate's name when you look at the crate.
B:"Show crate name"=true
# Amount of XP (levels) required to use a name tag to seal a crate.
I:"XP cost"=0
}
lantern {
# Lanterns make a gentle fire crackling sound.
B:"Ambient sound"=true
# Lantern will fall when the block under it is broken, or when the block above a hanging lantern is broken.
B:"Lanterns obey gravity"=true
}
suspicioussoup {
# Add soup to mansions, igloos and village blacksmith loot.
B:"Add to loot"=true
# Amount of half-hearts of health restored by consuming any soup.
I:"Health restored"=10
# Minimum duration (in seconds) of the effect(s) of the soup when consumed.
I:"Suspicious Soup duration"=20
}
}
charmenchanting {
# Combine the Curse Break enchanted book with a cursed item on an anvil to remove the curse.
B:CurseBreak=true
# Additional curses to ruin your day.
# These curses can be given to player items when touched by a Spectre or being affected by the Decay potion.
B:ExtraCurses=true
# A hoe with the Homing enchantment is attracted to ore of the same ingots that make up the head of the hoe.
# Right click underground. If you hear a sound, you can follow it to the ore.
B:Homing=true
# An item with the Salvage enchantment does not disappear when its durability is depleted, giving you a chance to get it repaired.
# If the item runs out of durability the player will drop it and must be picked up again. Watch out for lava.
B:Salvage=true
cursebreak {
# Amount of XP (levels) to remove a curse from an item
I:"XP cost"=1
}
extracurses {
# Chance (out of 1.0) that an item affected by Clumsiness fails to do its job.
D:"Clumsiness chance"=0.12
# Chance (out of 1.0) that an item affected by Harming hurts the player.
D:"Harming chance"=0.12
# Amount of damage (in half-hearts) dealt to the player when using an item affected by Harming.
I:"Harming damage"=1
# List of mobs that can spawn when using an item affected by Haunting.
S:"Haunting mobs" <
zombie
skeleton
witch
enderman
charm:spectre
>
# Chance (out of 1.0) that an item affected by Haunting causes a mob to spawn near the player.
D:"Haunting spawn chance"=0.12
# Distance (in blocks) where a mob can spawn when using an item affected by Haunting.
I:"Haunting spawn range"=8
# Maximum amount of durability damage given to an item affected by Rusting when the item is used.
I:"Rusting damage"=12
}
}
charmloot {
# Abandoned Crates may be found underground. These crates are sealed so must be smashed to obtain contained items.
B:AbandonedCrates=true
# Right-click with a Totem of Returning to bind it to a location in the world.
# The next time you use the totem, you will be returned to that location, destroying the totem in the process.
B:TotemOfReturning=true
# With the Totem of Shielding in your offhand (shield) slot, any damage you take is absorbed by the totem instead.
B:TotemOfShielding=true
# Use a fortune-enchanted shovel on dirt, sand, clat or gravel for a chance to unearth dungeon treasure items.
B:UnearthItems=true
# Wearing a Witch Hat protects your items from being cursed when touched by a Spectre.
# NOTE: Quark must be installed for this feature to be enabled.
B:WitchHatProtection=true
# A witch has a chance to drop a Potion of Decay when killed by a player.
B:WitchesDropDecay=true
# A witch has a chance to drop a Potion of Luck when killed by a player.
B:WitchesDropLuck=true
abandonedcrates {
# Chance (out of 1.0) of a crate generating in a chunk, if it is possible to do so.
D:"Generate crate chance"=0.28
}
totemofreturning {
# If Illusioners are enabled, add the totem as a possible drop.
B:"Add as Illusioner drop"=true
# Add the totem to mansions, mineshafts and nether fortress loot.
B:"Add to loot"=true
}
totemofshielding {
# If Illusioners are enabled, add the totem as a possible drop.
B:"Add as Illusioner drop"=true
# Add the totem to mansions, pyramids and jungle temple loot.
B:"Add to loot"=true
# The incoming player damage is multiplied by this amount before being transferred to the totem.
D:"Damage multiplier"=0.75
# Maximum durability of the totem.
I:"Maximum Health"=100
}
unearthitems {
# Chance (out of 1.0) of unearthing a treasure item when digging with an enchanted shovel/spade.
D:"Unearthing item chance"=0.001
# Maximum durability cost to the shovel when a treasure item is unearthed.
I:"Unearthing item damage"=8
# Blocks that treasure may be unearthed from when digging with an enchanted shovel/spade.
S:"Valid blocks" <
sand
gravel
clay
dirt
>
}
witchesdropdecay {
# Chance (out of 1.0) of a witch dropping a Potion of Decay when killed by the player.
D:"Drop chance"=0.2
}
witchesdropluck {
# Chance (out of 1.0) of a witch dropping a Potion of Luck when killed by the player.
D:"Drop chance"=0.1
}
}
charmsmithing {
# Combine an item with its golden version on an anvil to reduce the original item's repair cost.
B:DecreaseRepairCost=true
# Combine a Totem of Returning with a clock on an anvil to increase the number of times it can be used.
B:ExtendTotemOfReturning=true
# Combine an Enchanted Book with empty bottles on an anvil to get Bottles o' Enchanting.
# The more levels and enchantments the book has, the more bottles are returned.
B:ExtractBookXP=true
# Extract enchantments from any enchanted item into an empty book.
# The enchantments are weakened in the process, and the original item is destroyed.
B:ExtractEnchantments=true
# Combine a tool, weapon or armour with flint to break the item into its component materials.
# For a tool or weapon the material will be whatever the head is made from.
# To get the full amount of material back, the item must be completely repaired and the equivalent number of pieces of flint used.
B:RecycleWithFlint=true
# Tallow can be combined on an anvil with a tool or armor to give a small durability boost.
# Repairing using tallow has a chance to increase future repair costs of the tool or armor.
# NOTE: Quark must be installed for this feature to be enabled.
B:TallowIncreasesDurability=true
decreaserepaircost {
# Amount that a golden item will decrease another item's repair cost.
I:"Decrease repair amount"=2
# Amount of XP (levels) to use a golden item to decrease another item's repair cost.
I:"XP cost"=0
}
extendtotemofreturning {
# Amount of XP (levels) required to increase the number of times a Totem of Returning can be used.
I:"XP cost"=5
}
extractbookxp {
# The minimum number of glass bottles needed when converting enchantments.
I:"Minimum required bottles"=5
# Amount of XP (levels) to activate the conversion of enchantments into Bottles o' Enchanting.
I:"XP cost"=0
}
extractenchantments {
# The minimum XP cost before adding XP equivalent to the enchantment level(s) of the item.
I:"Base XP cost"=1
# Number of levels that enchantments are weakened when converting.
I:"Weaken by amount"=1
}
recyclewithflint {
# How many units of material horse armour is worth. Example: if set to 8, gold horse armor will return 8 gold ingots.
I:"Horse armor material units"=8
# Amount of XP (levels) needed to break apart the item.
I:"XP cost"=0
}
tallowincreasesdurability {
# Percentage (out of 1.0) of the tool or armor repaired by a piece of tallow.
D:"Amount repaired"=0.02
# Chance (out of 1.0) of tallow increasing the future repair cost of the tool.
D:"Chance of repair cost increase"=0.75
# Amount of XP (levels) required to repair.
I:"XP cost"=0
}
}
charmtweaks {
# Right click a cactus with an empty glass bottle for a chance to fill the bottle with water.
B:CactusWater=true
# Cauldrons can be used as a permanent water source when sneaking.
B:CauldronWaterSource=false
# Adds records of all Minecraft background music.
B:ExtraRecords=true
# Leather armor is invisible and does not increase mob awareness when drinking Potion of Invisibility.
B:LeatherArmorInvisibility=true
# Like Quark's random animal textures, this feature lets wolves and cats spawn with additional skin textures.
B:RandomAnimalTextures=true
# Stops the background music when playing a record in a jukebox to avoid a horrible cacophony.
B:RecordsStopBackgroundMusic=true
# Using shears to break a flower has a chance of increasing the number of dropped flowers.
B:ShearedFlowers=true
# Using shears to break a melon has a chance to drop all 9 melon pieces.
B:ShearedMelons=true
# Landing on sponge absorbs some of the player's fall damage.
B:SpongesReduceFallDamage=true
# Enchanted Books can stack (up to 16).
B:StackableEnchantedBooks=true
# Milk buckets can stack (up to 16).
B:StackableMilkBuckets=true
# Potions and water bottles can stack (up to 16).
B:StackablePotions=true
# Tamed animals no longer take direct damage from players.
# They still suffer secondary effects, such as burning from a Fire Aspect sword.
B:TamedAnimalsNoDamage=true
# As long as a Totem of Undying is in your inventory, it will be consumed to protect you from death.
B:UseTotemFromInventory=true
# Drink a bottle of water in a hot and dry biome to provide a regeneration boost.
B:WaterInHotBiomes=true
randomanimaltextures {
# Textures to use when rendering Black cats (Cat Type 2).
S:"Black cat textures" <
minecraft:black
charm:all_black
>
# Textures to use when rendering Ocelots.
S:"Ocelot textures" <
minecraft:ocelot
>
# Enable random textures depending on the cat type, borrowed lovingly from Minecraft 1.14.
B:"Random cat textures"=true
# Enable random wolf textures with brown, grey and black variants.
B:"Random wolf textures"=true
# Textures to use when rendering Red cats (Cat Type 1).
S:"Red cat textures" <
minecraft:red
charm:persian
charm:tabby
>
# Textures to use when rendering Siamese and other cats (Cat Type 3).
S:"Siamese / other cat textures" <
minecraft:siamese
charm:calico
charm:white
charm:ragdoll
charm:british_shorthair
charm:jellie
>
# Textures to use when rendering wolves.
S:"Wolf textures" <
minecraft:wolf
charm:brown
charm:grey
charm:black
>
}
}
charmworld {
# Right-click a bat with a bucket to capture it.
# Right-click your Bat in a Bucket to release the bat and help locate entities around you.
B:BatBucket=true
# If you are holding an emerald and are struck by lightning, the emerald will become charged and you will take no damage.
# Right-click a Charged Emerald to throw it, creating a lightning strike at the point of impact.
B:ChargedEmeralds=true
# Illusioners are spell-casting illagers equipped with bows that create fake copies of themselves while fighting.
# This feature lets illusioners spawn in Roofed Forest biomes. An illusioner has a chance of dropping a totem.
B:IllusionersInRoofedForest=true
# Villages spawn in more biomes. The type of biome determines what materials the village buildings are constructed from.
B:MoreVillageBiomes=true
# Gold deposits spawn in the Nether that can be broken to receive gold nuggets.
B:NetherGoldDeposits=true
# Spectres spawn in the darkness at quite a low depth, and are almost invisible to see.
# When they touch the player they curse a weapon, tool or armor item and disappear.
# They can be defeated by light - or by the lightest of hits.
B:Spectre=false
# Swamp huts may generate with a filled cauldron, a chest of loot and a black cat.
B:SwampHutDecorations=true
# Improves village aesthetics with internal and external decoration.
# Houses and huts are populated with functional and decorative blocks according to a career/profession.
# Village area can have more trees, flowers, crops, mobs and lights.
B:VillageDecorations=true
# Villagers have additional trades. Librarians can buy back enchanted books, tool smiths repair very damaged anvils for a small iron cost, and zombie flesh is more useful.
B:VillagerTrades=true
# Vindicators can be found wandering in Roofed Forest biomes.
B:VindicatorsInRoofedForest=true
batbucket {
# Add the Bat in a Bucket to dungeon loot.
B:"Add to loot"=true
# Maximum time (in seconds) that the glowing effect will last.
I:"Maximum time"=11
# Range (in blocks) in which entities will glow when the Bat in a Bucket is held.
I:"Viewing range"=24
}
chargedemeralds {
# Add the charged emerald to dungeon loot.
B:"Add to loot"=true
# The maximum number of emeralds that will be converted into Charged Emeralds when a stack of emeralds is held.
I:"Maximum charged emeralds per strike"=3
}
illusionersinroofedforest {
# Chance (out of 1.0) of an illusioner dropping items when killed.
D:"Drop chance"=1.0
# The higher this value, the more illusioners will spawn.
I:"Spawn weight"=50
}
morevillagebiomes {
# Cold biomes where villages are constructed from Taiga wood.
S:"Cold biomes" <
taiga
mutated_taiga
mutated_taiga_cold
ice_flats
mutated_ice_flats
>
# Desert biomes where villages are made from sandstone.
S:"Desert biomes" <
desert
mutated_desert
>
# Jungle biomes where villages are constructed from Jungle wood.
S:"Jungle biomes" <
jungle
mutated_jungle
>
# Plains biomes where villages are constructed from Oak wood.
S:"Plains biomes" <
plains
mutated_plains
swampland
mutated_swampland
>
# Savanna biomes where villages are constructed from Acacia wood.
S:"Savanna biomes" <
savanna
mutated_savanna
>
}
spectre {
# Light level at which a Spectre disappears.
I:"Despawn light level"=8
# Maximum depth at which Spectres can spawn.
I:"Spawn depth"=24
# The higher this value, the more Spectres will spawn.
I:"Spawn weight"=0
}
villagedecorations {
# Armor Stands appear in village houses.
B:"Armor Stands"=true
# Chance (out of 1.0) of a village having barrels containing farming-related loot scattered within its boundary.
D:"Barrels outside"=0.6
# Beds appear in village houses.
B:Beds=true
# Coloured rugs appear in village houses and on the top of the village well.
B:Carpet=true
# Chance (out of 1.0) of items and blocks considered 'common' to spawn.
D:"Common chance"=0.9
# Chance (out of 1.0) of a village having tilled soil, crops and water wells within its boundary.
D:"Crops outside"=0.8
# Decorative blocks appear in village houses, such as bookshelves, polished stone and planks.
B:"Decorative Blocks"=true
# Chance (out of 1.0) of a chunk within the village boundary spawning a barrel.
# This is only valid if the 'Barrels outside' config option allows it.
D:"Extra barrels weight"=0.7
# Chance (out of 1.0) of a chunk within the village boundary spawning a golem.
# This is only valid if the 'Mobs outside' config option allows it.
D:"Extra golem weight"=0.25
# Chance (out of 1.0) of a chunk allowing any kind of mob generation.
# The greater the chance, the more likely a mob will be considered to spawn.
# This is only valid is the 'Mobs outside' config option allows it.
D:"Extra mobs weight"=0.75
# Chance (out of 1.0) of a chunk within the village boundary spawning some pumpkins.
# This is only valid if the 'Pumpkins outside' config option allows it.
D:"Extra pumpkins weight"=0.7
# Chance (out of 1.0) of a village having more flowers (up to 3 types chosen based on village seed) within its boundary.
D:"Flowers outside"=0.9
# Functional / Interactive blocks appear in village houses, such as anvils, cauldrons and crafting tables.
B:"Functional Blocks"=true
# Item frames appear on the walls of village houses, with items specific to the house theme.
B:"Item Frames"=true
# Chance (out of 1.0) of a village having torches and lanterns scattered within its boundary.
D:"Lights outside"=0.8
# Chance (out of 1.0) of a village having more dogs, cats and golems within its boundary.
# If the village is in a snowy biome, this option lets snow golems spawn.
D:"Mobs outside"=0.75
# Chance (out of 1.0) of a village having mushrooms spawn, including large mushrooms, within its boundary.
D:"Mushrooms outside"=0.75
# Chance (out of 1.0) of a village having pumpkins (and rarely melons) scattered within its boundary.
D:"Pumpkins outside"=0.6
# Chance (out of 1.0) of items and blocks considered 'rare' to spawn.
D:"Rare chance"=0.005
# Chests, crates and barrels (if enabled) appear in village houses, with loot specific to the house theme.
B:Storage=true
# Torches appear in village houses and around fields to stop water freezing.
B:Torches=true
# If true, trees that spawn within the village boundary can have vines hanging from them.
# This is only valid if the 'Trees outside' config option allows it.
B:"Trees can have vines"=true
# Chance (out of 1.0) of a village having different types of trees spawn within its boundary.
D:"Trees outside"=0.75
# Chance (out of 1.0) of items and blocks considered 'uncommon' to spawn.
D:"Uncommon chance"=0.35
# Chance (out of 1.0) of items and blocks considered 'valuable' to spawn.
D:"Valuable chance"=0.05
}
vindicatorsinroofedforest {
# Chance (out of 1.0) of a vindicator spawning as Johnny.
D:"Chance for Johnny"=0.05
# The higher this value, the more vindicators will spawn.
I:"Spawn weight"=90
}
}