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