#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"