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FearFactory/1.20.1-FearFactoryTest/minecraft/config/tconstruct-common.toml

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#Everything to do with gameplay
[gameplay]
#Set this to false to disable new players spawning with the Tinkers' Book.
shouldSpawnWithTinkersBook = true
#If true, extends the applicable slots for the fire protection enchantment to work better with shields. Will not impact gameplay with the vanilla enchantment.
#If false, fire protection on a shield will not reduce fire tick time.
extendFireProtectionSlots = true
#If true, extends the applicable slots for the blast protection enchantment to work better with shields. Will not impact gameplay with the vanilla enchantment.
#If false, blast protection on a shield will not reduce explosion knockback.
extendBlastProtectionSlots = true
#Amount of durability restored by a repair kit in terms of ingots. Does not affect the cost to create the kit, that is controlled by JSON.
#Range: 0.0 ~ 32767.0
repairKitAmount = 2.0
#Options related to recipes, limited options as a datapack allows most recipes to be modified
[recipes]
#Add a recipe that allows you to craft a piece of flint using 3 gravel
addGravelToFlintRecipe = true
#Makes the recipe to alloy netherite in the smeltery only cost 2 gold per netherite ingot. If false uses the vanilla rate of 4 gold per ingot. Disable if there are crafting duplications.
cheaperNetheriteAlloy = true
#Makes wither skeletons drop necrotic bones
witherBoneDrop = true
#Slimeballs not being usable in vanilla recipes that require slimeballs. Config option exists to disable easily in case this fix is redundant to another mod
slimeRecipeFix = true
#Fixes clear glass not being usable in vanilla recipes that require glass. Config option exists to disable easily in case this fix is redundant to another mod
glassRecipeFix = true
[recipes.ore_rates]
#Ore rates when melting in the melter
[recipes.ore_rates.melter]
#Number of nuggets produced per metal ore unit melted. 9 nuggets would give 1 ingot
#Range: 1 ~ 45
nuggetsPerMetal = 12
#Number of gem shards produced per gem ore unit melted. 4 gem shards would give 1 gem
#Range: 1 ~ 20
shardsPerGem = 8
#Ore rates when melting in the smeltery
[recipes.ore_rates.smeltery]
#Number of nuggets produced per metal ore unit melted. 9 nuggets would give 1 ingot
#Range: 1 ~ 45
nuggetsPerMetal = 12
#Number of gem shards produced per gem ore unit melted. 4 gem shards would give 1 gem
#Range: 1 ~ 20
shardsPerGem = 8
#Ore rates when melting in the foundry
[recipes.ore_rates.foundry]
#Number of nuggets produced per metal ore unit melted. 9 nuggets would give 1 ingot
#Range: 1 ~ 45
nuggetsPerMetal = 9
#Number of gem shards produced per gem ore unit melted. 4 gem shards would give 1 gem
#Range: 1 ~ 20
shardsPerGem = 4
#Byprouct rates when melting in the foundry
[recipes.ore_rates.foundry_byproduct]
#Number of nuggets produced per metal ore unit melted. 9 nuggets would give 1 ingot
#Range: 1 ~ 45
nuggetsPerMetal = 3
#Number of gem shards produced per gem ore unit melted. 4 gem shards would give 1 gem
#Range: 1 ~ 20
shardsPerGem = 4
#Entity head drops when killed by a charged creeper
[recipes.heads]
blaze = true
enderman = true
stray = true
husk = true
drowned = true
spider = true
cave_spider = true
piglin_brute = true
zombified_piglin = true
#Options related to loot table injections. Note some of the changes are done via global loot managers, these only control injecting loot into loot pools
#If your modpack makes extensive loot table changes, many of these may be automatically disabled. You can also manually set up tables for more control.
[loot]
#Adds slimy saplings and seeds into various loot chests. Helps for worlds without slime islands
slimy_loot = true
#If true, ender dragons will drop scales when damaged by explosions
drop_dragon_Scales = true
#Weight of the ancient tool trade for the wandering trader. All traders randomly choose 1 rare trade, so this is roughly the chance the trade occurs compared to the vanilla options (of which there are 6).
#Range: 0 ~ 100
wanderer_ancient_tool_weight = 6
#Configuration related to integration with other mods
[compatability]
#Amount of fluid each chemthrower shot projectile from Immersive Engineering is worth towards our fluid effect registry.
#IE launches 8 projectiles per tick while consuming the value in their config, so dividing it by 8 makes them comparable to our projectiles.
#However, keeping it as a separate config option gives pack makers more control over how strong TiC ends up in the chemthrower.
#Range: 0.0 ~ 2.147483647E9
immersive_engineering_chemthrower_shot_value = 1.25
#Features to use in debugging gameplay and mechanics, generally should not be enabled in packs
[debug]
#If true, forces integration materials to be enabled, even if the relevant metal is missing. Useful for testing material balance.
#Does not provide recipes for any of them, they will only be available to cheat in creative.
forceIntegrationMaterials = false
#Set to true if you wish to test whether a side inventory works without constantly reloading datapacks.
#Once you find an inventory works, add it to the block entity tag `tconstruct:side_inventories` and disable this option; leaving it enabled will lead to crashes and dupe bugs.
disableSideInventoryWhitelist = false
#If true, modifier crystals and creative slots can be applied to tools in the inventory on right click for operators in survival. If false, this only works for players in creative mode.
#This option makes testing of tools and modifiers easier, but may cause misleading assumptions about how these items will function for non-operators.
quickApplyToolModifiersSurvival = false
#If STACKTRACE, logs the stacktrace whenever a tool stack is created from a non-modifiable item. If WARNING (default), logs a shorter but more efficient error. If IGNORE, disables logging (useful for modpacks/players *after* they reported the issue). The stacktrace helps debug which mod is causing it, but is rather expensive on the chance they are doing it a lot.
#Allowed Values: STACKTRACE, WARNING, IGNORED
logInvalidToolStack = "WARNING"