Import project based on latest version on NAv2 (A02-0008).

master
YandolsZX 5 years ago
commit 16692109fd
  1. 25
      .gitignore
  2. 166
      Changelog.txt
  3. 5
      betterrecords/library/myEtchings.json
  4. 2
      betterrecords/remoteLibraries.txt
  5. 7
      concheckrmd
  6. 9
      config/BNBGamingCore.cfg
  7. 41
      config/CoroUtil/General.cfg
  8. 279
      config/CustomMainMenu/mainmenu.json
  9. 597
      config/Exchangers.cfg
  10. 36
      config/FarmingForBlockheads/Market.json
  11. 36
      config/FarmingForBlockheads/Market.json.bak
  12. 10
      config/FeaturedServers/featuredservers.json
  13. 75
      config/IntegrationForegoing.cfg
  14. 24
      config/MoVillages/VillageDistance.cfg
  15. 24
      config/MoVillages/VillageDistance.cfg.bak
  16. 86
      config/MoreOverlays.cfg
  17. 22
      config/NoMobSpawningOnTrees.cfg
  18. 8
      config/NoNausea.cfg
  19. 52
      config/OpenModsLibCore.json
  20. 60
      config/SimpleMagnet/Main.cfg
  21. 60
      config/SimpleMagnet/Main.cfg.bak
  22. 92
      config/SleepingOverhaul.cfg
  23. 20
      config/T145/MetalChests.cfg
  24. 123
      config/Waystones.cfg
  25. 123
      config/Waystones.cfg.bak
  26. 9
      config/Weather2/Foliage.cfg
  27. 80
      config/Weather2/Misc.cfg
  28. 80
      config/Weather2/Misc.cfg.bak
  29. 20
      config/Weather2/Particle.cfg
  30. 20
      config/Weather2/Particle.cfg.bak
  31. 24
      config/Weather2/Sand.cfg
  32. 24
      config/Weather2/Sand.cfg.bak
  33. 8
      config/Weather2/Snow.cfg
  34. 68
      config/Weather2/Storm.cfg
  35. 65
      config/Weather2/Tornado.cfg
  36. 65
      config/Weather2/Tornado.cfg.bak
  37. 21
      config/Weather2/Wind.cfg
  38. 8
      config/ZombieAwareness/ClientConfig.cfg
  39. 49
      config/ZombieAwareness/Features.cfg
  40. 63
      config/ZombieAwareness/General.cfg
  41. 70
      config/ZombieAwareness/MobLists.cfg
  42. 23
      config/ZombieAwareness/PlayerRulesAndLists.cfg
  43. 53
      config/ZombieAwareness/Spawning.cfg
  44. 59
      config/advancedmortars.module.Mortar.cfg
  45. 59
      config/advancedmortars.module.Mortar.cfg.bak
  46. 9
      config/alcatrazcore.cfg
  47. 846
      config/animania.cfg
  48. 846
      config/animania.cfg.bak
  49. 104
      config/antiqueatlas/antiqueatlas.cfg
  50. 104
      config/antiqueatlas/antiqueatlas.cfg.bak
  51. 97
      config/antiqueatlas/atlas_overlay.cfg
  52. 97
      config/antiqueatlas/atlas_overlay.cfg.bak
  53. 69
      config/antiqueatlas/biome_textures.json
  54. 41
      config/antiqueatlas/markers.json
  55. 9
      config/antiqueatlas/texture_sets.json
  56. 33
      config/antiqueatlas/tile_textures.json
  57. 33
      config/antiqueatlas/tileids.json
  58. 29
      config/appleskin.cfg
  59. 0
      config/aroma1997/aroma1997core.cfg
  60. 64
      config/aroma1997/aromabackup.cfg
  61. 63
      config/aroma1997/aromabackup.cfg.bak
  62. 8
      config/aroma1997/aromabackuprecovery.cfg
  63. 95
      config/atlasextras.cfg
  64. 32
      config/attributestudios/wolfarmor.cfg
  65. 124
      config/auraddons.cfg
  66. 29
      config/betteradvancements/betteradvancements.cfg
  67. 29
      config/betteradvancements/betteradvancements.cfg.bak
  68. 45
      config/betterbuilderswands.cfg
  69. 1
      config/betterfps.json
  70. 32
      config/bettermuffling.cfg
  71. 416
      config/betternether.cfg
  72. 52
      config/betterrecords.cfg
  73. 22
      config/blur.cfg
  74. 22
      config/blur.cfg.bak
  75. 77
      config/bonsaitrees/settings.cfg
  76. 44
      config/chesttransporter.cfg
  77. 44
      config/chesttransporter.cfg.bak
  78. 21
      config/clearwater.cfg
  79. 45
      config/codechicken/supporters.json
  80. 1
      config/codechicken/supporters.marker
  81. 23
      config/codechickenlib.cfg
  82. 49
      config/cofh/core/client.cfg
  83. 123
      config/cofh/core/common.cfg
  84. 0
      config/cofh/core/friends.cfg
  85. 16
      config/cofh/nonvflash/client.cfg
  86. 7
      config/cofh/thermalcultivation/client.cfg
  87. 24
      config/cofh/thermalcultivation/common.cfg
  88. 25
      config/cofh/thermaldynamics/client.cfg
  89. 60
      config/cofh/thermaldynamics/common.cfg
  90. 51
      config/cofh/thermaldynamics/cover_blacklist.json
  91. 108
      config/cofh/thermalexpansion/client.cfg
  92. 715
      config/cofh/thermalexpansion/common.cfg
  93. 20
      config/cofh/thermalexpansion/florbs.cfg
  94. 20
      config/cofh/thermalexpansion/morbs.cfg
  95. 40
      config/cofh/thermalfoundation/client.cfg
  96. 619
      config/cofh/thermalfoundation/common.cfg
  97. 247
      config/cofh/thermalfoundation/lexicon-whitelist.cfg
  98. 7
      config/cofh/thermalinnovation/client.cfg
  99. 54
      config/cofh/thermalinnovation/common.cfg
  100. 394
      config/cofh/world/00_minecraft.json
  101. Some files were not shown because too many files have changed in this diff Show More

25
.gitignore vendored

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/.mixin.out
/backups/*
/coremods/*
/craftpresence/*
/crash-reports/*
/discordsuite/*
/downloads/*
/logs/*
/mods/*
!/mods/zcm-alterlite
/saves/*
/screenshots/*
/server-resource-packs/*
/shaderpacks/*
/texturepacks/*
/tmp/*
/.curseclient
/.ReAuth.cfg
/crafttweaker.log
/loading-log.log
/optionsof.txt
/optionsshaders.txt
/usercache.json
/usernamecache.json
/servers.dat

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----------------------------------------------------------------
A02-0008:
* Added more entries to the Alterlite guide book.
+ Added Calm Down Zombie Guy mod.
* This mod should fix a very rare bug that causes Zombie Pigmen to attack you for no reason.
* This mod also reduces lag caused by Zombie AI repathing.
+ Added Engineer's Decor mod.
+ Added Oversaturation Patched mod.
* This mod should fix hunger values being reset when traveling between dimensions.
+ Added Phosphor mod.
* This mod makes significant performance improvements and bug fixes for the lighting engine.
+ Added Tiered Depths mod.
* This mod brings in a new mechanic to the gameplay by restricting how deep you can mine depending on the tier of pickaxe you are using.
+ Added Tooltip Tweaker mod.
- Removed Felling mod.
- Removed Future MC mod.
- Removed Third Person Camera Fix (superseded by VanillaFix).
----------------------------------------------------------------
A02-0007:
* Updated Forge from 14.23.5.2811 to 14.23.5.2836
* Updated all mods to latest version and refactored some configs.
* Lots of multiplayer stability improvements.
* Fixed memory leak in mod config GUIs.
* Fixed some possible mod crashes.
* Fixed some recipes being displayed wrongly in JEI and Patchouli books.
* Fixed some crashes with crafting.
* Fixed some problems with Discord integration.
* Minor worldgen changes introduced by new Quark update.
* The simple magnet item can now be toggled on/off with the 'M' key.
* Players can now also drop their head as an item upon death with a 50% chance.
+ Added Aroma's Mining Dimension mod.
+ Added Charm mod.
* This mod also adds a few blocks and items from the new vanilla 1.14 update.
+ Added Immersive Posts mod.
+ Added Just Player Heads mod.
+ Added Malisis Doors mod along with it's core.
* Updated all of the following mods:
* AppleCore: from 3.1.4 to 3.2.0
* Aroma1997Core: from 2.0.0.1.b163 to 2.0.0.2.b165
* Artisan Worktables: from 1.20.1 to 1.21.1
* Auraddons: from 1.6-NAr11 to 1.7.2-NAr14
* AutoRegLib: from 1.3-24 to 1.3-28
* Better Advancements: from 0.0.17.74 to 0.1.0.77
* Better Builder's Wands: from 0.13.0.267 to 0.13.2.271
* BnBGamingCore: from 0.10.0 to 0.11.0
* BNBGamingLib: from 2.17.5 to 2.17.6
* Compact Machines: from 3.0.13-b236 to 3.0.17-b267
* Cooking for Blockheads: from 6.4.69 to 6.4.70
* CoroUtil: from 1.2.27 to 1.2.31
* Corpse Complex: from 1.0.4.1 to 1.0.5.1
* CraftPresence: from 1.4.9.9 to 1.5.3.1
* CraftTweaker: from 4.1.14 to 4.1.17
* Culinary Construct: from 1.3.2 to 1.3.2.1
* End Reborn: from 0.2.9 to 0.3.0
* Extended Crafting: from 1.5.2 to 1.5.4
* FastFurnace: from 1.2.1 to 1.3.0
* FastWorkbench: from 1.6.0 to 1.7.0
* FoamFix: from 0.10.3 to 0.10.5
* Horse Tweaks: from 1.0.4 to 1.0.5
* Immersive Engineering: from 0.12-88 to 0.12-89
* In Control: from 3.9.2 to 3.9.7
* Industrial Foregoing: from 1.12.5-229 to 1.12.12-236
* Integration Foregoing: from 1.8.2 to 1.9
* JEI (Just Enough Items): from 4.14.4.264 to 4.15.0.278
* Just Mob Heads: from 1.3 to 2.0
* LLibrary: from 1.7.17 to 1.7.19
* McJtyLib: from 3.1.1 to 3.5.0
* Modpack Configuration Checker: from 1.6.1 to 1.8
* ModTweaker: from 4.0.16 to 4.0.17
* MPUtils: from 1.5.6 to 1.5.7
* MPUtils Basic: from 1.4.10 to 1.4.11
* MTLib: from 3.0.5 to 3.0.6
* Nature's Aura: from r11 to r17
* No Tree Punching: from 2.0.11 to 2.0.13
* OldJavaWarning: from 1.0.9 to 1.0.10
* OpenBlocks: from 1.8 to 1.8.1
* OpenModsLib: from 0.12.1 to 0.12.2
* Ore Excavation: from 1.4.137 to 1.4.140
* Patchouli: from 1.0.-16 to 1.0-19
* Placebo: from 1.5.1 to 1.6.0
* Quark: from 1.5-145 to 1.5-148
* Reborn Core: from 3.13.4.419-u to 3.13.12.447-u
* Refined Storage: from 1.6.12 to 1.6.14
* Refined Storage Requestify: 1.0.1-2 to 1.0.2-3
* Resizing Potion: from r1-10 to 2.0
* Restrictions: from 1.2.1 to 1.3.0
* ServerTabInfo: from 1.2.3 to 1.2.4
* Simple Corn: from 2.4.1 to 2.5.9
* Simple Magnet: from 1.2.11 to 1.3.12
* Steve's Carts Reborn: from 2.4.29.132 to 2.4.30.134
* Tea the Story: from 3.3.0-B27.205 to 3.3.1-B30.413
* The Lost Cities: from 2.0.16 to 2.0.18
* TOP Addons: from 1.10.1 to 1.11.0
* Torch Lever: from 1.0 to 1.0(20190326)
* Triumph: from 3.12.2 to 3.17.0
* VanillaFoodPantry Mod: from 4.3 to 4.3.1
* Wings: from 1.1.2 to 1.1.4
* Worley's Caves: from 1.3.0 to 1.4.0
----------------------------------------------------------------
A02-0006:
* Renabled Auraddons as the crash has been fixed.
* Fixed CraftTweaker scripts from Alpha 01 to work properly now.
+ Added Artisan Worktables mod. At least one of the worktables will be the new basis of crafting the aesthetic blocks from the ZCM mod.
+ Added 120 new possible splash text lines.
- Removed Wolf Armor and Storage mod.
- Removed Makeshift Furnace from ZCM Alterlite, the Fire Pit from NTP replaces what it does.
----------------------------------------------------------------
A02-0005:
* Replaced the music that plays at random times in the game with lo-fi chill music from GameChops.
* Revamped the "Getting Started" section of the Alterlite guide book to fit NTP's mechanics overhaul.
* Completed seasons related entries in Alterlite guide book.
----------------------------------------------------------------
A02-0004:
* Disabled Auraddons due to a crash with the latest version of Nature's Aura.
+ Added No Tree Punching mod. Overhauls early game mechanics.
+ Added VanillaFix mod. Provides various fixes and improvements to the game.
- Removed JamMachine mod because it's not going to be utilized at the moment.
- Removed Moar Boats mod. It doesn't give the same feel as the boat mod from Alpha 01.
- Removed Modern Materials mod due to lack of configurability as it distrupts Alterlite's worldgen.
----------------------------------------------------------------
A02-0003:
* Disabled Dynamic Trees mod and Auraddons mod for now to check for a possible problem.
* Toned down the spawn rate of certain ores.
----------------------------------------------------------------
A02-0002:
* Fixed Thermal Dynamics, Foundation, etc not loading for some reason.
* Slightly nerfed zombie awareness mod.
+ Added Quark Oddities mod.
+ Added Tails and Immersive Floofs mod.
+ Added Immersive Petroleum mod.
+ Added Lost Cities mod and brought back the Alterlite world type from Alpha 01.
----------------------------------------------------------------
A02-0001:
Completely reworked the modpack from scratch, here are the highlights of what's changed.
* Removed a bunch of mods and replaced them with other ones.
* Seasons have been added into the game, what crops you will be able to plant depends on the season. [Serene Seasons]
* Zombies are now more aware of their surroundings, and are attracted to sudden changes of light levels and sound. [Zombie Awareness]
* Revamped completely how trees are grown in the world. [Dynamic Trees]
* Revamped sleeping mechanics, it no longer instantly skips time but progresses it. [SleepingOverhaul]
* Revamped how caves are generated. [Worley's Caves]
* Revamped Nether terrain generation. [BetterNether]
* Now using Patchouli as a means of storytelling and "quest" guidelines.
* Brought back hardcode darkness from the original Alterlite modpack.
+ Added new tooltip overlays that show useful information about equipments and tools. [Equipment Tooltip]
+ Added latency display in tab list for each player in multiplayer.

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{
"name": "My Library",
"songs": [
]
}

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# Add URLs to remote libraries here, one per line.
# Lines starting with "#" are comments and will not be read.

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# Configuration file
"ram recommendation" {
B:"2. Check RAM meets recommendation?"=true
}

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# Configuration file
modules {
# Specify ASM modules here that you do not want to run. [default: [Ljava.lang.String;@5961e92d]
S:"disabled modules" <
>
}

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# Configuration file
general {
# Used by weather2
B:debugShaders=false
# Use at own risk, will not support, requires game restart on change
B:enableAdvancedDeveloperConfigFiles=false
# Used by weather2
B:foliageShaders=false
# Used by weather2
B:forceShadersOff=false
# Use a different json mob spawn template for testing different invasion setups, note this is referring to the 'format' tag in the json file, not the json file name itself, eg: mob_spawns_testing_miners from mob_spawns_testing_miners.json
S:mobSpawnsProfile=mob_spawns
# Force a specific profile to spawn, will ignore conditions and force it too be used, usefull for testing to see how a custom invasion will play out in normal circumstances, set it to one of the named invasions within your templates list, eg: invasion_stage_1 from mob_spawns.json
S:mobSpawnsWaveToForceUse=
# WIP, more strict transparent cloud usage, better on fps
B:optimizedCloudRendering=false
# Used by weather2
B:particleShaders=true
# Provides better context for shaders/particles to work nice with translucent blocks like glass and water
B:useEntityRenderHookForShaders=true
# For debugging things
B:useLoggingDebug=false
# For logging warnings/errors
B:useLoggingError=true
# For seldom used but important things to print out in production
B:useLoggingLog=true
}

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{
"images":
{
"title":
{
"image" : "mainmenu:logo_alterlite.png",
"posX" : -128,
"posY" : -72,
"width" : 250,
"height" : 150,
"alignment" : "center"
},
"black":
{
"image" : "mainmenu:fadedmaker.png",
"posX" : -166,
"posY" : 0,
"width" : 120,
"height" : 2000,
"alignment" : "top_right"
}
},
"buttons":
{
"singleplayer":
{
"text" : "menu.singleplayer",
"posX" : -155,
"posY" : -75,
"width" : 98,
"height" : 16,
"alignment" : "right_center",
"tooltip" : "Get right into the action!",
"texture" : "mainmenu:thinbutton3.png",
"action" :
{
"type" : "openGui",
"gui" : "singleplayer"
}
},
"multiplayer":
{
"text" : "menu.multiplayer",
"posX" : -155,
"posY" : -50,
"width" : 98,
"height" : 16,
"alignment" : "right_center",
"tooltip" : "Play with your friends!",
"texture" : "mainmenu:thinbutton3.png",
"action" :
{
"type" : "openGui",
"gui" : "multiplayer"
}
},
"community":
{
"text" : "Discord Server",
"posX" : -155,
"posY" : -10,
"width" : 98,
"height" : 16,
"alignment" : "right_center",
"tooltip" : "Join our discord server and \nget in touch with the community!",
"texture" : "mainmenu:thinbutton3.png",
"action" :
{
"type" : "openLink",
"link" : "https://discord.zxicar.us"
}
},
"changelog":
{
"text" : "Changelog",
"posX" : -155,
"posY" : 15,
"width" : 98,
"height" : 16,
"alignment" : "right_center",
"tooltip" : "You can view the changelogs \nfor every single version here.",
"texture" : "mainmenu:thinbutton3.png",
"action" :
{
"type" : "openLink",
"link" : "https://ztp.zxicar.us/nlcp/changelog/"
}
},
"options":
{
"text" : "Options",
"posX" : -155,
"posY" : 40,
"width" : 98,
"height" : 16,
"alignment" : "right_center",
"tooltip" : "Change audio, graphic, keybinds \nand minecraft options here!",
"texture" : "mainmenu:thinbutton3.png",
"action" :
{
"type" : "openGui",
"gui" : "options"
}
},
"loggedinas":
{
"text" : "Logged in as:",
"posX" : -155,
"posY" : -48,
"width" : 98,
"height" : 10,
"alignment" : "bottom_right",
"normalTextColor" : -1,
"hoverTextColor" : -1,
"pressSound" : -1,
"texture" : "mainmenu:clearbutton.png"
},
"loggedinasusername":
{
"text" : "#username#",
"posX" : -155,
"posY" : -38,
"width" : 98,
"height" : 10,
"alignment" : "bottom_right",
"normalTextColor" : -1,
"hoverTextColor" : -1,
"pressSound" : -1,
"texture" : "mainmenu:clearbutton.png"
},
"quit":
{
"text" : "Logout & Quit",
"posX" : -155,
"posY" : -25,
"width" : 98,
"height" : 20,
"alignment" : "bottom_right",
"tooltip" : "See you later space cowboy!",
"texture" : "mainmenu:quitbutton.png",
"action" :
{
"type" : "quit"
}
},
"site":
{
"text" : "",
"posX" : -85,
"posY" : 8,
"width" : 20,
"height" : 20,
"alignment" : "top_right",
"imageWidth": "40",
"imageHeight": "40",
"tooltip": "Modpack's Website",
"texture" : "mainmenu:forthweb.png",
"action" :
{
"type" : "openLink",
"link" : "https://ztp.zxicar.us/nlcp"
}
},
"projectpage":
{
"text" : "",
"posX" : -116,
"posY" : 8,
"width" : 20,
"height" : 20,
"alignment" : "top_right",
"imageWidth": "40",
"imageHeight": "40",
"tooltip": "Project Page",
"texture" : "mainmenu:forthproject.png",
"action" :
{
"type" : "openLink",
"link" : "https://minecraft.curseforge.com/projects/alterlite/"
}
},
"language":
{
"text" : "",
"posX" : -147,
"posY" : 8,
"width" : 20,
"height" : 20,
"alignment" : "top_right",
"imageWidth": "40",
"imageHeight": "40",
"tooltip" : "Change Language",
"texture" : "mainmenu:forthlang.png",
"action" :
{
"type" : "openGui",
"gui" : "languages"
}
}
},
"labels":
{
"mojang":
{
"text" : "Copyright Mojang AB",
"posX" : 3,
"posY" : -11,
"fontSize" : 1.0,
"color" : -1,
"hoverColor" : -1,
"alignment" : "bottom_left"
},
"forge":{
"text" : "Minecraft #mcversion#",
"posX" : 3,
"posY" : 12,
"fontSize" : 1.0,
"color" : -1,
"hoverColor" : -1,
"alignment" : "top_left"
},
"modsloaded":{
"text" : "#modsactive#/#modsloaded# Mods Active",
"posX" : 3,
"posY" : 21,
"fontSize" : 1.0,
"color" : -1,
"hoverColor" : 6208056,
"alignment" : "top_left",
"action" :
{
"type" : "openGui",
"gui" : "mods"
}
},
"modpack":{
"text" : "New Alterlite Build A02-2019FEB-003",
"posX" : 3,
"posY" : 3,
"fontSize" : 1.0,
"color" : -1,
"hoverColor" : -1,
"alignment" : "top_left"
}
},
"other":
{
"splash-text":
{
"posX" : -40,
"posY" : -40,
"color" : 10209480,
"alignment" : "center",
"texts" : "file:mainmenu:splashtext.txt"
},
"background":
{
"image" : "mainmenu:mesobackground.jpg",
"mode" : "fill",
"blur" : true,
"gradient" : false
}
}
}

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# Configuration file
exchangers {
modules {
# If true, enables Ender IO-based exchangers (Requires Ender IO to be installed).
B:enderIOModule=true
# If true, enables Immersive Engineering-based exchangers (Requires Immersive Engineering to be installed).
B:immersiveEngineeringModule=true
# If true, enables Mekanism-based exchangers (Requires Mekanism to be installed).
B:mekanismModule=true
# If true, enables special exchangers (e.g. Tuberous Exchanger).
B:specialModule=true
# If true, enables Thermal Expansion-based exchangers (Requires Thermal Expansion to be installed).
B:thermalExpansionModule=true
# If true, enables Vanilla-based exchangers.
B:vanillaModule=true
}
vanillatweaks {
# Set the durability for Diamond Exchanger
# Min: 1
# Max: 2147483647
I:diamondMaxDmg=4096
# Set the max harvest level for Diamond Exchanger
# Min: 0
# Max: 2147483647
I:diamondMaxHarvestLevel=3
# Set the max range for Diamond Exchanger
# Min: 0
# Max: 12
I:diamondMaxRange=4
# Set the durability for Emerald Exchanger
# Min: 1
# Max: 2147483647
I:emeraldMaxDmg=8192
# Set the max harvest level for Emerald Exchanger
# Min: 0
# Max: 2147483647
I:emeraldMaxHarvestLevel=4
# Set the max range for Emerald Exchanger
# Min: 0
# Max: 12
I:emeraldMaxRange=5
# Set the durability for End Exchanger
# Min: 1
# Max: 2147483647
I:endMaxDmg=32768
# Set the max harvest level for End Exchanger
# Min: 0
# Max: 2147483647
I:endMaxHarvestLevel=4
# Set the max range for End Exchanger
# Min: 0
# Max: 12
I:endMaxRange=7
# Set the durability for Golden Exchanger
# Min: 1
# Max: 2147483647
I:goldenMaxDmg=512
# Set the max harvest level for Golden Exchanger
# Min: 0
# Max: 2147483647
I:goldenMaxHarvestLevel=1
# Set the max range for Golden Exchanger
# Min: 0
# Max: 12
I:goldenMaxRange=2
# Set the durability for Iron Exchanger
# Min: 1
# Max: 2147483647
I:ironMaxDmg=1024
# Set the max harvest level for Iron Exchanger
# Min: 0
# Max: 2147483647
I:ironMaxHarvestLevel=2
# Set the max range for Iron Exchanger
# Min: 0
# Max: 12
I:ironMaxRange=3
# Set the durability for Obsidian Exchanger
# Min: 1
# Max: 2147483647
I:obsidianMaxDmg=16384
# Set the max harvest level for Obsidian Exchanger
# Min: 0
# Max: 2147483647
I:obsidianMaxHarvestLevel=4
# Set the max range for Obsidian Exchanger
# Min: 0
# Max: 12
I:obsidianMaxRange=6
# Set the durability for Stone Exchanger
# Min: 1
# Max: 2147483647
I:stoneMaxDmg=384
# Set the max harvest level for Stone Exchanger
# Min: 0
# Max: 2147483647
I:stoneMaxHarvestLevel=1
# Set the max range for Stone Exchanger
# Min: 0
# Max: 12
I:stoneMaxRange=1
# Set the durability for Wooden Exchanger
# Min: 1
# Max: 2147483647
I:woodenMaxDmg=256
# Set the max harvest level for Wooden Exchanger
# Min: 0
# Max: 2147483647
I:woodenMaxHarvestLevel=0
# Set the max range for Wooden Exchanger
# Min: 0
# Max: 12
I:woodenMaxRange=0
}
enderiotweaks {
# Set the RF capacity for Conductive Iron Exchanger
# Min: 1000
# Max: 2147483647
I:conductiveMaxEnergy=80000
# Set the max harvest level for Conductive Iron Exchanger
# Min: 0
# Max: 2147483647
I:conductiveMaxHarvestLevel=1
# Set the max range for Conductive Iron Exchanger
# Min: 0
# Max: 12
I:conductiveMaxRange=1
# Set the Rf consumption per block for Conductive Iron Exchanger
# Min: 1
# Max: 2147483647
I:conductivePerBlockUse=10
# Set the RF capacity for Dark Steel Exchanger
# Min: 1000
# Max: 2147483647
I:darkSteelMaxEnergy=10000000
# Set the max harvest level for Dark Steel Exchanger
# Min: 0
# Max: 2147483647
I:darkSteelMaxHarvestLevel=4
# Set the max range for Dark Steel Exchanger
# Min: 0
# Max: 12
I:darkSteelMaxRange=6
# Set the RF consumption per block for Dark Steel Exchanger
# Min: 1
# Max: 2147483647
I:darkSteelPerBlockUse=500
# Set the RF capacity for Electrical Steel Exchanger
# Min: 1000
# Max: 2147483647
I:electricalSteelMaxEnergy=800000
# Set the max harvest level for Electrical Steel Exchanger
# Min: 0
# Max: 2147483647
I:electricalSteelMaxHarvestLevel=3
# Set the max range for Electrical Steel Exchanger
# Min: 0
# Max: 12
I:electricalSteelMaxRange=4
# Set the RF consumption per block for Electrical Steel Exchanger
# Min: 1
# Max: 2147483647
I:electricalSteelPerBlockUse=100
# Set the RF capacity for End Steel Exchanger
# Min: 1000
# Max: 2147483647
I:endSteelMaxEnergy=50000000
# Set the max harvest level for End Steel Exchanger
# Min: 0
# Max: 2147483647
I:endSteelMaxHarvestLevel=4
# Set the max range for End Steel Exchanger
# Min: 0
# Max: 12
I:endSteelMaxRange=7
# Set the RF consumption per block for End Steel Exchanger
# Min: 1
# Max: 2147483647
I:endSteelPerBlockUse=5000
# Set the RF capacity for Energetic Exchanger
# Min: 1000
# Max: 2147483647
I:energeticMaxEnergy=5000000
# Set the max harvest level for Energetic Exchanger
# Min: 0
# Max: 2147483647
I:energeticMaxHarvestLevel=3
# Set the max range for Energetic Exchanger
# Min: 0
# Max: 12
I:energeticMaxRange=5
# Set the RF consumption per block for Energetic Exchanger
# Min: 1
# Max: 2147483647
I:energeticPerBlockUse=250
# Set the RF capacity for Pulsating Iron Exchanger
# Min: 1000
# Max: 2147483647
I:pulsatingMaxEnergy=400000
# Set the max harvest level for Pulsating Iron Exchanger
# Min: 0
# Max: 2147483647
I:pulsatingMaxHarvestLevel=2
# Set the max range for Pulsating Iron Exchanger
# Min: 0
# Max: 12
I:pulsatingMaxRange=2
# Set the RF consumption per block for Pulsating Iron Exchanger
# Min: 1
# Max: 2147483647
I:pulsatingPerBlockUse=50
# Set the RF capacity for Vibrant Exchanger
# Min: 1000
# Max: 2147483647
I:vibrantMaxEnergy=20000000
# Set the max harvest level for Vibrant Exchanger
# Min: 0
# Max: 2147483647
I:vibrantMaxHarvestLevel=4
# Set the max range for Vibrant Exchanger
# Min: 0
# Max: 12
I:vibrantMaxRange=7
# Set the RF consumption per block for Vibrant Exchanger
# Min: 1
# Max: 2147483647
I:vibrantPerBlockUse=1000
}
thermalexpansiontweaks {
# Set the RF capacity for Hardened Exchanger
# Min: 1000
# Max: 2147483647
I:hardenedMaxEnergy=500000
# Set the max harvest level for Hardened Exchanger
# Min: 0
# Max: 2147483647
I:hardenedMaxHarvestLevel=2
# Set the max range for Hardened Exchanger
# Min: 0
# Max: 12
I:hardenedMaxRange=3
# Set the RF consumption per block for Hardened Exchanger
# Min: 1
# Max: 2147483647
I:hardenedPerBlockUse=50
# Set the RF capacity for Leadstone Exchanger
# Min: 1000
# Max: 2147483647
I:leadstoneMaxEnergy=80000
# Set the max harvest level for Leadstone Exchanger
# Min: 0
# Max: 2147483647
I:leadstoneMaxHarvestLevel=1
# Set the max range for Leadstone Exchanger
# Min: 0
# Max: 12
I:leadstoneMaxRange=1
# Set the RF consumption per block for Leadstone Exchanger
# Min: 1
# Max: 2147483647
I:leadstonePerBlockUse=10
# Set the RF capacity for Reinforced Exchanger
# Min: 1000
# Max: 2147483647
I:reinforcedMaxEnergy=1000000
# Set the max harvest level for Reinforced Exchanger
# Min: 0
# Max: 2147483647
I:reinforcedMaxHarvestLevel=3
# Set the max range for Reinforced Exchanger
# Min: 0
# Max: 12
I:reinforcedMaxRange=5
# Set the RF consumption per block for Reinforced Exchanger
# Min: 1
# Max: 2147483647
I:reinforcedPerBlockUse=100
# Set the RF capacity for Resonant Exchanger
# Min: 1000
# Max: 2147483647
I:resonantMaxEnergy=20000000
# Set the max harvest level for Resonant Exchanger
# Min: 0
# Max: 2147483647
I:resonantMaxHarvestLevel=4
# Set the max range for Resonant Exchanger
# Min: 0
# Max: 12
I:resonantMaxRange=7
# Set the RF consumption per block for Resonant Exchanger
# Min: 1
# Max: 2147483647
I:resonantPerBlockUse=1000
# Set the RF capacity for Signalum Exchanger
# Min: 1000
# Max: 2147483647
I:signalumMaxEnergy=10000000
# Set the max harvest level for Signalum Exchanger
# Min: 0
# Max: 2147483647
I:signalumMaxHarvestLevel=4
# Set the max range for Signalum Exchanger
# Min: 0
# Max: 12
I:signalumMaxRange=6
# Set the RF consumption per block for Signalum Exchanger
# Min: 1
# Max: 2147483647
I:signalumPerBlockUse=500
}
mekanismtweaks {
# Set the RF capacity for Advanced Exchanger
# Min: 1000
# Max: 2147483647
I:advancedMaxEnergy=800000
# Set the max harvest level for Advanced Exchanger
# Min: 0
# Max: 2147483647
I:advancedMaxHarvestLevel=2
# Set the max range for Advanced Exchanger
# Min: 0
# Max: 12
I:advancedMaxRange=5
# Set the RF consumption per block for Advanced Exchanger
# Min: 1
# Max: 2147483647
I:advancedPerBlockUse=100
# Set the RF capacity for Basic Exchanger
# Min: 1000
# Max: 2147483647
I:basicMaxEnergy=100000
# Set the max harvest level for Basic Exchanger
# Min: 0
# Max: 2147483647
I:basicMaxHarvestLevel=1
# Set the max range for Basic Exchanger
# Min: 0
# Max: 12
I:basicMaxRange=3
# Set the RF consumption per block for Basic Exchanger
# Min: 1
# Max: 2147483647
I:basicPerBlockUse=50
# Set the RF capacity for Elite Exchanger
# Min: 1000
# Max: 2147483647
I:eliteMaxEnergy=5000000
# Set the max harvest level for Elite Exchanger
# Min: 0
# Max: 2147483647
I:eliteMaxHarvestLevel=3
# Set the max range for Elite Exchanger
# Min: 0
# Max: 12
I:eliteMaxRange=6
# Set the RF consumption per block for Elite Exchanger
# Min: 1
# Max: 2147483647
I:elitePerBlockUse=250
# Set the RF capacity for Ultimate Exchanger
# Min: 1000
# Max: 2147483647
I:ultimateMaxEnergy=10000000
# Set the max harvest level for Ultimate Exchanger
# Min: 0
# Max: 2147483647
I:ultimateMaxHarvestLevel=4
# Set the max range for Ultimate Exchanger
# Min: 0
# Max: 12
I:ultimateMaxRange=7
# Set the RF consumption per block for Ultimate Exchanger
# Min: 1
# Max: 2147483647
I:ultimatePerBlockUse=500
}
immersiveengineeringtweaks {
# Set the RF capacity for HV Exchanger
# Min: 1000
# Max: 2147483647
I:hvMaxEnergy=2500000
# Set the max harvest level for HV Exchanger
# Min: 0
# Max: 2147483647
I:hvMaxHarvestLevel=4
# Set the max range for HV Exchanger
# Min: 0
# Max: 12
I:hvMaxRange=7
# Set the RF consumption per block for HV Exchanger
# Min: 1
# Max: 2147483647
I:hvPerBlockUse=500
# Set the RF capacity for LV Exchanger
# Min: 1000
# Max: 2147483647
I:lvMaxEnergy=100000
# Set the max harvest level for LV Exchanger
# Min: 0
# Max: 2147483647
I:lvMaxHarvestLevel=2
# Set the max range for LV Exchanger
# Min: 0
# Max: 12
I:lvMaxRange=3
# Set the RF consumption per block for LV Exchanger
# Min: 1
# Max: 2147483647
I:lvPerBlockUse=100
# Set the RF capacity for MV Exchanger
# Min: 1000
# Max: 2147483647
I:mvMaxEnergy=500000
# Set the max harvest level for MV Exchanger
# Min: 0
# Max: 2147483647
I:mvMaxHarvestLevel=3
# Set the max range for MV Exchanger
# Min: 0
# Max: 12
I:mvMaxRange=5
# Set the RF consumption per block for MV Exchanger
# Min: 1
# Max: 2147483647
I:mvPerBlockUse=250
}
recipetweaks {
# Set the recipes type for Ender IO-based exchangers:
# 'easy' Easy recipes, non-progressive, lowest recipe costs.
# 'normal' Normal recipes, progressive, moderate recipe costs.
# 'hard' Hard recipes, progressive, expensive recipe costs.
S:enderIORecipesType=normal
# Set the recipes type for Immersive Engineering-based exchangers:
# 'easy' Easy recipes, non-progressive, lowest recipe costs.
# 'normal' Normal recipes, progressive, moderate recipe costs.
# 'hard' Hard recipes, progressive, expensive recipe costs.
S:immersiveEngineeringRecipesType=normal
# Set the recipes type for Mekanism-based exchangers:
# 'easy' Easy recipes, non-progressive, lowest recipe costs.
# 'normal' Normal recipes, progressive, moderate recipe costs.
# 'hard' Hard recipes, progressive, expensive recipe costs.
S:mekanismRecipesType=normal
# Set the recipes type for Thermal Expansion-based exchangers:
# 'easy' Easy recipes, non-progressive, lowest recipe costs.
# 'normal' Normal recipes, progressive, moderate recipe costs.
# 'hard' Hard recipes, progressive, expensive recipe costs.
S:thermalExpansionRecipesType=normal
# Set the recipes type for Vanilla-based exchangers:
# 'easy' Easy recipes, non-progressive, lowest recipe costs.
# 'normal' Normal recipes, progressive, moderate recipe costs.
# 'hard' Hard recipes, progressive, expensive recipe costs.
S:vanillaRecipesType=normal
}
misc {
# Put a list of block registry names that you wish to be blacklisted from Exchangers.
# Note: Blacklisting a block will prevent it from being selected or being exchanged.
# (e.g. minecraft:grass)
S:blocksBlacklist <
>
# Certain blocks might be blacklisted by Exchangers if they're Tile Entities.
# Put a list of block registry names that you wish to be whitelisted from Exchangers.
# (e.g. thermalexpansion:cell)
S:blocksWhitelist <
tconstruct:seared
>
# If true, enables Silk Touch (gets the blocks itself rather than drops) in all Exchangers
B:doExchangersSilkTouch=true
# If true, allows the Holding Enchantment from CoFHCore to be used in Powered Exchangers
# Calculation formula: Base Energy + (Base Energy * Enchantment Level / 2)
B:holdingEnchantment=true
# If true, allows Unbreaking Enchantment to affect Powered Exchangers
B:unbreakingPoweredExchangers=true
# If true, allows Circuits in Mekanism Exchanger recipes to use OreDict
B:useOreDictCircuits=false
}
}

@ -0,0 +1,36 @@
{
"defaults": {
"__comment": "You can disable defaults by setting these to false. Do *NOT* try to add additional entries here. You can add additional entries in the custom section.",
"Vanilla Seeds": false,
"Vanilla Flowers": false,
"Vanilla Mushrooms": false,
"Vanilla Saplings": false,
"Bonemeal": false,
"Animal Eggs": false
},
"defaults payment": {
"__comment": "You can define custom payment items for the default entries here.",
"Vanilla Seeds": "1*minecraft:emerald:0",
"Vanilla Flowers": "1*minecraft:emerald:0",
"Vanilla Mushrooms": "1*minecraft:emerald:0",
"Vanilla Saplings": "1*minecraft:emerald:0",
"Bonemeal": "1*minecraft:emerald:0",
"Animal Eggs": "1*minecraft:emerald:0"
},
"defaults amount": {
"__comment": "You can define custom amounts for the default entries here.",
"Vanilla Seeds": 1,
"Vanilla Flowers": 1,
"Vanilla Mushrooms": 1,
"Vanilla Saplings": 1,
"Bonemeal": 1,
"Animal Eggs": 1
},
"defaults blacklist": [
"examplemod:example_item"
],
"custom entries": {
"__comment": "You can define additional items to be sold by the Market here. Defaults can be overridden. Prefix with ! to blacklist instead.",
"examplemod:example_item": "2*minecraft:emerald"
}
}

@ -0,0 +1,36 @@
{
"defaults": {
"__comment": "You can disable defaults by setting these to false. Do *NOT* try to add additional entries here. You can add additional entries in the custom section.",
"Vanilla Seeds": true,
"Vanilla Flowers": false,
"Vanilla Mushrooms": false,
"Vanilla Saplings": true,
"Bonemeal": true,
"Animal Eggs": false
},
"defaults payment": {
"__comment": "You can define custom payment items for the default entries here.",
"Vanilla Seeds": "1*minecraft:emerald:0",
"Vanilla Flowers": "1*minecraft:emerald:0",
"Vanilla Mushrooms": "1*minecraft:emerald:0",
"Vanilla Saplings": "1*minecraft:emerald:0",
"Bonemeal": "1*minecraft:emerald:0",
"Animal Eggs": "1*minecraft:emerald:0"
},
"defaults amount": {
"__comment": "You can define custom amounts for the default entries here.",
"Vanilla Seeds": 1,
"Vanilla Flowers": 1,
"Vanilla Mushrooms": 1,
"Vanilla Saplings": 1,
"Bonemeal": 1,
"Animal Eggs": 1
},
"defaults blacklist": [
"examplemod:example_item"
],
"custom entries": {
"__comment": "You can define additional items to be sold by the Market here. Defaults can be overridden. Prefix with ! to blacklist instead.",
"examplemod:example_item": "2*minecraft:emerald"
}
}

@ -0,0 +1,10 @@
[
{
"serverName": "New Alterlite Official Community Server",
"serverIP": "na.yandols.xyz"
},
{
"serverName": "New Alterlite Test Server",
"serverIP": "nadev.yandols.xyz"
}
]

@ -0,0 +1,75 @@
# Configuration file
integrationforegoing {
integrations {
B:actuallyAdditions=true
B:ae2=true
B:agriCraft=true
B:astralSorcery=true
B:biomesoPlenty=true
B:botania=true
B:enderIO=true
B:evilcraft=true
B:exNihiloCreatio=true
B:extraUtils2=true
B:forestry=true
B:harvestCraft=true
B:immersiveEngineering=true
B:immersivePetroleum=true
B:matterOverdrive=true
B:mysticalAgradditions=true
B:mysticalAgriculture=true
B:natura=true
B:nuclearCraft=true
B:oreShrubs=true
B:oreberries=true
B:rftools=true
B:rustic=true
B:silentsGems=true
B:simpleCorn=true
B:tconstruct=true
B:thermalFoundation=true
}
misc {
thermalfoundation {
# This number determines the teleportation range for drinking Resonant Ender.
# Range calculation method:
# Player's X / Z position - (this number clamped between 8 and 65536) + (this number clamped between 8 and 65536) * 2
# Min: 64
# Max: 65536
I:strawEnderRange=16384
}
immersiveengineering {
# If true, both top and bottom blocks of Industrial Hemp gets harvested by the Plant Recollector.
# Set to false if you only want the top block to be harvested.
B:hempHarvestBothBlocks=false
gardencloche {
# If true, allows Fertilizer from Industrial Foregoing to be used in Garden Cloche.
B:allowFertilizer=true
# Set the growth multiplier for Fertilizer from Industrial Foregoing in Garden Cloche.
D:fertilizerGrowthMultiplier=1.5
}
}
natura {
# If true, replant is needed for Natura crops, otherwise Plant Gatherer won't remove the crops.
B:naturaCropsReplant=false
}
rustic {
# If true, replant is needed for Rustic herbs, otherwise Plant Gatherer won't remove the herbs.
B:rusticHerbsReplant=false
}
}
}

@ -0,0 +1,24 @@
# Configuration file
customization {
I:"Village Distance - 32 is vanilla, 16 is more common, 8 is extremely common, 4 is just insane."=26
}
"villages to generate" {
B:"Birch Forest"=true
B:"Cold Taiga"=true
B:"Extreme Hills"=true
B:Forest=true
B:"Ice Plains/Mountains"=true
B:Jungle=true
B:"Mega Taiga"=true
B:Mesa=true
B:Mushroom=true
B:Ocean=false
B:"Roofed Forest"=true
B:Swamp=true
B:Taiga=true
}

@ -0,0 +1,24 @@
# Configuration file
customization {
I:"Village Distance - 32 is vanilla, 16 is more common, 8 is extremely common, 4 is just insane."=16
}
"villages to generate" {
B:"Birch Forest"=true
B:"Cold Taiga"=true
B:"Extreme Hills"=true
B:Forest=true
B:"Ice Plains/Mountains"=true
B:Jungle=true
B:"Mega Taiga"=true
B:Mesa=true
B:Mushroom=true
B:Ocean=true
B:"Roofed Forest"=true
B:Swamp=true
B:Taiga=true
}

@ -0,0 +1,86 @@
# Configuration file
##########################################################################################################
# chunkbounds
#--------------------------------------------------------------------------------------------------------#
# Settings for the chunk bounds overlay
##########################################################################################################
chunkbounds {
# Show the middle of the current Chunk (yellow line)
B:middle=true
# Radius (in Chunks) to show the edges (red line)
I:radius=1
}
##########################################################################################################
# itemsearch
#--------------------------------------------------------------------------------------------------------#
# Settings for the item search feature
##########################################################################################################
itemsearch {
# Items where the NBT of an Item matters and should not be ignored
S:matchNBT <
minecraft:enchanted_book
>
}
##########################################################################################################
# lightoverlay
#--------------------------------------------------------------------------------------------------------#
# Settings for the light / mobspawn overlay
##########################################################################################################
lightoverlay {
# Range of the lightoverlay (negative Y)
I:downrange=16
# Range of the lightoverlay (Horizontal N,E,S,W)
I:hrange=16
# Ignore if there in no 2 Block space to spawn. (Less lag if true)
B:ignoreLayer=false
# Minimum save light level where no mobs can spawn
I:saveLevel=8
# Range of the lightoverlay (positive Y)
I:uprange=4
}
##########################################################################################################
# rendersettings
#--------------------------------------------------------------------------------------------------------#
# Settings for lines & colors
# Values: 0xRRGGBB (Hex)
##########################################################################################################
rendersettings {
# Color for the chunk edge
I:chunk_edge_color=16711680
# Color for the chunk grid
I:chunk_grid_color=65280
# Line width for chunk boundaries
D:chunk_line_width=1.5
# Color for the middle chunk line
I:chunk_mid_color=16776960
# Color the X that marks "Spawns always possible"
I:spawn_always_color=16711680
# Line width for spawn indication
I:spawn_line_width=2
# Color the X that marks "Spawns at night possible"
I:spawn_night_color=16776960
}

@ -0,0 +1,22 @@
# Configuration file
general {
# For details, please check https://github.com/oldjunyi/NoMobSpawningOnTrees/wiki
S:blacklistRules <
woodlogs # This line disables mob spawning on all types of wood logs.
block:minecraft:brown_mushroom_block || block:minecraft:red_mushroom_block
# The above line disables mob spawning on mushroom blocks.
>
# Extra spawning tries per tick. This will only applies to hostile mobs.
D:extraSpawningTries=0.0
# The capacity is the maximum (approximate) number of creatures can exist near the player.
# Set -1 to use the default value, which is: monster(70), animal(10), ambient(15), water(5)
I:spawnCapacityAmbient=-1
I:spawnCapacityAnimal=-1
I:spawnCapacityMonster=-1
I:spawnCapacityWater=-1
}

@ -0,0 +1,8 @@
# Configuration file
settings {
# 0: No Effect at all, 1: Invert left and right, 2: Invert left/right and forward/backwards, 3: Slightly tilt camera
I:Mode=1
}

@ -0,0 +1,52 @@
{
"hook_pre_world_rendering": {
"version": 0,
"value": "true",
"comment": [
"Purpose: hook in world rendering, triggered between sky and terrain",
"Modified class: net.minecraft.client.renderer.EntityRenderer",
"Known users: Sky block",
"When disabled: Sky block will not render properly"
]
},
"llama_null_fix": {
"version": 0,
"value": "true",
"comment": [
"Purpose: prevent NPE when creating llama without world",
"Modified class: net.minecraft.entity.passive.EntityLlama",
"Known users: Trophy",
"When disabled: Llama trophy cannot be rendered"
]
},
"activate_player_render_hook": {
"version": 0,
"value": "true",
"comment": [
"Purpose: add hook to player rendering code",
"Modified class: net.minecraft.client.renderer.entity.RenderPlayer",
"Known users: OpenBlocks hangglider",
"When disabled: code may fallback to less compatible mechanism (like replacing renderer)"
]
},
"horse_base_null_fix": {
"version": 0,
"value": "true",
"comment": [
"Purpose: prevent NPE when creating horse without world",
"Modified class: net.minecraft.entity.passive.AbstractHorse",
"Known users: Trophy",
"When disabled: Trophy for any horse variant cannot be rendered"
]
},
"horse_null_fix": {
"version": 0,
"value": "true",
"comment": [
"Purpose: prevent NPE when creating horse without world",
"Modified class: net.minecraft.entity.passive.EntityHorse",
"Known users: Trophy",
"When disabled: Horse trophy cannot be rendered"
]
}
}

@ -0,0 +1,60 @@
# Configuration file
##########################################################################################################
# client
#--------------------------------------------------------------------------------------------------------#
# Color of the particles, Etc.
##########################################################################################################
client {
# Blue 1 amount 1.0 - 0.0
D:B1=0.92
# Blue 2 amount 1.0 - 0.0
D:B2=1.0
# Create particles on items the magnet cannont move
B:"Draw BlackList Particles"=true
# Should magnet particles be drawn
B:"Draw Particles"=true
# Green 1 amount 1.0 - 0.0
D:G1=0.92
# Green 2 amount 1.0 - 0.0
D:G2=1.0
# Red 1 amount 1.0 - 0.0
D:R1=0.92
# Red 2 amount 1.0 - 0.0
D:R2=0.94
}
general {
# Cooldown in ticks
I:Cooldown=50
# Instantly move items in range to inventory
B:"Instantly move items"=false
# Magnet blacklist/whitelist Ex: minecraft:dirt. Entries on new line no comma [default: [Ljava.lang.String;@35cd55e9]
S:ItemsList <
>
# How long items will follow before cooldown
I:Pull=75
# Sets the magnets reach
I:Range=7
# How quick items are pulled to you
D:Speed=0.03
# Use a whitelist instead of a blacklist
B:"Use Whitelist"=false
}

@ -0,0 +1,60 @@
# Configuration file
##########################################################################################################
# client
#--------------------------------------------------------------------------------------------------------#
# Color of the particles, Etc.
##########################################################################################################
client {
# Blue 1 amount 1.0 - 0.0
D:B1=0.92
# Blue 2 amount 1.0 - 0.0
D:B2=1.0
# Create particles on items the magnet cannont move
B:"Draw BlackList Particles"=true
# Should magnet particles be drawn
B:"Draw Particles"=true
# Green 1 amount 1.0 - 0.0
D:G1=0.92
# Green 2 amount 1.0 - 0.0
D:G2=1.0
# Red 1 amount 1.0 - 0.0
D:R1=0.92
# Red 2 amount 1.0 - 0.0
D:R2=0.94
}
general {
# Cooldown in ticks
I:Cooldown=50
# Instantly move items in range to inventory
B:"Instantly move items"=false
# Magnet blacklist/whitelist Ex: minecraft:dirt. Entries on new line no comma [default: [Ljava.lang.String;@391890bc]
S:ItemsList <
>
# How long items will follow before cooldown
I:Pull=75
# Sets the magnets reach
I:Range=5
# How quick items are pulled to you
D:Speed=0.03
# Use a whitelist instead of a blacklist
B:"Use Whitelist"=false
}

@ -0,0 +1,92 @@
# Configuration file
client_settings {
# If false, the clock will not be displayed when a player lies in bed.
B:showClockInBed=true
}
custom_night_detection {
# If true, manual night start time will be used instead of vanilla skylight check.
B:customStartEnabled=false
# Specify the tick time that night starts for the sake of sleeping being permitted.
# Default vanilla value of 12516 is about 18:31 (refer to 'Day-night_cycle' on Gamepedia wiki).
# Note that this only works for setting later time - allowing daytime sleep is done via CMC config.
I:customStartValue=12516
}
restrictions {
# If true, players can sleep during the day and will NOT be automatically woken-up either.
B:allowSleepDuringDay=false
# Horizontal radius to scan for hostile mobs. Set to 0 to disable safety check completely.
D:safetyCheckXZ=8.0
# Vertical distance to scan for hostile mobs (both up and down). Set to 0 to disable safety check completely.
D:safetyCheckY=5.0
# REQUIRES CMC. If true, unlocks sleeping ability in any dimension (e.g. Nether).
# Note #1: Respawn point will not be reset - you always respawn in your overworld spawn point.
# Note #2: Other dimensions have their own idea about night-time, e.g. Nether is always night.
B:sleepAnywhere=false
}
sleep_vote {
# The action to perform once actionTimeout has elapsed (assuming the sleeping player percentage has been maintained).
# NONE: Take no action, just show the reminder.
# TIMELAPSE_ANYWAY: Continue with Timelapse - awake players have to deal with it. Default.
# CMC_KICK_AWAKE: Requires CMC (otherwise skip-to-day will occur after kick). Kick awake players, then continue with Timelapse.
# SKIP_TO_DAY: Skip to the next day (fallback to vanilla Minecraft behavior).
# Valid values:
# NONE
# TIMELAPSE_ANYWAY
# CMC_KICK_AWAKE
# SKIP_TO_DAY
S:action=TIMELAPSE_ANYWAY
# Once the percentage of sleeping players is reached, wait this many seconds before performing the configured vote action.
# Note that if the sleeping player percentage drops below the configured minimum, the timeout action is cancelled.
I:actionTimeout=60
# Text displayed when all players are asleep.
S:allAsleepText=All players are asleep: Advancing time!
# Text to display to players when an active or pending vote action is cancelled for whatever reason.
# (COUNT) will be replaced with (e.g.) '2/3' to display currently-sleeping/total players.
S:cancelledText=Time progression cancelled/finished ((COUNT) players sleeping).
# Text to display to players (The 'Reason' on the Disconnected screen) when they're kicked as the result of a
# vote. Note that due to a Minecraft bug, sometimes a generic reason may still show instead.
S:kickText=Automatic kick from sleep vote timeout.
# Minimum percent of players required before sleep vote reminders (and actions, if any) can occur.
# Min: 0
# Max: 100
I:percent=40
# Text that will be periodically displayed to other players when the configured percent has been reached.
# (COUNT) will be replaced with (e.g.) '2/3' to display currently-sleeping/total players.
# (TIMEOUT) will be replaced with remaining time before sleep action is performed.
S:reminderText=(COUNT) players are trying to sleep. Time progression will start in (TIMEOUT) seconds.
# How many seconds at a time to display a reminder to players.
I:reminderTextDisplayTime=4
# How many seconds between successive reminder displays.
I:reminderTextRepeatTime=20
# Text displayed when vote action has passed.
S:votePassedText=Vote action passed: Advancing time!
}
timelapse_mode {
# Maximum tickrate for Timelapse.
# Note that Tickrate Changer will throttle back tickrate as necessary to avoid total CPU saturation.
D:rate=1200.0
}

@ -0,0 +1,20 @@
# Configuration file
general {
# Whether or not you want to recieve an in-game notification if an update is available.
B:checkForUpdates=true
# If Thaumcraft is installed, whether or not you want to enable the Hungry Metal Chests and their upgrades.
B:enableHungryMetalChests=true
# Whether or not you want to enable the Minecarts with Metal Chests.
B:enableMinecarts=true
# If Refined Relocation 2 is installed, whether or not you want to enable the Hungry Sorting Metal Chests.
B:enableSortingMetalChests=true
# Whether or not metal chest models are like the vanilla chest; black in the middle.
B:hollowModelTextures=false
}

@ -0,0 +1,123 @@
# Configuration file
client {
# If enabled, activated waystones will not emit particles.
B:"Disable Particles"=false
# If enabled, the text overlay on waystones will no longer always render at full brightness.
B:"Disable Text Glow"=false
# If enabled, waystones spawned using the legacy spawn-just-anywhere mode will look mossy ingame.
B:"Mossy Look for World Gen Waystones"=true
# The volume of the sound played when teleporting.
# Min: 0.0
# Max: 1.0
D:"Sound Volume"=0.35
# The x position of the warp button in the inventory.
I:"Teleport Button GUI X"=58
# The y position of the warp button in the inventory.
I:"Teleport Button GUI Y"=60
}
compat {
# If this is true, activating a waystone will cause a JourneyMap waypoint to be created at its position.
B:"Create JourneyMap Waypoint"=false
}
general {
# If enabled, everyone can create global waystones, not just players in creative mode.
B:"Allow Global Waystones for Everyone"=false
# The amount of blocks per xp level requirement.
I:"Blocks per XP Level"=500
# If enabled, waystones can only be placed in creative mode.
B:"Creative Mode Only"=false
# Whether generated waystones should not be breakable by players.
B:"Disallow Breaking Generated"=true
# Set to false to make all global waystones not cost any experience, regardless of method used.
B:"Global Waystones Cost XP"=true
# If enabled, all waystones work inter-dimensionally.
B:"Interdimensional Teleport"=true
# If enabled, waystones marked as global work inter-dimensionally.
B:"Interdimensional Teleport on Global Waystones"=true
# If enabled, the inventory button cost experience when used, based on the distance travelled.
B:"Inventory Button Costs XP"=false
# The maximum xp cost when Blocks per XP Level is enabled.
# Min: 1
# Max: 2147483647
I:"Maximum XP Cost"=5
# If enabled, waystones marked as global have no cooldown.
B:"No Cooldown on Global Waystones"=true
# Whether the use of a warp stone or warp scroll should be interrupted by damage. Not supported when playing with Vivecraft!
B:"Reset Use On Damage"=false
# If enabled, only the owner of a waystone can rename it.
B:"Restrict Rename to Owner"=false
# If enabled, the player's spawnpoint will be set to the last activated waystone.
B:"Set Spawnpoint on Activation"=false
# The cooldown between usages of the teleport button in seconds.
I:"Teleport Button Cooldown"=180
# If enabled, the teleport button will only let you return to the last activated waystone, instead of allowing to choose.
B:"Teleport Button Return Only"=true
# Set this to a global waystone name to lock the inventory button to that specific waystone. Leave empty for default behaviour.
S:"Teleport Button Target"=
# Should there be a button in the inventory to access the waystone menu?
B:"Teleport Button in GUI"=false
# The time it takes to use a warp scroll in ticks. This is the charge-up time when holding right-click.
# Min: 1
# Max: 127
I:"Warp Scroll Use Time"=32
# The cooldown between usages of the warp stone in seconds.
I:"Warp Stone Cooldown"=900
# If enabled, the warp stone costs experience when used, based on the distance travelled.
B:"Warp Stone Costs XP"=false
# The time it takes to use a warp stone in ticks. This is the charge-up time when holding right-click.
# Min: 1
# Max: 127
I:"Warp Stone Use Time"=32
# If enabled, waystones cost experience when used, based on the distance travelled.
B:"Waystone Costs XP"=true
}
worldgen {
# The chance for a waystone to generate just anywhere (without a structure), scaled by 1/10000.
# Min: 0.0
# Max: 10000.0
D:"Change to generate just anywhere"=0.0
# The Name Generator will pick from these names until they have all been used, then it will generate random ones again.
S:"Custom Names" <
>
# The chance for a waystone to generate in a village. Set to 1 to always generate one in villages, set to 0 to disable.
# Min: 0.0
# Max: 1.0
D:"Generate in Villages"=0.94
}

@ -0,0 +1,123 @@
# Configuration file
client {
# If enabled, activated waystones will not emit particles.
B:"Disable Particles"=false
# If enabled, the text overlay on waystones will no longer always render at full brightness.
B:"Disable Text Glow"=false
# If enabled, waystones spawned using the legacy spawn-just-anywhere mode will look mossy ingame.
B:"Mossy Look for World Gen Waystones"=true
# The volume of the sound played when teleporting.
# Min: 0.0
# Max: 1.0
D:"Sound Volume"=0.5
# The x position of the warp button in the inventory.
I:"Teleport Button GUI X"=58
# The y position of the warp button in the inventory.
I:"Teleport Button GUI Y"=60
}
compat {
# If this is true, activating a waystone will cause a JourneyMap waypoint to be created at its position.
B:"Create JourneyMap Waypoint"=false
}
general {
# If enabled, everyone can create global waystones, not just players in creative mode.
B:"Allow Global Waystones for Everyone"=false
# The amount of blocks per xp level requirement.
I:"Blocks per XP Level"=500
# If enabled, waystones can only be placed in creative mode.
B:"Creative Mode Only"=false
# Whether generated waystones should not be breakable by players.
B:"Disallow Breaking Generated"=false
# Set to false to make all global waystones not cost any experience, regardless of method used.
B:"Global Waystones Cost XP"=true
# If enabled, all waystones work inter-dimensionally.
B:"Interdimensional Teleport"=true
# If enabled, waystones marked as global work inter-dimensionally.
B:"Interdimensional Teleport on Global Waystones"=true
# If enabled, the inventory button cost experience when used, based on the distance travelled.
B:"Inventory Button Costs XP"=false
# The maximum xp cost when Blocks per XP Level is enabled.
# Min: 1
# Max: 2147483647
I:"Maximum XP Cost"=3
# If enabled, waystones marked as global have no cooldown.
B:"No Cooldown on Global Waystones"=true
# Whether the use of a warp stone or warp scroll should be interrupted by damage. Not supported when playing with Vivecraft!
B:"Reset Use On Damage"=false
# If enabled, only the owner of a waystone can rename it.
B:"Restrict Rename to Owner"=false
# If enabled, the player's spawnpoint will be set to the last activated waystone.
B:"Set Spawnpoint on Activation"=false
# The cooldown between usages of the teleport button in seconds.
I:"Teleport Button Cooldown"=300
# If enabled, the teleport button will only let you return to the last activated waystone, instead of allowing to choose.
B:"Teleport Button Return Only"=true
# Set this to a global waystone name to lock the inventory button to that specific waystone. Leave empty for default behaviour.
S:"Teleport Button Target"=
# Should there be a button in the inventory to access the waystone menu?
B:"Teleport Button in GUI"=false
# The time it takes to use a warp scroll in ticks. This is the charge-up time when holding right-click.
# Min: 1
# Max: 127
I:"Warp Scroll Use Time"=32
# The cooldown between usages of the warp stone in seconds.
I:"Warp Stone Cooldown"=300
# If enabled, the warp stone costs experience when used, based on the distance travelled.
B:"Warp Stone Costs XP"=false
# The time it takes to use a warp stone in ticks. This is the charge-up time when holding right-click.
# Min: 1
# Max: 127
I:"Warp Stone Use Time"=32
# If enabled, waystones cost experience when used, based on the distance travelled.
B:"Waystone Costs XP"=true
}
worldgen {
# The chance for a waystone to generate just anywhere (without a structure), scaled by 1/10000.
# Min: 0.0
# Max: 10000.0
D:"Change to generate just anywhere"=0.0
# The Name Generator will pick from these names until they have all been used, then it will generate random ones again.
S:"Custom Names" <
>
# The chance for a waystone to generate in a village. Set to 1 to always generate one in villages, set to 0 to disable.
# Min: 0.0
# Max: 1.0
D:"Generate in Villages"=1.0
}

@ -0,0 +1,9 @@
# Configuration file
"weather2: foliage" {
I:Thread_Foliage_Process_Delay=1000
B:extraGrass=false
I:foliageShaderRange=40
}

@ -0,0 +1,80 @@
# Configuration file
"weather2: misc" {
# Server and client side, Locks down the mod to only do wind, leaves, foliage shader if on, etc. No weather systems, turns overcast mode on
B:Aesthetic_Only_Mode=false
B:Block_AnemometerNoRecipe=false
B:Block_SandLayerNoRecipe=false
B:Block_SandNoRecipe=false
B:Block_SensorNoRecipe=false
B:Block_SirenManualNoRecipe=false
B:Block_SirenNoRecipe=false
B:Block_WeatherDeflectorNoRecipe=false
B:Block_WeatherForecastNoRecipe=false
B:Block_WeatherMachineNoRecipe=false
B:Block_WeatherMachineNoTornadosOrCyclones=false
B:Block_WindVaneNoRecipe=false
# Use if you are on a server with weather but want it ALL off client side for performance reasons, overrides basically every client based setting
B:Client_PotatoPC_Mode=false
# Maximum percent of cloud coverage, supports over 100% for extended full cloud sky coverage
D:Cloud_Coverage_Max_Percent=100.0
# Minimum percent of cloud coverage, supports negative for extended cloudless sky coverage
D:Cloud_Coverage_Min_Percent=0.0
# How much to randomly change cloud coverage % amount, performed every 10 seconds
D:Cloud_Coverage_Random_Change_Amount=0.05
# Distance between cloud formations, not particles, this includes invisible cloudless formations used during partial cloud coverage
I:Cloud_Formation_MinDistBetweenSpawned=300
I:Cloud_Layer0_Height=200
# For a second layer of passive non storm progressing clouds
B:Cloud_Layer1_Enable=false
I:Cloud_Layer1_Height=350
# Not used at the moment
I:Cloud_Layer2_Height=500
# How many ticks between cloud particle spawning
I:Cloud_ParticleSpawnDelay=2
S:Dimension_List_Clouds=0,-127
S:Dimension_List_Storms=0,-127
S:Dimension_List_Weather=0,-127
S:Dimension_List_WindEffects=0,-127
# If true, will cancel vanilla behavior of setting clear weather when the player sleeps, for global overcast mode
B:Global_Overcast_Prevent_Rain_Reset_On_Sleep=true
B:Item_PocketSandNoRecipe=true
# Disabling this recipe will keep them from using other recipes since it depends on this item
B:Item_WeatherItemNoRecipe=true
I:Misc_AutoDataSaveIntervalInTicks=36000
B:Misc_ForceVanillaCloudsOff=true
B:Misc_proxyRenderOverrideEnabled=true
I:Misc_simBoxRadiusCutoff=1124
I:Misc_simBoxRadiusSpawn=1024
I:Thread_Particle_Process_Delay=400
B:Villager_MoveInsideForStorms=true
I:Villager_MoveInsideForStorms_Dist=256
B:blockBreakingInvokesCancellableEvent=false
B:consoleDebug=false
# Used if overcastMode is off, 1 = lock weather on, 0 = lock weather off, -1 = dont lock anything, let server do whatever
I:lockServerWeatherMode=0
# If true, lets server side do vanilla weather rules, weather2 will only make storms when server side says 'rain' is on
B:overcastMode=false
B:radarCloudDebug=false
D:sensorActivateDistance=256.0
D:shaderParticleRateAmplifier=3.0
D:sirenActivateDistance=256.0
D:volWaterfallScale=0.5
D:volWindLightningScale=1.0
D:volWindScale=0.05
D:volWindTreesScale=0.5
}

@ -0,0 +1,80 @@
# Configuration file
"weather2: misc" {
# Server and client side, Locks down the mod to only do wind, leaves, foliage shader if on, etc. No weather systems, turns overcast mode on
B:Aesthetic_Only_Mode=false
B:Block_AnemometerNoRecipe=false
B:Block_SandLayerNoRecipe=false
B:Block_SandNoRecipe=false
B:Block_SensorNoRecipe=false
B:Block_SirenManualNoRecipe=false
B:Block_SirenNoRecipe=false
B:Block_WeatherDeflectorNoRecipe=false
B:Block_WeatherForecastNoRecipe=false
B:Block_WeatherMachineNoRecipe=false
B:Block_WeatherMachineNoTornadosOrCyclones=false
B:Block_WindVaneNoRecipe=false
# Use if you are on a server with weather but want it ALL off client side for performance reasons, overrides basically every client based setting
B:Client_PotatoPC_Mode=false
# Maximum percent of cloud coverage, supports over 100% for extended full cloud sky coverage
D:Cloud_Coverage_Max_Percent=100.0
# Minimum percent of cloud coverage, supports negative for extended cloudless sky coverage
D:Cloud_Coverage_Min_Percent=0.0
# How much to randomly change cloud coverage % amount, performed every 10 seconds
D:Cloud_Coverage_Random_Change_Amount=0.05
# Distance between cloud formations, not particles, this includes invisible cloudless formations used during partial cloud coverage
I:Cloud_Formation_MinDistBetweenSpawned=300
I:Cloud_Layer0_Height=200
# For a second layer of passive non storm progressing clouds
B:Cloud_Layer1_Enable=false
I:Cloud_Layer1_Height=350
# Not used at the moment
I:Cloud_Layer2_Height=500
# How many ticks between cloud particle spawning
I:Cloud_ParticleSpawnDelay=2
S:Dimension_List_Clouds=0,-127
S:Dimension_List_Storms=0,-127
S:Dimension_List_Weather=0,-127
S:Dimension_List_WindEffects=0,-127
# If true, will cancel vanilla behavior of setting clear weather when the player sleeps, for global overcast mode
B:Global_Overcast_Prevent_Rain_Reset_On_Sleep=true
B:Item_PocketSandNoRecipe=false
# Disabling this recipe will keep them from using other recipes since it depends on this item
B:Item_WeatherItemNoRecipe=false
I:Misc_AutoDataSaveIntervalInTicks=36000
B:Misc_ForceVanillaCloudsOff=true
B:Misc_proxyRenderOverrideEnabled=true
I:Misc_simBoxRadiusCutoff=1124
I:Misc_simBoxRadiusSpawn=1024
I:Thread_Particle_Process_Delay=400
B:Villager_MoveInsideForStorms=true
I:Villager_MoveInsideForStorms_Dist=256
B:blockBreakingInvokesCancellableEvent=false
B:consoleDebug=false
# Used if overcastMode is off, 1 = lock weather on, 0 = lock weather off, -1 = dont lock anything, let server do whatever
I:lockServerWeatherMode=0
# If true, lets server side do vanilla weather rules, weather2 will only make storms when server side says 'rain' is on
B:overcastMode=false
B:radarCloudDebug=false
D:sensorActivateDistance=256.0
D:shaderParticleRateAmplifier=3.0
D:sirenActivateDistance=256.0
D:volWaterfallScale=0.5
D:volWindLightningScale=1.0
D:volWindScale=0.05
D:volWindTreesScale=0.5
}

@ -0,0 +1,20 @@
# Configuration file
"weather2: particle" {
# Enables or disables all precipitation particle types
B:Particle_RainSnow=true
B:Particle_Rain_DownfallSheet=true
B:Particle_Rain_GroundSplash=false
B:Particle_VanillaAndWeatherOnly=false
D:Precipitation_Particle_effect_rate=0.7
D:Sandstorm_Particle_Debris_effect_rate=0.6
D:Sandstorm_Particle_Dust_effect_rate=0.6
# Currently used for rates of leaf, waterfall, and fire particles
D:Wind_Particle_effect_rate=0.7
B:Wind_Particle_fire=true
B:Wind_Particle_leafs=true
B:Wind_Particle_waterfall=true
}

@ -0,0 +1,20 @@
# Configuration file
"weather2: particle" {
# Enables or disables all precipitation particle types
B:Particle_RainSnow=true
B:Particle_Rain_DownfallSheet=true
B:Particle_Rain_GroundSplash=true
B:Particle_VanillaAndWeatherOnly=false
D:Precipitation_Particle_effect_rate=0.7
D:Sandstorm_Particle_Debris_effect_rate=0.6
D:Sandstorm_Particle_Dust_effect_rate=0.6
# Currently used for rates of leaf, waterfall, and fire particles
D:Wind_Particle_effect_rate=0.7
B:Wind_Particle_fire=true
B:Wind_Particle_leafs=true
B:Wind_Particle_waterfall=true
}

@ -0,0 +1,24 @@
# Configuration file
"weather2: sand" {
I:Sandstorm_OddsTo1=30
# Allow layered sand blocks to buildup outside deserty biomes where sandstorm is
B:Sandstorm_Sand_Buildup_AllowOutsideDesert=false
# Base amount of loops done per iteration, scaled by the sandstorms intensity (value given here is the max possible)
I:Sandstorm_Sand_Buildup_LoopAmountBase=800
# Amount of game ticks between sand buildup iterations, keep it high to prevent client side chunk update spam that destroys FPS
I:Sandstorm_Sand_Buildup_TickRate=40
B:Sandstorm_Siren_PleaseNoDarude=true
# Time between sandstorms for either each player or entire server depending on if global rate is on, default: 3 mc days
I:Sandstorm_TimeBetweenInTicks=72000
B:Sandstorm_UseGlobalServerRate=false
# Takes the sand out of sandwiches
B:Storm_NoSandstorms=false
}

@ -0,0 +1,24 @@
# Configuration file
"weather2: sand" {
I:Sandstorm_OddsTo1=30
# Allow layered sand blocks to buildup outside deserty biomes where sandstorm is
B:Sandstorm_Sand_Buildup_AllowOutsideDesert=true
# Base amount of loops done per iteration, scaled by the sandstorms intensity (value given here is the max possible)
I:Sandstorm_Sand_Buildup_LoopAmountBase=800
# Amount of game ticks between sand buildup iterations, keep it high to prevent client side chunk update spam that destroys FPS
I:Sandstorm_Sand_Buildup_TickRate=40
B:Sandstorm_Siren_PleaseNoDarude=false
# Time between sandstorms for either each player or entire server depending on if global rate is on, default: 3 mc days
I:Sandstorm_TimeBetweenInTicks=72000
B:Sandstorm_UseGlobalServerRate=false
# Takes the sand out of sandwiches
B:Storm_NoSandstorms=false
}

@ -0,0 +1,8 @@
# Configuration file
"weather2: snow" {
B:Snow_PerformSnowfall=false
I:Snow_RarityOfBuildup=64
}

@ -0,0 +1,68 @@
# Configuration file
"weather2: storm" {
I:Lightning_DistanceToPlayerForEffects=256
I:Lightning_OddsTo1OfFire=20
B:Lightning_StartsFires=false
I:Lightning_lifetimeOfFire=3
I:Player_Storm_Deadly_OddsTo1=30
I:Player_Storm_Deadly_TimeBetweenInTicks=72000
# Used if Server_Storm_Deadly_UseGlobalRate is on, replaces use of Player_Storm_Deadly_OddsTo1
I:Server_Storm_Deadly_OddsTo1=30
# Used if Server_Storm_Deadly_UseGlobalRate is on, replaces use of Player_Storm_Deadly_TimeBetweenInTicks
I:Server_Storm_Deadly_TimeBetweenInTicks=72000
B:Server_Storm_Deadly_UseGlobalRate=false
I:Storm_AllTypes_TickRateDelay=60
I:Storm_Deadly_CollideDistance=128
# The minimum stage a storm has to be at to be removed, stages are: 0 = anything, 1 = thunder, 2 = high wind, 3 = hail, 4 = F0/C0, 5 = F1/C1, 6 = F2/C2, 7 = F3/C3, 8 = F4/C4, 9 = F5/C5
I:Storm_Deflector_MinStageRemove=1
I:Storm_Deflector_RadiusOfStormRemoval=150
B:Storm_Deflector_RemoveRainstorms=false
B:Storm_Deflector_RemoveSandstorms=true
B:Storm_FlyingBlocksHurt=true
I:Storm_HailPerTick=10
I:Storm_LightningStrikeBaseValueOddsTo1=200
I:Storm_MaxPerPlayerPerLayer=20
I:Storm_MaxRadius=300
B:Storm_NoRainVisual=false
I:Storm_OddsTo1OfHighWindWaterSpout=150
I:Storm_OddsTo1OfLandBasedStorm=-1
I:Storm_OddsTo1OfOceanBasedStorm=300
I:Storm_ParticleSpawnDelay=3
I:Storm_PercentChanceOf_C0_Cyclone=70
I:Storm_PercentChanceOf_C1_Cyclone=50
I:Storm_PercentChanceOf_C2_Cyclone=40
I:Storm_PercentChanceOf_C3_Cyclone=30
I:Storm_PercentChanceOf_C4_Cyclone=20
# Also known as full blown hurricane
I:Storm_PercentChanceOf_C5_Cyclone=10
I:Storm_PercentChanceOf_F0_Tornado=70
I:Storm_PercentChanceOf_F1_Tornado=50
I:Storm_PercentChanceOf_F2_Tornado=40
I:Storm_PercentChanceOf_F3_Tornado=30
I:Storm_PercentChanceOf_F4_Tornado=20
I:Storm_PercentChanceOf_F5_Tornado=10
I:Storm_PercentChanceOf_Hail=80
I:Storm_PercentChanceOf_HighWind=90
I:Storm_Rain_OddsTo1=150
# Minimum amount of visual rain shown when its raining globally during overcast mode
D:Storm_Rain_Overcast_Amount=0.01
I:Storm_Rain_Overcast_OddsTo1=50
# How often in ticks, a rainstorm updates its list of entities under the rainstorm to extinguish. Extinguishes entities under rainclouds when globalOvercast is off. Set to 0 or less to disable
I:Storm_Rain_TrackAndExtinguishEntitiesRate=200
I:Storm_Rain_WaterBuildUpOddsTo1FromNothing=100
I:Storm_Rain_WaterBuildUpOddsTo1FromOvercastRaining=30
I:Storm_Rain_WaterBuildUpOddsTo1FromSource=15
I:Storm_Rain_WaterBuildUpRate=10
I:Storm_Rain_WaterSpendRate=3
D:Storm_TemperatureAdjustRate=0.1
B:preventServerThunderstorms=true
}

@ -0,0 +1,65 @@
# Configuration file
"weather2: tornado" {
# Makes weather boring! or peacefull?
B:Storm_NoTornadosOrCyclones=false
# Use a list of blocks instead of grabbing based on calculated strength of block, if true this overrides StrengthGrabbing and RefinedGrabRules
B:Storm_Tornado_GrabCond_List=false
B:Storm_Tornado_GrabCond_List_PartialMatches=false
# Grab blocks based on how well a diamond axe can mine the block, so mostly wooden blocks
B:Storm_Tornado_GrabCond_StrengthGrabbing=true
# Enable GrabCond_List to use, add registered block names to list, use commas to separate values
S:Storm_Tornado_GrabList=planks, leaves
# Treat block grab list as a blacklist instead of whitelist
B:Storm_Tornado_GrabListBlacklistMode=false
# Prevents tearing up of dirt, grass, sand and logs, overrides strength based grabbing
B:Storm_Tornado_RefinedGrabRules=true
# Used if Storm_Tornado_grabbedBlocksRepairOverTime is true, minimum of 600 ticks (30 seconds) required
I:Storm_Tornado_TicksToRepairBlock=6000
# Accuracy of tornado aimed at player
I:Storm_Tornado_aimAtPlayerAngleVariance=5
# Make tornados initial heading aimed towards closest player
B:Storm_Tornado_aimAtPlayerOnSpawn=true
# Grab animals, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabAnimals=true
# Tear up blocks from the ground based on conditions defined
B:Storm_Tornado_grabBlocks=true
# Grab entity items, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabItems=false
# Grab hostile mobs, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabMobs=true
# Grab player or not
B:Storm_Tornado_grabPlayer=false
# Prevent grabbing of non players
B:Storm_Tornado_grabPlayersOnly=false
# Grab villagers, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabVillagers=true
# Experimental idea, places the WIP repairing block where a tornado does damage instead of removing the block, causes tornado damage to self repair, recommend setting Storm_Tornado_rarityOfBreakOnFall to 0 to avoid duplicated blocks
B:Storm_Tornado_grabbedBlocksRepairOverTime=false
I:Storm_Tornado_maxBlocksGrabbedPerTick=5
# Max amount of flying entity blocks allowed active, if it goes over this, it stops turning destroyed blocks into entities
I:Storm_Tornado_maxFlyingEntityBlocks=200
I:Storm_Tornado_rarityOfBreakOnFall=5
# How rarely a block will be removed while spinning around a tornado
I:Storm_Tornado_rarityOfDisintegrate=15
}

@ -0,0 +1,65 @@
# Configuration file
"weather2: tornado" {
# Makes weather boring! or peacefull?
B:Storm_NoTornadosOrCyclones=false
# Use a list of blocks instead of grabbing based on calculated strength of block, if true this overrides StrengthGrabbing and RefinedGrabRules
B:Storm_Tornado_GrabCond_List=false
B:Storm_Tornado_GrabCond_List_PartialMatches=false
# Grab blocks based on how well a diamond axe can mine the block, so mostly wooden blocks
B:Storm_Tornado_GrabCond_StrengthGrabbing=true
# Enable GrabCond_List to use, add registered block names to list, use commas to separate values
S:Storm_Tornado_GrabList=planks, leaves
# Treat block grab list as a blacklist instead of whitelist
B:Storm_Tornado_GrabListBlacklistMode=false
# Prevents tearing up of dirt, grass, sand and logs, overrides strength based grabbing
B:Storm_Tornado_RefinedGrabRules=true
# Used if Storm_Tornado_grabbedBlocksRepairOverTime is true, minimum of 600 ticks (30 seconds) required
I:Storm_Tornado_TicksToRepairBlock=6000
# Accuracy of tornado aimed at player
I:Storm_Tornado_aimAtPlayerAngleVariance=5
# Make tornados initial heading aimed towards closest player
B:Storm_Tornado_aimAtPlayerOnSpawn=true
# Grab animals, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabAnimals=true
# Tear up blocks from the ground based on conditions defined
B:Storm_Tornado_grabBlocks=true
# Grab entity items, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabItems=false
# Grab hostile mobs, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabMobs=true
# Grab player or not
B:Storm_Tornado_grabPlayer=true
# Prevent grabbing of non players
B:Storm_Tornado_grabPlayersOnly=false
# Grab villagers, overridden by Storm_Tornado_grabPlayersOnly
B:Storm_Tornado_grabVillagers=true
# Experimental idea, places the WIP repairing block where a tornado does damage instead of removing the block, causes tornado damage to self repair, recommend setting Storm_Tornado_rarityOfBreakOnFall to 0 to avoid duplicated blocks
B:Storm_Tornado_grabbedBlocksRepairOverTime=false
I:Storm_Tornado_maxBlocksGrabbedPerTick=5
# Max amount of flying entity blocks allowed active, if it goes over this, it stops turning destroyed blocks into entities
I:Storm_Tornado_maxFlyingEntityBlocks=200
I:Storm_Tornado_rarityOfBreakOnFall=5
# How rarely a block will be removed while spinning around a tornado
I:Storm_Tornado_rarityOfDisintegrate=15
}

@ -0,0 +1,21 @@
# Configuration file
"weather2: wind" {
B:Misc_windOn=true
B:Wind_HighWindEvents=true
B:Wind_LowWindEvents=true
D:globalWindChangeAmountRate=1.0
I:highWindOddsTo1=8000
I:highWindTimerEnableAmountBase=2400
I:highWindTimerEnableAmountRnd=12000
I:lowWindOddsTo1=4000
I:lowWindTimerEnableAmountBase=2400
I:lowWindTimerEnableAmountRnd=12000
D:windSpeedMax=1.0
D:windSpeedMin=1.0E-5
# Min wind speed to maintain if its raining with global overcast mode on, overrides low wind events and windSpeedMin
D:windSpeedMinGlobalOvercastRaining=0.3
}

@ -0,0 +1,8 @@
# Configuration file
"zombie awareness: clientconfig" {
B:client_debugSensesVisual=false
B:client_renderBlood=false
}

@ -0,0 +1,49 @@
# Configuration file
"zombie awareness: features" {
# Monsters see light near player and move towards it
B:awareness_Light=true
# Spawn scent/blood sense sources for monsters to track
B:awareness_Scent=true
# Spawn sound sense sources for monsters to track
B:awareness_Sound=true
# Only spawn sound sense entities in Overworld
B:awareness_Sound_OverworldOnly=false
# Spawn extra zombies in caves where other zombies already are if dark and away from player until Spawning.extraSpawningMaxCount is reached
B:extraSpawningCave=false
# Spawn extra zombies randomly on the surface at night if dark and away from player until Spawning.extraSpawningMaxCount is reached
B:extraSpawningSurface=false
# Pistons cause sound sense sources attracting monsters
B:noisyPistons=true
# Growling zombies attracts other zombies
B:noisyZombies=true
B:soundAlerts=true
B:soundInvestigates=true
# Uses a different kind of mob alert noise, might break immersion a bit ;)
B:soundUseAlternateAlertNoise=true
# How loud sounds should be for a mob targetting you
D:soundVolumeAlertTarget=0.5
# How loud sounds should be when you are alerted that a mob is coming to investigate an area near you
D:soundVolumeInvestigate=0.5
# Causes monsters to horde up and wander the surface together to random points
B:wanderingHordes=true
# MC/Forge default is 0.05, this overrides that default, set to -1 to cause no override then restore forges default in their config
D:zombieBabyChance=0.0
# MC/Forge default is 0.1, this overrides that default, set to -1 to cause no override then restore forges default in their config
D:zombieSummonHelpBaseChance=0.0
}

@ -0,0 +1,63 @@
# Configuration file
"zombie awareness: general" {
# Prevent non zombies from being attracted to light
B:awareness_Light_OnlyZombies=true
# Block breaks cause sound senses to spawn
B:blockBreakEvent_Active=true
# Only spawn sound senses for players, if false, machines and other things will cause them too
B:blockBreakEvent_PlayersOnly=false
# Block mining before it breaks cause sound senses to spawn
B:blockHittingEvent_Active=false
# Odds of hitting a block causing a sound sense, rolled per tick
I:blockHittingEvent_OddsTo1=20
# Days before all of the mods features will be activated
D:daysBeforeFeaturesActivate=0.0
B:debugConsole=false
B:debugConsoleOmniscient=false
B:debugConsoleSpawns=false
B:debugConsoleSuperDetailed=false
# Minimum distance required between active sense sources, prevents spamming sources [performance sensitive]
D:extraScentCutoffRange=3.0
# max rate of spawning sound sources in milliseconds
I:frequentSoundThreshold=1000
# Max awareness range for zombies
I:maxPFRangeSense=64
# Always target closest player [performance sensitive]
B:omniscient=false
# Effects how far monsters will sense scents from
I:scentStrength=60
# skips line of sight check on targetting [performance sensitive]
B:seeThroughWalls=false
# Max strength allowed for a sense, in case senses get a super high base strength or large buff
I:senseMaxStrength=300
# Custom targetting sight range on top of vanilla sight based targetting
I:sightRange=16
# Effects how far monsters will sense sound sources from
I:soundStrength=60
# The amount of delay in game ticks between processing mobs with enhanced AI, less is more frequent [performance sensitive]
I:tickRateAILoop=5
# how frequently the mod iterates all players, effects rates, less is more frequent
I:tickRatePlayerLoop=1
# Range of extra random speed to give a zombie for extra spawns and zombie duplications, eg: 0 = no boost, 1 = up to double speed (works for my extra spawned mobs only)
D:zombieRandSpeedBoost=0.3
}

@ -0,0 +1,70 @@
# Configuration file
##########################################################################################################
# tickable_entities
#--------------------------------------------------------------------------------------------------------#
# Entities to be enhanced, will show everything ZombieAwareness should be able to enhance, only zombie based mobs and some others are default on, if a mob uses ground pathfinding and is able to be hostile you can try enabling more from other mods, but how well the enhancing works depends on how the mod implemented their mob
##########################################################################################################
tickable_entities {
B:Blaze=false
B:CaveSpider=true
B:Creeper=false
B:ElderGuardian=false
B:EnderDragon=false
B:Enderman=false
B:Endermite=false
B:EvocationIllager=false
B:Ghast=false
B:Giant=false
B:Guardian=false
B:Husk=true
B:IllusionIllager=false
B:LavaSlime=false
B:PigZombie=false
B:Shulker=false
B:Silverfish=false
B:Skeleton=true
B:Slime=false
B:Spider=true
B:Stray=true
B:Vex=false
B:VindicationIllager=false
B:Witch=true
B:WitherBoss=false
B:WitherSkeleton=true
B:Zombie=true
B:ZombieVillager=true
B:angry_enderman=false
B:chronologist=false
B:endguard=false
B:endlord=false
B:pink_slime=false
B:primitivemobs.baby_spider=false
B:primitivemobs.bewitched_tome=false
B:primitivemobs.blazing_juggernaut=false
B:primitivemobs.brain_slime=false
B:primitivemobs.festive_creeper=false
B:primitivemobs.flame_spewer=false
B:primitivemobs.goblin=false
B:primitivemobs.harpy=false
B:primitivemobs.haunted_tool=false
B:primitivemobs.mimic=false
B:primitivemobs.mother_spider=false
B:primitivemobs.rocket_creeper=false
B:primitivemobs.skeleton_warrior=true
B:primitivemobs.support_creeper=false
B:primitivemobs.treasure_slime=false
B:primitivemobs.trollager=false
B:"quark:ashen"=true
B:"quark:dweller"=true
B:"quark:pirate"=true
B:"quark:wraith"=true
B:thermalfoundation.basalz=false
B:thermalfoundation.blitz=false
B:thermalfoundation.blizz=false
B:trumpetskeleton.TrumpetSkeleton=true
B:watcher=false
}

@ -0,0 +1,23 @@
# Configuration file
"zombie awareness: player rules & lists" {
# Uses list of people to have spawning of zombies for
B:whiteListUsedExtraSpawning=false
# Uses list of people to have omniscient targetting effect
B:whiteListUsedOmniscient=false
# Uses list of people to have senses spawned for
B:whiteListUsedSenses=false
# List of people to have spawning of zombies for
S:whitelistExtraSpawning=Corosus
# List of people to have omniscient targetting effect
S:whitelistOmniscientTargettedPlayers=Corosus, SomeDude
# List of people to have senses spawned for
S:whitelistSenses=Corosus, SomeDude
}

@ -0,0 +1,53 @@
# Configuration file
"zombie awareness: spawning" {
# Automatically target closest player on spawn for mods extra spawning features
B:extraSpawningAutoTarget=false
# Max distance required from closest player to spawn extra random position zombie
I:extraSpawningCavesDistMax=100
# Min distance required from closest player to spawn extra random position zombie
I:extraSpawningCavesDistMin=50
# The max count of zombies active in loaded chunks for extra cave spawning
I:extraSpawningCavesMaxCount=50
# Max amount of zombies that can spawn together in a cave
I:extraSpawningCavesMaxGroupSize=5
# Odds to 1 of spawning extra random zombies
I:extraSpawningCavesRandomPool=1
# How intensively it tries to spawn mobs in caves
I:extraSpawningCavesTryCount=15
# Max distance required from closest player to spawn extra random position zombie
I:extraSpawningDistMax=100
# Min distance required from closest player to spawn extra random position zombie
I:extraSpawningDistMin=50
# The max count of zombies active in loaded chunks for extra surface spawning
I:extraSpawningSurfaceMaxCount=50
# Max amount of zombies that can spawn together on surface
I:extraSpawningSurfaceMaxGroupSize=3
# Odds to 1 of spawning extra random zombies
I:extraSpawningSurfaceRandomPool=100
# Instead of just zombies, use the list of mobs minecraft tries to normally spawn with, could include monsters from mods
B:extraSpawningUseNaturalSpawnList=false
# The max count of zombies active in loaded chunks for duplicating zombie at a location, for 1 player, vanilla count is about 25, so this adds 10 extra
I:maxZombiesNight=35
# Odds to 1 of duplicating extra zombies
I:maxZombiesNightBaseRarity=100
# Delay rate of spawning extra zombies
I:zombieSpawnTickDelay=5
}

@ -0,0 +1,59 @@
# Configuration file
general {
# Set to false to make the mortar drop its contents when moved.
B:KEEP_CONTENTS=true
client {
# Set to false to hide the mortar interaction hints in the UI overlay.
B:DISPLAY_INTERACTION_HINTS=true
# Set to false to hide the mortar durability in the UI overlay.
B:DISPLAY_MORTAR_DURABILITY=true
}
recipes {
# Set to false to disable all default recipes.
B:ENABLE_DEFAULT_RECIPES=false
# Amount of exhaustion to charge the player per click required to complete a recipe.
# Set to 0 to disable.
# Min: 0.0
# Max: 40.0
D:EXHAUSTION_COST_PER_CLICK=0.4
# Minimum amount of hunger the player needs to operate a mortar.
# Set to 0 to disable.
# Min: 0
# Max: 20
I:MINIMUM_HUNGER_TO_USE=7
# If set to true, the mortar will require an empty hand to use.
B:REQUIRE_EMPTY_HAND_TO_USE=true
}
durability {
# Set to 0 for infinite uses.
# Min: 0
# Max: 2147483647
I:DIAMOND=4096
# Set to 0 for infinite uses.
# Min: 0
# Max: 2147483647
I:IRON=512
# Set to 0 for infinite uses.
# Min: 0
# Max: 2147483647
I:STONE=64
# Set to 0 for infinite uses.
# Min: 0
# Max: 2147483647
I:WOOD=16
}
}

@ -0,0 +1,59 @@
# Configuration file
general {
# Set to false to make the mortar drop its contents when moved.
B:KEEP_CONTENTS=true
client {
# Set to false to hide the mortar interaction hints in the UI overlay.
B:DISPLAY_INTERACTION_HINTS=true
# Set to false to hide the mortar durability in the UI overlay.
B:DISPLAY_MORTAR_DURABILITY=true
}
recipes {
# Set to false to disable all default recipes.
B:ENABLE_DEFAULT_RECIPES=true
# Amount of exhaustion to charge the player per click required to complete a recipe.
# Set to 0 to disable.
# Min: 0.0
# Max: 40.0
D:EXHAUSTION_COST_PER_CLICK=0.0
# Minimum amount of hunger the player needs to operate a mortar.
# Set to 0 to disable.
# Min: 0
# Max: 20
I:MINIMUM_HUNGER_TO_USE=0
# If set to true, the mortar will require an empty hand to use.
B:REQUIRE_EMPTY_HAND_TO_USE=false
}
durability {
# Set to 0 for infinite uses.
# Min: 0
# Max: 2147483647
I:DIAMOND=1024
# Set to 0 for infinite uses.
# Min: 0
# Max: 2147483647
I:IRON=256
# Set to 0 for infinite uses.
# Min: 0
# Max: 2147483647
I:STONE=64
# Set to 0 for infinite uses.
# Min: 0
# Max: 2147483647
I:WOOD=16
}
}

@ -0,0 +1,9 @@
# Configuration file
general {
# When Advanced tooltips are enabled, show extra information about the item
# (Ore dictionary values, NBT data, registry + translation keys, etc.)
B:showDebugTooltips=false
}

@ -0,0 +1,846 @@
# Configuration file
general {
gamerules {
# Range that Animals search blocks (like troughs or food blocks) in
I:aiBlockSearchRange=16
# Allow eggs to be thrown
B:allowEggThrowing=false
# Allow random mobs to spawn on Animania animals
B:allowMobRiding=true
# Allow dispensers to place seeds
B:allowSeedDispenserPlacement=true
# Allow the trough to be automated with hoppers/pipes
B:allowTroughAutomation=true
# Animals do not have to eat or drink
B:ambianceMode=false
# Animals can attack others
B:animalsCanAttackOthers=true
# Animals sleep
B:animalsSleep=true
# Animals starve to death when not fed and watered
B:animalsStarve=false
# Ticks that a Cheese takes to mature
I:cheeseMaturityTime=24000
# If chickens need to lay eggs in a nest or not
B:chickensDropEggs=false
# If chickens and other birds shed their feathers naturally
B:chickensDropFeathers=true
# Female Cows Milkable at Spawn
B:cowsMilkableAtSpawn=false
# Disable cart and wagon
B:disableRollingVehicles=false
# Disable salt creation using cheese mold
B:disableSaltCreation=false
# Eat animania food anytime
B:eatFoodAnytime=true
# Multiplier for reducing fall damage when animals are leashed
D:fallDamageReduceMultiplier=0.44999998807907104
# Fancy entity spawn eggs
B:fancyEggs=false
# If fancy entity eggs rotate or not
B:fancyEggsRotate=false
# Foods give bonus effects
B:foodsGiveBonusEffects=true
# Capacity of RF that the Hamster Wheel has
I:hamsterWheelCapacity=200000
# RF/tick that the Hamster wheel generates while in use
I:hamsterWheelRFGeneration=20
# Ticks that the hamster stays in the wheel before it needs more food
I:hamsterWheelUseTime=2000
# Honey creation rate for playermade hives
I:hivePlayermadeHoneyRate=450
# Allow Beehives during world gen
B:hiveSpawning=true
# Frequency of Beehives (1-10)
I:hiveSpawningFrequency=3
# Valid Biome Types for hive. Types can be seen here:
# https://github.com/MinecraftForge/MinecraftForge/blob/1.12.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java
S:hiveValidBiomeTypes <
JUNGLE
CONIFEROUS
LUSH
FOREST
PLAINS
>
# Honey creation rate for wild hives
I:hiveWildHoneyRate=700
# Plant blocks removed after animal eats
B:plantsRemovedAfterEating=true
# Remove vanilla Chickens
B:replaceVanillaChickens=true
# Remove vanilla Cows
B:replaceVanillaCows=true
# Remove vanilla Horses
B:replaceVanillaHorses=false
# Remove vanilla Pigs
B:replaceVanillaPigs=true
# Remove vanilla Rabbits
B:replaceVanillaRabbits=true
# Remove vanilla Sheep
B:replaceVanillaSheep=true
# Shift-Right-Click for Seed Placement
B:shiftSeedPlacement=false
# Show mod update notification at startup
B:showModUpdateNotification=false
# Show male parts (modesty flag)
B:showParts=true
# Show particles when animals are unhappy
B:showUnhappyParticles=true
# Can sleep using Wagon
B:sleepAllowedWagon=true
# Tamed animals teleport to player)
B:tamedAnimalsTeleport=false
# AI Tick Countdown Timer (increase for higher performance)
I:ticksBetweenAIFirings=100
# Food Items that can be placed in the trough (use # for meta)
S:troughFood <
minecraft:wheat
simplecorn:corncob
harvestcraft:barleyitem
harvestcraft:oatsitem
harvestcraft:ryeitem
harvestcraft:cornitem
minecraft:apple
minecraft:carrot
minecraft:beetroot
minecraft:potato
minecraft:poisonous_potato
minecraft:wheat_seeds
minecraft:melon_seeds
minecraft:beetroot_seeds
minecraft:pumpkin_seeds
biomesoplenty:turnip_seeds
minecraft:egg
animania:brown_egg
>
# Water blocks removed after large animals drink
B:waterRemovedAfterDrinking=true
}
spawn {
# Number of potential Chicken families per chunk
I:numberChickenFamilies=1
# Number of potential Cow families per chunk
I:numberCowFamilies=1
# Number of potential Goat families per chunk
I:numberGoatFamilies=1
# Number of potential Horse families per chunk
I:numberHorseFamilies=1
# Number of potential Pig families per chunk
I:numberPigFamilies=1
# Number of potential Rabbit families per chunk
I:numberRabbitFamilies=1
# Number of potential Sheep families per chunk
I:numberSheepFamilies=1
# Spawn Animania Amphibians in world
B:spawnAnimaniaAmphibians=true
# Spawn Animania Chickens in world
B:spawnAnimaniaChickens=true
# Spawn Animania Cows in world
B:spawnAnimaniaCows=true
# Spawn Animania Goats in world
B:spawnAnimaniaGoats=true
# Spawn Animania Horses in world
B:spawnAnimaniaHorses=true
# Spawn Animania Peacocks in world
B:spawnAnimaniaPeacocks=true
# Spawn Animania Pigs in world
B:spawnAnimaniaPigs=true
# Spawn Animania Rabbits in world
B:spawnAnimaniaRabbits=true
# Spawn Animania Rodents in world
B:spawnAnimaniaRodents=true
# Spawn Animania Sheep in world
B:spawnAnimaniaSheep=true
# Allow Squids tp Spawn in Fresh Water
B:spawnFreshWaterSquids=false
# Spawn limit for Amphibians in loaded chunks
I:spawnLimitAmphibians=40
# Spawn limit for Chickens in loaded chunks
I:spawnLimitChickens=40
# Spawn limit for Cows in loaded chunks
I:spawnLimitCows=40
# Spawn limit for Ferrets in loaded chunks
I:spawnLimitFerrets=40
# Spawn limit for Goats in loaded chunks
I:spawnLimitGoats=40
# Spawn limit for Hamsters in loaded chunks
I:spawnLimitHamsters=40
# Spawn limit for Hedgehogs in loaded chunks
I:spawnLimitHedgehogs=40
# Spawn limit for Horses in loaded chunks
I:spawnLimitHorses=40
# Spawn limit for Peacocks in loaded chunks
I:spawnLimitPeacocks=40
# Spawn limit for Pigs in loaded chunks
I:spawnLimitPigs=40
# Spawn limit for Rabbits in loaded chunks
I:spawnLimitRabbits=40
# Spawn limit for Sheep in loaded chunks
I:spawnLimitSheep=40
# Spawn probability Amphibians in loaded chunks
I:spawnProbabilityAmphibians=6
# Spawn probability Chickens in loaded chunks
I:spawnProbabilityChickens=8
# Spawn probability Cows in loaded chunks
I:spawnProbabilityCows=8
# Spawn probability Ferrets in loaded chunks
I:spawnProbabilityFerrets=8
# Spawn probability Goats in loaded chunks
I:spawnProbabilityGoats=6
# Spawn probability Hamsters in loaded chunks
I:spawnProbabilityHamsters=8
# Spawn probability Hedgehogs in loaded chunks
I:spawnProbabilityHedgehogs=8
# Spawn probability Horses in loaded chunks
I:spawnProbabilityHorses=6
# Spawn probability Peacocks in loaded chunks
I:spawnProbabilityPeacocks=8
# Spawn probability Pigs in loaded chunks
I:spawnProbabilityPigs=8
# Spawn probability Rabbits in loaded chunks
I:spawnProbabilityRabbits=6
# Spawn probability Sheep in loaded chunks
I:spawnProbabilitySheep=8
}
spawnlocations {
# BiomeDictionary types for spawning Leghorn Chickens
S:chickenLeghornBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Orpington Chickens
S:chickenOrpingtonBiomeTypes <
JUNGLE
SWAMP
>
# BiomeDictionary types for spawning Plymouth Rock Chickens
S:chickenPlymouthRockBiomeTypes <
MOUNTAIN
>
# BiomeDictionary types for spawning Rhode Island Red Chickens
S:chickenRhodeIslandRedBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Wyandotte Chickens
S:chickenWyandotteBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Angus Cows
S:cowAngusBiomeTypes <
JUNGLE
MESA
LUSH
>
# BiomeDictionary types for spawning Friesian Cows
S:cowFriesianBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Hereford Cows
S:cowHerefordBiomeTypes <
MOUNTAIN
HILLS
>
# BiomeDictionary types for spawning Highland Cows
S:cowHighlandBiomeTypes <
MOUNTAIN
HILLS
>
# BiomeDictionary types for spawning Holstein Cows
S:cowHolsteinBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Jersey Cows
S:cowJerseyBiomeTypes <
WASTELAND
LUSH
>
# BiomeDictionary types for spawning Longhorn Cows
S:cowLonghornBiomeTypes <
SAVANNA
>
# BiomeDictionary types for spawning Mooshroom Cows
S:cowMooshroomBiomeTypes <
MUSHROOM
MAGICAL
>
# BiomeDictionary types for spawning Dart Frogs
S:dartFrogBiomeTypes <
JUNGLE
FOREST
>
# BiomeDictionary types for spawning Draft Horses
S:draftHorseBiomeTypes <
PLAINS
SAVANNA
MESA
>
# BiomeDictionary types for spawning Grey Ferrets
S:ferretGrayBiomeTypes <
SAVANNA
>
# BiomeDictionary types for spawning White Ferrets
S:ferretWhiteBiomeTypes <
SAVANNA
>
# BiomeDictionary types for spawning Frogs
S:frogBiomeTypes <
SWAMP
RIVER
>
# BiomeDictionary types for spawning Alpine Goats
S:goatAlpineBiomeTypes <
MOUNTAIN
HILLS
>
# BiomeDictionary types for spawning Angora Goats
S:goatAngoraBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Fainting Goats
S:goatFaintingBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Kiko Goats
S:goatKikoBiomeTypes <
MOUNTAIN
HILLS
>
# BiomeDictionary types for spawning Kinder Goats
S:goatKinderBiomeTypes <
SAVANNA
MESA
>
# BiomeDictionary types for spawning Nigerian Dwarf Goats
S:goatNigerianDwarfBiomeTypes <
SANDY
>
# BiomeDictionary types for spawning Pygmy Goats
S:goatPygmyBiomeTypes <
SAVANNA
MESA
>
# BiomeDictionary types for spawning Hamsters
S:hamsterBiomeTypes <
BEACH
SANDY
>
# BiomeDictionary types for spawning Albino Hedgehogs
S:hedgehogAlbinoBiomeTypes <
SWAMP
>
# BiomeDictionary types for spawning Hedgehogs
S:hedgehogBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Blue Peafowl
S:peafowlBlueBiomeTypes <
SWAMP
JUNGLE
>
# BiomeDictionary types for spawning Charcoal Peafowl
S:peafowlCharcoalBiomeTypes <
SWAMP
JUNGLE
>
# BiomeDictionary types for spawning Opal Peafowl
S:peafowlOpalBiomeTypes <
SWAMP
JUNGLE
>
# BiomeDictionary types for spawning Peach Peafowl
S:peafowlPeachBiomeTypes <
SWAMP
JUNGLE
>
# BiomeDictionary types for spawning Purple Peafowl
S:peafowlPurpleBiomeTypes <
SWAMP
JUNGLE
>
# BiomeDictionary types for spawning Taupe Peafowl
S:peafowlTaupeBiomeTypes <
SWAMP
JUNGLE
>
# BiomeDictionary types for spawning White Peafowl
S:peafowlWhiteBiomeTypes <
SWAMP
JUNGLE
>
# BiomeDictionary types for spawning Duroc Pigs
S:pigDurocBiomeTypes <
JUNGLE
>
# BiomeDictionary types for spawning Hampshire Pigs
S:pigHampshireBiomeTypes <
MOUNTAIN
HILLS
>
# BiomeDictionary types for spawning Large Black Pigs
S:pigLargeBlackBiomeTypes <
SWAMP
DENSE
>
# BiomeDictionary types for spawning Large White Pigs
S:pigLargeWhiteBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Old Spot Pigs
S:pigOldSpotBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Yorkshire Pigs
S:pigYorkshireBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Chinchilla Rabbits
S:rabbitChinchillaBiomeTypes <
SAVANNA
>
# BiomeDictionary types for spawning Cottontail Rabbits
S:rabbitCottontailBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Dutch Rabbits
S:rabbitDutchBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Havana Rabbits
S:rabbitHavanaBiomeTypes <
MOUNTAIN
HILLS
>
# BiomeDictionary types for spawning Jack Rabbits
S:rabbitJackBiomeTypes <
SAVANNA
SANDY
>
# BiomeDictionary types for spawning Lop Rabbits
S:rabbitLopBiomeTypes <
PLAINS
FOREST
>
# BiomeDictionary types for spawning New Zealand Rabbits
S:rabbitNewZealandBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Rex Rabbits
S:rabbitRexBiomeTypes <
SAVANNA
>
# BiomeDictionary types for spawning Dorper Sheep
S:sheepDorperBiomeTypes <
SAVANNA
>
# BiomeDictionary types for spawning Dorset Sheep
S:sheepDorsetBiomeTypes <
HILLS
>
# BiomeDictionary types for spawning Friesian Sheep
S:sheepFriesianBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Jacob Sheep
S:sheepJacobBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Merino Sheep
S:sheepMerinoBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Suffolk Sheep
S:sheepSuffolkBiomeTypes <
SAVANNA
MESA
>
# BiomeDictionary types for spawning Toads
S:toadBiomeTypes <
SWAMP
FOREST
>
}
careandfeeding {
# Chicken Bed Block Preferred
S:chickenBed=animania:block_straw
# Chicken Bed Block Backup
S:chickenBed2=minecraft:grass
# Food Items that chickens can eat (use # for meta)
S:chickenFood <
minecraft:wheat_seeds
minecraft:melon_seeds
minecraft:beetroot_seeds
minecraft:pumpkin_seeds
simplecorn:corncob
biomesoplenty:turnip_seeds
harvestcraft:cornitem
>
# Ticks before next incremental growth
I:childGrowthTick=200
# Cow Bed Block Preferred
S:cowBed=animania:block_straw
# Cow Bed Block Backup
S:cowBed2=minecraft:grass
# Food Items that cows can eat (use # for meta)
S:cowFood <
minecraft:wheat
simplecorn:corncob
harvestcraft:barleyitem
harvestcraft:oatsitem
harvestcraft:ryeitem
harvestcraft:cornitem
>
# Egg hatch chance (1/x)
I:eggHatchChance=2
# Animals won't breed if there are more than the specified amount of animals of their type in a 30 block range.
I:entityBreedingLimit=20
# Ticks between dropping feathers
I:featherTimer=12000
# Ticks between feedings
I:feedTimer=12000
# Ferret Bed Block Preferred
S:ferretBed=animania:block_straw
# Ferret Bed Block Backup
S:ferretBed2=minecraft:grass
# Food Items that ferrets can eat (use # for meta)
S:ferretFood <
minecraft:mutton
minecraft:egg
animania:brown_egg
animania:peacock_egg_blue
animania:peacock_egg_white
animania:prime_mutton
animania:prime_rabbit
minecraft:rabbit
minecraft:chicken
animania_prime_chicken
>
# Ticks between birthings
I:gestationTimer=20000
# Goat Bed Block Preferred
S:goatBed=animania:block_straw
# Goat Bed Block Backup
S:goatBed2=minecraft:grass
# Food Items that goats can eat (use # for meta)
S:goatFood <
minecraft:wheat
minecraft:string
minecraft:stick
minecraft:apple
simplecorn:corncob
harvestcraft:barleyitem
harvestcraft:oatsitem
harvestcraft:ryeitem
harvestcraft:cornitem
>
# Hamster Bed Block Preferred
S:hamsterBed=animania:block_straw
# Hamster Bed Block Backup
S:hamsterBed2=
# Food Items that hamsters can eat (use # for meta)
S:hamsterFood <
animania:hamster_food
minecraft:wheat_seeds
minecraft:melon_seeds
minecraft:beetroot_seeds
minecraft:pumpkin_seeds
simplecorn:corncob
biomesoplenty:turnip_seeds
harvestcraft:cornitem
minecraft:apple
>
# Hedgehog Bed Block Preferred
S:hedgehogBed=animania:block_straw
# Hedgehog Bed Block Backup
S:hedgehogBed2=minecraft:grass
# Food Items that hedgehogs can eat (use # for meta)
S:hedgehogFood <
minecraft:carrot
minecraft:beetroot
minecraft:egg
animania:brown_egg
animania:peacock_egg_blue
animania:peacock_egg_white
animania:prime_mutton
animania:prime_rabbit
minecraft:rabbit
minecraft:chicken
animania_prime_chicken
minecraft:apple
>
# Horse Bed Block Preferred
S:horseBed=animania:block_straw
# Horse Bed Block Backup
S:horseBed2=minecraft:grass
# Food Items that horses can eat (use # for meta)
S:horseFood <
minecraft:wheat
harvestcraft:barleyitem
harvestcraft:oatsitem
harvestcraft:ryeitem
minecraft:apple
minecraft:carrot
>
# Ticks between laying eggs
I:laidTimer=2000
# Mammals mate/breed only after hand-feeding
B:manualBreeding=false
# Peacock Bed Block Preferred
S:peacockBed=animania:block_straw
# Peacock Bed Block Backup
S:peacockBed2=minecraft:grass
# Food Items that peacocks can eat (use # for meta)
S:peacockFood <
minecraft:wheat_seeds
minecraft:melon_seeds
minecraft:beetroot_seeds
minecraft:pumpkin_seeds
simplecorn:corncob
biomesoplenty:turnip_seeds
harvestcraft:cornitem
>
# Pig Bed Block Preferred
S:pigBed=animania:block_straw
# Pig Bed Block Backup
S:pigBed2=minecraft:grass
# Food Items that pigs can eat (use # for meta)
S:pigFood <
minecraft:carrot
minecraft:beetroot
minecraft:potato
minecraft:poisonous_potato
minecraft:bread
>
# Ticks between playing
I:playTimer=12000
# Rabbit Bed Block Preferred
S:rabbitBed=animania:block_straw
# Rabbit Bed Block Backup
S:rabbitBed2=minecraft:grass
# Food Items that rabbits can eat (use # for meta)
S:rabbitFood <
minecraft:wheat
minecraft:carrot
minecraft:beetroot
minecraft:apple
>
# Maximum uses of the salt lick
I:saltLickMaxUses=200
# Ticks between using Salt Lick
I:saltLickTick=8000
# Sheep Bed Block Preferred
S:sheepBed=animania:block_straw
# Sheep Bed Block Backup
S:sheepBed2=minecraft:grass
# Food Items that sheep can eat (use # for meta)
S:sheepFood <
minecraft:wheat
harvestcraft:barleyitem
harvestcraft:oatsitem
harvestcraft:ryeitem
>
# Ticks between animals taking starvation damage
I:starvationTimer=400
# Ticks between drinking water
I:waterTimer=12000
# Ticks before wool regrowth after shearing
I:woolRegrowthTimer=8000
}
foodvalues {
# Food Value Overrides
S:foodValueOverrides <
>
}
}

@ -0,0 +1,846 @@
# Configuration file
general {
gamerules {
# Range that Animals search blocks (like troughs or food blocks) in
I:aiBlockSearchRange=16
# Allow eggs to be thrown
B:allowEggThrowing=false
# Allow random mobs to spawn on Animania animals
B:allowMobRiding=true
# Allow dispensers to place seeds
B:allowSeedDispenserPlacement=true
# Allow the trough to be automated with hoppers/pipes
B:allowTroughAutomation=true
# Animals do not have to eat or drink
B:ambianceMode=false
# Animals can attack others
B:animalsCanAttackOthers=true
# Animals sleep
B:animalsSleep=true
# Animals starve to death when not fed and watered
B:animalsStarve=false
# Ticks that a Cheese takes to mature
I:cheeseMaturityTime=24000
# If chickens need to lay eggs in a nest or not
B:chickensDropEggs=false
# If chickens and other birds shed their feathers naturally
B:chickensDropFeathers=true
# Female Cows Milkable at Spawn
B:cowsMilkableAtSpawn=false
# Disable cart and wagon
B:disableRollingVehicles=false
# Disable salt creation using cheese mold
B:disableSaltCreation=false
# Eat animania food anytime
B:eatFoodAnytime=true
# Multiplier for reducing fall damage when animals are leashed
D:fallDamageReduceMultiplier=0.44999998807907104
# Fancy entity spawn eggs
B:fancyEggs=false
# If fancy entity eggs rotate or not
B:fancyEggsRotate=false
# Foods give bonus effects
B:foodsGiveBonusEffects=true
# Capacity of RF that the Hamster Wheel has
I:hamsterWheelCapacity=200000
# RF/tick that the Hamster wheel generates while in use
I:hamsterWheelRFGeneration=20
# Ticks that the hamster stays in the wheel before it needs more food
I:hamsterWheelUseTime=2000
# Honey creation rate for playermade hives
I:hivePlayermadeHoneyRate=450
# Allow Beehives during world gen
B:hiveSpawning=true
# Frequency of Beehives (1-10)
I:hiveSpawningFrequency=3
# Valid Biome Types for hive. Types can be seen here:
# https://github.com/MinecraftForge/MinecraftForge/blob/1.12.x/src/main/java/net/minecraftforge/common/BiomeDictionary.java
S:hiveValidBiomeTypes <
JUNGLE
CONIFEROUS
LUSH
FOREST
PLAINS
>
# Honey creation rate for wild hives
I:hiveWildHoneyRate=700
# Plant blocks removed after animal eats
B:plantsRemovedAfterEating=true
# Remove vanilla Chickens
B:replaceVanillaChickens=true
# Remove vanilla Cows
B:replaceVanillaCows=true
# Remove vanilla Horses
B:replaceVanillaHorses=false
# Remove vanilla Pigs
B:replaceVanillaPigs=true
# Remove vanilla Rabbits
B:replaceVanillaRabbits=true
# Remove vanilla Sheep
B:replaceVanillaSheep=true
# Shift-Right-Click for Seed Placement
B:shiftSeedPlacement=false
# Show mod update notification at startup
B:showModUpdateNotification=true
# Show male parts (modesty flag)
B:showParts=true
# Show particles when animals are unhappy
B:showUnhappyParticles=true
# Can sleep using Wagon
B:sleepAllowedWagon=true
# Tamed animals teleport to player)
B:tamedAnimalsTeleport=false
# AI Tick Countdown Timer (increase for higher performance)
I:ticksBetweenAIFirings=100
# Food Items that can be placed in the trough (use # for meta)
S:troughFood <
minecraft:wheat
simplecorn:corncob
harvestcraft:barleyitem
harvestcraft:oatsitem
harvestcraft:ryeitem
harvestcraft:cornitem
minecraft:apple
minecraft:carrot
minecraft:beetroot
minecraft:potato
minecraft:poisonous_potato
minecraft:wheat_seeds
minecraft:melon_seeds
minecraft:beetroot_seeds
minecraft:pumpkin_seeds
biomesoplenty:turnip_seeds
minecraft:egg
animania:brown_egg
>
# Water blocks removed after large animals drink
B:waterRemovedAfterDrinking=true
}
spawn {
# Number of potential Chicken families per chunk
I:numberChickenFamilies=1
# Number of potential Cow families per chunk
I:numberCowFamilies=1
# Number of potential Goat families per chunk
I:numberGoatFamilies=1
# Number of potential Horse families per chunk
I:numberHorseFamilies=1
# Number of potential Pig families per chunk
I:numberPigFamilies=1
# Number of potential Rabbit families per chunk
I:numberRabbitFamilies=1
# Number of potential Sheep families per chunk
I:numberSheepFamilies=1
# Spawn Animania Amphibians in world
B:spawnAnimaniaAmphibians=true
# Spawn Animania Chickens in world
B:spawnAnimaniaChickens=true
# Spawn Animania Cows in world
B:spawnAnimaniaCows=true
# Spawn Animania Goats in world
B:spawnAnimaniaGoats=true
# Spawn Animania Horses in world
B:spawnAnimaniaHorses=true
# Spawn Animania Peacocks in world
B:spawnAnimaniaPeacocks=true
# Spawn Animania Pigs in world
B:spawnAnimaniaPigs=true
# Spawn Animania Rabbits in world
B:spawnAnimaniaRabbits=true
# Spawn Animania Rodents in world
B:spawnAnimaniaRodents=true
# Spawn Animania Sheep in world
B:spawnAnimaniaSheep=true
# Allow Squids tp Spawn in Fresh Water
B:spawnFreshWaterSquids=false
# Spawn limit for Amphibians in loaded chunks
I:spawnLimitAmphibians=40
# Spawn limit for Chickens in loaded chunks
I:spawnLimitChickens=40
# Spawn limit for Cows in loaded chunks
I:spawnLimitCows=40
# Spawn limit for Ferrets in loaded chunks
I:spawnLimitFerrets=40
# Spawn limit for Goats in loaded chunks
I:spawnLimitGoats=40
# Spawn limit for Hamsters in loaded chunks
I:spawnLimitHamsters=40
# Spawn limit for Hedgehogs in loaded chunks
I:spawnLimitHedgehogs=40
# Spawn limit for Horses in loaded chunks
I:spawnLimitHorses=40
# Spawn limit for Peacocks in loaded chunks
I:spawnLimitPeacocks=40
# Spawn limit for Pigs in loaded chunks
I:spawnLimitPigs=40
# Spawn limit for Rabbits in loaded chunks
I:spawnLimitRabbits=40
# Spawn limit for Sheep in loaded chunks
I:spawnLimitSheep=40
# Spawn probability Amphibians in loaded chunks
I:spawnProbabilityAmphibians=6
# Spawn probability Chickens in loaded chunks
I:spawnProbabilityChickens=8
# Spawn probability Cows in loaded chunks
I:spawnProbabilityCows=8
# Spawn probability Ferrets in loaded chunks
I:spawnProbabilityFerrets=8
# Spawn probability Goats in loaded chunks
I:spawnProbabilityGoats=6
# Spawn probability Hamsters in loaded chunks
I:spawnProbabilityHamsters=8
# Spawn probability Hedgehogs in loaded chunks
I:spawnProbabilityHedgehogs=8
# Spawn probability Horses in loaded chunks
I:spawnProbabilityHorses=6
# Spawn probability Peacocks in loaded chunks
I:spawnProbabilityPeacocks=8
# Spawn probability Pigs in loaded chunks
I:spawnProbabilityPigs=8
# Spawn probability Rabbits in loaded chunks
I:spawnProbabilityRabbits=6
# Spawn probability Sheep in loaded chunks
I:spawnProbabilitySheep=8
}
spawnlocations {
# BiomeDictionary types for spawning Leghorn Chickens
S:chickenLeghornBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Orpington Chickens
S:chickenOrpingtonBiomeTypes <
JUNGLE
SWAMP
>
# BiomeDictionary types for spawning Plymouth Rock Chickens
S:chickenPlymouthRockBiomeTypes <
MOUNTAIN
>
# BiomeDictionary types for spawning Rhode Island Red Chickens
S:chickenRhodeIslandRedBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Wyandotte Chickens
S:chickenWyandotteBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Angus Cows
S:cowAngusBiomeTypes <
JUNGLE
MESA
LUSH
>
# BiomeDictionary types for spawning Friesian Cows
S:cowFriesianBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Hereford Cows
S:cowHerefordBiomeTypes <
MOUNTAIN
HILLS
>
# BiomeDictionary types for spawning Highland Cows
S:cowHighlandBiomeTypes <
MOUNTAIN
HILLS
>
# BiomeDictionary types for spawning Holstein Cows
S:cowHolsteinBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Jersey Cows
S:cowJerseyBiomeTypes <
WASTELAND
LUSH
>
# BiomeDictionary types for spawning Longhorn Cows
S:cowLonghornBiomeTypes <
SAVANNA
>
# BiomeDictionary types for spawning Mooshroom Cows
S:cowMooshroomBiomeTypes <
MUSHROOM
MAGICAL
>
# BiomeDictionary types for spawning Dart Frogs
S:dartFrogBiomeTypes <
JUNGLE
FOREST
>
# BiomeDictionary types for spawning Draft Horses
S:draftHorseBiomeTypes <
PLAINS
SAVANNA
MESA
>
# BiomeDictionary types for spawning Grey Ferrets
S:ferretGrayBiomeTypes <
SAVANNA
>
# BiomeDictionary types for spawning White Ferrets
S:ferretWhiteBiomeTypes <
SAVANNA
>
# BiomeDictionary types for spawning Frogs
S:frogBiomeTypes <
SWAMP
RIVER
>
# BiomeDictionary types for spawning Alpine Goats
S:goatAlpineBiomeTypes <
MOUNTAIN
HILLS
>
# BiomeDictionary types for spawning Angora Goats
S:goatAngoraBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Fainting Goats
S:goatFaintingBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Kiko Goats
S:goatKikoBiomeTypes <
MOUNTAIN
HILLS
>
# BiomeDictionary types for spawning Kinder Goats
S:goatKinderBiomeTypes <
SAVANNA
MESA
>
# BiomeDictionary types for spawning Nigerian Dwarf Goats
S:goatNigerianDwarfBiomeTypes <
SANDY
>
# BiomeDictionary types for spawning Pygmy Goats
S:goatPygmyBiomeTypes <
SAVANNA
MESA
>
# BiomeDictionary types for spawning Hamsters
S:hamsterBiomeTypes <
BEACH
SANDY
>
# BiomeDictionary types for spawning Albino Hedgehogs
S:hedgehogAlbinoBiomeTypes <
SWAMP
>
# BiomeDictionary types for spawning Hedgehogs
S:hedgehogBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Blue Peafowl
S:peafowlBlueBiomeTypes <
SWAMP
JUNGLE
>
# BiomeDictionary types for spawning Charcoal Peafowl
S:peafowlCharcoalBiomeTypes <
SWAMP
JUNGLE
>
# BiomeDictionary types for spawning Opal Peafowl
S:peafowlOpalBiomeTypes <
SWAMP
JUNGLE
>
# BiomeDictionary types for spawning Peach Peafowl
S:peafowlPeachBiomeTypes <
SWAMP
JUNGLE
>
# BiomeDictionary types for spawning Purple Peafowl
S:peafowlPurpleBiomeTypes <
SWAMP
JUNGLE
>
# BiomeDictionary types for spawning Taupe Peafowl
S:peafowlTaupeBiomeTypes <
SWAMP
JUNGLE
>
# BiomeDictionary types for spawning White Peafowl
S:peafowlWhiteBiomeTypes <
SWAMP
JUNGLE
>
# BiomeDictionary types for spawning Duroc Pigs
S:pigDurocBiomeTypes <
JUNGLE
>
# BiomeDictionary types for spawning Hampshire Pigs
S:pigHampshireBiomeTypes <
MOUNTAIN
HILLS
>
# BiomeDictionary types for spawning Large Black Pigs
S:pigLargeBlackBiomeTypes <
SWAMP
DENSE
>
# BiomeDictionary types for spawning Large White Pigs
S:pigLargeWhiteBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Old Spot Pigs
S:pigOldSpotBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Yorkshire Pigs
S:pigYorkshireBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Chinchilla Rabbits
S:rabbitChinchillaBiomeTypes <
SAVANNA
>
# BiomeDictionary types for spawning Cottontail Rabbits
S:rabbitCottontailBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Dutch Rabbits
S:rabbitDutchBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Havana Rabbits
S:rabbitHavanaBiomeTypes <
MOUNTAIN
HILLS
>
# BiomeDictionary types for spawning Jack Rabbits
S:rabbitJackBiomeTypes <
SAVANNA
SANDY
>
# BiomeDictionary types for spawning Lop Rabbits
S:rabbitLopBiomeTypes <
PLAINS
FOREST
>
# BiomeDictionary types for spawning New Zealand Rabbits
S:rabbitNewZealandBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Rex Rabbits
S:rabbitRexBiomeTypes <
SAVANNA
>
# BiomeDictionary types for spawning Dorper Sheep
S:sheepDorperBiomeTypes <
SAVANNA
>
# BiomeDictionary types for spawning Dorset Sheep
S:sheepDorsetBiomeTypes <
HILLS
>
# BiomeDictionary types for spawning Friesian Sheep
S:sheepFriesianBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Jacob Sheep
S:sheepJacobBiomeTypes <
FOREST
>
# BiomeDictionary types for spawning Merino Sheep
S:sheepMerinoBiomeTypes <
PLAINS
>
# BiomeDictionary types for spawning Suffolk Sheep
S:sheepSuffolkBiomeTypes <
SAVANNA
MESA
>
# BiomeDictionary types for spawning Toads
S:toadBiomeTypes <
SWAMP
FOREST
>
}
careandfeeding {
# Chicken Bed Block Preferred
S:chickenBed=animania:block_straw
# Chicken Bed Block Backup
S:chickenBed2=minecraft:grass
# Food Items that chickens can eat (use # for meta)
S:chickenFood <
minecraft:wheat_seeds
minecraft:melon_seeds
minecraft:beetroot_seeds
minecraft:pumpkin_seeds
simplecorn:corncob
biomesoplenty:turnip_seeds
harvestcraft:cornitem
>
# Ticks before next incremental growth
I:childGrowthTick=200
# Cow Bed Block Preferred
S:cowBed=animania:block_straw
# Cow Bed Block Backup
S:cowBed2=minecraft:grass
# Food Items that cows can eat (use # for meta)
S:cowFood <
minecraft:wheat
simplecorn:corncob
harvestcraft:barleyitem
harvestcraft:oatsitem
harvestcraft:ryeitem
harvestcraft:cornitem
>
# Egg hatch chance (1/x)
I:eggHatchChance=2
# Animals won't breed if there are more than the specified amount of animals of their type in a 30 block range.
I:entityBreedingLimit=20
# Ticks between dropping feathers
I:featherTimer=12000
# Ticks between feedings
I:feedTimer=12000
# Ferret Bed Block Preferred
S:ferretBed=animania:block_straw
# Ferret Bed Block Backup
S:ferretBed2=minecraft:grass
# Food Items that ferrets can eat (use # for meta)
S:ferretFood <
minecraft:mutton
minecraft:egg
animania:brown_egg
animania:peacock_egg_blue
animania:peacock_egg_white
animania:prime_mutton
animania:prime_rabbit
minecraft:rabbit
minecraft:chicken
animania_prime_chicken
>
# Ticks between birthings
I:gestationTimer=20000
# Goat Bed Block Preferred
S:goatBed=animania:block_straw
# Goat Bed Block Backup
S:goatBed2=minecraft:grass
# Food Items that goats can eat (use # for meta)
S:goatFood <
minecraft:wheat
minecraft:string
minecraft:stick
minecraft:apple
simplecorn:corncob
harvestcraft:barleyitem
harvestcraft:oatsitem
harvestcraft:ryeitem
harvestcraft:cornitem
>
# Hamster Bed Block Preferred
S:hamsterBed=animania:block_straw
# Hamster Bed Block Backup
S:hamsterBed2=
# Food Items that hamsters can eat (use # for meta)
S:hamsterFood <
animania:hamster_food
minecraft:wheat_seeds
minecraft:melon_seeds
minecraft:beetroot_seeds
minecraft:pumpkin_seeds
simplecorn:corncob
biomesoplenty:turnip_seeds
harvestcraft:cornitem
minecraft:apple
>
# Hedgehog Bed Block Preferred
S:hedgehogBed=animania:block_straw
# Hedgehog Bed Block Backup
S:hedgehogBed2=minecraft:grass
# Food Items that hedgehogs can eat (use # for meta)
S:hedgehogFood <
minecraft:carrot
minecraft:beetroot
minecraft:egg
animania:brown_egg
animania:peacock_egg_blue
animania:peacock_egg_white
animania:prime_mutton
animania:prime_rabbit
minecraft:rabbit
minecraft:chicken
animania_prime_chicken
minecraft:apple
>
# Horse Bed Block Preferred
S:horseBed=animania:block_straw
# Horse Bed Block Backup
S:horseBed2=minecraft:grass
# Food Items that horses can eat (use # for meta)
S:horseFood <
minecraft:wheat
harvestcraft:barleyitem
harvestcraft:oatsitem
harvestcraft:ryeitem
minecraft:apple
minecraft:carrot
>
# Ticks between laying eggs
I:laidTimer=2000
# Mammals mate/breed only after hand-feeding
B:manualBreeding=false
# Peacock Bed Block Preferred
S:peacockBed=animania:block_straw
# Peacock Bed Block Backup
S:peacockBed2=minecraft:grass
# Food Items that peacocks can eat (use # for meta)
S:peacockFood <
minecraft:wheat_seeds
minecraft:melon_seeds
minecraft:beetroot_seeds
minecraft:pumpkin_seeds
simplecorn:corncob
biomesoplenty:turnip_seeds
harvestcraft:cornitem
>
# Pig Bed Block Preferred
S:pigBed=animania:block_straw
# Pig Bed Block Backup
S:pigBed2=minecraft:grass
# Food Items that pigs can eat (use # for meta)
S:pigFood <
minecraft:carrot
minecraft:beetroot
minecraft:potato
minecraft:poisonous_potato
minecraft:bread
>
# Ticks between playing
I:playTimer=12000
# Rabbit Bed Block Preferred
S:rabbitBed=animania:block_straw
# Rabbit Bed Block Backup
S:rabbitBed2=minecraft:grass
# Food Items that rabbits can eat (use # for meta)
S:rabbitFood <
minecraft:wheat
minecraft:carrot
minecraft:beetroot
minecraft:apple
>
# Maximum uses of the salt lick
I:saltLickMaxUses=200
# Ticks between using Salt Lick
I:saltLickTick=8000
# Sheep Bed Block Preferred
S:sheepBed=animania:block_straw
# Sheep Bed Block Backup
S:sheepBed2=minecraft:grass
# Food Items that sheep can eat (use # for meta)
S:sheepFood <
minecraft:wheat
harvestcraft:barleyitem
harvestcraft:oatsitem
harvestcraft:ryeitem
>
# Ticks between animals taking starvation damage
I:starvationTimer=400
# Ticks between drinking water
I:waterTimer=12000
# Ticks before wool regrowth after shearing
I:woolRegrowthTimer=8000
}
foodvalues {
# Food Value Overrides
S:foodValueOverrides <
>
}
}

@ -0,0 +1,104 @@
# Configuration file
##########################################################################################################
# gameplay
#--------------------------------------------------------------------------------------------------------#
# These settings will affect how the mod behaves in certain situations and the players' overall gameplay, but generally won't affect performance.
##########################################################################################################
gameplay {
# Whether to add local marker for the spot where the player died.
B:autoDeathMarker=true
# Whether to add global markers for Nether Portals.
B:autoNetherPortalMarkers=true
# Whether to add global markers for NPC villages.
B:autoVillageMarkers=true
# Whether to remember last open browsing position and zoom level for each dimension in every atlas.
# If disabled, all dimensions and all atlases will be "synchronized" at the same coordinates and zoom level, and map will "follow" player by default.
B:doSaveBrowsingPos=true
# Player will need to craft atlas item to use atlas.
B:itemNeeded=true
}
##########################################################################################################
# performance
#--------------------------------------------------------------------------------------------------------#
# These settings affect the algorithms for scanning the world, drawing the map etc. Changing them may improve the game's overall stability and performance at the cost of Atlas' functionality.
##########################################################################################################
performance {
# If true, map render time will be output.
B:debugRender=false
# Whether to rescan chunks in the area that have been previously mapped. This is useful in case of changes in coastline (including small ponds of water and lava), or if land disappears completely (for sky worlds).
# Disable for better performance.
B:doRescan=true
# Whether to perform additional scanning to locate small ponds of water or lava.
# Disable for better performance.
B:doScanPonds=true
# Whether to perform additional scanning to locate ravines.
# Disable for better performance.
B:doScanRavines=true
# Force loading of chunks within scan radius even if it exceeds regular chunk loading distance.
# Enabling this may SEVERELY decrease performance!
B:forceChunkLoading=false
# The maximum number of markers a particular atlas can hold.
# Min: 0
# Max: 2147483647
I:markerLimit=1024
# Time in seconds between two scans of the area.
# Higher value gives better performance.
D:newScanInterval=2.0
# The number of area scans between full rescans.
# Higher value gives better performance.
# Min: 1
# Max: 1000
I:rescanRate=6
# The radius of the area around the player which is scanned by the Atlas at regular intervals.
# Note that this will not force faraway chunks to load, unless force_chunk_loading is enabled.
# Lower value gives better performance.
I:scanRadius=11
}
##########################################################################################################
# userinterface
#--------------------------------------------------------------------------------------------------------#
# These setting will affect the look and feel of the Atlas' interface.
##########################################################################################################
userinterface {
# Default zoom level. The number corresponds to the size of a block on the map relative to the size of a GUI pixel. Preferrably a power of 2.
# Min: 0.001953125
# Max: 16.0
D:defaultScale=0.5
# If false (by default), then mousewheel up is zoom in, mousewheel down is zoom out.
# If true, then the direction is reversed.
B:doReverseWheelZoom=false
B:doScaleMarkers=false
# Maximum zoom level. The number corresponds to the size of a block on the map relative to the size of a GUI pixel. Preferrably a power of 2.
# Min: 0.001953125
# Max: 16.0
D:maxScale=4.0
# Minimum zoom level. The number corresponds to the size of a block on the map relative to the size of a GUI pixel. Preferrably a power of 2. Smaller values may decrease performance!
# Min: 0.001953125
# Max: 16.0
D:minScale=0.03125
}

@ -0,0 +1,104 @@
# Configuration file
##########################################################################################################
# gameplay
#--------------------------------------------------------------------------------------------------------#
# These settings will affect how the mod behaves in certain situations and the players' overall gameplay, but generally won't affect performance.
##########################################################################################################
gameplay {
# Whether to add local marker for the spot where the player died.
B:autoDeathMarker=true
# Whether to add global markers for Nether Portals.
B:autoNetherPortalMarkers=true
# Whether to add global markers for NPC villages.
B:autoVillageMarkers=true
# Whether to remember last open browsing position and zoom level for each dimension in every atlas.
# If disabled, all dimensions and all atlases will be "synchronized" at the same coordinates and zoom level, and map will "follow" player by default.
B:doSaveBrowsingPos=true
# Player will need to craft atlas item to use atlas.
B:itemNeeded=true
}
##########################################################################################################
# performance
#--------------------------------------------------------------------------------------------------------#
# These settings affect the algorithms for scanning the world, drawing the map etc. Changing them may improve the game's overall stability and performance at the cost of Atlas' functionality.
##########################################################################################################
performance {
# If true, map render time will be output.
B:debugRender=false
# Whether to rescan chunks in the area that have been previously mapped. This is useful in case of changes in coastline (including small ponds of water and lava), or if land disappears completely (for sky worlds).
# Disable for better performance.
B:doRescan=true
# Whether to perform additional scanning to locate small ponds of water or lava.
# Disable for better performance.
B:doScanPonds=true
# Whether to perform additional scanning to locate ravines.
# Disable for better performance.
B:doScanRavines=true
# Force loading of chunks within scan radius even if it exceeds regular chunk loading distance.
# Enabling this may SEVERELY decrease performance!
B:forceChunkLoading=false
# The maximum number of markers a particular atlas can hold.
# Min: 0
# Max: 2147483647
I:markerLimit=1024
# Time in seconds between two scans of the area.
# Higher value gives better performance.
D:newScanInterval=1.0
# The number of area scans between full rescans.
# Higher value gives better performance.
# Min: 1
# Max: 1000
I:rescanRate=4
# The radius of the area around the player which is scanned by the Atlas at regular intervals.
# Note that this will not force faraway chunks to load, unless force_chunk_loading is enabled.
# Lower value gives better performance.
I:scanRadius=11
}
##########################################################################################################
# userinterface
#--------------------------------------------------------------------------------------------------------#
# These setting will affect the look and feel of the Atlas' interface.
##########################################################################################################
userinterface {
# Default zoom level. The number corresponds to the size of a block on the map relative to the size of a GUI pixel. Preferrably a power of 2.
# Min: 0.001953125
# Max: 16.0
D:defaultScale=0.5
# If false (by default), then mousewheel up is zoom in, mousewheel down is zoom out.
# If true, then the direction is reversed.
B:doReverseWheelZoom=false
B:doScaleMarkers=false
# Maximum zoom level. The number corresponds to the size of a block on the map relative to the size of a GUI pixel. Preferrably a power of 2.
# Min: 0.001953125
# Max: 16.0
D:maxScale=4.0
# Minimum zoom level. The number corresponds to the size of a block on the map relative to the size of a GUI pixel. Preferrably a power of 2. Smaller values may decrease performance!
# Min: 0.001953125
# Max: 16.0
D:minScale=0.03125
}

@ -0,0 +1,97 @@
# Configuration file
##########################################################################################################
# appearance
#--------------------------------------------------------------------------------------------------------#
# These settings change what the map shows, or how it is shown.
##########################################################################################################
appearance {
# The width of the map border on the left and right sides of the minimap tiles.
# Represented as a fraction of the image width.
# Below a certain threshold, this border will be overtaken by the map border graphic.
# Min: 0.0
# Max: 0.5
D:borderX=0.0
# The width of the map border on the top and bottom sides of the minimap tiles.
# Represented as a fraction of the image width.
# Below a certain threshold, this border will be overtaken by the map border graphic.
#
# Min: 0.0
# Max: 0.5
D:borderY=0.0
# Set false to disable minimap
B:enabled=true
# The size (in GUI pixels) of a marker on the map.
# Note that this will change with Minecraft's GUI scale configuration.
# Min: 0
# Max: 2147483647
I:markerSize=16
# The height (in GUI pixels) of the player's icon.
# Min: 0
# Max: 2147483647
I:playerIconHeight=8
# The width (in GUI pixels) of the player's icon.
# Min: 0
# Max: 2147483647
I:playerIconWidth=7
# If true, the minimap will show the map of an atlas only while it is held.
# If false, the minimap will show the map of the first atlas in the hotbar.
B:requiresHold=false
# The size (in GUI pixels) of a map's tile.
# Note that this will change with Minecraft's GUI scale configuration.
# When using a small gui scale, the map may look better with a TILE_SIZE of 16 or more.
# Min: 1
# Max: 2147483647
I:tileSize=8
}
##########################################################################################################
# position
#--------------------------------------------------------------------------------------------------------#
# These settings change the location and size.
##########################################################################################################
position {
# If true, the map position's y axis will align 0 to the bottom
# of the screen, increasing towards the top.
B:alignBottom=false
# If true, the map position's x axis will align 0 to the right
# of the screen, increasing towards the left.
B:alignRight=true
# Map's height in GUI pixels.
# Note that this will change with Minecraft's GUI scale configuration.
# Min: 0
# Max: 2147483647
I:height=109
# Map's width in GUI pixels.
# Note that this will change with Minecraft's GUI scale configuration.
# Min: 0
# Max: 2147483647
I:width=155
# Map's minimum position along the x axis in GUI pixels.
# Note that this will change with Minecraft's GUI scale configuration.
# Min: -2147483648
# Max: 2147483647
I:xPosition=2
# Map's minimum position along the y axis in GUI pixels.
# Note that this will change with Minecraft's GUI scale configuration.
# Min: -2147483648
# Max: 2147483647
I:yPosition=2
}

@ -0,0 +1,97 @@
# Configuration file
##########################################################################################################
# appearance
#--------------------------------------------------------------------------------------------------------#
# These settings change what the map shows, or how it is shown.
##########################################################################################################
appearance {
# The width of the map border on the left and right sides of the minimap tiles.
# Represented as a fraction of the image width.
# Below a certain threshold, this border will be overtaken by the map border graphic.
# Min: 0.0
# Max: 0.5
D:borderX=0.0
# The width of the map border on the top and bottom sides of the minimap tiles.
# Represented as a fraction of the image width.
# Below a certain threshold, this border will be overtaken by the map border graphic.
#
# Min: 0.0
# Max: 0.5
D:borderY=0.0
# Set false to disable minimap
B:enabled=true
# The size (in GUI pixels) of a marker on the map.
# Note that this will change with Minecraft's GUI scale configuration.
# Min: 0
# Max: 2147483647
I:markerSize=16
# The height (in GUI pixels) of the player's icon.
# Min: 0
# Max: 2147483647
I:playerIconHeight=8
# The width (in GUI pixels) of the player's icon.
# Min: 0
# Max: 2147483647
I:playerIconWidth=7
# If true, the minimap will show the map of an atlas only while it is held.
# If false, the minimap will show the map of the first atlas in the hotbar.
B:requiresHold=true
# The size (in GUI pixels) of a map's tile.
# Note that this will change with Minecraft's GUI scale configuration.
# When using a small gui scale, the map may look better with a TILE_SIZE of 16 or more.
# Min: 1
# Max: 2147483647
I:tileSize=8
}
##########################################################################################################
# position
#--------------------------------------------------------------------------------------------------------#
# These settings change the location and size.
##########################################################################################################
position {
# If true, the map position's y axis will align 0 to the bottom
# of the screen, increasing towards the top.
B:alignBottom=false
# If true, the map position's x axis will align 0 to the right
# of the screen, increasing towards the left.
B:alignRight=true
# Map's height in GUI pixels.
# Note that this will change with Minecraft's GUI scale configuration.
# Min: 0
# Max: 2147483647
I:height=109
# Map's width in GUI pixels.
# Note that this will change with Minecraft's GUI scale configuration.
# Min: 0
# Max: 2147483647
I:width=155
# Map's minimum position along the x axis in GUI pixels.
# Note that this will change with Minecraft's GUI scale configuration.
# Min: -2147483648
# Max: 2147483647
I:xPosition=2
# Map's minimum position along the y axis in GUI pixels.
# Note that this will change with Minecraft's GUI scale configuration.
# Min: -2147483648
# Max: 2147483647
I:yPosition=2
}

@ -0,0 +1,69 @@
{
"version": 2,
"data": {
"minecraft:river": "WATER",
"minecraft:mutated_plains": "SUNFLOWERS",
"minecraft:mesa_rock": "PLATEAU_MESA_TREES",
"minecraft:taiga_hills": "PINES_HILLS",
"minecraft:mesa": "MESA",
"minecraft:taiga_cold": "SNOW_PINES",
"minecraft:mutated_extreme_hills": "MOUNTAINS_SNOW_CAPS",
"minecraft:mutated_roofed_forest": "DENSE_FOREST_HILLS",
"minecraft:frozen_ocean": "ICE",
"minecraft:jungle_edge": "JUNGLE_EDGE",
"minecraft:mutated_taiga": "PINES_HILLS",
"minecraft:forest": "FOREST",
"minecraft:mushroom_island_shore": "SHORE",
"minecraft:roofed_forest": "DENSE_FOREST",
"minecraft:redwood_taiga_hills": "MEGA_TAIGA_HILLS",
"minecraft:redwood_taiga": "MEGA_TAIGA",
"minecraft:mutated_desert": "DESERT",
"minecraft:forest_hills": "FOREST_HILLS",
"minecraft:mutated_birch_forest": "TALL_BIRCH",
"minecraft:taiga_cold_hills": "SNOW_PINES_HILLS",
"minecraft:desert_hills": "DESERT_HILLS",
"minecraft:extreme_hills": "MOUNTAINS",
"minecraft:mutated_swampland": "SWAMP_HILLS",
"traverse:rocky_plateau": "MOUNTAINS_NAKED",
"minecraft:smaller_extreme_hills": "MOUNTAINS",
"minecraft:sky": "SHORE",
"minecraft:mutated_mesa_clear_rock": "PLATEAU_MESA_LOW",
"minecraft:birch_forest": "BIRCH",
"minecraft:deep_ocean": "WATER",
"minecraft:ice_flats": "SNOW",
"minecraft:jungle_hills": "JUNGLE_HILLS",
"minecraft:mutated_extreme_hills_with_trees": "MOUNTAINS_SNOW_CAPS",
"minecraft:frozen_river": "ICE",
"minecraft:plains": "PLAINS",
"minecraft:cold_beach": "SHORE",
"minecraft:mutated_redwood_taiga_hills": "MEGA_SPRUCE_HILLS",
"minecraft:swampland": "SWAMP",
"minecraft:mutated_forest": "FOREST_FLOWERS",
"minecraft:mushroom_island": "MUSHROOM",
"minecraft:mutated_redwood_taiga": "MEGA_SPRUCE",
"minecraft:void": "END_VOID",
"minecraft:beaches": "SHORE",
"minecraft:mutated_savanna": "SAVANNA_CLIFFS",
"minecraft:birch_forest_hills": "BIRCH_HILLS",
"minecraft:mutated_ice_flats": "ICE_SPIKES",
"minecraft:mutated_mesa": "BRYCE",
"minecraft:mutated_taiga_cold": "SNOW_PINES_HILLS",
"minecraft:ocean": "WATER",
"minecraft:mutated_mesa_rock": "PLATEAU_MESA_TREES_LOW",
"minecraft:hell": "CAVE_WALLS",
"minecraft:ice_mountains": "SNOW_HILLS",
"minecraft:mutated_jungle_edge": "JUNGLE_EDGE_HILLS",
"minecraft:taiga": "PINES",
"minecraft:mutated_savanna_rock": "PLATEAU_SAVANNA_M",
"minecraft:jungle": "JUNGLE",
"traverse:green_swamp": "SWAMP",
"minecraft:mutated_birch_forest_hills": "TALL_BIRCH_HILLS",
"minecraft:mutated_jungle": "JUNGLE_CLIFFS",
"minecraft:stone_beach": "ROCK_SHORE",
"minecraft:extreme_hills_with_trees": "MOUNTAINS_ALL",
"minecraft:savanna_rock": "PLATEAU_SAVANNA",
"minecraft:desert": "DESERT",
"minecraft:mesa_clear_rock": "PLATEAU_MESA",
"minecraft:savanna": "SAVANNA"
}
}

@ -0,0 +1,41 @@
{
"version": 1,
"data": {
"antiqueatlas:Example": {
"__comment": [
"Any of these values can be ommited. The mod will either use the default value or if it is already been registered it will keep the existing values",
"This example entry is never parsed, and if modified, will not persist"
],
"textures": [
"List of icons at different resolutions",
"[Default: `antiqueatlas:textures/gui/markers/red_x_small.png`]"
],
"size": "[Default: 2] The width and height of the marker, in tiles (a chunk at 1x zoom)",
"clipMin": "[Default: -1000] The minimum zoom, -1 is 1/2x, -2 is 1/4x, ...",
"clipMax": "[Default: 1000] The maximum zoom, 0 is 1x, 1 is 2x, ...",
"alwaysShow": "[Default: false] True if the marker should appear regardless of whether hide markers is on",
"isTile": "[Default: false] True if the marker should scale with the map",
"isTechnical": "[Default: false] True if user should not be able to place the marker on the map",
"centerX": "[Default: 0.5] The point in the image that should be at the location of the marker (0-1)",
"centerY": "[Default: 0.5] The point in the image that should be at the location of the marker (0-1)"
},
"antiqueatlas:bed": {},
"antiqueatlas:diamond": {},
"antiqueatlas:end_city": {},
"antiqueatlas:end_city_far": {},
"antiqueatlas:google": {},
"antiqueatlas:nether_portal": {},
"antiqueatlas:pickaxe": {},
"antiqueatlas:red_x_large": {},
"antiqueatlas:red_x_small": {},
"antiqueatlas:scroll": {},
"antiqueatlas:skull": {},
"antiqueatlas:sword": {},
"antiqueatlas:tomb": {},
"antiqueatlas:tower": {},
"antiqueatlas:village": {},
"atlasextras:travel": {},
"atlasextras:travelfrom": {},
"atlasextras:travelto": {}
}
}

@ -0,0 +1,9 @@
{
"version": 1,
"data": {
"TEST": [
"antiqueatlas:textures/gui/tiles/test.png",
"antiqueatlas:textures/gui/tiles/test.png"
]
}
}

@ -0,0 +1,33 @@
{
"version": 1,
"data": {
"endIsland": "END_ISLAND",
"endIslandPlants": "END_ISLAND_PLANTS",
"endVoid": "END_VOID",
"lava": "LAVA",
"lavaShore": "LAVA_SHORE",
"netherBridge": "NETHER_BRIDGE",
"netherBridgeEndX": "NETHER_BRIDGE_END_X",
"netherBridgeEndZ": "NETHER_BRIDGE_END_Z",
"netherBridgeGate": "NETHER_BRIDGE_GATE",
"netherBridgeX": "NETHER_BRIDGE_X",
"netherBridgeZ": "NETHER_BRIDGE_Z",
"netherFortStairs": "NETHER_FORT_STAIRS",
"netherHall": "NETHER_HALL",
"netherThrone": "NETHER_THRONE",
"netherTower": "NETHER_TOWER",
"netherWall": "NETHER_WALL",
"npcVillageButchersShop": "BUTCHERS_SHOP",
"npcVillageChurch": "CHURCH",
"npcVillageFarmlandLarge": "FARMLAND_LARGE",
"npcVillageFarmlandSmall": "FARMLAND_SMALL",
"npcVillageHut": "HUT",
"npcVillageLHouse": "L-HOUSE",
"npcVillageLibrary": "LIBRARY",
"npcVillageSmallHouse": "HOUSE_SMALL",
"npcVillageSmithy": "SMITHY",
"npcVillageTorch": "VILLAGE_TORCH",
"npcVillageWell": "WELL",
"ravine": "RAVINE"
}
}

@ -0,0 +1,33 @@
{
"version": 1,
"data": {
"endIsland": -26,
"endIslandPlants": -27,
"endVoid": -28,
"lava": -13,
"lavaShore": -14,
"netherBridge": -15,
"netherBridgeEndX": -18,
"netherBridgeEndZ": -19,
"netherBridgeGate": -20,
"netherBridgeX": -16,
"netherBridgeZ": -17,
"netherFortStairs": -24,
"netherHall": -23,
"netherThrone": -25,
"netherTower": -21,
"netherWall": -22,
"npcVillageButchersShop": -11,
"npcVillageChurch": -12,
"npcVillageFarmlandLarge": -5,
"npcVillageFarmlandSmall": -6,
"npcVillageHut": -9,
"npcVillageLHouse": -4,
"npcVillageLibrary": -2,
"npcVillageSmallHouse": -10,
"npcVillageSmithy": -3,
"npcVillageTorch": -8,
"npcVillageWell": -7,
"ravine": -29
}
}

@ -0,0 +1,29 @@
# Configuration file
##########################################################################################################
# client
#--------------------------------------------------------------------------------------------------------#
# These config settings are client-side only
##########################################################################################################
client {
# If true, shows your food exhaustion as a progress bar behind the hunger bars
B:show.food.exhaustion.hud.underlay=true
# If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
B:show.food.stats.in.debug.overlay=true
# If true, shows the hunger (and saturation if show.saturation.hud.overlay is true) that would be restored by food you are currently holding
B:show.food.values.hud.overlay=true
# If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
B:show.food.values.in.tooltip=true
# If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT)
B:show.food.values.in.tooltip.always=true
# If true, shows your current saturation level overlayed on the hunger bar
B:show.saturation.hud.overlay=true
}

@ -0,0 +1,64 @@
# Configuration file
backup {
# The compression type used for backups. The following ones are available: "zip", "tar", "tar.gz", "folder"
S:compressionType=tar.gz
}
backup_location {
# The filename of the backup files. Supported variables:
# world, year, month, date, hour, minute, second, identifier.
# Please note: using the identifier is recommended, but not enforced. Please make sure, that your filenames are unique and that two backups will not have the same filename. [default: %world%/Backup--%world%--%year%-%month%-%date%--%hour%-%minute%]
S:filename=%world%/Backup--%world%--%year%-%month%-%date%--%hour%-%minute%
# Where to store the Backups. Either an absolute path or relative to the minecraft folder.
S:location=./backups
}
backup_schedule {
# How frequently a automatic backup is done in minutes. 0 means Auto-Backup disabled.
I:delay=30
# How many full backups to keep. When there are this many full backups, the oldest full backup will be deleted together with all incremental backups, that depend on it. [range: 1 ~ 2147483647, default: 30]
I:fullBackupsToKeep=25
# How many incremental backups to create. Set to something bigger that 0 to enable. If this is set to for example 5, then there will be one full backup, 5 incremental backups and then the next full backup and so on. [range: 0 ~ 500, default: 0]
I:incrementalBackupsToCreate=0
# How many incremental backups to keep. When there are this many incremental backups, the oldest incremental backup will be deleted together with all backups, that depend on it. [range: 1 ~ 2147483647, default: 100]
I:incrementalBackupsToKeep=50
# If a backup should be done when the world gets loaded.
B:onStartup=true
# If the scheduled backup should be skipped if no players were on the server since the last one.
B:skipbackup=true
}
general {
# If all players or only admins can use the /backup command.
B:allPlayers=true
# If the blacklist is enabled, the dimensions (ids) specified here will not be backed up.
I:blacklist <
>
# Compression rate. Has to be between 9 (high compression) and 1 (low compression).
I:compressionRate=6
# If this is set to true, it will use the Dimension Whitelist, if it is false, it will use the Dimension Blacklist
B:useWhitelist=false
# If the whitelist is enabled, only the dimensions (ids) specified here will be backed up.
I:whitelist <
0
1
-1
114
>
}

@ -0,0 +1,63 @@
# Configuration file
backup {
# The compression type used for backups. The following ones are available: "zip", "tar", "tar.gz", "folder"
S:compressionType=zip
}
backup_location {
# The filename of the backup files. Supported variables:
# world, year, month, date, hour, minute, second, identifier.
# Please note: using the identifier is recommended, but not enforced. Please make sure, that your filenames are unique and that two backups will not have the same filename. [default: %world%/Backup--%world%--%year%-%month%-%date%--%hour%-%minute%]
S:filename=%world%/Backup--%world%--%year%-%month%-%date%--%hour%-%minute%
# Where to store the Backups. Either an absolute path or relative to the minecraft folder.
S:location=./backups
}
backup_schedule {
# How frequently a automatic backup is done in minutes. 0 means Auto-Backup disabled.
I:delay=30
# How many full backups to keep. When there are this many full backups, the oldest full backup will be deleted together with all incremental backups, that depend on it. [range: 1 ~ 2147483647, default: 30]
I:fullBackupsToKeep=30
# How many incremental backups to create. Set to something bigger that 0 to enable. If this is set to for example 5, then there will be one full backup, 5 incremental backups and then the next full backup and so on. [range: 0 ~ 500, default: 0]
I:incrementalBackupsToCreate=0
# How many incremental backups to keep. When there are this many incremental backups, the oldest incremental backup will be deleted together with all backups, that depend on it. [range: 1 ~ 2147483647, default: 100]
I:incrementalBackupsToKeep=100
# If a backup should be done when the world gets loaded.
B:onStartup=true
# If the scheduled backup should be skipped if no players were on the server since the last one.
B:skipbackup=true
}
general {
# If all players or only admins can use the /backup command.
B:allPlayers=true
# If the blacklist is enabled, the dimensions (ids) specified here will not be backed up.
I:blacklist <
>
# Compression rate. Has to be between 9 (high compression) and 1 (low compression).
I:compressionRate=5
# If this is set to true, it will use the Dimension Whitelist, if it is false, it will use the Dimension Blacklist
B:useWhitelist=false
# If the whitelist is enabled, only the dimensions (ids) specified here will be backed up.
I:whitelist <
0
1
-1
>
}

@ -0,0 +1,8 @@
# Configuration file
general {
# If this is set to true, the RecoveryHelper with GUI will be enabled. [default: true]
B:recoveryHelperEnabled=true
}

@ -0,0 +1,95 @@
# Configuration file
compat {
# true to add signposts markers, false otherwise
B:compatSignpost=true
# true to add waystones markers, false otherwise
B:compatWaystone=true
# The maximum amount of blocks the player can be away of a sign to travel
# Min: 1
# Max: 32
I:distanceToMarker=5
# true to allow fast traveling by clicking on a valid marker, false otherwise
B:enableFastTravel=true
}
##########################################################################################################
# costprovider
#--------------------------------------------------------------------------------------------------------#
# Category is obsolete if fasttravel is disabled
##########################################################################################################
costprovider {
# Amount of blocks the player can travel per cost Unit (0 = just 1 unit needs to be payed)
# Min: 0
# Max: 10000000
I:blocksPerUnit=0
# Unit in which travel is to pay
# Valid values:
# HUNGER
# XP
# ITEM
# NOTHING
S:costUnit=HUNGER
# If costUnit is ITEM - which item is needed as pay (modid:itemname:meta)
S:item=
# Amount of blocks the player can travel (0 limetless - price is the limit)
# Min: 0
# Max: 10000000
I:maxTravelDistance=0
# true to overwrite other mods costs (only through atlas travel ofc), false disables this whole section
B:useOwnCostProvider=true
# If costUnit is XP - how much xp should be drained per use
# Min: 0
# Max: 10000000
I:xpAmount=50
}
hud {
# The color to display the info in (hexadecimal)
S:color=ffffff
# where should the information be rendered
# Valid values:
# MINIMAP
# OPENATLAS
# BOTH
S:displayPosition=BOTH
# true if the biome info should be shown, false otherwise
B:enableBiomeInfo=true
# true if the position info should be shown, false otherwise
B:enablePositionInfo=true
# true if the time info should be shown, false otherwise
B:enableTimeInfo=true
# true removes the 'x:' from the ui and makes coords ',' separated
B:nonVerbose=true
# the separator to use when non verbose (Max 3 characters - rest will be cutoff)
S:nonVerboseSeparator= |
# scale of the HUD information
# Valid values:
# BIG
# NORMAL
# SMALL
S:textScale=NORMAL
# toggles if the hud should be shown, this also has a keybind
B:toggleHUDDisplay=true
}

@ -0,0 +1,32 @@
# Configuration file
behavior {
# Enables or disables untamed wolves howling at the full moon.
B:config.wolfarmor.behavior.enableHowlingUntamedWolves=false
# Enables or disables wolves eating food in their inventories when their health is low.
B:config.wolfarmor.behavior.shouldWolvesEatWhenDamaged=true
}
client {
# Enables or disables displaying a wolf's armor value in the wolf inventory screen.
B:config.wolfarmor.client.enableWolfArmorDisplay=true
# Enables or disables rendering of wolf armor.
B:config.wolfarmor.client.enableWolfArmorRender=true
# Enables or disables rendering of wolf backpacks.
B:config.wolfarmor.client.enableWolfChestRender=true
# Enables or disables displaying a wolf's health value in the wolf inventory screen.
B:config.wolfarmor.client.enableWolfHealthDisplay=true
}
general {
# Enables or disables wolf backpacks.
B:config.wolfarmor.general.enableChests=true
}

@ -0,0 +1,124 @@
# Configuration file
aura {
# Min: 1
# Max: 2147483647
I:auraTransporterAuraAmount=100000
# Min: 0.0
# Max: 1.0
D:auraTransporterAuraMultiplierPerBlock=0.99
# Min: 0.0
# Max: 1.7976931348623157E308
I:auraTransporterDrainRange=1500
# Min: 1.0
# Max: 1.7976931348623157E308
D:auraTransporterRange=6000.0
# Min: 0.0
# Max: 1.7976931348623157E308
I:auraTransporterStoreRange=1500
# Min: 0
# Max: 2147483647
I:autoWrathMobDamageCost=1000
# Min: 0
# Max: 2147483647
I:autoWrathPulseCost=1000
# Min: 0
# Max: 2147483647
I:dampeningFeatherAuraPerMeter=4000
# Min: 0
# Max: 2147483647
I:freezerHardIceCreationCost=8000
# Min: 0
# Max: 2147483647
I:freezerIceCreationCost=1000
# Min: 0
# Max: 2147483647
I:freezerSnowCreationCost=500
# Min: 0
# Max: 2147483647
I:potionEnhancerCostPerLevel=5000
# Min: 0
# Max: 2147483647
I:witherProoferCost=10000
# Min: 0
# Max: 2147483647
I:witherSpawnerCost=200000
}
blocks {
B:enableAncientFence=true
B:enableAncientFenceGate=true
B:enableAncientLadder=true
B:enableAuraTransporter=true
B:enableAutoWrath=true
B:enableDisruptionCatalyst=true
B:enableFreezer=true
B:enableHardIce=true
B:enableInfusedBrickWall=true
B:enableInfusedStoneWall=true
B:enablePotionEnhancer=true
B:enableRainbowBeacon=true
# Also enables the animal spawner recipe for spawning withers
B:enableWitherProofer=true
}
general {
B:allowFreezerHardIceCreation=true
B:allowFreezerSnowCreation=true
# Min: 0
# Max: 2147483647
I:auraTransporterRitualTime=500
# Min: 0
# Max: 2147483647
I:autoWrathRitualTime=800
# Min: 0
# Max: 2147483647
I:disruptionCatalystRitualTime=600
# Enables degrading nether blocks into soulsand when aura runs out
B:enableNetherDegradeEffect=true
# Makes beacons with a RainbowBeacon on top of them update their beam color 4x as often
B:smoothRainbowBeacon=true
# Min: 0.0
# Max: 1.7976931348623157E308
D:witherProoferRange=20.0
# Min: 0
# Max: 2147483647
I:witherProoferRitualTime=800
# Min: 0
# Max: 2147483647
I:witherSpawnerTime=200
}
items {
B:enableCreativeAuraCache=true
B:enableDampeningFeather=true
B:enableSkyBottle=true
B:enableSkyFeather=true
}

@ -0,0 +1,29 @@
# Configuration file
general {
B:addInventoryButton=false
# Lists the criteria for partially completed advancements, e.g. the biomes required for 'Adventuring Time'
# Off: Vanilla default
# Default: List which criteria you have already obtained
# Spoiler: Only reveal unobtained criteria
# All: Show both obtained and unobtained criteria
S:criteriaDetail=Default
B:criteriaDetailRequiresShift=false
S:defaultCompletedIconColor=#DBA213
S:defaultCompletedLineColor=#FFFFFF
S:defaultCompletedTitleColor=#DBA213
B:defaultDrawDirectLines=false
B:defaultHideLines=false
S:defaultUncompletedIconColor=#FFFFFF
S:defaultUncompletedLineColor=#FFFFFF
S:defaultUncompletedTitleColor=#0489C1
B:doAdvancementsBackgroundFade=false
B:orderTabsAlphabetically=false
B:showDebugCoordinates=false
# Values below 50% might give odd results, use on own risk ;)
I:uiScaling=100
}

@ -0,0 +1,29 @@
# Configuration file
general {
B:addInventoryButton=false
# Lists the criteria for partially completed advancements, e.g. the biomes required for 'Adventuring Time'
# Off: Vanilla default
# Default: List which criteria you have already obtained
# Spoiler: Only reveal unobtained criteria
# All: Show both obtained and unobtained criteria
S:criteriaDetail=Default
B:criteriaDetailRequiresShift=false
S:defaultCompletedIconColor=#DBA213
S:defaultCompletedLineColor=#FFFFFF
S:defaultCompletedTitleColor=#DBA213
B:defaultDrawDirectLines=false
B:defaultHideLines=false
S:defaultUncompletedIconColor=#FFFFFF
S:defaultUncompletedLineColor=#FFFFFF
S:defaultUncompletedTitleColor=#0489C1
B:doAdvancementsBackgroundFade=true
B:orderTabsAlphabetically=false
B:showDebugCoordinates=false
# Values below 50% might give odd results, use on own risk ;)
I:uiScaling=100
}

@ -0,0 +1,45 @@
# Configuration file
##########################################################################################################
# balance
#--------------------------------------------------------------------------------------------------------#
# For those wanting to change balance.
# Note: The 'blocks-at-a-time' for the unbreakable wand is 2^n where n is the damage value. Recipe modification can be done with another mod.
##########################################################################################################
balance {
# How many blocks the diamond wand can place at a time. Use -1 for default
I:diamond_wand_limit=-1
}
general {
# Blocks that won't work at all with the wands. E.g. 'minecraft:bedrock/0'
S:blacklisted_blocks <
>
# Enable recipe for diamond builder's wand
B:enable_diamond_wand=true
# Enable recipe for iron builder's wand
B:enable_iron_wand=true
# Enable recipe for stone builder's wand
B:enable_stone_wand=true
# Specify forced mappings for what to build from certain blocks.
# (what you are looking at)=>(number required)*(item required)=>(block to build)
S:forced_blocks=minecraft:grass/0=>1*minecraft:grass/0=>minecraft:grass/0,minecraft:grass/0=>1*minecraft:dirt/0=>minecraft:dirt/0,minecraft:lapis_ore/0=>1*minecraft:lapis_ore/4=>minecraft:lapis_ore/0,minecraft:lit_redstone_ore/0=>1*minecraft:redstone_ore/0=>minecraft:lit_redstone_ore/0,minecraft:grass/0=>1*minecraft:grass/0=>minecraft:grass/0,minecraft:grass/0=>1*minecraft:dirt/0=>minecraft:dirt/0,minecraft:dirt/1=>1*minecraft:dirt/1=>minecraft:dirt/1,minecraft:dirt/1=>1*minecraft:dirt/0=>minecraft:dirt/0,minecraft:dirt/2=>1*minecraft:dirt/2=>minecraft:dirt/2,minecraft:dirt/2=>1*minecraft:dirt/0=>minecraft:dirt/0
# Blocks that break assumptions. When the placed block is not what you expect. E.g. 'minecraft:bedrock/0'
S:no_assumption_blocks <
>
}
why_not {
# For those that don't like Extra Utils progression. [default: false]
B:straymav_ultimate_wand=false
}

@ -0,0 +1 @@
{"algorithm":"rivens-half","updateChecker":true,"preallocateMemory":false,"fog":true,"beaconBeam":true,"fastHopper":true,"fastBeacon":true,"fastSearch":true,"asyncSearch":true}

@ -0,0 +1,32 @@
# Configuration file
general {
# Maximum range for the sound muffling effect.
# Min: 2
# Max: 64
I:"Max Range"=16
# Maximum volume for the sound muffling effect.
# Min: 0.01
# Max: 1.0
D:"Max Volume"=1.0
# Minimum volume for the sound muffling effect.
# Min: 0.0
# Max: 0.99
D:"Min Volume"=0.0
"muffler indicator" {
# Show muffler indicator.
B:Enable=true
# The x coordinate of the indicator position.
I:"Position X"=25
# The y coordinate of the indicator position.
I:"Position Y"=25
}
}

@ -0,0 +1,416 @@
# Configuration file
biomes {
# Enables|Disables biome [default: true]
B:biome_bone_reef=true
# Enables|Disables biome [default: true]
B:biome_empty_nether=true
# Enables|Disables biome [default: true]
B:biome_grasslands=true
# Enables|Disables biome [default: true]
B:biome_gravel_desert=true
# Enables|Disables biome [default: true]
B:biome_mushroom_forest=true
# Enables|Disables biome [default: true]
B:biome_mushroom_forest_edge=true
# Enables|Disables biome [default: true]
B:biome_nether_jungle=true
# Enables|Disables biome [default: true]
B:biome_poor_grasslands=true
# Enables|Disables biome [default: true]
B:biome_wart_forest=true
# Enables|Disables biome [default: true]
B:biome_wart_forest_edge=true
}
blocks {
# Enables|Disables block [default: true]
B:block_agave=true
# Enables|Disables block [default: true]
B:block_barrel_cactus=true
# Enables|Disables block [default: true]
B:block_black_apple=true
# Enables|Disables block [default: true]
B:block_black_apple_seed=true
# Enables|Disables block [default: true]
B:block_black_bush=true
# Enables|Disables block [default: true]
B:block_bone=true
# Enables|Disables block [default: true]
B:block_bone_button=true
# Enables|Disables block [default: true]
B:block_bone_cincinnasite_door=true
# Enables|Disables block [default: true]
B:block_bone_mushroom=true
# Enables|Disables block [default: true]
B:block_bone_plate=true
# Enables|Disables block [default: true]
B:block_bone_reed_door=true
# Enables|Disables block [default: true]
B:block_bone_slab_double=true
# Enables|Disables block [default: true]
B:block_bone_slab_half=true
# Enables|Disables block [default: true]
B:block_bone_stairs=true
# Enables|Disables block [default: true]
B:block_bone_tile=true
# Enables|Disables block [default: true]
B:block_bone_wall=true
# Enables|Disables block [default: true]
B:block_brown_large_mushroom=true
# Enables|Disables block [default: true]
B:block_cincinnasite=true
# Enables|Disables block [default: true]
B:block_cincinnasite_bars=true
# Enables|Disables block [default: true]
B:block_cincinnasite_brick_plate=true
# Enables|Disables block [default: true]
B:block_cincinnasite_bricks=true
# Enables|Disables block [default: true]
B:block_cincinnasite_bricks_pillar=true
# Enables|Disables block [default: true]
B:block_cincinnasite_button=true
# Enables|Disables block [default: true]
B:block_cincinnasite_carved=true
# Enables|Disables block [default: true]
B:block_cincinnasite_fire_bowl=true
# Enables|Disables block [default: true]
B:block_cincinnasite_forge=true
# Enables|Disables block [default: true]
B:block_cincinnasite_forged=true
# Enables|Disables block [default: true]
B:block_cincinnasite_frame=true
# Enables|Disables block [default: true]
B:block_cincinnasite_lantern=true
# Enables|Disables block [default: true]
B:block_cincinnasite_ore=true
# Enables|Disables block [default: true]
B:block_cincinnasite_pedestal=true
# Enables|Disables block [default: true]
B:block_cincinnasite_pillar=true
# Enables|Disables block [default: true]
B:block_cincinnasite_plate=true
# Enables|Disables block [default: true]
B:block_cincinnasite_pot=true
# Enables|Disables block [default: true]
B:block_cincinnasite_slab_double=true
# Enables|Disables block [default: true]
B:block_cincinnasite_slab_half=true
# Enables|Disables block [default: true]
B:block_cincinnasite_stairs=true
# Enables|Disables block [default: true]
B:block_cincinnasite_tile_large=true
# Enables|Disables block [default: true]
B:block_cincinnasite_tile_small=true
# Enables|Disables block [default: true]
B:block_cincinnasite_wall=true
# Enables|Disables block [default: true]
B:block_egg_plant=true
# Enables|Disables block [default: true]
B:block_eye_seed=true
# Enables|Disables block [default: true]
B:block_eye_vine=true
# Enables|Disables block [default: true]
B:block_eyeball=true
# Enables|Disables block [default: true]
B:block_eyeball_small=true
# Enables|Disables block [default: true]
B:block_gray_mold=true
# Enables|Disables block [default: true]
B:block_ink_bush=true
# Enables|Disables block [default: true]
B:block_ink_bush_seed=true
# Enables|Disables block [default: true]
B:block_lucis_mushroom=true
# Enables|Disables block [default: true]
B:block_lucis_spore=true
# Enables|Disables block [default: true]
B:block_magma_flower=true
# Enables|Disables block [default: true]
B:block_nether_brick_tile_large=true
# Enables|Disables block [default: true]
B:block_nether_brick_tile_slab_double=true
# Enables|Disables block [default: true]
B:block_nether_brick_tile_slab_half=true
# Enables|Disables block [default: true]
B:block_nether_brick_tile_small=true
# Enables|Disables block [default: true]
B:block_nether_brick_tile_stairs=true
# Enables|Disables block [default: true]
B:block_nether_brick_wall=true
# Enables|Disables block [default: true]
B:block_nether_cactus=true
# Enables|Disables block [default: true]
B:block_nether_grass=true
# Enables|Disables block [default: true]
B:block_nether_mycelium=true
# Enables|Disables block [default: true]
B:block_nether_reed=true
# Enables|Disables block [default: true]
B:block_netherrack_furnace=true
# Enables|Disables block [default: true]
B:block_netherrack_moss=true
# Enables|Disables block [default: true]
B:block_orange_mushroom=true
# Enables|Disables block [default: true]
B:block_pig_statue_respawner=true
# Enables|Disables block [default: true]
B:block_potted_plant=true
# Enables|Disables block [default: true]
B:block_quartz_glass=true
# Enables|Disables block [default: true]
B:block_quartz_glass_framed=true
# Enables|Disables block [default: true]
B:block_quartz_glass_framed_pane=true
# Enables|Disables block [default: true]
B:block_quartz_glass_pane=true
# Enables|Disables block [default: true]
B:block_quartz_stained_glass=true
# Enables|Disables block [default: true]
B:block_quartz_stained_glass_framed=true
# Enables|Disables block [default: true]
B:block_red_large_mushroom=true
# Enables|Disables block [default: true]
B:block_red_mold=true
# Enables|Disables block [default: true]
B:block_reeds_block=true
# Enables|Disables block [default: true]
B:block_reeds_button=true
# Enables|Disables block [default: true]
B:block_reeds_fence=true
# Enables|Disables block [default: true]
B:block_reeds_gate=true
# Enables|Disables block [default: true]
B:block_reeds_ladder=true
# Enables|Disables block [default: true]
B:block_reeds_plate=true
# Enables|Disables block [default: true]
B:block_reeds_slab_double=true
# Enables|Disables block [default: true]
B:block_reeds_slab_half=true
# Enables|Disables block [default: true]
B:block_reeds_stairs=true
# Enables|Disables block [default: true]
B:block_smoker=true
# Enables|Disables block [default: true]
B:block_stalagnate_bark=true
# Enables|Disables block [default: true]
B:block_stalagnate_bottom=true
# Enables|Disables block [default: true]
B:block_stalagnate_bowl=true
# Enables|Disables block [default: true]
B:block_stalagnate_middle=true
# Enables|Disables block [default: true]
B:block_stalagnate_planks=true
# Enables|Disables block [default: true]
B:block_stalagnate_planks_button=true
# Enables|Disables block [default: true]
B:block_stalagnate_planks_fence=true
# Enables|Disables block [default: true]
B:block_stalagnate_planks_gate=true
# Enables|Disables block [default: true]
B:block_stalagnate_planks_plate=true
# Enables|Disables block [default: true]
B:block_stalagnate_planks_slab_double=true
# Enables|Disables block [default: true]
B:block_stalagnate_planks_slab_half=true
# Enables|Disables block [default: true]
B:block_stalagnate_planks_stairs=true
# Enables|Disables block [default: true]
B:block_stalagnate_seed=true
# Enables|Disables block [default: true]
B:block_stalagnate_seed_bottom=true
# Enables|Disables block [default: true]
B:block_stalagnate_stem=true
# Enables|Disables block [default: true]
B:block_stalagnate_top=true
# Enables|Disables block [default: true]
B:block_wart_seed=true
}
eggplantdamage {
# Damage for mobs [default: true]
B:DamageMobs=true
# Damage for players [default: true]
B:DamagePlayer=true
}
generator {
# Defines size in horisontal space [range: 1 ~ 4096, default: 100]
I:BiomeSizeXZ=100
# Defines size in vertical space [range: 1 ~ 4096, default: 32]
I:BiomeSizeY=32
# Density for Empty Nether biome [range: 0.0 ~ 1.0, default: 1.0]
S:EmptyNetherDensity=1.0
# Global plant density, multiplied on other [range: 0.0 ~ 1.0, default: 1.0]
S:GlobalDensity=1.0
# Density for Gravel Desert biome [range: 0.0 ~ 1.0, default: 1.0]
S:GravelDesertDensity=1.0
# Density for Nether Grasslands biome [range: 0.0 ~ 1.0, default: 1.0]
S:NetherGrasslandsDensity=1.0
# Density for Nether Jungle biome [range: 0.0 ~ 1.0, default: 1.0]
S:NetherJungleDensity=1.0
# Density for Nether Mushroom Forest biome [range: 0.0 ~ 1.0, default: 1.0]
S:NetherMushroomForestDensity=1.0
# Enables|Disables second pass for smooth terrain [default: true]
B:SecondPass=true
# Density for Wart Forest biome [range: 0.0 ~ 1.0, default: 1.0]
S:WartForestDensity=1.0
}
items {
# Enables|Disables item [default: true]
B:black_apple=true
# Enables|Disables item [default: true]
B:cincinnasite=true
# Enables|Disables item [default: true]
B:cincinnasite_axe=true
# Enables|Disables item [default: true]
B:cincinnasite_axe_diamond=true
# Enables|Disables item [default: true]
B:cincinnasite_pickaxe=true
# Enables|Disables item [default: true]
B:cincinnasite_pickaxe_diamond=true
# Enables|Disables item [default: true]
B:stalagnate_bowl=true
# Enables|Disables item [default: true]
B:stalagnate_bowl_apple=true
# Enables|Disables item [default: true]
B:stalagnate_bowl_mushroom=true
# Enables|Disables item [default: true]
B:stalagnate_bowl_wart=true
}

@ -0,0 +1,52 @@
# Configuration file
general {
# Maximum speaker radius
# Min: -1
# Max: 1000
I:maxSpeakerRadius=32
# Should the mod download libraries from the internet or the server?
B:useRemoteLibraries=true
##########################################################################################################
# client
#--------------------------------------------------------------------------------------------------------#
# Client-Specific config settings
##########################################################################################################
client {
# Enable developer mode
B:devMode=false
# Max file size to download (in megabytes)
# Min: 1
# Max: 1000
I:downloadMax=16
# Intensity of lights
# Min: -1
# Max: 3
I:flashMode=1
# Should the mod's built in libraries be loaded
B:loadDefaultLibraries=true
# Play Songs while downloading
# For those with fast internet!
B:playWhileDownloading=false
# Min: 256
# Max: 2048
I:streamBuffer=1024
# Should radio be streamed
B:streamRadio=true
}
instance {
}
}

@ -0,0 +1,22 @@
# Configuration file
general {
# The time it takes for the blur to fade in, in ms. [range: 0 ~ 2147483647, default: 200]
I:fadeTime=150
# The end color of the background gradient. Given in ARGB hex. [default: 75000000]
S:gradientEndColor=75000000
# The start color of the background gradient. Given in ARGB hex. [default: 75000000]
S:gradientStartColor=75000000
# A list of classes to be excluded from the blur shader. [default: [Ljava.lang.String;@4bb0ab3a]
S:guiExclusions <
net.minecraft.client.gui.GuiChat
>
# The radius of the blur effect. This controls how "strong" the blur is. [range: 1 ~ 100, default: 12]
I:radius=7
}

@ -0,0 +1,22 @@
# Configuration file
general {
# The time it takes for the blur to fade in, in ms. [range: 0 ~ 2147483647, default: 200]
I:fadeTime=200
# The end color of the background gradient. Given in ARGB hex. [default: 75000000]
S:gradientEndColor=75000000
# The start color of the background gradient. Given in ARGB hex. [default: 75000000]
S:gradientStartColor=75000000
# A list of classes to be excluded from the blur shader. [default: [Ljava.lang.String;@50552e57]
S:guiExclusions <
net.minecraft.client.gui.GuiChat
>
# The radius of the blur effect. This controls how "strong" the blur is. [range: 1 ~ 100, default: 12]
I:radius=12
}

@ -0,0 +1,77 @@
# Configuration file
client {
# Maximum width/depth of a block to grow to [range: 0.5 ~ 1.0, default: 0.9]
S:maxTreeScale=0.9
# Whether to show the drop chances in JEI [default: true]
B:showChanceInJEI=true
}
drops {
# How many fruits to drop by default [range: 0 ~ 64, default: 2]
I:fruitAmount=2
# Default chance for a fruit to drop [range: 0.0 ~ 1.0, default: 0.2]
S:fruitChance=0.2
# How many leaves to drop by default [range: 0 ~ 64, default: 1]
I:leafAmount=1
# Default chance for a leaf to drop [range: 0.0 ~ 1.0, default: 0.1]
S:leafChance=0.1
# How many wood logs to drop by default [range: 0 ~ 64, default: 1]
I:logAmount=1
# Default chance for a wood log to drop [range: 0.0 ~ 1.0, default: 0.75]
S:logChance=0.75
# How many saplings to drop by default [range: 0 ~ 64, default: 1]
I:saplingAmount=1
# Default chance for a sapling to drop [range: 0.0 ~ 1.0, default: 0.05]
S:saplingChance=0.05
# How many sticks to drop by default [range: 0 ~ 64, default: 3]
I:stickAmount=3
# Default chance for a stick to drop [range: 0.0 ~ 1.0, default: 0.2]
S:stickChance=0.2
}
general {
# How many ticks trees need to fully grow. Some tree types modify this value [range: 1 ~ 2147483647, default: 600]
I:baseGrowTicks=600
# Whether to disable the Hopping Bonsai Pot and make it behave like a normal Bonsai Pot [default: false]
B:disableHoppingBonsaiPot=false
# If set to false, then dye is being used up when painting bonsai pots [default: true]
B:noDyeCost=true
# Used for Hopping Bonsais only: If this is set to true, trees will only be cut automatically if all previous drops are exported. This breaks compatibility with e.g. storage drawers. If set to false unexported items from the previous cycle are being voided. [default: false]
B:waitForEmptyItemBuffers=false
}
integration {
# Integrations to disable (by classname, e.g. org.dave.bonsaitrees.integration.mods.PamsHarvestcraft) [default: [Ljava.lang.String;@7e5b0065]
S:disabledIntegrations <
>
# Bonsai Soils to disable (e.g. minecraft:grass) [default: [Ljava.lang.String;@5d9d47e4]
S:disabledSoils <
>
# Tree types to disable (e.g. forestry:hillCherry) [default: [Ljava.lang.String;@6dc0e992]
S:disabledTreeTypes <
>
# Can be enabled for development purposes mostly. [default: false]
B:loadShapesOfUnloadedTrees=false
}

@ -0,0 +1,44 @@
# Configuration file
general {
# Set to false to disable the hunger debuff [default: true]
B:debuffHunger=true
# Set to false to disable the jump debuff [default: true]
B:debuffJump=true
# Set to false to disable the mining fatigue debuff [default: true]
B:debuffMiningFatigue=true
# Set to false to disable the slowness debuff [default: true]
B:debuffSlowness=false
# Set this to false to prevent picking up of mob spawners [default: true]
B:pickupSpawners=true
# Set this to false to prevent the copper transporter to pick up mob spawners [default: true]
B:spawnerWithCopper=false
# Set this to false to prevent the diamond transporter to pick up mob spawners [default: true]
B:spawnerWithDiamond=true
# Set this to false to prevent the gold transporter to pick up mob spawners [default: true]
B:spawnerWithGold=false
# Set this to false to prevent the iron transporter to pick up mob spawners [default: true]
B:spawnerWithIron=false
# Set this to false to prevent the obsidian transporter to pick up mob spawners [default: true]
B:spawnerWithObsidian=true
# Set this to false to prevent the silver transporter to pick up mob spawners [default: true]
B:spawnerWithSilver=true
# Set this to false to prevent the tin transporter to pick up mob spawners [default: true]
B:spawnerWithTin=false
# Set this to false to prevent the wood transporter to pick up mob spawners [default: true]
B:spawnerWithWood=false
}

@ -0,0 +1,44 @@
# Configuration file
general {
# Set to false to disable the hunger debuff [default: true]
B:debuffHunger=true
# Set to false to disable the jump debuff [default: true]
B:debuffJump=true
# Set to false to disable the mining fatigue debuff [default: true]
B:debuffMiningFatigue=true
# Set to false to disable the slowness debuff [default: true]
B:debuffSlowness=true
# Set this to false to prevent picking up of mob spawners [default: true]
B:pickupSpawners=true
# Set this to false to prevent the copper transporter to pick up mob spawners [default: true]
B:spawnerWithCopper=false
# Set this to false to prevent the diamond transporter to pick up mob spawners [default: true]
B:spawnerWithDiamond=true
# Set this to false to prevent the gold transporter to pick up mob spawners [default: true]
B:spawnerWithGold=false
# Set this to false to prevent the iron transporter to pick up mob spawners [default: true]
B:spawnerWithIron=false
# Set this to false to prevent the obsidian transporter to pick up mob spawners [default: true]
B:spawnerWithObsidian=true
# Set this to false to prevent the silver transporter to pick up mob spawners [default: true]
B:spawnerWithSilver=true
# Set this to false to prevent the tin transporter to pick up mob spawners [default: true]
B:spawnerWithTin=false
# Set this to false to prevent the wood transporter to pick up mob spawners [default: true]
B:spawnerWithWood=false
}

@ -0,0 +1,21 @@
# Configuration file
general {
# Enables modifications of fog under lava
B:enableLava=true
# Enables modifications of fog under water
B:enableWater=true
# Value for fog density (0-5) Vanilla is 2.0
# Min: 0.0
# Max: 5.0
D:fogDensityLava=0.20000000298023224
# Value for fog density (0-5) Vanilla is 0.1
# Min: 0.0
# Max: 5.0
D:fogDensityWater=0.0
}

@ -0,0 +1,45 @@
[
{
"mod" : "EnderStorage",
"supporters": [
"Blkdragon112"
]
},
{
"mod" : "ChickenChunks",
"supporters": [
]
},
{
"mod" : "NotEnoughItems",
"supporters": [
"EmuCraft Team",
"Victor Zimmer",
"lexi85",
"Ace_Trainer_Tullius",
"Bacon_Donut",
"Sleement",
"Ninja 5tyl3",
"Disalot",
"Gamer2313",
"Majorangejuice"
]
},
{
"mod" : "WR-CBE",
"supporters" : [
"Vizerei"
]
},
{
"mod" : "Translocators",
"supporters": [
]
},
{
"mod" : "ProjectRed",
"supporters" : [
"Jacob M"
]
}
]

@ -0,0 +1,23 @@
"client" {
#With this enabled, CCL will catch all exceptions thrown whilst rendering blocks.
#If an exception is caught, the block will not be rendered.
B:"catchBlockRenderExceptions"=true
#With this enabled, CCL will catch all exceptions thrown whilst rendering items.
#By default CCL will only enhance the crash report, but with 'attemptRecoveryOnItemRenderException' enabled
# CCL will attempt to recover after the exception.
B:"catchItemRenderExceptions"=true
#With this enabled, CCL will attempt to recover item rendering after an exception is thrown.
#It is recommended to only enable this when a mod has a known bug and a fix has not been released yet.
#WARNING: This might cause issues with some mods, Some mods modify the GL state rendering items,
# CCL does not recover the GL state, as a result a GL leak /may/ occur. However, CCL will remember
# and pop the GL ModelView matrix stack depth, this might incur a bit of a performance hit.
# Some mods might also have custom BufferBuilders, CCL has no way of recovering the state of those.
# this /can/ result in 'Already Building' exceptions being thrown. CCL will however recover the vanilla BufferBuilder.
B:"attemptRecoveryOnItemRenderException"=false
#With this enabled, CCL will message the player upon an exception from rendering blocks or items.
#Messages are Rate-Limited to one per 5 seconds in the event that the exception continues.
B:"messagePlayerOnRenderCrashCaught"=true
}

@ -0,0 +1,49 @@
# Configuration file
##########################################################################################################
# Global
#--------------------------------------------------------------------------------------------------------#
# The options in this section change core Minecraft behavior and are not limited to CoFH mods.
##########################################################################################################
Global {
# If TRUE, particles will be disabled. [default: false]
B:DisableParticles=false
}
Interface {
# If TRUE, large item counts will be displayed as stacks rather than a single quantity. [default: false]
B:DisplayContainedItemsAsStackCount=false
# If TRUE, a tooltip will be used which prompts to press Shift for more details on various items. [default: true]
B:DisplayHoldShiftForDetail=true
}
Render {
# If TRUE, Color Blind Textures will be enabled in CoFH Mods, where applicable. [default: false]
B:EnableColorBlindTextures=false
# If TRUE, the standard Enchant Effects will be shown for enchanted items in CoFH Mods, where applicable. [default: true]
B:EnableEnchantEffects=true
# If TRUE, borders will be drawn on GUI slots in CoFH Mods, where applicable. [default: true]
B:EnableGUISlotBorders=true
# If TRUE, Shader Effects will be enabled in CoFH Mods, where applicable. [default: true]
B:EnableShaderEffects=true
}
Security {
# If TRUE, a warning will display if Ops have access to "secure" blocks upon logging on to a server. [default: true]
B:OpsCanAccessSecureBlocksWarning=true
}
Version {
S:Identifier=4.6.2
}

@ -0,0 +1,123 @@
# Configuration file
Command {
clearblocks {
# Adjust this value to change the default permission level for the clearblocks command. [range: -1 ~ 4, default: 3]
I:PermissionLevel=3
}
countblocks {
# Adjust this value to change the default permission level for the countblocks command. [range: -1 ~ 4, default: 3]
I:PermissionLevel=3
}
enchant {
# Adjust this value to change the default permission level for the enchant command. [range: -1 ~ 4, default: 2]
I:PermissionLevel=2
}
hand {
# Adjust this value to change the default permission level for the hand command. [range: -1 ~ 4, default: 0]
I:PermissionLevel=0
}
killall {
# Adjust this value to change the default permission level for the killall command. [range: -1 ~ 4, default: 2]
I:PermissionLevel=2
}
replaceblocks {
# Adjust this value to change the default permission level for the replaceblocks command. [range: -1 ~ 4, default: 3]
I:PermissionLevel=3
}
tps {
# Adjust this value to change the default permission level for the tps command. [range: -1 ~ 4, default: 0]
I:PermissionLevel=0
}
tpx {
# Adjust this value to change the default permission level for the tpx command. [range: -1 ~ 4, default: 2]
I:PermissionLevel=2
}
unloadchunk {
# Adjust this value to change the default permission level for the unloadchunk command. [range: -1 ~ 4, default: 4]
I:PermissionLevel=4
}
}
Enchantment {
# If TRUE, CoFH Enchantments will be disabled and NOT REGISTERED. Only do this if you fully understand the consequences. World backup is recommended. [default: false]
B:DisableAllEnchantments=false
# If TRUE, the Holding Enchantment is available for various Storage Items. [default: true]
B:EnableHoldingEnchant=true
# If TRUE, the Insight Enchantment is available for various Tools and Weapons. [default: true]
B:EnableInsightEnchant=true
# If TRUE, the Leech Enchantment is available for various Weapons. [default: true]
B:EnableLeechEnchant=true
# If TRUE, the Multishot Enchantment is available for various Bows. [default: true]
B:EnableMultishotEnchant=true
# If TRUE, the Smashing Enchantment is available for various Tools. [default: true]
B:EnableSmashingEnchant=true
# If TRUE, the Smelting Enchantment is available for various Tools. [default: true]
B:EnableSmeltingEnchant=true
# If TRUE, the Soulbound Enchantment is available. [default: true]
B:EnableSoulboundEnchant=true
# If TRUE, the Vorpal Enchantment is available for various Weapons. [default: true]
B:EnableVorpalEnchant=true
# If TRUE, the Soulbound Enchantment is permanent. [default: false]
B:PermanentSoulboundEnchant=false
}
General {
# If TRUE, a log message is generated when a block is dismantled. [default: false]
B:EnableDismantleLogging=false
# If TRUE, death messages are displayed for any named entity. [default: true]
B:EnableGenericDeathMessage=true
# Adjust this value to change the render update delay for most CoFH tiles. You should really only mess with this if you know what you're doing. This is a server-wide setting. [range: 80 ~ 1600, default: 160]
I:TileUpdateDelay=160
}
Holidays {
# If TRUE, Christmas cheer is disabled. Scrooge. :( [default: false]
B:HoHoNo=false
# If TRUE, April Foolishness is disabled. Boring! :P [default: false]
B:IHateApril=false
}
Potion {
# If TRUE, CoFH Potions will be disabled and NOT REGISTERED. Only do this if you fully understand the consequences. World backup is recommended. [default: false]
B:DisableAllPotions=false
}
Security {
# If TRUE, Server Ops can access "secure" blocks. Your players will be warned upon server connection. [default: false]
B:OpsCanAccessSecureBlocks=false
}
Version {
S:Identifier=4.6.2
}

@ -0,0 +1,16 @@
# Configuration file
~CONFIG_VERSION: 1.2.0
General {
# Adjust this value to change the default brightness of the Night Vision effect. Setting this to 0 will effectively disable it. [range: 0.0 ~ 1.0, default: 1.0]
S:Brightness=1.0
# If TRUE, Night Vision brightness will gradually fade over a number of ticks instead of abruptly stopping. [default: true]
B:FadeOutEffect=true
# If the fade out option is enabled (TRUE), adjust this value to change the duration of the fade. [range: 10 ~ 200, default: 20]
I:FadeOutTicks=20
}

@ -0,0 +1,7 @@
# Configuration file
Version {
S:Identifier=0.3.2
}

@ -0,0 +1,24 @@
# Configuration file
Item {
WateringCan {
# If TRUE, Fake Players (such as Autonomous Activators) will be able to use the Watering Can. [default: false]
B:AllowFakePlayers=false
# Adjust this value to change the amount of Water (in mB) stored by a Basic Watering Can. This base value will scale with item level. [range: 800 ~ 20000, default: 4000]
I:BaseCapacity=4000
B:Enable=true
# If TRUE, Water Source blocks will be removed when collecting water from the world. [default: true]
B:RemoveWaterBlocks=true
}
}
Version {
S:Identifier=0.3.2
}

@ -0,0 +1,25 @@
# Configuration file
Interface {
# If TRUE, Thermal Dynamics Covers will be shown in JEI. [default: false]
B:CoversInJEI=false
# If TRUE, Thermal Dynamics Covers will have a Creative Tab. Does not work if "Thermal Series" Creative Tabs are in use. [default: true]
B:ItemsInCommonTab=true
}
Render {
# This value affects the size of the inner duct model, such as fluids. Lower it if you experience texture z-fighting.
D:InnerModelScaling=0.99
# This value affects the size of the inner duct model, such as fluids, on the large (octagonal) ducts. Lower it if you experience texture z-fighting.
D:LargeInnerModelScaling=0.99
}
Version {
S:Identifier=2.5.4
}

@ -0,0 +1,60 @@
# Configuration file
Attachment {
Servo {
Basic {
B:RedstoneControl=true
}
Hardened {
B:RedstoneControl=true
}
Reinforced {
B:RedstoneControl=true
}
Signalum {
B:RedstoneControl=true
}
Resonant {
B:RedstoneControl=true
}
}
Cover {
B:Recipe=true
}
}
Duct {
Energy {
# Adjust this value to change the amount of Energy (in RF/t) that can be received by a Leadstone Fluxduct. This base value will scale with duct level. [range: 100 ~ 10000, default: 1000]
I:BaseTransfer=1000
}
Recipes {
B:UseFluidTransposer=true
}
}
General {
# If TRUE, Ducts will display debug information where applicable. [default: false]
B:ShowDebugInfo=false
}
Version {
S:Identifier=2.5.4
}

@ -0,0 +1,51 @@
[
{"block": "minecraft:sapling", "meta": false},
{"block": "minecraft:golden_rail", "meta": 0},
{"block": "minecraft:detector_rail", "meta": 0},
{"block": "minecraft:web", "meta": 0},
{"block": "minecraft:deadbush", "meta": 0},
{"block": "minecraft:tallgrass", "meta": 1},
{"block": "minecraft:tallgrass", "meta": 2},
{"block": "minecraft:yellow_flower", "meta": 0},
{"block": "minecraft:red_flower", "meta": false},
{"block": "minecraft:brown_mushroom", "meta": 0},
{"block": "minecraft:red_mushroom", "meta": 0},
{"block": "minecraft:torch", "meta": false},
{"block": "minecraft:ladder", "meta": false},
{"block": "minecraft:rail", "meta": false},
{"block": "minecraft:lever", "meta": false},
{"block": "minecraft:stone_pressure_plate", "meta": 0},
{"block": "minecraft:wooden_pressure_plate", "meta": 0},
{"block": "minecraft:redstone_torch", "meta": false},
{"block": "minecraft:stone_button", "meta": false},
{"block": "minecraft:snow_layer", "meta": 0},
{"block": "minecraft:fence", "meta": 0},
{"block": "minecraft:trapdoor", "meta": 0},
{"block": "minecraft:vine", "meta": 0},
{"block": "minecraft:fence_gate", "meta": 0},
{"block": "minecraft:waterlily", "meta": 0},
{"block": "minecraft:nether_brick_fence", "meta": 0},
{"block": "minecraft:cobblestone_wall", "meta": 0},
{"block": "minecraft:cobblestone_wall", "meta": 1},
{"block": "minecraft:wooden_button", "meta": 0},
{"block": "minecraft:anvil", "meta": false},
{"block": "minecraft:light_weighted_pressure_plate", "meta": 0},
{"block": "minecraft:heavy_weighted_pressure_plate", "meta": 0},
{"block": "minecraft:activator_rail", "meta": 0},
{"block": "minecraft:iron_trapdoor", "meta": 0},
{"block": "minecraft:carpet", "meta": false},
{"block": "minecraft:double_plant", "meta": false},
{"block": "minecraft:spruce_fence_gate", "meta": 0},
{"block": "minecraft:birch_fence_gate", "meta": 0},
{"block": "minecraft:jungle_fence_gate", "meta": 0},
{"block": "minecraft:dark_oak_fence_gate", "meta": 0},
{"block": "minecraft:acacia_fence_gate", "meta": 0},
{"block": "minecraft:spruce_fence", "meta": 0},
{"block": "minecraft:birch_fence", "meta": 0},
{"block": "minecraft:jungle_fence", "meta": 0},
{"block": "minecraft:dark_oak_fence", "meta": 0},
{"block": "minecraft:acacia_fence", "meta": 0},
{"block": "minecraft:end_rod", "meta": 0},
{"block": "minecraft:chorus_plant", "meta": 0},
{"block": "minecraft:chorus_flower", "meta": 0}
]

@ -0,0 +1,108 @@
# Configuration file
Coolant {
B:Plugins.JEI=true
}
Device {
Diffuser {
# If TRUE, the Decoctive Diffuser will display potion effect particles.
B:EnableParticles=true
}
}
Interface {
# If TRUE, Thermal Expansion Florbs appear under the general "Thermal Expansion" Creative Tab. Does not work if "Thermal Series" Creative Tabs are in use. [default: false]
B:FlorbsInCommonTab=false
# If TRUE, Thermal Expansion Items and Tools appear under the general "Thermal Expansion" Creative Tab. Does not work if "Thermal Series" Creative Tabs are in use. [default: false]
B:ItemsInCommonTab=false
# If TRUE, Thermal Expansion Morbs appear under the general "Thermal Expansion" Creative Tab. Does not work if "Thermal Series" Creative Tabs are in use. [default: false]
B:MorbsInCommonTab=false
CreativeTabs {
# Set the default level for the Blocks shown in the Creative Tab, if all levels are not shown. [range: 0 ~ 4, default: 0]
I:DefaultLevel=0
# If TRUE, Florbs will be completely hidden from Creative Mode and JEI. [default: false]
B:HideFlorbs=false
# If TRUE, Morbs will be completely hidden from Creative Mode and JEI. [default: false]
B:HideMorbs=false
# If TRUE, all regular levels for a given Block will show in the Creative Tab. [default: false]
B:ShowAllBlockLevels=false
# If TRUE, Creative version of Blocks will show in the Creative Tab. [default: false]
B:ShowCreativeBlocks=false
}
GUI {
# If TRUE, alternate slot overlay textures will be used in GUIs which use them. Can be combined with Color Blind textures. [default: false]
B:AlternateSlotOverlayTextures=false
# If TRUE, color blind slot overlay textures will be used in GUIs which use them. Can be combined with Alternate textures. [default: false]
B:ColorBlindSlotOverlayTextures=false
}
}
Plugins {
JEI {
B:Device.Factorizer=true
B:Dynamo.Compression=true
B:Dynamo.Enervation=true
B:Dynamo.Magmatic=true
B:Dynamo.Numismatic=true
B:Dynamo.Reactant=true
B:Dynamo.Steam=true
B:Machine.Brewer=true
B:Machine.Centrifuge=true
B:Machine.Charger=true
B:Machine.Compactor=true
B:Machine.Crucible=true
B:Machine.Enchanter=true
B:Machine.Extruder=true
B:Machine.Furnace=true
B:Machine.Insolator=true
B:Machine.Precipitator=true
B:Machine.Pulverizer=true
B:Machine.Refinery=true
B:Machine.Sawmill=true
B:Machine.Smelter=true
B:Machine.Transposer=true
}
}
Render {
# If TRUE, Dynamos will have animated coil textures. [default: true]
B:AnimatedDynamoCoilTextures=true
# If TRUE, Dynamos will display overlay textures corresponding to their block level. [default: true]
B:RenderDynamoLevelOverlay=true
# If TRUE, Machines will display overlay textures corresponding to their block level. [default: true]
B:RenderMachineLevelOverlay=true
}
Sounds {
# If TRUE, various Thermal Expansion Blocks will play ambient sounds when active. [default: true]
B:EnableSounds=true
}
Version {
S:Identifier=5.5.3
}

@ -0,0 +1,715 @@
# Configuration file
Device {
# If TRUE, most Devices will no longer have Auto-Input functionality. Not recommended, but knock yourself out.
B:DisableAutoInput=false
# If TRUE, most Devices will no longer have Auto-Output functionality. Not recommended, but knock yourself out.
B:DisableAutoOutput=false
# If TRUE, Devices are securable.
B:Securable=true
WaterGen {
B:Enable=true
# If TRUE, the Aqueous Accumulator will act as an Infinite Source and will also function in the Nether.
B:Infinite=false
# If TRUE, the Aqueous Accumulator will produce water very slowly even without adjacent source blocks.
B:PassiveGeneration=false
}
Nullifier {
B:Enable=true
}
HeatSink {
B:Enable=true
}
Tapper {
B:Enable=true
# Adjust this value to set the number of cycles Phyto-Gro lasts. [range: 2 ~ 64, default: 8]
I:FertilizerDuration=8
# If TRUE, the Arboreal Extractor will REQUIRE Phyto-Gro to operate.
B:RequireFertilizer=false
}
Fisher {
# Adjust this value to set the number of cycles Aqua-Chow lasts. [range: 2 ~ 64, default: 8]
I:BaitDuration=8
B:Enable=true
# If TRUE, the Aquatic Entangler will REQUIRE Aqua-Chow to operate.
B:RequireBait=false
}
ItemBuffer {
B:Enable=true
}
FluidBuffer {
B:Enable=true
}
Lexicon {
B:Enable=true
}
XpCollector {
B:Enable=true
# Adjust this value to change the capture radius for the Insightful Condenser. [range: 2 ~ 16, default: 5]
I:Radius=5
}
Diffuser {
B:Enable=true
# Adjust this value to change the area effect radius when Lingering Potion fluid is used in a Decoctive Diffuser. [range: 2 ~ 16, default: 8]
I:LingeringPotionRadius=8
# Adjust this value to change the area effect radius when Potion fluid is used in a Decoctive Diffuser. [range: 2 ~ 16, default: 4]
I:PotionRadius=4
# Adjust this value to change the area effect radius when Splash Potion fluid is used in a Decoctive Diffuser. [range: 2 ~ 16, default: 6]
I:SplashPotionRadius=6
}
Factorizer {
B:Enable=true
}
MobCatcher {
B:Enable=true
# Adjust this value to change the capture radius for the Creature Encaptulator. [range: 2 ~ 16, default: 5]
I:Radius=4
}
ItemCollector {
B:Enable=true
# Adjust this value to change the capture radius for the Vacuumulator. [range: 2 ~ 16, default: 5]
I:Radius=5
}
}
Dynamo {
# If TRUE, 'Classic' Crafting is enabled - Non-Creative Upgrade Kits WILL NOT WORK in a Crafting Grid.
B:ClassicCrafting=false
# If TRUE, Dynamo Augment Slot scaling will use a custom set of values rather than default behavior (1/level).
B:CustomAugmentScaling=false
# If TRUE, Dynamo RF/t (POWER) scaling will use a custom set of values rather than default behavior. The default custom configuration provides a reasonable alternate progression.
B:CustomPowerScaling=false
# If TRUE, Dynamos are securable.
B:Securable=true
# If TRUE, Dynamos will have much smaller internal energy (RF) storage. Generation speed will no longer scale with internal energy.
B:SmallStorage=false
# If TRUE, Dynamos are upgradable. If disabled, be sure and change the Augment Progression.
B:Upgradable=true
# If TRUE, Dynamos can be upgraded in a Crafting Grid using Kits. If Classic Crafting is enabled, only the Creative Conversion Kit may be used in this fashion.
B:UpgradeKitCrafting=false
##########################################################################################################
# AugmentSlots
#--------------------------------------------------------------------------------------------------------#
# Adjust the number of augments that Dynamos have at any given Level.
# Progression will be checked for validity - upgrading a block cannot result in fewer slots.
##########################################################################################################
AugmentSlots {
# Augment Slots for Level 0 Dynamos. [range: 0 ~ 9, default: 0]
I:Level0=0
# Augment Slots for Level 1 Dynamos. [range: 0 ~ 9, default: 1]
I:Level1=1
# Augment Slots for Level 2 Dynamos. [range: 0 ~ 9, default: 2]
I:Level2=2
# Augment Slots for Level 3 Dynamos. [range: 0 ~ 9, default: 3]
I:Level3=3
# Augment Slots for Level 4 Dynamos. [range: 0 ~ 9, default: 4]
I:Level4=4
}
##########################################################################################################
# CustomPowerScaling
#--------------------------------------------------------------------------------------------------------#
# ADVANCED FEATURE - ONLY EDIT IF YOU KNOW WHAT YOU ARE DOING.
# Values are expressed as a percentage of Base Power; Base Scale Factor is 100 percent.
# Values will be checked for validity and rounded down to the nearest 10.
##########################################################################################################
CustomPowerScaling {
# Scale Factor for Level 1 Dynamos. [range: 100 ~ 400, default: 150]
I:Level1=150
# Scale Factor for Level 2 Dynamos. [range: 100 ~ 900, default: 250]
I:Level2=250
# Scale Factor for Level 3 Dynamos. [range: 100 ~ 1600, default: 400]
I:Level3=400
# Scale Factor for Level 4 Dynamos. [range: 100 ~ 2500, default: 600]
I:Level4=600
}
Steam {
# Adjust this value to change the Energy generation (in RF/t) for a Steam Dynamo. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 40]
I:BasePower=40
B:Enable=true
}
Magmatic {
# Adjust this value to change the Energy generation (in RF/t) for a Magmatic Dynamo. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 40]
I:BasePower=40
B:Enable=true
}
Compression {
# Adjust this value to change the Energy generation (in RF/t) for a Compression Dynamo. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 40]
I:BasePower=40
B:Enable=true
}
Reactant {
# Adjust this value to change the Energy generation (in RF/t) for a Reactant Dynamo. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 40]
I:BasePower=40
B:Enable=true
}
Enervation {
# Adjust this value to change the Energy generation (in RF/t) for an Enervation Dynamo. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 40]
I:BasePower=40
B:Enable=true
}
Numismatic {
# Adjust this value to change the Energy generation (in RF/t) for a Numismatic Dynamo. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 40]
I:BasePower=40
B:Enable=true
}
}
Item {
Capacitor {
# Adjust this value to change the amount of Energy (in RF) stored by a Basic Flux Capacitor. This base value will scale with item level. [range: 10000 ~ 10000000, default: 1000000]
I:BaseCapacity=1000000
# Adjust this value to change the amount of Energy (in RF/t) that can be received by a Basic Flux Capacitor. This base value will scale with item level. [range: 100 ~ 1000000, default: 2000]
I:BaseReceive=2000
# Adjust this value to change the amount of Energy (in RF/t) that can be sent by a Basic Flux Capacitor. This base value will scale with item level. [range: 100 ~ 1000000, default: 1000]
I:BaseSend=1000
B:Enable=true
}
Reservoir {
# Adjust this value to change the amount of Fluid (in mB) stored by a Basic Reservoir. This base value will scale with item level. [range: 2000 ~ 100000, default: 10000]
I:BaseCapacity=10000
B:Enable=true
}
Satchel {
B:Enable=true
}
Augment {
# If TRUE, the recipe for the Compactor's Coin Specialization is enabled. [default: true]
B:AugmentCompactorCoin=true
# If TRUE, the recipe for the Compactor's Gear Specialization is enabled. [default: true]
B:AugmentCompactorGear=true
# If TRUE, the recipe for the Extruder's Sedimentary Specialization is enabled. [default: true]
B:AugmentExtruderSedimentary=true
# If TRUE, the recipe for the Furnace's Food Specialization is enabled. [default: true]
B:AugmentFurnaceFood=true
# If TRUE, the recipe for the Furnace's Ore Specialization is enabled. [default: true]
B:AugmentFurnaceOre=true
# If TRUE, the recipe for the Furnace's Pyrolysis Specialization is enabled. [default: true]
B:AugmentFurnacePyrolysis=true
# If TRUE, the recipe for the Pulverizer's Petrotheum Specialization is enabled. [default: true]
B:AugmentPulverizerPetrotheum=true
# If TRUE, the recipe for the Refinery's Potion Specialization is enabled. [default: true]
B:AugmentRefineryPotion=true
# If TRUE, the recipe for the Smelter's Pyrotheum Specialization is enabled. [default: true]
B:AugmentSmelterPyrotheum=true
}
}
Machine {
# If TRUE, 'Classic' Crafting is enabled - Non-Creative Upgrade Kits WILL NOT WORK in a Crafting Grid.
B:ClassicCrafting=false
# If TRUE, Machine Augment Slot scaling will use a custom set of values rather than default behavior (1/level).
B:CustomAugmentScaling=false
# If TRUE, Machine Total RF (ENERGY) scaling will use a custom set of values rather than default behavior (no scaling). The default custom configuration provides an alternate progression where machines use 5% additional total RF per tier.
B:CustomEnergyScaling=false
# If TRUE, Machine RF/t (POWER) scaling will use a custom set of values rather than default behavior. The default custom configuration provides a reasonable alternate progression.
B:CustomPowerScaling=false
# If TRUE, Machines will no longer have Auto-Input functionality. Not recommended, but knock yourself out.
B:DisableAutoInput=false
# If TRUE, Machines will no longer have Auto-Output functionality. Not recommended, but knock yourself out.
B:DisableAutoOutput=false
# If TRUE, Machines are securable.
B:Securable=true
# If TRUE, Machines will have much smaller internal energy (RF) storage. Processing speed will no longer scale with internal energy.
B:SmallStorage=false
# If TRUE, Machines are upgradable. If disabled, be sure and change the Augment Scaling config options as well.
B:Upgradable=true
# If TRUE, Machines can be upgraded in a Crafting Grid using Kits. If Classic Crafting is enabled, only the Creative Conversion Kit may be used in this fashion.
B:UpgradeKitCrafting=false
##########################################################################################################
# AugmentSlots
#--------------------------------------------------------------------------------------------------------#
# Adjust the number of augments that Machines have at any given Level.
# Progression will be checked for validity - upgrading a block cannot result in fewer slots.
##########################################################################################################
AugmentSlots {
# Augment Slots for Level 0 Machines. [range: 0 ~ 9, default: 0]
I:Level0=0
# Augment Slots for Level 1 Machines. [range: 0 ~ 9, default: 1]
I:Level1=1
# Augment Slots for Level 2 Machines. [range: 0 ~ 9, default: 2]
I:Level2=2
# Augment Slots for Level 3 Machines. [range: 0 ~ 9, default: 3]
I:Level3=3
# Augment Slots for Level 4 Machines. [range: 0 ~ 9, default: 4]
I:Level4=4
}
##########################################################################################################
# CustomPowerScaling
#--------------------------------------------------------------------------------------------------------#
# ADVANCED FEATURE - ONLY EDIT IF YOU KNOW WHAT YOU ARE DOING.
# Values are expressed as a percentage of Base Power; Base Scale Factor is 100 percent.
# Values will be checked for validity and rounded down to the nearest 10.
##########################################################################################################
CustomPowerScaling {
# Scale Factor for Level 1 Machines. [range: 100 ~ 400, default: 150]
I:Level1=150
# Scale Factor for Level 2 Machines. [range: 100 ~ 900, default: 250]
I:Level2=250
# Scale Factor for Level 3 Machines. [range: 100 ~ 1600, default: 400]
I:Level3=400
# Scale Factor for Level 4 Machines. [range: 100 ~ 2500, default: 600]
I:Level4=600
}
##########################################################################################################
# CustomEnergyScaling
#--------------------------------------------------------------------------------------------------------#
# ADVANCED FEATURE - ONLY EDIT IF YOU KNOW WHAT YOU ARE DOING.
# Values are expressed as a percentage of Base Energy; Base Scale Factor is 100 percent.
# Values will be checked for validity and rounded down to the nearest 5.
##########################################################################################################
CustomEnergyScaling {
# Scale Factor for Level 1 Machines. [range: 100 ~ 400, default: 105]
I:Level1=105
# Scale Factor for Level 2 Machines. [range: 100 ~ 900, default: 110]
I:Level2=110
# Scale Factor for Level 3 Machines. [range: 100 ~ 1600, default: 115]
I:Level3=115
# Scale Factor for Level 4 Machines. [range: 100 ~ 2500, default: 120]
I:Level4=120
}
Furnace {
# Adjust this value to change the Energy consumption (in RF/t) for a Redstone Furnace. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 20]
I:BasePower=20
B:Enable=true
}
Pulverizer {
# Adjust this value to change the Energy consumption (in RF/t) for a Pulverizer. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 20]
I:BasePower=20
B:Enable=true
# Adjust this value to change the default Ore -> Dust Multiplier for this machine. [range: 1 ~ 8, default: 2]
I:"Ore -> Dust Multiplier"=2
}
Sawmill {
# Adjust this value to change the Energy consumption (in RF/t) for a Sawmill. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 20]
I:BasePower=20
B:Enable=true
# Adjust this value to change the default Log -> Plank Multiplier for this machine. [range: 1.0 ~ 8.0, default: 1.5]
S:"Log -> Plank Multiplier"=1.5
}
Smelter {
# Adjust this value to change the Energy consumption (in RF/t) for an Induction Smelter. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 20]
I:BasePower=20
B:Enable=true
}
Insolator {
# Adjust this value to change the Energy consumption (in RF/t) for a Phytogenic Insolator. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 20]
I:BasePower=20
B:Enable=true
}
Compactor {
# Adjust this value to change the Energy consumption (in RF/t) for a Compactor. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 20]
I:BasePower=20
B:Enable=true
}
Crucible {
# Adjust this value to change the Energy consumption (in RF/t) for a Magma Crucible. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 40]
I:BasePower=40
B:Enable=true
}
Refinery {
# Adjust this value to change the Energy consumption (in RF/t) for a Fractionating Still. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 20]
I:BasePower=20
B:Enable=true
}
Transposer {
# Adjust this value to change the Energy consumption (in RF/t) for a Fluid Transposer. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 20]
I:BasePower=20
B:Enable=true
}
Charger {
# Adjust this value to change the Energy consumption (in RF/t) for an Energetic Infuser. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 40]
I:BasePower=40
B:Enable=true
# Adjust this value to change the amount of RF per point of durability in the Energetic Infuser with the Flux Reconstruction augment. [range: 100 ~ 10000, default: 500]
I:RepairEnergy=500
# Adjust this value to change the amount of Essence of Knowledge per point of durability in the Energetic Infuser with the Flux Reconstruction augment. [range: 1 ~ 1000, default: 5]
I:RepairFluid=5
# Adjust this value to change the wireless range for the Energetic Infuser with the Parabolic Flux Coupling augment. [range: 8 ~ 128, default: 32]
I:WirelessRange=32
}
Centrifuge {
# Adjust this value to change the Energy consumption (in RF/t) for a Centrifugal Separator. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 20]
I:BasePower=20
B:Enable=true
}
Crafter {
# Adjust this value to change the Energy consumption (in RF/t) for a Sequential Fabricator. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 20]
I:BasePower=20
B:Enable=true
}
Brewer {
# Adjust this value to change the Energy consumption (in RF/t) for a BREWER. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 20]
I:BasePower=20
B:Enable=true
}
Enchanter {
# Adjust this value to change the Energy consumption (in RF/t) for an Arcane Ensorcellator. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 20]
I:BasePower=20
B:Enable=true
}
Precipitator {
# Adjust this value to change the Energy consumption (in RF/t) for a Glacial Precipitator. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 20]
I:BasePower=20
B:Enable=true
}
Extruder {
# Adjust this value to change the Energy consumption (in RF/t) for an Igneous Extruder. This base value will scale with block level and Augments. [range: 10 ~ 200, default: 20]
I:BasePower=20
B:Enable=true
}
}
Plugins {
# If TRUE, support for AbyssalCraft is enabled. [default: true]
B:AbyssalCraft=true
# If TRUE, support for Actually Additions is enabled. [default: true]
B:"Actually Additions"=true
# If TRUE, support for Applied Energistics 2 is enabled. [default: true]
B:"Applied Energistics 2"=true
# If TRUE, support for Astral Sorcery is enabled. [default: true]
B:"Astral Sorcery"=true
# If TRUE, support for Biomes O' Plenty is enabled. [default: true]
B:"Biomes O' Plenty"=true
# If TRUE, support for Chisel is enabled. [default: true]
B:Chisel=true
# If TRUE, support for Computronics is enabled. [default: true]
B:Computronics=true
# If TRUE, support for Elemental Dimensions is enabled. [default: true]
B:"Elemental Dimensions"=true
# If TRUE, support for Ender IO is enabled. [default: true]
B:"Ender IO"=true
# If TRUE, support for EvilCraft is enabled. [default: true]
B:EvilCraft=true
# If TRUE, support for Extra Alchemy is enabled. [default: true]
B:"Extra Alchemy"=true
# If TRUE, support for Extra Bees is enabled. [default: true]
B:"Extra Bees"=true
# If TRUE, support for Extra Trees is enabled. [default: true]
B:"Extra Trees"=true
# If TRUE, support for Extra Utilities 2 is enabled. [default: true]
B:"Extra Utilities 2"=true
# If TRUE, support for Familiar Fauna is enabled. [default: true]
B:"Familiar Fauna"=true
# If TRUE, support for Forestry is enabled. [default: true]
B:Forestry=true
# If TRUE, support for Gendustry is enabled. [default: true]
B:Gendustry=true
# If TRUE, support for Ice and Fire is enabled. [default: true]
B:"Ice and Fire"=true
# If TRUE, support for Immersive Engineering is enabled. [default: true]
B:"Immersive Engineering"=true
# If TRUE, support for IndustrialCraft 2 is enabled. [default: true]
B:"IndustrialCraft 2"=true
# If TRUE, support for Integrated Dynamics is enabled. [default: true]
B:"Integrated Dynamics"=true
# If TRUE, support for Magic Bees is enabled. [default: true]
B:"Magic Bees"=true
# If TRUE, support for Mowzie's Mobs is enabled. [default: true]
B:"Mowzie's Mobs"=true
# If TRUE, support for Mystical Agriculture is enabled. [default: true]
B:"Mystical Agriculture"=true
# If TRUE, support for Mystical Wildlife is enabled. [default: true]
B:"Mystical Wildlife"=true
# If TRUE, support for Natura is enabled. [default: true]
B:Natura=true
# If TRUE, support for Pam's BoneCraft is enabled. [default: true]
B:"Pam's BoneCraft"=true
# If TRUE, support for Pam's HarvestCraft is enabled. [default: true]
B:"Pam's HarvestCraft"=true
# If TRUE, support for Pam's Redbud Tree is enabled. [default: true]
B:"Pam's Redbud Tree"=true
# If TRUE, support for Pam's Spooky Tree is enabled. [default: true]
B:"Pam's Spooky Tree"=true
# If TRUE, support for Plants is enabled. [default: true]
B:Plants=true
# If TRUE, support for Primal Core is enabled. [default: true]
B:"Primal Core"=true
# If TRUE, support for Quark is enabled. [default: true]
B:Quark=true
# If TRUE, support for Rustic is enabled. [default: true]
B:Rustic=true
# If TRUE, support for Tech Reborn is enabled. [default: true]
B:"Tech Reborn"=true
# If TRUE, support for Terraqueous is enabled. [default: true]
B:Terraqueous=true
# If TRUE, support for Thaumcraft is enabled. [default: true]
B:Thaumcraft=true
# If TRUE, support for The Betweenlands is enabled. [default: true]
B:"The Betweenlands"=true
# If TRUE, support for The One Probe is enabled. [default: true]
B:"The One Probe"=true
# If TRUE, support for Tinkers' Construct is enabled. [default: true]
B:"Tinkers' Construct"=true
# If TRUE, support for Traverse is enabled. [default: true]
B:Traverse=true
# If TRUE, support for Tropicraft is enabled. [default: true]
B:Tropicraft=true
# If TRUE, support for Twilight Forest is enabled. [default: true]
B:"Twilight Forest"=true
# If TRUE, support for Underground Biomes is enabled. [default: true]
B:"Underground Biomes"=true
}
Storage {
Cell {
# Adjust this value to change the amount of Energy (in RF) stored by a Basic Cell. This base value will scale with block level. [range: 50000 ~ 20000000, default: 2000000]
I:BaseCapacity=2000000
# Adjust this value to change the amount of Energy (in RF/t) that can be received by a Basic Cell. This base value will scale with block level. [range: 100 ~ 10000, default: 1000]
I:BaseReceive=1000
# Adjust this value to change the amount of Energy (in RF/t) that can be sent by a Basic Cell. This base value will scale with block level. [range: 100 ~ 10000, default: 1000]
I:BaseSend=1000
# If TRUE, 'Classic' Crafting is enabled - Non-Creative Upgrade Kits WILL NOT WORK in a Crafting Grid.
B:ClassicCrafting=false
# If TRUE, Energy Cells may be turned into Creative versions using a Creative Conversion Kit.
B:Creative=true
# If TRUE, Energy Cells are enabled.
B:Enable=true
# If TRUE, Energy Cells are securable.
B:Securable=true
# If TRUE, Energy Cells can be upgraded in a Crafting Grid using Kits. If Classic Crafting is enabled, only the Creative Conversion Kit may be used in this fashion.
B:UpgradeKitCrafting=false
}
Tank {
# Adjust this value to change the amount of Fluid (in mB) stored by a Basic Tank. This base value will scale with block level. [range: 2000 ~ 1000000, default: 20000]
I:BaseCapacity=20000
# If TRUE, 'Classic' Crafting is enabled - Non-Creative Upgrade Kits WILL NOT WORK in a Crafting Grid.
B:ClassicCrafting=false
# If TRUE, Tanks may be turned into Creative versions using a Creative Conversion Kit.
B:Creative=true
# If TRUE, Tanks are enabled.
B:Enable=true
# If TRUE, Tanks are securable.
B:Securable=true
# If TRUE, Tanks can be upgraded in a Crafting Grid using Kits. If Classic Crafting is enabled, only the Creative Conversion Kit may be used in this fashion.
B:UpgradeKitCrafting=false
}
Cache {
# Adjust this value to change the amount of Items stored by a Basic Cache. This base value will scale with block level. [range: 500 ~ 500000, default: 20000]
I:BaseCapacity=20000
# If TRUE, 'Classic' Crafting is enabled - Non-Creative Upgrade Kits WILL NOT WORK in a Crafting Grid.
B:ClassicCrafting=false
# If TRUE, Caches may be turned into Creative versions using a Creative Conversion Kit.
B:Creative=true
# If TRUE, Caches are enabled.
B:Enable=true
# If TRUE, Caches can be upgraded in a Crafting Grid using Kits. If Classic Crafting is enabled, only the Creative Conversion Kit may be used in this fashion.
B:UpgradeKitCrafting=false
}
Strongbox {
# If TRUE, 'Classic' Crafting is enabled - Non-Creative Upgrade Kits WILL NOT WORK in a Crafting Grid.
B:ClassicCrafting=false
# If TRUE, Strongboxes may be turned into Creative versions using a Creative Conversion Kit.
B:Creative=true
# If TRUE, Strongboxes are enabled.
B:Enable=true
# If TRUE, Strongboxes are securable.
B:Securable=true
# If TRUE, Strongboxes can be upgraded in a Crafting Grid using Kits. If Classic Crafting is enabled, only the Creative Conversion Kit may be used in this fashion.
B:UpgradeKitCrafting=false
}
}
Upgrades {
# This sets the minimum upgradeable block tier for Automatic Input functionality. [range: 0 ~ 4, default: 0]
I:LevelAutoInput=0
# This sets the minimum upgradeable block tier for Automatic Output functionality. [range: 0 ~ 4, default: 0]
I:LevelAutoOutput=0
# This sets the minimum upgradeable block tier for Redstone Control functionality. [range: 0 ~ 4, default: 0]
I:LevelRedstoneControl=0
}
Version {
S:Identifier=5.5.3
}

@ -0,0 +1,20 @@
# Configuration file
Blacklist {
# List of fluids that are not allowed to be placed in Florbs. [default: [Ljava.lang.String;@35d8d8ef]
S:Blacklist <
>
}
General {
# If TRUE, the recipes for Florbs are enabled. Setting this to FALSE means that you actively dislike fun things. [default: true]
B:EnableRecipe=true
}
Version {
S:Identifier=5.5.3
}

@ -0,0 +1,20 @@
# Configuration file
Blacklist {
# List of entities that are not allowed to be placed in Morbs. Mobs without spawn eggs are automatically disallowed. [default: [Ljava.lang.String;@1dbbd13d]
S:Blacklist <
>
}
General {
# If TRUE, the recipes for Morbs are enabled. Setting this to FALSE means that you actively dislike fun things and/or Pokemon tributes. [default: true]
B:EnableRecipe=true
}
Version {
S:Identifier=5.5.3
}

@ -0,0 +1,40 @@
# Configuration file
Global {
# If TRUE, Creative versions of Items will show in Creative Tabs. [default: true]
B:ShowCreativeItems=true
# If TRUE, Empty versions of Items which contain a specific resource (such as RF or Water) will show in Creative Tabs. [default: false]
B:ShowEmptyItems=false
# If TRUE, Full versions of Items which contain a specific resource (such as RF or Water) will show in Creative Tabs. [default: true]
B:ShowFullItems=true
# If TRUE, all Thermal Series mods will be share common pre-configured "Thermal Series" Creative Tabs. Basic Armor and Basic Tools will go to appropriate vanilla Creative Tabs. [default: true]
B:ThermalSeriesTabs=true
}
Interface {
# If TRUE, Thermal Foundation Basic Armor Sets appear under the general "Thermal Foundation" Creative Tab. Does not work if "Thermal Series" Creative Tabs are in use. [default: false]
B:ArmorInCommonTab=false
# If TRUE, Thermal Foundation Basic Tools appear under the general "Thermal Foundation" Creative Tab. Does not work if "Thermal Series" Creative Tabs are in use. [default: false]
B:ToolsInCommonTab=false
# If TRUE, Thermal Foundation Utility Items appear under the general "Thermal Foundation" Creative Tab. Does not work if "Thermal Series" Creative Tabs are in use. [default: false]
B:UtilsInCommonTab=false
}
Render {
# If TRUE, Ender devices will be a bit more Cagey year-round. [default: false]
B:CageyEnder=false
}
Version {
S:Identifier=2.6.2
}

@ -0,0 +1,619 @@
# Configuration file
Block {
OreFluid {
# If TRUE, Clathrates will create fluid when broken.
B:FluidOnBreaking=true
}
}
Equipment {
# If TRUE, recipes for all Armor Sets are disabled. [default: false]
B:DisableAllArmorRecipes=false
# If TRUE, recipes for all new Bows will be disabled, leaving only the Vanilla Bow [default: false]
B:DisableAllBows=false
# If TRUE, recipes for all new Fishing Rods will be disabled, leaving only the Vanilla (Wood) Fishing Rod [default: false]
B:DisableAllFishingRods=false
# If TRUE, recipes for all new Shears will be disabled, leaving only the Vanilla (Iron) Shears. [default: false]
B:DisableAllShears=false
# If TRUE, recipes for all new Shields will be disabled, leaving only the Vanilla (Wood) Shield [default: false]
B:DisableAllShields=false
# If TRUE, recipes for all Tools are disabled. [default: false]
B:DisableAllToolRecipes=false
# If TRUE, recipes for new Vanilla material (Wood, Stone, Iron, Gold, Diamond) Tools are disabled. [default: false]
B:DisableVanillaToolRecipes=false
# If TRUE, items which have had their recipes disabled will show in the Creative Tab and JEI. [default: false]
B:ShowDisabledEquipment=false
Armor {
Copper {
B:Boots=true
B:Chestplate=true
B:Helmet=true
B:Leggings=true
}
Tin {
B:Boots=true
B:Chestplate=true
B:Helmet=true
B:Leggings=true
}
Silver {
B:Boots=true
B:Chestplate=true
B:Helmet=true
B:Leggings=true
}
Lead {
B:Boots=true
B:Chestplate=true
B:Helmet=true
B:Leggings=true
}
Aluminum {
B:Boots=true
B:Chestplate=true
B:Helmet=true
B:Leggings=true
}
Nickel {
B:Boots=true
B:Chestplate=true
B:Helmet=true
B:Leggings=true
}
Platinum {
B:Boots=true
B:Chestplate=true
B:Helmet=true
B:Leggings=true
}
Steel {
B:Boots=true
B:Chestplate=true
B:Helmet=true
B:Leggings=true
}
Electrum {
B:Boots=true
B:Chestplate=true
B:Helmet=true
B:Leggings=true
}
Invar {
B:Boots=true
B:Chestplate=true
B:Helmet=true
B:Leggings=true
}
Bronze {
B:Boots=true
B:Chestplate=true
B:Helmet=true
B:Leggings=true
}
Constantan {
B:Boots=true
B:Chestplate=true
B:Helmet=true
B:Leggings=true
}
}
Tools {
Copper {
B:Axe=true
B:Bow=true
B:Excavator=true
B:FishingRod=true
B:Hammer=true
B:Hoe=true
B:Pickaxe=true
B:Shears=true
B:Shield=true
B:Shovel=true
B:Sickle=true
B:Sword=true
}
Tin {
B:Axe=true
B:Bow=true
B:Excavator=true
B:FishingRod=true
B:Hammer=true
B:Hoe=true
B:Pickaxe=true
B:Shears=true
B:Shield=true
B:Shovel=true
B:Sickle=true
B:Sword=true
}
Silver {
B:Axe=true
B:Bow=true
B:Excavator=true
B:FishingRod=true
B:Hammer=true
B:Hoe=true
B:Pickaxe=true
B:Shears=true
B:Shield=true
B:Shovel=true
B:Sickle=true
B:Sword=true
}
Lead {
B:Axe=true
B:Bow=true
B:Excavator=true
B:FishingRod=true
B:Hammer=true
B:Hoe=true
B:Pickaxe=true
B:Shears=true
B:Shield=true
B:Shovel=true
B:Sickle=true
B:Sword=true
}
Aluminum {
B:Axe=true
B:Bow=true
B:Excavator=true
B:FishingRod=true
B:Hammer=true
B:Hoe=true
B:Pickaxe=true
B:Shears=true
B:Shield=true
B:Shovel=true
B:Sickle=true
B:Sword=true
}
Nickel {
B:Axe=true
B:Bow=true
B:Excavator=true
B:FishingRod=true
B:Hammer=true
B:Hoe=true
B:Pickaxe=true
B:Shears=true
B:Shield=true
B:Shovel=true
B:Sickle=true
B:Sword=true
}
Platinum {
B:Axe=true
B:Bow=true
B:Excavator=true
B:FishingRod=true
B:Hammer=true
B:Hoe=true
B:Pickaxe=true
B:Shears=true
B:Shield=true
B:Shovel=true
B:Sickle=true
B:Sword=true
}
Steel {
B:Axe=true
B:Bow=true
B:Excavator=true
B:FishingRod=true
B:Hammer=true
B:Hoe=true
B:Pickaxe=true
B:Shears=true
B:Shield=true
B:Shovel=true
B:Sickle=true
B:Sword=true
}
Electrum {
B:Axe=true
B:Bow=true
B:Excavator=true
B:FishingRod=true
B:Hammer=true
B:Hoe=true
B:Pickaxe=true
B:Shears=true
B:Shield=true
B:Shovel=true
B:Sickle=true
B:Sword=true
}
Invar {
B:Axe=true
B:Bow=true
B:Excavator=true
B:FishingRod=true
B:Hammer=true
B:Hoe=true
B:Pickaxe=true
B:Shears=true
B:Shield=true
B:Shovel=true
B:Sickle=true
B:Sword=true
}
Bronze {
B:Axe=true
B:Bow=true
B:Excavator=true
B:FishingRod=true
B:Hammer=true
B:Hoe=true
B:Pickaxe=true
B:Shears=true
B:Shield=true
B:Shovel=true
B:Sickle=true
B:Sword=true
}
Constantan {
B:Axe=true
B:Bow=true
B:Excavator=true
B:FishingRod=true
B:Hammer=true
B:Hoe=true
B:Pickaxe=true
B:Shears=true
B:Shield=true
B:Shovel=true
B:Sickle=true
B:Sword=true
}
}
Tool {
Wood {
B:Excavator=false
B:Hammer=false
B:Shears=false
B:Sickle=false
}
Stone {
B:Bow=false
B:Excavator=false
B:FishingRod=false
B:Hammer=false
B:Shears=false
B:Shield=false
B:Sickle=false
}
Iron {
B:Bow=true
B:Excavator=true
B:FishingRod=true
B:Hammer=true
B:Shield=true
B:Sickle=true
}
Diamond {
B:Bow=true
B:Excavator=true
B:FishingRod=true
B:Hammer=true
B:Shears=true
B:Shield=true
B:Sickle=true
}
Gold {
B:Bow=true
B:Excavator=true
B:FishingRod=true
B:Hammer=true
B:Shears=true
B:Shield=true
B:Sickle=true
}
}
}
Fluid {
CrudeOil {
# If TRUE, Crude Oil will be flammable. [default: true]
B:Flammable=true
}
Redstone {
# If TRUE, Fluid Redstone will emit a signal proportional to its fluid level. [default: true]
B:Effect=true
}
Glowstone {
# If TRUE, Fluid Glowstone Source blocks will condense back into solid Glowstone above a given y-value. [default: true]
B:Condense=true
# If TRUE, Fluid Glowstone will provide buffs to entities on contact. [default: true]
B:Effect=true
# If TRUE, Fluid Glowstone Source blocks will gradually float upwards. [default: true]
B:Float=true
# This adjusts the y-value where Fluid Glowstone will *always* condense, if that is enabled. It will also condense above 80% of this value, if it cannot flow. [range: 60 ~ 240, default: 120]
I:MaxHeight=120
}
Ender {
# If TRUE, Fluid Ender will randomly teleport entities on contact. [default: true]
B:Effect=true
}
Pyrotheum {
# If TRUE, Fluid Pyrotheum will be worse than lava. [default: true]
B:Effect=true
# If TRUE, Fluid Pyrotheum Source blocks will gradually fall downwards. [default: true]
B:Fall=true
}
Cryotheum {
# If TRUE, Fluid Cryotheum will be worse than lava, except cold. [default: true]
B:Effect=true
# If TRUE, Fluid Cryotheum Source blocks will gradually fall downwards. [default: true]
B:Fall=true
}
Aerotheum {
# If TRUE, Fluid Aerotheum Source blocks will dissipate back into air above a given y-value. [default: true]
B:Dissipate=true
# If TRUE, Fluid Aerotheum will slow and redirect entities on contact. [default: true]
B:Effect=true
# If TRUE, Fluid Aerotheum Source blocks will gradually float upwards. [default: true]
B:Float=true
# This adjusts the y-value where Fluid Aerotheum will *always* dissipate, if that is enabled. [range: 60 ~ 240, default: 120]
I:MaxHeight=120
}
Petrotheum {
# If TRUE, Fluid Petrotheum will break apart stone blocks. [default: true]
B:Effect=true
# If TRUE, Fluid Petrotheum will have an EXTREME effect on stone blocks. Fun but not recommended. [default: false]
B:Extreme=false
# If TRUE, Fluid Petrotheum Source blocks will gradually fall downwards. [default: true]
B:Fall=true
}
Mana {
# If TRUE, Fluid Mana will do...things. [default: true]
B:Effect=true
# If TRUE, Fluid Mana Source blocks will gradually fall downwards. [default: true]
B:Fall=true
}
}
General {
# If TRUE, non-Basic Gears will require an additional Iron Ingot to craft [default: false]
B:AlternateGears=false
# If TRUE, Basic (Wood and Stone) Gears will be craftable. [default: true]
B:BasicGears=true
# If TRUE, recipes for Basic Craftable Items (Gears, Parts) are disabled. Only enable this option if you understand the consequences. [default: false]
B:DisableBasicItemRecipes=false
# If TRUE, recipes for Upgrade Items (Kits) are disabled. Only enable this option if you understand the consequences. [default: false]
B:DisableUpgradeItemRecipes=false
# If TRUE, Cryotheum Dust can be used to create Ice and solidify Clathrates. [default: true]
B:EnableCryotheumCrafting=true
# If TRUE, Horse Armor will be craftable. [default: true]
B:EnableHorseArmorCrafting=true
# If TRUE, Petrotheum Dust can be used to break Ores into Dusts and Gems. [default: true]
B:EnablePetrotheumCrafting=true
# If TRUE, Pyrotheum Dust can be used to smelt Ores into Ingots. [default: true]
B:EnablePyrotheumCrafting=true
# If TRUE, Saddles will be craftable. [default: true]
B:EnableSaddleCrafting=true
# If TRUE, Fire-Immune mobs have a chance to drop Sulfur. [default: true]
B:FireImmuneMobsDropSulfur=true
}
Items {
HorseArmor {
B:Aluminum=true
B:Bronze=true
B:Constantan=true
B:Copper=true
B:Electrum=true
B:Invar=true
B:Lead=true
B:Nickel=true
B:Platinum=true
B:Silver=true
B:Steel=true
B:Tin=true
}
}
Lexicon {
# If TRUE, a default list will generate EVERY time. Enable this if you are satisfied with the default filtering and are adding/removing mods. [default: false]
B:AlwaysGenerateList=false
# If TRUE, a default list will be generated depending on your list setting. This will ONLY generate if no list file already exists OR the Always Generate option is enabled. [default: true]
B:GenerateDefaultList=true
# If TRUE, all entries will be echoed to the system LOG. [default: false]
B:LogEntries=false
# If TRUE, a WHITELIST is used, if FALSE, a BLACKLIST is used. [default: true]
B:UseWhiteList=true
}
Mob {
Blizz {
# If TRUE, Blizz attacks will inflict Slowness. [default: true]
B:Effect=true
# If TRUE, Blizzes will spawn naturally. [default: true]
B:Enable=true
# This sets the maximum light level Blizzes can spawn at, if restricted. [range: 0 ~ 15, default: 8]
I:LightLevel=8
# If TRUE, Blizzes will only spawn below a specified light level. [default: true]
B:LightLevelRestriction=true
# This sets the maximum number of Blizzes that spawn in a group. [range: 1 ~ 24, default: 4]
I:MaxGroupSize=4
# This sets the minimum number of Blizzes that spawn in a group. [range: 1 ~ 10, default: 1]
I:MinGroupSize=1
# This sets the relative spawn weight for Blizzes. [range: 1 ~ 20, default: 10]
I:SpawnWeight=10
}
Blitz {
# If TRUE, Blitz attacks will inflict Blindness. [default: true]
B:Effect=true
# If TRUE, Blitzes will spawn naturally. [default: true]
B:Enable=true
# This sets the maximum light level Blitzes can spawn at, if restricted. [range: 0 ~ 15, default: 8]
I:LightLevel=8
# If TRUE, Blitzes will only spawn below a specified light level. [default: true]
B:LightLevelRestriction=true
# This sets the maximum number of Blitzes that spawn in a group. [range: 1 ~ 24, default: 4]
I:MaxGroupSize=4
# This sets the minimum number of Blitzes that spawn in a group. [range: 1 ~ 10, default: 1]
I:MinGroupSize=1
# This sets the relative spawn weight for Blitzes. [range: 1 ~ 20, default: 10]
I:SpawnWeight=10
}
Basalz {
# If TRUE, Basalz attacks will inflict Weakness. [default: true]
B:Effect=true
# If TRUE, Basalzes will spawn naturally. [default: true]
B:Enable=true
# This sets the maximum light level Basalzes can spawn at, if restricted. [range: 0 ~ 15, default: 8]
I:LightLevel=8
# If TRUE, Basalzes will only spawn below a specified light level. [default: true]
B:LightLevelRestriction=true
# This sets the maximum number of Basalzes that spawn in a group. [range: 1 ~ 24, default: 4]
I:MaxGroupSize=4
# This sets the minimum number of Basalzes that spawn in a group. [range: 1 ~ 10, default: 1]
I:MinGroupSize=1
# This sets the relative spawn weight for Basalzes. [range: 1 ~ 20, default: 10]
I:SpawnWeight=10
}
}
Plugins {
# If TRUE, support for Tinkers' Construct is enabled. [default: true]
B:"Tinkers' Construct"=true
}
Tome {
Lexicon {
# If TRUE, the recipe for the Forge Lexicon is enabled. Set this to FALSE only if you know what you are doing and/or want to create needless inconvenience. [default: true]
B:EnableRecipe=true
}
Experience {
# If TRUE, the recipe for the Tome of Knowledge is enabled. Set this to FALSE only if you know what you are doing and/or want to create needless inconvenience. [default: true]
B:EnableRecipe=true
}
}
Version {
S:Identifier=2.6.2
}
World {
# If TRUE, Thermal Foundation will create default world generation files if it cannot find existing ones. These files will only work if CoFH World is installed! Only disable this if you know what you are doing. [default: true]
B:GenerateDefaultFiles=true
}

@ -0,0 +1,247 @@
blockAluminum
blockBitcoin
blockBlackIron
blockBlutonium
blockBronze
blockCactus
blockCandle
blockCharcoal
blockCincinnasite
blockClay
blockCoal
blockConstantan
blockCopper
blockCrystaltine
blockDiamond
blockDryingAgent
blockElectrum
blockEmerald
blockEnderium
blockFlour
blockFuelCoke
blockGelatin
blockGlowstone
blockGold
blockIce
blockInvar
blockIridium
blockIron
blockLapis
blockLead
blockLeaveningAgent
blockLuminessence
blockLumium
blockMetal
blockMithril
blockMud
blockNetherStar
blockNickel
blockPackedIce
blockPlanks
blockPlatinum
blockPlutonium
blockPrismarine
blockPrismarineBrick
blockPrismarineDark
blockQuartz
blockQuartzGlass
blockRedstone
blockRockwool
blockSheetmetalAluminum
blockSheetmetalConstantan
blockSheetmetalCopper
blockSheetmetalElectrum
blockSheetmetalGold
blockSheetmetalIron
blockSheetmetalLead
blockSheetmetalNickel
blockSheetmetalSilver
blockSheetmetalSteel
blockSheetmetalUranium
blockSignalum
blockSilver
blockSlime
blockSteel
blockTin
blockUltimate
blockUranium
blockWood
blockYellorium
dustAerotheum
dustAluminum
dustAsh
dustBasalz
dustBlaze
dustBlitz
dustBlizz
dustBronze
dustCharcoal
dustCoal
dustCoke
dustConstantan
dustCopper
dustCryotheum
dustElectrum
dustEnderium
dustFairy
dustGlowstone
dustGold
dustHOPGraphite
dustInvar
dustIridium
dustIron
dustLava
dustLead
dustLumium
dustMana
dustMithril
dustNatron
dustNickel
dustObsidian
dustPetrotheum
dustPlatinum
dustPrismarine
dustPyrotheum
dustRedstone
dustRockSalt
dustSalt
dustSaltpeter
dustSignalum
dustSilver
dustSmallRedstone
dustSteel
dustSulfur
dustTin
dustTinyIron
dustUranium
dustWood
gemAmethyst
gemCoal
gemDiamond
gemEmerald
gemEnderBiotite
gemLapis
gemNatron
gemPrismarine
gemQuartz
gemSalt
gemTrona
ingotAluminium
ingotAluminum
ingotArdite
ingotBlackIron
ingotBrass
ingotBrick
ingotBrickNether
ingotBronze
ingotChrome
ingotCobalt
ingotConstantan
ingotCopper
ingotCrystaltine
ingotDryingAgent
ingotElectrum
ingotEnderium
ingotGelatin
ingotGold
ingotHOPGraphite
ingotInvar
ingotIridium
ingotIron
ingotLead
ingotLeaveningAgent
ingotLumium
ingotManyullyn
ingotMithril
ingotNatron
ingotNickel
ingotPlatinum
ingotRockSalt
ingotSalt
ingotSignalum
ingotSilver
ingotSteel
ingotTin
ingotTitanium
ingotTrona
ingotTungsten
ingotUltimate
ingotUranium
ingotWolfram
ingotZinc
nuggetAluminum
nuggetBlackIron
nuggetBronze
nuggetConstantan
nuggetCopper
nuggetCrystaltine
nuggetDiamond
nuggetElectrum
nuggetEmerald
nuggetEnderium
nuggetGold
nuggetInvar
nuggetIridium
nuggetIron
nuggetLead
nuggetLumium
nuggetMeat
nuggetMithril
nuggetNetherStar
nuggetNickel
nuggetPlatinum
nuggetSignalum
nuggetSilver
nuggetSteel
nuggetTin
nuggetUltimate
nuggetUranium
oreAluminum
oreAmethyst
oreBitcoin
oreClathrateEnder
oreClathrateGlowstone
oreClathrateOilSand
oreClathrateOilShale
oreClathrateRedstone
oreCoal
oreCopper
oreDiamond
oreEmerald
oreGold
oreIridium
oreIron
oreLapis
oreLead
oreMithril
oreNatron
oreNickel
orePlatinum
oreQuartz
oreRedstone
oreRockSalt
oreSalt
oreSilver
oreTin
oreTrona
oreUranium
plateAluminum
plateBronze
plateConstantan
plateCopper
plateElectrum
plateEnderium
plateGold
plateInvar
plateIridium
plateIron
plateLead
plateLumium
plateMithril
plateNickel
platePlatinum
plateSignalum
plateSilver
plateSteel
plateTin
plateUranium

@ -0,0 +1,7 @@
# Configuration file
Version {
S:Identifier=0.3.2
}

@ -0,0 +1,54 @@
# Configuration file
Item {
Drill {
# Adjust this value to change the amount of Energy (in RF) stored by a Basic Fluxbore. This base value will scale with item level. [range: 10000 ~ 10000000, default: 40000]
I:BaseCapacity=40000
# Adjust this value to change the amount of Energy (in RF/t) that can be received by a Basic Fluxbore. This base value will scale with item level. [range: 100 ~ 1000000, default: 1000]
I:BaseReceive=1000
B:Enable=true
}
Saw {
# Adjust this value to change the amount of Energy (in RF) stored by a Basic Fluxsaw. This base value will scale with item level. [range: 10000 ~ 10000000, default: 40000]
I:BaseCapacity=40000
# Adjust this value to change the amount of Energy (in RF/t) that can be received by a Basic Fluxsaw. This base value will scale with item level. [range: 100 ~ 1000000, default: 1000]
I:BaseReceive=1000
B:Enable=true
}
Magnet {
# Adjust this value to change the amount of Energy (in RF) stored by a Basic Fluxomagnet. This base value will scale with item level. [range: 10000 ~ 10000000, default: 40000]
I:BaseCapacity=40000
# Adjust this value to change the amount of Energy (in RF/t) that can be received by a Basic Fluxomagnet. This base value will scale with item level. [range: 100 ~ 1000000, default: 1000]
I:BaseReceive=1000
B:Enable=true
}
Injector {
# Adjust this value to change the amount of Fluid (in mB) stored by a Basic Hypoinfuser. This base value will scale with item level. [range: 400 ~ 10000, default: 2000]
I:BaseCapacity=2000
B:Enable=true
}
Quiver {
# Adjust this value to change the quantity of arrows stored by a Basic Alchemical Quiver. This base value will scale with item level. [range: 8 ~ 200, default: 40]
I:BaseArrowCapacity=40
# Adjust this value to change the amount of Fluid (in mB) stored by a Basic Alchemical Quiver. This base value will scale with item level. [range: 400 ~ 10000, default: 2000]
I:BaseFluidCapacity=2000
B:Enable=true
}
}
Version {
S:Identifier=0.3.2
}

@ -0,0 +1,394 @@
{
"priority": 1000000000000,
"populate": {
"dirt": {
"distribution": "uniform",
"generator": {
"block": "dirt",
"material": "minecraft:stone",
"cluster-size": 33
},
"cluster-count": 10,
"min-height": 0,
"max-height": 256,
"retrogen": false,
"biome": "all",
"dimension": {
"restriction": "blacklist",
"value": [
-1,
1
]
}
},
"gravel": {
"distribution": "uniform",
"generator": {
"block": "gravel",
"material": "minecraft:stone",
"cluster-size": 33
},
"cluster-count": 8,
"min-height": 0,
"max-height": 256,
"retrogen": false,
"biome": "all",
"dimension": {
"restriction": "blacklist",
"value": [
-1,
1
]
}
},
"diorite": {
"distribution": "uniform",
"generator": {
"block": {
"name": "stone",
"properties": {
"variant": "diorite"
}
},
"material": "minecraft:stone",
"cluster-size": 33
},
"cluster-count": 10,
"min-height": 0,
"max-height": 80,
"retrogen": false,
"biome": "all",
"dimension": {
"restriction": "blacklist",
"value": [
-1,
1
]
}
},
"granite": {
"distribution": "uniform",
"generator": {
"block": {
"name": "stone",
"properties": {
"variant": "granite"
}
},
"material": "minecraft:stone",
"cluster-size": 33
},
"cluster-count": 10,
"min-height": 0,
"max-height": 80,
"retrogen": false,
"biome": "all",
"dimension": {
"restriction": "blacklist",
"value": [
-1,
1
]
}
},
"andesite": {
"distribution": "uniform",
"generator": {
"block": {
"name": "stone",
"properties": {
"variant": "andesite"
}
},
"material": "minecraft:stone",
"cluster-size": 33
},
"cluster-count": 10,
"min-height": 0,
"max-height": 80,
"retrogen": false,
"biome": "all",
"dimension": {
"restriction": "blacklist",
"value": [
-1,
1
]
}
},
"coal": {
"distribution": "uniform",
"generator": {
"block": "coal_ore",
"material": "minecraft:stone",
"cluster-size": 27
},
"cluster-count": 1,
"min-height": 11,
"max-height": 128,
"retrogen": false,
"biome": "all",
"dimension": {
"restriction": "blacklist",
"value": [
-1,
1
]
}
},
"iron": {
"distribution": "uniform",
"generator": {
"block": "iron_ore",
"material": "minecraft:stone",
"cluster-size": 22
},
"cluster-count": 1,
"min-height": 6,
"max-height": 64,
"retrogen": false,
"biome": "all",
"dimension": {
"restriction": "blacklist",
"value": [
-1,
1
]
}
},
"gold": {
"distribution": "uniform",
"generator": {
"block": "gold_ore",
"material": "minecraft:stone",
"cluster-size": 14
},
"cluster-count": 1,
"min-height": 4,
"max-height": 28,
"retrogen": false,
"biome": "all",
"dimension": {
"restriction": "blacklist",
"value": [
-1,
1
]
}
},
"redstone": {
"distribution": "uniform",
"generator": {
"block": "redstone_ore",
"material": "minecraft:stone",
"cluster-size": 14
},
"cluster-count": 2,
"min-height": 4,
"max-height": 22,
"retrogen": false,
"biome": "all",
"dimension": {
"restriction": "blacklist",
"value": [
-1,
1
]
}
},
"diamond": {
"distribution": "uniform",
"generator": {
"block": "diamond_ore",
"material": "minecraft:stone",
"cluster-size": 6
},
"cluster-count": 1,
"min-height": 3,
"max-height": 16,
"retrogen": false,
"biome": "all",
"dimension": {
"restriction": "blacklist",
"value": [
-1,
1
]
}
},
"lapis": {
"distribution": "gaussian",
"generator": {
"block": "lapis_ore",
"material": "minecraft:stone",
"cluster-size": 18
},
"cluster-count": 1,
"center-height": 16,
"spread": 16,
"retrogen": false,
"biome": "all",
"dimension": {
"restriction": "blacklist",
"value": [
-1,
1
]
}
},
"mesa_gold": {
"enabled": true,
"distribution": "uniform",
"generator": {
"block": {
"name": "gold_ore"
},
"material": "minecraft:stone",
"cluster-size": 16
},
"cluster-count": 14,
"min-height": 32,
"max-height": 80,
"retrogen": false,
"biome": {
"restriction": "whitelist",
"value": [
{
"type": "id",
"entry": [
"mesa",
"mesa_rock",
"mesa_clear_rock",
"mutated_mesa",
"mutated_mesa_rock",
"mutated_mesa_clear_rock"
]
}
]
},
"dimension": {
"restriction": "blacklist",
"value": [
-1,
1
]
}
},
"emerald": {
"distribution": "uniform",
"generator": {
"block": {
"name": "emerald_ore"
},
"material": "minecraft:stone",
"cluster-size": 8
},
"cluster-count": {
"min": 3,
"max": 6
},
"min-height": 4,
"max-height": 28,
"retrogen": false,
"biome": {
"restriction": "whitelist",
"value": [
{
"type": "id",
"entry": [
"extreme_hills",
"smaller_extreme_hills",
"extreme_hills_with_trees",
"mutated_extreme_hills",
"mutated_extreme_hills_with_trees"
]
}
]
},
"dimension": {
"restriction": "blacklist",
"value": [
-1,
1
]
}
},
"silverfish": {
"distribution": "uniform",
"generator": {
"block": {
"name": "monster_egg",
"properties": {
"variant": "stone"
}
},
"material": "minecraft:stone",
"cluster-size": 9
},
"cluster-count": 7,
"min-height": 0,
"max-height": 64,
"retrogen": false,
"biome": {
"restriction": "whitelist",
"value": [
{
"type": "id",
"entry": [
"extreme_hills",
"smaller_extreme_hills",
"extreme_hills_with_trees",
"mutated_extreme_hills",
"mutated_extreme_hills_with_trees"
]
}
]
},
"dimension": {
"restriction": "blacklist",
"value": [
-1,
1
]
}
},
"quartz": {
"distribution": "uniform",
"generator": {
"block": "quartz_ore",
"material": "minecraft:netherrack",
"cluster-size": 14
},
"cluster-count": 16,
"min-height": 10,
"max-height": 118,
"retrogen": false,
"biome": {
"restriction": "whitelist",
"value": [
{
"type": "dictionary",
"entry": "NETHER"
}
]
},
"dimension": "all"
}
}
}

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