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
This commit is contained in:
2025-06-06 08:51:03 -05:00
parent 6ac8d7b55d
commit 67e034a69b
14 changed files with 205 additions and 8 deletions

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@ -1,7 +1,7 @@
{ {
"delayModifier": { "delayModifier": {
"desc:": "Modifies the delay between songs(requires a game restart), lower = shorter delay (1.0 = vanilla). Default = 0.25", "desc:": "Modifies the delay between songs(requires a game restart), lower = shorter delay (1.0 = vanilla). Default = 0.25",
"delayModifier": 0.35 "delayModifier": 0.7
}, },
"pitchVariance": { "pitchVariance": {
"desc:": "Adds randomized pitch variance of up to the given value (e.g. 0.1), makes songs sound slightly different. default = 0", "desc:": "Adds randomized pitch variance of up to the given value (e.g. 0.1), makes songs sound slightly different. default = 0",
@ -48,7 +48,7 @@
}, },
"displayMusicPlayed": { "displayMusicPlayed": {
"desc:": "Shows currently played music in chat/log, default = false", "desc:": "Shows currently played music in chat/log, default = false",
"displayMusicPlayed": false "displayMusicPlayed": true
}, },
"logloadedmusic": { "logloadedmusic": {
"desc:": "Prints the music files getting loaded into the latest.log, default = false", "desc:": "Prints the music files getting loaded into the latest.log, default = false",

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@ -14,6 +14,15 @@
}, },
"result":"deny" "result":"deny"
}, },
{
"mob":"magma_monsters:magma_monster",
"spawner":false,
"mincount":{
"amount":1,
"mob":"magma_monsters:magma_monster"
},
"result":"deny"
},
{ {
"mod": "os", "mod": "os",
"spawner": false, "spawner": false,

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#Client only settings
[client]
#Experimental. If true, renders fluids in tanks using a dynamic model, being more efficient when the tank is static
#If false, renders fluids in tanks using a TESR, which is more efficient when the tank contents are changing
tankFluidModel = false
#If true, the game will log all material textures which do not exist in resource packs but can be added, can be helpful for moddevs or resourcepack makers
logMissingMaterialTextures = false
#If true, the game will log all modifier textures which do not exist in resource packs but can be added, can be helpful for moddevs or resourcepack makers
logMissingModifierTextures = false
#Maximum number of quads to render for items in the smeltery. Most blocks are about 6 quads, items like ingots are around 26.
#Setting this lower will cause fewer items to be renderer (but never a partial item). Set to -1 to allow unlimited quads, and 0 to disable the item renderer.
#Range: -1 ~ 32767
maxSmelteryItemQuads = 3500
#If true, shows modifier IDs in advanced tooltips for tools and tool parts.
#They are more intrusive than most advanced tooltip content, so this option is provided in case some mod made poor design decisions and put essential gameplay info in tooltips or for pack makers who do not need modifier info.
modifiersIDsInAdvancedTooltips = true
#JEI configuration
[client.jei]
#If true, modifiers will be added to the JEI ingredient list. If false, they will only be visible in the modifiers recipe tab.
showModifiers = true
#If non-empty, only this material will be shown on tools in JEI (or the first valid material if this is invalid for the tool).
#If empty, all materials will show
showOnlyToolMaterial = ""
#If non-empty, only material will be shown on parts in JEI (or the first valid material if this is invalid for the part).
#If empty, all materials will show
showOnlyPartMaterial = ""
#If true, tables such as the part builder and tinker station will show all variants in JEI. If false the variants only show in the tables tab
showAllTableVariants = false
#If true, anvils will show all metal variants in JEI. If false, the variants only show in the tables tab
showAllAnvilVariants = true
#If true, smeltery and foundry controllers, drains, ducts, and chutes will show all variants in JEI. If false, the variants only shows in the smeltery tab
showAllSmelteryVariants = false
#If true, filled copper cans and fluid gauges will show in JEI. If false only empty ones will show
showFilledFluidTanks = false
#If true, variants of our potion fluid for every potion will show in JEI. If false it will be hidden, but still usable.
showPotionFluid = true
#Settings related to modifiers
[client.modifiers]
#If true, the shield slot legging modifier will render the next offhand item above the offhand slot.
renderShieldSlotItem = true
#Settings related to the frame helmet modifier
[client.modifiers.itemFrame]
#If true, the item frame modifier for helmets will render its items. Turning this to false makes the modifier useless.
render = true
#Offset in the X direction for the frame items.
#Range: -32768 ~ 32767
xOffset = 0
#Offset in the Y direction for the frame items.
#Range: -32768 ~ 32767
yOffset = 0
#Location of the frame on the screen.
#Allowed Values: TOP_LEFT, TOP, TOP_RIGHT, LEFT, RIGHT, BOTTOM_LEFT, BOTTOM, BOTTOM_RIGHT
location = "TOP_LEFT"
#Number of items to display in each row of the item frame.
#Range: 0 ~ 100
itemsPerRow = 5

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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"

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1.20.1-FearFactoryTest/minecraft/mods/fokusapi-2.5.jar (Stored with Git LFS) Normal file

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