just getting the modpack files in here, also added the following folders to git ignore inside the top level of the minecraft folder (the one with save files in it):

/server-resource-packs/
/saves/
/schematics/
/screenshots/
/logs/
/.mixin.out/
/crash-reports/
usernamecache.json
usercache.json

Also I added the following file extensions to be considered "large" by the server as not to pollute diff history here are the commands I used to add these files:

git lfs track "*.jar"
git lfs track "*.zip"
git lfs track "*.7z"
git lfs track "*.gz"
git lfs track "*.rar"
git lfs track "*.tar"
git lfs track "*.iso"

git lfs track "*.png"
git lfs track "*.jpg"
git lfs track "*.jpeg"
git lfs track "*.gif"
git lfs track "*.bmp"
git lfs track "*.tiff"
git lfs track "*.svg"
git lfs track "*.webp"

git lfs track "*.mp3"
git lfs track "*.wav"
git lfs track "*.ogg"
git lfs track "*.flac"
git lfs track "*.aac"
git lfs track "*.m4a"
git lfs track "*.wma"

git lfs track "*.mp4"
git lfs track "*.mkv"
git lfs track "*.avi"
git lfs track "*.mov"
git lfs track "*.webm"
git lfs track "*.flv"
git lfs track "*.wmv"

git lfs track "*.psd"
git lfs track "*.ai"
git lfs track "*.pdf"

git lfs track "*.mca"
git lfs track "*.dat"
git lfs track "*.dat_old"
This commit is contained in:
2025-05-11 14:46:39 -05:00
parent 0590e529e4
commit 95ed26d7d8
638 changed files with 30528 additions and 0 deletions

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[visuals]
#whether to cave maps are visible when held by players from the third-person perspective.
cave_maps_visible_in_third_person = true
#whether to shake the screen from tremorsaurus stomping, nuclear explosions, etc.
screen_shaking = true
#true if some block models, like uranium ore or abyssmarine bricks render as fullbright. May increase load time, no gameplay performance impact.
emissive_block_models = true
#whether to make the screen flash white during nuclear explosions.
nuclear_bomb_flash = true
#true if some biomes, such as primordial caves, have ambient light that makes the biome easier to see in.
biome_ambient_light = true
#true if some biomes, such as toxic caves, apply a color to ambient light. May conflict with shaders.
biome_ambient_light_coloring = true
#true if some biomes, such as primordial caves, have an always well-lit sky when in them. May conflict with shaders.
biome_sky_overrides = true
#true if some biomes, such as abyssal chasm, have an thicker water fog to them. May conflict with shaders.
biome_sky_fog_overrides = true
#true if ambersol block renders with rays of light emerging from it.
ambersol_shines = true
#true if irradiated effect makes mobs glow. May conflict with shaders.
radiation_glow_effect = true
#determines how far to the left the subterranodon flight indicator renders on the screen when mounted. Negative numbers will render it on the right.
#Range: -12000 ~ 12000
subterranodon_indicator_x = 22
#determines how far from bottom the subterranodon flight indicator renders on the screen when mounted.
#Range: -12000 ~ 12000
subterranodon_indicator_y = 6
#true if sugar rush makes the world more saturated. May conflict with shaders.
sugar_rush_saturation_effect = true
[audio]
#whether nuclear explosions briefly muffle other sounds.
nuclear_bomb_muffles_sounds = true