nerfs to sleep, sanity, timelength - populated defaults - shader settings edits - aktome added

Populated the default config folder - it turns out there are certain configs that are created for each world, you can copy world configs here and they will become the defaults for each world.

day and night time is 5 times longer.

You can sleep in bed, but it no longer advances the time for any reason. Sleep is for the weak.

no longer go immediately insane upon dimension change, but it's still VERY detrimental and immediate round trips are still awful.

rain is now only mildly detrimental to sanity, in most scenarios rain will not cause your sanity to drop but reduce how fast it rises.

Added akashic tome, this lets us bundle mod documentation into one damn book.

Shaders have been messed with, feel free to edit these.
This commit is contained in:
2025-05-16 23:11:49 -05:00
parent d489669098
commit 35b7063666
96 changed files with 4354 additions and 144 deletions

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[recipes]
#Determines if the BioForge recipes need to be unlocked to be able to craft them
doBioForgeRecipeProgression = false
[trades]
#Determines if villagers will sell biomancy items
addTradesToVillagers = true
#Determines if wandering traders will sell biomancy items
addTradesToWanderingTrader = true
[flesh-growth]
#Determines how much primal energy the Cradle can supply to nearby malignant flesh veins
#Allowed Values: NONE, LIMITED, UNLIMITED
primalEnergySupplyOfCradle = "LIMITED"

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[stressValues]
#.
#Fine tune the kinetic stats of individual components
[stressValues.v1]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[stressValues.v1.impact]
copycat_cogwheel = 0.0
copycat_large_cogwheel = 0.0
copycat_shaft = 0.0

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#The time (in real life days) deaths get stored
#-1 for infinite storage
#0 for not storing deaths at all
#Range: > -1
death_storage_duration = -1
[corpse]
#The time passed (in ticks) after a corpse turns into a skeleton
#Range: > 0
skeleton_time = 72000
#If the corpse should lie on its face
lie_on_face = false
#If the corpse should wear the players equipment
show_equipment = true
#If the corpse should fall into the void
fall_into_void = false
#If the corpse should get removed when in lava
lava_damage = false
[corpse.access]
#If only the owner of the corpse can access the inventory
only_owner = false
#If everybody can access the corpse in the skeleton stage (Only if only_owner_access is set to true)
skeleton = false
[corpse.despawn]
#The time passed (in ticks) after a corpse despawns (only if empty)
#Range: > 20
time = 600
#The time passed (in ticks) after a corpse despawns even if its not empty (-1 = never)
#Range: > -1
force_time = -1

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#.
#The Backbone of Create
[infrastructure]
#.
#[in Ticks]
#The amount of time a server waits before sending out tickrate synchronization packets.
#These packets help animations to be more accurate when tps is below 20.
#Range: > 5
tickrateSyncTimer = 20
#.
#Packmakers' control panel for internal recipe compat
[recipes]
#.
#.
#Allow the Mechanical Press to process entire stacks at a time.
bulkPressing = false
#.
#Allow the Mechanical Saw to process entire stacks at a time.
bulkCutting = false
#.
#Allow supported potions to be brewed by a Mechanical Mixer + Basin.
allowBrewingInMixer = true
#.
#Allow any shapeless crafting recipes to be processed by a Mechanical Mixer + Basin.
allowShapelessInMixer = true
#.
#Allow any single-ingredient 2x2 or 3x3 crafting recipes to be processed by a Mechanical Press + Basin.
allowShapedSquareInPress = true
#.
#Allow any standard crafting recipes to be processed by Mechanical Crafters.
allowRegularCraftingInCrafter = true
#.
#The Maximum amount of ingredients that can be used to craft Firework Rockets using Mechanical Crafters.
#Range: > 1
maxFireworkIngredientsInCrafter = 9
#.
#Allow any stonecutting recipes to be processed by a Mechanical Saw.
allowStonecuttingOnSaw = true
#.
#Allow Spouts to interact with Casting Tables and Basins from Tinkers' Construct.
allowCastingBySpout = true
#.
#Display vanilla Log-stripping interactions in JEI.
displayLogStrippingRecipes = true
#.
#The amount of Light sources destroyed before Chromatic Compound turns into Refined Radiance.
#Range: > 1
lightSourceCountForRefinedRadiance = 10
#.
#Allow the standard in-world Refined Radiance recipes.
enableRefinedRadianceRecipe = true
#.
#Allow the standard in-world Shadow Steel recipe.
enableShadowSteelRecipe = true
#.
#Parameters and abilities of Create's kinetic mechanisms
[kinetics]
#.
#.
#Disable the Stress mechanic altogether.
disableStress = false
#.
#Maximum length in blocks of mechanical belts.
#Range: > 5
maxBeltLength = 20
#.
#Maximum length in blocks of chain conveyor connections.
#Range: > 5
maxChainConveyorLength = 32
#.
#Maximum amount of connections each chain conveyor can have.
#Range: > 1
maxChainConveyorConnections = 4
#.
#Damage dealt by active Crushing Wheels.
#Range: > 0
crushingDamage = 4
#.
#[in Revolutions per Minute]
#Maximum allowed rotation speed for any Kinetic Block.
#Range: > 64
maxRotationSpeed = 256
#.
#Select what mobs should ignore Deployers when attacked by them.
#Allowed Values: ALL, CREEPERS, NONE
ignoreDeployerAttacks = "CREEPERS"
#.
#Game ticks between Kinetic Blocks checking whether their source is still valid.
#Range: > 5
kineticValidationFrequency = 60
#.
#multiplier used for calculating exhaustion from speed when a crank is turned.
#Range: 0.0 ~ 1.0
crankHungerMultiplier = 0.009999999776482582
#.
#Amount of sail-type blocks required for a windmill to assemble successfully.
#Range: > 0
minimumWindmillSails = 8
#.
#Number of sail-type blocks required to increase windmill speed by 1RPM.
#Range: > 1
windmillSailsPerRPM = 8
#.
#Max Distance in blocks a Weighted Ejector can throw
#Range: > 0
maxEjectorDistance = 32
#.
#Time in ticks until the next item launched by an ejector scans blocks for potential collisions
#Range: > 10
ejectorScanInterval = 120
#.
#Encased Fan
[kinetics.encasedFan]
#.
#Maximum distance in blocks Fans can push entities.
#Range: > 5
fanPushDistance = 20
#.
#Maximum distance in blocks from where Fans can pull entities.
#Range: > 5
fanPullDistance = 20
#.
#Game ticks between Fans checking for anything blocking their air flow.
#Range: > 10
fanBlockCheckRate = 30
#.
#[in Revolutions per Minute]
#Rotation speed at which the maximum stats of fans are reached.
#Range: > 64
fanRotationArgmax = 256
#.
#Game ticks required for a Fan-based processing recipe to take effect.
#Range: > 0
fanProcessingTime = 150
#.
#Moving Contraptions
[kinetics.contraptions]
#.
#Maximum amount of blocks in a structure movable by Pistons, Bearings or other means.
#Range: > 1
maxBlocksMoved = 2048
#.
#Maximum value of a chassis attachment range.
#Range: > 1
maxChassisRange = 16
#.
#Maximum amount of extension poles behind a Mechanical Piston.
#Range: > 1
maxPistonPoles = 64
#.
#Max length of rope available off a Rope Pulley.
#Range: > 1
maxRopeLength = 384
#.
#Maximum allowed distance of two coupled minecarts.
#Range: > 1
maxCartCouplingLength = 32
#.
#Maximum depth of blocks filled in using a Mechanical Roller.
#Range: > 1
rollerFillDepth = 12
#.
#Whether minecart contraptions can be picked up in survival mode.
survivalContraptionPickup = true
#.
#Configure how Spawner blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableSpawners = "NO_PICKUP"
#.
#Configure how Budding Amethyst can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
amethystMovement = "NO_PICKUP"
#.
#Configure how Obsidian blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableObsidian = "UNMOVABLE"
#.
#Configure how Reinforced Deepslate blocks can be moved by contraptions.
#Allowed Values: MOVABLE, NO_PICKUP, UNMOVABLE
movableReinforcedDeepslate = "UNMOVABLE"
#.
#Whether items mined or harvested by contraptions should be placed in their mounted storage.
moveItemsToStorage = true
#.
#Whether harvesters should break crops that aren't fully grown.
harvestPartiallyGrown = false
#.
#Whether harvesters should replant crops after harvesting.
harvesterReplants = true
#.
#Whether minecart contraptions can be placed into container items.
minecartContraptionInContainers = false
#.
#Whether stabilised bearings create a separated entity even on non-rotating contraptions.
#[Technical]
stabiliseStableContraptions = false
#.
#Whether the players hitbox should be expanded to the size of the contraption hitbox.
#[Technical]
syncPlayerPickupHitboxWithContraptionHitbox = false
#.
#Configure speed/capacity levels for requirements and indicators.
[kinetics.stats]
#.
#[in Revolutions per Minute]
#Minimum speed of rotation to be considered 'medium'
#Range: 0.0 ~ 4096.0
mediumSpeed = 30.0
#.
#[in Revolutions per Minute]
#Minimum speed of rotation to be considered 'fast'
#Range: 0.0 ~ 65535.0
fastSpeed = 100.0
#.
#[in Stress Units]
#Minimum stress impact to be considered 'medium'
#Range: 0.0 ~ 4096.0
mediumStressImpact = 4.0
#.
#[in Stress Units]
#Minimum stress impact to be considered 'high'
#Range: 0.0 ~ 65535.0
highStressImpact = 8.0
#.
#[in Stress Units]
#Minimum added Capacity by sources to be considered 'medium'
#Range: 0.0 ~ 4096.0
mediumCapacity = 256.0
#.
#[in Stress Units]
#Minimum added Capacity by sources to be considered 'high'
#Range: 0.0 ~ 65535.0
highCapacity = 1024.0
[kinetics.stressValues]
#.
#Fine tune the kinetic stats of individual components
[kinetics.stressValues.v2]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[kinetics.stressValues.v2.impact]
brass_encased_shaft = 0.0
turntable = 4.0
clutch = 0.0
mechanical_mixer = 4.0
gearbox = 0.0
mechanical_bearing = 4.0
copper_backtank = 4.0
hose_pulley = 4.0
display_board = 0.0
crushing_wheel = 8.0
adjustable_chain_gearshift = 0.0
millstone = 4.0
rotation_speed_controller = 0.0
sticky_mechanical_piston = 4.0
mechanical_crafter = 2.0
deployer = 4.0
elevator_pulley = 4.0
stressometer = 0.0
cogwheel = 0.0
encased_chain_drive = 0.0
belt = 0.0
brass_encased_large_cogwheel = 0.0
weighted_ejector = 2.0
chain_conveyor = 1.0
mechanical_saw = 4.0
flywheel = 0.0
mechanical_piston = 4.0
speedometer = 0.0
brass_encased_cogwheel = 0.0
clockwork_bearing = 4.0
mechanical_press = 8.0
mechanical_drill = 4.0
andesite_encased_shaft = 0.0
netherite_backtank = 4.0
mechanical_arm = 2.0
sequenced_gearshift = 0.0
andesite_encased_large_cogwheel = 0.0
shaft = 0.0
cuckoo_clock = 1.0
gearshift = 0.0
rope_pulley = 4.0
andesite_encased_cogwheel = 0.0
large_cogwheel = 0.0
encased_fan = 2.0
mysterious_cuckoo_clock = 1.0
gantry_shaft = 0.0
mechanical_pump = 4.0
#.
#[in Stress Units]
#Configure how much stress a source can accommodate for.
[kinetics.stressValues.v2.capacity]
steam_engine = 1024.0
water_wheel = 32.0
copper_valve_handle = 8.0
hand_crank = 8.0
creative_motor = 16384.0
large_water_wheel = 128.0
windmill_bearing = 512.0
#.
#Create's liquid manipulation tools
[fluids]
#.
#.
#[in Buckets]
#The amount of liquid a tank can hold per block.
#Range: > 1
fluidTankCapacity = 8
#.
#[in Blocks]
#The maximum height a fluid tank can reach.
#Range: > 1
fluidTankMaxHeight = 32
#.
#[in Blocks]
#The maximum distance a mechanical pump can push or pull liquids on either side.
#Range: > 1
mechanicalPumpRange = 16
#.
#[in Blocks]
#The maximum distance a hose pulley can draw fluid blocks from.
#Range: > 1
hosePulleyRange = 128
#.
#[in Blocks]
#[-1 to disable this behaviour]
#The minimum amount of fluid blocks the hose pulley needs to find before deeming it an infinite source.
#Range: > -1
hosePulleyBlockThreshold = 10000
#.
#Whether hose pulleys should continue filling up above-threshold sources.
fillInfinite = false
#.
#Configure which fluids can be drained infinitely.
#Allowed Values: ALLOW_ALL, DENY_ALL, ALLOW_BY_TAG, DENY_BY_TAG
bottomlessFluidMode = "ALLOW_BY_TAG"
#.
#Whether hose pulleys should be allowed to place fluid sources.
fluidFillPlaceFluidSourceBlocks = true
#.
#Whether open-ended pipes should be allowed to place fluid sources.
pipesPlaceFluidSourceBlocks = true
#.
#Tweaks for logistical components
[logistics]
#.
#.
#The amount of ticks a funnel waits between item transferrals, when it is not re-activated by redstone.
#Range: > 1
defaultExtractionTimer = 8
#.
#The amount of ticks a portable storage interface waits for transfers until letting contraptions move along.
#Range: > 1
psiTimeout = 60
#.
#Maximum distance in blocks a Mechanical Arm can reach across.
#Range: > 1
mechanicalArmRange = 5
#.
#Maximum distance in blocks a Package Port can be placed at from its target.
#Range: > 1
packagePortRange = 5
#.
#Maximum possible range in blocks of redstone link connections.
#Range: > 1
linkRange = 256
#.
#Maximum possible distance in blocks between display links and their target.
#Range: > 1
displayLinkRange = 64
#.
#The total amount of stacks a vault can hold per block in size.
#Range: 1 ~ 2048
vaultCapacity = 20
#.
#The amount of packages a chain conveyor can carry at a time.
#Range: > 1
chainConveyorCapacity = 20
#.
#The amount of ticks a brass tunnel waits between distributions.
#Range: 1 ~ 10
brassTunnelTimer = 10
#.
#The amount of ticks a factory gauge waits between requests.
#Range: > 5
factoryGaugeTimer = 100
#.
#Whether hostile mobs walking near a seat will start riding it.
seatHostileMobs = true
#.
#Everything related to Schematic tools
[schematics]
#.
#.
#Whether placing a Schematic directly in Creative Mode should replace world blocks with Air
creativePrintIncludesAir = false
#.
#The amount of Schematics a player can upload until previous ones are overwritten.
#Range: > 1
maxSchematics = 10
#.
#[in KiloBytes]
#The maximum allowed file size of uploaded Schematics.
#Range: > 16
maxTotalSchematicSize = 256
#.
#[in Bytes]
#The maximum packet size uploaded Schematics are split into.
#Range: 256 ~ 32767
maxSchematicPacketSize = 1024
#.
#Amount of game ticks without new packets arriving until an active schematic upload process is discarded.
#Range: > 100
schematicIdleTimeout = 600
#.
#Schematicannon
[schematics.schematicannon]
#.
#Amount of game ticks between shots of the cannon. Higher => Slower
#Range: > 1
schematicannonDelay = 10
#.
#Amount of blocks a Schematicannon can print per Gunpowder item provided.
#Range: > 1
schematicannonShotsPerGunpowder = 400
#.
#Equipment and gadgets added by Create
[equipment]
#.
#.
#The Maximum Distance to an active mirror for the symmetry wand to trigger.
#Range: > 10
maxSymmetryWandRange = 50
#.
#The Maximum Distance a Block placed by Create's placement assist will have to its interaction point.
#Range: > 3
placementAssistRange = 12
#.
#The Maximum Distance at which a Toolbox can interact with Players' Inventories.
#Range: > 1
toolboxRange = 10
#.
#The Maximum volume of Air that can be stored in a backtank = Seconds of underwater breathing
#Range: > 1
airInBacktank = 900
#.
#The volume of Air added by each level of the backtanks Capacity Enchantment
#Range: > 1
enchantedBacktankCapacity = 300
#.
#Amount of free Extendo Grip actions provided by one filled Copper Backtank. Set to 0 makes Extendo Grips unbreakable
#Range: > 0
maxExtendoGripActions = 1000
#.
#Amount of free Potato Cannon shots provided by one filled Copper Backtank. Set to 0 makes Potato Cannons unbreakable
#Range: > 0
maxPotatoCannonShots = 200
#.
#Create's builtin Railway systems
[trains]
#.
#.
#Whether moving Trains can hurt colliding mobs and players.
trainsCauseDamage = true
#.
#Maximum length of track that can be placed as one batch or turn.
#Range: 16 ~ 128
maxTrackPlacementLength = 32
#.
#Maximum length of a Train Stations' assembly track.
#Range: > 5
maxAssemblyLength = 128
#.
#Maximum amount of bogeys assembled as a single Train.
#Range: > 1
maxBogeyCount = 20
#.
#Relative speed of a manually controlled Train compared to a Scheduled one.
#Range: 0.0 ~ 3.4028234663852886E38
manualTrainSpeedModifier = 0.75
#.
#Standard Trains
[trains.trainStats]
#.
#[in Blocks/Second]
#The top speed of any assembled Train.
#Range: 0.0 ~ 3.4028234663852886E38
trainTopSpeed = 28.0
#.
#[in Blocks/Second]
#The top speed of Trains during a turn.
#Range: 0.0 ~ 3.4028234663852886E38
trainTurningTopSpeed = 14.0
#.
#[in Blocks/Second²]
#The acceleration of any assembled Train.
#Range: 0.0 ~ 3.4028234663852886E38
trainAcceleration = 3.0
#.
#Powered Trains
[trains.poweredTrainStats]
#.
#[in Blocks/Second]
#The top speed of powered Trains.
#Range: 0.0 ~ 3.4028234663852886E38
poweredTrainTopSpeed = 40.0
#.
#[in Blocks/Second]
#The top speed of powered Trains during a turn.
#Range: 0.0 ~ 3.4028234663852886E38
poweredTrainTurningTopSpeed = 20.0
#.
#[in Blocks/Second²]
#The acceleration of powered Trains.
#Range: 0.0 ~ 3.4028234663852886E38
poweredTrainAcceleration = 3.0

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#.
#The Tank Capacity of the Disenchanter
#[@cui:RequiresReload:server]
#Range: > 0
disenchanterTankCapacity = 1000
#.
#The Tank Capacity of the Copier
#[@cui:RequiresReload:server]
#Range: > 0
copierTankCapacity = 4000
#.
#The Tank Capacity of the Blaze Enchanter
#[@cui:RequiresReload:server]
#Range: > 0
blazeEnchanterTankCapacity = 2000
#.
#The Maximum Extended Levels beyond Enchantment's Max Level that can be reached through Hyper-Enchanting
#Range: > 0
maxHyperEnchantingLevelExtension = 2
#.
#The Chance of whether Deployer-killed entities will drop Experience Nugget
#Range: 0.0 ~ 1.0
deployerXpDropChance = 1.0
#.
enableHyperEnchant = true
#.
#Range: 0.009999999776482582 ~ 100.0
enchantByBlazeEnchanterCostCoefficient = 1.0
#.
#Range: 0.009999999776482582 ~ 100.0
hyperEnchantByBlazeEnchanterCostCoefficient = 1.0
#.
#Range: 0.009999999776482582 ~ 100.0
copyEnchantedBookCostCoefficient = 1.0
#.
#Range: 0.009999999776482582 ~ 100.0
copyEnchantedBookWithHyperExperienceCostCoefficient = 1.0
#.
#The amount of ink needed to be consumed by Copying one page of Written Book
#Range: 1 ~ 100
copyWrittenBookCostPerPage = 5
#.
#The amount of liquid experience needed to be consumed by Copying Name Tag
#Range: 1 ~ 1000
copyNameTagCost = 7
#.
#The amount of ink needed to be consumed by Copying Train Schedule
#Range: 1 ~ 1000
copyTrainScheduleCost = 10
#.
#The amount of ink needed to be consumed by Copying Clipboard
#Range: 1 ~ 1000
copyClipboardCost = 10
#.
#The probability of dropping Experience Nugget after killing a creature on the Crushing Wheel
#Range: 0.0 ~ 1.0
crushingWheelDropExpRate = 0.30000001192092896
#.
#The Scale of Experience Nugget dropped by Crushing-Wheel-killed entities
#Range: 0.10000000149011612 ~ 100.0
crushingWheelDropExpScale = 0.3400000035762787
#.
#Whether or not copying a written book always get original version. Setting it to false let you always get copy version of the book.
copyingWrittenBookAlwaysGetOriginalVersion = true

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#IMPORTANT NOTICE:
#You can add more entries using KubeJS
#https://github.com/tom5454/Create-Ore-Excavation#kubejs
importantInfo = true
#Finite vein base amount
#Range: > 1
finiteAmountBase = 1000
#Veins infinite by default
defaultInfinite = true
#Max number of extractor per ore vein, Set to 0 for infinite
#Range: 0 ~ 64
maxExtractorsPerVein = 0
#Vein Finder 'Found Nearby' range in chunks
#Range: 1 ~ 8
veinFinderNear = 1
#Vein Finder accuracy for 'Found traces of ...'
#Range: 1 ~ 1000
veinFinderFar = 25
#Vein Finder use cooldown in ticks
#Range: 10 ~ 1000
veinFinderCd = 100

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# Server-specific configuration for Create Ultimine
# This file is meant for server administrators to control user behaviour.
# Changes in this file currently require a server restart to take effect
{
features: {
# Right-click with an alloy ingot (e.g. andesite alloy) with the Ultimine key held to apply on stripped logs or casings
# Default: true
right_click_alloy: true
# Right-click with an wrench with the Ultimine key held to interact blocks (e.g. rotate, breaking)
# Default: true
right_click_wrench: true
}
}

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#Sets behavior for keeping Curios items on death.
#ON - Curios items are kept on death
#DEFAULT - Curios items follow the keepInventory gamerule
#OFF - Curios items are dropped on death
#Allowed Values: ON, DEFAULT, OFF
keepCurios = "DEFAULT"
[menu]
#Enables the old legacy Curios menu for better backwards compatibility.
enableLegacyMenu = false
[menu.experimental]
#The minimum number of columns for the Curios menu.
#Range: 1 ~ 8
minimumColumns = 1
#The maximum number of slots per page of the Curios menu.
#Range: 1 ~ 48
maxSlotsPerPage = 48

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#Server Settings
["Generator Settings"]
#What percentage of damage should be drained per second
#Range: 0.0 ~ 1.0
"Damage Ratio" = 0.1
#How far the generator should reach when draining entities
#Range: > 1
"Damage Range" = 10
#How much FE the base generator can transfer in one operation
#Range: > 0
"Energy Capacity" = 100
#How much FE is generate per point of health drained
#Range: 0.0 ~ 1.7976931348623157E308
"Energy Per Hitpoint" = 10.0
#Does the generator kill animals
"Kill Animals" = false
#Does the generator kill monsters
"Kill Monsters" = true
#Does the generator kill illagers
"Kill Illagers" = true
#Does the generator kill villagers
"Kill Villagers" = false
#Does the generator kill players
"Kill Players" = false

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#Minimum time in ticks for leaf decay. Must be lower than MaximumDecayTime!
#Range: > 0
MinimumDecayTime = 4
#Maximum time in ticks for leaf decay. Must be higher than MinimumDecayTime!
#Range: > 0
MaximumDecayTime = 11

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#Server configuration settings
[server]
#Set this to true to remove any BlockEntity that throws an error in its update method instead of closing the server and reporting a crash log. BE WARNED THIS COULD SCREW UP EVERYTHING USE SPARINGLY WE ARE NOT RESPONSIBLE FOR DAMAGES.
removeErroringBlockEntities = false
#Set this to true to remove any Entity (Note: Does not include BlockEntities) that throws an error in its tick method instead of closing the server and reporting a crash log. BE WARNED THIS COULD SCREW UP EVERYTHING USE SPARINGLY WE ARE NOT RESPONSIBLE FOR DAMAGES.
removeErroringEntities = false
#Set this to true to check the entire entity's collision bounding box for ladders instead of just the block they are in. Causes noticeable differences in mechanics so default is vanilla behavior. Default: false.
fullBoundingBoxLadders = false
#Base zombie summoning spawn chance. Allows changing the bonus zombie summoning mechanic.
#Range: 0.0 ~ 1.0
zombieBaseSummonChance = 0.1
#Chance that a zombie (or subclass) is a baby. Allows changing the zombie spawning mechanic.
#Range: 0.0 ~ 1.0
zombieBabyChance = 0.05
#The permission handler used by the server. Defaults to forge:default_handler if no such handler with that name is registered.
permissionHandler = "forge:default_handler"
#Set this to true to enable advertising the dedicated server to local LAN clients so that it shows up in the Multiplayer screen automatically.
advertiseDedicatedServerToLan = true
#Set this to true to enable living entities to use items with durations of 0. Fixes being able to use Eyes of Ender repeatedly by holding down the use button. Disabled by default as it could change interactions with items of existing mods.
useItemWithDurationZero = false

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# Server-specific configuration for FTB Ultimine
# This file is meant for server administrators to control user behaviour.
# Changes in this file currently require a server restart to take effect
{
# This is an advanced option, that you better leave alone This will stop ultimining on first block that it can't mine, rather than skipping it.
# Default: false
cancel_on_block_break_fail: false
# Hunger multiplied for each block mined with ultimine
# Default: 20.0
# Range: 0.0 ~ 10000.0
exhaustion_per_block: 20.0d
# Amount of experience taken per block mined (fractional values allowed)
# Default: 0.0
# Range: 0.0 ~ 20000.0
experience_per_block: 0.0d
# Max amount of blocks that can be ultimined at once
# Default: 64
# Range: 0 ~ 32768
max_blocks: 64
# These tags will be considered the same block when checking for blocks to Ultimine in shapeless mining mode
# Default: ["minecraft:base_stone_overworld", "c:*_ores", "forge:ores/*"]
merge_tags: [
"minecraft:base_stone_overworld"
"c:*_ores"
"forge:ores/*"
]
# These tags will be considered the same block when checking for blocks to Ultimine in shaped mining modes
# Default: ["*"]
merge_tags_shaped: ["*"]
# This will stop mining if tool reaches X durability. It's possible it won't work with special tool types.
# Default: 0
# Range: 0 ~ 100
prevent_tool_break: 0
# Require a damageable tool, or an item in the ftbultimine:tools tag, to ultimine.
# Default: false
require_tool: false
# Right-click with an axe with the Ultimine key held to strip multiple logs and scrape/unwax copper blocks
# Default: true
right_click_axe: true
# Right-click crops with the Ultimine key held to harvest multiple crop blocks
# Default: true
right_click_harvesting: true
# Right-click with a hoe with the Ultimine key held to till multiple grass/dirt blocks into farmland
# Default: true
right_click_hoe: true
# Right-click with a shovel with the Ultimine key held to flatten multiple grass/dirt blocks into dirt paths
# Default: true
right_click_shovel: true
# Cooldown in ticks between successive uses of the ultimine feature
# Default: 0
# Range: 0 ~ 9223372036854775807
ultimine_cooldown: 0L
}

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#Resource locations of disallowed actions. Trying to cast one of these will result in a mishap.
actionDenyList = []
#Should villagers take offense when you flay the mind of their fellow villagers?
villagersOffendedByMindMurder = true
#Resource locations of dimensions you can't Blink or Greater Teleport in.
tpDimDenyList = ["twilightforest:twilight_forest"]
#when false makes player reference iotas behave as normal entity reference iotas
doesTrueNameHaveAmbit = true
[Spells]
#The maximum number of actions that can be executed in one tick, to avoid hanging the server.
#Range: > 0
maxOpCount = 100000
#The harvest level of the Break Block spell.
#0 = wood, 1 = stone, 2 = iron, 3 = diamond, 4 = netherite.
#Range: 0 ~ 4
opBreakHarvestLevel = 3
["Spell Circles"]
#The maximum number of slates in a spell circle
#Range: > 4
maxSpellCircleLength = 1024
#Resource locations of disallowed actions within circles. Trying to cast one of these in a circle will result in a mishap. For example: hexcasting:get_caster will prevent Mind's Reflection.
circleActionDenyList = []

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[time]
#The speed at which time passes during the day.
#Day is defined as any time between 23500 (middle of dawn) and 12500 (middle of dusk) the next day.
#Vanilla speed: 1.0
#Range: 0.0 ~ 24000.0
daySpeed = 0.1
#The speed at which time passes during the night.
#Night is defined as any time between 12500 (middle of dusk) and 23500 (middle of dawn).
#Vanilla speed: 1.0
#Range: 0.0 ~ 24000.0
nightSpeed = 0.1
[time.effects]
#When applied, this effect syncs the passage of weather with the current speed of time.
#I.e., as time moves faster, rain stops faster. Clear weather is not affected.
#When set to SLEEPING, this effect only applies when at least one player is sleeping in a dimension.
#Note: This setting is not applicable if game rule doWeatherCycle is false.
#Allowed Values: NEVER, ALWAYS, SLEEPING
weatherEffect = "SLEEPING"
#When applied, this effect syncs the random tick speed with the current speed of time, forcing
#crop, tree, and grass growth to occur at baseRandomTickSpeed multiplied by the current time-speed.
#When set to SLEEPING, randomTickSpeed is set to baseRandomTickSpeed unless at least one player is sleeping in a dimension.
#More information on the effects of random tick speed can be found here: https://minecraft.fandom.com/wiki/Tick#Random_tick
#WARNING: This setting overwrites the randomTickSpeed game rule. To modify the base random tick speed,
#use the baseRandomTickSpeed setting instead of changing the game rule directly.
#Allowed Values: NEVER, ALWAYS, SLEEPING
randomTickEffect = "NEVER"
#The base random tick speed used by the randomTickEffect time effect.
#Range: > 0
baseRandomTickSpeed = 3
#When applied, this effect progresses potion effects to match the rate of the current time-speed.
#This effect does not apply if time speed is 1.0 or less.
#THIS MAY HAVE A NEGATIVE IMPACT ON PERFORMANCE IN SERVERS WITH MANY PLAYERS.
#When set to ALWAYS, this effect applies to all players in the dimension, day or night.
#When set to SLEEPING, this effect only applies to players who are sleeping.
#Allowed Values: NEVER, ALWAYS, SLEEPING
potionEffect = "NEVER"
#When applied, this effect progresses player hunger effects to match the rate of the current time-speed.
#This results in faster healing when food level is full, and faster harm when food level is too low.
#This effect does not apply if time speed is 1.0 or less.
#When set to ALWAYS, this effect applies to all players in the dimension, day or night. Not recommended on higher difficulty settings
#When set to SLEEPING, this effect only applies to players who are sleeping.
#Allowed Values: NEVER, ALWAYS, SLEEPING
hungerEffect = "NEVER"
#When applied, this effect progresses block entities like furnaces, hoppers, and spawners to match the rate of the current time-speed.
#WARNING: This time-effect has a significant impact on performance.
#This effect does not apply if time speed is 1.0 or less.
#When set to SLEEPING, this effect only applies when at least one player is sleeping in a dimension.
#Allowed Values: NEVER, ALWAYS, SLEEPING
blockEntityEffect = "NEVER"
[sleep]
#Enables or disables the sleep feature of this mod. Enabling this setting will modify the vanilla sleep functionality
#and may conflict with other sleep mods. If disabled, all settings in the sleep section will not apply.
enableSleepFeature = true
### THIS SETTING DEFINES THE SLEEP TIME-SPEED IN SINGLE-PLAYER GAMES ###
#The maximum speed at which time passes when all players are sleeping.
#A value of 110 is nearly equal to the time it takes to sleep in vanilla.
#Range: 0.0 ~ 24000.0
sleepSpeedMax = 1.0
#The minimum speed at which time passes when only 1 player is sleeping in a full server.
#Range: 0.0 ~ 24000.0
sleepSpeedMin = 1.0
#The speed at which time passes when all players are sleeping.
#Set to -1 to disable this feature (sleepSpeedMax will be used when all players are sleeping).
#Range: -1.0 ~ 24000.0
sleepSpeedAll = -1.0
#This parameter defines the curvature of the interpolation function that translates the sleeping player percentage into time-speed.
#The function used is a Normalized Tunable Sigmoid Function.
#A value of 0.5 represents a linear relationship.
#Smaller values bend the curve toward the X axis, while greater values bend it toward the Y axis.
#This graph may be used as a reference for tuning the curve: https://www.desmos.com/calculator/w8gntxzfow
#Credit to Dino Dini for the function: https://dinodini.wordpress.com/2010/04/05/normalized-tunable-sigmoid-functions/
#Credit to SmoothSleep for the idea: https://www.spigotmc.org/resources/smoothsleep.32043/
#Range: 0.0 ~ 1.0
sleepSpeedCurve = 0.3
#Set to 'true' for the weather to clear when players wake up in the morning as it does in vanilla.
#Set to 'false' to force weather to pass naturally. Adds realism when accelerateWeather is enabled.
#Note: This setting is ignored if game rule doWeatherCycle is false.
clearWeatherOnWake = false
#When true, players are allowed to sleep at all times of day in dimensions controlled by Hourglass.
#Note: Other mods may override this ability.
allowDaySleep = false
#When true, a clock is displayed in the sleep interface.
displayBedClock = true
#This section defines settings for notification messages.
#All messages support Minecraft formatting codes (https://minecraft.fandom.com/wiki/Formatting_codes).
#All messages have variables that can be inserted using the following format: ${variableName}
#The type option controls where the message appears:
# SYSTEM: Appears as a message in the chat. (e.g., "Respawn point set")
# GAME_INFO: Game information that appears above the hotbar (e.g., "You may not rest now, the bed is too far away").
#The target option controls to whom the message is sent:
# ALL: Sends the message to all players on the server.
# DIMENSION: Sends the message to all players in the current dimension.
# SLEEPING: Sends the message to all players in the current dimension who are sleeping.
[sleep.messages]
#This message is sent after a sleep cycle has completed.
[sleep.messages.morning]
#Available variables:
#sleepingPlayers -> the number of players in the current dimension who were sleeping.
#totalPlayers -> the number of players in the current dimension (spectators are not counted).
#sleepingPercentage -> the percentage of players in the current dimension who were sleeping (does not include % symbol).
message = "§e§oTempus fugit!"
#Sets where this message appears.
#Allowed Values: SYSTEM, GAME_INFO
type = "GAME_INFO"
#Sets to whom this message is sent.
#A target of 'SLEEPING' will send the message to all players who just woke up.
#Allowed Values: ALL, DIMENSION, SLEEPING
target = "DIMENSION"
#This message is sent when a player enters their bed.
[sleep.messages.enterBed]
#Available variables:
#player -> the player who started sleeping.
#sleepingPlayers -> the number of players in the current dimension who are sleeping.
#totalPlayers -> the number of players in the current dimension (spectators are not counted).
#sleepingPercentage -> the percentage of players in the current dimension who are sleeping (does not include % symbol).
message = "${player} is now sleeping. [${sleepingPlayers}/${totalPlayers}]"
#Sets where this message appears.
#Allowed Values: SYSTEM, GAME_INFO
type = "GAME_INFO"
#Sets to whom this message is sent.
#Allowed Values: ALL, DIMENSION, SLEEPING
target = "DIMENSION"
#This message is sent when a player leaves their bed (without being woken up naturally by morning).
[sleep.messages.leaveBed]
#Available variables:
#player -> the player who left their bed.
#sleepingPlayers -> the number of players in the current dimension who are sleeping.
#totalPlayers -> the number of players in the current dimension (spectators are not counted).
#sleepingPercentage -> the percentage of players in the current dimension who are sleeping (does not include % symbol).
message = "${player} has left their bed. [${sleepingPlayers}/${totalPlayers}]"
#Sets where this message appears.
#Allowed Values: SYSTEM, GAME_INFO
type = "GAME_INFO"
#Sets to whom this message is sent.
#Allowed Values: ALL, DIMENSION, SLEEPING
target = "DIMENSION"

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["cheat mode"]
#Enable the cheat mode for players who have an operator status (/op).
enableCheatModeForOp = true
#Enable the cheat mode for players who are in the creative mode.
enableCheatModeForCreative = true
#Enable the cheat mode for players who can use the "/give" command.
enableCheatModeForGive = false

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[stressValues]
#.
#Fine tune the kinetic stats of individual components
[stressValues.v2]
#.
#.
#[in Stress Units]
#Configure the individual stress impact of mechanical blocks. Note that this cost is doubled for every speed increase it receives.
[stressValues.v2.impact]
mechanical_chamber = 4.0
mechanical_pulverizer = 4.0

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#Storage Settings
[storage]
#The amount of slots the storage stabilizer tier 1 provides.
stabilizerTier1Slots = 256
#The amount of slots the storage stabilizer tier 2 provides.
stabilizerTier2Slots = 512
#The amount of slots the storage stabilizer tier 3 provides.
stabilizerTier3Slots = 1024
#The amount of slots the storage stabilizer tier 4 provides.
stabilizerTier4Slots = 2048
#The amount of slots the storage actuator provides.
controllerBaseSlots = 128
#The stack size the storage actuator uses.
controllerStackSize = 1024
#True to use the configured controllerStackSize for all items, instead of the stack sizes provided by item type (such as 16 for ender pearls, 64 for iron ingot). WARNING: Setting this to false may have a negative impact on performance.
overrideItemStackSizes = true
#True to use the configured controllerStackSize for all items, instead of the stack sizes provided by item type (such as 16 for ender pearls, 64 for iron ingot). WARNING: Setting this to false may have a negative impact on performance.
unlinkWormholeOnBreak = false
#Spirit Job Settings
[spirit_job]
#The duration for the slow falling effect applied by a drikwing.
drikwingFamiliarSlowFallingSeconds = 15
#The multiplier to each crushing recipe's crushing_time for Tier 1 (Foliot) Crusher Spirits.
tier1CrusherTimeMultiplier = 2.0
#The multiplier to each crushing recipe's crushing_time for Tier 2 (Djinni) Crusher Spirits.
tier2CrusherTimeMultiplier = 1.0
#Currently unused. The multiplier to each crushing recipe's crushing_time for Tier 3 (Afrit) Crusher Spirits.
tier3CrusherTimeMultiplier = 0.5
#Currently unused. The multiplier to each crushing recipe's crushing_time for Tier 4 (Marid) Crusher Spirits.
tier4CrusherTimeMultiplier = 0.2
#The multiplier to each crushing recipe's output count for Tier 1 (Foliot) Crusher Spirits.
tier1CrusherOutputMultiplier = 1.0
#The multiplier to each crushing recipe's output count for Tier 2 (Djinni) Crusher Spirits.
tier2CrusherOutputMultiplier = 1.5
#The multiplier to each crushing recipe's output count for Tier 3 (Afrit) Crusher Spirits.
tier3CrusherOutputMultiplier = 2.0
#The multiplier to each crushing recipe's output count for Tier 4 (Marid) Crusher Spirits.
tier4CrusherOutputMultiplier = 3.0
#The minimum ticks before a crusher can pick up an item it dropped. Default is 3 Seconds = 3 * 20 Ticks.
crusherResultPickupDelay = 60
#The chance for a blacksmith familiar to repair an item (by 2 durability) whenever stone is picked up. 1.0 = 100%, 0.0 = 0%.
blacksmithFamiliarRepairChance = 0.05
#The amount of iron required for a blacksmith familiar to upgrade another familiar.
blacksmithFamiliarUpgradeCost = 18
#The cooldown for a blacksmith familiar to upgrade another familiar.
blacksmithFamiliarUpgradeCooldown = 400
#Ritual Settings
[rituals]
#Enables the ritual to clear rainy weather.
enableClearWeatherRitual = true
#Enables the ritual to start rainy weather.
enableRainWeatherRitual = true
#Enables the ritual to start a thunderstorm.
enableThunderWeatherRitual = true
#Enables the ritual to set time to day.
enableDayTimeRitual = true
#Enables the ritual to set time to night.
enableNightTimeRitual = true
#If enabled, rituals are interrupted if *more* ingredients are present than needed. This should usually be disabled, but can improve performance if (very very) many rituals are running.
enableRemainingIngredientCountMatching = false
#Set a value below 1.0 to speed up rituals.
#Range: 0.05 ~ 1.7976931348623157E308
ritualDurationMultiplier = 1.0
#By default spirit names are generated randomly. This list can be used as an additional source of spirit names, or even a full replacement, depending on the configuration of "usePossibleSpiritNamesChance".
possibleSpiritNames = []
#0.0 (default) to only use random names.
#1.0 to only use the names in "possibleSpiritNames"
#0.1-0.9 to use a mix of both, the higher the value the higher the chance of using a name from this list instead of a random name.
#Will be ignored if "possibleSpiritNames" is empty.
#Range: 0.0 ~ 1.0
usePossibleSpiritNamesChance = 0.0
#Dimensional Mineshaft Settings
[dimensional_mineshaft]
#Miner Spirit Settings
[dimensional_mineshaft.miner_foliot_unspecialized]
#The amount of time it takes the spirit to perform one mining operation.
maxMiningTime = 400
#The amount of blocks the spirit will obtain per mining operation
rollsPerOperation = 1
#The amount of mining operations the spirit can perform before breaking.
durability = 1000
#Miner Spirit Settings
[dimensional_mineshaft.miner_djinni_ores]
#The amount of time it takes the spirit to perform one mining operation.
maxMiningTime = 300
#The amount of blocks the spirit will obtain per mining operation
rollsPerOperation = 1
#The amount of mining operations the spirit can perform before breaking.
durability = 400
#Miner Spirit Settings
[dimensional_mineshaft.miner_afrit_deeps]
#The amount of time it takes the spirit to perform one mining operation.
maxMiningTime = 200
#The amount of blocks the spirit will obtain per mining operation
rollsPerOperation = 1
#The amount of mining operations the spirit can perform before breaking.
durability = 800
#Miner Spirit Settings
[dimensional_mineshaft.miner_marid_master]
#The amount of time it takes the spirit to perform one mining operation.
maxMiningTime = 100
#The amount of blocks the spirit will obtain per mining operation
rollsPerOperation = 1
#The amount of mining operations the spirit can perform before breaking.
durability = 1600

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#Server configuration settings
[server]
[server.scale_limits]
[server.scale_limits.base]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.2621774483536189E-29
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.width]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.2621774483536189E-29
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.height]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.2621774483536189E-29
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.eye_height]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.2621774483536189E-29
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.hitbox_width]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.2621774483536189E-29
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.hitbox_height]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.2621774483536189E-29
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.interaction_box_width]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.interaction_box_height]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.model_width]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.model_height]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.third_person]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.motion]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.falling]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.step_height]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.view_bobbing]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.visibility]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.jump_height]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.flight]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.reach]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.block_reach]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.entity_reach]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.mining_speed]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.attack_speed]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.knockback]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.attack]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.defense]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.health]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.drops]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.held_item]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.projectiles]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38
[server.scale_limits.explosions]
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
minimum = 1.401298464324817E-45
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
maximum = 3.4028234663852886E38

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[Benefits]
# A list of diversity value thresholds, in ascending order. When the player's food diversity reaches a threshold,
# they will get the benefits associated with that threshold.
#
#
thresholds = [2.0, 5.0, 7.0, 10.0, 15.0, 20.0, 25.0, 30.0, 35.0, 40.0, 45.0, 50.0, 60.0, 70.0, 80.0, 90.0, 100.0]
#
# Define custom benefits here. Each entry in the list corresponds to a benefit that will be obtained
# at the corresponding diversity threshold defined the list above. For example, the first entry in
# this list will be applied when the player's food diversity reaches the number in the first entry in
# the threshold list above.
# A benefit can also be marked as a detriment. In that case, its activation is reversed.
# A detriment is applied while the player has less diversity than the threshold,
# and will be removed when the threshold is reached.
# Each benefit is a string with the following form: [+/-][type],[registry name],[value] (without the brackets)
# A leading plus (or the of a symbol) denotes a benefit, while a minus denotes a detriment.
# The type can either be 'attribute' for attribute modifiers or 'effect' for potion effects
# Registry names for common vanila attributes are
# generic.max_health, generic.knockback_resistance, generic.movement_speed, generic.luck,
# generic.attack_damage, generic.attack_speed, generic.armor, generic.armor_toughness
# The value of attributes is the numerical number that will be added to that attribute
# Use a negative number for subtraction. Multiplicative modifiers are not supported.
# For potion effects, the value is an integer and is the potion effect amplifier. Note
# that the amplifier is 0 indexed, so minecraft:strength,1 corresponds to Strength II
#
# To add multiple benefits to the same threshold, separate them by a semicolon ';'
# Make sure that you have NO SPACES!
# As an example, 'attribute,generic.max_health,2;effect,strength,1' will give both +2 max hp
# and Strength II at the corresponding threshold.
# 'attribute,generic.attack_damage,1;-effect,slowness,0' will give +1 attack damage at the corresponding threshold
# and Slowness I below the corresponding threshold.
#
#
benefitsUnparsed = ["effect,speed,0", "attribute,generic.max_health,1", "attribute,generic.max_health,1;effect,haste,0", "attribute,generic.max_health,1;effect,strength,0", "attribute,generic.max_health,1;attribute,generic.armor_toughness,2", "attribute,generic.max_health,1;effect,regeneration,0", "attribute,generic.max_health,1;effect,speed,1", "attribute,generic.max_health,1;effect,strength,0", "attribute,generic.max_health,1;effect,luck,0", "attribute,generic.max_health,1;attribute,generic.knockback_resistance,1", "attribute,generic.max_health,1;attribute,generic.speed,2", "attribute,generic.max_health,1;attribute,generic.armor_toughness,2", "attribute,generic.max_health,1;effect,haste,1", "attribute,generic.max_health,1;effect,strength,1", "attribute,generic.max_health,1;attribute,generic.armor_toughness,2", "attribute,generic.max_health,1;effect,strength,2", "attribute,generic.max_health,1;effect,luck,1"]
# The minimum number of foods a player needs to eat before any benefits are applied.
#
#
#Range: 0 ~ 1000
minFoodsToActivate = 0
[Filtering]
# Foods in this list won't contribute to food diversity.
#
#
blacklist = []
#
# When this list contains anything, the blacklist is ignored and instead only foods from here count.
#
#
whitelist = []
[Miscellaneous]
# Whether or not to reset food diversity on death, effectively losing all benefits.
#
#
resetOnDeath = false
#
# If true, eating foods outside of survival mode (e.g. creative/adventure) is not tracked.
#
#
limitProgressionToSurvival = false
#
# How many foods should be tracked. I.e., how many food items eaten in the past should count toward food diversity.
# Note that the larger this is, the higher your potential diversity value can be, so keep this mind
# if you are defining custom thresholds/benefits above.
# !!!If you update queueSize, and leave the other advanced options unchanged,
# make sure you change endDecay (below) to match queueSize, or else nothing will change!!!
#
#
#Range: 1 ~ 1000
queueSize = 32
[Advanced]
# These config options all affect the technical details of how diversity is calculated.
# Please look at the explanation on the wiki on the github to see how these values work.
#
# Lowest possible diversity contribution a food can give. This is a multiplier, not an
# absolute value!
#
#
#Range: 0.0 ~ 1.0
minContribution = 0.0
#
# The default diversity value when you eat a food. There is little reason to ever change this.
#
#
#Range: 0.0 ~ 100.0
defaultContribution = 1.0
#
# How many meals in the past should the diversity penalty stop from.
# **Needs to be less than queueSize and greater than startDecay!!!**
# Note that if you update queueSize, to retain the default behavior, you need to also
# set endDecay equal to the queueSize
#
#
#Range: 0 ~ 1000
endDecay = 32
#
# How many meals in the past should the diversity time penalty start to apply.
# **Needs to be less than queueSize and less than or equal to endDecay!!!**
#
#
#Range: 0 ~ 1000
startDecay = 0
#
# Whether blacklisted foods should still take a spot in the queue, even if they don't contribute any diversity.
#
#
shouldForbiddenCount = true
[Complexity]
# Define custom complexity values for individual foods here.
# The complexity value of a food is how much diversity points it gives.
# The base diversity value of foods not defined here is equal to defaultContribution.
# Each entry in the list should be a string defining one food, and the format is [registry name],[value]
# Note that tags are NOT currently supported.
#
#
complexityUnparsed = ["minecraft:cooked_porkchop,2", "minecraft:cooked_beef,2", "minecraft:golden_carrot,2", "minecraft:golden_apple,4", "minecraft:enchanted_golden_apple,10", "largemeals:sweet_berry_custard,5", "largemeals:pufferfish_broth,5", "largemeals:mushroom_pot_pie,5", "largemeals:hearty_lunch,6", "farmersrespite:green_tea,3", "farmersrespite:yellow_tea,3", "farmersrespite:coffee,3", "farmersrespite:black_tea,3", "farmersrespite:rose_hip_tea,3", "farmersrespite:dandelion_tea,3", "farmersrespite:black_tea,3", "farmersrespite:rose_hip_pie_slice,4", "farmersrespite:coffee_cake_slice,4", "farmersrespite:blazing_chili,5", "farmersdelight:cake_slice,4", "farmersdelight:chocolate_pie_slice,4", "farmersdelight:apple_pie_slice,4", "farmersdelight:sweet_berry_cheesecake_slice,4"]

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#Server Settings
[server]
#List of items that are not allowed to be put in backpacks - e.g. "minecraft:shulker_box"
disallowedItems = []
#Determines if container items (those that override canFitInsideContainerItems to false) are able to fit in backpacks
containerItemsDisallowed = false
#List of blocks that inventory interaction upgrades can't interact with - e.g. "minecraft:shulker_box"
noInteractionBlocks = []
#List of blocks that are not allowed to connect to backpacks - e.g. "refinedstorage:external_storage"
noConnectionBlocks = []
#Maximum number of upgrades of type per backpack in format of "UpgradeRegistryName[or UpgradeGroup]|MaxNumber"
maxUpgradesPerStorage = ["stack_upgrades|3", "jukebox_upgrades|1", "furnace_upgrades|1"]
#Turns on/off item fluid handler of backpack in its item form. There are some dupe bugs caused by default fluid handling implementation that manifest when backpack is drained / filled in its item form in another mod's tank and the only way to prevent them is disallowing drain/fill in item form altogether
itemFluidHandlerEnabled = true
#Determines whether player can right click on backpack that another player is wearing to open it. If off will turn off that capability for everyone and remove related settings from backpack.
allowOpeningOtherPlayerBackpacks = true
#Allows disabling item display settings. Primarily in cases where custom backpack model doesn't support showing the item. (Requires game restart to take effect)
itemDisplayDisabled = false
#Allows disabling logic that dedupes backpacks with the same UUID in players' inventory. This is here to allow turning off the logic just in case it would be causing performance issues.
tickDedupeLogicDisabled = false
#Determines if backpacks can be placed in container items (those that check for return value of canFitInsideContainerItems)
canBePlacedInContainerItems = false
#Leather Backpack Settings
[server.leatherBackpack]
#Number of inventory slots in the backpack
#Range: 1 ~ 144
inventorySlotCount = 27
#Number of upgrade slots in the backpack
#Range: 0 ~ 10
upgradeSlotCount = 1
#Copper Backpack Settings
[server.copperBackpack]
#Number of inventory slots in the backpack
#Range: 1 ~ 144
inventorySlotCount = 45
#Number of upgrade slots in the backpack
#Range: 0 ~ 10
upgradeSlotCount = 1
#Iron Backpack Settings
[server.ironBackpack]
#Number of inventory slots in the backpack
#Range: 1 ~ 144
inventorySlotCount = 54
#Number of upgrade slots in the backpack
#Range: 0 ~ 10
upgradeSlotCount = 2
#Gold Backpack Settings
[server.goldBackpack]
#Number of inventory slots in the backpack
#Range: 1 ~ 144
inventorySlotCount = 81
#Number of upgrade slots in the backpack
#Range: 0 ~ 10
upgradeSlotCount = 3
#Diamond Backpack Settings
[server.diamondBackpack]
#Number of inventory slots in the backpack
#Range: 1 ~ 144
inventorySlotCount = 108
#Number of upgrade slots in the backpack
#Range: 0 ~ 10
upgradeSlotCount = 5
#Netherite Backpack Settings
[server.netheriteBackpack]
#Number of inventory slots in the backpack
#Range: 1 ~ 144
inventorySlotCount = 120
#Number of upgrade slots in the backpack
#Range: 0 ~ 10
upgradeSlotCount = 7
#Compacting Upgrade Settings
[server.compactingUpgrade]
#Number of Compacting Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Advanced Compacting Upgrade Settings
[server.advancedCompactingUpgrade]
#Number of Advanced Compacting Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Deposit Upgrade Settings
[server.depositUpgrade]
#Number of Deposit Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Advanced Deposit Upgrade Settings
[server.advancedDepositUpgrade]
#Number of Advanced Deposit Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Feeding Upgrade Settings
[server.feedingUpgrade]
#Number of Feeding Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Advanced Feeding Upgrade Settings
[server.advancedFeedingUpgrade]
#Number of Advanced Feeding Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Filter Upgrade Settings
[server.filterUpgrade]
#Number of Filter Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Advanced Filter Upgrade Settings
[server.advancedFilterUpgrade]
#Number of Advanced Filter Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Magnet Upgrade Settings
[server.magnetUpgrade]
#Number of Magnet Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Range around storage in blocks at which magnet will pickup items
#Range: 1 ~ 20
magnetRange = 3
#Advanced Magnet Upgrade Settings
[server.advancedMagnetUpgrade]
#Number of Advanced Magnet Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Range around storage in blocks at which magnet will pickup items
#Range: 1 ~ 20
magnetRange = 5
#Pickup Upgrade Settings
[server.pickupUpgrade]
#Number of Pickup Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Advanced Pickup Upgrade Settings
[server.advancedPickupUpgrade]
#Number of Advanced Pickup Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Refill Upgrade Settings
[server.refillUpgrade]
#Number of Refill Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 6
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Advanced Refill Upgrade Settings
[server.advancedRefillUpgrade]
#Number of Advanced Refill Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 12
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Restock Upgrade Settings
[server.restockUpgrade]
#Number of Restock Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Advanced Restock Upgrade Settings
[server.advancedRestockUpgrade]
#Number of Advanced Restock Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Void Upgrade Settings
[server.voidUpgrade]
#Number of Void Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 9
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 3
#Determines whether void upgrade allows voiding anything or it only has overflow option
voidAnythingEnabled = true
#Advanced Void Upgrade Settings
[server.advancedVoidUpgrade]
#Number of Advanced Void Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 16
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Determines whether void upgrade allows voiding anything or it only has overflow option
voidAnythingEnabled = true
#Stack Upgrade Settings
[server.stackUpgrade]
#List of items that are not supposed to stack in storage even when stack upgrade is inserted. Item registry names are expected here.
nonStackableItems = ["minecraft:bundle", "minecraft:shulker_box", "minecraft:white_shulker_box", "minecraft:orange_shulker_box", "minecraft:magenta_shulker_box", "minecraft:light_blue_shulker_box", "minecraft:yellow_shulker_box", "minecraft:lime_shulker_box", "minecraft:pink_shulker_box", "minecraft:gray_shulker_box", "minecraft:light_gray_shulker_box", "minecraft:cyan_shulker_box", "minecraft:purple_shulker_box", "minecraft:blue_shulker_box", "minecraft:brown_shulker_box", "minecraft:green_shulker_box", "minecraft:red_shulker_box", "minecraft:black_shulker_box"]
#Smelting Upgrade Settings
[server.smeltingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
#Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
#Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Smoking Upgrade Settings
[server.smokingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
#Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
#Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Blasting Upgrade Settings
[server.blastingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
#Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
#Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Auto-Smelting Upgrade Settings
[server.autoSmeltingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
#Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
#Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Number of input filter slots
#Range: 1 ~ 20
inputFilterSlots = 8
#Number of input filter slots displayed in a row
#Range: 1 ~ 6
inputFilterSlotsInRow = 4
#Number of fuel filter slots
#Range: 1 ~ 20
fuelFilterSlots = 4
#Number of fuel filter slots displayed in a row
#Range: 1 ~ 6
fuelFilterSlotsInRow = 4
#Auto-Smoking Upgrade Settings
[server.autoSmokingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
#Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
#Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Number of input filter slots
#Range: 1 ~ 20
inputFilterSlots = 8
#Number of input filter slots displayed in a row
#Range: 1 ~ 6
inputFilterSlotsInRow = 4
#Number of fuel filter slots
#Range: 1 ~ 20
fuelFilterSlots = 4
#Number of fuel filter slots displayed in a row
#Range: 1 ~ 6
fuelFilterSlotsInRow = 4
#Auto-Blasting Upgrade Settings
[server.autoBlastingUpgrade]
#Smelting speed multiplier (1.0 equals speed at which vanilla furnace smelts items)
#Range: 0.25 ~ 4.0
smeltingSpeedMultiplier = 1.0
#Fuel efficiency multiplier (1.0 equals speed at which it's used in vanilla furnace)
#Range: 0.25 ~ 4.0
fuelEfficiencyMultiplier = 1.0
#Number of input filter slots
#Range: 1 ~ 20
inputFilterSlots = 8
#Number of input filter slots displayed in a row
#Range: 1 ~ 6
inputFilterSlotsInRow = 4
#Number of fuel filter slots
#Range: 1 ~ 20
fuelFilterSlots = 4
#Number of fuel filter slots displayed in a row
#Range: 1 ~ 6
fuelFilterSlotsInRow = 4
#Inception Upgrade Settings
[server.inceptionUpgrade]
#Allows / Disallows backpack upgrades to work with inventories of Backpacks in the Backpack with Inception Upgrade
upgradesUseInventoriesOfBackpacksInBackpack = true
#Allows / Disallows upgrades to be functional even when they are in Backpacks in the inventory of Backpack with Inception Upgrade
upgradesInContainedBackpacksAreFunctional = true
#Tool Swapper Upgrade Settings
[server.toolSwapperUpgrade]
#Number of Tool Swapper Upgrade's filter slots
#Range: 1 ~ 20
filterSlots = 8
#Number of filter slots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Tank Upgrade Settings
[server.tankUpgrade]
#Capacity in mB the tank upgrade will have per row of storage slots
#Range: 500 ~ 20000
capacityPerSlotRow = 4000
#Ratio that gets applied (multiplies) to inventory stack multiplier before this is applied to max energy of the battery and max in/out. Value lower than 1 makes stack multiplier affect the max energy less, higher makes it affect the max energy more. 0 turns off stack multiplier affecting battery upgrade
#Range: 0.0 ~ 5.0
stackMultiplierRatio = 1.0
#Cooldown between fill/drain actions done on fluid containers in tank slots. Only fills/drains one bucket worth to/from container after this cooldown and then waits again.
#Range: 1 ~ 100
autoFillDrainContainerCooldown = 20
#How much FE can be transfered in / out per operation. This is a base transfer rate and same as max capacity gets multiplied by number of rows in storage and stack multiplier.
#Range: 1 ~ 1000
maxInputOutput = 20
#Energy in FE the battery upgrade will have per row of storage slots
#Range: 500 ~ 50000
energyPerSlotRow = 10000
#Pump Upgrade Settings
[server.pumpUpgrade]
#Number of fluid filter slots
#Range: 1 ~ 20
filterSlots = 4
#How much mB can be transfered in / out per operation. This is a base transfer rate that gets multiplied by number of rows in storage and stack multiplier.
#Range: 1 ~ 1000
maxInputOutput = 20
#Ratio that gets applied (multiplies) to inventory stack multiplier before this is applied to max input/output value. Value lower than 1 makes stack multiplier affect the capacity less, higher makes it affect the capacity more. 0 turns off stack multiplier affecting input/output
#Range: 0.0 ~ 5.0
stackMultiplierRatio = 1.0
#Xp Pump Upgrade Settings
[server.xpPumpUpgrade]
#Whether xp pump can mend items with mending. Set false here to turn off the feature altogether.
mendingOn = true
#How many experience points at a maximum would be used to mend an item per operation (every 5 ticks and 1 xp point usually translates to 2 damage repaired).
#Range: 1 ~ 20
maxXpPointsPerMending = 5
#Advanced Jukebox Upgrade Settings
[server.advancedJukeboxUpgrade]
#Number of slots for discs in jukebox upgrade
#Range: 1 ~ 16
numberOfSlots = 12
#Number of lots displayed in a row
#Range: 1 ~ 6
slotsInRow = 4
#Settings for Spawning Entities with Backpack
[server.entityBackpackAdditions]
#Chance of an entity spawning with Backpack
#Range: 0.0 ~ 1.0
chance = 0.01
#Turns on/off addition of loot into backpacks
addLoot = true
#Turns on/off buffing the entity that wears backpack with potion effects. These are scaled based on how much loot is added.
buffWithPotionEffects = true
#Turns on/off buffing the entity that wears backpack with additional health. Health is scaled based on backpack tier the mob wears.
buffHealth = true
#Turns on/off equiping the entity that wears backpack with armor. What armor material and how enchanted is scaled based on backpack tier the mob wears.
equipWithArmor = true
#Map of entities that can spawn with backpack and related loot tables (if adding a loot is enabled) in format of "EntityRegistryName|LootTableName"
entityLootTableList = ["minecraft:creeper|minecraft:chests/desert_pyramid", "minecraft:drowned|minecraft:chests/shipwreck_treasure", "minecraft:enderman|minecraft:chests/end_city_treasure", "minecraft:evoker|minecraft:chests/woodland_mansion", "minecraft:husk|minecraft:chests/desert_pyramid", "minecraft:piglin|minecraft:chests/bastion_bridge", "minecraft:piglin_brute|minecraft:chests/bastion_treasure", "minecraft:pillager|minecraft:chests/pillager_outpost", "minecraft:skeleton|minecraft:chests/simple_dungeon", "minecraft:stray|minecraft:chests/igloo_chest", "minecraft:vex|minecraft:chests/woodland_mansion", "minecraft:vindicator|minecraft:chests/woodland_mansion", "minecraft:witch|minecraft:chests/buried_treasure", "minecraft:wither_skeleton|minecraft:chests/nether_bridge", "minecraft:zombie|minecraft:chests/simple_dungeon", "minecraft:zombie_villager|minecraft:chests/village/village_armorer", "minecraft:zombified_piglin|minecraft:chests/bastion_other"]
#List of music discs that are not supposed to be played by entities
discBlockList = ["botania:record_gaia_1", "botania:record_gaia_2"]
#Turns on/off a chance that the entity that wears backpack gets jukebox upgrade and plays a music disc.
playJukebox = true
#Determines whether backpack drops to fake players if killed by them in addition to real ones that it always drops to
dropToFakePlayers = false
#Chance of mob dropping backpack when killed by player
#Range: 0.0 ~ 1.0
backpackDropChance = 0.5
#Chance increase per looting level of mob dropping backpack
#Range: 0.0 ~ 0.3
lootingChanceIncreasePerLevel = 0.15
[server.nerfs]
#Determines if too many backpacks in player's inventory cause slowness to the player
tooManyBackpacksSlowness = false
#Maximum number of backpacks in player's inventory that will not cause slowness
#Range: 1 ~ 27
maxNumberOfBackpacks = 3
#Ratio of slowness levels per every backpack above the maximum number allowed. (number of backpacks above the max gets multiplied by this number and ceiled)
#Range: 0.1 ~ 5.0
slownessLevelsPerAdditionalBackpack = 1.0
#Determines if active upgrades will only work in the backpack that's worn by the player. Active upgrades are for example magnet, pickup, cooking, feeding upgrades.
onlyWornBackpackTriggersUpgrades = false