Project home for New Alterlite - A new locaria community pack focused on a different approach of minecrafting.
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NewAlterlite/config/quark.cfg

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85 KiB

# Configuration file
_global {
# 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.
B:"Force Enabled"=false
}
}
building {
B:"Bark blocks"=true
B:"Carved wood"=true
B:"Charred nether bricks"=true
B:"Duskbound blocks"=true
B:"Framed glass"=true
B:"Hardened clay tiles"=true
B:"Iron plates"=false
B:"Magma bricks"=true
B:"Midori blocks"=true
B:"More sandstone"=true
B:"Polished netherrack"=true
B:"Polished stone"=true
B:"Quilted wool"=true
B:"Sandy bricks"=true
B:"Snow bricks"=true
B:"Soul sandstone"=true
B:"Stained planks"=false
B:"Sturdy stone"=true
B:"Sugar cane blocks"=true
B:Thatch=true
B:Trowel=true
B:Turf=true
B:"Vanilla stairs and slabs"=true
B:"Vanilla walls"=true
B:"Vertical wood planks"=false
B:"World stone bricks"=true
B:"World stone pavement"=true
"more sandstone" {
B:"Enable stairs and slabs"=true
}
"vanilla walls" {
B:Andesite=true
B:Bricks=true
B:"Dark Prismarine"=true
B:Diorite=true
B:"End Bricks"=true
B:Granite=true
B:Prismarine=true
B:"Prismarine Bricks"=true
B:Purpur=true
B:Quartz=true
B:"Red Sandstone"=true
B:Sandstone=true
B:Stone=true
B:"Stone Bricks"=true
}
"stained planks" {
B:"Enable stairs and slabs"=true
}
"hardened clay tiles" {
B:"Enable stained tiles"=true
B:"Enable stairs and slabs"=true
}
"bark blocks" {
B:"Enable stairs and slabs"=true
B:"Enable walls"=true
# Set this to true to use a 2x2 recipe instead of 3x3.
B:"Use 2x2 Recipe"=false
}
"iron plates" {
B:"Enable stairs and slabs"=true
}
"sandy bricks" {
B:"Enable stairs and slabs"=true
B:"Enable walls"=true
}
"vanilla stairs and slabs" {
B:Andesite=true
B:"Dark Prismarine"=true
B:Diorite=true
B:"End Bricks"=true
B:Granite=true
B:Prismarine=true
B:"Prismarine Bricks"=true
B:"Red Nether Brick"=true
B:Stone=true
}
thatch {
B:"Enable stairs and slabs"=true
D:"Fall damage multiplier"=0.5
}
"charred nether bricks" {
B:"Enable stairs and slabs"=true
}
"world stone bricks" {
B:"Enable stairs and slabs"=true
B:"Enable walls"=true
}
"midori blocks" {
B:"Enable walls"=true
}
"magma bricks" {
B:"Enable stairs and slabs"=true
}
"vertical wood planks" {
B:"Enable Vertical Stained Planks"=true
}
"duskbound blocks" {
B:"Enable stairs and slabs"=true
B:"Enable walls"=true
}
"sugar cane blocks" {
B:"Enable stairs and slabs"=true
B:"Enable walls"=true
}
"snow bricks" {
B:"Enable stairs and slabs"=true
B:"Enable walls"=true
}
"soul sandstone" {
B:"Enable stairs"=true
B:"Enable walls"=true
}
"polished netherrack" {
B:"Enable stairs and slabs"=true
B:"Enable walls"=true
}
trowel {
# Amount of blocks placed is this value - 1. Default is 255 (4 stacks).
# Set to 0 to make the Trowel unbreakable
I:"Trowel Max Durability"=255
}
turf {
B:"Enable stairs and slabs"=true
}
}
client {
B:"Auto jump hotkey"=false
B:"Better fire effect"=true
B:"Better vanilla textures"=true
B:"Chest search bar"=true
B:"Creepers turn red when they're exploding"=true
B:"Enchanted books show items"=true
B:"Food tooltip"=true
B:"Greener grass"=true
B:"Improved mount h u d"=true
B:"Improved sign edit"=true
B:"Items flash before expiring"=true
B:"Less intrusive shields"=true
B:"Map tooltip"=true
B:"No potion shift"=true
# Shift-Ctrl-F2 for panorama screenshot.
# Panoramas show up in the main menu.
# Rename a panorama folder to 'main_menu' and it'll always show that one.
B:"Panorama maker"=true
B:"Random animal textures"=false
B:"Show invalid slots"=true
B:"Shulker box tooltip"=true
B:"Usage ticker"=true
B:"Visual stat display"=false
"food tooltip" {
# This feature disables itself if any of the following mods are loaded:
# - appleskin
# 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
}
"map tooltip" {
B:"Needs Shift to be visible"=false
}
"shulker box tooltip" {
B:"Needs Shift to be visible"=false
B:"Use Colors"=true
}
"greener grass" {
# Sets the grass color to be a "Minecraft Alpha" tone.
# This will override all manual shift values.
B:"Alpha grass"=false
S:"Extra blocks" <
buildingbrickscompatvanilla:grass_slab
buildingbrickscompatvanilla:grass_step
buildingbrickscompatvanilla:grass_corner
buildingbrickscompatvanilla:grass_vertical_slab
buildingbrickscompatvanilla:grass_stairs
betterwithmods:dirt_slab
biomesoplenty:plant_0
biomesoplenty:plant_1
biomesoplenty:leaves_1
biomesoplenty:leaves_2
biomesoplenty:leaves_3
biomesoplenty:leaves_4
biomesoplenty:leaves_5
biomesoplenty:grass
>
# This feature disables itself if any of the following mods are loaded:
# - sereneseasons
# 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
I:"Shift blues by"=-30
I:"Shift greens by"=30
I:"Shift reds by"=-30
B:"Should affect folliage"=true
B:"Treat shifts as absolute and ignore biome colors"=false
}
"panorama maker" {
# Take panorama screenshots without changing the render size
B:"Fullres screenshots"=false
I:"Panorama Picture Resolution"=256
B:"Use panorama screenshots on main menu"=true
}
"improved sign edit" {
B:"Enable Cancel Button"=true
B:"Enable Clear Button"=true
B:"Enable Shift Button"=true
}
"chest search bar" {
# Automatically move the search bar if Inventory Tweaks is loaded so it doesn't end up in the same place as their buttons.
B:"Avoid Invtweaks Buttons"=true
# Set to true to move to the center bar, next to the "Inventory" text.
B:"Move to Center Bar"=true
}
"random animal textures" {
B:"Enable Chick"=true
B:"Enable Chicken"=true
B:"Enable Cow"=true
B:"Enable Pig"=true
}
"usage ticker" {
B:"Enable Chest"=true
B:"Enable Feet"=true
B:"Enable Head"=true
B:"Enable Legs"=true
B:"Enable Mainhand"=true
B:"Enable Offhand"=true
# Switch the armor display to the off hand side and the hand display to the main hand side
B:"Invert Displays"=false
I:"Left Side Offeset"=0
I:"Right Side Offset"=0
}
"items flash before expiring" {
# How many ticks should the item have left when it starts flashing. Default is 10 seconds (200).
I:"Time To Start Flashing"=200
}
"better fire effect" {
B:"Enable Different Render"=true
B:"Enable Particles"=true
}
"better vanilla textures" {
B:"Enable Andesite"=true
B:"Enable Beetroot Seeds"=true
B:"Enable Bow Animation"=true
B:"Enable Bricks"=true
B:"Enable Dead Bush"=true
B:"Enable Diorite"=true
B:"Enable Glass"=true
B:"Enable Granite"=true
B:"Enable Observer"=true
B:"Enable Piston Models"=true
B:"Enable Pumpkin Front Face"=false
}
"show invalid slots" {
# Set this to true to only display the reds boxes when Shift is held
B:"Requires Shift"=true
}
"enchanted books show items" {
S:"Items to Test" <
minecraft:diamond_sword
minecraft:diamond_pickaxe
minecraft:diamond_shovel
minecraft:diamond_axe
minecraft:diamond_hoe
minecraft:diamond_helmet
minecraft:diamond_chestplate
minecraft:diamond_leggings
minecraft:diamond_boots
minecraft:shears
minecraft:bow
minecraft:fishing_rod
minecraft:elytra
>
}
}
decoration {
# 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.
B:"Debug Classnames"=false
# Blocks with inventories which do not explicitly accept dropoffs, but should be treated as though they do.
S:"Dropoff Enabled Blocks" <
minecraft:chest
minecraft:trapped_chest
>
# Allow anything with 'chest' in its block identifier to be used as a dropoff inventory?
B:"Dropoff to Any Chest Block"=true
# Allow anything with 'chest' in its TileEntity identifier to be used as a dropoff inventory?
B:"Dropoff to Any Chest Tile"=true
# 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
B:"Right click sign edit"=true
B:"Shearable chickens"=true
B:"Sheep have armor while wearing wool"=true
B:"Slabs to blocks recipe"=true
B:"Squids ink you"=true
B:"Stackable items"=true
B:"Stair crafting makes more"=true
B:"Torches burn in furnaces"=true
B:"Villagers chase players holding Emerald Blocks"=true
B:"Wet sponge will dry in the nether"=true
"squids ink you" {
# 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.
S:"Enabled Emotes" <
no
yes
wave
salute
cheer
clap
think
point
shrug
headbang
weep
facepalm
>
}
"witch hat" {
D:"Drop Chance boost per looting level"=0.01
D:"Drop Chance from witches"=0.025
B:"Halve witch damage"=true
B:"Only Drop on Player Kills"=true
}
}
world {
B:Archeologist=true
B:Basalt=true
B:"Big mushrooms generate in swamps"=true
B:Biotite=true
B:"Blazes spawn naturally in the nether"=true
B:"Buried treasure"=false
B:"Cave roots"=true
B:"Crystal caves"=true
B:"Default world options"=true
B:"Depth mobs"=false
B:"Fairy rings"=true
B:"Generate clay underground like dirt"=true
B:"Guardians spawn in oceans"=true
B:"Nether fossils"=true
B:"Nether smoker"=true
B:"Pathfinder maps"=true
B:"Pirate ships"=true
# Allows for usage of a new Realistic world type, made by /u/Soniop.
# https://www.reddit.com/r/Minecraft/comments/4nfw3t/more_realistic_generation_preset_in_comment/
# If you want to use it in multiplayer, set the world type to "quark_realistic"
B:"Realistic world type"=false
B:"Revamp stone gen"=true
B:Speleothems=true
B:"Underground biomes"=true
B:"Varied dungeons"=true
B:Wraiths=false
"pirate ships" {
# Disables the pirate mob and generator, only adds the hat
B:"Only hat"=false
# Given this value as X, 1 ship will spawn in X ocean biome chunks
I:"Pirate Ship Rarity"=4000
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
"fairy rings" {
I:"Forest Chance"=160
I:"Plains Chance"=400
S:"Spawnable Ores" <
minecraft:emerald_ore
minecraft:diamond_ore
>
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
"guardians spawn in oceans" {
B:"Deep ocean only"=true
I:"Largest spawn group"=3
# Disables guardians' attack sound if they aren't attacking a player
B:"Shut Guardians Up"=true
I:"Smallest spawn group"=1
# Squids have 10. The higher, the more will spawn. (Note that guardians only spawn 5% of the time, so the default 4 is actually 0.8)
I:"Spawn Weight"=4
}
"blazes spawn naturally in the nether" {
# Only used if " Block restrictions" is enabled.
S:"Allowed spawn blocks" <
minecraft:netherrack
minecraft:soul_sand
minecraft:magma
quark:basalt
>
# Make naturally spawned blazes only spawn in allowed blocks
B:"Block restrictions"=true
I:"Largest spawn group"=2
I:"Smallest spawn group"=1
# The higher, the more will spawn
I:"Spawn Weight"=5
}
"nether fossils" {
# The rarity of a fossil in a chunk. Higher means fewer fossils.
I:"Fossil Chance"=25
}
"revamp stone gen" {
B:"Enable Limestone"=true
B:"Enable Marble"=true
B:"Enable stairs and slabs"=true
B:"Enable walls"=true
# Note: The stone rarity values are tuned based on this being true. If you turn it off, also change the stones' rarity (around 50 is fine).
B:"Generate Based on Biomes"=true
# If this is true, CSV debug info will be printed out to the console on init, to help test biome spreads.
B:"Output CSV Debug Info"=false
granite {
# Biome Type List: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L44-L90
# Types per Biome: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L402-L463 [default: [MOUNTAIN], [HILLS]]
S:"Allowed Biome Types" <
MOUNTAIN
HILLS
>
# [range: 0 ~ 2147483647, default: 14]
I:"Cluster Radius"=14
# Out of how many chunks would one of these clusters generate [range: 0 ~ 2147483647, default: 9]
I:"Cluster Rarity"=9
# [default: true]
B:Enabled=true
# Setting this to true will make the 'Cluster Rarity' feature be X per chunk rather than 1 per X chunks [default: false]
B:"Invert Cluster Rarity"=false
# [range: 0 ~ 255, default: 80]
I:"Y Level Max"=80
# [range: 0 ~ 255, default: 20]
I:"Y Level Min"=20
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
diorite {
# Biome Type List: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L44-L90
# Types per Biome: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L402-L463 [default: [SANDY], [SAVANNA], [WASTELAND], [MUSHROOM]]
S:"Allowed Biome Types" <
SANDY
SAVANNA
WASTELAND
MUSHROOM
>
# [range: 0 ~ 2147483647, default: 14]
I:"Cluster Radius"=14
# Out of how many chunks would one of these clusters generate [range: 0 ~ 2147483647, default: 9]
I:"Cluster Rarity"=9
# [default: true]
B:Enabled=true
# Setting this to true will make the 'Cluster Rarity' feature be X per chunk rather than 1 per X chunks [default: false]
B:"Invert Cluster Rarity"=false
# [range: 0 ~ 255, default: 80]
I:"Y Level Max"=80
# [range: 0 ~ 255, default: 20]
I:"Y Level Min"=20
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
andesite {
# Biome Type List: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L44-L90
# Types per Biome: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L402-L463 [default: [FOREST]]
S:"Allowed Biome Types" <
FOREST
>
# [range: 0 ~ 2147483647, default: 14]
I:"Cluster Radius"=14
# Out of how many chunks would one of these clusters generate [range: 0 ~ 2147483647, default: 9]
I:"Cluster Rarity"=9
# [default: true]
B:Enabled=true
# Setting this to true will make the 'Cluster Rarity' feature be X per chunk rather than 1 per X chunks [default: false]
B:"Invert Cluster Rarity"=false
# [range: 0 ~ 255, default: 80]
I:"Y Level Max"=80
# [range: 0 ~ 255, default: 20]
I:"Y Level Min"=20
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
marble {
# Biome Type List: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L44-L90
# Types per Biome: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L402-L463 [default: [PLAINS], [SNOWY]]
S:"Allowed Biome Types" <
PLAINS
SNOWY
>
# [range: 0 ~ 2147483647, default: 14]
I:"Cluster Radius"=14
# Out of how many chunks would one of these clusters generate [range: 0 ~ 2147483647, default: 9]
I:"Cluster Rarity"=9
# [default: true]
B:Enabled=true
# Setting this to true will make the 'Cluster Rarity' feature be X per chunk rather than 1 per X chunks [default: false]
B:"Invert Cluster Rarity"=false
# [range: 0 ~ 255, default: 80]
I:"Y Level Max"=80
# [range: 0 ~ 255, default: 20]
I:"Y Level Min"=20
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
limestone {
# Biome Type List: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L44-L90
# Types per Biome: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L402-L463 [default: [SWAMP], [OCEAN], [RIVER], [BEACH], [JUNGLE]]
S:"Allowed Biome Types" <
SWAMP
OCEAN
RIVER
BEACH
JUNGLE
>
# [range: 0 ~ 2147483647, default: 14]
I:"Cluster Radius"=14
# Out of how many chunks would one of these clusters generate [range: 0 ~ 2147483647, default: 9]
I:"Cluster Rarity"=9
# [default: true]
B:Enabled=true
# Setting this to true will make the 'Cluster Rarity' feature be X per chunk rather than 1 per X chunks [default: false]
B:"Invert Cluster Rarity"=false
# [range: 0 ~ 255, default: 80]
I:"Y Level Max"=80
# [range: 0 ~ 255, default: 20]
I:"Y Level Min"=20
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
}
"default world options" {
I:andesiteCount=10
I:andesiteMaxHeight=80
I:andesiteMinHeight=0
I:andesiteSize=33
D:baseSize=8.5
D:biomeDepthOffset=0.0
D:biomeDepthWeight=1.0
D:biomeScaleOffset=0.0
D:biomeScaleWeight=1.0
I:biomeSize=4
I:coalCount=20
I:coalMaxHeight=128
I:coalMinHeight=0
I:coalSize=17
D:coordinateScale=684.412
D:depthNoiseScaleExponent=0.5
D:depthNoiseScaleX=200.0
D:depthNoiseScaleZ=200.0
I:diamondCount=1
I:diamondMaxHeight=16
I:diamondMinHeight=0
I:diamondSize=8
I:dioriteCount=10
I:dioriteMaxHeight=80
I:dioriteMinHeight=0
I:dioriteSize=33
I:dirtCount=10
I:dirtMaxHeight=256
I:dirtMinHeight=0
I:dirtSize=33
I:dungeonChance=8
I:fixedBiome=-1
I:goldCount=2
I:goldMaxHeight=32
I:goldMinHeight=0
I:goldSize=9
I:graniteCount=10
I:graniteMaxHeight=80
I:graniteMinHeight=0
I:graniteSize=33
I:gravelCount=8
I:gravelMaxHeight=256
I:gravelMinHeight=0
I:gravelSize=33
D:heightScale=684.412
I:ironCount=20
I:ironMaxHeight=64
I:ironMinHeight=0
I:ironSize=9
I:lapisCenterHeight=16
I:lapisCount=1
I:lapisSize=7
I:lapisSpread=16
I:lavaLakeChance=80
D:lowerLimitScale=512.0
D:mainNoiseScaleX=80.0
D:mainNoiseScaleY=160.0
D:mainNoiseScaleZ=80.0
I:redstoneCount=8
I:redstoneMaxHeight=16
I:redstoneMinHeight=0
I:redstoneSize=8
I:riverSize=4
I:seaLevel=63
D:stretchY=12.0
D:upperLimitScale=512.0
B:useCaves=true
B:useDungeons=true
B:useLavaLakes=true
B:useLavaOceans=false
B:useMineShafts=true
B:useMonuments=true
B:useRavines=true
B:useStrongholds=true
B:useTemples=true
B:useVillages=true
B:useWaterLakes=true
I:waterLakeChance=4
}
"crystal caves" {
# Given this value as X, crystal caves will spawn on average 1 per X chunks
I:"Crystal Cave Rarity"=150
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
"underground biomes" {
B:"Allow crafting Elder Prismarine"=true
B:"Enable Big Glowshrooms"=true
B:"Enable Elder Prismarine"=true
B:"Enable Firestone"=true
B:"Enable Froststone"=true
B:"Enable Glowcelium and Glowshrooms"=true
B:"Enable stairs and slabs"=true
B:"Enable walls"=true
# The smaller, the faster glowshrooms will spread. Vanilla mushroom speed is 25.
I:"Glowshroom Growth Rate"=20
lush {
# Biome Type List: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L44-L90
# Types per Biome: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L402-L463 [default: [JUNGLE]]
S:"Allowed Biome Types" <
JUNGLE
>
# [default: true]
B:Enabled=true
# The higher, the less grass will spawn [range: 0 ~ 2147483647, default: 20]
I:"Grass Chance"=20
# [range: 0 ~ 255, default: 40]
I:"Maximum Y Level"=40
# [range: 0 ~ 255, default: 10]
I:"Minimum Y Level"=10
# This biome will spawn in 1 of X valid chunks [range: 0 ~ 2147483647, default: 80]
I:Rarity=160
# The higher, the less shrubs will spawn [range: 0 ~ 2147483647, default: 100]
I:"Shrub Chance"=100
# The higher, the less vines will spawn [range: 0 ~ 2147483647, default: 8]
I:"Vine Chance"=8
# [range: 0 ~ 2147483647, default: 26]
I:"X Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"X Variation"=14
# [range: 0 ~ 2147483647, default: 12]
I:"Y Minimum"=12
# [range: 0 ~ 2147483647, default: 6]
I:"Y Variation"=6
# [range: 0 ~ 2147483647, default: 26]
I:"Z Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"Z Variation"=14
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
sandstone {
# [default: false]
B:"Allow in Mesa biomes"=false
# Biome Type List: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L44-L90
# Types per Biome: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L402-L463 [default: [SANDY]]
S:"Allowed Biome Types" <
SANDY
>
# 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]
S:"Dungeon Spawn Chance"=0.05
# [default: true]
B:"Enable Sand Floors"=true
# [default: true]
B:Enabled=true
# [range: 0 ~ 255, default: 40]
I:"Maximum Y Level"=40
# [range: 0 ~ 255, default: 10]
I:"Minimum Y Level"=10
# This biome will spawn in 1 of X valid chunks [range: 0 ~ 2147483647, default: 80]
I:Rarity=160
# The higher, the less stalactites will spawn [range: 0 ~ 2147483647, default: 10]
I:"Stalactite Chance"=10
# [range: 0 ~ 2147483647, default: 26]
I:"X Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"X Variation"=14
# [range: 0 ~ 2147483647, default: 12]
I:"Y Minimum"=12
# [range: 0 ~ 2147483647, default: 6]
I:"Y Variation"=6
# [range: 0 ~ 2147483647, default: 26]
I:"Z Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"Z Variation"=14
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
slime {
# Biome Type List: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L44-L90
# Types per Biome: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L402-L463 [default: [SWAMP]]
S:"Allowed Biome Types" <
SWAMP
>
# [default: true]
B:"Enable Water Floor"=true
# [default: true]
B:Enabled=true
# [range: 0 ~ 255, default: 40]
I:"Maximum Y Level"=40
# [range: 0 ~ 255, default: 10]
I:"Minimum Y Level"=10
# This biome will spawn in 1 of X valid chunks [range: 0 ~ 2147483647, default: 120]
I:Rarity=240
# The higher, the less slime blocks will spawn [range: 0 ~ 2147483647, default: 12]
I:"Slime Block Chance"=12
# [range: 0 ~ 2147483647, default: 26]
I:"X Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"X Variation"=14
# [range: 0 ~ 2147483647, default: 12]
I:"Y Minimum"=12
# [range: 0 ~ 2147483647, default: 6]
I:"Y Variation"=6
# [range: 0 ~ 2147483647, default: 26]
I:"Z Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"Z Variation"=14
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
prismarine {
# Biome Type List: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L44-L90
# Types per Biome: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L402-L463 [default: [OCEAN]]
S:"Allowed Biome Types" <
OCEAN
>
# [default: true]
B:Enabled=true
# [range: 0 ~ 255, default: 40]
I:"Maximum Y Level"=40
# [range: 0 ~ 255, default: 10]
I:"Minimum Y Level"=10
# This biome will spawn in 1 of X valid chunks [range: 0 ~ 2147483647, default: 100]
I:Rarity=200
# The higher, the less sea lanterns will spawn [range: 0 ~ 2147483647, default: 120]
I:"Sea Lantern Chance"=120
# Set to false to spawn regular prismarine instead of elder prismarine (even if the block is enabled) [default: true]
B:"Spawn Elder Prismarine"=true
# The higher, the less water will spawn [range: 0 ~ 2147483647, default: 4]
I:"Water Chance"=4
# [range: 0 ~ 2147483647, default: 26]
I:"X Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"X Variation"=14
# [range: 0 ~ 2147483647, default: 12]
I:"Y Minimum"=12
# [range: 0 ~ 2147483647, default: 6]
I:"Y Variation"=6
# [range: 0 ~ 2147483647, default: 26]
I:"Z Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"Z Variation"=14
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
spider {
# Biome Type List: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L44-L90
# Types per Biome: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L402-L463 [default: [PLAINS]]
S:"Allowed Biome Types" <
PLAINS
>
# 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]
I:"Nest Cobweb Range"=3
# This biome will spawn in 1 of X valid chunks [range: 0 ~ 2147483647, default: 80]
I:Rarity=160
# [range: 0 ~ 2147483647, default: 26]
I:"X Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"X Variation"=14
# [range: 0 ~ 2147483647, default: 12]
I:"Y Minimum"=12
# [range: 0 ~ 2147483647, default: 6]
I:"Y Variation"=6
# [range: 0 ~ 2147483647, default: 26]
I:"Z Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"Z Variation"=14
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
overgrown {
# Biome Type List: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L44-L90
# Types per Biome: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L402-L463 [default: [FOREST]]
S:"Allowed Biome Types" <
FOREST
>
# The higher, the less dirt will spawn [range: 0 ~ 2147483647, default: 2]
I:"Dirt Chance"=2
# [default: true]
B:Enabled=true
# [range: 0 ~ 255, default: 40]
I:"Maximum Y Level"=40
# [range: 0 ~ 255, default: 10]
I:"Minimum Y Level"=10
# This biome will spawn in 1 of X valid chunks [range: 0 ~ 2147483647, default: 80]
I:Rarity=160
# The higher, the less roots will spawn [range: 0 ~ 2147483647, default: 40]
I:"Root Chance"=40
# [range: 0 ~ 2147483647, default: 26]
I:"X Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"X Variation"=14
# [range: 0 ~ 2147483647, default: 12]
I:"Y Minimum"=12
# [range: 0 ~ 2147483647, default: 6]
I:"Y Variation"=6
# [range: 0 ~ 2147483647, default: 26]
I:"Z Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"Z Variation"=14
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
icy {
# Biome Type List: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L44-L90
# Types per Biome: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L402-L463 [default: [COLD]]
S:"Allowed Biome Types" <
COLD
>
# [default: true]
B:Enabled=true
# [range: 0 ~ 255, default: 40]
I:"Maximum Y Level"=40
# [range: 0 ~ 255, default: 10]
I:"Minimum Y Level"=10
# This biome will spawn in 1 of X valid chunks [range: 0 ~ 2147483647, default: 80]
I:Rarity=160
# The higher, the less stalagmites will spawn [range: 0 ~ 2147483647, default: 60]
I:"Stalagmite Chance"=60
# [default: true]
B:"Use Packed Ice"=true
# [range: 0 ~ 2147483647, default: 26]
I:"X Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"X Variation"=14
# [range: 0 ~ 2147483647, default: 12]
I:"Y Minimum"=12
# [range: 0 ~ 2147483647, default: 6]
I:"Y Variation"=6
# [range: 0 ~ 2147483647, default: 26]
I:"Z Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"Z Variation"=14
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
lava {
# Biome Type List: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L44-L90
# Types per Biome: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L402-L463 [default: [MESA]]
S:"Allowed Biome Types" <
MESA
>
# [default: true]
B:Enabled=true
# The higher, the less lava will spawn [range: 0 ~ 2147483647, default: 4]
I:"Lava Chance"=4
# [range: 0 ~ 255, default: 40]
I:"Maximum Y Level"=40
# [range: 0 ~ 255, default: 10]
I:"Minimum Y Level"=10
# The higher, the less obsidian will spawn [range: 0 ~ 2147483647, default: 16]
I:"Obsidian Chance"=16
# This biome will spawn in 1 of X valid chunks [range: 0 ~ 2147483647, default: 80]
I:Rarity=160
# [range: 0 ~ 2147483647, default: 26]
I:"X Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"X Variation"=14
# [range: 0 ~ 2147483647, default: 12]
I:"Y Minimum"=12
# [range: 0 ~ 2147483647, default: 6]
I:"Y Variation"=6
# [range: 0 ~ 2147483647, default: 26]
I:"Z Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"Z Variation"=14
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
glowshroom {
# Biome Type List: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L44-L90
# Types per Biome: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L402-L463 [default: [MOUNTAIN], [MUSHROOM]]
S:"Allowed Biome Types" <
MOUNTAIN
MUSHROOM
>
# [default: true]
B:Enabled=true
# [range: 0 ~ 255, default: 40]
I:"Maximum Y Level"=40
# [range: 0 ~ 255, default: 10]
I:"Minimum Y Level"=10
# The higher, the less mushrooms will spawn [range: 0 ~ 2147483647, default: 15]
I:"Mushroom Chance"=15
# This biome will spawn in 1 of X valid chunks [range: 0 ~ 2147483647, default: 80]
I:Rarity=160
# [range: 0 ~ 2147483647, default: 26]
I:"X Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"X Variation"=14
# [range: 0 ~ 2147483647, default: 12]
I:"Y Minimum"=12
# [range: 0 ~ 2147483647, default: 6]
I:"Y Variation"=6
# [range: 0 ~ 2147483647, default: 26]
I:"Z Minimum"=26
# [range: 0 ~ 2147483647, default: 14]
I:"Z Variation"=14
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
}
speleothems {
I:"Cluster Attempts Per Chunk"=60
I:"Cluster Attempts Per Chunk (Nether)"=4
I:"Highest Y Level"=55
I:"Speleothems Per Cluster"=12
I:"Speleothems Per Cluster (Nether)"=12
dimensions {
# [default: [0], [-1]]
S:Dimensions <
0
-1
>
# [default: false]
B:"Is Blacklist"=false
}
}
wraiths {
I:"Curse Range"=64
# How long the curse effect lasts for (in ticks)
I:"Curse Time"=24000
B:"Enable Curse"=true
I:"Largest spawn group"=6
I:"Smallest spawn group"=4
# The higher, the more will spawn
I:"Spawn Weight"=60
}
"generate clay underground like dirt" {
I:"Cluster count"=3
I:"Cluster size"=20
I:"Max Height"=60
I:"Min Height"=20
}
biotite {
I:"Cluster count for natural generation"=16
I:"Cluster size"=14
I:"Clusters generated per dragon death tick"=16
B:"Enable walls"=true
B:"Generate by dragon kill"=true
B:"Generate naturally"=true
I:"Generation delay on dragon death"=1
}
"varied dungeons" {
# Set this to anything other than an empty line to load a custom loot table for the dungeons.
S:"Custom Loot Table"=
# How many times per chunk will the generator try to place a dungeon. The higher, the more dungeons you'll get
I:"Tries Per Chunk"=7
}
"depth mobs" {
# (Skeleton is 100. The higher, the more will spawn)
I:"Ashen Spawn Weight"=10
# (Zombie is 100. The higher, the more will spawn)
I:"Dweller Spawn Weight"=10
B:"Enable Ashen"=true
B:"Enable Dweller"=true
I:"Highest Y level for spawns"=20
I:"Largest Ashen spawn group"=2
I:"Largest Dweller spawn group"=2
I:"Smallest Ashen spawn group"=1
I:"Smallest Dweller spawn group"=1
}
"buried treasure" {
I:"Treasure map Rarity"=10
# This is used for the luck attribute in loot tables. It doesn't affect the loot you get from the map itself.
I:"Treasure map item quality"=2
}
"pathfinder maps" {
# In this section you can add custom Pathfinder Maps. This works for both vanilla and modded biomes.
# Each custom map must be on its own line.
# The format for a custom map is as follows:
# <id>,<level>,<min_price>,<max_price>,<color>,<name>
#
# With the following descriptions:
# - <id> being the biome's ID NAME. You can find vanilla names here - https://minecraft.gamepedia.com/Biome#Biome_IDs
# - <level> being the Cartographer villager level required for the map to be unlockable
# - <min_price> being the cheapest (in Emeralds) the map can be
# - <max_price> being the most expensive (in Emeralds) the map can be
# - <color> being a hex color (without the #) for the map to display. You can generate one here - http://htmlcolorcodes.com/
# - <name> being the display name of the map
#
# Here's an example of a map to locate Ice Mountains:
# minecraft:ice_mountains,2,8,14,7FE4FF,Ice Mountains Pathfinder Map
S:"Custom Map Info" <
>
# By default, when a Cartographer levels up, a random Pathfinder Map from that level is added to their trades.
# Set this to true to add all the maps from that level to the trades instead.
B:"Unlock All Trades at Once"=false
# By default, when a Cartographer evolves to level 2, two or three Pathfinder Maps are unlocked.
# Set this to false to disable this, and make it only unlock one, like in the other levels.
B:"Unlock Multiples At Level 2"=true
ice_plains {
# [default: true]
B:Enabled=true
# [range: 1 ~ 64, default: 14]
I:"Maximum Emerald Price"=14
# [range: 1 ~ 64, default: 8]
I:"Minimum Emerald Price"=8
# [range: 0 ~ 10, default: 2]
I:"Required Villager Level"=2
}
extreme_hills {
# [default: true]
B:Enabled=true
# [range: 1 ~ 64, default: 14]
I:"Maximum Emerald Price"=14
# [range: 1 ~ 64, default: 8]
I:"Minimum Emerald Price"=8
# [range: 0 ~ 10, default: 2]
I:"Required Villager Level"=2
}
roofed_forest {
# [default: true]
B:Enabled=true
# [range: 1 ~ 64, default: 14]
I:"Maximum Emerald Price"=14
# [range: 1 ~ 64, default: 8]
I:"Minimum Emerald Price"=8
# [range: 0 ~ 10, default: 2]
I:"Required Villager Level"=2
}
desert {
# [default: true]
B:Enabled=true
# [range: 1 ~ 64, default: 14]
I:"Maximum Emerald Price"=14
# [range: 1 ~ 64, default: 8]
I:"Minimum Emerald Price"=8
# [range: 0 ~ 10, default: 2]
I:"Required Villager Level"=2
}
savanna {
# [default: true]
B:Enabled=true
# [range: 1 ~ 64, default: 14]
I:"Maximum Emerald Price"=14
# [range: 1 ~ 64, default: 8]
I:"Minimum Emerald Price"=8
# [range: 0 ~ 10, default: 2]
I:"Required Villager Level"=2
}
swampland {
# [default: true]
B:Enabled=true
# [range: 1 ~ 64, default: 18]
I:"Maximum Emerald Price"=18
# [range: 1 ~ 64, default: 12]
I:"Minimum Emerald Price"=12
# [range: 0 ~ 10, default: 3]
I:"Required Villager Level"=3
}
redwood_taiga {
# [default: true]
B:Enabled=true
# [range: 1 ~ 64, default: 18]
I:"Maximum Emerald Price"=18
# [range: 1 ~ 64, default: 12]
I:"Minimum Emerald Price"=12
# [range: 0 ~ 10, default: 3]
I:"Required Villager Level"=3
}
flower_forest {
# [default: true]
B:Enabled=true
# [range: 1 ~ 64, default: 18]
I:"Maximum Emerald Price"=18
# [range: 1 ~ 64, default: 12]
I:"Minimum Emerald Price"=12
# [range: 0 ~ 10, default: 3]
I:"Required Villager Level"=3
}
jungle {
# [default: true]
B:Enabled=true
# [range: 1 ~ 64, default: 22]
I:"Maximum Emerald Price"=22
# [range: 1 ~ 64, default: 16]
I:"Minimum Emerald Price"=16
# [range: 0 ~ 10, default: 4]
I:"Required Villager Level"=4
}
mesa {
# [default: true]
B:Enabled=true
# [range: 1 ~ 64, default: 22]
I:"Maximum Emerald Price"=22
# [range: 1 ~ 64, default: 16]
I:"Minimum Emerald Price"=16
# [range: 0 ~ 10, default: 4]
I:"Required Villager Level"=4
}
mushroom_island {
# [default: true]
B:Enabled=true
# [range: 1 ~ 64, default: 26]
I:"Maximum Emerald Price"=26
# [range: 1 ~ 64, default: 20]
I:"Minimum Emerald Price"=20
# [range: 0 ~ 10, default: 5]
I:"Required Villager Level"=5
}
ice_spikes {
# [default: true]
B:Enabled=true
# [range: 1 ~ 64, default: 26]
I:"Maximum Emerald Price"=26
# [range: 1 ~ 64, default: 20]
I:"Minimum Emerald Price"=20
# [range: 0 ~ 10, default: 5]
I:"Required Villager Level"=5
}
}
basalt {
B:"Enable stairs and slabs"=true
B:"Enable walls"=true
basalt {
# Biome Type List: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L44-L90
# Types per Biome: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java#L402-L463 [default: [NETHER]]
S:"Allowed Biome Types" <
NETHER
>
# [range: 0 ~ 2147483647, default: 18]
I:"Cluster Radius"=18
# Out of how many chunks would one of these clusters generate [range: 0 ~ 2147483647, default: 20]
I:"Cluster Rarity"=20
# [default: true]
B:Enabled=true
# Setting this to true will make the 'Cluster Rarity' feature be X per chunk rather than 1 per X chunks [default: false]
B:"Invert Cluster Rarity"=false
# [range: 0 ~ 255, default: 120]
I:"Y Level Max"=120
# [range: 0 ~ 255, default: 20]
I:"Y Level Min"=20
dimensions {
# [default: [-1]]
S:Dimensions <
-1
>
# [default: false]
B:"Is Blacklist"=false
}
}
}
"big mushrooms generate in swamps" {
# Must be an integer if above 1. If below 1, works as a chance to generate one per chunk.
D:"Big Mushroom count per chunk"=0.5
}
"realistic world type" {
# Makes realistic the default world type. Only works for singleplayer.
B:"Make Realistic Default"=false
}
"cave roots" {
# How many times the world generator will try to place roots per chunk
I:"Attempts per Chunk"=300
B:"Enable Flowers"=true
# The chance for a root to sprout a flower when it grows. 0 is 0%, 1 is 100%
D:"Flower Chance"=0.2
I:"Max Y"=52
I:"Min Y"=16
# The chance for a root to drop the root item when broken. 0 is 0%, 1 is 100%
D:"Root Drop Chance"=0.1
# The chance for a flower root to drop the sprout item when broken. 0 is 0%, 1 is 100%
D:"Root Flower Drop Chance"=1.0
}
archeologist {
# The chance (1/N) that the generator will attempt to place an Archeologist per chunk. More = less spawns
I:"Chance Per Chunk"=5
# Set to false to make the archaeologist not drop the hat
B:"Drop Hat"=true
B:"Enable Hat"=true
# Set to false to make the hat not increase ore yield
B:"Hat Increases Ore Yield"=true
I:"Max Y"=50
I:"Min Y"=20
# Set to false to make the archaeologist not sell the hat
B:"Sell Hat"=true
# The chance for the hat to increase ore yield, 0 is 0%, 1 is 100%
D:"Yield Increase Chance"=0.25
dimensions {
# [default: [0]]
S:Dimensions <
0
>
# [default: false]
B:"Is Blacklist"=false
}
}
}