Smallfix, Biome music is back and it works, brutalnightmare, createmetallurgy, Tconstruct, mobs aggro on sound, also pre-punchwood progression
brutal nightmare makes vanilla mobs more dangerous
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112
1.20.1-FearFactoryTest/minecraft/config/tconstruct-common.toml
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112
1.20.1-FearFactoryTest/minecraft/config/tconstruct-common.toml
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#Everything to do with gameplay
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[gameplay]
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#Set this to false to disable new players spawning with the Tinkers' Book.
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shouldSpawnWithTinkersBook = true
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#If true, extends the applicable slots for the fire protection enchantment to work better with shields. Will not impact gameplay with the vanilla enchantment.
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#If false, fire protection on a shield will not reduce fire tick time.
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extendFireProtectionSlots = true
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#If true, extends the applicable slots for the blast protection enchantment to work better with shields. Will not impact gameplay with the vanilla enchantment.
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#If false, blast protection on a shield will not reduce explosion knockback.
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extendBlastProtectionSlots = true
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#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.
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#Range: 0.0 ~ 32767.0
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repairKitAmount = 2.0
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#Options related to recipes, limited options as a datapack allows most recipes to be modified
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[recipes]
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#Add a recipe that allows you to craft a piece of flint using 3 gravel
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addGravelToFlintRecipe = true
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#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.
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cheaperNetheriteAlloy = true
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#Makes wither skeletons drop necrotic bones
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witherBoneDrop = true
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#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
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slimeRecipeFix = true
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#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
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glassRecipeFix = true
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[recipes.ore_rates]
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#Ore rates when melting in the melter
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[recipes.ore_rates.melter]
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#Number of nuggets produced per metal ore unit melted. 9 nuggets would give 1 ingot
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#Range: 1 ~ 45
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nuggetsPerMetal = 12
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#Number of gem shards produced per gem ore unit melted. 4 gem shards would give 1 gem
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#Range: 1 ~ 20
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shardsPerGem = 8
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#Ore rates when melting in the smeltery
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[recipes.ore_rates.smeltery]
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#Number of nuggets produced per metal ore unit melted. 9 nuggets would give 1 ingot
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#Range: 1 ~ 45
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nuggetsPerMetal = 12
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#Number of gem shards produced per gem ore unit melted. 4 gem shards would give 1 gem
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#Range: 1 ~ 20
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shardsPerGem = 8
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#Ore rates when melting in the foundry
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[recipes.ore_rates.foundry]
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#Number of nuggets produced per metal ore unit melted. 9 nuggets would give 1 ingot
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#Range: 1 ~ 45
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nuggetsPerMetal = 9
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#Number of gem shards produced per gem ore unit melted. 4 gem shards would give 1 gem
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#Range: 1 ~ 20
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shardsPerGem = 4
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#Byprouct rates when melting in the foundry
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[recipes.ore_rates.foundry_byproduct]
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#Number of nuggets produced per metal ore unit melted. 9 nuggets would give 1 ingot
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#Range: 1 ~ 45
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nuggetsPerMetal = 3
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#Number of gem shards produced per gem ore unit melted. 4 gem shards would give 1 gem
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#Range: 1 ~ 20
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shardsPerGem = 4
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#Entity head drops when killed by a charged creeper
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[recipes.heads]
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blaze = true
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enderman = true
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stray = true
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husk = true
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drowned = true
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spider = true
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cave_spider = true
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piglin_brute = true
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zombified_piglin = true
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#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
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#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.
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[loot]
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#Adds slimy saplings and seeds into various loot chests. Helps for worlds without slime islands
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slimy_loot = true
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#If true, ender dragons will drop scales when damaged by explosions
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drop_dragon_Scales = true
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#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).
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#Range: 0 ~ 100
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wanderer_ancient_tool_weight = 6
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#Configuration related to integration with other mods
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[compatability]
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#Amount of fluid each chemthrower shot projectile from Immersive Engineering is worth towards our fluid effect registry.
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#IE launches 8 projectiles per tick while consuming the value in their config, so dividing it by 8 makes them comparable to our projectiles.
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#However, keeping it as a separate config option gives pack makers more control over how strong TiC ends up in the chemthrower.
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#Range: 0.0 ~ 2.147483647E9
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immersive_engineering_chemthrower_shot_value = 1.25
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#Features to use in debugging gameplay and mechanics, generally should not be enabled in packs
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[debug]
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#If true, forces integration materials to be enabled, even if the relevant metal is missing. Useful for testing material balance.
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#Does not provide recipes for any of them, they will only be available to cheat in creative.
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forceIntegrationMaterials = false
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#Set to true if you wish to test whether a side inventory works without constantly reloading datapacks.
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#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.
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disableSideInventoryWhitelist = false
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#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.
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#This option makes testing of tools and modifiers easier, but may cause misleading assumptions about how these items will function for non-operators.
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quickApplyToolModifiersSurvival = false
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#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.
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#Allowed Values: STACKTRACE, WARNING, IGNORED
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logInvalidToolStack = "WARNING"
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