# 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 {
I:"Despawn light level"=8
I:"Spawn depth"=24
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.