# Configuration file _meson { # Allows extra debug output in the console. B:"Debug mode"=false } _modules { B:CharmBrewing=true B:CharmCrafting=true B:CharmEnchanting=true B:CharmLoot=true B:CharmSmithing=true B:CharmTweaks=true B:CharmWorld=true } charmbrewing { # Brew cocoa beans in water to make Coffee which gives you a helpful boost. B:Coffee=true # A nasty potion that withers living things. B:Decay=true # Brew an Eye of Ender with a Night Vision potion to make a Potion of Ender Sight. # Enderman are attracted to your location and you might hear a ringing sound coming from the direction of a stronghold. # In the End, the Potion of Ender Sight helps you find an End City. B:EnderSight=true # Craft a Long Potion with a Cake to make a Flavored Cake that gives a potion effect after eating each slice. B:FlavoredCake=true # Allows Potion of Poison to be created from Mundane Potions and Poisonous Potatoes. B:PoisonousPotatoBrew=true coffee { # Duration (in seconds) of Coffee effects. I:"Coffee effect duration"=10 } decay { # Duration (in seconds) of decay effect when consumed. I:"Decay duration"=5 # Strength of the Wither effect that accompanies the decay effect. I:"Wither strength"=2 } endersight { # Invert the colours when under the effect of Ender Sight. B:"Client shader effect"=true # Duration (in seconds) of Ender Sight effect when consumed. I:"Ender Sight duration"=10 # Chance (out of 1.0) of an Enderman spawning close by when experiencing the Ender Sight effect. D:"Enderman spawn chance"=0.05 } flavoredcake { # Duration (in seconds) of the potion effect when eating a single slice of cake. I:"Cake effect duration"=100 # List of Long Potions that can be used to make a cake. S:"Cake effect potion types" < speed strength jump_boost regeneration fire_resistance water_breathing invisibility night_vision > } } charmcrafting { # A compact storage solution borrowed lovingly from Minecraft 1.14. B:Barrel=true # A bookshelf with 9 slots that can store books. # Provides the same enchanting power as a normal bookshelf as long as there is at least 1 book on the shelf. B:BookshelfChest=true # Offers a smaller storage solution with the benefit of being transportable. Name your crate on an anvil to change the displayed label. # You can also seal the crate by combining it with an iron ingot - the only way to get things out is to break it. B:Crate=true # An elegant lighting solution borrowed lovingly from Minecraft 1.14. # Now with special Golden edition! B:Lantern=true # Craft (or find) beetroot soup with a flower to make a suspicious soup. # Different flowers provide positive effects that are different for each world. # Be warned: these unstable concoctions might occasionally have negative side effects. B:SuspiciousSoup=true crate { # Enables the display of the crate's name when you look at the crate. B:"Show crate name"=true # Amount of XP (levels) required to use a name tag to seal a crate. I:"XP cost"=0 } lantern { # Lanterns make a gentle fire crackling sound. B:"Ambient sound"=true # Lantern will fall when the block under it is broken, or when the block above a hanging lantern is broken. B:"Lanterns obey gravity"=true } suspicioussoup { # Add soup to mansions, igloos and village blacksmith loot. B:"Add to loot"=true # Amount of half-hearts of health restored by consuming any soup. I:"Health restored"=10 # Minimum duration (in seconds) of the effect(s) of the soup when consumed. I:"Suspicious Soup duration"=20 } } charmenchanting { # Combine the Curse Break enchanted book with a cursed item on an anvil to remove the curse. B:CurseBreak=true # Additional curses to ruin your day. # These curses can be given to player items when touched by a Spectre or being affected by the Decay potion. B:ExtraCurses=true # A hoe with the Homing enchantment is attracted to ore of the same ingots that make up the head of the hoe. # Right click underground. If you hear a sound, you can follow it to the ore. B:Homing=true # An item with the Salvage enchantment does not disappear when its durability is depleted, giving you a chance to get it repaired. # If the item runs out of durability the player will drop it and must be picked up again. Watch out for lava. B:Salvage=true cursebreak { # Amount of XP (levels) to remove a curse from an item I:"XP cost"=1 } extracurses { # Chance (out of 1.0) that an item affected by Clumsiness fails to do its job. D:"Clumsiness chance"=0.12 # Chance (out of 1.0) that an item affected by Harming hurts the player. D:"Harming chance"=0.12 # Amount of damage (in half-hearts) dealt to the player when using an item affected by Harming. I:"Harming damage"=1 # List of mobs that can spawn when using an item affected by Haunting. S:"Haunting mobs" < zombie skeleton witch enderman charm:spectre > # Chance (out of 1.0) that an item affected by Haunting causes a mob to spawn near the player. D:"Haunting spawn chance"=0.12 # Distance (in blocks) where a mob can spawn when using an item affected by Haunting. I:"Haunting spawn range"=8 # Maximum amount of durability damage given to an item affected by Rusting when the item is used. I:"Rusting damage"=12 } } charmloot { # Abandoned Crates may be found underground. These crates are sealed so must be smashed to obtain contained items. B:AbandonedCrates=true # Right-click with a Totem of Returning to bind it to a location in the world. # The next time you use the totem, you will be returned to that location, destroying the totem in the process. B:TotemOfReturning=true # With the Totem of Shielding in your offhand (shield) slot, any damage you take is absorbed by the totem instead. B:TotemOfShielding=true # Use a fortune-enchanted shovel on dirt, sand, clat or gravel for a chance to unearth dungeon treasure items. B:UnearthItems=true # Wearing a Witch Hat protects your items from being cursed when touched by a Spectre. # NOTE: Quark must be installed for this feature to be enabled. B:WitchHatProtection=true # A witch has a chance to drop a Potion of Decay when killed by a player. B:WitchesDropDecay=true # A witch has a chance to drop a Potion of Luck when killed by a player. B:WitchesDropLuck=true abandonedcrates { # Chance (out of 1.0) of a crate generating in a chunk, if it is possible to do so. D:"Generate crate chance"=0.28 # Number of blocks below the start depth where a crate may spawn. # For Cubic Chunks you may want to set this value quite high. I:"Maximum depth"=32 # Crate will spawn lower than this number of blocks below the surface. I:"Start depth"=16 } totemofreturning { # If Illusioners are enabled, add the totem as a possible drop. B:"Add as Illusioner drop"=true # Add the totem to mansions, mineshafts and nether fortress loot. B:"Add to loot"=true } totemofshielding { # If Illusioners are enabled, add the totem as a possible drop. B:"Add as Illusioner drop"=true # Add the totem to mansions, pyramids and jungle temple loot. B:"Add to loot"=true # The incoming player damage is multiplied by this amount before being transferred to the totem. D:"Damage multiplier"=0.75 # Maximum durability of the totem. I:"Maximum Health"=100 } unearthitems { # Chance (out of 1.0) of unearthing a treasure item when digging with an enchanted shovel/spade. D:"Unearthing item chance"=0.001 # Maximum durability cost to the shovel when a treasure item is unearthed. I:"Unearthing item damage"=8 # Blocks that treasure may be unearthed from when digging with an enchanted shovel/spade. S:"Valid blocks" < sand gravel clay dirt > } witchesdropdecay { # Chance (out of 1.0) of a witch dropping a Potion of Decay when killed by the player. D:"Drop chance"=0.2 } witchesdropluck { # Chance (out of 1.0) of a witch dropping a Potion of Luck when killed by the player. D:"Drop chance"=0.1 } } charmsmithing { # Combine an item with its golden version on an anvil to reduce the original item's repair cost. B:DecreaseRepairCost=true # Combine a Totem of Returning with a clock on an anvil to increase the number of times it can be used. B:ExtendTotemOfReturning=true # Combine an Enchanted Book with empty bottles on an anvil to get Bottles o' Enchanting. # The more levels and enchantments the book has, the more bottles are returned. B:ExtractBookXP=true # Extract enchantments from any enchanted item into an empty book. # The enchantments are weakened in the process, and the original item is destroyed. B:ExtractEnchantments=true # Combine a tool, weapon or armour with flint to break the item into its component materials. # For a tool or weapon the material will be whatever the head is made from. # To get the full amount of material back, the item must be completely repaired and the equivalent number of pieces of flint used. B:RecycleWithFlint=true # Tallow can be combined on an anvil with a tool or armor to give a small durability boost. # Repairing using tallow has a chance to increase future repair costs of the tool or armor. # NOTE: Quark must be installed for this feature to be enabled. B:TallowIncreasesDurability=true decreaserepaircost { # Amount that a golden item will decrease another item's repair cost. I:"Decrease repair amount"=2 # Amount of XP (levels) to use a golden item to decrease another item's repair cost. I:"XP cost"=0 } extendtotemofreturning { # Amount of XP (levels) required to increase the number of times a Totem of Returning can be used. I:"XP cost"=5 } extractbookxp { # The minimum number of glass bottles needed when converting enchantments. I:"Minimum required bottles"=5 # Amount of XP (levels) to activate the conversion of enchantments into Bottles o' Enchanting. I:"XP cost"=0 } extractenchantments { # The minimum XP cost before adding XP equivalent to the enchantment level(s) of the item. I:"Base XP cost"=1 # Number of levels that enchantments are weakened when converting. I:"Weaken by amount"=1 } recyclewithflint { # How many units of material horse armour is worth. Example: if set to 8, gold horse armor will return 8 gold ingots. I:"Horse armor material units"=8 # Amount of XP (levels) needed to break apart the item. I:"XP cost"=0 } tallowincreasesdurability { # Percentage (out of 1.0) of the tool or armor repaired by a piece of tallow. D:"Amount repaired"=0.02 # Chance (out of 1.0) of tallow increasing the future repair cost of the tool. D:"Chance of repair cost increase"=0.75 # Amount of XP (levels) required to repair. I:"XP cost"=0 } } charmtweaks { # Right click a cactus with an empty glass bottle for a chance to fill the bottle with water. B:CactusWater=true # Cauldrons can be used as a permanent water source when sneaking. B:CauldronWaterSource=false # Adds records of all Minecraft background music. B:ExtraRecords=true # Leather armor is invisible and does not increase mob awareness when drinking Potion of Invisibility. B:LeatherArmorInvisibility=true # Like Quark's random animal textures, this feature lets wolves and cats spawn with additional skin textures. B:RandomAnimalTextures=true # Stops the background music when playing a record in a jukebox to avoid a horrible cacophony. B:RecordsStopBackgroundMusic=true # Using shears to break a flower has a chance of increasing the number of dropped flowers. B:ShearedFlowers=true # Using shears to break a melon has a chance to drop all 9 melon pieces. B:ShearedMelons=true # Landing on sponge absorbs some of the player's fall damage. B:SpongesReduceFallDamage=true # Enchanted Books can stack (up to 16). B:StackableEnchantedBooks=true # Milk buckets can stack (up to 16). B:StackableMilkBuckets=true # Potions and water bottles can stack (up to 16). B:StackablePotions=true # Tamed animals no longer take direct damage from players. # They still suffer secondary effects, such as burning from a Fire Aspect sword. B:TamedAnimalsNoDamage=true # As long as a Totem of Undying is in your inventory, it will be consumed to protect you from death. B:UseTotemFromInventory=true # Drink a bottle of water in a hot and dry biome to provide a regeneration boost. B:WaterInHotBiomes=true randomanimaltextures { # Textures to use when rendering Black cats (Cat Type 2). S:"Black cat textures" < minecraft:black charm:all_black > # Textures to use when rendering Ocelots. S:"Ocelot textures" < minecraft:ocelot > # Enable random textures depending on the cat type, borrowed lovingly from Minecraft 1.14. B:"Random cat textures"=true # Enable random wolf textures with brown, grey and black variants. B:"Random wolf textures"=true # Textures to use when rendering Red cats (Cat Type 1). S:"Red cat textures" < minecraft:red charm:persian charm:tabby > # Textures to use when rendering Siamese and other cats (Cat Type 3). S:"Siamese / other cat textures" < minecraft:siamese charm:calico charm:white charm:ragdoll charm:british_shorthair charm:jellie > # Textures to use when rendering wolves. S:"Wolf textures" < minecraft:wolf charm:brown charm:grey charm:black > } } charmworld { # Right-click a bat with a bucket to capture it. # Right-click your Bat in a Bucket to release the bat and help locate entities around you. B:BatBucket=true # If you are holding an emerald and are struck by lightning, the emerald will become charged and you will take no damage. # Right-click a Charged Emerald to throw it, creating a lightning strike at the point of impact. B:ChargedEmeralds=true # Illusioners are spell-casting illagers equipped with bows that create fake copies of themselves while fighting. # This feature lets illusioners spawn in Roofed Forest biomes. An illusioner has a chance of dropping a totem. B:IllusionersInRoofedForest=true # Villages spawn in more biomes. The type of biome determines what materials the village buildings are constructed from. B:MoreVillageBiomes=true # Gold deposits spawn in the Nether that can be broken to receive gold nuggets. B:NetherGoldDeposits=true # Spectres spawn in the darkness at quite a low depth, and are almost invisible to see. # When they touch the player they curse a weapon, tool or armor item and disappear. # They can be defeated by light - or by the lightest of hits. B:Spectre=false # Swamp huts may generate with a filled cauldron, a chest of loot and a black cat. B:SwampHutDecorations=true # Improves village aesthetics with internal and external decoration. # Houses and huts are populated with functional and decorative blocks according to a career/profession. # Village area can have more trees, flowers, crops, mobs and lights. B:VillageDecorations=true # Villagers have additional trades. Librarians can buy back enchanted books, tool smiths repair very damaged anvils for a small iron cost, and zombie flesh is more useful. B:VillagerTrades=true # Vindicators can be found wandering in Roofed Forest biomes. B:VindicatorsInRoofedForest=true batbucket { # Add the Bat in a Bucket to dungeon loot. B:"Add to loot"=true # Maximum time (in seconds) that the glowing effect will last. I:"Maximum time"=11 # Range (in blocks) in which entities will glow when the Bat in a Bucket is held. I:"Viewing range"=24 } chargedemeralds { # Add the charged emerald to dungeon loot. B:"Add to loot"=true # The maximum number of emeralds that will be converted into Charged Emeralds when a stack of emeralds is held. I:"Maximum charged emeralds per strike"=3 } illusionersinroofedforest { # Chance (out of 1.0) of an illusioner dropping items when killed. D:"Drop chance"=1.0 # The higher this value, the more illusioners will spawn. I:"Spawn weight"=50 } morevillagebiomes { # Cold biomes where villages are constructed from Taiga wood. S:"Cold biomes" < taiga mutated_taiga mutated_taiga_cold ice_flats mutated_ice_flats > # Desert biomes where villages are made from sandstone. S:"Desert biomes" < desert mutated_desert > # Jungle biomes where villages are constructed from Jungle wood. S:"Jungle biomes" < jungle mutated_jungle > # Plains biomes where villages are constructed from Oak wood. S:"Plains biomes" < plains mutated_plains swampland mutated_swampland > # Savanna biomes where villages are constructed from Acacia wood. S:"Savanna biomes" < savanna mutated_savanna > } spectre { I:"Despawn light level"=8 I:"Spawn depth"=24 I:"Spawn weight"=0 } villagedecorations { # Armor Stands appear in village houses. B:"Armor Stands"=true # Chance (out of 1.0) of a village having barrels containing farming-related loot scattered within its boundary. D:"Barrels outside"=0.6 # Beds appear in village houses. B:Beds=true # Coloured rugs appear in village houses and on the top of the village well. B:Carpet=true # Chance (out of 1.0) of items and blocks considered 'common' to spawn. D:"Common chance"=0.9 # Chance (out of 1.0) of a village having tilled soil, crops and water wells within its boundary. D:"Crops outside"=0.8 # Decorative blocks appear in village houses, such as bookshelves, polished stone and planks. B:"Decorative Blocks"=true # Chance (out of 1.0) of a chunk within the village boundary spawning a barrel. # This is only valid if the 'Barrels outside' config option allows it. D:"Extra barrels weight"=0.7 # Chance (out of 1.0) of a chunk within the village boundary spawning a golem. # This is only valid if the 'Mobs outside' config option allows it. D:"Extra golem weight"=0.25 # Chance (out of 1.0) of a chunk allowing any kind of mob generation. # The greater the chance, the more likely a mob will be considered to spawn. # This is only valid is the 'Mobs outside' config option allows it. D:"Extra mobs weight"=0.75 # Chance (out of 1.0) of a chunk within the village boundary spawning some pumpkins. # This is only valid if the 'Pumpkins outside' config option allows it. D:"Extra pumpkins weight"=0.7 # Chance (out of 1.0) of a village having more flowers (up to 3 types chosen based on village seed) within its boundary. D:"Flowers outside"=0.9 # Functional / Interactive blocks appear in village houses, such as anvils, cauldrons and crafting tables. B:"Functional Blocks"=true # Item frames appear on the walls of village houses, with items specific to the house theme. B:"Item Frames"=true # Chance (out of 1.0) of a village having torches and lanterns scattered within its boundary. D:"Lights outside"=0.8 # Chance (out of 1.0) of a village having more dogs, cats and golems within its boundary. # If the village is in a snowy biome, this option lets snow golems spawn. D:"Mobs outside"=0.75 # Chance (out of 1.0) of a village having mushrooms spawn, including large mushrooms, within its boundary. D:"Mushrooms outside"=0.75 # Chance (out of 1.0) of a village having pumpkins (and rarely melons) scattered within its boundary. D:"Pumpkins outside"=0.6 # Chance (out of 1.0) of items and blocks considered 'rare' to spawn. D:"Rare chance"=0.005 # Chests, crates and barrels (if enabled) appear in village houses, with loot specific to the house theme. B:Storage=true # Torches appear in village houses and around fields to stop water freezing. B:Torches=true # If true, trees that spawn within the village boundary can have vines hanging from them. # This is only valid if the 'Trees outside' config option allows it. B:"Trees can have vines"=true # Chance (out of 1.0) of a village having different types of trees spawn within its boundary. D:"Trees outside"=0.75 # Chance (out of 1.0) of items and blocks considered 'uncommon' to spawn. D:"Uncommon chance"=0.35 # Chance (out of 1.0) of items and blocks considered 'valuable' to spawn. D:"Valuable chance"=0.05 # Number of passes that the generator will erode structures in a zombie village chunk. I:"Zombie village erosion damage"=512 # If true, zombie villages have damaged and eroded buildings and structures. B:"Zombie villages are eroded"=true } vindicatorsinroofedforest { # Chance (out of 1.0) of a vindicator spawning as Johnny. D:"Chance for Johnny"=0.05 # The higher this value, the more vindicators will spawn. I:"Spawn weight"=90 } }