update: automodpack

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snusxd
2026-04-05 13:08:45 +03:00
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#General mod settings
[general]
#logging
useLoggingLog = true
#-
useLoggingDebug = false
#-
useLoggingError = true

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_version = 2
[client]
#
# Should Distant Horizon's config button appear in the options screen next to fov slider?
optionsButton = true
[client.advanced]
[client.advanced.buffers]
#
# What method should be used to upload geometry to the GPU?
#
# AUTO: Picks the best option based on the GPU you have.
#
# BUFFER_STORAGE: Default if OpenGL 4.5 is supported.
# Fast rendering, no stuttering.
#
# SUB_DATA: Backup option for NVIDIA.
# Fast rendering but may stutter when uploading.
#
# BUFFER_MAPPING: Slow rendering but won't stutter when uploading.
# Generally the best option for integrated GPUs.
# Default option for AMD/Intel if OpenGL 4.5 isn't supported.
# May end up storing buffers in System memory.
# Fast rendering if in GPU memory, slow if in system memory,
# but won't stutter when uploading.
#
# DATA: Fast rendering but will stutter when uploading.
# Backup option for AMD/Intel.
# Fast rendering but may stutter when uploading.
#
# If you don't see any difference when changing these settings,
# or the world looks corrupted: restart your game.
gpuUploadMethod = "AUTO"
#
# How long should a buffer wait per Megabyte of data uploaded?
# Helpful resource for frame times: https://fpstoms.com
#
# Longer times may reduce stuttering but will make LODs
# transition and load slower. Change this to [0] for no timeout.
#
# NOTE:
# Before changing this config, try changing the "GPU Upload method" first.
gpuUploadPerMegabyteInMilliseconds = 0
[client.advanced.lodBuilding]
#
# How should block data be compressed when creating LOD data?
# This setting will only affect new or updated LOD data,
# any data already generated when this setting is changed will be
# unaffected until it is modified or re-loaded.
#
# MERGE_SAME_BLOCKS
# Every block/biome change is recorded in the database.
# This is what DH 2.0 and 2.0.1 all used by default and will store a lot of data.
# Expected Compression Ratio: 1.0
#
# VISUALLY_EQUAL
# Only visible block/biome changes are recorded in the database.
# Hidden blocks (IE ores) are ignored.
# Expected Compression Ratio: 0.7
worldCompression = "VISUALLY_EQUAL"
#
# If false LODs will be lit by Minecraft's lighting engine when possible
# and fall back to the DH lighting engine only when necessary.
#
# If true LODs will only be lit using Distant Horizons' lighting engine.
#
# Generally it is best to leave this disabled and should only be enabled
# if there are lighting issues or for debugging.
onlyUseDhLightingEngine = false
#
# A comma separated list of block resource locations that shouldn't be rendered
# if they are in a 0 sky light underground area.
# Note: air is always included in this list.
ignoredRenderCaveBlockCsv = "minecraft:glow_lichen,minecraft:rail,minecraft:water,minecraft:lava,minecraft:bubble_column"
#
# If true LOD generation for pre-existing chunks will attempt to pull the lighting data
# saved in Minecraft's Region files.
# If false DH will pull in chunks without lighting and re-light them.
#
# Setting this to true will result in faster LOD generation
# for already generated worlds, but is broken by most lighting mods.
#
# Set this to false if LODs are black.
pullLightingForPregeneratedChunks = false
#
# What algorithm should be used to compress new LOD data?
# This setting will only affect new or updated LOD data,
# any data already generated when this setting is changed will be
# unaffected until it needs to be re-written to the database.
#
# UNCOMPRESSED
# Should only be used for testing, is worse in every way vs [LZ4].
# Expected Compression Ratio: 1.0
# Estimated average DTO read speed: 1.64 milliseconds
# Estimated average DTO write speed: 12.44 milliseconds
#
# LZ4
# A good option if you're CPU limited and have plenty of hard drive space.
# Expected Compression Ratio: 0.36
# Estimated average DTO read speed: 1.85 ms
# Estimated average DTO write speed: 9.46 ms
#
# LZMA2
# Slow but very good compression.
# Expected Compression Ratio: 0.14
# Estimated average DTO read speed: 11.89 ms
# Estimated average DTO write speed: 192.01 ms
dataCompression = "LZMA2"
#
# A comma separated list of block resource locations that won't be rendered by DH.
# Note: air is always included in this list.
ignoredRenderBlockCsv = "minecraft:barrier,minecraft:structure_void,minecraft:light,minecraft:tripwire"
#
# Determines how long must pass between LOD chunk updates before another.
# update can occur
#
# Increasing this value will reduce CPU load but may may cause
# LODs to become outdated more frequently or for longer.
minTimeBetweenChunkUpdatesInSeconds = 1
#
# Normally DH will attempt to skip creating LODs for chunks it's already seen
# and that haven't changed.
#
# However sometimes that logic incorrecly prevents LODs from being updated.
# Disabling this check may fix issues where LODs aren't updated after
# blocks have been changed.
disableUnchangedChunkCheck = false
[client.advanced.autoUpdater]
#
# If DH should use the nightly (provided by Gitlab), or stable (provided by Modrinth) build.
# If [AUTO] is selected DH will update to new stable releases if the current jar is a stable jar
# and will update to new nightly builds if the current jar is a nightly jar (IE the version number ends in '-dev').
updateBranch = "AUTO"
#
# Automatically check for updates on game launch?
enableAutoUpdater = true
#
# Should Distant Horizons silently, automatically download and install new versions?
enableSilentUpdates = false
[client.advanced.multiThreading]
#
# How many threads should be used when building LODs?
#
# These threads run when terrain is generated, when
# certain graphics settings are changed, and when moving around the world.
#
# Multi-threading Note:
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
numberOfLodBuilderThreads = 2
#
# Should only be disabled if deadlock occurs and LODs refuse to update.
# This will cause CPU usage to drastically increase for the Lod Builder threads.
#
# Note that if deadlock did occur restarting MC may be necessary to stop the locked threads.
enableLodBuilderThreadLimiting = true
#
# If this value is less than 1.0, it will be treated as a percentage
# of time each thread can run before going idle.
#
# This can be used to reduce CPU usage if the thread count
# is already set to 1 for the given option, or more finely
# tune CPU performance.
runTimeRatioForWorldGenerationThreads = "0.5"
#
# If this value is less than 1.0, it will be treated as a percentage
# of time each thread can run before going idle.
#
# This can be used to reduce CPU usage if the thread count
# is already set to 1 for the given option, or more finely
# tune CPU performance.
runTimeRatioForLodBuilderThreads = "0.25"
#
# If this value is less than 1.0, it will be treated as a percentage
# of time each thread can run before going idle.
#
# This can be used to reduce CPU usage if the thread count
# is already set to 1 for the given option, or more finely
# tune CPU performance.
runTimeRatioForFileHandlerThreads = "0.5"
#
# If this value is less than 1.0, it will be treated as a percentage
# of time each thread can run before going idle.
#
# This can be used to reduce CPU usage if the thread count
# is already set to 1 for the given option, or more finely
# tune CPU performance.
runTimeRatioForUpdatePropagatorThreads = "0.25"
#
# How many threads should be used when reading/writing LOD data to/from disk?
#
# Increasing this number will cause LODs to load in faster,
# but may cause lag when loading a new world or when
# quickly flying through existing LODs.
#
# Multi-threading Note:
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
numberOfFileHandlerThreads = 2
#
# How many threads should be used when applying LOD updates?
# An LOD update is the operation of down-sampling a high detail LOD
# into a lower detail one.
#
# This config can have a much higher number of threads
# assigned and much lower run time ratio vs other thread pools
# because the amount of time any particular thread may run is relatively low.
#
# This is because LOD updating only only partially thread safe,
# so between 40% and 60% of the time a given thread may end up
# waiting on another thread to finish updating the same LOD it also wants
# to work on.
#
# Multi-threading Note:
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
numberOfUpdatePropagatorThreads = 2
#
# How many threads should be used when generating LOD
# chunks outside the normal render distance?
#
# If you experience stuttering when generating distant LODs,
# decrease this number.
# If you want to increase LOD
# generation speed, increase this number.
#
# Multi-threading Note:
# If the total thread count in Distant Horizon's config is more threads than your CPU has cores,
# CPU performance may suffer if Distant Horizons has a lot to load or generate.
# This can be an issue when first loading into a world, when flying, and/or when generating new terrain.
numberOfWorldGenerationThreads = 2
[client.advanced.logging]
#
# If enabled, the mod will log information about the renderer OpenGL process.
# This can be useful for debugging.
logRendererGLEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log performance about the world generation process.
# This can be useful for debugging.
logWorldGenPerformance = "LOG_WARNING_TO_CHAT_AND_FILE"
#
# If enabled, the mod will log information about file sub-dimension operations.
# This can be useful for debugging.
logFileSubDimEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, a chat message will be displayed if Java doesn't have enough
# memory allocated to run DH well.
showLowMemoryWarningOnStartup = true
#
# If enabled, a chat message will be displayed when a replay is started
# giving some basic information about how DH will function.
showReplayWarningOnStartup = true
#
# If enabled, the mod will log information about file read/write operations.
# This can be useful for debugging.
logFileReadWriteEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about network operations.
# This can be useful for debugging.
logNetworkEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, a chat message will be displayed when a potentially problematic
# mod is installed alongside DH.
showModCompatibilityWarningsOnStartup = true
#
# If enabled, the mod will log information about the renderer buffer process.
# This can be useful for debugging.
logRendererBufferEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about the LOD generation process.
# This can be useful for debugging.
logLodBuilderEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about the world generation process.
# This can be useful for debugging.
logWorldGenEvent = "LOG_WARNING_TO_CHAT_AND_INFO_TO_FILE"
#
# If enabled, the mod will log information about the world generation process.
# This can be useful for debugging.
logWorldGenLoadEvent = "LOG_WARNING_TO_CHAT_AND_FILE"
[client.advanced.debugging]
#
# If enabled this will disable (most) vanilla Minecraft rendering.
#
# NOTE: Do not report any issues when this mode is on!
# This setting is only for fun and debugging.
# Mod compatibility is not guaranteed.
lodOnlyMode = false
#
# Stops vertex colors from being passed.
# Useful for debugging shaders
enableWhiteWorld = false
#
# What renderer is active?
#
# DEFAULT: Default lod renderer
# DEBUG: Debug testing renderer
# DISABLED: Disable rendering
rendererMode = "DEFAULT"
#
# If enabled the LODs will render as wireframe.
renderWireframe = false
#
# If true the F8 key can be used to cycle through the different debug modes.
# and the F6 key can be used to enable and disable LOD rendering.
enableDebugKeybindings = false
#
# If true overlapping quads will be rendered as bright red for easy identification.
# If false the quads will be rendered normally.
showOverlappingQuadErrors = false
#
# Should specialized colors/rendering modes be used?
#
# OFF: LODs will be drawn with their normal colors.
# SHOW_DETAIL: LODs' color will be based on their detail level.
# SHOW_BLOCK_MATERIAL: LODs' color will be based on their material.
# SHOW_OVERLAPPING_QUADS: LODs will be drawn with total white, but overlapping quads will be drawn with red.
debugRendering = "OFF"
#
# If true OpenGL Buffer garbage collection will be logged
# this also includes the number of live buffers.
logBufferGarbageCollection = false
[client.advanced.debugging.debugWireframe]
#
# Render LOD section status?
showRenderSectionStatus = false
#
# Render full data update/lock status?
showFullDataUpdateStatus = false
#
# Render queued world gen tasks?
showWorldGenQueue = false
#
# Render Quad Tree Rendering status?
showQuadTreeRenderStatus = false
#
# If enabled, various wireframes for debugging internal functions will be drawn.
#
# NOTE: There WILL be performance hit!
# Additionally, only stuff that's loaded after you enable this
# will render their debug wireframes.
enableRendering = false
[client.advanced.debugging.openGl]
#
# Requires a reboot to change.
overrideVanillaGLLogger = false
#
# Can be changed if you experience crashing when loading into a world.
#
# Defines the OpenGL context type Distant Horizon's will create.
# Generally this should be left as [CORE] unless there is an issue with your GPU driver.
# Possible values: [CORE],[COMPAT],[ANY]
glProfileMode = "CORE"
#
# Defines how OpenGL errors are handled.
# May incorrectly catch OpenGL errors thrown by other mods.
#
# IGNORE: Do nothing.
# LOG: write an error to the log.
# LOG_THROW: write to the log and throw an exception.
# Warning: this should only be enabled when debugging the LOD renderer
# as it may break Minecraft's renderer when an exception is thrown.
glErrorHandlingMode = "IGNORE"
#
# Can be changed if you experience crashing when loading into a world.
#
# If true Distant Horizon's OpenGL contexts will be created with legacy OpenGL methods disabled.
# Distant Horizons doesn't use any legacy OpenGL methods so normally this should be disabled.
enableGlForwardCompatibilityMode = true
#
# Can be changed if you experience crashing when loading into a world.
# Note: setting to an invalid version may also cause the game to crash.
#
# Leaving this value at causes DH to try all supported GL versions.
#
# Defines the requested OpenGL context major version Distant Horizons will create.
# Possible values (DH requires 3.2 or higher at minimum):
# 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0
# 3.3, 3.2
glContextMajorVersion = 0
#
# Can be changed if you experience crashing when loading into a world.
#
# If true Distant Horizon's OpenGL contexts will be created with debugging enabled.
# This allows for enhanced debugging but may throw warnings for other mods or active overlay software.
enableGlDebugContext = false
#
# Can be changed if you experience crashing when loading into a world.
# Note: setting to an invalid version may also cause the game to crash.
#
# Defines the requested OpenGL context major version Distant Horizons will create.
# Possible values (DH requires 3.2 or higher at minimum):
# 4.6, 4.5, 4.4, 4.3, 4.2, 4.1, 4.0
# 3.3, 3.2
glContextMinorVersion = 0
[client.advanced.debugging.exampleConfigScreen]
shortTest = "69"
mapTest = "{}"
byteTest = "8"
longTest = "42069"
listTest = ["option 1", "option 2", "option 3"]
boolTest = false
doubleTest = "420.69"
floatTest = "0.42069"
linkableTest = 420
intTest = 69420
stringTest = "Test input box"
[client.advanced.graphics]
[client.advanced.graphics.ssao]
#
# Determines how many points in space are sampled for the occlusion test.
# Higher numbers will improve quality and reduce banding, but will increase GPU load.
sampleCount = 6
#
# Determines how dark the Screen Space Ambient Occlusion effect will be.
strength = "0.2"
#
# The radius, measured in pixels, that blurring is calculated for the SSAO.
# Higher numbers will reduce banding at the cost of GPU performance.
blurRadius = 2
#
# Increasing the value can reduce banding at the cost of reducing the strength of the effect.
bias = "0.02"
#
# Determines how dark the occlusion shadows can be.
# 0 = totally black at the corners
# 1 = no shadow
minLight = "0.25"
#
# Determines the radius Screen Space Ambient Occlusion is applied, measured in blocks.
radius = "4.0"
#
# Enable Screen Space Ambient Occlusion
enabled = true
[client.advanced.graphics.advancedGraphics]
#
# If true all beacons near the camera won't be drawn to prevent vanilla overdraw.
# If false all beacons will be rendered.
#
# Generally this should be left as false. It's main purpose is for debugging
# beacon updating/rendering.
disableBeaconDistanceCulling = false
#
# What the value should vanilla Minecraft's texture LodBias be?
# If set to 0 the mod wont overwrite vanilla's default (which so happens to also be 0)
lodBias = "0.0"
#
# How should the sides and bottom of grass block LODs render?
#
# AS_GRASS: all sides of dirt LOD's render using the top (green) color.
# FADE_TO_DIRT: sides fade from grass to dirt.
# AS_DIRT: sides render entirely as dirt.
grassSideRendering = "FADE_TO_DIRT"
#
# Determines how far from the camera Distant Horizons will start rendering.
# Measured as a percentage of the vanilla render distance.
#
# Higher values will prevent LODs from rendering behind vanilla blocks at a higher distance,
# but may cause holes to appear in the LODs.
# Holes are most likely to appear when flying through unloaded terrain.
#
# Increasing the vanilla render distance increases the effectiveness of this setting.
overdrawPrevention = "0.4"
#
# How bright LOD colors are.
#
# 0 = black
# 1 = normal
# 2 = near white
brightnessMultiplier = "1.0"
#
# If enabled caves will be culled
#
# NOTE: This feature is under development and
# it is VERY experimental! Please don't report
# any issues related to this feature.
#
# Additional Info: Currently this cull all faces
# with skylight value of 0 in dimensions that
# does not have a ceiling.
enableCaveCulling = true
#
# Identical to the other frustum culling option
# only used when a shader mod is present using the DH API
# and the shadow pass is being rendered.
#
# Disable this if shadows render incorrectly.
disableShadowPassFrustumCulling = false
#
# At what Y value should cave culling start?
# Lower this value if you get walls for areas with 0 light.
caveCullingHeight = 40
#
# How should LODs be shaded?
#
# AUTO: Uses the same side shading as vanilla Minecraft blocks.
# ENABLED: Simulates Minecraft's block shading for LODs.
# Can be used to force LOD shading when using some shaders.
# DISABLED: All LOD sides will be rendered with the same brightness.
lodShading = "AUTO"
#
# How saturated LOD colors are.
#
# 0 = black and white
# 1 = normal
# 2 = very saturated
saturationMultiplier = "1.0"
#
# This is the earth size ratio when applying the curvature shader effect.
# Note: Enabling this feature may cause rendering bugs.
#
# 0 = flat/disabled
# 1 = 1 to 1 (6,371,000 blocks)
# 100 = 1 to 100 (63,710 blocks)
# 10000 = 1 to 10000 (637.1 blocks)
#
# Note: Due to current limitations, the min value is 50
# and the max value is 5000. Any values outside this range
# will be set to 0 (disabled).
earthCurveRatio = 0
#
# If false LODs outside the player's camera
# aren't drawn, increasing GPU performance.
#
# If true all LODs are drawn, even those behind
# the player's camera, decreasing GPU performance.
#
# Disable this if you see LODs disappearing at the corners of your vision.
disableFrustumCulling = false
[client.advanced.graphics.genericRendering]
#
# If true LOD clouds will be rendered.
enableCloudRendering = true
#
# If true LOD beacon beams will be rendered.
enableBeaconRendering = true
#
# If true non terrain objects will be rendered in DH's terrain.
# This includes beacon beams and clouds.
enableRendering = true
[client.advanced.graphics.quality]
#
# What is the maximum detail LODs should be drawn at?
# Higher settings will increase memory and GPU usage.
#
# CHUNK: render 1 LOD for each Chunk.
# HALF_CHUNK: render 4 LODs for each Chunk.
# FOUR_BLOCKS: render 16 LODs for each Chunk.
# TWO_BLOCKS: render 64 LODs for each Chunk.
# BLOCK: render 256 LODs for each Chunk (width of one block).
#
# Lowest Quality: CHUNK
# Highest Quality: BLOCK
maxHorizontalResolution = "BLOCK"
#
# The radius of the mod's render distance. (measured in chunks)
lodChunkRenderDistanceRadius = 128
#
# Should the blocks underneath avoided blocks gain the color of the avoided block?
#
# True: a red flower will tint the grass below it red.
# False: skipped blocks will not change color of surface below them.
tintWithAvoidedBlocks = true
#
# This indicates how quickly LODs decrease in quality the further away they are.
# Higher settings will render higher quality fake chunks farther away,
# but will increase memory and GPU usage.
horizontalQuality = "MEDIUM"
#
# How should LOD transparency be handled.
#
# COMPLETE: LODs will render transparent.
# FAKE: LODs will be opaque, but shaded to match the blocks underneath.
# DISABLED: LODs will be opaque.
transparency = "COMPLETE"
#
# This indicates how well LODs will represent
# overhangs, caves, floating islands, etc.
# Higher options will make the world more accurate, butwill increase memory and GPU usage.
#
# Lowest Quality: HEIGHT_MAP
# Highest Quality: EXTREME
verticalQuality = "MEDIUM"
#
# What blocks shouldn't be rendered as LODs?
#
# NONE: Represent all blocks in the LODs
# NON_COLLIDING: Only represent solid blocks in the LODs (tall grass, torches, etc. won't count for a LOD's height)
blocksToIgnore = "NON_COLLIDING"
[client.advanced.graphics.fog]
#
# When should fog be drawn?
#
# USE_OPTIFINE_SETTING: Use whatever Fog setting Optifine is using.
# If Optifine isn't installed this defaults to FOG_ENABLED.
# FOG_ENABLED: Never draw fog on the LODs
# FOG_DISABLED: Always draw fast fog on the LODs
#
# Disabling fog will improve GPU performance.
drawMode = "FOG_ENABLED"
#
# What color should fog use?
#
# USE_WORLD_FOG_COLOR: Use the world's fog color.
# USE_SKY_COLOR: Use the sky's color.
colorMode = "USE_WORLD_FOG_COLOR"
#
# Should Minecraft's fog be disabled?
#
# Note: Other mods may conflict with this setting.
disableVanillaFog = true
[client.advanced.graphics.fog.advancedFog]
#
# What is the maximum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
farFogMax = "1.0"
#
# At what distance should the far fog start?
#
# 0.0: Fog starts at the player's position.
# 1.0: Fog starts at the closest edge of the vanilla render distance.
# 1.414: Fog starts at the corner of the vanilla render distance.
farFogStart = "0.0"
#
# What is the minimum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
farFogMin = "0.0"
#
# How should the fog thickness should be calculated?
#
# LINEAR: Linear based on distance (will ignore 'density')
# EXPONENTIAL: 1/(e^(distance*density))
# EXPONENTIAL_SQUARED: 1/(e^((distance*density)^2)
farFogFalloff = "EXPONENTIAL_SQUARED"
#
# Used in conjunction with the Fog Falloff.
farFogDensity = "2.5"
#
# Where should the far fog end?
#
# 0.0: Fog ends at player's position.
# 1.0: Fog ends at the closest edge of the vanilla render distance.
# 1.414: Fog ends at the corner of the vanilla render distance.
farFogEnd = "1.0"
[client.advanced.graphics.fog.advancedFog.heightFog]
#
# What is the minimum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
heightFogMin = "0.0"
#
# Where should the height fog start?
#
# ABOVE_CAMERA: Height fog starts at the camera and goes towards the sky
# BELOW_CAMERA: Height fog starts at the camera and goes towards the void
# ABOVE_AND_BELOW_CAMERA: Height fog starts from the camera to goes towards both the sky and void
# ABOVE_SET_HEIGHT: Height fog starts from a set height and goes towards the sky
# BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards the void
# ABOVE_AND_BELOW_SET_HEIGHT: Height fog starts from a set height and goes towards both the sky and void
heightFogMode = "ABOVE_AND_BELOW_CAMERA"
#
# If the height fog is calculated around a set height, what is that height position?
heightFogBaseHeight = "70.0"
#
# What is the maximum fog thickness?
#
# 0.0: No fog.
# 1.0: Fully opaque fog.
heightFogMax = "1.0"
#
# How should the height fog thickness should be calculated?
#
# LINEAR: Linear based on height (will ignore 'density')
# EXPONENTIAL: 1/(e^(height*density))
# EXPONENTIAL_SQUARED: 1/(e^((height*density)^2)
heightFogFalloff = "EXPONENTIAL_SQUARED"
#
# What is the height fog's density?
heightFogDensity = "2.5"
#
# How should height effect the fog thickness?
# Note: height fog is combined with the other fog settings.
#
# BASIC: No special height fog effect. Fog is calculated based on camera distance
# IGNORE_HEIGHT: Ignore height completely. Fog is only calculated with horizontal distance
# ADDITION: heightFog + farFog
# MAX: max(heightFog, farFog)
# MULTIPLY: heightFog * farFog
# INVERSE_MULTIPLY: 1 - (1-heightFog) * (1-farFog)
# LIMITED_ADDITION: farFog + max(farFog, heightFog)
# MULTIPLY_ADDITION: farFog + farFog * heightFog
# INVERSE_MULTIPLY_ADDITION: farFog + 1 - (1-heightFog) * (1-farFog)
# AVERAGE: farFog*0.5 + heightFog*0.5
#
# Note: height fog settings are ignored if 'BASIC' or 'IGNORE_HEIGHT' are selected.
heightFogMixMode = "BASIC"
#
# Should the start of the height fog be offset?
#
# 0.0: Fog start with no offset.
# 1.0: Fog start with offset of the entire world's height. (Includes depth)
heightFogStart = "0.0"
#
# Should the end of the height fog be offset?
#
# 0.0: Fog end with no offset.
# 1.0: Fog end with offset of the entire world's height. (Include depth)
heightFogEnd = "1.0"
[client.advanced.graphics.noiseTextureSettings]
#
# Defines how far should the noise texture render before it fades away. (in blocks)
# Set to 0 to disable noise from fading away
noiseDropoff = 1024
#
# How many steps of noise should be applied to LODs?
noiseSteps = 4
#
# Should a noise texture be applied to LODs?
#
# This is done to simulate textures and make the LODs appear more detailed.
noiseEnabled = true
#
# How intense should the noise should be?
noiseIntensity = "5.0"
[client.advanced.worldGenerator]
#
# How detailed should LODs be generated outside the vanilla render distance?
#
# PRE_EXISTING_ONLY
# Only create LOD data for already generated chunks.
#
#
# SURFACE
# Generate the world surface,
# this does NOT include trees,
# or structures.
#
# FEATURES
# Generate everything except structures.
# WARNING: This may cause world generator bugs or instability when paired with certain world generator mods.
distantGeneratorMode = "FEATURES"
#
# How long should a world generator thread run for before timing out?
# Note: If you are experiencing timeout errors it is better to lower your CPU usage first
# via the thread config before changing this value.
worldGenerationTimeoutLengthInSeconds = 180
#
# Should Distant Horizons slowly generate LODs
# outside the vanilla render distance?
#
# Note: when on a server, distant generation isn't supported
# and will always be disabled.
enableDistantGeneration = true
[client.advanced.multiplayer]
#
# AKA: Multiverse support.
#
# When matching levels (dimensions) of the same type (overworld, nether, etc.) the
# loaded chunks must be at least this percent the same
# in order to be considered the same world.
#
# Note: If you use portals to enter a dimension at two
# different locations the system will think the dimension
# it is two different levels.
#
# 1.0 (100%) the chunks must be identical.
# 0.5 (50%) the chunks must be half the same.
# 0.0 (0%) disables multi-dimension support,
# only one world will be used per dimension.
#
# If multiverse support is needed start with a value of 0.2
# and tweak the sensitivity from there.Lower values mean the matching is less strict.
# Higher values mean the matching is more strict.
multiverseSimilarityRequiredPercent = "0.0"
#
# How should multiplayer save folders should be named?
#
# NAME_ONLY: Example: "Minecraft Server"
# IP_ONLY: Example: "192.168.1.40"
# NAME_IP: Example: "Minecraft Server IP 192.168.1.40"
# NAME_IP_PORT: Example: "Minecraft Server IP 192.168.1.40:25565"NAME_IP_PORT_MC_VERSION: Example: "Minecraft Server IP 192.168.1.40:25565 GameVersion 1.16.5"
serverFolderNameMode = "NAME_ONLY"

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RMBTweak=1
LMBTweakWithItem=1
LMBTweakWithoutItem=1
WheelTweak=1
WheelSearchOrder=1
WheelScrollDirection=0
ScrollItemScaling=0
Debug=0

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{
"defaultSigningMode": "PROMPT",
"enableMod": true,
"showNCRButton": true,
"showReloadButton": true,
"verifiedIconEnabled": true,
"showServerSafety": true,
"hideInsecureMessageIndicators": true,
"hideModifiedMessageIndicators": true,
"hideSystemMessageIndicators": true,
"hideWarningToast": true,
"hideSigningRequestMessage": false,
"alwaysHideReportButton": false,
"skipRealmsWarning": false,
"disableTelemetry": true,
"removeTelemetryButton": true,
"demandOnServer": false,
"verifiedIconOffsetX": 0,
"verifiedIconOffsetY": 0
}

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{
"demandOnClientMessage": "You do not have No Chat Reports, and this server is configured to require it on client!",
"demandOnClient": false,
"convertToGameMessage": true,
"addQueryData": true,
"enableDebugLog": false
}

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{
"skipWarning": false,
"enableEncryption": false,
"encryptPublic": true,
"showEncryptionButton": true,
"showEncryptionIndicators": true,
"encryptionKey": "blfrngArk3chG6wzncOZ5A\u003d\u003d",
"encryptionPassphrase": "",
"algorithmName": "AES/CFB8+Base64",
"encryptableCommands": [
"msg:1",
"w:1",
"whisper:1",
"tell:1",
"r:0",
"dm:1",
"me:0",
"m:1",
"t:1",
"pm:1",
"emsg:1",
"epm:1",
"etell:1",
"ewhisper:1",
"message:1",
"reply:0"
]
}

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{
"signingModes": {}
}

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# No Chat Reports
You can find updated documentation of configuration files on the wiki:
https://github.com/Aizistral-Studios/No-Chat-Reports/wiki/Configuration-Files

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{
"PinningEnabled": true,
"ShowAdvancementIDInDebugTooltip": true,
"ShowDebugInfo": "DEBUG_TOOLTIPS_ENABLED",
"MaxCriterionEntries": 2,
"FadeOutBackgroundOnAdvancementHover": true,
"SaveLastSelectedTab": true,
"PinnedTabs": [],
"LastSelectedTab": "minecraft:husbandry/root",
"SpacingBetweenHorizontalTabs": 4,
"SpacingBetweenPinnedTabs": 2
}

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# Skip Transitions
# by TrufflezMC
# Remove fade animations on the title screen (default=true)
removeTitleScreenFade=true
# Remove fade animation for Mojang logo when applying resourcepack changes (default=true)
removeSplashFade=true
# Remove slide animation for advancements, recipes, etc (default=true)
removeToastsSlide=true
# Remove the associated "whoosh" sound effect (default=true)
removeToastsSFX=true

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{
"useExperimentalCaching": false,
"clientOptions": {
"equipControl": "MUST_NOT_CROUCH",
"forceNullRenderReplacement": false,
"disableEmptySlotScreenError": false,
"showCosmeticAccessories": true,
"disabledDefaultRenders": []
},
"screenOptions": {
"selectedScreenType": "ORIGINAL",
"showUnusedSlots": false,
"allowSlotScrolling": true,
"inventoryButtonOffset": {
"x": 66,
"y": 8
},
"creativeInventoryButtonOffset": {
"x": 96,
"y": 6
},
"isDarkMode": false,
"showEquippedStackSlotType": true,
"entityLooksAtMouseCursor": false,
"allowSideBarCraftingGrid": true,
"showGroupTabs": true,
"hoveredOptions": {
"brightenHovered": true,
"cycleBrightness": true,
"line": false,
"clickbait": false
},
"unHoveredOptions": {
"renderUnHovered": true,
"darkenUnHovered": true,
"darkenedBrightness": 0.5,
"darkenedOpacity": 1.0
}
},
"modifiers": []
}

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{
"disableOnDamage": true,
"disableOnDeath": true,
"loadDefaultAnimation": true,
"cameraFollow": false,
"modEnabled": true,
"debugLogEnabled": false,
"activationAfter": 30.0
}

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{
"general": {
"tooltip_hints": true,
"custom_configured_screen": true,
"texture_pack_support": false,
// Accepted values: ALWAYS, CACHED, CACHED_ZIPPED, NEVER
"dynamic_assets_generation_mode": "CACHED"
},
"sign": {
"pixel_consistent": true,
// Accepted range: 0.0 to 5.0
"text_color_multiplier": 1.2,
"sign_blacklist": []
},
"projectiles": {
"snowball_3d": true,
"slimeball_3d": true,
"fireball_3d": true,
"ghast_fireball_trail": true,
"dragon_fireball_trail": true,
"charges_tumble": true,
"projectiles_tumble": false,
"dragon_fireball": {
"dragon_breath_emissive": true
}
},
"lily_pad": {
// Accepted range: -1.0 to 1.0
"y_offset": -0.016625
},
"bell": {
"chain_attachment": true
},
"brewing_stand": {
"brewing_stand_colors": true
},
"arrows": {
"crossbows_colors": true
},
"tripwire_hook": {
"fast_hooks": false
},
"hanging_sign": {
// Accepted range: 0.0 to 32.0
"item_pixel_scale": 10.0,
"swinging_signs": true,
"sign_attachment": true,
"swing_physics": {
"frequency": 0.6000000238418579,
"collision_considers_entity_hitbox": true,
"collision_inertia": 1.0,
"collision_force": 15.0,
"min_angle": 0.7999996542930603,
"max_angle": 60.0,
"damping": 0.5249999761581421
}
},
"lantern": {
"fast_lanterns": false,
"swing_physics": {
"frequency": 0.6000000238418579,
"collision_considers_entity_hitbox": true,
"collision_inertia": 1.0,
"collision_force": 15.0,
"min_angle": 0.7999996542930603,
"max_angle": 60.0,
"damping": 0.5249999761581421
},
// Accepted range: 0.0 to 2.0
"lantern_item_size": 0.625,
"lantern_item_holding": true,
"lantern_item_holding_up": false
},
"cauldron": {
"potion_texture": true
},
"jukebox": {
"new_model": true,
"disc_spin": true
},
"misc": {
"torch_item_holding": true,
// Accepted range: 0.0 to 2.0
"torch_item_size": 1.0,
"candle_holder_item_holding": true,
// Accepted range: 0.0 to 2.0
"handle_holder_item_size": 0.625,
"fixed_holding_animations": false,
"campfire_smoke_through_blocks": false
}
}

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{
"lectern": {
// Improved lectern screen allowing to edit font of a book while on it
"improved_screen": true
},
"fireball": {
// Cooldown for fire & dragon charges in ticks
// Accepted range: 0 to 1000
"thrown_cooldown": 10,
// Adds dragons charge item
"dragon_charge": true,
// Makes fire & dragon charges have gravity
"gravity": true,
// Makes fire charges deflectable by punching
"deflectable": false,
// Allows throwing fire & dragon charges
"fire_charges_throwable": true,
// Makes dispensers shoot fire charges (the ones with gravity added by the mod) instead of blaze charges. Technically a breaking changes as it could break existing contraptions while allowing for new ones
"fire_charges_dispenser_behavior": true,
// Improves ghast & fire charges fireballs by giving them a unique explosion particles and set on fire on hit
"improved_explosions": true
},
"snowball": {
// Allows snowballs to freeze entities on hit. Config is for how many ticks it will freeze
// Accepted range: 0 to 1000
"freeze_ticks": 35
},
"hanging_signs": {
// Allows placing items on hanging signs
"items_on_signs": true
},
"cauldron": {
// Enables enhanced cauldron
"enhanced_cauldron": true,
// Allows crafting items using cauldrons by clicking on them
"hand_crafting": true,
// Allows crafting items using cauldrons by throwing items in them
"in_world_crafting": true,
// Allows dying cauldron water bedrock style and mixing them too
"dye_water": true,
// Max amount of items that 1 cauldron layer can recolor.This is a multiplier on top of vanilla crafting recipe amount
// Accepted range: 1 to 64
"dye_recipes_per_layer": 4,
// Max amount of items that 1 cauldron layer can craft with potions.This is a multiplier on top of vanilla crafting recipe amount
// Accepted range: 1 to 64
"potion_recipes_per_layer": 2,
// Allows mixin potions in cauldrons
// Accepted values: OFF, ONLY_BOILING, ON
"potions_mixing": "ON",
// Max amount of effects allowed in a mixed potion
// Accepted range: 1 to 64
"potion_mixing_limit": 8,
// Map of potion ids to their inverse ids. Used for potion mixing
"inverse_potions": {
"minecraft:unluck": "minecraft:luck",
"minecraft:speed": "minecraft:slowness",
"minecraft:instant_damage": "minecraft:instant_health",
"minecraft:strength": "minecraft:weakness",
"minecraft:mining_fatigue": "minecraft:haste",
"minecraft:luck": "minecraft:unluck",
"minecraft:instant_health": "minecraft:instant_damage",
"minecraft:weakness": "minecraft:strength",
"minecraft:haste": "minecraft:mining_fatigue",
"minecraft:slowness": "minecraft:speed"
},
// Makes cauldrons connect to fences
"connect_to_fences": true,
// Makes it so a dripstone drop only increments a cauldron by 1 layer(buttle) instead of a full bottle, making it just like a water cauldron
"consistent_lava_layers": false
},
"tripwire_hook": {
// Allows placing tools on tripwire hooks
"tool_hook": true
},
"carpets": {
// Allows you to place carpets on stairs
"carpeted_stairs": true,
// Allows you to place carpets on slabs
"carpeted_slabs": true
},
"cake": {
// Allows you to place a cake on top of another
"double_cake": true,
// Allows eating a cake from every side
"directional_cake": true
},
"mob_head": {
// Allows you to place two mob heads on top of each other
"skull_piles": true,
// Allows candles to be placed on top of skulls
"skull_candles": true,
// Allows placing more than one candle ontop of each skull
"multiple_candles": true
},
"flower_pot": {
// allows you to place hanging flower pots. Works with any modded pot too
"hanging_pot": true
},
"lantern": {
// Allow wall lanterns placement
"wall_lanterns": true,
// Gives high priority to wall lantern placement. Enable to override other wall lanterns placements, disable if it causes issues with other mods that use lower priority block click events
"high_priority": true,
// Mod ids of mods that have lantern block that extend the base lantern class but don't look like one
"mod_blacklist": [
"bbb",
"extlights",
"betterendforge",
"spelunkery",
"galosphere",
"tconstruct",
"enigmaticlegacy",
"beautify"
],
// Ids of blocks that are not detected as lanterns but should be
"id_whitelist": [
"enlightened_end:xenon_lantern"
],
// Allows ceiling lanterns to fall if their support is broken.Additionally if they fall from high enough they will break creating a fire where they land
// Accepted values: ON, OFF, NO_FIRE
"falling_lanterns": "ON"
},
"bell": {
// Ring a bell by clicking on a chain that's connected to it
"chain_ringing": true,
// Max chain length that allows a bell to ring
// Accepted range: 0 to 256
"chain_length": 16
},
"banners": {
// Allow banners to be placed on ceilings
"ceiling_banners": true
},
"misc": {
// Allows dying blocks by right clicking them with dye
"dye_blocks": false
},
"torch": {
// Allows torches to set entities on fire
"torch_fire": true,
// Allows torches to set entities on fire when held in offhand given you are attacking with a sword
"torch_fire_offhand": false,
// Duration of the on fire effect applied by torches. In seconds
// Accepted range: 1 to 60
"torch_fire_duration": 2
},
"lily_pad": {
// Allows lilypads to have any block placed ontop
"better_lilypads": true
}
}

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# Whether to display the map in full-screen
# The background is slightly less stylish, but more tiles are shown at once
# default: true
fullscreen = true
# Whether to keep scale after closing the map
# default: false
keepZoom = false
# Whether to keep offset after closing the map
# default: false
keepOffset = false
# How to depict player death locations.
# options: CAUSE, GRAVE, ITEMS, DIED, EUPHEMISMS
# default: EUPHEMISMS
graveStyle = "EUPHEMISMS"
# The maximum number of chunks to represent as a tile, as a power of 2
# Effectively the 'minimum zoom'
# 0: 1x1 chunk = 1 tile | 6: 64x64 chunks = 1 tile
# range: 0 - 6
# default: 5
maxTileChunks = 5
# The maximum size to render a tile at, as a power of 2 multiplier
# Effectively the 'maximum zoom'
# 0: 1 tile = 16x16 | 3: 1 tile = 128x128
# range: 0 - 3
# default: 1
maxTilePixels = 1
# The effective GUI scale for tiles and markers - independent of the overall GUI scale.
# 0 will match your GUI scale - pixels will be the same size as the background & buttons
# -1 will use half your GUI scale, rounding up.
# -2 will use half your GUI scale, rounding down.
# range: -2 - 10
# default: 0
mapScale = 0
# The maximum number of chunks to load onto the map per tick after entering a world
# default: 100
chunkTickLimit = 100
# How to handle biomes that aren't in any minecraft, conventional, or forge biome tags
# options: TEST, MISSING, CRASH
# default: MISSING
fallbackFailHandling = "MISSING"
# Whether to show debug information about hovered tiles and markers
# default: false
debugRender = false
[structureMarkers]
"minecraft:start/bastion_remnant" = true
"minecraft:type/ocean_monument" = true
"minecraft:type/woodland_mansion" = true
"minecraft:start/village_taiga" = true
"minecraft:start/village_desert" = true
"minecraft:type/end_city" = false
"minecraft:tag/village" = true
"minecraft:start/village_snowy" = true
"minecraft:start/village_savanna" = true
"minecraft:start/village_plains" = true

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{
// If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
"showFoodValuesInTooltip": true,
// If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT)
"showFoodValuesInTooltipAlways": true,
// If true, shows your current saturation level overlayed on the hunger bar
"showSaturationHudOverlay": true,
// If true, shows the hunger (and saturation if showSaturationHudOverlay is true) that would be restored by food you are currently holding
"showFoodValuesHudOverlay": true,
// If true, enables the hunger/saturation/health overlays for food in your off-hand
"showFoodValuesHudOverlayWhenOffhand": true,
// If true, shows your food exhaustion as a progress bar behind the hunger bar
"showFoodExhaustionHudUnderlay": true,
// If true, shows estimated health restored by food on the health bar
"showFoodHealthHudOverlay": true,
// If true, shows your hunger, saturation, and exhaustion level in Debug Screen
"showFoodDebugInfo": true,
// If true, health/hunger overlay will shake to match Minecraft's icon animations
"showVanillaAnimationsOverlay": true,
// Alpha value of the flashing icons at their most visible point (1.0 = fully opaque, 0.0 = fully transparent)
"maxHudOverlayFlashAlpha": 0.6499999761581421
}

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{
// Allows flower pots to be dyed when true. Default value: true
"enableDyedFlowerPots": true,
// Should chalk sticks be enabled? Default value: true
"enableChalkSticks": true,
// Allows decorated pots to be dyed when true. Default value: true
"enableDyedDecoratedPots": true,
// When true adds a new creative mode tab full of Arts & Crafts features!
"enableCreativeModeTab": false,
// Allows the player to bleach sheep (Yirmiri wanted this really bad for some reason)
"bleachableSheep": false,
// 2025 April fools features
"aprilFools2025": false
}

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{
"bool": true,
"number": 15,
"longNumber": 16644564564561651,
"floatNumber": 151.3123,
"doubleNumber": 316.15646556,
"string": "random text",
"color": "#33AADD",
"color2": "#66771166",
"boolArray": [
false,
false,
true,
false
],
"intArray": [
153,
123,
54
],
"longArray": [
13,
56,
133
],
"floatArray": [
500.0,
1561.23
],
"stringArray": [
"minecraft:test"
],
"testEnum": "C",
"nestedTest": {
"testInt": 13
}
}

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# A list that contains ids of augments that should be disabled. The augments will be
# hidden from the popup menu and cannot be selected. Augments applied on existing
# backpacks will simply be removed. Use advanced tooltips (F3 + H) to discover the IDs
# of augments.
# Example: disabledAugments = ["backpacked:recall", "backpacked:lootbound"]
disabledAugments = []
# Funnelling related properties
[funnelling]
# The maximum amount of filters that can be configured
# Valid range: 1 to 256 (inclusive)
maxFilters = 32
# Hopper Bridge related properties
[hopperBridge]
# The maximum amount of filters that can be configured
# Valid range: 1 to 256 (inclusive)
maxFilters = 32
# Hopper Bridge related properties
[imbuedHide]
# If enabled, Imbued Hide will make the backpack immune to fire regardless of the damage source
# Valid values: true, false
fireImmunity = true
# A list containing ids of damage types that the backpack will be invulnerable to when Imbued Hide is applied.
# You can discover all valid damage types in-game by pasting in the command (include all characters between the quotes): "/damage @s 1 "
# Example: invulnerableToDamageTypes = ["minecraft:cactus", "minecraft:explosion"]
invulnerableToDamageTypes = ["minecraft:cactus", "minecraft:explosion", "minecraft:sonic_boom"]
# Immortal related properties
[immortal]
# The amount of ticks to wait after Immortal has been triggered for it to be able to be triggered again.
# By default, Immortal is set to 1 minute. Use the formula: ticks = 20 * <seconds>
# Valid range: 0 to 2147483647 (inclusive)
cooldown = 1200

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# Equipable related properties
[equipable]
# The maximum amount of backpacks that can be equipped by a player. This will determine
# how many slots will appear when opening the "Equipped Backpacks" menu.
# Valid range: 1 to 9 (inclusive)
maxEquipable = 5
# If enabled, backpacks will stay equipped on the player after death (same as the
# keepInventory game rule). Please note that this will make the Recall augment
# effectively useless.
# Valid values: true, false
keepOnDeath = false
# The number of equippable slots that will automatically be unlocked by default and for free.
# Please note that the cost model will still factor these free slots into the calculation
# for unlocking the next locked slot. The slots also cannot be revoked once unlocked.
# Valid range: 0 to 9 (inclusive)
initialUnlockedEquipableSlots = 1
# If set to true, all equipable slots will be unlocked by default.
# WARNING: Reverting the option from true to false will cause backpacks to be dropped
# into the world if the slot they are in is now locked. You have been warned.
# Valid values: true, false
unlockAllEquipableSlots = false
# If set to true, equipable slots may be unlocked using Unlock Tokens
# Valid values: true, false
allowUnlockingUsingUnlockToken = false
# Cost related properties for equipable slots
[equipable.unlockCost]
# The type of payment to use to unlock backpack slots. By default this value is set to EXPERIENCE,
# which will use the players experience levels are used to unlock new slots. If value is set to
# ITEM, this will instead consume a specified item from the player's inventory (including anything
# placed in the backpack) to unlock new slots.
# Valid values: EXPERIENCE, ITEM
paymentType = "EXPERIENCE"
# Only applicable if paymentType is set to ITEM. This option will control the item used when paying
# to unlock new slots.
paymentItem = "minecraft:emerald"
# The interpolate method to use when calculating the cost of unlocking a slot. The cost
# of slots increases the more slots that are unlocked. This function determines how steep
# the price will increase after each slot is unlocked. The interpolated value is calculated
# using the minCost and maxCost.
#
# Function Descriptions:
# LINEAR - A constant grow in the cost. Cost will jump by the same value after every slot unlocked.
# SQUARED - Slowly scales the cost for about half, then cost will increase noticeably for the final half.
# CUBIC - Very slowly scales the cost for about two thirds, then cost increases sharply for the final third.
#
# Note: This property has no effect if useCustomCosts is set to true
#
# Valid values: LINEAR, SQUARED, CUBIC
costInterpolateFunction = "LINEAR"
# The minimum cost to unlock a backpack slot. This value would be the cost
# when unlocking the first slot in a backpack inventory. The cost to unlock
# subsequent slots are interpolated from the this value to the maxCost, and
# scaled by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
minCost = 10
# The maximum cost to unlock a backpack slot. This value would be the cost
# when unlocking the final slot in a backpack inventory. The cost to unlock
# prior slots are interpolated from the minCost to this value, and scaled
# by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
maxCost = 40
# If enabled, instead of using a cost that is calculated based on a minCost
# and maxCost, custom costs allow the cost to be specified manually using
# a list of values (see customCosts).
# Valid values: true, false
useCustomCosts = true
# A list of numbers that represent the cost values, must be whole and positive
# numbers only. See customCostsSelectionFunction property to set the behaviour of
# how values are selected from the custom costs list.
#
customCosts = [30, 30, 30, 40]
# Determines how the cost value is selected from the customCosts list.
#
# Possible Functions:
# LINEAR_INTERPOLATION - This will count how many slots/bays are unlocked plus one and divide it by the
# maximum unlockable slots/bays. For example, if 10 out of 20 slots are unlocked,
# a value of 11 divided by 20 will be evaluated and that will equal 0.55 or 55%.
# A cost value is then picked out of the customCosts list at the position that
# represents 55% percent of the lists length. So if customCosts contained 20 values, it
# will be picking the 11th value. The formula is custom_costs_length * ((unlocked_count + 1) / total_unlockable).
# (See below for real examples)
# INDEX_WITH_CLAMP - This option will exactly match the next unlock count to an index in the customCosts
# list. For example, if 10 out of 20 slots are unlocked, the next unlock count will
# be 11, so the 11th value in the custom costs list will be used as the cost to
# unlock the next slot/bay. This option will safely handle cases where if the 11th value
# doesn't exist, due the custom costs list containing less than 11 values, the last
# value in the list will be selected. (See below for real examples)
#
# Examples:
# 1. Backpack has 27 unlockable slots, and this option is set to INDEX_WITH_CLAMP. The custom costs
# list contains the values [5, 5, 5, 5, 5, 10]. This is interpreted as "the first five unlock costs
# will be 5, all the remaining will cost 10".
#
# 2. Backpack has 3 unlockable augment bays, and this option is set to INDEX_WITH_CLAMP. The custom
# cost lists contains the values [5, 10, 15]. This is interpreted as "the first augment bay will
# cost 5, the second will cost 10, and the final will cost 15".
#
# 3. Backpack has 18 unlockable slots, and this option is set to LINEAR_INTERPOLATION. The custom costs
# list contains the values [1, 100]. This is interpreted as "the first nine unlock costs will
# cost 1, then the final nine will cost 100".
#
# 4. Backpack has 9 unlockable slots, and this option is set to LINEAR_INTERPOLATION, and the custom costs
# list contains the values [1, 2, 3, 4, 5, 6, 7, 8, 9]. Since the count of the unlockable slots (9) and the
# length of the customCosts list (9) are the exact same, the first unlock cost will be 1, the
# second 2, the third 3, and so on until 9. However, if you bumped the backpack to 18 unlockable slots,
# this would then change to, the first two unlock costs will be 1, the next two unlock costs will be 2, the
# following two unlock costs will be 3.
#
# Note from MrCrayfish:
# This may seem confusing (and it is), but just play around with this config property. Always start with a
# fresh backpack everytime you change this property, or you may not see how the property affects the selection
# process. I suggest starting with LINEAR_INTERPOLATION and then adding enough values to the customCosts list
# so it matches the number of slots in the backpack (so if the backpack has 54 slots, put 54 values into customCosts).
# Once you've tried that, half the number of values in customCosts (so if 54 slots, put 27 values into customCosts)
# and this will give you an understanding of how the function works. Then afterwards, try INDEX_WITH_CLAMP but set
# the values [1, 2, 3] as the customCosts. You will see the first unlock cost 1, the second cost 2, and every other
# unlock will cost 3.
#
# Valid values: LINEAR_INTERPOLATION, INDEX_WITH_CLAMP
customCostsSelectionFunction = "INDEX_WITH_CLAMP"
# Cosmetic related properties
[cosmetics]
# The default cosmetic (model) of the backpack. This should generally be a backpack
# that is unlocked by default
defaultCosmetic = "backpacked:vintage"
# If enabled, prevents backpacks from being customised. This will remove the
# customise button from the backpack inventory
# Valid values: true, false
disableCustomisation = false
# Allows every player to use any backpack cosmetic variant without needing to
# complete the challenges. Side note, any progress to a challenge will not be
# tracked while enabled.
# Valid values: true, false
unlockAllCosmetics = false
# A list that contains ids of backpack cosmetics that will be disabled. The default
# cosmetic (as configured by defaultCosmetic) cannot be disabled even if added to this
# list. You can grab the ID of backpacks by hovering them in the customisation screen
# while holding down CTRL button on your keyboard, and clicking will copy the ID to
# your clipboard.
# Example: disabledCosmetics = ["backpacked:rocket", "backpacked:classic", "backpacked:honey_jar"]
disabledCosmetics = []
# Inventory related properties
[inventory]
# A list of items that are not allowed inside the inventory of a backpack.
# Note: It is recommended to ban items that have an inventory as this will create
# large NBT data and potentially crash the server!
bannedItems = ["travelersbackpack:custom_travelers_backpack", "pinesbarrels:better_barrel", "quark:seed_pouch", "quark:backpack", "sophisticatedbackpacks:backpack", "sophisticatedbackpacks:iron_backpack", "sophisticatedbackpacks:gold_backpack", "sophisticatedbackpacks:diamond_backpack", "sophisticatedbackpacks:netherite_backpack", "improvedbackpacks:tiny_pocket", "improvedbackpacks:medium_pocket", "improvedbackpacks:large_pocket", "improvedbackpacks:white_backpack", "improvedbackpacks:orange_backpack", "improvedbackpacks:magenta_backpack", "improvedbackpacks:light_blue_backpack", "improvedbackpacks:yellow_backpack", "improvedbackpacks:lime_backpack", "improvedbackpacks:pink_backpack", "improvedbackpacks:gray_backpack", "improvedbackpacks:light_gray_backpack", "improvedbackpacks:cyan_backpack", "improvedbackpacks:purple_backpack", "improvedbackpacks:blue_backpack", "improvedbackpacks:brown_backpack", "improvedbackpacks:green_backpack", "improvedbackpacks:red_backpack", "improvedbackpacks:black_backpack", "immersiveengineering:toolbox", "immersiveengineering:crate", "immersiveengineering:reinforced_crate", "create:white_toolbox", "create:orange_toolbox", "create:magenta_toolbox", "create:light_blue_toolbox", "create:yellow_toolbox", "create:lime_toolbox", "create:pink_toolbox", "create:gray_toolbox", "create:light_gray_toolbox", "create:cyan_toolbox", "create:purple_toolbox", "create:blue_toolbox", "create:brown_toolbox", "create:green_toolbox", "create:red_toolbox", "create:black_toolbox", "mekanism:personal_chest", "supplementaries:sack"]
# Slots related properties
[inventory.slots]
# If set to true, all backpacks slots will be unlocked by default.
# WARNING: Reverting the option from true to false will cause items to be dropped
# into the world if the slot they are in is now locked. You have been warned.
# Valid values: true, false
unlockAllSlots = false
# The number of slots that will automatically be unlocked by default and for free.
# Please note that the cost model will still factor these free slots into the calculation
# for unlocking the next locked slot. The slots also cannot be revoked once unlocked.
# Valid range: 0 to 253 (inclusive)
initialUnlockedSlots = 9
# If set to true, backpack slots may be unlocked using Unlock Tokens
# Valid values: true, false
allowUnlockingUsingUnlockToken = true
# Cost related properties for inventory slots
[inventory.slots.unlockCost]
# The type of payment to use to unlock backpack slots. By default this value is set to EXPERIENCE,
# which will use the players experience levels are used to unlock new slots. If value is set to
# ITEM, this will instead consume a specified item from the player's inventory (including anything
# placed in the backpack) to unlock new slots.
# Valid values: EXPERIENCE, ITEM
paymentType = "EXPERIENCE"
# Only applicable if paymentType is set to ITEM. This option will control the item used when paying
# to unlock new slots.
paymentItem = "minecraft:emerald"
# The interpolate method to use when calculating the cost of unlocking a slot. The cost
# of slots increases the more slots that are unlocked. This function determines how steep
# the price will increase after each slot is unlocked. The interpolated value is calculated
# using the minCost and maxCost.
#
# Function Descriptions:
# LINEAR - A constant grow in the cost. Cost will jump by the same value after every slot unlocked.
# SQUARED - Slowly scales the cost for about half, then cost will increase noticeably for the final half.
# CUBIC - Very slowly scales the cost for about two thirds, then cost increases sharply for the final third.
#
# Note: This property has no effect if useCustomCosts is set to true
#
# Valid values: LINEAR, SQUARED, CUBIC
costInterpolateFunction = "CUBIC"
# The minimum cost to unlock a backpack slot. This value would be the cost
# when unlocking the first slot in a backpack inventory. The cost to unlock
# subsequent slots are interpolated from the this value to the maxCost, and
# scaled by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
minCost = 1
# The maximum cost to unlock a backpack slot. This value would be the cost
# when unlocking the final slot in a backpack inventory. The cost to unlock
# prior slots are interpolated from the minCost to this value, and scaled
# by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
maxCost = 20
# If enabled, instead of using a cost that is calculated based on a minCost
# and maxCost, custom costs allow the cost to be specified manually using
# a list of values (see customCosts).
# Valid values: true, false
useCustomCosts = false
# A list of numbers that represent the cost values, must be whole and positive
# numbers only. See customCostsSelectionFunction property to set the behaviour of
# how values are selected from the custom costs list.
#
customCosts = []
# Determines how the cost value is selected from the customCosts list.
#
# Possible Functions:
# LINEAR_INTERPOLATION - This will count how many slots/bays are unlocked plus one and divide it by the
# maximum unlockable slots/bays. For example, if 10 out of 20 slots are unlocked,
# a value of 11 divided by 20 will be evaluated and that will equal 0.55 or 55%.
# A cost value is then picked out of the customCosts list at the position that
# represents 55% percent of the lists length. So if customCosts contained 20 values, it
# will be picking the 11th value. The formula is custom_costs_length * ((unlocked_count + 1) / total_unlockable).
# (See below for real examples)
# INDEX_WITH_CLAMP - This option will exactly match the next unlock count to an index in the customCosts
# list. For example, if 10 out of 20 slots are unlocked, the next unlock count will
# be 11, so the 11th value in the custom costs list will be used as the cost to
# unlock the next slot/bay. This option will safely handle cases where if the 11th value
# doesn't exist, due the custom costs list containing less than 11 values, the last
# value in the list will be selected. (See below for real examples)
#
# Examples:
# 1. Backpack has 27 unlockable slots, and this option is set to INDEX_WITH_CLAMP. The custom costs
# list contains the values [5, 5, 5, 5, 5, 10]. This is interpreted as "the first five unlock costs
# will be 5, all the remaining will cost 10".
#
# 2. Backpack has 3 unlockable augment bays, and this option is set to INDEX_WITH_CLAMP. The custom
# cost lists contains the values [5, 10, 15]. This is interpreted as "the first augment bay will
# cost 5, the second will cost 10, and the final will cost 15".
#
# 3. Backpack has 18 unlockable slots, and this option is set to LINEAR_INTERPOLATION. The custom costs
# list contains the values [1, 100]. This is interpreted as "the first nine unlock costs will
# cost 1, then the final nine will cost 100".
#
# 4. Backpack has 9 unlockable slots, and this option is set to LINEAR_INTERPOLATION, and the custom costs
# list contains the values [1, 2, 3, 4, 5, 6, 7, 8, 9]. Since the count of the unlockable slots (9) and the
# length of the customCosts list (9) are the exact same, the first unlock cost will be 1, the
# second 2, the third 3, and so on until 9. However, if you bumped the backpack to 18 unlockable slots,
# this would then change to, the first two unlock costs will be 1, the next two unlock costs will be 2, the
# following two unlock costs will be 3.
#
# Note from MrCrayfish:
# This may seem confusing (and it is), but just play around with this config property. Always start with a
# fresh backpack everytime you change this property, or you may not see how the property affects the selection
# process. I suggest starting with LINEAR_INTERPOLATION and then adding enough values to the customCosts list
# so it matches the number of slots in the backpack (so if the backpack has 54 slots, put 54 values into customCosts).
# Once you've tried that, half the number of values in customCosts (so if 54 slots, put 27 values into customCosts)
# and this will give you an understanding of how the function works. Then afterwards, try INDEX_WITH_CLAMP but set
# the values [1, 2, 3] as the customCosts. You will see the first unlock cost 1, the second cost 2, and every other
# unlock will cost 3.
#
# Valid values: LINEAR_INTERPOLATION, INDEX_WITH_CLAMP
customCostsSelectionFunction = "LINEAR_INTERPOLATION"
# Size related properties
[inventory.size]
# The amount of columns in the backpack inventory.
# WARNING: Larger than 15 columns will start to cut off GUI elements when using auto GUI
# scale. If you make the size of the backpack smaller, items in the backpack that no
# longer fit will spawn into the world. Take care when changing this property on a
# running game/server since the changes will be automatically reloaded upon saving this file.
# Valid range: 1 to 23 (inclusive)
columns = 9
# The amount of rows in the backpack inventory.
# WARNING: Larger than 6 rows will not fit on some resolutions when using auto GUI scale.
# If you make the size of the backpack smaller, items in the backpack that no
# longer fit will spawn into the world. Take care when changing this property on a
# running game/server since the changes will be automatically reloaded upon saving this file.
# Valid range: 1 to 11 (inclusive)
rows = 5
# Augment Bay related properties
[augmentBays]
# If true, the first augment bay will automatically be unlocked by default and for free.
# Valid values: true, false
unlockFirstAugmentBay = false
# If set to true, all augment bays will be unlocked by default.
# Valid values: true, false
unlockAllAugmentBays = false
# If set to true, augment bays may be unlocked using Unlock Tokens
# Valid values: true, false
allowUnlockingUsingUnlockToken = false
# Cost related properties for augment bays
[augmentBays.unlockCost]
# The type of payment to use to unlock backpack slots. By default this value is set to EXPERIENCE,
# which will use the players experience levels are used to unlock new slots. If value is set to
# ITEM, this will instead consume a specified item from the player's inventory (including anything
# placed in the backpack) to unlock new slots.
# Valid values: EXPERIENCE, ITEM
paymentType = "EXPERIENCE"
# Only applicable if paymentType is set to ITEM. This option will control the item used when paying
# to unlock new slots.
paymentItem = "minecraft:emerald"
# The interpolate method to use when calculating the cost of unlocking a slot. The cost
# of slots increases the more slots that are unlocked. This function determines how steep
# the price will increase after each slot is unlocked. The interpolated value is calculated
# using the minCost and maxCost.
#
# Function Descriptions:
# LINEAR - A constant grow in the cost. Cost will jump by the same value after every slot unlocked.
# SQUARED - Slowly scales the cost for about half, then cost will increase noticeably for the final half.
# CUBIC - Very slowly scales the cost for about two thirds, then cost increases sharply for the final third.
#
# Note: This property has no effect if useCustomCosts is set to true
#
# Valid values: LINEAR, SQUARED, CUBIC
costInterpolateFunction = "LINEAR"
# The minimum cost to unlock a backpack slot. This value would be the cost
# when unlocking the first slot in a backpack inventory. The cost to unlock
# subsequent slots are interpolated from the this value to the maxCost, and
# scaled by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
minCost = 10
# The maximum cost to unlock a backpack slot. This value would be the cost
# when unlocking the final slot in a backpack inventory. The cost to unlock
# prior slots are interpolated from the minCost to this value, and scaled
# by the scaleFunction.
#
# Note: This property has no effect if useCustomCosts is set to true
# Valid range: 1 to 100 (inclusive)
maxCost = 40
# If enabled, instead of using a cost that is calculated based on a minCost
# and maxCost, custom costs allow the cost to be specified manually using
# a list of values (see customCosts).
# Valid values: true, false
useCustomCosts = true
# A list of numbers that represent the cost values, must be whole and positive
# numbers only. See customCostsSelectionFunction property to set the behaviour of
# how values are selected from the custom costs list.
#
customCosts = [10, 20, 30, 40]
# Determines how the cost value is selected from the customCosts list.
#
# Possible Functions:
# LINEAR_INTERPOLATION - This will count how many slots/bays are unlocked plus one and divide it by the
# maximum unlockable slots/bays. For example, if 10 out of 20 slots are unlocked,
# a value of 11 divided by 20 will be evaluated and that will equal 0.55 or 55%.
# A cost value is then picked out of the customCosts list at the position that
# represents 55% percent of the lists length. So if customCosts contained 20 values, it
# will be picking the 11th value. The formula is custom_costs_length * ((unlocked_count + 1) / total_unlockable).
# (See below for real examples)
# INDEX_WITH_CLAMP - This option will exactly match the next unlock count to an index in the customCosts
# list. For example, if 10 out of 20 slots are unlocked, the next unlock count will
# be 11, so the 11th value in the custom costs list will be used as the cost to
# unlock the next slot/bay. This option will safely handle cases where if the 11th value
# doesn't exist, due the custom costs list containing less than 11 values, the last
# value in the list will be selected. (See below for real examples)
#
# Examples:
# 1. Backpack has 27 unlockable slots, and this option is set to INDEX_WITH_CLAMP. The custom costs
# list contains the values [5, 5, 5, 5, 5, 10]. This is interpreted as "the first five unlock costs
# will be 5, all the remaining will cost 10".
#
# 2. Backpack has 3 unlockable augment bays, and this option is set to INDEX_WITH_CLAMP. The custom
# cost lists contains the values [5, 10, 15]. This is interpreted as "the first augment bay will
# cost 5, the second will cost 10, and the final will cost 15".
#
# 3. Backpack has 18 unlockable slots, and this option is set to LINEAR_INTERPOLATION. The custom costs
# list contains the values [1, 100]. This is interpreted as "the first nine unlock costs will
# cost 1, then the final nine will cost 100".
#
# 4. Backpack has 9 unlockable slots, and this option is set to LINEAR_INTERPOLATION, and the custom costs
# list contains the values [1, 2, 3, 4, 5, 6, 7, 8, 9]. Since the count of the unlockable slots (9) and the
# length of the customCosts list (9) are the exact same, the first unlock cost will be 1, the
# second 2, the third 3, and so on until 9. However, if you bumped the backpack to 18 unlockable slots,
# this would then change to, the first two unlock costs will be 1, the next two unlock costs will be 2, the
# following two unlock costs will be 3.
#
# Note from MrCrayfish:
# This may seem confusing (and it is), but just play around with this config property. Always start with a
# fresh backpack everytime you change this property, or you may not see how the property affects the selection
# process. I suggest starting with LINEAR_INTERPOLATION and then adding enough values to the customCosts list
# so it matches the number of slots in the backpack (so if the backpack has 54 slots, put 54 values into customCosts).
# Once you've tried that, half the number of values in customCosts (so if 54 slots, put 27 values into customCosts)
# and this will give you an understanding of how the function works. Then afterwards, try INDEX_WITH_CLAMP but set
# the values [1, 2, 3] as the customCosts. You will see the first unlock cost 1, the second cost 2, and every other
# unlock will cost 3.
#
# Valid values: LINEAR_INTERPOLATION, INDEX_WITH_CLAMP
customCostsSelectionFunction = "INDEX_WITH_CLAMP"

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# If enabled, hides the config button from the backpack screen
# Valid values: true, false
hideConfigButton = false
# Determines how unlockable slots are displayed and interactions are handled. This
# option can be changed directly in the backpack inventory GUI.
#
# Mode descriptions:
# ENABLED - Unlockable slots will always be enabled (visible and interactable).
# PURCHASABLE - Unlockable slots will only be enabled if the player has has exp levels
# to purchase/unlock the slot, otherwise they will be disabled (faded out
# and not interactable).
# DISABLED - Unlockable slots will always be disabled. (faded out and not interactable).
#
# Valid values: ENABLED, PURCHASABLE, DISABLED
unlockableSlotMode = "ENABLED"
# Very secret feature, do not enable if you don't want your screen filled with particle effects
# Valid values: true, false
glitterBomb = false
# If enabled, hides the call to action at the bottom of the customisation menu which links out to community addons and a guide.
# Valid values: true, false
hideAddonsCallToAction = false

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# If enabled, allows players to access the backpack of another player by interacting
# with the visible backpack on their back.
# Valid values: true, false
enabledPickpocketing = true
# The maximum reach distance of a player to interact with another player's backpack.
# Valid range: 0 to 4 (inclusive)
maxReachDistance = 2.0
# The maximum angle at which another player's backpack can be accessed.
# Think of this as how directly behind the backpack the player needs to be
# in order to pickpocket. A smaller range prevents the player from accessing
# the backpack from the side.
# Valid range: 0 to 90 (inclusive)
maxAngleRange = 80.0

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# If enabled, wandering traders will have a chance to spawn with a backpack
# Valid values: true, false
enableBackpack = true
# The chance a Wandering Trader will spawn with a backpack. The chance is interpreted
# as one out of x, with x being the number given from this config option.
# Valid range: 1 to 100 (inclusive)
spawnWithBackpackChance = 2
[pickpocketingChallenge]
# The maximum distance a Wandering Trader can detect a player. The longer the
# distance, the more difficult the challenge to pickpocket their backpack.
# Valid range: 1 to 32 (inclusive)
maxDetectionDistance = 10.0
# The time (in ticks) a Wandering Trader will wait before it decides to forget
# about a detected player. The Wandering Trader will wait indefinitely if the
# detected player is within the maximum detection distance.
# Valid range: 1 to 12000 (inclusive)
timeToForgetPlayer = 200
# If true, allows players who are disliked by Wandering Traders to continue to
# trade normally with them. A player is considered disliked if they are caught when
# trying to pickpocket a Wandering Trader's backpack.
# Valid values: true, false
dislikedPlayersCanTrade = false
# The amount of time (in ticks) a player has to wait before a Wandering Trader will
# like them again. If a player gets caught pickpocketing a Wandering Trader, the
# cooldown will be reset
# Valid range: 0 to 24000 (inclusive)
dislikeCooldown = 6000
# Instead of generating trades as loot in the Wandering Traders backpacks, only generate emeralds.
# Valid values: true, false
generateEmeraldsOnly = false
# The maximum multiplier to apply when generating loot in the Wandering Trader backpack.
# Valid range: 1 to 64 (inclusive)
maxLootMultiplier = 12
# The maximum size of an emerald stack that can generate in the Wandering Trader backpack.
# Valid range: 1 to 64 (inclusive)
maxEmeraldStack = 32

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{
"items": {
"banner": {
"giveEffect": true,
"showTooltip": true
},
"nutrition": {
"cakeDoughNutrition": 5,
"cakeDoughSaturationMod": 0.6,
"sweetDoughNutrition": 5,
"sweetDoughSaturationMod": 0.6,
"croissantNutrition": 5,
"croissantSaturationMod": 0.6,
"crustyBreadNutrition": 5,
"crustyBreadSaturationMod": 1.2,
"breadNutrition": 5,
"breadSaturationMod": 1.2,
"baguetteNutrition": 5,
"baguetteSaturationMod": 1.2,
"toastNutrition": 3,
"toastSaturationMod": 0.8,
"braidedBreadNutrition": 5,
"braidedBreadSaturationMod": 1.2,
"sandwichNutrition": 7,
"sandwichSaturationMod": 0.7,
"vegetableSandwichNutrition": 8,
"vegetableSandwichSaturationMod": 0.6,
"grilledSalmonSandwichNutrition": 6,
"grilledSalmonSandwichSaturationMod": 0.8,
"grilledBaconSandwichNutrition": 7,
"grilledBaconSandwichSaturationMod": 0.7,
"breadWithJamNutrition": 5,
"breadWithJamSaturationMod": 0.5,
"strawberryCakeSliceNutrition": 5,
"strawberryCakeSliceSaturationMod": 0.7,
"sweetberryCakeSliceNutrition": 5,
"sweetberryCakeSliceSaturationMod": 0.7,
"chocolateCakeSliceNutrition": 5,
"chocolateCakeSliceSaturationMod": 0.7,
"chocolateGateauSliceNutrition": 5,
"chocolateGateauSliceSaturationMod": 0.7,
"bundtCakeSliceNutrition": 5,
"bundtCakeSliceSaturationMod": 0.7,
"linzerTartSliceNutrition": 5,
"linzerTartSliceSaturationMod": 0.7,
"applePieSliceNutrition": 5,
"applePieSliceSaturationMod": 0.7,
"glowberryPieSliceNutrition": 5,
"glowberryPieSliceSaturationMod": 0.7,
"chocolateTartSliceNutrition": 5,
"chocolateTartSliceSaturationMod": 0.7,
"puddingSliceNutrition": 5,
"puddingSliceSaturationMod": 0.7,
"strawberryGlazedCookieNutrition": 3,
"strawberryGlazedCookieSaturationMod": 0.5,
"sweetberryGlazedCookieNutrition": 3,
"sweetberryGlazedCookieSaturationMod": 0.5,
"chocolateGlazedCookieNutrition": 3,
"chocolateGlazedCookieSaturationMod": 0.5,
"strawberryCupcakeNutrition": 3,
"strawberryCupcakeSaturationMod": 0.5,
"sweetberryCupcakeNutrition": 3,
"sweetberryCupcakeSaturationMod": 0.5,
"appleCupcakeNutrition": 3,
"appleCupcakeSaturationMod": 0.5,
"cornetNutrition": 3,
"cornetSaturationMod": 0.5,
"jamRollNutrition": 3,
"jamRollSaturationMod": 0.5,
"waffleNutrition": 5,
"waffleSaturationMod": 0.5,
"chocolateTruffleNutrition": 2,
"chocolateTruffleSaturationMod": 0.4,
"misslilituBiscuitNutrition": 6,
"misslilituBiscuitSaturationMod": 0.6,
"bunNutrition": 5,
"bunSaturationMod": 1.2
},
"vitality": {
"interval": 10,
"exhaustionReduction": 0.08
}
}
}

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{
"spawnPalms": true,
"spawnSeashells": true,
"spawnSandwaves": true,
"allowBottleSpawning": true,
"bottleMaxCount": 2,
"bottleSpawnInterval": 6000,
"destroySandcastle": true
}

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{
"shorthand_hud_location": "NEAR_CENTER", // NEAR_CENTER (Default) : FAR_CORNER
"elytra_model_equipment": "elytra", // effects the position of the backpack on the player's back while these items are equipped in the chestplate slot
"disable_backpack_render": false, // Disables backpacks and "beansbackpacks:equipable" rendering on the player : Default: false
"back_slot_pos": ["77", "44"],
"back_and_utility_direction": "UP", // UP (Default) : LEFT : DOWN : RIGHT
"shorthand_control": "HARD", // FIXED : HARD (Default) : MIXED : SOFT
"shorthand_breaks_tool": false // Will the Shorthand continue to use a tool until it breaks : Default: false
}

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{
"shorthand_size": 2, // 0 - 9 Default: 2
"tool_belt_additions": "", // !!DOES NOTING!! SOON TO BE REMOVED!
"shorthand_additions": "",
"extend_shorthand_by_advancement": "beansbackpacks:shorthand/level_30, story/enter_the_end",
"keep_back_on_death": false, // On death, the player will drop their equipment in the Back Slot : Default: false
"keep_shorthand_on_death": false, // On death, the player will drop their equipment in the Shorthand : Default: false
"do_nbt_stacking": false // Matching items which do not stack due to differing nbt now can stack : Default: false
}

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{
"enabled_features": []
}

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{
//"beansbackpacks:iron_backpack": {"bundle":{"size":8},"equipable": {"slots": "body","backpack_texture": "beansbackpacks:iron","sound_event": ["beansbackpacks:metal_equip", "beansbackpacks:metal_place"]},"placeable": {"backpack_texture": "beansbackpacks:iron"}}
//"minecraft:leggings" : {"bundle": {"size": 2,"sound": "soft"},"equipable": {"slots": "legs"}}
//"beansbackpacks:netherite_bucket" : {"bucket": {"size": 8}}
//"beansbackpacks:rose_boots" : {"equipable": {"slots": "feet","equipment_model": {"leftLeg": "beansbackpacks:backpack/rose_boot_left","rightLeg": "beansbackpacks:backpack/rose_boot_right"},"sound_event": ["item.armor.equip_generic"]},"modifiers": [{"type": "generic.scale","amount": 0.10,"slot": "feet","id": "rose_boot_step","operation": "add_multiplied_base"},{"type": "generic.movement_speed","amount": 0.10,"slot": "feet","id": "rose_boot_step","operation": "add_multiplied_base"},{"type": "generic.step_height","amount": 0.5,"slot": "feet","id": "rose_boot_step","operation": "add_value"}]}
}

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{
"enable_commands": true,
"force_resilient_feature_indexer": false,
"overworld_replacement_scale": 4,
"nether_replacement_scale": 2,
"end_replacement_scale": 1
}

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{
"blurExclusions": [
"net.minecraft.class_408",
"com.replaymod.lib.de.johni0702.minecraft.gui.container.AbstractGuiOverlay$UserInputGuiScreen",
"ai.arcblroth.projectInception.client.InceptionInterfaceScreen",
"net.optifine.gui.GuiChatOF",
"baritone.",
"io.github.darkkronicle.advancedchatcore.chat.AdvancedChatScreen",
"net.coderbot.iris.gui.screen.ShaderPackScreen",
"eu.midnightdust.midnightcontrols.client.gui.TouchscreenOverlay"
],
"fadeTimeMillis": 200,
"fadeOutTimeMillis": 200,
"ease": true,
"radius": 8,
"gradientStart": "#000000",
"gradientStartAlpha": 75,
"gradientEnd": "#000000",
"gradientEndAlpha": 75,
"showScreenTitle": false
}

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# Delete regions from the cache when they have not been loaded for X days.
#
# The cache for a given world is cleaned up whenever you disconnect from the server.
# Entire worlds are cleaned up when the game starts and you have not visited them for X days.
#
# Set to -1 to disabled.
# Set to 0 to clean up everything after every disconnect.
delete-unused-regions-after-days=-1
# Enables support for servers with multiple identically-named worlds.
#
# When enabled, a new local cache is started on each world change. If there are enough chunks with similar content in two caches, they will automatically be merged.
# This does mean that you may need to walk around a little before Bobby loads in cached chunks if there is little identifying information in your world (e.g. flat worlds).
#
# You may need to delete your existing cache if it is comprised of multiple worlds to prevent Bobby from merging into it.
# Requires a `/bobby upgrade` after enabling with existing cache.
dynamic-multi-world=false
enabled=true
# Changes the maximum value configurable for Render Distance.
#
# Requires Sodium.
max-render-distance=32
# Do not load block entities (e.g. chests) in fake chunks.
# These need updating every tick which can add up.
#
# Enabled by default because the render distance for block entities is usually smaller than the server-view distance anyway.
no-block-entities=true
# Reduces the light levels in fake chunks so you can tell the difference from real ones.
taint-fake-chunks=false
# Delays the unloading of chunks which are outside your view distance.
# Saves you from having to reload all chunks when leaving the area for a short moment (e.g. cut scenes).
# Does not work across dimensions.
unload-delay-secs=60
# Overwrites the view-distance of the integrated server.
# This allows Bobby to be useful in Singleplayer.
#
# Disabled when at 0.
# Bobby is active in singleplayer only if this is enabled.
# Requires re-log to en-/disable.
view-distance-overwrite=0

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{
"enableBorderlessFullscreen": true,
"addToVanillaVideoSettings": true,
"enableMacOS": false,
"customWindowDimensions": {
"enabled": false,
"x": 0,
"y": 0,
"width": 0,
"height": 0,
"useMonitorCoordinates": true
},
"forceWindowMonitor": -1
}

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# Config for braziliandelight
# Chance per tick for a new coconut to bud inside budding coconut leaves. 0.05 = 5%
coconut_budding_chance=0.05

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#Which unit the fluid display in the keg should use.
#Should be 'liters', 'millibuckets' or 'droplets'
#1 L = 1 mB = 81 d
#Default: liters
fluidDisplayUnit = "liters"
#When the opposite fluid display unit should be shown.
#Should be one of 'never', 'advanced_tooltips' or 'always'
#Default: advanced_tooltips
oppositeFluidDisplay = "advanced_tooltips"
#Should the numbed hearts obtained from being damaged when Tipsy flicker when you are about to take damage?
#Default: true
numbedHeartFlickering = true
#Should the food bar have a yellow overlay when the player has the Intoxication effect?
#Default: true
intoxicationFoodOverlay = true
#Should the chat scramble when the player has the Tipsy effect?
#Default: true
scrambleChat = true
#Should other player's nametags scramble when the player has the Tipsy effect?
#Default: true
scrambleName = true
#Should signs scramble when the player has the Tipsy effect?
#Default: true
scrambleSign = true
#Should kegs render the fluid texture in the background of the fluid slot?
#Default: true
renderFluidInKeg = true

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#At what amplifier of Tipsy should the chat scramble?
#Default: 3
levelChatScramble = 3
#At what amplifier of Tipsy should signs scramble?
#Default: 3
levelSignScramble = 3
#At what amplifier of Tipsy should nametags scramble?
#Default: 3
levelNameScramble = 3
[keg]
#Which unit the capacity field should use.
#Should be 'liters', 'millibuckets' or 'droplets'
#1 L = 1 mB = 81 d
#Default: droplets
kegCapacityUnit = "droplets"
#How much fluid (unit specified by capacityUnit) can the Keg hold?
#Range: 1 ~ 810000
#Default: 81000(droplets)
kegCapacity = 81000
#How many cold blocks are required for a cold temperature in the Keg?
#Default: 2
kegCold = 2
#How many cold blocks are required for a chilly temperature in the Keg?
#Default: 1
kegChilly = 1
#How many hot blocks are required for a warm temperature in the Keg?
#Default: 1
kegWarm = 1
#How many hot blocks are required for a hot temperature in the Keg?
#Default: 2
kegHot = 2
#Should the biome temperature influence the temperature in the Keg?
#Default: true
kegBiomeTemp = true
#Should the dimension temperature influence the temperature in the Keg?
#Default: true
kegDimTemp = true
[recipe_book]
#Should the Keg have a Recipe Book available on its interface?
#Default: true
enableRecipeBookKeg = true

192
minecraft/config/c2me.toml Normal file
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version = 3
# (Default:
# max(
# 1,
# min(
# if( is_windows,
# (cpus / 1.6 - 2),
# (cpus / 1.2 - 2)
# ),
# if( is_j9vm,
# ( ( mem_gb - (if(is_client, 0.6, 0.2)) ) / 0.4 ),
# ( ( mem_gb - (if(is_client, 1.2, 0.6)) ) / 0.6 )
# )
# ) - if(is_client, 2, 0)
# )
# )
# The expression for the default value of global executor parallelism.
# This is used when the parallelism isn't overridden.
# Available variables: is_windows, is_j9vm, is_client, cpus, mem_gb
#
defaultGlobalExecutorParallelismExpression = "default"
# (Default: 10) Configures the parallelism of global executor
globalExecutorParallelism = "default"
[fixes]
# (Default: true)
# Whether to disable the shutdown hook of log4j2 on dedicated servers.
# Enabling this also makes the JVM exit when the dedicated server is considered fully shut down.
# This option have no effect on client-side.
# We has historically been doing this, and this config option allows you to disable this behavior.
#
disableLoggingShutdownHook = "default"
# (Default: true) Enforces safe world random access.
# This feature detects unsafe off-thread world random access, helping to find the causes
# of mysterious "Accessing LegacyRandomSource from multiple threads" crash.
# The default behavior is to fail hard when such bad things happens.
# Disabling this option will replace this behavior with a warning.
#
# It is generally not recommended to disable this settings unless you know what you are doing
#
#
enforceSafeWorldRandomAccess = "default"
[clientSideConfig.modifyMaxVDConfig]
# (Default: true) Whether to modify maximum view distance
enabled = "default"
# (Default: 70) Max render distance allowed in game options
maxViewDistance = "default"
# (Default: true) Enable client-side support for extended render distance protocol (c2me:ext_render_distance_v1)
# This allows requesting render distances higher than 127 chunks from the server
#
# Requires Fabric API (currently available)
#
# Note: The server must advertise support this protocol for this to work
#
enableExtRenderDistanceProtocol = "default"
[noTickViewDistance]
# (Default: true) Whether to enable no-tick view distance
enabled = "default"
# (Default: 20) No-tick view distance max concurrent chunk loads
# Lower this for a better latency and higher this for a faster loading
maxConcurrentChunkLoads = "default"
# (Default: true) Whether to use compatibility mode to send chunks
# This may fix some mod compatibility issues
compatibilityMode = "default"
# (Default: true) Enable server-side support for extended render distance protocol (c2me:ext_render_distance_v1)
# This allows requesting render distances higher than 127 chunks from the server
#
# Requires Fabric API (currently available)
#
enableExtRenderDistanceProtocol = "default"
# (Default: false) Whether to ensure correct chunks within normal render distance
# This will send chunks twice increasing network load
ensureChunkCorrectness = "default"
# (Default: 2048) Maximum view distance for no-tick view distance
#
# This allows you to specify the maximum view distance that no-tick view distance can support.
# The maximum supported is 1073741823 and the minimum that make sense is 32,
# This option is purely to save memory, as it needs to reserve memory for the maximum view distance
#
# Note: on the client side, `clientSideConfig.modifyMaxVDConfig.maxViewDistance` should also
# be increased to actually expose the view distance in video settings
#
#
maxViewDistance = "default"
[generalOptimizations]
# (Default: true) Whether to let async chunk request no longer block server thread
# (may cause incompatibility with other mods)
optimizeAsyncChunkRequest = "default"
# (Default: 100000) The task interval of mid-tick chunk tasks in nanoseconds (-1 to disable)
# Mid-tick chunk tasks is to execute chunk tasks during server tick loop
# to speed up chunk loading and generation
# This helps chunks loading and generating under high MSPT but may raise
# MSPT when chunks are loading or generating
#
# It is generally not recommended to adjust this value unless you know
# what you are doing
#
# Incompatible with Dimensional Threading (dimthread)
#
midTickChunkTasksInterval = "default"
[generalOptimizations.autoSave]
# (Default: ENHANCED) Defines how auto save should be handled
# VANILLA: Use vanilla auto-save behavior (auto-save performed every tick during ticking)
# ENHANCED: Use C2ME enhanced auto-save (auto-save performed when the server have spare time after ticking)
# PERIODIC: Use pre-1.18 vanilla auto-save behavior (auto-save performed every 6000 ticks during ticking)
#
# Please preserve quotes so this config don't break
#
mode = "default"
[ioSystem]
# (Default: 8192) Soft limit for io worker nbt cache
chunkDataCacheSoftLimit = "default"
# (Default: 32678) Hard limit for io worker nbt cache
chunkDataCacheLimit = "default"
# (Default: false) EXPERIMENTAL FEATURE
# This replaces the way your chunks are saved.
# Please keep regular backups of your world if you are using this feature,
# and report any world issues you encounter with this feature to our GitHub.
#
# Whether to use the fast reduced allocation chunk serializer
# (may cause incompatibility with other mods)
#
gcFreeChunkSerializer = "default"
# (Default: true) Whether to use the optimized implementation of IO system
replaceImpl = "default"
[vanillaWorldGenOptimizations]
# (Default: false) Whether to use density function compiler to accelerate world generation
#
# Density function: https://minecraft.wiki/w/Density_function
#
# This functionality compiles density functions from world generation
# datapacks (including vanilla generation) to JVM bytecode to increase
# performance by allowing JVM JIT to better optimize the code
#
# Currently, all functions provided by vanilla are implemented.
# Chunk upgrades from pre-1.18 versions are not implemented and will
# fall back to the unoptimized version of density functions.
#
useDensityFunctionCompiler = "default"
# (Default: true) Whether to enable aquifer optimizations to accelerate overworld worldgen
# (may cause incompatibility with other mods)
optimizeAquifer = "default"
# (Default: true) Whether to enable End Biome Cache to accelerate The End worldgen
# This is no longer included in lithium-fabric
# (may cause incompatibility with other mods)
#
useEndBiomeCache = "default"
# (Default: true) Whether to enable StructureWeightSampler optimizations to accelerate world generation
#
optimizeStructureWeightSampler = "default"
[chunkSystem]
# (Default: true) Whether to enable async serialization
#
asyncSerialization = "default"
# (Default: false) Whether to recover from errors when loading chunks
# This will cause errored chunk to be regenerated entirely, which may cause data loss
# Only applies when async chunk loading is enabled
#
recoverFromErrors = "default"
# (Default: true) Whether to allow POIs (Point of Interest) to be unloaded
# Unloaded POIs are reloaded on-demand or when the corresponding chunks are loaded again,
# which should not cause any behavior change
#
# Note:
# Vanilla never unloads POIs when chunks unload, causing small memory leaks
# These leaks adds up and eventually cause issues after generating millions of chunks
# in a single world instance
#
allowPOIUnloading = "default"
# (Default: true) This option workarounds MC-276863, a bug that makes mushrooms appear in non-postprocessed chunks
# This bug is amplified with notickvd as it exposes non-postprocessed chunks to players
#
# This should not affect other worldgen behavior and game mechanics in general
#
suppressGhostMushrooms = "default"
# (Default: true) Whether to synchronize the management of player tickets
#
# In vanilla Minecraft, player tickets are not always removed immediately when players leave an area.
# The delay in removal increases with the chunk systems throughput, but due to vanillas typically
# slow chunk loading, tickets are almost always removed immediately. However, some contraptions rely
# on this immediate removal behavior and tend to be broken with the increased chunk throughput.
# Enabling this option synchronizes player ticket handling, making it more predictable and
# thus improving compatibility with these contraptions.
#
syncPlayerTickets = "default"

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{
"version": 3,
"cache_pictures": false,
"save_screenshot": false,
"simple_camera_hud": false,
"zoom_mouse_sensitivity": 0.5
}

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{
"version": 5,
"max_image_bytes": 500000,
"max_image_resolution": 1920,
"ms_per_picture": 20,
"can_rotate_pictures": true,
"check_frame_position": false,
"permission_levels": {
"take_picture": 0,
"upload": 0
}
}

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{
"enableGlint": true
}

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{
"clientCapeType": "MINECRAFT",
"enableOptifine": true,
"enableLabyMod": false,
"enableWynntils": false,
"enableMinecraftCapesMod": false,
"enableCosmetica": false,
"enableCloaksPlus": false,
"enableElytraTexture": true
}

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# If set to false, warnings will not get logged when a component fails to be resolved (typically due to mods being removed)
# Default value: true
log-deserialization-warnings = true
# If log-deserialization-warnings is enabled, warnings will be printed at most *this number of times* for every component type
# Default value: 5
max-deserialization-warnings = 5
# Internal value, do not edit or your changes may be arbitrarily reset
config-version = 2

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{
"type_enchantment_scroll_multiplier": 1.0
}

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{
"enabled": true,
"mute_errors": false,
"mute_warns": false,
"cache_ms": 50,
"broken_paths": false
}

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{
// When enabled, transfer the held items and armour from replaced entities by any of the Entity Spawn mods which depend on Collective.
"transferItemsBetweenReplacedEntities": true,
// The amount of times Collective loops through possible mob drops to get them all procedurally. Drops are only generated when a dependent mod uses them. Lowering this can increase world load time but decrease accuracy.
// min: 1, max: 500
"loopsAmountUsedToGetAllEntityDrops": 100,
// The delay of the is-there-a-block-around-check around entities in ms. Used in mods which depends on a specific blockstate in the world. Increasing this number can increase TPS if needed.
// min: 0, max: 3600000
"findABlockCheckAroundEntitiesDelayMs": 30000,
// Please check out https://stopmodreposts.org/ for more information on why this feature exists.
"enableAntiRepostingCheck": true,
// Enables pets for Patrons. Will be added in a future release.
"enablePatronPets": true
}

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chainHangAmount = 8.0
maxChainRange = 16
quality = 4
showToolTip = true

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@@ -0,0 +1,6 @@
{
"connected_textures": true,
"emissive_textures": true,
"custom_block_layers": true,
"use_manual_culling": true
}

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{
"current_controller": null,
"controllers": {
"08ea39ad-bae3-3f8a-861e-19afda095252": {
"config": {
"controlify:input": {
"h_look_sensitivity": 1.0,
"v_look_sensitivity": 0.9,
"v_look_invert": false,
"virtual_mouse_sensitivity": 1.0,
"reduce_aiming_sensitivity": true,
"button_activation_threshold": 0.5,
"is_l_c_e": false,
"deadzones": {},
"deadzones_calibrated": false,
"delayed_calibration": true,
"mixed_input": false,
"keep_default_bindings": false,
"radial_actions": [
"controlify:toggle_hud_visibility",
"controlify:change_perspective",
"controlify:drop_stack",
"controlify:open_chat",
"controlify:swap_hands",
"controlify:pick_block",
"controlify:take_screenshot",
"controlify:show_player_list"
],
"radial_button_focus_timeout_ticks": 20,
"mapping": null,
"bindings": {}
},
"controlify:config/generic": {
"nickname": null,
"auto_jump": false,
"toggle_sprint": true,
"toggle_sneak": true,
"disable_fly_drifting": false,
"show_ingame_guide": true,
"ingame_guide_bottom": false,
"show_screen_guides": true,
"show_on_screen_keyboard": true,
"dont_show_controller_submission": false
}
}
}
},
"global": {
"virtual_mouse_screens": [
"net.minecraft.class_465"
],
"keyboardMovement": false,
"keyboard_movement_whitelist": [],
"out_of_focus_input": false,
"load_vibration_natives": false,
"custom_vibration_natives_path": "",
"vibration_onboarded": true,
"reach_around": "OFF",
"allow_server_rumble": true,
"ui_sounds": false,
"notify_low_battery": true,
"quiet_mode": false,
"ingame_button_guide_scale": 1.0,
"use_enhanced_steam_deck_driver": true,
"seen_servers": []
}
}

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[client]
# Add mod ids here of mods that you wish to disable Crafting Tweaks support for.
disabledAddons = [ ]
# We both know JEI is much better. This option hides Vanilla's crafting book button instead of moving it.
hideVanillaCraftingGuide = false
# Set to 'DEFAULT' to enable both buttons and hotkeys. Set to 'BUTTONS' to enable buttons only. Set to 'HOTKEYS' to enable hotkeys only. Set to 'DISABLED' to disable completely.
mode = "DEFAULT"
# If set to true, right-clicking the result slot in a crafting table will craft a full stack.
rightClickCraftsStack = true
[common]
# A list of modid:name entries that will not be crafted by the compress key.
compressDenylist = [ "minecraft:sandstone", "minecraft:iron_trapdoor" ]
# Set this to false if you want the (de)compress feature to work outside of crafting GUIs (only works if installed on server while in the player inventory)
compressRequiresCraftingGrid = true

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{
// The version of the config file. Do not change this unless you know what you are doing.
"rconfig:version": 0,
// Changes the Creeper Overhaul creepers to destroy blocks or not.
"destroyBlocks": true,
"spawning": {
// Change the Creeper Overhaul creepers to spawn or not.
"allowSpawning": true,
// Change the Jungle Creeper to spawn or not.
"allowJungleCreeperSpawning": true,
// Change the Bamboo Creeper to spawn or not.
"allowBambooCreeperSpawning": true,
// Change the Desert Creeper to spawn or not.
"allowDesertCreeperSpawning": true,
// Change the Badlands Creeper to spawn or not.
"allowBadlandsCreeperSpawning": true,
// Change the Hills Creeper to spawn or not.
"allowHillsCreeperSpawning": true,
// Change the Savannah Creeper to spawn or not.
"allowSavannahCreeperSpawning": true,
// Change the Mushroom Creeper to spawn or not.
"allowMushroomCreeperSpawning": true,
// Change the Swamp Creeper to spawn or not.
"allowSwampCreeperSpawning": true,
// Change the Dripstone Creeper to spawn or not.
"allowDripstoneCreeperSpawning": true,
// Change the Cave Creeper to spawn or not.
"allowCaveCreeperSpawning": true,
// Change the Dark Oak Creeper to spawn or not.
"allowDarkOakCreeperSpawning": true,
// Change the Spruce Creeper to spawn or not.
"allowSpruceCreeperSpawning": true,
// Change the Beach Creeper to spawn or not.
"allowBeachCreeperSpawning": true,
// Change the Snowy Creeper to spawn or not.
"allowSnowyCreeperSpawning": true,
// Change the Ocean Creeper to spawn or not.
"allowOceanCreeperSpawning": true,
// Change the Birch Creeper to spawn or not.
"allowBirchCreeperSpawning": true
}
}

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{
// The version of the config file. Do not change this unless you know what you are doing.
"rconfig:version": 0,
/*
* Change the Vanilla Creeper to a new and improved texture with better animations.
* §cNote: Restart required to see changes.
*/
"replaceDefaultCreeper": true,
// Shows your cosmetic on your player for others.
"showCosmetic": true
}

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[necklace]
# Default: 0.20000000298023224
# Range: 0.0 ~ 1.0
swim_sped = 0.20000000298023224
# Default: 0.10000000149011612
# Range: 0.0 ~ 1.0
drowned_range_debuff = 0.10000000149011612
# Default: 0.10000000149011612
# Range: 0.0 ~ 1.0
guardian_range_debuff = 0.10000000149011612
[grappling_hook]
# Default: 1.0
# Range: 0.0 ~ 10.0
launch_speed = 1.0
# Default: 4.0
# Range: 1.0 ~ 1000.0
max_speed = 4.0
# Default: 32.0
# Range: 4.0 ~ 128.0
max_distance = 32.0
[spawn_rates.leaf_insect]
# Default: 14
# Range: 0 ~ 128
weight = 14
# Default: 1
# Range: 1 ~ 128
min = 1
# Default: 1
# Range: 1 ~ 128
max = 1
[spawn_rates.red_panda]
# Default: 8
# Range: 0 ~ 128
weight = 8
# Default: 1
# Range: 1 ~ 128
min = 1
# Default: 2
# Range: 1 ~ 128
max = 2
[spawn_rates.jumping_spider]
# Default: 2
# Range: 0 ~ 128
weight = 2
# Default: 1
# Range: 1 ~ 128
min = 1
# Default: 1
# Range: 1 ~ 128
max = 1
[spawn_rates.ferret]
# Default: 4
# Range: 0 ~ 128
weight = 4
# Default: 2
# Range: 1 ~ 128
min = 2
# Default: 3
# Range: 1 ~ 128
max = 3
[spawn_rates.sea_bunny]
# Default: 16
# Range: 0 ~ 128
weight = 16
# Default: 1
# Range: 1 ~ 128
min = 1
# Default: 4
# Range: 1 ~ 128
max = 4
[spawn_rates.dumbo_octopus]
# Default: 6
# Range: 0 ~ 128
weight = 6
# Default: 1
# Range: 1 ~ 128
min = 1
# Default: 1
# Range: 1 ~ 128
max = 1
[spawn_rates.otter]
# Default: 1
# Range: 0 ~ 128
weight = 1
# Default: 3
# Range: 1 ~ 128
min = 3
# Default: 5
# Range: 1 ~ 128
max = 5
[spawn_rates.koi_fish]
# Default: 4
# Range: 0 ~ 128
weight = 4
# Default: 2
# Range: 1 ~ 128
min = 2
# Default: 5
# Range: 1 ~ 128
max = 5
[spawn_rates.dragonfly]
# Default: 7
# Range: 0 ~ 128
weight = 7
# Default: 1
# Range: 1 ~ 128
min = 1
# Default: 1
# Range: 1 ~ 128
max = 1
[spawn_rates.shima_enaga]
# Default: 3
# Range: 0 ~ 128
weight = 3
# Default: 2
# Range: 1 ~ 128
min = 2
# Default: 3
# Range: 1 ~ 128
max = 3

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{
"fullscreenMode": "BORDERLESS",
"preferredFullscreenMode": "BORDERLESS",
"fullscreenType": "minecraft:default",
"borderlessFullscreenType": "windows:windowed",
"preferredMonitor": "0,0,1920,1080"
}

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{
"isEnabled": true,
"isPlayerDamageShown": false,
"colorSm": "#FFAA00",
"colorMd": "#FF0000",
"colorLg": "#AA0000"
}

View File

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{"MC-105068":"Attacking a shield-blocking player always plays the player hurts sound","MC-93018":"Wild wolves show breeding hearts but do not breed","MC-127970":"Using Riptide on a trident with an item in your off-hand causes visual glitch with said item","MC-200418":"Cured baby zombie villagers stay as jockey variant","MC-199467":"Certain entity animations stop after they\u0027ve existed in world for too long","MC-159163":"Quickly pressing the sneak key causes the sneak animation to play twice","MC-121903":"Command block minecarts do not save execution cooldown to NBT","MC-119754":"Firework boosting on elytra continues in spectator mode","MC-129909":"Players in spectator mode continue to consume foods and liquids shortly after switching game modes","MC-206922":"Items dropped by entities that are killed by lightning instantly disappear","MC-121706":"Skeletons and illusioners, Zombies aren\u0027t looking up / down at their target while strafing","MC-55347":"Title with long duration shows in other world","MC-80859":"Starting to drag item stacks over other compatible stacks makes the latter invisible until appearance change (stack size increases)","MC-93384":"Bubbles appear at the feet of drowning mobs","MC-88371":"Ender Dragon flies down in the void when the exit portal is destroyed","MC-108948":"Boats / boats with chest on top of slime blocks hover over block","MC-8187":"Two-by-two arrangements of jungle or spruce saplings cannot grow when there are adjacent blocks located north or west of the sapling formation","MC-122477":"Linux/GNU: Opening chat sometimes writes \u0027t\u0027","MC-89146":"Pistons forget update when being reloaded","MC-122627":"Tab suggestion box has missing padding on right side","MC-577":"Mouse buttons block all inventory controls that are not default","MC-135971":"Can\u0027t use CTRL+Q in crafting table","MC-143474":"Respawning causes your hotbar to reset to the first space","MC-237493":"Telemetry cannot be disabled","MC-79545":"The experience bar disappears when too many levels are given to the player","MC-30391":"Chickens, blazes and the wither emit particles when landing from a height, despite falling slowly","MC-90683":"\"Received unknown passenger\" - Entities with differing render distances as passengers outputs error","MC-217716":"The green nausea overlay isn\u0027t removed when switching into spectator mode","MC-46766":"Breaking particles, sounds, and block cracks can be created in spectator mode","MC-100991":"Killing entities with a fishing rod doesn\u0027t count as a kill","MC-197260":"Armor Stand renders itself and armor dark if its head is in a solid block","MC-183776":"After switching game modes using F3+F4, you need to press F3 twice to toggle the debug screen","MC-224729":"Partially generated chunks are not saved in some situations","MC-4490":"Fishing line not attached to fishing rod in third person while crouching","MC-215530":"The freezing effect isn\u0027t immediately removed upon switching into spectator mode","MC-231743":"\"minecraft.used:minecraft.\u003cPOTTABLE_PLANT\u003e\" doesn\u0027t increase when placing plants into flower pots","MC-215531":"The carved pumpkin overlay is rendered in spectator mode","MC-7569":"RCON output has newlines removed","MC-179072":"Creepers do not defuse when switching from Survival to Creative/Spectator","MC-232869":"Adult striders can spawn with saddles in peaceful mode","MC-12829":"Flying through climbable blocks in creative mode slows you down","MC-176559":"Breaking process resets when a pickaxe enchanted with Mending mends by XP / Mending slows down breaking blocks again","MC-227169":"The main hand is positioned incorrectly when holding a loaded crossbow in your offhand","MC-119417":"A spectator can occupy a bed if they enter it and then are switched to spectator mode","MC-132878":"Armor stands destroyed by explosions/lava/fire don\u0027t produce particles","MC-263865":"Fullscreen state isn\u0027t saved","MC-231097":"Holding the \"Use\" button continues to slow down the player even after the used item has been dropped","MC-111516":"Player flickers/turns invisible when flying at high speeds","MC-69216":"Switching to spectator mode while fishing keeps rod cast","MC-22882":"Ctrl + Q won\u0027t work on Mac","MC-160095":"End Rods only break Cactus when moved by pistons","MC-116379":"Punching with a cast fishing rod in the off-hand detaches fishing line from rod","MC-223153":"Block of Raw Copper uses stone sounds instead of copper sounds","MC-59810":"Cannot break blocks while sprinting (Ctrl+Click \u003d right click on macOS)","MC-165381":"Block breaking can be delayed by dropping/throwing the tool while breaking a block","MC-155509":"Dying puffed pufferfish can still sting players","MC-183990":"Group AI of some mobs breaks when their target dies","MC-112730":"Beacon beam and structure block render twice per frame","MC-2025":"Mobs going out of fenced areas/suffocate in blocks when loading chunks"}

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# Config for deltaboxlib
# Enable custom splashes in the game. If disabled, the default vanilla splashes will be used.
enable_custom_splashes=false
# List of custom splashes to use in the game.
splashes=[
"By Deltabox Tools! (Customize in config)"
]
# Remove vanilla splashes from the game. If enabled, only custom splashes will be used.
remove_vanilla_splashes=false
# Map of blocks to swap. The key is the original block, and the value is the block to swap it with. Example: {"minecraft:dirt": "minecraft:coarse_dirt"}
block_swap_map={}

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#.
#Turns the mod's effects on/off.
"Enable Distraction-Free Mode" = true
#.
#Lowers the opacity of the search bar to make it blend in more.
"Lower Opacity ?" = false
#.
#Show a message prompting the user to search to view recipes.
"Show Help Text" = true
#.
#Shows a button for the user to toggle recipe hiding on and off.
"Show Toggle Button" = true

View File

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{
"enabled": true,
"idle_time": 0,
"uncap_menu_frame_rate": false,
"states": {
"hovered": {
"frame_rate_target": 60,
"volume_multipliers": {
"master": 1.0
},
"graphics_state": "default",
"show_toasts": true,
"run_garbage_collector": false
},
"unfocused": {
"frame_rate_target": 1,
"volume_multipliers": {
"master": 0.25
},
"graphics_state": "default",
"show_toasts": false,
"run_garbage_collector": false
},
"invisible": {
"frame_rate_target": 0,
"volume_multipliers": {
"master": 0.0
},
"graphics_state": "default",
"show_toasts": false,
"run_garbage_collector": false
},
"abandoned": {
"frame_rate_target": 10,
"volume_multipliers": {
"master": 1.0
},
"graphics_state": "default",
"show_toasts": false,
"run_garbage_collector": false
}
}
}

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# Whether to use the broker to get the best relay based on location or use a hard-coded relay.
# default: true
useBroker = true
# default: https://broker.e4mc.link/getBestRelay
brokerUrl = "https://broker.e4mc.link/getBestRelay"
# default: test.e4mc.link
relayHost = "test.e4mc.link"
# default: 25575
relayPort = 25575

View File

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{
"beach": {
"coconutCrabSpawnChance": 0.2,
"generateCoconutTrees": true,
"generateSeashells": true
},
"desert": {
"spawnCamels": true,
"generatePricklyPears": true,
"pricklyPearGrowthChance": 1.0,
"generateDesertRuins": true
},
"snowy": {
"spawnPenguins": true,
"generateThinIcePatches": true
},
"plains": {
"spawnSquirrels": true,
"generateWalnutTrees": true,
"foxesAttackSquirrels": true
},
"lushCaves": {
"replaceAzaleaTree": true,
"generateSurfaceMoss": true
}
}

490
minecraft/config/emi.css Normal file
View File

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/** EMI Config */
#general {
/**
* Whether EMI is enabled and visible.
*/
enabled: true;
/**
* Whether cheating in items is enabled.
*/
cheat-mode: false;
/**
* How much EMI should use tooltips and popups to show controls and information.
*/
help-level: normal;
/**
* Where EMI should pull stacks from to populate the index.
*/
index-source: creative;
/**
* Which sidebar should be searched using the search bar.
*/
search-sidebar: right;
/**
* Whether normal search queries should include the tooltip.
*/
search-tooltip-by-default: true;
/**
* Whether normal search queries should include the mod name.
*/
search-mod-name-by-default: false;
/**
* Whether normal search queries should include the stack's tags.
*/
search-tags-by-default: false;
}
#ui {
/**
* Which action should be performed when clicking the recipe book.
*/
recipe-book-action: toggle-craftables;
/**
* Where to display status effects in the inventory.
*/
effect-location: top;
/**
* Whether to display a gray overlay when hovering over a stack.
*/
show-hover-overlay: true;
/**
* Whether to add mod name to tooltips
*/
append-mod-id: true;
/**
* Whether to add mod name to item tooltips, in case another mod provides behavior
*/
append-item-mod-id: true;
/**
* Prevents recipes being quick crafted from shifting around under the cursor.
*/
miscraft-prevention: true;
/**
* The unit to display fluids as.
*/
fluid-unit: liters;
/**
* Whether to use the batched render system. Batching is faster, but may have
* incompatibilities with shaders or other mods.
*/
use-batched-renderer: true;
/**
* Whether to have the search bar in the center of the screen, instead of to the
* side.
*/
center-search-bar: false;
/**
* Which sidebar type to switch to when searching.
*/
search-sidebar-focus: index;
/**
* Which sidebar type to focus when the search is empty.
*/
empty-search-sidebar-focus: none;
/**
* Whether the EMI config button should be visible.
*/
emi-config-button-visibility: hidden;
/**
* Whether the recipe tree button should be visible.
*/
recipe-tree-button-visibility: hidden;
/**
* The maximum height the recipe screen will grow to be if space is available in
* pixels.
*/
maximum-recipe-screen-height: 256;
/**
* The minimum width of the recipe screen in pixels. Controls how many tabs there
* can be, and where the page switching buttons go. The default is 176, the width
* of most screens.
*/
minimum-recipe-screen-width: 176;
/**
* The amount of vertical margin to give in the recipe screen.
*/
vertical-margin: 20;
/**
* Where to show workstations in the recipe screen
*/
workstation-location: bottom;
/**
* Display cost per batch when hovering a recipe output
*/
show-cost-per-batch: true;
/**
* Whether recipes should have a button to set as default.
*/
recipe-default-button: true;
/**
* Whether recipes should have a button to show the recipe tree.
*/
recipe-tree-button: true;
/**
* Whether recipes should have a button to fill the ingredients in a handler.
*/
recipe-fill-button: true;
/**
* Whether recipes should have a button to take a screenshot of the recipe.
*/
recipe-screenshot-button: false;
/**
* The GUI scale at which recipe screenshots are saved. Use 0 to use the current
* GUI scale.
*/
recipe-screenshot-scale: 0;
/**
* The pages in the left sidebar
*/
left-sidebar-pages: none;
/**
* The subpanels in the left sidebar
*/
left-sidebar-subpanels: none;
/**
* How many columns and rows of ingredients to limit the left sidebar to
*/
left-sidebar-size: 12, 100;
/**
* How much space to maintain between the left sidebar and obstructions, in pixels
*/
left-sidebar-margins: 2, 2, 2, 2;
/**
* Where to position the left sidebar
*/
left-sidebar-align: left, top;
/**
* Whether to render the header buttons and page count for the left sidebar
*/
left-sidebar-header: invisible;
/**
* Which theme to use for the left sidebar
*/
left-sidebar-theme: transparent;
/**
* The pages in the right sidebar
*/
right-sidebar-pages: index, craftables;
/**
* The subpanels in the right sidebar
*/
right-sidebar-subpanels: none;
/**
* How many columns and rows of ingredients to limit the right sidebar to
*/
right-sidebar-size: 10, 100;
/**
* How much space to maintain between the right sidebar and obstructions, in pixels
*/
right-sidebar-margins: 2, 2, 2, 2;
/**
* Where to position the right sidebar
*/
right-sidebar-align: right, top;
/**
* Whether to render the header buttons and page count for the right sidebar
*/
right-sidebar-header: visible;
/**
* Which theme to use for the right sidebar
*/
right-sidebar-theme: modern;
/**
* The pages in the top sidebar
*/
top-sidebar-pages: none;
/**
* The subpanels in the top sidebar
*/
top-sidebar-subpanels: none;
/**
* How many columns and rows of ingredients to limit the top sidebar to
*/
top-sidebar-size: 9, 9;
/**
* How much space to maintain between the top sidebar and obstructions, in pixels
*/
top-sidebar-margins: 2, 2, 2, 2;
/**
* Where to position the top sidebar
*/
top-sidebar-align: center, center;
/**
* Whether to render the header buttons and page count for the top sidebar
*/
top-sidebar-header: visible;
/**
* Which theme to use for the top sidebar
*/
top-sidebar-theme: transparent;
/**
* The pages in the bottom sidebar
*/
bottom-sidebar-pages: none;
/**
* The subpanels in the bottom sidebar
*/
bottom-sidebar-subpanels: none;
/**
* How many columns and rows of ingredients to limit the bottom sidebar to
*/
bottom-sidebar-size: 9, 9;
/**
* How much space to maintain between the bottom sidebar and obstructions, in
* pixels
*/
bottom-sidebar-margins: 2, 2, 2, 2;
/**
* Where to position the bottom sidebar
*/
bottom-sidebar-align: center, center;
/**
* Whether to render the header buttons and page count for the bottom sidebar
*/
bottom-sidebar-header: visible;
/**
* Which theme to use for the bottom sidebar
*/
bottom-sidebar-theme: transparent;
}
#binds {
/**
* Toggle the visibility of EMI.
*/
toggle-visibility: "ctrl key.keyboard.o";
/**
* Focuses the search bar.
*/
focus-search: "ctrl key.keyboard.f";
/**
* Clears the search bar.
*/
clear-search: "key.keyboard.unknown";
/**
* Display the recipes for creating a stack.
*/
view-recipes: "key.keyboard.r";
view-recipes: "key.mouse.left";
/**
* Display the recipes that can be created using a stack.
*/
view-uses: "key.keyboard.u";
view-uses: "key.mouse.right";
/**
* Favorite the item to display on the side of the screen opposite of recipies for
* quick access.
*/
favorite: "key.keyboard.a";
/**
* Set the default recipe for a given stack in the output of a recipe to that
* recipe.
*/
default-stack: "ctrl key.mouse.left";
/**
* Display the recipe tree for a given stack.
*/
view-stack-tree: "key.keyboard.unknown";
/**
* Display the recipe tree.
*/
view-tree: "key.keyboard.unknown";
/**
* Return to the previous page in EMI.
*/
back: "key.keyboard.backspace";
/**
* Return to the next page in EMI after going back.
*/
forward: "key.keyboard.unknown";
/**
* When on a stack with an associated recipe:
* Move ingredients for a single result.
*/
craft-one: "key.mouse.left";
/**
* When on a stack with an associated recipe:
* Move ingredients for as many results as possible.
*/
craft-all: "shift key.mouse.left";
/**
* When on a stack with an associated recipe:
* Move ingredients for a single result and put in inventory if possible.
*/
craft-one-to-inventory: "key.keyboard.unknown";
/**
* When on a stack with an associated recipe:
* Move ingredients for as many results as possible and put in inventory if
* possible.
*/
craft-all-to-inventory: "key.keyboard.unknown";
/**
* When on a stack with an associated recipe:
* Move ingredients for a single result and put in cursor if possible.
*/
craft-one-to-cursor: "ctrl key.mouse.left";
/**
* Display the recipe that will be used to craft on a stack with no recipe context.
*/
show-craft: "key.keyboard.left.shift";
/**
* Cheat in one of an item into the inventory.
*/
cheat-one-to-inventory: "ctrl key.mouse.right";
/**
* Cheat in a stack of an item into the inventory.
*/
cheat-stack-to-inventory: "ctrl key.mouse.left";
/**
* Cheat in one of an item into the cursor.
*/
cheat-one-to-cursor: "ctrl key.mouse.middle";
/**
* Cheat in a stack of an item into the cursor.
*/
cheat-stack-to-cursor: "key.keyboard.unknown";
/**
* Delete the stack in the cursor when hovering the index
*/
delete-cursor-stack: "key.mouse.left";
/**
* Copies the hovered recipe's ID to the clipboard
*/
copy-recipe-id: "key.keyboard.unknown";
/**
* In edit mode, hide the hovered stack
*/
hide-stack: "ctrl key.mouse.left";
/**
* In edit mode, hide stacks with the hovered stack's id
*/
hide-stack-by-id: "ctrl shift key.mouse.left";
}
#dev {
/**
* Whether development functions should be enabled. Not recommended for general
* play.
*/
dev-mode: false;
/**
* Whether editing the index is enabled
*/
edit-mode: false;
/**
* Whether to log untranslated tags as warnings.
*/
log-untranslated-tags: false;
/**
* Whether to log ingredients that don't have a representative tag as warnings.
*/
log-non-tag-ingredients: false;
/**
* Whether hovering the output of a recipe should show the recipe's EMI ID.
*/
show-recipe-ids: false;
/**
* Whether to display additional widgets added to recipes from other mods.
* These are typically developer facing and compatibility related, and not useful
* for players.
*/
show-recipe-decorators: false;
/**
* Whether stacks in the index should display a highlight if they have a recipe
* default.
*/
highlight-defaulted: false;
/**
* Whether to display exclusion areas
*/
highlight-exclusion-areas: false;
}

View File

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#Configuration file for Enhanced Block Entities
#Fri Jun 13 13:50:04 BST 2025
bed_ao=false
bell_ao=true
chest_ao=false
christmas_chests=allowed
decorated_pot_ao=false
experimental_beds=true
experimental_chests=true
experimental_signs=true
force_resource_pack_compat=false
render_enhanced_beds=false
render_enhanced_bells=true
render_enhanced_chests=false
render_enhanced_decorated_pots=true
render_enhanced_shulker_boxes=true
render_enhanced_signs=true
shulker_box_ao=false
sign_ao=false
sign_text_rendering=smart

View File

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# The default range for the /instantgroup command if no range was provided
default_instant_group_range=128.0
# The name of the instant group
instant_group_name=Instant Group
# The default permission level of the /instantgroup command
# EVERYONE - Every player can use this command
# OPS - Operators can use this command
# NOONE - The command can't be used by anyone
instant_group_command_permission_level=EVERYONE
# The default permission level of the /persistentgroup command
# EVERYONE - Every player can use this command
# OPS - Operators can use this command
# NOONE - The command can't be used by anyone
persistent_group_command_permission_level=OPS
# The default permission level of the /autojoingroup command
# EVERYONE - Every player can use this command
# OPS - Operators can use this command
# NOONE - The command can't be used by anyone
auto_join_group_command_permission_type=EVERYONE
# The default permission level of the /autojoingroup global command
# EVERYONE - Every player can use this command
# OPS - Operators can use this command
# NOONE - The command can't be used by anyone
auto_join_group_global_command_permission_type=OPS
# The default permission level of the /forcejoingroup command
# EVERYONE - Every player can use this command
# OPS - Operators can use this command
# NOONE - The command can't be used by anyone
force_join_group_command_permission_type=OPS
# Determines if a summary of all groups should be shown when a player joins the server
group_summary=true
# Forces all groups to be of the given type
# OFF - No group type is forced
# NORMAL - All groups are forced to be normal groups
# OPEN - All groups are forced to be open groups
# ISOLATED - All groups are forced to be isolated groups
force_group_type=OFF

View File

@@ -0,0 +1,31 @@
{
"logModelCreationData": false,
"debugOnRightClick": false,
"renderModeChoice": "NORMAL",
"vanillaModelHologramRenderMode_2": "OFF",
"modelExportMode": "NONE",
"attemptPhysicsModPatch_2": "CUSTOM",
"modelUpdateFrequency": "Average",
"entityRenderModeOverrides": {},
"entityPhysicsModPatchOverrides": {},
"entityVanillaHologramOverrides": {},
"modelsNamesDisabled": [],
"allowEBEModConfigModify": true,
"animationLODDistance": 20,
"retainDetailOnLowFps": true,
"retainDetailOnLargerMobs": true,
"animationFrameSkipDuringIrisShadowPass": true,
"preventFirstPersonHandAnimating": false,
"onlyClientPlayerModel": false,
"doubleChestAnimFix": true,
"enforceOptifineVariationRequiresDefaultModel": false,
"enforceOptifineVariationRequiresDefaultModel_v2": false,
"resetPlayerModelEachRender": true,
"resetPlayerModelEachRender_v2": true,
"onlyDebugRenderOnHover": false,
"enforceOptifineSubFoldersVariantOnly": true,
"enforceOptiFineAnimSyntaxLimits": true,
"allowOptifineFallbackProperties": true,
"showReloadErrorToast": true,
"exportRotations": false
}

View File

@@ -0,0 +1,6 @@
{
"logSoundSetup": false,
"entitySearchMode": "BLOCK",
"announceCompatibleSounds": "NONE",
"entityDisableSounds": []
}

View File

@@ -0,0 +1,40 @@
{
"optifine_limitRandomVariantGapsBy10": true,
"optifine_allowWeirdSkipsInTrueRandom": true,
"optifine_preventBaseTextureInOptifineDirectory": true,
"illegalPathSupportMode": "None",
"enableCustomTextures": true,
"enableCustomBlockEntities": true,
"textureUpdateFrequency_V2": "Fast",
"enableEmissiveTextures": true,
"enableEnchantedTextures": true,
"enableEmissiveBlockEntities": true,
"emissiveRenderMode": "DULL",
"alwaysCheckVanillaEmissiveSuffix": true,
"enableArmorAndTrims": true,
"skinFeaturesEnabled": true,
"skinTransparencyMode": "ETF_SKINS_ONLY",
"skinTransparencyInExtraPixels": true,
"skinFeaturesEnableTransparency": true,
"skinFeaturesEnableFullTransparency": false,
"tryETFTransparencyForAllSkins": false,
"enableEnemyTeamPlayersSkinFeatures": true,
"enableBlinking": true,
"blinkFrequency": 150,
"blinkLength": 1,
"advanced_IncreaseCacheSizeModifier": 1.0,
"debugLoggingMode": "None",
"logTextureDataInitialization": false,
"hideConfigButton": false,
"configButtonLoc": "BOTTOM_RIGHT",
"disableVanillaDirectoryVariantTextures": false,
"use3DSkinLayerPatch": true,
"enableFullBodyWardenTextures": true,
"entityEmissiveOverrides": {},
"propertiesDisabled": [],
"propertyInvertUpdatingOverrides": [],
"entityRandomOverrides": {},
"entityEmissiveBrightOverrides": {},
"entityRenderLayerOverrides": {},
"entityLightOverrides": {}
}

View File

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{
"configVersion": 7,
"renderNametagsThroughWalls": true,
"blockEntityWhitelist": [
"create:rope_pulley",
"botania:flame_ring",
"minecraft:beacon",
"create:hose_pulley",
"betterend:eternal_pedestal",
"botania:magic_missile",
"botania:falling_star"
],
"entityWhitelist": [
"botania:mana_burst"
],
"tracingDistance": 128,
"debugMode": false,
"sleepDelay": 10,
"hitboxLimit": 50,
"skipMarkerArmorStands": true,
"tickCulling": true,
"tickCullingWhitelist": [
"create:contraption",
"create:stationary_contraption",
"create:gantry_contraption",
"minecraft:boat",
"minecraft:firework_rocket",
"create:carriage_contraption",
"mts:builder_existing",
"mts:builder_rendering",
"mts:builder_seat",
"minecraft:acacia_boat",
"minecraft:acacia_chest_boat",
"minecraft:birch_boat",
"minecraft:birch_chest_boat",
"minecraft:cherry_boat",
"minecraft:cherry_chest_boat",
"minecraft:dark_oak_boat",
"minecraft:dark_oak_chest_boat",
"minecraft:jungle_boat",
"minecraft:jungle_chest_boat",
"minecraft:mangrove_boat",
"minecraft:mangrove_chest_boat",
"minecraft:oak_boat",
"minecraft:oak_chest_boat",
"minecraft:pale_oak_boat",
"minecraft:pale_oak_chest_boat",
"minecraft:spruce_boat",
"minecraft:spruce_chest_boat",
"minecraft:bamboo_raft",
"minecraft:bamboo_chest_raft"
],
"disableF3": false,
"skipEntityCulling": false,
"skipBlockEntityCulling": false
}

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{
"ignoredConfigIds": []
}

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{
"shaderHash": "ecb21e5eb440e41b19387cfb01186dcd244472a1c06012e3dbd89ce43018149c",
"EPVersion": "1.8.6",
"styleReimagined": true,
"styleUnbound": true
}

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# This file stores configuration options for the Euphoria Patcher mod
# Made for version 1.8.6
# Thank you for using Euphoria Patches - SpacEagle17
[display]
# Option for the sodium message popup logging.
# Default = true
doPopUpLogging = true
# Option that enables or disables the in-game shader messages, for example an update message made by the shader itself. Only works on Iris or Oculus
# Default = true
doDisplayShaderInGameMessage = true
[updates]
# Option which determines what updates the update checker considers.
# Update checker mode: 'important' (critical or big updates only), 'all' (all updates), 'none' (disabled).
# Uses the Modrinth API to fetch update information.
# Default = important
doUpdateChecking = "important"
[maintenance]
# Option that automatically renames outdated Euphoria Patches folders and config files to a new name.
# This makes it easier for users to identify which ones are outdated.
# Default = true
doRenameOldShaderFiles = true
# Option that automatically deletes outdated Euphoria Patches folders and config files.
# Default = false
doDeleteOldShaderFiles = false
[debug]
# Option that enables or disables debug logging. Alternatively, one can also set the JVM argument -DebugEP=true/false which takes priority over this setting.
# Default = false
doDebugLogging = false
[advanced]
# Here one can set alternative Shader Names which will also be generated alongside the normal one.
# This is useful if you want multiple different settings you can quickly switch between
# Default = Empty String, which means no alternative names will be generated.
# In case of multiple names, separate them with a comma
# You can also use {baseVersion} or {patchVersion} in names to insert the base shader or Euphoria Patches version.
# Example: Euphoria Saturated, Comp_{baseVersion} + EP_{patchVersion} Dark Settings, EP High Performance, etc...
alternativeShaderNames = ""
# Option that enables or disables automatic merging of the fragmented block.properties files into the main block.properties file.
# The properties files inside "Euphoria Patches/shaders/properties/" will be merged into a single block.properties file at the specified interval if any of them have changed.
# This helps organizing the files, reduces the number of entries in a single file and improves speed while editing them.
# Since they are merged automatically into the final block.properties file, the individual files can be edited without worrying about merge conflicts or losing changes.
# Default = false
autoMergeBlockProperties = false

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#Indigo properties file
#Sun Apr 05 12:27:58 MSK 2026
always-tesselate-blocks=auto
ambient-occlusion-mode=hybrid
debug-compare-lighting=auto
fix-exterior-vertex-lighting=auto
fix-luminous-block-ambient-occlusion=auto
fix-mean-light-calculation=auto
fix-smooth-lighting-offset=auto

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{
"generalSettings": {
"enable": true,
"unexpectedTransitionDuration": 20,
"keepVanillaBehaviour": true,
"debugMode": false,
"debugHud": false
}
}

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#Fabrishot screenshot config
#Wed Mar 13 23:30:28 GMT 2024
custom_file_name=huge_%time%
hide_hud=false
delay=3
width=3840
override_screenshot_key=false
save_file=true
disable_gui_scaling=false
file_format=PNG
height=2160

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{
"blocks": {
"enableBonemealEffect": true,
"fertilizedSoilRange": 5,
"waterSprinklerRange": 8,
"enableRainGrowthEffect": true,
"rainGrowthMultiplier": 0.5,
"feedingTroughRange": 8
},
"items": {
"enableFertilizer": true,
"enableTaming": true,
"enableHorseTaming": true,
"enableHorseEffects": true,
"enableChickenEffects": true,
"enableCatTamingChance": true,
"nutrition": {
"oatPancakeNutrition": 5,
"oatPancakeSaturationMod": 0.6,
"roastedCornNutrition": 5,
"roastedCornSaturationMod": 0.5,
"potatoWithRoastMeatNutrition": 7,
"potatoWithRoastMeatSaturationMod": 0.7,
"bakedLambHamNutrition": 8,
"bakedLambHamSaturationMod": 0.9,
"farmersBreakfastNutrition": 12,
"farmersBreakfastSaturationMod": 1.2,
"stuffedChickenNutrition": 8,
"stuffedChickenSaturationMod": 0.8,
"stuffedRabbitNutrition": 9,
"stuffedRabbitSaturationMod": 0.9,
"grandmothersStrawberryCakeNutrition": 4,
"grandmothersStrawberryCakeSaturationMod": 0.7,
"farmersBreadNutrition": 6,
"farmersBreadSaturationMod": 0.8,
"farmerSaladNutrition": 7,
"farmerSaladSaturationMod": 0.6,
"goulashNutrition": 8,
"goulashSaturationMod": 0.9,
"simpleTomatoSoupNutrition": 6,
"simpleTomatoSoupSaturationMod": 0.6,
"barleySoupNutrition": 5,
"barleySoupSaturationMod": 0.8,
"onionSoupNutrition": 7,
"onionSoupSaturationMod": 0.6,
"potatoSoupNutrition": 5,
"potatoSoupSaturationMod": 0.6,
"pastaWithOnionSauceNutrition": 6,
"pastaWithOnionSauceSaturationMod": 0.7,
"cornGritsNutrition": 6,
"cornGritsSaturationMod": 0.5,
"oatmealWithStrawberriesNutrition": 4,
"oatmealWithStrawberriesSaturationMod": 0.8,
"sausageWithOatPattyNutrition": 8,
"sausageWithOatPattySaturationMod": 0.9,
"lambWithCornNutrition": 8,
"lambWithCornSaturationMod": 0.8,
"beefPattyWithVegetablesNutrition": 6,
"beefPattyWithVegetablesSaturationMod": 0.8,
"barleyPattiesWithPotatoesNutrition": 5,
"barleyPattiesWithPotatoesSaturationMod": 0.9,
"baconWithEggsNutrition": 6,
"baconWithEggsSaturationMod": 0.7,
"chickenWrappedInBaconNutrition": 9,
"chickenWrappedInBaconSaturationMod": 0.9,
"cookedSalmonNutrition": 7,
"cookedSalmonSaturationMod": 0.9,
"cookedCodNutrition": 7,
"cookedCodSaturationMod": 0.9,
"roastedChickenNutrition": 5,
"roastedChickenSaturationMod": 0.8
}
},
"effects": {
"chickenEffect": {
"chickenEffectTickInterval": 120,
"chickenEffectEggChance": 20,
"chickenEffectFeatherChance": 20
},
"feastEffect": {
"feastEffectSatiationInterval": 40,
"feastEffectSustenanceInterval": 200,
"feastEffectHealAmount": 1
},
"sustenanceEffect": {
"sustenanceEffectInterval": 200,
"sustenanceEffectHealAmount": 1,
"sustenanceEffectFoodIncrement": 1
},
"satiationEffect": {
"satiationEffectInterval": 40,
"satiationEffectHealAmount": 1
}
}
}

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{
"#README": "This config file does not support comments. To see them configure it in-game using YACL or Cloth Config (or just use Forge)",
"client": {
"nourishmentHungerOverlay": true,
"comfortHealthOverlay": true,
"foodEffectTooltip": true
}
}

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{
"#README": "This config file does not support comments. To see them configure it in-game using YACL or Cloth Config (or just use Forge)",
"settings": {
"enableVanillaCropCrates": true,
"farmersBuyFDCrops": true,
"wanderingTraderSellsFDItems": true,
"richSoilBoostChance": 0.2,
"cuttingBoardFortuneBonus": 0.1,
"enableRopeReeling": true,
"canvasSignDarkBackgroundList": [
"gray",
"purple",
"blue",
"brown",
"green",
"red",
"black"
]
},
"farming": {
"defaultTomatoVineRope": "farmersdelight:rope",
"enableTomatoVineClimbingTaggedRopes": true
},
"recipe_book": {
"enableRecipeBookCookingPot": true
},
"overrides": {
"vanillaSoupExtraEffects": true,
"rabbitStewBuff": true,
"dispenserUsesToolsOnCuttingBoard": true,
"stack_size": {
"enableStackableSoupItems": true,
"soupItemList": [
"minecraft:mushroom_stew",
"minecraft:beetroot_soup",
"minecraft:rabbit_stew"
]
}
},
"world": {
"generateFDChestLoot": true,
"genVillageCompostHeaps": true,
"genFDCropsOnVillageFarms": true,
"wild_cabbages": {
"chance": 30
},
"wild_beetroots": {
"chance": 30
},
"wild_potatoes": {
"chance": 100
},
"wild_carrots": {
"chance": 120
},
"wild_onions": {
"chance": 120
},
"wild_tomatoes": {
"chance": 100
},
"wild_rice": {
"chance": 20
},
"brown_mushroom_colonies": {
"genBrownMushroomColony": true,
"chance": 15
},
"red_mushroom_colonies": {
"genRedMushroomColony": true,
"chance": 15
}
}
}

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renderSavingScreen = false
showToasts = true
showSavingTime = "TRUE"
backgroundPriority = 2
allowMultipleServers = true

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# Replace the blockstate neighbor table
replaceNeighborLookup = true
# Do not store the properties of a state explicitly and read themfrom the replace neighbor table instead. Requires replaceNeighborLookup to be enabled
replacePropertyMap = true
# Cache the predicate instances used in multipart models
cacheMultipartPredicates = true
# Avoid creation of new strings when creating ModelResourceLocations
modelResourceLocations = true
# Do not create a new MultipartBakedModel instance for each block state using the same multipartmodel. Requires cacheMultipartPredicates to be enabled
multipartDeduplication = true
# Deduplicate cached data for blockstates, most importantly collision and render shapes
blockstateCacheDeduplication = true
# Deduplicate vertex data of baked quads in the basic model implementations
bakedQuadDeduplication = true
# Use smaller data structures for "simple" models, especially models with few side-specific faces
modelSides = true
# Save memory overhead from empty data component maps/patched
dataComponentPatch = true
# Replace objects used to detect multi-threaded access to chunks by a much smaller field. This option is disabled by default due to very rare and very hard-to-reproduce crashes, use at your own risk!
useSmallThreadingDetector = false
# Use a slightly more compact, but also slightly slower representation for block states
compactFastMap = false
# Populate the neighbor table used by vanilla. Enabling this slightly increases memory usage, but can help with issues in the rare case where mods access it directly.
populateNeighborTable = false

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{
"configVersion": -1,
"recordingControls": {
"controlsLocation": "RIGHT",
"automaticallyStart": false,
"automaticallyFinish": true,
"showRecordingToasts": true,
"quicksave": false
},
"recording": {
"markDimensionChanges": true,
"recordHotbar": false,
"localPlayerUpdatesPerSecond": 20,
"recordVoiceChat": false,
"recordBobbyIntoReplay": false
},
"exporting": {
"defaultExportFilename": "%date%T%time%",
"exportRenderDummyFrames": 0
},
"keyframes": {
"defaultInterpolationType": "SMOOTH",
"useRealtimeInterpolation": true
},
"editorMovement": {
"flightDirection": "HORIZONTAL",
"flightMomentum": 1.0,
"flightLockX": false,
"flightLockY": false,
"flightLockZ": false,
"flightLockYaw": false,
"flightLockPitch": false
},
"marker": {
"markerOptions1": {
"color": "RED",
"customRGB": "#FF0000",
"savePosition": true,
"description": ""
},
"markerOptions2": {
"color": "RED",
"customRGB": "#FF0000",
"savePosition": true,
"description": ""
},
"markerOptions3": {
"color": "RED",
"customRGB": "#FF0000",
"savePosition": true,
"description": ""
},
"markerOptions4": {
"color": "RED",
"customRGB": "#FF0000",
"savePosition": true,
"description": ""
}
},
"advanced": {
"disableIncreasedFirstPersonUpdates": false,
"disableThirdPersonCancel": false,
"synchronizeTicking": false
},
"internal": {
"recentReplays": [
"/Users/snus/Library/Application Support/PrismLauncher/instances/ORIGINS SMP v4.2-NON VULKAN/minecraft/flashback/replays/2026-04-05T01_46_42.zip"
],
"openedWindows": [],
"nextUnsupportedModLoaderWarning": 0,
"filterUnnecessaryPackets": true,
"signedRenderFilter": false,
"viewedTipsOfTheDay": 1,
"showTipOfTheDay": true,
"nextTipOfTheDay": 1775429294397,
"replaySorting": "CREATED_DATE",
"sortDescending": true,
"defaultOverrideFov": 70.0,
"enableOverrideFovByDefault": false
},
"internalExport": {
"resolution": [
1920,
1080
],
"framerate": [
60.0
],
"resetRng": false,
"ssaa": false,
"noGui": false,
"selectedVideoEncoder": [
0
],
"useMaximumBitrate": false,
"recordAudio": false,
"transparentBackground": false,
"audioCodec": "AAC",
"stereoAudio": false
},
"forceDefaultExportSettings": {}
}

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[Window][###Timeline]
Pos=0,771
Size=1920,250
Collapsed=0
DockId=0x00000002,0
[Window][###Visuals]
Pos=1670,22
Size=250,747
Collapsed=0
DockId=0x00000004,0
[Window][WindowOverViewport_11111111]
Pos=0,22
Size=1920,999
Collapsed=0
[Window][Debug##Default]
Pos=60,60
Size=400,400
Collapsed=0
[Docking][Data]
DockSpace ID=0x7C6B3D9B Window=0xA87D555D Pos=0,22 Size=1920,999 Split=Y Selected=0x1F1A625A
DockNode ID=0x00000001 Parent=0x7C6B3D9B SizeRef=1920,830 Split=X Selected=0x1F1A625A
DockNode ID=0x00000003 Parent=0x00000001 SizeRef=1670,830 CentralNode=1 NoTabBar=1 Selected=0x5B0000FE
DockNode ID=0x00000004 Parent=0x00000001 SizeRef=250,830 Selected=0xD5C598E5
DockNode ID=0x00000002 Parent=0x7C6B3D9B SizeRef=1920,250 Selected=0x85175D4C

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#Disables File Watcher. Used to automatically update config if its file has been modified.
disableConfigWatcher = false
#A config option mainly for developers. Logs out configuration values that do not have translations when running a client in a development environment.
logUntranslatedConfigurationWarnings = true
#Path to load default configs from, intended for setting global server configs for newly created worlds, but also works when recreating client and common configs.
defaultConfigsPath = "defaultconfigs"

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{
"controls": {
"keys": null
},
"movement": {
"flightMode": "DEFAULT",
"horizontalSpeed": 1.0,
"verticalSpeed": 1.0
},
"collision": {
"ignoreTransparent": false,
"ignoreOpenable": false,
"ignoreCustom": false,
"whitelist": {
"ids": [],
"patterns": []
},
"ignoreAll": false,
"alwaysCheck": false
},
"visual": {
"perspective": "INSIDE",
"showPlayer": true,
"showHand": false,
"fullBright": false,
"showSubmersion": false
},
"utility": {
"disableOnDamage": true,
"freezePlayer": false,
"allowInteract": false,
"interactionMode": "CAMERA"
},
"servers": {
"mode": "NONE",
"whitelist": [],
"blacklist": []
},
"notification": {
"notifyFreecam": true,
"notifyTripod": true
}
}

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{
"enableBeekeeperVillagerProfession": true,
"generateBeekeeperAreaStructureInVillages": true,
"beekeeperAreaStructureWeight": 2,
"enableCopperGolem": true,
"generateCopperGolemWorkstationStructureInVillages": true,
"copperGolemWorkstationStructureWeight": 1,
"generateCopperGolemInAncientCity": true,
"copperGolemAncientCityCenterWeight": 10,
"enableCopperGolemsInTrialChambers": true,
"copperGolemInTrialChambersWeight": 4,
"enableLightningRodOxidation": true,
"enableCrab": true,
"enableCrabSpawn": true,
"crabSpawnWeight": 14,
"crabSpawnMinGroupSize": 2,
"crabSpawnMaxGroupSize": 4,
"crabPotionOfReachingDuration": 3600,
"reachingStatusEffectModifier": 1,
"enableGlare": true,
"enableGlareSpawn": true,
"enableGlareGriefing": true,
"glareSpawnWeight": 4,
"glareSpawnMinGroupSize": 1,
"glareSpawnMaxGroupSize": 1,
"enableIceologer": true,
"enableIceologerSpawn": true,
"enableIceologerInRaids": true,
"generateIceologerCabinStructure": true,
"enableIllusioner": true,
"enableIllusionerSpawn": true,
"enableIllusionerInRaids": true,
"generateIllusionerShackStructure": true,
"generateIllusionerTrainingGroundsStructure": true,
"replaceVanillaIllusioner": true,
"illusionerMaxIllusionsCount": 9,
"illusionerIllusionLifetimeTicks": 600,
"illusionerInvisibilityTicks": 60,
"enableMauler": true,
"enableMaulerSpawn": true,
"enableMaulerSpawnInDesert": true,
"maulerDesertSpawnWeight": 8,
"maulerDesertSpawnMinGroupSize": 1,
"maulerDesertSpawnMaxGroupSize": 1,
"enableMaulerSpawnInBadlands": true,
"maulerBadlandsSpawnWeight": 16,
"maulerBadlandsSpawnMinGroupSize": 1,
"maulerBadlandsSpawnMaxGroupSize": 1,
"enableMaulerSpawnInSavanna": true,
"maulerSavannaSpawnWeight": 32,
"maulerSavannaSpawnMinGroupSize": 1,
"maulerSavannaSpawnMaxGroupSize": 1,
"enableMoobloom": true,
"enableMoobloomSpawn": true,
"moobloomSpawnWeight": 4,
"moobloomSpawnMinGroupSize": 2,
"moobloomSpawnMaxGroupSize": 4,
"enableRascal": true,
"enableRascalSpawn": true,
"rascalSpawnWeight": 4,
"rascalSpawnMinGroupSize": 1,
"rascalSpawnMaxGroupSize": 1,
"enableTuffGolem": true,
"generateTuffGolemInStronghold": true,
"enableWildfire": true,
"generateCitadelStructure": true,
"enableZombieHorseTrap": true
}

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{
"mode": "NATIVE",
"interoperability": true,
"debug_mode": false,
"prefer_f_s_b_native": true,
"process_opti_fine": true,
"process_m_c_patcher": false
}

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{
// The version of the config file. Do not change this unless you know what you are doing.
"rconfig:version": 0,
"allowSpawning": true,
"spawnBarrelGolems": true,
"spawnCoalGolems": true,
"spawnHayGolems": true,
"spawnHoneyGolems": true,
"spawnSlimeGolems": true,
"spawnTerracottaGolems": true
}

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{
"aesthetic_gravestones": "true",
"decay_with_time": "true",
"decay_with_deaths": "true",
"decay_time": "576000",
"decay_time_type": "REAL_TIME",
"store_experience": "true",
"experience_cap": "true",
"experience_kept": "VANILLA",
"experience_decay": "false",
"gravestone_accessible_owner_only": "true",
"spawn_gravestone_skeletons": "false",
"broadcast_collect_in_chat": "false",
"broadcast_coordinates_in_chat": "false",
"console_info": "false",
"time_format": "MMDDYYYY"
}

View File

@@ -0,0 +1,4 @@
{
"firstPersonSwayStrength": 1.0,
"pettedPlayersPurr": false
}

View File

@@ -0,0 +1,9 @@
{
"#README": "This config file does not support comments. To see them configure it in-game using YACL or Cloth Config (or just use Forge)",
"highlight": {
"color": "#00FF68CF",
"enabled": true,
"distance": 20,
"duration": 100
}
}

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@@ -0,0 +1,17 @@
{
"items": {
"banner": {
"giveEffect": true,
"showTooltip": true
},
"hat": {
"damageReductionEnabled": true,
"damageReductionAmount": 40
}
},
"blocks": {
"brewingDuration": 1200,
"dryingDuration": 900,
"jugEffectDuration": 900
}
}

View File

@@ -0,0 +1,9 @@
{
"swingSpeed": 9,
"swimmingAnimation": true,
"climbAndCrawl": true,
"viewmodelXOffset": 0.0,
"viewmodelYOffset": 0.0,
"viewmodelZOffset": 0.0,
"mb3DCompat": false
}

View File

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{
"potion_recipe": "minecraft:sponge",
"potion_colour": "purple"
}

View File

@@ -0,0 +1,22 @@
{
"REGULAR_INFO": "----- Regular config values below -----",
"font_atlas_resizing": true,
"map_atlas_generation": true,
"hud_batching": true,
"fast_text_lookup": true,
"fast_buffer_upload": true,
"COSMETIC_INFO": "----- Cosmetic only config values below (Does not optimize anything) -----",
"dont_add_info_into_debug_hud": false,
"EXPERIMENTAL_INFO": "----- Experimental config values below (Rendering glitches may occur) -----",
"experimental_disable_error_checking": false,
"experimental_disable_resource_pack_conflict_handling": false,
"experimental_sign_text_buffering": false,
"experimental_screen_batching": false,
"DEBUG_INFO": "----- Debug only config values below (Do not touch) -----",
"debug_only_and_not_recommended_disable_universal_batching": false,
"debug_only_and_not_recommended_disable_mod_conflict_handling": false,
"debug_only_and_not_recommended_disable_hardware_conflict_handling": false,
"debug_only_print_additional_error_information": false,
"debug_only_use_last_usage_for_batch_ordering": false,
"debug_only_detailed_memory_leak_detection": false
}

View File

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{
selectedItemSize: 1.2,
bouncyStiffness: 0.3,
bouncyDamping: 0.2,
shouldItemGrowWhenSelected: true,
durabilityAnimates: true,
toolAnimates: false,
weaponAnimates: false,
bouncyAnimation: false,
foodAnimates: true,
toolsIgnoreBounce: false,
weaponsIgnoreBounce: false,
textScales: true,
hotbarSelectionColor: 2147483647,
lowDurabilityGlow: false,
immersiveToolTip: true,
tooltipYOffsetEnabled: false,
tooltipYOffset: 52,
scaleTooltipOffset: true,
durabilityGlowThreshold: 0.8,
showBackground: "DISABLED",
animationIntensity: 0.5,
nonSelectedItemSize: 1.0,
shrinkAnimationSpeed: 2.5,
animationSpeed: 0.1
}

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{
"check_the_wiki_for_more_information": "https://qouteall.fun/immptl/wiki/Config-Options",
"maxPortalLayer": 5,
"lagAttackProof": true,
"compatibilityRenderMode": false,
"enableMirrorCreation": true,
"enableCrossPortalSound": true,
"pureMirror": false,
"renderYourselfInPortal": true,
"correctCrossPortalEntityRendering": true,
"reducedPortalRendering": false,
"netherPortalOverlay": false,
"enableNetherPortalEffect": true,
"enableClientPerformanceAdjustment": true,
"clientTolerantVersionMismatchWithServer": false,
"checkModInfoFromInternet": true,
"enableUpdateNotification": true,
"sharedBlockMeshBufferOptimization": true,
"enableClippingMechanism": true,
"visibilityPrediction": true,
"useDepthClampForPortalRendering": true,
"enableCrossPortalView": true,
"portalRenderLimit": 200,
"doCheckGlError": false,
"shaderpackWarning": true,
"portalWandCursorAlignment": 2,
"netherPortalMode": "normal",
"endPortalMode": "normal",
"enableWarning": true,
"lightVanillaNetherPortalWhenCrouching": true,
"enableServerPerformanceAdjustment": true,
"enableDatapackPortalGen": true,
"indirectLoadingRadiusCap": 8,
"regularPortalLengthLimit": 64,
"scaleLimit": 30,
"easeCreativePermission": true,
"easeCommandStickPermission": false,
"portalsChangeGravityByDefault": false,
"portalSearchingRange": 128,
"serverSideNormalChunkLoading": true,
"teleportationDebug": false,
"looseMovementCheck": false,
"chunkPacketDebug": false,
"enableImmPtlChunkLoading": true,
"serverTolerantVersionMismatchWithClient": false,
"serverRejectClientWithoutImmPtl": true,
"disabledWarnings": []
}

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#Indium properties file
#Thu Jul 25 00:02:13 BST 2024
always-tesselate-blocks=auto
ambient-occlusion-mode=auto

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{
"backpacks": [
{
"name": "baby",
"rowWidth": 3,
"numberOfRows": 1,
"isFireImmune": false,
"dyeable": false,
"openSound": "minecraft:item.armor.equip_leather"
},
{
"name": "frayed",
"rowWidth": 9,
"numberOfRows": 1,
"isFireImmune": false,
"dyeable": true,
"openSound": "minecraft:item.armor.equip_leather"
},
{
"name": "plated",
"rowWidth": 9,
"numberOfRows": 2,
"isFireImmune": false,
"dyeable": false,
"openSound": "minecraft:item.armor.equip_iron"
},
{
"name": "gilded",
"rowWidth": 9,
"numberOfRows": 3,
"isFireImmune": false,
"dyeable": false,
"openSound": "minecraft:item.armor.equip_gold"
},
{
"name": "bejeweled",
"rowWidth": 9,
"numberOfRows": 5,
"isFireImmune": false,
"dyeable": false,
"openSound": "minecraft:item.armor.equip_diamond"
},
{
"name": "blazing",
"rowWidth": 9,
"numberOfRows": 6,
"isFireImmune": true,
"dyeable": false,
"openSound": "minecraft:item.armor.equip_leather"
},
{
"name": "withered",
"rowWidth": 11,
"numberOfRows": 6,
"isFireImmune": false,
"dyeable": false,
"openSound": "minecraft:item.armor.equip_leather"
},
{
"name": "endless",
"rowWidth": 15,
"numberOfRows": 6,
"isFireImmune": false,
"dyeable": false,
"openSound": "minecraft:item.armor.equip_leather"
}
],
"unstackablesOnly": false,
"disableShulkers": true,
"blacklist": [],
"playSound": true,
"requireArmorTrinketToOpen": false,
"allowBackpacksInChestplate": true,
"enableTrinketCompatibility": true,
"spillArmorBackpacksOnDeath": false,
"spillMainBackpacksOnDeath": false,
"trinketRendering": true,
"guiTitleColor": "0x404040"
}

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{
"backpacks": [
{
"name": "baby",
"rowWidth": 3,
"numberOfRows": 1,
"isFireImmune": false,
"dyeable": false,
"openSound": "minecraft:item.armor.equip_leather"
},
{
"name": "frayed",
"rowWidth": 9,
"numberOfRows": 1,
"isFireImmune": false,
"dyeable": true,
"openSound": "minecraft:item.armor.equip_leather"
},
{
"name": "plated",
"rowWidth": 9,
"numberOfRows": 2,
"isFireImmune": false,
"dyeable": false,
"openSound": "minecraft:item.armor.equip_iron"
},
{
"name": "gilded",
"rowWidth": 9,
"numberOfRows": 3,
"isFireImmune": false,
"dyeable": false,
"openSound": "minecraft:item.armor.equip_gold"
},
{
"name": "bejeweled",
"rowWidth": 9,
"numberOfRows": 5,
"isFireImmune": false,
"dyeable": false,
"openSound": "minecraft:item.armor.equip_diamond"
},
{
"name": "blazing",
"rowWidth": 9,
"numberOfRows": 6,
"isFireImmune": true,
"dyeable": false,
"openSound": "minecraft:item.armor.equip_leather"
},
{
"name": "withered",
"rowWidth": 11,
"numberOfRows": 6,
"isFireImmune": false,
"dyeable": false,
"openSound": "minecraft:item.armor.equip_leather"
},
{
"name": "endless",
"rowWidth": 15,
"numberOfRows": 6,
"isFireImmune": false,
"dyeable": false,
"openSound": "minecraft:item.armor.equip_leather"
}
],
"unstackablesOnly": false,
// Whether Shulker Boxes should be blacklisted from being placed inside Inmis Backpacks.
"disableShulkers": true,
// Backpack item blacklist
"blacklist": [],
// Whether Backpacks should play a sound when opened.
"playSound": true,
// If true, players will not be able to open Backpacks by right-clicking. This will require the player to open backpacks as a Trinket or Armor slot item with the bound key.
"requireArmorTrinketToOpen": false,
"allowBackpacksInChestplate": true,
// If this value is set to false, players will not be able to equip or open backpacks in a Trinkets slot.
"enableTrinketCompatibility": true,
// If true, backpacks in armor/trinket slots will empty out into the world (scatter contents) when the player dies.
"spillArmorBackpacksOnDeath": false,
// If true, backpacks in main inventory slots will empty out into the world (scatter contents) when the player dies.
"spillMainBackpacksOnDeath": false,
// Set this value to false to disable Backpack rendering when using Trinkets.
"trinketRendering": true,
// Color of the text rendered in the INMIS GUI.
"guiTitleColor": "0x404040"
}

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{"excluded":["put:valuesHere"]}

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